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Spells
Spells of Eduardo, the Master of Death Delay Death Necromancy Level: Clr 4 Components: V, S, DF Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target/Area/Effect: One creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Flavour Text You gesture toward your ally and call upon the power of your beliefs. A soft, golden glow appears on your companion’s chest, around his heart. The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of –9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject’s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject from entering the dying state by dropping to –1 hit points. It merely prevents death as a result of hit point loss. If the subject has fewer than –9 hit points when the spell’s duration expires, it dies instantly. Death's Head Panoply Necromancy Level:Death Delver 4 Components:V, S Casting Time:1 standard action Range:Personal Target/Area/Effect:You Duration:10 minutes/level Saving Throw:None Spell Resistance:Yes (harmless) Screaming, Eduardo raises himself to his full height. Resplendent, angelic wings burst from the Master's back and his whole person shimmers with unholy light. His visage, a horrifying, blazing skull, turns the room into a mess of light and shadow. This potent spell was developed by Eduardo, Master of Death as the pinnacle of death delver magic. Upon completion, your face is eclipsed by a blazing, semi-translucent skull, and your body becomes shrouded in a billowing cloak of darkness. The cloak grants you a +5 deflection bonus to Armor Class plus an additional +1 for every six caster levels (maximum bonus +8). You can see through the skull and armor as if they did not exist, and are also afforded darkvision with a range of 60 feet. Additionally, you gain a +2 bonus on saving throws against spells and effects from the necromancy school, and a +3 bonus to charisma based checks for the duration of the spell. If you have the ability to rebuke undead, you also apply this bonus to your rebuking damage rolls. Unmask Death Necromancy Level:Death Delver 2 Components:VSM Casting Time:1 standard action Range:Personal Target/Area/Effect:You Duration:1 round/level Saving Throw:None(harmless) Spell Resistance:Yes(harmless) Flavour Text The range of your deathwatch spell-like ability is temporarily extended to a 90-foot radius. Material component: Remove Fear, Mass Abjuration Level:Death Delver 4 Components:V, S Range:Close (25 ft. + 5 ft./2 levels) Target/Area/Effect:One creature/level, no two of which can be more than 30 ft. apart Flavour Text Mass Remove Fear, works like Remove Fear, except as noted above. Vampiric Presence Evocation Level:Death Delver 4 Components:VSM Casting Time:1 standard action Range:Personal Target/Area/Effect:You Duration:1 round/level Saving Throw:No(harmless) Spell Resistance:Yes(harmless) Flavour Text On completion of this spell you are infused with vampiric power. For the duration of this spell, you gain a +4 enhancement bonus to Charisma and Strength, a +6 bonus to natural armor, fast healing 2, and a +4 bonus to bluff and hide checks. You also gain the effects of the vampire's extraordinary spider climb ability. Material component: A shard of mirror. Blacklight Evocation [Darkness] Level:Darkness 3, sorcerer/wizard 3 Components:VSM Casting Time:1 standard action Range:Close (25 ft. + 5 ft./2 levels) Target/Area/Effect:A 20-ft.-radius emanation centered on a creature, object, or point in space Duration:1 round/level (D) Saving Throw:Will negates or none(object) Spell Resistance:Yes(harmless) Flavour Text With a few short words of power, you draw the light from the surrounding area. Within just a few seconds, the light dims to utter darkness. You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell’s area, even you, cannot see through it. Is countered or dispelled by daylight. Material Component: A piece of coal and the dried eyeball of any creature. Deific Vengeance Conjuration (Summoning) Level:Cleric 2, Purification 2 Components:V, S, DF Casting Time:1 standard action Range:Close (25 ft. + 5 ft./2 levels) Target/Area/Effect:One creature Duration:Instantaneous Saving Throw:Will half Spell Resistance:Yes Flavour Text You call out to your deity, declaring your foe’s crimes and asking your deity to punish him. This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead. |
Spells! Mass Phantom Steed Conjuration[Creation] Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 15 minutes Range: Close (25 ft. + 5 ft./2 levels) Target/Area/Effect: One quasi-real, horselike creature/2 levels Duration: 30 minutes/level Saving Throw: None Spell Resistance: No Rubbing the horse shoe in her hands, Dranga focuses, murmuring. Her eyes glow as she conjures from thin air, a herd of phantom steeds. This spell functions like phantom steed, except you can summon several phantom steeds. Material Component A horse shoe, not consumed in the process. Improved Dimension Door Conjuration(Teleportation) Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Long (500 ft. + 50 ft.) Target/Area/Effect: One 'door' Duration: One minute + 1 rd./caster level (D) Saving Throw: No (harmless) Spell Resistance: No (harmless) A door opens in space, and William draws in the stench of the dead before stepping through. A pair of Mummy's leap through, spinning spears with a deadly grace as the door snaps shuts. This spells opens a door in space to another place within range. The door can be up to one size smaller or bigger than the caster. The door's size cannot be changed after it has been cast, nor can it be moved. The door cannot be cast into a solid object or directly-weaponized in anyway. The door cannot be 'closed', and any creature can wander through, on either side while the door is open. Unlike other spells, 'closing' the door or Dismissing the spell is a Swift Action. Objects inside the doorway when it closes can be shunted to the other side, bisected or destroyed at the DMs discretion. