Goblin Wind
School Enchantment
(compulsion) [fear, mind-affecting]; Level
Goblin
Ancestor 4; Cultural Continent
the Haeno
CASTING
Casting
Time 1 standard
actionComponents V,
S
EFFECT
Range SightArea 20-foot
burstDuration 1d4
roundsSaving Throw Will
negates; Spell Resistance Yes
|
DESCRIPTION
A
fell wind sweeps across the area. All in the caster's sight except
the caster must make a Will save or be filled with such fear that
they attack the nearest living thing for 1d4 rounds.
Inverted Hour
School transmutation
(chronomancy); Level Sor/Wiz
8, Wch 8; Cultural Continent
all
CASTING
Casting
Time 1 roundComponents V,
S, F (ritually prepared dagger which costs 1000 gp in materials,
3000 gp afterwards, and a Craft check, DC 33, to make)
EFFECT
Range 25
feet + 5 ft./2 caster levelsArea burst
to limit of rangeDuration instantaneous/1
hour (see below)Saving Throw Will
negates (see below); Spell
Resistance No
|
DESCRIPTION
The
caster kills himself or herself and is immediately reborn. Events
begin to reverse themselves beginning at that moment and going
backwards. The slain live and survivors die. Victors fall and the
captured become captors. Beginning at the present and moving
backward, the caster rolls a magic save for each creature that would
be affected in order (that is: reverse order from the moment of
casting). If the save is passed, the creature's fate is reversed. The
process continues until the caster fails a save or until a full hour
has been reversed.
Other
kinds of events may be inverted at the GM's discretion and in any way
the GM chooses, however, the caster may attempt to choose the form of
inversion of these events as well, by rolling for them as if they
were creatures, however: a failed save works as if the caster had
failed a save for a creature's fate and the magic stops working at
that moment.
Battle Oracle
School divination; Level
Alc 4,
Apl 4, Brd 4, Clr/Ora 4, Inq 4, Mag 4, Minotaur Ancestor 4, Pal 4,
Wch 4; Cultural Continent
all
CASTING
Casting
Time 1 minuteComponents V,
S, F (whatever divinatory tools the caster uses)
EFFECT
Range 25
feet + 5 feet per 2 caster levelsTarget 1
individual and 1 future foe of
theirsDuration instantaneousSaving
Throw no; Spell
Resistance yes (harmless; see below)
|
DESCRIPTION
The
target openly rolls ten d20s and whatever die s/he uses for damage
with his/her primary weapon of choice. The caster does the same. The
results are noted, in order.
The
DM looks at these rolls, treated as the actual rolls that will come
up, and says some goofy thing summing it all up like "The tide
of battle will rush toward you, but break upon you like waves upon
the shell of Inevitable Tortoise--but your sword's first strike will
be a mere glancing blow..."
In
the next battle, the target's strikes--and those of his/her foe--will
be treated as if s/he had just rolled exactly those numbers. In the
order already written down for each side. If one of the targets is
possessed of spell resistance and successfully resisted the spell,
then their half of the rolls, of course, are not made and their fate
is unseen.
Naturally:
-the
target is told this
-this
"number-matching" doesn't apply to the target's allies
-nothing
prevents the target or his/her foe from using tactics that do not
require an ordinary "to hit" roll or which cause a
different kind of damage than the "primary weapon" die
rolled
-the
more the target studies his/her foe, the more useful this oracle is
-the
target doesn't necessarily already know his/her target number (the
target's AC) in the fight
-the
nice utility-but-vagueness of this oracle is based on that
ignorance-of-the-target-number, so using the same mechanic for tasks
that require no input from the other side is less interesting. If you
want to adapt it for persuading, climbing, or other noncombat tasks
make sure the tasks use a GM-designed target-number system rather
than a roll-under or otherwise static-target system.
One Thousand Hogs
School conjuration
(creation); Level
Clr/Ora 6, Inq 6, Drd 5, Pig Spirit 5, Sum 5, Wch 5; Cultural
Continent
all
CASTING
Casting
Time 1 roundComponents V,
S, M (one thousand teeth)
EFFECT
Range 800
ft. + 80 ft. per caster levelTarget 1000
hogsDuration instantaneousSaving
Throw no; Spell
Resistance no
|
DESCRIPTION
A
thousand hogs (use pig statistics) crawl up from beneath the earth.
