Power Word, Dream

Causes the target to enter a dream.

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
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: 1 hour/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 dream. The spirit of the individual passes into the Plane of Dreams. Any creature that currently has 101 or more hit points is unaffected by power word, dream.


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Symbol of Withering

Necromancy
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell affects the target as Wither Limb. If the target crosses a threshold warded with this Glyph, their leg will be withered. If they touch the warded item, the limb used to touch it is withered. If the rune is triggered by reading, the limb withered should be determined randomly.

This spell permanently withers the touched limb. Upon triggering the Symbol, the affected limb is crippled and useless and the victim suffers 2d6 points of damage. Depending on what limb is withered, this spell has different effects.

Crippling a leg causes the opponent to fall down unless they make a DC 15 balance check, and halves their land speed. Furthermore, moving on only one leg requires a DC 10 balance check.

Crippling an arm, tentacle, or other grasping limb causes anything held with that arm to be dropped, and prevents it’s use. Full-body strength checks suffer a -4 penalty, as do grapple checks.

Crippling a wing prevents flight and causes an airborne creature to fall from the sky.

As this spell instantaneously destroys use of the limb, heal, restoration, regeneration, or similarly powerful healing magic of at least 5th level must be used to restore use of the crippled limb.

In other ways, this spell operates the same as other Symbol spells.

Unlike symbol of death, symbol of withering has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.


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Vitriolic Blast

The goblin adepts and sorcerers of Lord Fevul’s armies have passed knowledge of this spell down through the generations. It allows the caster to evoke cones of burning acid with which they spray their enemies. In battle, echelons of them will advance into the ranks of their foes, spraying deadly acid, and decimating their opponents.

Minor Vitriolic Blast

Evocation [Acid]
Level: Adept 3, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 10 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a cone-shaped spray of acid that originates at the caster’s rod or staff and extends outwards.

The cone is 10 ft long and deals 1d6 points of acid damage per caster level, up to a maximum of 5d6 points of damage. A reflex save is allowed for half damage.

Any creature that failed it’s reflex save takes 1d6 points of acid damage on the subsequent round. There is no save against this damage, although application of large quantities of water or oil before the round has passed can prevent further damage.

Arcane Focus

The focus for this spell is any staff or rod that has been anointed with special oils costing 10 gold.

Vitriolic Blast

Evocation [Acid]
Level: Adept 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a cone-shaped spray of acid that originates at the caster’s rod or staff and extends outwards.

The cone is 30 ft long and deals 1d6 points of acid damage per caster level, up to a maximum of 10d6 points of damage. A reflex save is allowed for half damage.

Any creature that failed it’s reflex save takes 3d6 points of acid damage on the subsequent round. There is no save against this damage, although application of large quantities of water or oil before the round has passed can prevent further damage.

Arcane Focus

The focus for this spell is any staff or rod that has been anointed with special oils costing 50 gold.

Major Vitriolic Blast

Evocation [Acid]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 45 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a cone-shaped spray of acid that originates at the caster’s rod or staff and extends outwards.

The cone is 45 ft long and deals 1d6 points of acid damage per caster level, up to a maximum of 20d6 points of damage. A reflex save is allowed for half damage.

Any creature that failed it’s reflex save takes 5d6 points of acid damage on the subsequent round. There is no save against this damage, although application of large quantities of water or oil before the round has passed can prevent further damage.

Arcane Focus

The focus for this spell is any staff or rod that has been anointed with special oils costing 200 gold.


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Foe’s Shade

Illusion (Shadow)
Level: Darkness 8, Sorcerer / Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft / 2 levels)
Effect: One quasi-real illusionary foe shade
Duration: 1 rd. / 3 levels
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes

You use material from the Plane of Shadow to shape quasi-real illusionary copy of your opponent. This shadow foe then attempts to slay the creature that it is a copy of, acting immediately much like a summoned monster.

The foe is actually one-half (50%) as strong as the original creature, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the foe can make a Will save to recognize its true nature.

