Glacial Onslaught

LEVEL 7th
CASTING TIME 10 Minutes
RANGE/AREA Self (3 miles )
COMPONENTS V, S, M *
DURATION Concentration 4 Hours
SCHOOL Transmutation
ATTACK/SAVE None
DAMAGE/EFFECT Control (…)

This spell allows the caster to summon or move large formations of ice. Any glacier or iceberg within the area can be made to move at a rate of 1 mile per hour (or 10 feet per round), and can be moved towards or away from the caster. Any buildings, ships, or other objects in the ice’s path are destroyed unless built of metal such as adamintine or a similarly tough substance. Any creatures who are overrun by the slow-moving ice take 6d6 points of bludgeoning and cold damage on a failed Dexterity (or Reflex) saving throw.
If no glacier or iceberg is available, when cast the spell will create a huge chunk of ice that roughly fills an available empty 20′ cube of space and can be moved as above, destroying or damaging objects and creatures smaller than it.
* Material Component – an icicle, or a similar wand-shaped piece of ice

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Spell: Subvert Control

Years ago in the pirate kingdoms, the wizard Deganous crafted this spell to use against King Kik’dak of the ice kobolds and his mechanical dragons. Along with Donal of Rockwell the wizard led a force to the ice kobolds’ fortress in the Barrar Mountains. When those that survived the trap-laden gauntlet reached the throne room where Kik’dak waited, Deganous used this magic to turn the kobold’s mechanical dragons on him, whereupon he was torn limb from limb.

Subvert Control

School transmutation; Level sorcerer/wizard 7

CASTING

Casting Time 1 standard action
Components V, S, M (a piece of bone and a piece of raw meat)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of constructs, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell alters the magic which powers constructs, which enables you to control them for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled constructs do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent constructs will remember that you controlled them, and they may seek revenge after the spell’s effects end.


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Geas Spells for 4th edition D&D

As a long-time dungeon master, geas has always been one of my favorite spells. Not to be used every session, or even every campaign, it can nevertheless be the jumping-off point for some interesting stories. Imagine it: the players storm the wizard’s tower only to be defeated and fall under his power. Against their will, they begin some quest at their foe’s bidding. Do the players resist his power and sacrifice their own vitality, or do they submit to his will? In doing his bidding, do they discover that the “evil wizard” is merely misunderstood? The storytelling possibilities are endless.

Therefore, I proudly present the following versions of the Geas spell: a 20th level wizard attack daily power, and a 14th level arcane ritual.

Geas

Wizard Attack 20
Daily
Charm, Divine, Implement, Psychic, Thunder
Standard Action Area
burst 2 within 10 squares
Target: enemies in burst
Attack: Int vs Will
Hit: 2d6 plus intelligence modifier psychic damage and the target is dominated (save ends).

Special – When reducing a target to 0 or lower hit points with this spell they become geased.  While geased, the target must work to complete a task the caster assigned to them when casting the spell.  Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges.  If the target’s maximum number of healing surges reaches zero, they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed.

Lesser Geas

Obey! Venture to the peak of Deathskull Mountain and retrieve a tail feather from the firehawks who nest there!

Component Cost: 1000 gp per creature geased
Market Price: 4200 gp
Key Skill: Arcana
Level: 14
Category: Binding
Time: 10 minutes
Duration: One day per caster level or until the assigned task has been completed.

At the completion of this ritual adjacent creatures, up to one per caster level, become geased.  While geased the target must work to complete a task that the caster assigned to them when casting the spell.  Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges.  If the target’s maximum number of healing surges reaches zero they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed. The caster’s arcana check determines the maximum level of creatures that can be affected.

Arcana Check Result Maximum Level
14 or lower Your level – 5
15–24 Your level
25 or higher Your level + 2

 


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4e D&D Ritual – Regeneration

Following up on our last article on new Fourthcore criticals here is a ritual that healers can use to re-grow those severed limbs.

Stay tuned for the next article in this series, “Character Scars and Maiming”, because everybody has more fun when the characters get messed up.

Regeneration
Applying sacred ungents to your comrade’s severed wrist, you pray to the gods of life to restore wholeness to their body. To your companion’s astonishment, your wounded friend’s hand begins to slowly grow out of the stump of their arm.

Component Cost: 250 gp for heroic tier characters, 2,500 for paragon tier, and 25,000 for epic tier characters.
Market Price: 520 gp
Key Skill: Heal (no check)
Level: 7
Category: Restoration
Time: 4 hours
Duration: Instantaneous

This ritual re-grows a severed limb on a living creature over the course of four hours.


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Moment of Clarity

For just a second, you see things are they truly are. Mostly.

Moment of Clarity
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: Self
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

You briefly acquire the ability to see all things as they actually are. For one round, you see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. The range of this effect is 120 feet.

Moment of clarity does not penetrate solid objects, negate concealment, expose mundane disguises, spot creatures who are simply hiding, or allow you to notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use moment of clarity through a crystal ball or in conjunction with clairaudience/clairvoyance.

Note that any level 4 or higher effects are not affected by this spell.

Material Component

A sprig of mint, rosemary, or a salve of salt to wake the senses.


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Transmute Wood to Bone

Transmute Wood to Bone
Transmutation [Healing]
Level: Drd 4, Sor/Wiz 5, Clr 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: Yes

This spell turns natural, uncut or unworked wood into an equally-sized bone, complete with marrow. Magically-enhanced wood is not affected by the spell.

If cast on living wood, for instance a tree, the wood must make a saving throw with a DC equal to the caster’s level + attribute bonus. Wooden structures must also make such a save. If cast on wands, staves, and other wood in possession of a living creature, the living creature rolls for the item.

The bone remains until a successful dispel magic or transmute bone to wood (reverse of this) spell restores its original subtance but not necessarily its form, especially if the bone has been chipped, fractured, or otherwise broken.

This spell can also be used to turn forests into components or raw material for necromantic magic, as the bones can be animated and turned into giant skeletons.

Arcane Material Component

A rib from a human or demihuman and a piece of bark off of a live tree.


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Direction Sense

Divination
Level: Ranger 1, Magic 2, Sor/Wiz 1, Clr 2
Components: V, S, M/DF
Casting Time: 1 minute
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell provides the target with a better sense of direction, even underground. The target receives a +5 on all tracking and direction sense checks and all checks to sense spinners and other direction-obfuscating mechanisms both above and below ground.

The arcane material component is a handful of iron filings and a metal rod. The divine component is a metal spinning top. Rangers whistle on the winds as a verbal component and toss a small leaf in the air.


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Cone of Silence

Illusion (Glamer)
Level: Brd 1, Clr 1
Components: S, M
Casting Time: 1 standard action
Range: Touch
Area: 30-ft.-long cone that emanates from the caster
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the conic area. The effect emanates from the cone held aloft by the caster. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

The material component is a small cone that the caster holds in her hand when casting the spell.


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Time Ward

Time
Level: Clr 4, Time 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all time domain spells and any negative time effects. This spell doesn’t remove and temporal effects that the subject is already experiencing, nor does it protect against natural aging.


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Power Word, Nightmare

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or less
Duration: 30 minutes/level
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly causes one creature of your choice to fall into a sleep and to be stricken by a series of nightmares. You control various parameters of the nightmare — falling, death in the family, etc. The subject takes 1d4 damage per hour from the mental strain caused by the nightmares and physical strain caused by the body thrashing about. When the subject awakes, she loses 2d4 points of constitution until she can get a good night’s sleep.

Any creature that currently has 101 or more hit points is unaffected by power word, nightmare if she is currently awake. However, if she is asleep when the spell is cast upon her, she is affected.


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