Showing posts with label Cast A Spell Tuesday. Show all posts
Showing posts with label Cast A Spell Tuesday. Show all posts

Tuesday, December 14, 2010

Cast a Spell Tuesday - Undeath Becomes Savage Life, Undead Hordes Become Savage Hordes & Undead Become Vulnerable

Undeath Becomes Savage Life
School necromancy Level cleric 6, druid 5, sorcerer/wizard 7
Casting Time 1 standard action
Component V, S, M 
Range Close (25 ft + 5 ft/level)                    
Duration Permanent
Saving Throw WILL Negates Spell Resistance Yes

            This spell was designed long ago by druid dead-hunters, clearing the undead taint from their land  by any means necessary. A lance of green energy erupts from the caster’s fingers, taking the shape of jungle vines laden with ghostly fruit. These vines wrap around the target, strangling the undead creature, invading it’s body and quickly cocooning the undead. If the undead fails its save, when the cocoon explodes into a corona of green light, it is no longer undead.

            This spell transform an undead that fails its save into a creature of the Animal or Vermin type (or a Swarm of Vermin type) with a challenge rating 1d4+1 levels greater than the base undead. The transformed creature’s attitude is initially hostile towards the caster and its allies, but can be improved with wild empathy or by other means.

Undead Hordes Become Savage Hordes
School necromancy Level cleric 8, druid 7, sorcerer/wizard 9
Casting Time 1 standard action
Component V, S, M 
Range 30 ft burst + 5 ft/level                        
Duration Permanent
Saving Throw WILL Negates Spell Resistance Yes

            As Undeath Becomes Savage Life, but affects all undead creature within the burst radius. Undead transformed in this manner become members of the Animal or Vermin type with a total challenge rating of 1d4 +1 levels higher than the total challenge rating of the transformed undead.

Undead Become Vulnerable
School necromancy Level cleric 2
Casting Time 1 standard action
Component V, S, M 
Range touch                   
Duration 1 round/level (D)
Saving Throw WILL Negates Spell Resistance Yes

            An undead touched by a caster whose hands glow with this strange white magic loses all typical Undead immunities for 1 round per level. Undead affected by this magic become vulnerable to critical hits, mind-influencing effects, and effects requiring a FORT Save among others. Undead are treated as having a total +0 FORT modifier for the duration of this effect. 

Tuesday, December 7, 2010

Cast a Spell Tuesday - Corpse Trap & Vanity’s Razor

Corpse Trap
School necromancy Level cleric 3, sorcerer/wizard 3
Casting Time 1 standard action
Component V, S, M (saliva from a corpse’s mouth)  
Range touch                   
Duration 1 hour/level (D)
Saving Throw REF Half Spell Resistance Yes
            With a touch, the necromancer transforms a corpse into a deadly trap for any passerby or grieving friend who might investigate the carcass. Anyone touching the trapped corpse triggers the necromantic energy trapped within the rotting flesh. A flash of putrid greenish flame lashes out inflicting 3d6 points of negative energy damage to all creatures and objects within 30 ft. Each Hit Die or fractional HD possessed by the adds +2 points of negative energy damage to the trap (+20 maximum).

Vanity’s Razor
School necromancy     Level wizard 3
Casting Time 1 standard action
Component V, S, M (a puff of makeup or chips from a cracked mirror)
Range close 25 ft + 5 ft/ 2 levels                  
Duration Instant
Saving Throw WILL partial (see text) Spell Resistance Yes
            A spell first scribed by militant wizards as a check on the power of their beautiful and arrogant Sorcerer rivals, this agonizing combat spell has migrated around the world. Vanity’s Razor is often used by soldier-wizards hunting elves, Drow and other coldly beautiful races.
           
            With a flash of bone white light, this spell slashes the flesh from the target’s body, flaying him or her alive and revealing the naked muscle beneath. On a failed save the target suffers 4d6 points of slashing damage and 2d4 points of CHA damage. On a successful save, the target does not suffer ability score damage.