A foe’s shade has one-half the hit points of it’s original at the time of creation. It deals normal damage and has identical abilities and weaknesses to the creature it is a copy of at the time of casting, including prepared spells and equipment. Against a creature that recognizes it as a shadow creature, however, the foe shade’s damage is one-half (50%) normal, and all special abilities that do not deal damage are only 50% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-half as large.

A creature that succeeds on its save sees the foe shade as a transparent image superimposed on a vague, shadowy form.

Objects automatically succeed on their Will saves against this spell.

Creatures who’s spell resistance is not overcome can not be affected by the foe shade.


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Ray of Enfumblement

Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Dexterity score cannot drop below 1.


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Wave (goodbye)

Evocation [Water]
Level: sorcerer / wizard 3, water 2
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped wave
Duration: Instantaneous
Saving Throw: none (see below)
Spell Resistance: Yes

This spell unleashes a powerful cone-shaped wave of water that pushed foes away from the caster.

All caught in the wave must succeed on a strength check equal to 10 + caster level + intelligence, charisma, or wisdom bonus (as appropriate to the caster’s class). Targets are pushed back 5 feet for every 5 points they fail their strength checks by.

Material component: some water from the sea.


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Eviscerate

Eviscerate
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One corpse
Duration: Instantaneous
Save: None

This spell removes the flesh from already dead corpses, leaving only bone. The caster determines what parts of the body become clear of flesh.


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Caricature

Caricature
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 1 min./level (D)
Save: Will negates

Mirror image‘s mischievous cousin, caricature creates an image of the target with certain features “accentuated” as determined by the caster. This image superimposes over the target, providing an illusory perspective of the target to onlookers. The image follows the target as she moves. The caricatures mimic the actions of the target, pretending to cast spells when the target casts a spell, drink potions when the target drinks a potion, appears hurt when the target is hurt, and so on.

Enemies attempting to attack or cast spells at the target must roll to see if they hit the illusion or the target. Any successful attack against the caricature destroys it. A caricature’s AC is 10 + the target’s size modifier + the target’s Dex modifier. Caricatures seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball), much like a mirror image.

Common features to be accentuated include the lengthening of the nose, changing the appearance of facial hair, or the appearance of certain facial gestures, such as incessant smiles.


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Phasing Wall of Force

Phasing Wall of Force
Evocation [Force], Time
Level: Sor/Wiz 4, Time 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No

A phasing wall of force spell creates an invisible wall of force that phases through time. The wall cannot move (except through time), it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. It is, however, affected by Time Stop and other effects that dispel or modify the passage of time. Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, temporal magic and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings), and all creatures can pass through when it’s out of phase with the current round. Gaze attacks can operate through a phasing wall of force.

The phasing effect means that the wall is there for one round, not there another (forward in time), then there, then not there (backward in time), etc.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object, creature or temporal effect, the spell fails.

Phasing wall of force can be made permanent with a permanency spell. Of course, it still shifts through time, even when permanent.

Material Component

A pinch of powder made from a clear gem and a pinch of sand from an hourglass.

This spell is related to phase object, detailed in an earlier post. This spell, like phase object, were developed by Faduardo Gantonín, a high mage of the Phyloctæte


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Gantonín’s Immolation

Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of flame that ignites one target
Duration: 2 rounds per caster level
Saving Throw: None
Spell Resistance: Yes

A bolt of black flame leaps from the caster’s finger and engulfs the chosen target, burning them until they are destroyed.

You must succeed at a ranged touch attack to affect the target. The ray of flames does 4d6 points of fire damage and causes the target to continue to burn for 4d6 points of fire damage per round. The flames continue to burn until the target is dead, at which point the magical fires consume the corpse and go out. If the target has not been destroyed after 2 rounds per caster level, the flames go out.

Other than dispelling the flames with dispel magic or disjunction there is no way to extinguish the magical flames short of submersion in a small lake: lesser quantities of water merely reduce the fire damage briefly. A 9th level spell with the cold descriptor targeting the victim can also be used to end the immolation.

Creature that are immune to fire damage are unaffected by this spell.


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