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as they can fit. Freedom of Movement Abjuration Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Long (500 ft. + 50 ft.) Target/Area/Effect: One 'door' Duration: One minute + 1 rd./caster level (D) Saving Throw: No (harmless) Spell Resistance: No (harmless) Flavor Text This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web that create or are created by physical restraints on movement. The subject gets a +10 enhancement bonus on Escape Artist checks and a +15 enhancement bonus to Grapple Checks to escape a grapple, pins and other physical impediments, like chains, ropes, manacles and tight spaces.. The enhancement bonus increases to +20 and +30, respectively, at caster level 11th, and to +30 and +45, respectively, (the maximums) at caster level 15th. Freedom of Movement offers no protection to non-physical impediments to movement, or fear-effects, such as a mummy's despair special attack. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The Freedom of Movement spell does not, however, allow water breathing. Material Component A leather thong, bound around the arm or a similar appendage. Banality Illusion (Phantasm) [Mind-Affecting] Level: Assassin 4, Sor/Wiz 5, Brd 4 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 400 ft. + 40 ft./level emanation centered on you or object touched. Duration: 10 min./level (D) Saving Throw: Will partial Spell Resistance: No You cloud the minds of all creatures in the area, causing them to see you as dull, inconsequential, and unappealing. You do not know what others see specifically, however; everyone sees their own personalized image of absolute blandness appropriate to your surroundings. For example, while standing in the king’s court, onlookers might see you as just another courtier, but while passing through an orcish village, anyone looking would see yet another unwashed orc grunt. This has two direct effects: Any creature in the area suffers a –5 circumstance penalty to any Spot checks opposed to your Hide or Disguise skill checks, and you can use the Hide skill with regard to such creatures even when they are directly observing you. They also suffer a –5 circumstance penalty to any Listen check to hear you, as their befuddled mind rationalizes any sounds you make as being normal ambient noise. Any opponent attempting to strike or otherwise directly attack you, even with a targeted spell, must make a Will save (with a +4 circumstance bonus if you have made a physical attack against that opponent during the current encounter). If successful, they may attack normally and need make no further Will saves to attack you for the remainder of the spell (though they are still affected by the first effect). If the save fails, the opponent is fooled into believing you are too insignificant to waste the energy required to attack you. The opponent cannot follow through with the attack, though they do not realize that this decision has not been made of their own volition. They are still free to use the action they would have employed against you to take any other course of action, including attacking a different creature. They are also free to attempt a new Will save on any subsequent round if they wish to attack you. You may also cast this spell on an unattended object, which causes it to appear exactly as any other nearby object of the same type. Creatures affected suffer a –10 circumstance penalty to their Search and Spot checks to locate an object emanating banality. This form of the spell can be made the subject of a permanency spell by an 11th level or higher caster who spends 1500 XP. Source: GiantITP.com's Gaming Articles by The Giant himself. False Trail Illusion (Glamer) Level: Sor/Wiz 2 Components: V, S, M Range: Touch Target: One creature/level Duration: 1 hour/level; see text. (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No The subjects leave behind an illusion covering their footprints as they travel, causing any creature following to misidentify their tracks. Each subject’s tracks will appear to have been left by another kind of creature (up to one size larger or smaller than the subject) with which you are familiar. You may cause different subjects to leave different tracks as desired; for example, you might cause a group of five humans to leave tracks resembling three ogres and two dire wolves. The illusion also contains an olfactory component and can thus fool creatures that track with scent as easily as those that use their