            The spell’s target suffers a penalty on the WILL Save equal to his or her CHA bonus. This spell is especially effective against the beautiful and the vain.

Tuesday, November 30, 2010

Cast a Spell Tuesday - Curse of Common Cowardice, Strength Vanishes and Strength Vanishes (Mass)

Curse of Common Cowardice
School necromancy Level cleric 9, sorcerer/wizard 9
Casting Time 1 standard action
Component V, S, M  (rusty iron nails from a demolished barn)
Range touch                   
Duration permanent
Saving Throw WILL Partial Spell Resistance Yes

When this spell is cast, years of training and experience are wiped away, and the character’s body and soul are partially replaced with a less adventurous, failed duplicate from a parallel reality.

When this spell is cast, the target’s PC class levels are removed. The character is effectively rebuilt from level one, gaining a Commoner NPC level for every PC level lost, gaining Commoner Hit Dice, BAB, saves. The character’s skills and feats are reduced to an average commoner’s. If the character has a familiar, mount or animal companion, it becomes a non-magical, ordinary animal of its kind, losing all special abilities and enhancements gained.

If the character succeeds on a WILL Save, his class abilities are not affected, but the character instead suffers two permanent negative levels.

Strength Vanishes
School
necromancy     Level druid 6, cleric 5, sorcerer/wizard 6
Casting Time 1 standard action
Component V, S
Range touch                   
Duration 1 round/ level (D)
Saving Throw WILL Partial Spell Resistance End

The flesh of your hands turns to black glass, revealing the bones beneath. When you touch the target, for a second, his skin seems to turn to smoke where the touch lands. Beneath the flesh, for just a second, you can see muscle wither and bone crack.

A target affected by this spell has their Base Attack Bonus turned to a penalty to the duration of the spell. A target with a base attack bonus of +10 would suffer a -10 on all attack rolls, and Combat Maneuver checks for the duration of the effect. Targets who make their WILL Save have their BAB set to +0 for the duration of the effect, but do not suffer a further penalty on their attack rolls and Combat Maneuver checks.

Strength Vanishes (Mass)
School
necromancy     Level druid 8, cleric 7, sorcerer/wizard 8
Casting Time 1 standard action
Component V, S
Range close (25 ft + 5 ft/level)
Area  all targets in a 30 ft radius                   
Duration 1 round/ level (D)
Saving Throw WILL Partial Spell Resistance Yes

This spell functions as Strength Vanishes but affects all targets in a 30 ft radius.

Tuesday, November 23, 2010

Cast a Spell Tuesday - Modify Symbol, Misleading Map, Symbolic Defense & Symbolic Defense, Greater

Modify Symbol
School transmutation Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Component V, S  
Range touch  
Duration
permanent
Saving Throw FORT Negates (object) Spell Resistance no

When this spell is cast, the caster touches a symbol to be changed, which can be a knight’s tabard, the brand or tattoo worn by a man or a beast, a maker’s mark on a tool, the seal on a contract, the crest on a shop’s sign or any similar non-verbal symbol. The symbol alters color and pattern to become any other symbol you can imagine, and appears in a similar style and media to the original symbol. For the purpose of detecting a forgery, the altered symbol is considered to have a Linguistics check result equal to 10 + your caster level. This spell cannot effect magical symbols, such as arcane mark or any of the Symbol spells.

Misleading Map
School transmutation Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Component V, S, M (a quill pen made from the feather of an exotic or supernatural avian)
Range Touch
Duration
Permanent
Saving Throw FORT Negates (object) Spell Resistance No

When this spell is cast, the map being touched is magically altered. Hundreds of tiny errors appear that will mislead anyone following the map, often fatally. All Survival checks made by someone consulting the map suffer a -10 penalty. Parties following the misleading map have their chance of a random encounter increased by +25% while following a course plotted on the misleading map. For the purpose of detecting a forgery, the altered map is considered to have a Linguistics check result equal to 10 + your caster level.

