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.
Posted in Spell and tagged illusion, illusion (shadow), sorcerer / wizard spell level 8 by Adam A. Thompson with no comments yet.
Anti-Magic Missile
Anti-Magic [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Non-magic target: Reflex None, magic targets: None
Spell Resistance: No
Anti-magic missile operates like magic missile, but the bolts radiate anti-magic and can be used to damage magical beings (and beings who wield significant magic, such as sorcerers and wizards). The bolts also affect normal creatures, as would normal bolts.
A missile of anti-magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes magical targets unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Non-magical creatures may make a Reflex save to avoid all damage.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
In addition, if the the target currently concentrating on maintaining or casting a spell must make a concentration check +5 or the spell is dispelled.
Posted in Uncategorized and tagged anti-magic, sorcerer / wizard spell 1 by Stephen Hilderbrand with no comments yet.
Earrings of Warning
These earrings were originally a gift from the Magus Alidol to the Sorceress Sophia. Knowing the type of enemies she had, he enchanted these earrings to help her be forewarned when she was in danger. They are finely crafted teardrop lapis lazuli stones in gold settings.
While worn, these earrings confer the following benefits:
+1 insight bonus to initiative
+1 insight bonus to reflex saves
+5 competence bonus on listen checks
When worn, they take up the hat magic item slot.
Faint Divination; Caster Level 18; Craft Wondrous item, bladeturn; 18,000 gold
Posted in Magic Item and tagged helm by Adam A. Thompson with no comments yet.
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.
Posted in Spell and tagged necromancy, sorcerer / wizard spell 1 by Stephen Hilderbrand with no comments yet.
Robes of the Sea
These comfortable, flowing robes are a shimmering blue-green in color and decorated with bits of coral, shell, and ivory. They are often worn by sea-priests and mages who wish to travel among the kingdoms of mer-folk, aquatic elves and sea gnomes.
While worn, these robes grant the following powers:
* +10 circumstance bonus on swim checks
* continuous water breathing, per the spell
* can cast wave 3/day at 5th level – requiring a DC 16 Strength check by all caught in the wave
Faint Transmutation and Evocation; cl 5th; Craft Wondrous Item, water breathing, wave; 50,000 gold.
Posted in Magic Item and tagged shirt by Adam A. Thompson with no comments yet.
Ray of Befuddlement
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 Intelligence equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Intelligence score cannot drop below 1.
Posted in Uncategorized and tagged necromancy, sorcerer / wizard spell 1 by Stephen Hilderbrand with no comments yet.
Burden of Woe
“Heavy as the granite from deep within the earth
Levity stolen and devoid of any mirth.
Thy sword is dull, thy shield is heavy,
For every step a toll is levied.
And this is how thou shalt know
the heaviness of the Burden of Woe.”
Burden of Woe
Transmutation
Bar 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
You utter an incantation that instantly transmutes non-living matter into dull, stone versions of themselves.
Clothing, worn or carried objects, armor, shields, and weapons wielded by the target must succeed on a Will save or be transformed to rigid, ultra-dense stone versions of themselves. The stone is so heavy that the target cannot move as quickly and is encumbered. She takes a -2 penalty on attack rolls, AC, and Reflex saves and moves at the speed someone of her class/type would move when carrying a heavy load.
Make one saving throw for all the mundane items worn or carried, including clothes. Make a separate roll for armor and add a +4 bonus if the armor is magical. Make a separate roll for shields and add a +4 bonus if the shield is magical. Make a separate roll for weapons and add a +4 bonus if the weapons are magical. Every category of item uses the target’s Will modifier. If even one category fails their save, the target is encumbered and suffers the penalties listed above.
Any category of item that fails the saving throw instantly becomes a useless stone version of itself (and is no longer considered masterwork or magical if it had those properties) until a break enchantment, stone to flesh, limited wish, or wish spell is cast upon it.
