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Fax Celestis
2013-09-24, 05:53 PM
Absolute Position [Force]
Level: Might of Talos 5
Casting Time: 1 full-round action
Range: Touch
Target: Metallic object touched
Duration: Permanent (D)
Saving Throw: None (object)
Spell Resistance: Yes (object)
The touched metal object is immobilized with magnetic power. It may not be moved from where it rests, even if it is in midair, functioning identically to an immovable rod except as noted here. An object subjected to absolute position can support up to 1000 lbs per Caster Level before it falls, and it requires a Strength check (with a DC equal to 10 + your Caster Level) to move it up to 10' in one round. A creature trapped by or in the immobilized object may make an Acrobatics check (with a DC equal to 10 + your Caster Level) as a move action to escape the immobilized object, although this does not free the object from the effect.

Antivenin [Abjuration]
Level: Lernaen 5
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature you touch becomes immune to [Poison] effects for the duration of this spell. Any ongoing [Poison] effects have their durations delayed (as delay poison), not suppressed or cleansed.

Cobra Fangs [Eternal, Poison, Polymorph]
Level: Lernaen 1
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack.

This bite attack deals 1d4 damage. At caster level 4 and every four caster levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon).

Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier.

Eternal: You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action.

Corrosive Grasp [Acid, Eternal]
Level: Might of Talos 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You deal 2d6 points of acid damage plus an additional 1d6 per two caster levels of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.

Eternal: As above, except measure the dice of damage in d4s.

Daggerveil [Animation, Metal]
Level: Might of Talos 3
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell creates a swarm of quickly moving self-animated knives swirling about you. The swarm fills your own square as well as any square you are adjacent to. It is not a creature, nor does it act like one. When you move, the swarm follows you.

At the end of each of your turns, any creature other than yourself that is within the swarm's area takes 1d6 magic slashing and piercing damage, plus an additional point of damage per caster level.

In addition, as a swift action on your turn, you may fire one dagger at a target within 30'. This functions in all ways like a thrown weapon attack except a successful hit deals 1d6 + your caster level magic piercing and slashing damage and you do not add your Strength modifier to the attack's damage.

Exploit Defect [Fire, Force]
Level: Might of Talos 5
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One non-magical metal object of up to 1 lb. per Caster Level
Duration: Instantaneous
Saving Throw: Fortitude or Reflex half; see text
Spell Resistance: No
The targeted object takes 2d6 points of fire damage per caster level. The object only receives a Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a grenade, utterly destroying the object (as if by disintegrate) and sending shards of metal in all directions.

All creatures and objects within 30' take 1d8 damage, plus an additional 1d8 damage per pound of the exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage. Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half damage. If the exploded object is made of a special substance (such as adamantine), then the damage from this attack overcomes damage reduction as if also made of that material.

Harras [Summoning]
Level: Enochian 3
Casting Time: 1 round
Range: Close (25' + 5'/2 levels)
Effect: One mount plus up to one additional mount per two caster levels
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell functions as mount, except as described here.

Hydrablood [Poison]
Level: Lernaen 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The targeted creature's blood is infused with a numbing venom: each round, they must make a Fortitude saving throw or be slowed (as the spell) for one round. A number of successful saving throws equal to your Charisma modifier (minimum 1 save) ends the effect.

Malleate [Eternal, Metal]
Level: Eternal 4, Might of Talos 4
Casting Time: 1 standard action
Range: Touch
Target: Metal or metal object touched, up to 10 cubic ft, +1 cubic ft/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of metal into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with malleate, fine detail isn’t possible. There is a 30% chance (-1% per caster level) that any shape including moving parts simply doesn't work.

Eternal: As above, except you do not have the additional cubic ft per level of available material.

Midas Touch [Curse, Metal, Polymorph]
Level: Might of Talos 6
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Permanent
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
The touched creature or object (along with all its carried gear, if a creature), turns into a mindless, inert statue made of gold. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Magical items transformed in this fashion lose their magical properties until restored to their previous state. Weapons and armor modified in this way become masterwork (if they are not already). Weapons take a -4 penalty to attack rolls, and armor takes a -4 penalty to AC. Creatures and objects quadruple their weight while polymorphed by this spell and are worth approximately their weight in gold pieces if sold.

Phantom Limb [Eternal, Force]
Level: Alchemy 5, Eternal 5
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You craft a phantom limb tied to your spirit energy, which allows you to benefit from an item you place in this location. Essentially, you create a floating item slot outside your body where you can "wear" a wondrous item to gain its benefit without actually taking up the location on your body. This slot may mimic the throat, ring, arms, or feet body slots, chosen at time of casting. You may only have one phantom limb at a time.

Eternal: As above, but the casting time is one swift action and the duration is one round per level. In addition, if you touch an unattended, valid item while you cast this spell, it automatically fills the phantom slot.

Phantom Limb, Greater [Eternal, Force]
Level: Alchemy 8, Eternal 8
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell functions like phantom limb, except it may mimic any body slot. You may not be under the effects of phantom limb and greater phantom limb at the same time.

Eternal: As above, but the casting time is one swift action and the duration is one round per level. In addition, if you touch an unattended, valid item while you cast this spell, it automatically fills the phantom slot.