They know no master. Note that, being Small, the hogs will fill one
thousand squares within the range of the spell.
Mockery of Faith
School enchantment
(compulsion) [emotion, language-dependent, mind-affecting]; Level
Brd 3, Clr/Ora 3, Inq 3; Cultural
Continent
the Free City and the Burnt-Out Coast
CASTING
Casting
Time 1 roundComponents V,
S
EFFECT
Range 20
feetTarget 1
creature (see below) and all creatures within earshotDuration 2
daysSaving Throw Will
negates (see below); Spell
Resistance yes
|
DESCRIPTION
This
spell may only be cast on a cleric, priest, shaman or other official
member of an organized faith hierarchy and only on one of a faith
unlike that of the casting cleric (fine distinctions such as two
Aporuëna jögingr
practicing different jögr
count as unlike faiths for the purpose of this spell). This target
does not get a saving throw. It causes any creatures in earshot
(other than the target) to laugh when the target mentions his/her/its
deity, jög,
archangelic/demonic patron, power, et cetera. This includes
mentioning the god's name during the casting of spells. These
creatures get a saving throw.
Thask's Compulsive Repetition
School enchantment
(compulsion) [mind-affecting]; Level
Apl 2, Inq 2, Mag 2, Rgr 2, Sor/Wiz 2, Wch 2; Cultural
Continent
all
CASTING
Casting
Time 1 roundComponents V,
S
EFFECT
Range 20
feetTarget 1
creatureDuration See
belowSaving Throw Will
negates (see below); Spell
Resistance yes
|
DESCRIPTION
The
caster indicates a target before the target has announced his or her
next action. On a failed save, the target must repeat that action
every round (s/he may change targets) until s/he succeeds on a save,
which s/he rolls every round before his/her action.
Moebius Chamber
School transmutation
(chronomancy); Level
Sor/Wiz 6; Cultural Continent
all
CASTING
Casting
Time 1 roundComponents V,
S, M (the stem of a particular herb twisted upon itself so that it
forms a ring)
EFFECT
Range 10
feetTarget one
room up to 27,000 cubic ft.Duration 5
minutesSaving Throw no; Spell
Resistance yes (see below)
|
DESCRIPTION
Caster
designates a room: Whatever happens in that room in the next 5 rounds
will continue to happen forever in an endless cycle. These actions
will be enacted by temporal duplicates of any creatures in the room
during the 5-minute interval after the spell's casting. Creatures
duplicated by the spell (meaning those who did not successfully
resist via spell resistance) are free to act in whatever manner they
wish but the duplicates themselves cannot leave the room. The
repeating action in the room may be interfered with via physical
action or magic, but all will be returned to the starting condition
every 5 rounds. Objects removed from the room during the initial 5
rounds will be duplicated in the room, but the duplicated objects,
like the duplicated beings, cannot leave the room.
Ghastly Image
School illusion
(phantasm) [mind-affecting]; Level
Apl 4, Clr/Ora 4, Inq 4, Mag 4, Pal 4, Sor/Wiz 4, Wch 4, Victim
Spirit 4; Cultural Continent
all except Pesh
CASTING
Casting
Time 1 roundComponents V,
S
EFFECT
Range 25
feet plus 5 feet per caster levelTarget 1
creatureDuration see
belowSaving Throw Will
negates; Spell Resistance yes
|
DESCRIPTION
Target
briefly sees an apparition of every being s/he has slain. The target
is stunned until s/he makes a successful save (s/he rolls a new save
every round). The save is made at a minus equal to the number of
digits in the total tally of the target's kills.
Ridli's Transformation
School transmutation; Level
Mag 3, Sor/Wiz 3; Cultural Continent
the Free City
CASTING
Casting
Time 1 roundComponents V,
S, M (some of your own blood)
EFFECT
Range touchTarget 1
creatureDuration 1d10
roundsSaving Throw Fort
negates (harmless); Spell
Resistance yes
|
DESCRIPTION
Target's
blood becomes acidic when exposed to air. The target is immune to the
acid. Assume any amount of damage from a slashing weapon, 5 damage
from a piercing weapon, or 10 damage from a bludgeoning weapon causes
a wound sufficient to create a spray or cloud of tiny acidblood
particles. In this case, anyone within 5 feet when the target is
attacked must make a Reflex save or be splashed for an amount of
damage equal to the wound inflicted.