Symbolic Defense
School abjuration Level sorcerer/wizard 5
Casting Time 1 standard action
Component V, S, M  (scraps of burnt parchment and dried ink)
Range Personal          
Duration
1 minute / level
Saving Throw WILL Negates (harmless) Spell Resistance no

While this protective ward is active, the caster receives a +10 bonus on saving throws made to resist the effects of any Symbol spell (symbol of pain, ect) or any other spell that acts by a magical rune or sigil, such as Explosive Runes, Sepia Snake Sigil or the like.

Symbolic Defense, Greater
School abjuration Level sorcerer/wizard 7
Casting Time 1 standard action
Component V, S, M  (scraps of burnt parchment and dried ink)
Range Personal          
Duration
1 minute / level
Saving Throw WILL Negates (harmless) Spell Resistance no

While this protective ward is active, the caster becomes immune to the harmful effects of any Symbol spell (symbol of pain, ect) or any other spell that acts by a magical rune or sigil, such as Explosive Runes, Sepia Snake Sigil or the like.

Tuesday, November 16, 2010

Cast a Spell Tuesday - Bestial Fangs & Blacksmith’s Vengeance

Bestial Fangs
School transmutation Level druid 2, ranger 2, sorcerer/wizard 4
Casting Time 1 minute
Component V, S, M (a necklace of fangs from dogs, wolves or other wild creatures)   
Range Touch                  
Duration Permanent
Saving Throw FORT Negates (harmless) Spell Resistance Yes (harmless)

A touch from the spell caster, a whispered chant that builds in intensity, and millions of years of evolution are wiped away in an eyeblink. The recipient of the spell gains a natural bite attack as an extraordinary quality. This bite attack inflicts 1d4 + ½ STR modifier damage (small), 1d6 + ½ STR modifier (medium) or 1d8 + ½ STR modifier (large) points of slashing. This natural bite attack threatens a critical hit on a natural 19-20. You are considered armed and proficient with your natural bite attack.

When this spell is cast, the recipient permanently loses one rank in Linguistics and loses the ability to speak one language. His speech otherwise sounds slightly thickened by the animalistic fangs in his mouth. The lost Linguistics rank can’t be regained by any means, but it can be replaced. The character may never speak the sacrificed language again, but his natural bite attack inflicts +2 points of damage on other speakers of the language sacrificed.

Blacksmith’s Vengeance
School evocation Level druid 5
Casting Time 1 standard action
Component V, S, M (a chunk of iron ore and some charcoal)
Range 30 ft burst                  
Duration 1 round / level (D)
Saving Throw FORT Negates (object) Spell Resistance yes

The earth screams out for vengeance for the ores ripped from her body, and with this spell, you give the world the justice she craves. Any creature caught within the burst radius of the spell suffers fire damage equal to twice the Armor bonus their metallic armor and shield provides (maximum  20 points of fire damage) , including enhancement bonus.  Both the armor’s wearer and the armor itself suffer this damage.
           
For the spell’s duration, any armor damaged by the heat-pulse reduces its wielder’s base land speed by twice the normal amount, and the armor check penalty is tripled. 

Tuesday, November 9, 2010

Cast a Spell Tuesday - Twain Heritage

Twain Heritage
School transmutation Level sorcerer/wizard 9
Casting Time 1 minute
Component V, S, M (linen from a bed where a Half-Elf was born or conceived and a diamond worth at least 5,000 gp) racial (caster must be a Half Elf)
Range Touch                  
Duration 1 round/level (D)
Saving Throw WILL Negates Spell Resistance Yes

When this spell is cast, a corona of purple and golden flames envelops the target, who must be a Half Elf. Over the course of a minute, the target of the spell is split into two beings, each representing one part of his heritage. These two beings appear differently each time this spell is cast, but always resemble the target of the spell.

For the duration of the spell, the target is split into two allied beings, who the target player or game master controls simultaneously. While this spell is in effect, what is known by the Elf is known by the Human, and vice versa. This ability has no range, and is effective so long as the Human and Elf are on the same plane.