Rend Metal [Metal]
Level: Might of Talos 3
Casting Time: 1 standard action
Range: Close (25' +5'/2 levels)
Target: 1 Small metal object/level, all within a 20' radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. Warped armor suffers a -3 penalty to Armor Class.
You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

Alternatively, you can unwarp metal (effectively warping it back to normal) with this spell, straightening metal that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

You can combine multiple consecutive rend metal spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
Until the object is completely warped, it suffers no ill effects.

Rhabdomantic Hack
Level: Alchemy 5
Casting Time: 1 standard action or longer; see text
Range: Close (25' + 5'/2 levels)
Target: One wand; see text
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No
You activate the targeted wand, choosing target and any other options the wand has upon casting. If you activate a wand that has a range of touch, you may make a ranged touch attack against a target within 20' of the wand: if you hit, you treat the target as though it were touched.

The wand expends double its normal charges for activation. If you do not have the ability to cast a spell from the targeted wand, you must make a Use Device check as part of the casting of this spell in order to activate the wand. If the wand is of a spell that takes a longer time to cast than a standard action, this spell's casting time increases to that time.

The targeted wand receives a Will saving throw to negate if it is attended; otherwise, it does not receive a saving throw.

Amechra
2013-09-24, 07:01 PM
Phantom Limb's Eternal effect (as well as that of the Greater version) need a note that they can't affect attended magic items.

Unless you intended for someone to be able to rob someone's armor with a touch...

Fax Celestis
2013-09-24, 07:46 PM
An excellent point. I'll add that.

Chambers
2013-09-25, 02:24 PM
Rhabdomantic Hack is neat.

Hydrablood seems like a weak spell. Why not just cast Slow?

Edit: The duration is interesting but I think the multiple targets of Slow makes it more attractive.

Morty
2013-09-25, 03:26 PM
That depends on whether or not Slow exists in d20r.

Fax Celestis
2013-09-25, 03:38 PM
Hydrablood seems like a weak spell. Why not just cast Slow?

Potentially better duration, poison-based so anything that augments [Poison] DCs applies, Fortitude-based instead of Will-based.

Lernaen Magic is all about poisons.


Lernaen Magic
1st Level Mystery: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon. In addition, you gain a bonus equal to your Constitution modifier on saves against [Poison] effects.
4th Level Mystery: A number of times per day equal to your Constitution modifier, you may coat your hand in a venomous contact poison. This is a contact poison with a Fortitude save DC equal to 10 + your Hero Value + your Constitution modifier. This poison deals 1 point of Constitution damage each round. Two successful saves ends the poison, and the poison stagnates after a number of rounds equal to your Intelligence modifier (even if successfully used on a target). You are immune to your own venom. This is a [Poison] effect.
8th Level Mystery: You may spit a glob of poison against a target within 30' as a standard action. Make a ranged touch attack with a -4 penalty. If you hit, your target is blinded for 1d6 rounds. In addition, they must make a Fortitude save (DC 10 + your Hero Value + your Constitution modifier) or be poisoned as if by the poison granted to you by your 4th level ability. A creature blinded by this ability may take a full-round action that provokes attacks of opportunity to wipe the venom from their eyes: doing so ends the blinding effect but not the poison. You may use this ability a number of times per day equal to your Constitution modifier. This is a [Poison] effect.
12th Level Mystery: Creatures normally immune to [Poison] effects instead only get a +5 bonus on saving throws against your [Poison] effects.
16th Level Mystery: You are immune to [Poison] effects.
20th Level Mystery: If you are damaged by an attack or spell that originated from within 30', your poisonous blood counterattacks in a caustic spurt of venom. Make a touch attack against the attacker: if you succeed, your opponent must make a Fortitude save (DC 10 + your Hero Value + your Constitution modifier) or be afflicted by a poison that inflicts 1d4 points of Constitution damage. You may only make one counterattack per attack or spell (including a full-attack), and another Lernaen wizard's counterattack (or a similar counterattack ability) does not activate your counterattack. This is a [Poison] effect.

Esoterica:

Increase the save DC of your [Poison] abilities by 1.
If you have the 4th level Lernaen mystery, its effects work reflexively if you are swallowed whole or grappled. You may take an immediate action if you are swallowed whole or grappled to affect the creature grappling or swallowing you with your 4th level Lernaen mystery, except you do not need to make the initial touch attack (as the creature is already touching you).
You gain a bite attack that deals 1d6 damage. This is a secondary natural attack (unless you have no other natural attacks, in which case it is your primary natural attack). On a critical hit, in addition to your bonus damage you deal 1 point of Constitution damage.

Chambers
2013-09-25, 03:59 PM
Lernaen Magic is all about poisons.

Interesting. When I first read "Lernaen Magic" it sounded like a type of magic that might be used in Call of Cthulhu by the followers of the King in Yellow. Psuedo-oriental demonic magic.

Fax Celestis
2013-09-25, 04:02 PM
Interesting. When I first read "Lernaen Magic" it sounded like a type of magic that might be used in Call of Cthulhu by the followers of the King in Yellow. Psuedo-oriental demonic magic.

I stole the name from the lernaean hydra (http://en.wikipedia.org/wiki/Lernaean_Hydra).