Saturday, April 13, 2013

New Spells Ganked from Zak Sabbath


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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