Create the two characters as follows. Both characters use the base ability scores of the spell’s target. In both cases remove the Half Elf racial traits. One of the newly created characters gains Human racial traits, while the other creation gains Elf racial traits.

Both spell-created characters are one level lower then the target character. One of the characters, either the Elf or the Human has class levels identical to the target character, other than the missing level. The other character is built as a standard NPC of the appropriate level, and NPC levels can be assigned differently each time this spell is cast.

Both characters have identical gear and items, including magic items and single use items, to the target creature. However, if one spell-created creature uses a single use item, expends a prepared spell, spell slot or limited use ability, that resource is lost to the other spell-created character, and remains expended when the spell’s duration ends.

When this spell is cast, the spell-created characters appear adjacent to the caster, near where the target creature stood. The created characters share the outlook, goals and alignment of the target creature, though they may have slightly different personalities and their own quirks. When the spell ends, the Half-Elven target creature appears in a square vacated by either the Human or the Elf creature.

Tuesday, November 2, 2010

Cast a Spell Tuesday - Trawl the Pubs & Useful Sundries

Trawl the Pubs
School divination Level bard 1
Casting Time 1 standard action
Component V, S, M 
Range 1 mile radius              
Duration Instant
Saving Throw no Spell Resistance no
 A useful spell for bards who enjoy carousing in unfamiliar surroundings, and what bard doesn’t? Trawl the Pubs gives the caster an instinctive knowledge of a town or settlement’s entertainment and debauchery possibilities, imparting the kind of knowledge it usually takes a barfly years of drunkenness to discover in just seconds. When this spell is cast, the bard specifies any two of the following criteria. If any tavern, bordello, or other public house within the spell’s range meets the set criteria, the Bard instantly learns its location. If no tavern exactly meets the Bard’s designated criteria, he is given instinctive knowledge of which local tavern comes closest. 

The Bard may specific he or she is looking for any two of the following
  •   Cheap Food (10% cheaper than prices listed in the Pathfinder Roleplaying Game)
  •   Cheap Drinks (10% cheaper than list price)
  •   Cheap Rooms to Rent (5-10% cheaper than list price)
  •    The services of prostitutes of either gender.
  •   A tavern that welcomes members of a particular race or alignment.
  •   A tavern with an appreciative audience (+2 circumstance bonus on Perform checks that night)
  •   A tavern with connections to Thieves Guild or other organized crime.

Useful Sundries
School conjuration (creation) Level Sorcerer/Wizard 5
Casting Time 1 standard action
Component V, S, F (a pocket, purse or sack)
Range Personal               
Duration 1 minute/level (D)
Saving Throw no Spell Resistance no
As you cast this spell, you plunge your hands into a pocket or purse in hopes of finding a useful item. For the spell’s duration, you may, as a full round action, search around any pocket or purse you are touching, and pull out a useful non-magical item of any time, worth up to 10 gp that could reasonably fit into the pocket. This object can weigh no more than 10 lbs.
           
You may use the conjured items as spell components and focuses, if necessary, but any spell cast using these components causes the spell to be cast at -1 caster level. 

Tuesday, October 26, 2010

Cast a Spell Tuesday - Cruel Mummification & Luck of Heroes

Cruel Mummification
School necromancy Level sorcerer/wizard 6
Casting Time 1 standard action
Component V, S, M 
Range Medium (100 ft + 10 ft/level)                        
Duration 1 round/ level
Saving Throw WILL negates, see text Spell Resistance yes

With a shouted invocation and an outstretched hand, you blast out cloying crimson and violet bands of mystic force that cocoon an adversary and sap its life and will. Each round your opponent spends in the all concealing cocoon seems like an eternity, as they are tormented by hallucinations of past losses and agonizing weakness as the magic leeches their soul through their pores.

