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.
Posted in Spell and tagged cleric spell level 7, necromancy, sorcerer / wizard spell level 7 by Adam A. Thompson with no comments yet.
Mage Purse
The mage purse is a non-magical bag containing components and reagents for casting spells, incantations, and rituals. The bag contains some many of the following items: various colors of chalk, salt rocks, beeswax, candles, parchment, various dusts and shavings, some cheap crystals, incense sticks, a spool of yarn, a quill and ink set, a bone rod, a steel rod, various sticks with runes, hawthorn, mistletoe, garlic, ginseng, ginger, a few clumps of charcoal, a silk scarf, a small mirror, silver and gold bells, tongs, flint and tinder, copper wire, a deck of cards, a brass key, various simple rings (copper, silver, gold, iron, electrum), a picolo, thread, assorted buttons, a musical triangle, an appropriate holy symbol, pins, a small cloth doll, and assorted empty vials all contained within a padded roll with attached string to tie up the roll.
Depending on the amount of items within the mage purse, the item may cost as much as 120gp, though many are available for as little as 20gp. The purse can weigh as much as 10 lbs, but standard purses are closer to 3 lbs. This item is relatively water-tight and somewhat resistant to fire. It provides many of the essential components needed to cast spells. Because of this, add a +1 to all spellcraft checks and remove 5% chance of arcane spell failure.
Posted in Uncategorized and tagged mundane, purse by Stephen Hilderbrand with no comments yet.
The Sorrow of Ard Shurel (Magic Item)
The fragments of legend that can be pieced together in regards to this blade are few and scattered. It is whispered that Ard Shurel was a great Warlord, rising to power during the dawn of mankind. Little is known of his path to glory, but myths allude to his gentle spirit, compassionate heart, and endless ferocity.
Having gathered his brothers to his breast, Ard mastered the savage land he found around him. Slaying those who opposed him, and embracing those who would head his wisdom. Long was the struggle with the fel creatures of the night, but gradually a fragile balance was achieved and for a time he was at peace.
The mythos claims that his heart was captured by a beautiful maiden, and that he made her his bride. Fair and pure she was, tall and slender of neck. As all such things go, they were content for a time. Sadly, their happiness was short lived, for a demon of great power had been watching Ard, gnashing it’s great teeth in readiness for the day when it could strike him down.
Undar’gesh was a denizen of the shadows, a whisperer of lies. His minions lurked in darkness at fire’s edge, lusting for blood to quench their never ending thirst. For years they had hurled themselves upon Ard Shurel and his men, crashing down in endless waves upon them. Defeat had left Undar’gesh with a powerful thirst for revenge, and Shurel’s happiness was just another mortal weakness upon which to prey.
Each night the gloom demon would visit the beautiful bride, and whisper in her ear, casting long shadows of doubt in her mind. Her head and her heart became full of glass menageries, brittle and untrue. It was not long as demons measure time before Ard’s sweet wife was lost to her own madness.
The fierce heart of Ard Shurel was sundered. The gentle spirit, and just heart grew bitter and cold with grief. In a fit of rage, he took up his great blade and slew his beloved with a single blow. As he looked upon his dying love, her eyes were cleared of their madness and she had only kind words on her lips for her champion.
Going mad with the horror of what he had done, Shurel turned his blade on his own men, drowning his sorrow in their blood. As darkness stole across the land, and the sunlight bled beyond the horizon, Ard Shurel fell upon his own blade. The last light fled, and there upon the floor lay pulsing blood red blade, a faint sound of laughter echoing in the distance.
The Sorrow of Ard Shurel
+2 wounding man-bane bastard sword
Chaotic Evil – Ego Score: 15
Int: 14, Wis: 14, Cha: 10
Speaks common and abyssal
120 ft. vision and hearing
Powers: minor image 1/day, locaete object 3/day
Special Purpose: to destroy love wherever it is found
Dedicated Power: when the sword is around those who love each other (platonic or romantic) it can use song of discord at will.
Strong Mixed Auras; 135,000 gold
Posted in Magic Item and tagged weapon by Adam A. Thompson with no comments yet.
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.
Posted in Spell and tagged adept spell level 3, adept spell level 5, sorcerer / wizard spell 1, sorcerer / wizard spell 3, sorcerer / wizard spell 6 by Adam A. Thompson with no comments yet.
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.