Protection from Dreams

Provides protection against taking damage from dreams.

Protection from Dreams
Abjuration

Level: Clr 2, Pal 2, Sor/Wiz 2, Brd 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from dreams and dream creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects.

First, the subject gains a +5 deflection bonus to AC and a +5 resistance bonus on saves versus creatures from or on the Dream Plane.

Second, the barrier blocks any attempt to sleep the warded creature. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from dreams effect.

Arcane Material Component

A little pillow filled with down with which you decorate a 3-foot-diameter circle on the floor (or ground) around the creature to be warded.


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Elven Maiden Come Gnome

This spell was originally developed by Foulmouth Goldshore, who uses to woo elven maidens.

Enchantment (Charm, Passion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes the humanoid creature you have fallen in love with to regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, the spell will automatically fail. Also, you must

As per charm person, the spell on which it is based, the spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming, and you must present a material component of value to the target to that target. This component is good for one instance of the spell only.


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Golden Dragon Showers

This spell appears to rain showers of gold upon enemies. However, it actually casts molten metal upon the targets, burning them to cinders, dealing 1d10 per every 2 caster levels up to a max of 10d10 + 1d10 for each level of gold dragon.

Golden Dragon Showers
Evocation [Metal] and Illusion
Level: Sor/Wiz 4, Metal 4
Components: S
Casting Time: 1 standard action
Target: Self
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

It can only be cast in Foulmouth‘s golden dragon form, otherwise only requiring a single verbal component.


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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.


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Asteroth’s Snare

Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V, S, M, (F); see text
Casting Time: 1 standard action or see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: Yes; see text

This spell is a more powerful and versatile version of Trap the Soul.

Asteroth’s Snare transports a living creature into a specially prepared magic circle, which can be at any distance from the target, even on another plane. The magic circle holds the trapped entity indefinitely or until the circle is broken or the caster releases the victim. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the circle imprisoning it is broken or it is otherwise freed.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion

First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, magic circle is destroyed.

Trigger Object

The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the magic circle is drawn. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its is automatically transferred to the magic circle without the benefit of spell resistance or a save.

Material Component

Before the actual casting of Asteroth’s Snare, you must prepare a special magic circle, similar to the one used for planar binding, the creation of which costs at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the circle is not valuable enough, it blows away when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Focus (Trigger Object Only)

If the trigger object method is used, a special trigger object, prepared as described above, is needed.


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Extend Reach

Transmutation
Level: Brd 2, Clr 2, Pal 2, Rgr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Extend reach increases the target’s reach by 5′ for 1 minute per caster lvl.

The transmuted creature becomes more adept at making attacks with 5′ more reach. The spell grants a +5 ft reach bonus to all attacks and other uses of reach (grabbing a ledge 5′ out of their normal reach). Sorcerers and bards (and other spellcasters) affected by this spell can also deliver a touch attack from an additional 5′ away.

Arcane Material Component

A few hairs or the nail of an animal with a minimum of a ten foot reach.

A side effect of the spell provides the target with a +5 on all pickpocket attempts. This spell was originally developed as a negation to the old deep pockets spells of yore. Though such spells have fallen out of fashion, the ability to improve one’s chances at pickpocketing remains an important arcane spell.


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Phase Living

It’s just a phase… he’ll get over it.

This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts. Occasionally, mages will need to cast this on themselves to synchronize with items they have phased out of existence, for instance when an object which has had phase object cast upon it is dispelled or otherwise disrupted while the object is out of time (and thus out of mind).

Phase Living (Time / Transmutation) Lvl 7

Transmutation [Time]
Level: Cleric 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One living being shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes

By waving her index finger and repeating the verbal component, Os-Il-Ayt-Mi, the caster shifts the target in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals (after each cycle) to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.

If cast on an unwilling target, the caster must overcome the target’s willpower.

The Greater version of the spell (9th level) allows the caster to shift a number of beings up to half their level a number of cycles up to their level into the future and past.