A target cocooned by Cruel Mummification is paralyzed for a minimum of one round, without offering a save upon the first round. On the second round, and on each additional round until the spell’s duration ends, the target may attempt a WILL Save to break free. Until the victim breaks free, he or she suffers 1 point each of temporary WIS and CON damage.

A target slain by cruel mummification returns to life as a zombie under your control. This undead wretch serves you loyally for a number of rounds equal to your level, before crumbling to dust and biological excreta.

Luck of Heroes
School enchantment Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Component V, S, M 
Range self or touch        
Duration 1 minute/ level (D)
Saving Throw FORT Negates (harmless) Spell Resistance yes (harmless)

While affected by this spell, the target seems to glow with an inner light and his muscles are swollen, as if by hard labor or the rush of battle. For the duration of the spell, anytime the target is struck by a critical threat, his opponent rolls 2d20 for the critical confirmation roll and takes the worse of the two results. 

Tuesday, October 19, 2010

Cast a Spell Tuesday - Lightning Armor & Move Mountains

Lightning Armor
School evocation Level sorcerer/wizard 2, Weather domain 2
Casting Time 1 standard action
Component V, S 
Range self or touch               
Duration 1 minute/ level
Saving Throw REF half 
Spell Resistance yes

When this spell is cast, thunder rolls loudly for several seconds, and brilliant white lightning is ripped down from the heavens and sheathes the recipient in an aura of crackling white and blue electricity, which takes a form vaguely like a suit of plate armor. For the duration of the spell, the recipient receives a +4 deflection bonus to Armor Class, and is immune to electrical damage. Anyone striking the lightning armor with a melee attack suffers 2d8 points of electrical damage (REF half).

Unlike mundane armor, the lightning armor has no arcane failure chance, armor check penalty or speed reduction.

Move Mountains
School transmutation Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Component V, S, M  (a handful of stinging nettles)
Range touch                   
Duration 1 minute/ level (D)
Saving Throw FORT negates (harmless) 
Spell Resistance yes (harmless)

When this spell is cast, the recipient feels a surge of energy rush through their blood; their muscles seem to vibrate with stored potential, and their heart beats a tarantella. For the duration of the spell the recipient receives a +20 enhancement bonus to their STR score for the purpose of lifting and carrying limits only. Despite what the spell’s name implies, most characters won’t be able to move mountains… but they can probably heft boulders the size of small houses. 

Tuesday, October 12, 2010

Cast a Spell Tuesday - Paint the Sky & Unrewarded Effort

Paint the Sky
School transmutation 
Level druid 4
Casting Time 1 standard action
Component V, S, M 
Range 1 mile/ level                
Duration 1 hour/ level (D)
Saving Throw yes (harmless) 
Spell Resistance yes (harmless)

When you cast this spell, you change the colors and cloud patterns in the sky, and by so doing bring to life the peasant superstitions about oracles hidden in the clouds. At your command, the sky forms patterns visible for several miles. With these patterns, you can create shapes in the cloud, change the color and intensity of ambient light, but not make any change that is completely outside the realm of natural possibility For example, on an Earthlike world,you could tint the sky a brilliant pink and gold at sunset, but you probably couldn’t turn the entire sky neon green. You can create heraldic and symbolic cloud shapes, but their resemblance to the symbol you have in mind is not perfect, though it is obvious to those familiar with the chosen symbol.

When you first cast this spell, you choose any one Craft or Profession check to be enhanced. All characters within range of the spell who can clearly see the transformed sky receive a +4 morale bonus on the chosen check.

Unrewarded Effort
School necromancy 
Level bard 4, sorcerer/wizard 3
Casting Time 1 standard action
Component V, S, M (a few drops of sweat from a peasant or laborer)
Range close (25 ft + 5 ft /2 levels)    
Duration 1 round/ level (D)
Saving Throw WILL negates 
Spell Resistance yes

You steal away a warrior’s chance for glory and decisive victory. A character affected  by this spell cannot score a critical hit for the duration of the effect. This prevents the use of feats,  class abilities or items that activate upon a confirmed critical hit.