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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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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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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Time Out of Mind

Time Out of Mind
Transmitation
Level: Protection 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A lossy version of Mind Blank over a specified period of time, an no one is aware of the blanking. This time literally becomes time out of mind; everyone, including the caster forget about the actions of one person for a specified hour of their lives. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects for the hour specified. Time Out of Mind even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the subject over the specified period of time. Scrying attempts that are targeted specifically at the subject do not work at all.

The material components are an ounce of sand from an hourglass that has been used by the caster for at least 24 hours and a sapphire worth at least 500gp. Both are consumed with the spell.


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Phase Object

What a drag it is getting old.

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.

Phase Object (Time / Transmutation) Lvl 6

Transmutation [Time]
Level: Cleric 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One object shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: see text
Spell Resistance: Yes

By waving her index finger and repeating the verbal component, Os-Il-Ate, the caster shifts an object 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 to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.

If cast on a container (no larger than a bag), all the items inside the container also phase shift in time. Certain mages have found ways to cast the spell on on the items inside the bag, creating the Bag of Withholding (future post — or is it past?). The downside to this spell is that items can become lost in time if the caster is not careful, trapped one round in the past of the caster.

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


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Spell: Briar Brambles

Briar Brambles
Transmutation
Druid 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Short
Area: 5′ cubes defined by the caster within a 40′ radius (2 cubes / caster level)
Duration: perm.
Saving Throw: see text
Spell Resistance: none

This spell grows dangerous brambles that prevent passage. Anyone entering the area of the brambles risks entanglement and injury by the vine’s thorny appendages and a magical sleeping posion carried on their thorns.

The spell’s effects are identical to those of the entangle spell, with the following changes and additions.

The spell causes to grow areas of thick, strong, aminate brambles. Any creature entering the area of the brambles must make a grapple check against the brambles. The brambles have a strength of 17 (+3), and a BAB equal to your caster level (minimum grapple +10). Any creatures caught up in the brambles take 1d6+3 points of bludgeoning and slashing damage on a sucessful grapple check as the thorny tentacles crush and lacerate them. In addition, anyone taking slashing damage from the briar brambles is subject to a mild sleeping posion (DC 12 + caster’s Wisdom Bonus. Fortutde save or sleep (per sleep spell) for 1d4 hours or until woken).

Anyone who falls asleep in the brambles as a result of the venom is merely held securely, and will no longer be crushed and torn. Upon their waking or during attempts to disentangle sleeping prisoners the brambles will hold tight and resume crushing.

The brambles will obey the orders of the caster of the spell, to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” etc). The brambles are also vulnerable to any spells that control or effect plants.

Each 5′ area of brambles has the following statistics: Medium Magical Plant AC: 15 HP: 45 (hd:10d8) DR: 5/slashing Vulnerability to Fire (150% damage) Saves Fort: +9 Ref: +1 Will: +8 Str: 17 Con: 15 Dex: 7 Int: 4 Wis: 13 Cha: 12


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