eyes. Finding tracks left behind by a creature under the effects of this spell is not inherently more difficult than normal, though the Survival skill check DC is based on the size of the creature whose tracks are being imitated. Any creature interacting with the false trail (either by touching or smelling the tracks) gets a Will saving throw to recognize them as false. The illusion on the tracks themselves lingers for 1 day/caster level, during which time they radiate magic and can be dispelled. Material Component: A few hairs from a skunk’s tail. Source: GiantITP.com's Gaming Articles by The Giant himself. Imperceptible Illusion (Glamer) Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D; see text) You become undetectable to all senses save touch, even those that are heightened or magically enhanced. You are invisible as if under the effect of greater invisibility, and cannot be seen even by creatures using see invisibility or true seeing. Any object of Fine size or smaller that touches you is turned invisible as well, preventing you from being discovered by glitterdust, dust of appearance, or similar methods and negating any penalty to you Hide checks from such a source. You remain invisible in the area of any spell that would cancel or reveal it, such as invisibility purge, and are immune to faerie fire. Discovering your location is more difficult as a result of these subtle improvements; while the Spot DC for noticing your presence remains the same, observers must beat the DC by 30 in order to pinpoint your location (rather than by 20 as normal). The spell masks all sounds (including sonic effects) from leaving the space you occupy, but does not prevent sounds from entering. This makes you effectively silent to others but does not prevent you from listening to your surroundings. It also does not prevent you from speaking, such as to cast spells with a verbal component, though your voice cannot be heard by any creature not occupying the same space. You cannot be sensed by blindsense, blindsight, or tremorsense, and neither do you register as a “blank spot” to creatures with these abilities. Your odor is completely neutralized, and you cannot be sensed or tracked by a creature using the scent special ability. You leave no footprints or tracks at all, as if under the effect of pass without trace. Your imperceptible nature allows you to be ignored by all forms of divination spells and effects that would detect your presence or any information about you, including all detect spells, arcane eye, arcane sight, clairaudience/clairvoyance, discern location, locate object, scrying or any similar spell lower than 9th level. You do not trigger any magical effect that would normally react to your presence, such as alarm or glyph of warding, though you can still activate spells that trigger when read (such as explosive runes or symbol of pain). At any point, you may temporarily suppress the effects of this spell as a free action. As long as the spell’s duration has not expired, you may subsequently return to your imperceptible state as a standard action. Material Component: The eyeball of a creature capable of using true seeing, either as a spell or spell-like ability. The eyeball is swallowed during the casting of the spell. Source: GiantITP.com's Gaming Articles by The Giant himself. Phantasmal Bane Illusion (Phantasm) [Mind-Affecting] Level: Bard 5, Sor/Wiz 5 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 min./level Saving Throw: Will disbelief Spell Resistance: No You create the false impression in the mind of one creature that the melee weapon you are holding is crafted from the most deadly and baneful substance it can imagine. The subject gets a Will saving throw to recognize the illusion the first time anyone attacks it with the weapon. If it fails the save, all attacks with the weapon are treated as if they were made by an attack form to which the creature is particularly vulnerable, allowing those attacks to deal full damage to most creatures with damage reduction. To a creature that believes the illusion, the phantasmal bane can inflict wounds as if was magical, was crafted of any given substance (silver, cold iron, or adamantine), dealt any type of weapon damage (bludgeoning, piercing, or slashing), or was dedicated to any given alignment. The weapon cannot overcome damage reduction that has no vulnerability (such as that of an elemental or high-level barbarian), and cannot overcome the damage reduction of creatures vulnerable only to Epic weapons (such as that of a solar). Phantasmal bane has no effect against creatures without any form of damage reduction. Because the illusion exists entirely in the target’s mind, you gain no knowledge about what sort of weapon to which the target might otherwise be vulnerable. Any specific creature can only be under the effect of one casting of phantasmal bane at any time. Focus: A single melee weapon, held during casting. You may pass the weapon to another creature after the spell is cast. Source: GiantITP.com's Gaming Articles by The Giant himself. Sensory Overload Illusion (Figment) Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level, no two of which can be more than 60 ft. apart Duration: 1 round/level Saving Throw: Will