The target can spend the appropriate time removing the affected item(s). Armor and shields follow the rules for removing armor listed in the Player’s Handbook. Once all the affected items are removed, the target is no longer encumbered and no longer suffers the penalties listed above.
If the target was flying when affected, they immediately begin to fall. If the target was swimming, they begin to drown unless they can breathe underwater.
This is an instantaneous effect that is not subject to spell resistance.
Posted in Uncategorized and tagged cleric spell level 5, sorcerer / wizard spell level 5, transmutation by Adam A. Thompson with no comments yet.
The Witch’s Watchdog
This is one of the first encounters in “Anointing the Seer“, an adventure coming soon from Unicorn Rampant. This big, bad wolf guards the entrance to the evil witch’s gardens in this fairy-tale styled adventure. Feel free to borrow it, or just Black Fang, for your games.
The Witch’s Watchdog (EL 12)
Here, an awakened dire wolf named Black Fang guards the entrance to the farm.
There is a break in the dense woods, revealing a clearing. A wooden arch, covered in green, thorny rose vines, marks the entrance of this small farmstead and stretches up high above your heads. A large yard and gardens stretch away before you. Shouts of revelry can be dimly heard from an enormous lodge house ahead to the left. To the right, behind extensive gardens, a two-story cottage sits among some trees at the far end of the clearing. Out of the darkness beneath the trees next to the arch a loud, low voice growls, “Who goes there?”
Creatures: An awakened dire wolf named Black Fang is the farm’s first guardian. He will challenge anyone other than the Sorceress or the giants who approaches the gate. He lurks in a dirt rut in the darkness a the foot of dense pine trees to the left of the gate (Hide: +14, +4 for cover = +18). A 100′ iron chain prevents him from ranging too far afield, and gives him a -4 on Move Silently checks. Conversation with him may allow the party to enter unmolested if they can bluff or bribe him, as he is not particularly loyal to the Sorceress. He is, however, a cruel, evil wolf, so he may demand that he be allowed to eat one of them for the others to enter. Either way, he readies a spring attack and tries to remain hidden in the shadows as soon as he spots or hears the anyone approaching.
Black Fang, CR 12
male awakened advanced dire wolf
chaotic evil large magical beast
Initiative: +7
Senses: Listen +32, Spot +32
Languages: common, sylvan, giant
AC: 22 (-1 size, +3 Dex, +3 natural, +7 dodge from Combat Expertiese), touch 18, flat-footed 14
HP: 225 (HD 25d8 + 100)
Fort: +18 Ref: +17 Will: +8
Speed: 50 ft.
Attack: bite +20 (2d6 + 19) – 7 point power attack, 7 point Combat Expertiese
Attack Options: combat expertiese, power attack, spring attack
Space / Reach: 10 ft. / 5 ft.
Base Attack: +25 Grapple: +37
SQ: Low-light vision, scent
SA: Trip (+39)
Feats: Alertness, Run, Track (from scent), Weapon Focus (bite), Improved Initiative, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack
Abilities Str 27, Dex 16, Con 18, Int 14, Wis 12, Cha 13
Skills: Hide +14, Listen +32, Move Silently +14, Spot +32, Survival +2*
Trip (Ex): When Black Fang hits with a bite attack he can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Black Fang.
Tactics A cyclone of furry death, Black Fang fights with cunning. He will use his spring attack to keep out of reach of any dangerous fighters, and will use his whirlwind attack if he becomes surrounded. Any spellcasters who harm him badly will be sprung on and tripped, and he will then stand over them so that if they stand he can attack again.
Development: Unless the players defeat the Black Fang quickly, the nocturnal Harpy Archer in the garden may wake and raise the alarm. A battle is listen DC -10 to hear, and the sleeping harpy has a total -3 on her listen check. The gate is 120ft (-12) from her roost (-5 for the walls), however, so a roll of 10 or more on a d20 indicates she is wakened and will arrive and join the fight in 3 rounds.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged Anointing the Seer by Adam A. Thompson with no comments yet.
