Glacial Onslaught
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Spell by Adam A. Thompson with no comments yet.
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.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Spell and tagged sorcerer / wizard spell level 7, transmutation by Adam A. Thompson with no comments yet.
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 |
Posted in 4th edition Dungeons & Dragons, Spell and tagged ritual level 20, wizard power level 20 by Adam A. Thompson with no comments yet.
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.
Posted in Spell by Adam A. Thompson with no comments yet.
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.
Posted in Spell and tagged cleric spell level 5, druid spell level 5, sorcerer / wizard spell level 5, transmutation by Stephen Hilderbrand with no comments yet.
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.
Posted in Spell and tagged cleric spell level 2, sorcerer / wizard spell 1 by Stephen Hilderbrand with no comments yet.
Time Ward
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.
Posted in Spell and tagged cleric spell level 4, time, time domain by Stephen Hilderbrand with no comments yet.