partial Spell Resistance: No You fill the target creatures’ senses with a kaleidoscope of colors, a cacophony of sounds, and a pungent swirl of odors. Overwhelmed with these impressions, each subject must make a Will saving throw or be stunned and unable to act. Even if a subject sees through the illusion, it is still sickened by the sensory overload for the duration of the spell. This spell has a particularly insidious effect against a creature using true seeing at the moment it is targeted. Rather than allowing it to ignore the sensory overload, the true seeing actually magnifies the effect, causing the subject to see the truth about everything, all at once. If a subject using true seeing is stunned by this spell, it must make a second Will saving throw or be driven permanently insane by the experience (as the spell insanity). Source: GiantITP.com's Gaming Articles by The Giant himself. Creature Sense Divination Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level Duration: Instantaneous Saving Throw: None Spell Resistance: No You gain an immediate mental impression of nearby monsters, learning the distance, direction, size, and type (but not subtype) of all creatures within range. You do not learn the specific kind of creature; for example, a minotaur would register only as a Large monstrous humanoid. This spell can be fooled by misdirection, nondetection, or polymorph magic. It can be blocked by a thin sheet of lead, but otherwise penetrates solid earth easily. Material Component: The brain of a bat. Source: GiantITP.com's Gaming Articles by The Giant himself. Sense of Timing Divination Level: Sor/Wiz 7 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: One creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: No The creature touched gains a powerful instinct about when attacks are occurring, allowing him to take dangerous or even foolhardy actions in the middle of battle with near-impunity. While benefiting from this sense of timing, the target does not provoke any attacks of opportunity for the duration of the spell, regardless of his actions. The target may choose to ignore his senses if, for some reason, he wishes to provoke an attack of opportunity. In addition, the target fights as if he knew the Combat Reflexes feat for the duration of the spell, allowing him to take advantage of openings he would normally miss. Focus: A tiny hourglass, filled with diamond dust, worth 500 gp. Source: GiantITP.com's Gaming Articles by The Giant himself. Terrible Secret Divination Level: Brd 6, Sor/Wiz 5 Components: V, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will half (see below) Spell Resistance: No This spell uses powerful divination magic to access a secret that was never meant to be known; a sanity-shattering truth that tears at one's brain from within, threatening to destroy it. Unlike other divinations, though, you do not unveil this knowledge unto yourself when casting this spell. You instead reveal this terrible secret to one other creature, whispering in horrific insights into its ear, hoping this will cause his brain to explode at the very understanding of it. Knowledge of the secret inflicts 1d6 points of damage per caster level (maximum 15d6) if it fully understood. The target can attempt to shut out knowledge with a successful Will save, which reduces the damage by half. The more intelligent the target, however, the more difficult it is to resist the urge to understand the secret. The target adds his Intelligence modifier to the Will saving throw DC, so that the secret is less effective on the blissfully ignorant. Creatures without an Intelligence score ignore this spell entirely, as do deific beings (as they presumably have the faculties to actually accept the secret as fact). Because the secret is whispered to the target, deafened creatures or those in a magical area of silence are also protected. The secret automatically adapts to any language the target knows, or is transmitted as a series of sounds of such primal significance that even the language-deficient can grasp them. The secret is such that the non-divine mind cannot grasp it for long, and it mostly fades from the target's memory after being revealed. Any creature that has been exposed to the secret remembers enough to help it resist the urge to look or listen should it be revealed again, granting it a +4 circumstance bonus to Will saves against this spell in the future. Focus: The preserved brain of an outsider with an Intelligence score of 14 or higher. Source: GiantITP.com's Gaming Articles by The Giant himself. Terrible Revelation Divination Level: Sor/Wiz 9 Range: Medium (100 ft. + 10 ft./level) Targets: All living creatures within range As terrible secret, except this spell reveals the knowledge to all creatures within range. You and up to one creature per caster level of your choice may be shielded from the secret. Focus: The preserved brain of an outsider with an Intelligence score of 22 or higher. Source: GiantITP.com's Gaming Articles by The Giant himself. Annihilation Gaze Transmutation Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No You meet the eye of a single creature and destroy it utterly, turning its body to a fine ash. The creature can attempt a Reflex save