Darkmist
Darkmist
Necromancy
Wiz/Sor 4
Range: Short
Duration: 1 round per level of the caster
Effect: 20′ diameter cloud
Save: Reflex to avoid damage, Fortitude to avoid unconsciousness
This spell creates a 20′ diameter black cloud, which can be moved by concentration at 30′ per round. It will, unless the caster concentrates, envelop the nearest living organism that has blood and start bleeding it, inflicting 2d6hp per round to all within. Also, the victims must succeed at a Fortitide save or be made unconscious by the spell. After inflicting 30 points of damage, the darkmist cloud dissipates.
Posted in Uncategorized and tagged necromancy, sorcerer / wizard spell, sorcerer / wizard spell 4 by Stephen Hilderbrand with no comments yet.
The Chamber of the Old One
Now that The Horror of the Old Ones has been released, here is the final encounter in the adventure. To see more, check out the 56 page adventure at RPGnow.com here!
The short, slick slope leading from the last chamber ends here at the shore of a pool of briny water. The water surges with the pulse of the ocean, small waves lapping at your feet. To the left a large cavern stretches out.
This dark cavern swirls with strange mists, and high above the ceiling seems to fade and reappear in patches with the mist, revealing distant, bright, hard pinpoints of light in an inky blackness above.
At the far end of the chamber, in a crater shaped pool, stands an immense oval-shaped mass. It’s irregular surface is streaked with veins of purple, black and green minerals, and broken by a crack large enough for an ogre to pass through. Fragments of the strange oblong lie below the crack.
This 100 ft by 50 ft ovular cavern is the chamber of the Old One. Before the dawn of man, the old one’s cocoon traversed the spaces between the worlds. It crashed into the sea here, creating the Onuago bay and the mountain of rock called harpy point with it’s impact. DC 30 knowledge arcana or craft metalworking will reveal that the cocoon is made of iron, with veins of adamantium and magesilver throughout.
In the eaons since then, the sea’s ceaseless crashing and later the scrabbling of the Children of the Sea have excavated this place. Then, with his ritual, Ernaldus fully wakened the Old One, who burst out of it’s cocoon to sew madness and ruin in Onuago.
The pool of water leads to the sea at the west side deep below harpy point. The old one’s will has prevented the water from flooding in to fill this chamber up to this point.
The roof of this chamber is shiftingly transparent, and reveals the stars that wheel above regardless of the time of day or night.
Creature: the Old One dwells here, and is likely either in it’s vessel or out at the bottom of the bay. If in the bay, it should emerge from the briny pool and attack the party from behind as they examine the chamber and the cocoon.
Old One: HP: 175
Tactics: The Old One will likely begin it’s assault with a chain lightning and dominate person and then cast blink as it strides towards the party, allowing it’s wisdom draining gaze attack and it’s slow aura to do their work. As long as the party is not being particularly effective, it will use it’s melee attacks to slay them. If seriously threatened, it will retreat via dimension door, summon a chaos beast, and use lightning bolts to eliminate the most effective foe, be it spellcaster or warrior. The Old One will fight to the death.
Treasure: There are Adamantium and Magesilver deposits in veins in the interstellar asteroid. If somehow retrieved, they are worth approximately 50,000 gold.
Development: After the defeat of the old one, the sea rushes in to cleanse the chamber. The body of the old ones floats strangely and is washed out. As it passes, the players can make a DC 12 Strength check to grab it and hold on as they are carried out by the surging water. The body will quickly rise to the surface of the bay, and begin to drift towards Onuago on the now calm water.
Failing this, the party must swim (DC 13 swim checks, to travel 100 ft. to the surface of the Bay) or leave by magic.
The empty husk is deposited like a beached whale near the near the shore of Onuago.
Posted in Encounter and tagged Horror of the Old Ones, Location, Old One by Adam A. Thompson with no comments yet.