knightsaline
2007-08-16, 08:39 PM
Internal Disruption
Necromancy
Level: not sure
Components: V,S, Me*
Range: touch
Duration: 3d6 minutes.
Casting Time: 1 standard action
Saving Throw: Fort Negates (special)
Spell Resistance: Yes
You touch the targets stomach and invision their internal organs churning around, causing them pain. the target seems to be more easily affected by powers affecting the body
This spell lowers the touched targets Fortitude save for the duration. The target uses the lowered fortitude save to make the save, as they are feeling weakened. If they make their save, their Fort save goes back to normal. if the target fails their fort save, the spell lowers the targets fortitude save as if their fortitude save were one plus one level lower per caster level above the minimum caster level for this spell. The penalty is considered as being a Fortitude penalty (ie, does not stack )
Mental disruption
Illusion (phantasm)
Level: not sure
Components: V,S, Me*
Range: touch
Duration: 3d6 minutes.
Casting Time: 1 standard action
Saving Throw: Will Negates (special)
Spell Resistance: Yes
You touch the targets forehead and channel into it visions of horror. The target is more easily affected by powers affecting the mind
As Internal Disruption, but this spell affects a targets Will save rather than the Fortitude save. The penalty is treated as a Will penalty
Joint Disruption
Evocation
Level: not sure
Components: V,S, Me*
Range: touch
Duration: 3d6 minutes.
Casting Time: 1 standard action
Saving Throw: Ref Negates (special)
Spell Resistance: Yes
You touch the targets joints and flow energy into it, creating blockages in the joints that make it harder to move. The target is now more easily affected by powers that affect movement
As Internal Disruption, but this spell affects the targets Reflex saves rather than the Fortitude save. The penalty is treated as a Reflex penalty
Note in the Components line I have put Me. This stands for Mental. I may make a metamagic feat allowing you to cast spells without the component (much like silent spell). Mental components represent the caster imagining the affect and making it real.
Necromancy
Level: not sure
Components: V,S, Me*
Range: touch
Duration: 3d6 minutes.
Casting Time: 1 standard action
Saving Throw: Fort Negates (special)
Spell Resistance: Yes
You touch the targets stomach and invision their internal organs churning around, causing them pain. the target seems to be more easily affected by powers affecting the body
This spell lowers the touched targets Fortitude save for the duration. The target uses the lowered fortitude save to make the save, as they are feeling weakened. If they make their save, their Fort save goes back to normal. if the target fails their fort save, the spell lowers the targets fortitude save as if their fortitude save were one plus one level lower per caster level above the minimum caster level for this spell. The penalty is considered as being a Fortitude penalty (ie, does not stack )
Mental disruption
Illusion (phantasm)
Level: not sure
Components: V,S, Me*
Range: touch
Duration: 3d6 minutes.
Casting Time: 1 standard action
Saving Throw: Will Negates (special)
Spell Resistance: Yes
You touch the targets forehead and channel into it visions of horror. The target is more easily affected by powers affecting the mind
As Internal Disruption, but this spell affects a targets Will save rather than the Fortitude save. The penalty is treated as a Will penalty
Joint Disruption
Evocation
Level: not sure
Components: V,S, Me*
Range: touch
Duration: 3d6 minutes.
Casting Time: 1 standard action
Saving Throw: Ref Negates (special)
Spell Resistance: Yes
You touch the targets joints and flow energy into it, creating blockages in the joints that make it harder to move. The target is now more easily affected by powers that affect movement
As Internal Disruption, but this spell affects the targets Reflex saves rather than the Fortitude save. The penalty is treated as a Reflex penalty
Note in the Components line I have put Me. This stands for Mental. I may make a metamagic feat allowing you to cast spells without the component (much like silent spell). Mental components represent the caster imagining the affect and making it real.