The Demented One
2008-08-18, 11:27 AM
Prismatic Trap
Abjuration
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: See text
Spell Resistance: Yes
You imbue an object with a sevenfold trap that unleashes a cascade of prismatic energies when triggered. When casting prismatic trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a wave of prismatic energies is discharged in a 5-ft. radius around the object’s center. All creatures caught in the blast are blinded automatically for 2d4 rounds, and must save against the separate effects of each layer of the trap:
{table=head]Color|Effect|Save|Trap DC
Red|10 fire damage|Reflex half|25
Orange|15 acid damage|Reflex half|26
Yellow|25 electricity damage|Reflex half|27
Green|Poison deals 1d12 Constitution damage|Fortitude half|28
Blue|Turned to stone|Fortitude negates|29
Indigo|Driven mad, as the insanity spell|Will negates|30
Violet|50 damage, disintegrated if reduced to 0 or less hp|Fortitude half|31
[/table]
An item trapped by this spell cannot have a second closure or warding spell placed on it. A knock spell does not bypass a prismatic trap. An unsuccessful dispel magic spell does not detonate the spell. You can use the trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a trapped object to an individual usually involves setting a password that you can share with friends.
Each layer of the trap is treated as being a separate trap for purposes of being found and disabled with the Search and Disable Device skills. The DC’s to find and disable each layer of the trap are given in the table above.
Material Component
Dust from various gems, worth 500 gp.
Seed of Adamant
Transmutation
Level: Druid 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Wooden object touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You imbue a wooden object with the strength of adamantine. The targeted object is treated as if it were made of adamantine. It is considered a masterwork item if it was not already one, although this does not allow it to be magically enhanced. Spells that effect metal specifically do not affect the transformed object, although spells that effect wood still do.
Seed of adamant can be made permanent with the permanency spell. Doing so requires a caster level of 14th and has an XP cost of 3,000 XP.
Material Component:
A stone of adamant ore, worth 100 gp.
Seed of Iron
Transmutation
Level: Druid 1
Casting Time: Standard action
Duration: 1 minute/level (D)
This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of cold iron. Because of the difficulty of magically enhancing cold iron objects, if the targeted item is magical, you subtract its caster level from your own when determining the duration of this spell. If the item’s caster level is greater than or equal to your own, this spell’s duration instead becomes 5 rounds.
Seed of iron can be made permanent with the permanency spell. Doing so requires a caster level of 9th and has an XP cost of 500 XP. If the item is magical, the XP cost increases by 25 times the item’s caster level.
Material Component
A piece of unworked iron.
Seed of Mithral
Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: Standard action
Duration: 10 minutes/level (D)
This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of mithral.
Seed of mithral can be made permanent with the permanency spell. Doing so requires a caster level of 12th and has an XP cost of 2,000 XP.
Material Component
A shard of unworked mithral, worth 50 gp.
Seed of Silver
Transmutation
Level: Druid 1
Casting Time: Standard action
Duration: 1 minute/level (D)
This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of alchemical silver, including the -1 penalty on damage rolls.
Seed of silver can be made permanent with the permanency spell. Doing so requires a caster level of 9th and has an XP cost of 500 XP.
Material Component
A handful of silver dust.
Voodoo Doll
Transmutation
Level: Adept 5, Sorcerer/Wizard 5
Components: V, S, F
Casting Time: 1 hour
Range: 0 ft.
Effect: Doll that serves as mystic proxy
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: None
You create a small doll that serves as a ritual proxy for another creature. You can use the voodoo doll to magically strike at that creature from far away. You may cast any spell that targets a creature on the voodoo doll. If you do, the creature the voodoo doll represents is targeted by that spell as long as it is within the range of the voodoo doll, given by the tables below. When you cast a spell this way, the DC is increased by 2, and you gain a +10 enhancement bonus on any caster level checks to overcome spell resistance. Once you cast a spell through the voodoo doll, the magic is discharged, rendering it just a normal doll. In addition, any possessions, vestments, or body parts used to make the doll cannot be reused. The doll cannot be reused as the focus for a voodoo doll spell. You can only have one voodoo doll representing a creature at any one time.