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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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Pereðil Beóren Möðruvellir


Pereðil has followed his father’s leads and become a skull-collector. He wanders the world (and in time, the planes) in search of the skulls of slain enemies, which he places in his bag of holding. He may not know it yet, but one day, he will raise an undead army from this collection.

Pereðil travels under a set of dark robes and employs poison (in darts, false healing potions, poultices, dusts, and other trickery) in his attempts to murder his adversaries. Unfortunately, he is not too nimble or strong for an elf, so he has some problems following through, and needs a party’s help to survive the deep dungeons in search of new skulls.

Pereðil Beóren Möðruvellir
Medium-size Male Half-Elf
Necromancer 6 Cleric 1
Hit Dice: (6d4)+(1d8)+21
Hit Points: 43
Initiative: -1
Speed: Walk 20 ft.
AC: 11 (flatfooted 11, touch 9)
Attacks: Dart +2;*Dagger -4;*Dagger (Thrown) +2;*Sling -8; ;
Damage: Dart 1d4;*Dagger 1d4-1;*Dagger (Thrown) 1d4;*Sling 1d4-1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Necromancy, +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Rebuke Undead (Su) 2/day (turn level 1) (turn damage 2d6+0), Spontaneous casting, Summon Familiar
Saves: Fortitude: +7, Reflex: +1, Will: +9
Abilities: STR 9 (-1), DEX 9 (-1), CON 16 (+3), INT 18 (+4), WIS 15 (+2), CHA 9 (-1)
Skills: Appraise 4; Balance -4; Bluff -1; Climb -4; Concentration 13; Craft (Alchemy) 5; Craft (Untrained) 4; Decipher Script 11; Diplomacy 1; Disguise -1; Escape Artist -4; Forgery 4; Gather Information 1; Heal 2; Hide -4; Intimidate -1; Jump -10; Knowledge (Arcana) 9; Knowledge (Architecture and Engineering) 6; Knowledge (Dungeoneering) 5; Knowledge (Geography) 6; Knowledge (History) 7; Knowledge (Local) 6; Knowledge (Nature) 5; Knowledge (Nobility and Royalty) 5; Knowledge (Religion) 8; Knowledge (The Planes) 7; Listen 3; Move Silently -4; Ride -1; Search 5; Sense Motive 2; Spellcraft 16; Spot 3; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Heighten Spell, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 7
Alignment: Neutral Evil

Possessions: Backpack; Dart; Bracers of Armor +2; Bullets, Sling (50); Dagger; Holy Symbol (Skull); Potion of Delay Poison; Robe of Bones; Signet Ring; Sling; Spellbook (Wizard’s/Blank);
Deity: None Domains: Evil, Death
Spells:
Spells per Day: 4+1/4+1/4+1/3+1/0/0/0/0/0
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Black Dart, Bullet, Cauterize, Cipher, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Dim, Dim Illumination, Disrupt Undead, Ember, Eviscerate, Firefly, Flare, Granitehand, Haze, Impure Thoughts, Light, Light My Fire, Lock/Unlock, Mage Hand, Mending, Message, Night-Vision, Open/Close, Pointer, Prestidigitation, Bellamy’s Proper Burial, Puff of Wind, Ray of Frost, Read Magic, Shovel, Signal, Signal Fire, Sort, Sort Coins, Spark, Spectral Dart, Startle, Summon Bag, Summon Garment, Summon Key, Summon Mug, Summon Pipe, Summon Random Item, Touch of Fatigue, Trip, Trip Line
Level 1: Burning Hands, Cause Fear, Chill Touch, Color Spray, Disguise Self, Expeditious Retreat, Ray of Enfeeblement, Reduce Person
Level 2: Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand
Level 3: Dispel Magic, Gentle Repose, Hold Person, Vampiric Touch
Spells per Day: 3/2+1/0/0/0/0/0/0/0
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Impure Thoughts, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Cause Fear, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness


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