Sleep Ward

Enchantment
Level: Clr 3, Bard 3, Sor/Wis 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all sleep spells, dreams, nightmares, and any sleep effects. This spell doesn’t awaken a creature that is already sleeping, nor does it protect against normal sleep; if the target is naturally sleepy, sleep can still occur.


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Share Pain

Abjuration
Cleric Level 3
Components: V, S, DF
Casting Time: Special
Range: Close (25 ft + 5ft / 2 levels)
Effect: special
Duration: 1 round/level
Saving Throw: none
Spell Resistance: No

This spell creates a link between you and the target summoned creature. One half of all hit point damage dealt to you is instead transfered to the target. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the summoned creature because it is not hit point damage. If your summoned creature dies, the summoning spell ends, or the target summon is removed from your plane of existance the spell ends. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned.

You can cast this spell as a move action as part of a summoning/calling spell. If you cast this spell on a creature that has already been summoned it is a standard action.


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Crippling Grasp

Necromancy
Level: Cleric 3, Sorcerer/Wizard 3, Corruption 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 rd / level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With a magic phrase, your hand glows with dim red energy. Grasping your foe’s arm, all his strength leaves him and he drops his weapon, his once-mighty limb now useless.

This spell cripples the touched limb. On a successful melee touch attack, a random limb is crippled. Depending on which limb is crippled, 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.

If they wish, the caster can attempt to cripple a specific limb. This type of “called shot” suffers a -4 penalty to the melee touch attack.

After the spells duration ends, when it is dispelled, or when heal, restoration, remove curse, or similarly powerful healing magic is used, the victim regains use of the crippled limb.

As this spell only requires verbal components, it is often used in close quarters and when wrestling desperately with opponents.


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Spell: Holy Transfixion

Holy Transfixion
Evocation (Good)
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature (see below)
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell summons holy (positive) energy to form an enclosure that holds undead, creatures from the negative energy plane and creatures from the plane of shadow and makes them more vulnerable to other holy energies. The subject becomes paralyzed and freezes in place. It is aware and unhurt but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect, breaking out of the prison. (This is a full-round action that does not provoke attacks of opportunity.)
Creatures from the negative energy plane receive a -4 on their saving throws against the hold effect, while creatures from the plane of shadow (or any other creature with the minor negative energy trait) receive a +4.
Creatures so held receive a -2 on any saves against spells with the holy, light or positive energy descriptor while held in the holy transfixion. In addition clerics and paladins receive a +2 on their turning checks against creatures held by this spell.
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Holy Transfixion, Mass
Evocation (Good)
Level: Clr 7
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like holy transfixion, except as noted above.


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