Transmute Wood to Bone

Transmute Wood to Bone
Transmutation [Healing]
Level: Drd 4, Sor/Wiz 5, Clr 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: Yes

This spell turns natural, uncut or unworked wood into an equally-sized bone, complete with marrow. Magically-enhanced wood is not affected by the spell.

If cast on living wood, for instance a tree, the wood must make a saving throw with a DC equal to the caster’s level + attribute bonus. Wooden structures must also make such a save. If cast on wands, staves, and other wood in possession of a living creature, the living creature rolls for the item.

The bone remains until a successful dispel magic or transmute bone to wood (reverse of this) spell restores its original subtance but not necessarily its form, especially if the bone has been chipped, fractured, or otherwise broken.

This spell can also be used to turn forests into components or raw material for necromantic magic, as the bones can be animated and turned into giant skeletons.

Arcane Material Component

A rib from a human or demihuman and a piece of bark off of a live tree.


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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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Spitfire

Originally developed by Spitfire I, this was the culmination of the association of the Pandone family with the draconic races. It has since been passed down to each of the eldest children of the family, each one bearing the name of the spell.

Spitfire
Transmutation
Level: Sor/Wiz 5, Fire 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target breathe fire like a dragon, dealing 1d6 per caster level, half of which is arcane damage, the other of which is fire damage. This breath takes the shape of a cone which emanates from the target’s mouth.


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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.


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Withering Grasp

With a touch, the caster permanently withers an opponent’s limb.

Necromancy
Level: Cleric 5, Sorcerer/Wizard 5, Corruption 4
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: permanent
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 withering away.

This spell permanently withers the touched limb. On a successful melee touch attack, a random 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.

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.

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.

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


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