Mothrok's Unusual Method for Overcoming Siege
School conjuration
(healing); Level
Alc 4, Sor/Wiz 4, Wch 4; Cultural
Continent
the Free City
CASTING
Casting
Time 1 roundComponents V,
S, Sa (a chicken)
EFFECT
Range personalTarget selfDuration 4
roundsSaving Throw Fort
negates (harmless); Spell
Resistance yes
|
DESCRIPTION
Upon
uttering this spell, the caster becomes able to regenerate any lost
body part after 2 rounds, but only if the mutilator is a friend or
ally. The caster also becomes very tasty and highly nutritious.
Truelie
School transmutation; Level
Brd 6; Cultural Continent
Aporuë
(Celbion), Aprasaham, the
Free City
CASTING
Casting
Time 1 action (see
below)Components V,
S
EFFECT
Range unlimitedTarget varies
(see below)Duration see
belowSaving Throw no; Spell
Resistance no
|
DESCRIPTION
The
caster attempts to persuade at least 10 creatures a lie is true (no
magic may be directly employed to achieve this end). E has 3 minutes
per action spent casting this spell to do so (each extra action
requires a concentration check at a DC of 10 + the number of actions
previously spent; failure simply means that the casting is complete).
If successful, reality is altered such that the lie becomes true for
one round. For each additional 10 creatures convinced, reality is
altered for another round.
God's Eye
School conjuration; Level
Clr 4, Inq 4, Pal 4; Cultural
Continent
the Burnt-Out Coast
CASTING
Casting
Time 1 roundComponents V,
S, DF
EFFECT
Range touchTarget 1
creatureDuration 1d4
roundsSaving Throw Will
negates; Spell Resistance yes
|
DESCRIPTION
The
eye of the cleric's god falls upon the target. The target must
strictly obey the tenets of the god's faith and holy teachings at all
times or suffer 1d8+(cleric level) damage per round of disobedience.
Divine Lacuna
School transmutation; Level
Apl 7, Clr/Ora 7, Inq 7, Pal 7; Cultural
Continent
the Free City and the Burnt-Out Coast
CASTING
Casting
Time 1 roundComponents V,
S, DF
EFFECT
Range touchTarget 1
creatureDuration 1
daySaving Throw Will
negates; Spell Resistance yes
|
DESCRIPTION
A
single god chosen by the caster cannot see the target. The target
cannot be directly helped, harmed, or in any way affected by any
cleric spells cast by a devotee of that god's faith or otherwise
relying on the power of that god.
Unwanted Want
School enchantment
(compulsion) [emotion, mind-affecting]; Level
Alc 4, Brd 4, Sor/Wiz 4, Wch 4; Cultural
Continent
Aporuë,
Aprasaham, the Free City, Ndata-mbanye, the Two Kingdoms
CASTING
Casting
Time 1 roundComponents V,
S
EFFECT
Range 20
feetTarget 2
creaturesDuration see
belowSaving Throw Will
negates; Spell Resistance yes
|
DESCRIPTION
Caster
chooses two targets. Each loses the desires and goals they once had
and has them replaced with those of the other. The victims are
allowed a Will save each round but can only return to normal if both
save in the same round.
Warmask
School transmutation; Level
Apl 3, Mag 3, Rgr 3, Sor/Wiz 3, Sum 3, Wch 3; Cultural
Continent
Aprasaham,
Haeno, Ndata-mbanye
CASTING
Casting
Time 1 roundComponents V,
S, M (see below)
EFFECT
Range touchTarget 1
creaturesDuration 1
round per caster levelSaving Throw Will
negates (harmless); Spell
Resistance yes
|
DESCRIPTION
Caster
carefully removes the face from a slain foe (this takes d4 minutes),
and casts the spell. The face then will magically adhere to the face
of a target and grant him/her the str, con, max hp and combat and
damage bonuses of the dead foe. The target or caster must have slain
the foe.
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