The range you can use the doll at depends on two main factors—the quality of the doll, and the spell you are trying to cast. The quality of the doll is increased by its resemblance to the creature it represents—the greater the likeness, the greater the range. The spell cast may decrease the range if it is of high level or is complex, or increase the range if it is simple or harmless. To determine the range, add up the values of all applicable modifiers below, and then consult the range table.
Doll Factors
{table=head]Factor|Value
You have never seen the creature|-10
The doll has not been made to resemble the creature|-5
The doll is carved to resemble the creature|+0
The doll incorporates a possession or garment of the creature|+2
The doll incorporates nails, hair, or another body part taken from the creature|+4
The doll incorporates a bone, organ, or similar significant body part of the creature|+6
The doll is made from a valuable material|+2
The doll is constructed as a life-size likeness of the creature|+2
[/table]
Spell Factors
{table=head]Factor|Value
The spell’s level is less than 4th|+2 for each level below 4th
The spell’s level is greater than 4th|-2 for each level above 4th
The spell has a casting time greater than a standard action|-2
The spell requires expensive components of foci|-2
The spell has an XP cost|-4
[/table]
Range
{table=head]Total Value|Range
0 or less|Spell cannot be cast through voodoo doll
1-3|1,000 feet
4-6|One mile
7-9|Ten miles
10-12|One hundred miles
13-15|One thousand miles
16-18|Spell can be cast from anywhere on the same plane
19+|Spell can be cast from a different plane
[/table]
Focus
A doll that represents the creature. By default, the doll has no cost. However, making the doll as a life-sized likeness costs 50 gp, plus an additional 100 gp for every size category above Medium the creature is. Making the doll out of a special material, such as darkwood, mithral, or gold, costs 250 gp, or multiplies the price by 10 if you choose to make a life-sized likeness.
Crafting the doll is performed in the casting of the spell. However, if you craft a life sized version, you must spend an additional hour, plus another hour for each size category above large the creature is, crafting the doll.
Abjuration
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: See text
Spell Resistance: Yes
You imbue an object with a sevenfold trap that unleashes a cascade of prismatic energies when triggered. When casting prismatic trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a wave of prismatic energies is discharged in a 5-ft. radius around the object’s center. All creatures caught in the blast are blinded automatically for 2d4 rounds, and must save against the separate effects of each layer of the trap:
{table=head]Color|Effect|Save|Trap DC
Red|10 fire damage|Reflex half|25
Orange|15 acid damage|Reflex half|26
Yellow|25 electricity damage|Reflex half|27
Green|Poison deals 1d12 Constitution damage|Fortitude half|28
Blue|Turned to stone|Fortitude negates|29
Indigo|Driven mad, as the insanity spell|Will negates|30
Violet|50 damage, disintegrated if reduced to 0 or less hp|Fortitude half|31
[/table]
An item trapped by this spell cannot have a second closure or warding spell placed on it. A knock spell does not bypass a prismatic trap. An unsuccessful dispel magic spell does not detonate the spell. You can use the trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a trapped object to an individual usually involves setting a password that you can share with friends.
Each layer of the trap is treated as being a separate trap for purposes of being found and disabled with the Search and Disable Device skills. The DC’s to find and disable each layer of the trap are given in the table above.
Material Component
Dust from various gems, worth 500 gp.
Seed of Adamant
Transmutation
Level: Druid 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Wooden object touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You imbue a wooden object with the strength of adamantine. The targeted object is treated as if it were made of adamantine. It is considered a masterwork item if it was not already one, although this does not allow it to be magically enhanced. Spells that effect metal specifically do not affect the transformed object, although spells that effect wood still do.
Seed of adamant can be made permanent with the permanency spell. Doing so requires a caster level of 14th and has an XP cost of 3,000 XP.
Material Component:
A stone of adamant ore, worth 100 gp.