to avoid your gaze attack, but it is otherwise unable to shrug off the effects. Closing one’s eyes quickly cannot guarantee total safety, as even a glimpse of your baleful eye nauseates the target for 2d6 rounds. Any effect that normally blocks or hampers gaze attacks are effective against the annihilation gaze, including concealment (which provides a miss chance) or complete blindness. Source: GiantITP.com's Gaming Articles by The Giant himself. Empower Construct Transmutation Level: Sor/Wiz 8 Components: S, M Casting Time: 1 standard action Range: Touch Target: One construct Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No This spell enhances the natural connection between you and a construct that you created personally, allowing you to enhance your creation with impressive combat powers. The construct grows one size category, granting it a size bonus to Strength (+2 if the new size is Tiny, +4 if it is Small or Medium, or +8 if Large or bigger) and a –2 size penalty to Dexterity. It suffers standard penalties to its AC and attack rolls based on its new size. It may gain additional temporary hit points to bring it up to the amount appropriate for a construct of its new size; for example, a Medium construct that normally gains 20 bonus hit points for its size would gain an additional 10 hit points when it becomes Large. If the construct uses equipment, it grows in size to match as per the spell enlarge person. The construct gains a base attack bonus equal to your caster level (unless its own base attack bonus is higher), and if forced to make a saving throw, may use the your base saving throw bonus or its own, whichever is greater. The construct’s natural armor bonus increases by +8, and the material of the construct hardens, giving it Hardness equal to one-half your caster level. This does not stack with any existing Hardness or damage reduction the construct might possess. Material Component: A small piece of the material from which the construct was made. Source: GiantITP.com's Gaming Articles by The Giant himself. Inversion Transmutation Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This spell momentarily turns a creature’s body inside out, tearing flesh and badly mutilating the target. The spell then fades, returning the creature to its normal appearance, but not before inflicting 1d6 points of damage per caster level (max 30d6). A successful Fortitude saving throw can reduce this damage by half as the creature struggles to hold itself together. If the creature is killed by the damage from this spell, its body explodes in a shower of gore and is completely unrecognizable. The target’s equipment is unaffected (though could probably use a thorough washing). Material Component: A full wineskin, which is turned inside out and emptied during the casting. Source: GiantITP.com's Gaming Articles by The Giant himself. Reassembly Transmutation Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One destroyed construct touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell restores a construct that has been destroyed to working order. You may reassemble a construct that has been destroyed for no longer than one day per level. Only constructs that had Intelligence, Wisdom, and Charisma scores before being destroyed can be reassembled; as they have no souls, a construct has no option as to whether they wish to be reassembled or not. Constructs created by a temporary spell cannot be restored, even if the spell in question still has duration remaining. You must have most of the construct’s body present, though it need not be in one piece; the body is reconstructed during the casting of the spell, restoring any detached or broken limbs. The construct is not quite as good as new after the process, permanently losing 1 Hit Die (or character level, if it has any). A construct with only 1 Hit Die cannot be reassembled. The reassembled creature has a number of hit points equal to its new Hit Dice total, though it can be subsequently repaired by other means. Material Component: Emeralds worth a total of at least 5000 gp. Source: GiantITP.com's Gaming Articles by The Giant himself. |
Phantasmal Encounter
School of Magic[Modifier] Level: Components: Casting Time: Range: Target/Area/Effect: Duration: Saving Throw: Spell Resistance: Flavour Text Spell Description Chains of Force School of Magic[Modifier] Level: Components: Casting Time: Range: Target/Area/Effect: Duration: Saving Throw: Spell Resistance: Flavour Text Spell Description |
Fear Domain
Granted Powers Once per day, you can produce a greater terror effect. Using this ability adds the [Fear] descriptor to any spell you cast. Creatures targeted by the spell modified by this effect must make a Will Save (same DC as the original spell) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. When this effect is applied to a spell that already has the [Fear] descriptor, the effect becomes so potent that it becomes able to affect creatures normally immune to fear effects, such as paladins (although the subject still gets a saving throw to resist the spell's effect), and increases the Save DC by 2. Add Persuasion(Intimidate) to your list of class skills. Fear Domain Spells
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