Spell: Subvert Control

Years ago in the pirate kingdoms, the wizard Deganous crafted this spell to use against King Kik’dak of the ice kobolds and his mechanical dragons. Along with Donal of Rockwell the wizard led a force to the ice kobolds’ fortress in the Barrar Mountains. When those that survived the trap-laden gauntlet reached the throne room where Kik’dak waited, Deganous used this magic to turn the kobold’s mechanical dragons on him, whereupon he was torn limb from limb.

Subvert Control

School transmutation; Level sorcerer/wizard 7

CASTING

Casting Time 1 standard action
Components V, S, M (a piece of bone and a piece of raw meat)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of constructs, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell alters the magic which powers constructs, which enables you to control them for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled constructs do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent constructs will remember that you controlled them, and they may seek revenge after the spell’s effects end.


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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.


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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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