Seed of Iron
Transmutation
Level: Druid 1
Casting Time: Standard action
Duration: 1 minute/level (D)
This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of cold iron. Because of the difficulty of magically enhancing cold iron objects, if the targeted item is magical, you subtract its caster level from your own when determining the duration of this spell. If the item’s caster level is greater than or equal to your own, this spell’s duration instead becomes 5 rounds.
Seed of iron can be made permanent with the permanency spell. Doing so requires a caster level of 9th and has an XP cost of 500 XP. If the item is magical, the XP cost increases by 25 times the item’s caster level.
Material Component
A piece of unworked iron.
Seed of Mithral
Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: Standard action
Duration: 10 minutes/level (D)
This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of mithral.
Seed of mithral can be made permanent with the permanency spell. Doing so requires a caster level of 12th and has an XP cost of 2,000 XP.
Material Component
A shard of unworked mithral, worth 50 gp.
Seed of Silver
Transmutation
Level: Druid 1
Casting Time: Standard action
Duration: 1 minute/level (D)
This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of alchemical silver, including the -1 penalty on damage rolls.
Seed of silver can be made permanent with the permanency spell. Doing so requires a caster level of 9th and has an XP cost of 500 XP.
Material Component
A handful of silver dust.
Voodoo Doll
Transmutation
Level: Adept 5, Sorcerer/Wizard 5
Components: V, S, F
Casting Time: 1 hour
Range: 0 ft.
Effect: Doll that serves as mystic proxy
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: None
You create a small doll that serves as a ritual proxy for another creature. You can use the voodoo doll to magically strike at that creature from far away. You may cast any spell that targets a creature on the voodoo doll. If you do, the creature the voodoo doll represents is targeted by that spell as long as it is within the range of the voodoo doll, given by the tables below. When you cast a spell this way, the DC is increased by 2, and you gain a +10 enhancement bonus on any caster level checks to overcome spell resistance. Once you cast a spell through the voodoo doll, the magic is discharged, rendering it just a normal doll. In addition, any possessions, vestments, or body parts used to make the doll cannot be reused. The doll cannot be reused as the focus for a voodoo doll spell. You can only have one voodoo doll representing a creature at any one time.
The range you can use the doll at depends on two main factors—the quality of the doll, and the spell you are trying to cast. The quality of the doll is increased by its resemblance to the creature it represents—the greater the likeness, the greater the range. The spell cast may decrease the range if it is of high level or is complex, or increase the range if it is simple or harmless. To determine the range, add up the values of all applicable modifiers below, and then consult the range table.
Doll Factors
{table=head]Factor|Value
You have never seen the creature|-10
The doll has not been made to resemble the creature|-5
The doll is carved to resemble the creature|+0
The doll incorporates a possession or garment of the creature|+2
The doll incorporates nails, hair, or another body part taken from the creature|+4
The doll incorporates a bone, organ, or similar significant body part of the creature|+6
The doll is made from a valuable material|+2
The doll is constructed as a life-size likeness of the creature|+2
[/table]
Spell Factors
{table=head]Factor|Value
The spell’s level is less than 4th|+2 for each level below 4th
The spell’s level is greater than 4th|-2 for each level above 4th
The spell has a casting time greater than a standard action|-2
The spell requires expensive components of foci|-2
The spell has an XP cost|-4
[/table]
Range
{table=head]Total Value|Range
0 or less|Spell cannot be cast through voodoo doll
1-3|1,000 feet
4-6|One mile
7-9|Ten miles
10-12|One hundred miles
13-15|One thousand miles
16-18|Spell can be cast from anywhere on the same plane
19+|Spell can be cast from a different plane
[/table]
Focus
A doll that represents the creature. By default, the doll has no cost. However, making the doll as a life-sized likeness costs 50 gp, plus an additional 100 gp for every size category above Medium the creature is. Making the doll out of a special material, such as darkwood, mithral, or gold, costs 250 gp, or multiplies the price by 10 if you choose to make a life-sized likeness.
Crafting the doll is performed in the casting of the spell. However, if you craft a life sized version, you must spend an additional hour, plus another hour for each size category above large the creature is, crafting the doll.