A Monster for Every Season: Summer 2
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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Avatar, Celestial Rains, Choker Form, Immortality, Pyrotechnics (new/revised spells)

    Avatar
    Evocation
    Level: Cleric 9
    Components: V, S, DF
    Casting Time: 1 round
    Range: Personal
    Target: You
    Duration: 1 round/level

    The clouds part and a ray of light falls upon the wizened forest elf. Her haggard visage melts away and she stands tall - suddenly and supernaturally beautiful, her rags replaced with forest-green garments and her walking stick with an ivory longbow. Golden radiance surrounds and infuses her, and her voice resonates with unearthly power.

    "Interlopers! You will defile this place no more!"


    You temporarily become an incarnation of your deity, gaining incredible powers as described below. While under the influence of the spell your garb and appearance alter to resemble your deity or to somehow evoke his or her portfolio - for example, if you worship a sea deity you might be perpetually surrounded by a churning mass of seawater and foam.

    When the spell ends, you become exhausted for the remainder of the encounter.

    Favoured Weapon
    You immediately wield the favoured weapon of your deity - either your current weapon is transformed (temporarily suppressing any powers it already possesses) or a weapon is conjured out of nothingness for the duration of the spell. The weapon has a +5 enhancement bonus and deals an additional 2d6 points of divine damage. You are automatically proficient with the weapon.

    Might
    Your base attack bonus increases to equal your character level (which may grant you additional attacks) and you gain a +8 enhancement bonus to all of your ability scores. Add your Charisma bonus as a bonus to all your saves and as a deflection bonus to your armour class.

    Miracles
    For the duration of the spell, you may spontaneously cast any spell from one of your deity's domains by sacrificing an open or prepared spell slot (including domain slots) of equal or greater level.

    Portfolio
    You gain access to the granted powers of all of your deity's domains, as well as additional benefits according to each domain, as follows. All benefits are cumulative.

    Spoiler: Portfolio Powers
    Show
    Domain Benefit
    Air [Air] subtype, 100 ft. fly speed with perfect maneuverability, Flyby Attack and Improved Flyby Attack as bonus feats.
    Animal Wild empathy (as free action) and wild shape (animals and vermin only, at will) as a druid of your level.
    Chaos [Chaos] subtype, radiate a magic circle circle against law out to 1000 ft., favoured weapon gains the anarchic property.
    Death Death ward, favoured weapon deals an additional 2d6 points of negative energy damage.
    Destruction Favoured weapon deals an additional 2d6 points of force damage and overcomes all forms of hardness, damage reduction, energy resistance, energy immunity, and regeneration; may use disintegrate at will as a supernatural ability.
    Earth [Earth] subtype, earth glide as an earth elemental, gain hardness 8.
    Evil [Evil] subtype, radiate a magic circle circle against good out to 1000 ft., favoured weapon gains the unholy property.
    Fire [Fire] subtype (fire immunity, cold vulnerability), fire shield (warm flames only), favoured weapon gains the flaming burst property.
    Good [Good] subtype, radiate a magic circle circle against evil out to 1000 ft., favoured weapon gains the holy property.
    Healing Death ward, immunity to any effect requiring a Fortitude save, lay on hands as a paladin of your level.
    Knowledge True seeing, immunity to any effect requiring a Will save, divination at will as a supernatural ability.
    Law [Law] subtype, radiate a magic circle circle against chaos out to 1000 ft., favoured weapon gains the axiomatic property.
    Luck Add Charisma modifier as a luck bonus on attack rolls, saves, Armour Class, and skill checks; may use Luck domain granted power once per round; immunity to any effect requiring a Reflex save.
    Magic +5 bonus to caster level, all spells are automatically Empowered and Extended.
    Plant Animate plants and control plants at will as supernatural abilities, gain plant type, hardness 5, and +5 natural armour bonus to Armour Class.
    Protection +8 resistance bonus on saves, gain hardness 10.
    Strength Size increases to Colossal.
    Sun May fire a sunbeam once per round as a move action, may turn undead as an immediate action, fire shield (warm flames only), radiate daylight (harms undead as though it were true sunlight).
    Travel Gain [Incorporeal] subtype, greater teleport or plane shift at will as a move action.
    Trickery Glibness, greater invisibility, may spontaneously cast sorcerer/wizard Illusion spells as though they were Trickery domain spells (see Miracles, above).
    War Hasted, gain any five [Fighter] feats as bonus feats (treating cleric levels as fighter levels for the purpose of feat prerequisites).
    Water [Water] subtype, 100 ft. swim speed (+8 racial bonus on Swim checks, may always take 10 on Swim checks), fire shield (chill flames only).

    If you worship an air, chaotic, death, earth, evil, fire, good, lawful, or water deity, this is a spell of that type.

    Celestial Rains
    Evocation [Air] [Good] [Water]
    Level: Cleric 5, Good 5
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Effect: 360-ft.-radius cylinder
    Duration: 1 round + 1 round per three levels
    Saving Throw: None
    Spell Resistance: No

    The blessed rains cascade down, mild and soothing. Wounded soldiers find themselves standing with renewed vigour and hope, whereas the demon army breaks and flees in terror.

    You call down a rain of holy water. For each round that they remain in the area, friendly creatures gain the benefit of a lesser restoration, remove curse, remove fear, remove paralysis, and slow poison spell and are healed for 2d4 hit points. Undead and evil outsiders in the area instead take 2d4 points of damage each round and are shaken (no save, and even if they are otherwise immune to fear effects) while in the area.

    Material Component
    A vial of holy water, worth 25 gp.

    Choker Form
    Transmutation [Curse] [Evil]
    Level: Madness 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: One hour/level or permanent
    Saving Throw: Fortitude negates, Will partial; see text
    Spell Resistance: Yes

    The emptied vial falls from the hand of your party's wizardress and shatters on the floor. She doubles over in pain, vanishing into the folds of her hooded robe as she clutches at herself. You and the others watch uneasily as your leader steps forward in alarm - "Selene! Are you all right?"

    She answers in a glutinous, hissing voice. "Selene? Not quite Selene, not any more..."

    Your bard screams as Selene turns to face you all, hideously transformed...


    You slowly and painfully transform yourself into a choker. This functions as shapechange, save that you also gain a -6 penalty to your Intelligence score, a -4 penalty to your Charisma score, and a +2 bonus to your Wisdom score. Furthermore, you cannot voluntarily leave the choker shape.

    Unlike other personal spells, you must fail a Fortitude save against this spell for it to function and must succeed on a Will save to retain your own identity (if you choose to fail the Fortitude save you automatically fail the Will save as well). If you fail the Will save, your alignment changes to chaotic evil, the spell's duration becomes permanent, and your mindset changes such that you lose any interest in leaving choker form (at the DM's option, you might lose all class abilities and become an NPC choker entirely).

    If this spell becomes permanent, it may be removed with remove curse, break enchantment, or similar magic. You may also be restored to your original form and mindset through polymorph any object.

    Material Component
    A vial of choker ichor, which you must ingest.

    Immortality
    Conjuration (Healing)
    Level: Cleric 9, Death 9, Healing 9, Sor/Wiz 9
    Components: V, S, DF, XP
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Permanent
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    The warrior slumps before you, beaten and bloodied. "End it", he rasps - defiant to the last.

    "No, my friend. No swift death for you. You shall live forever, broken by my magic, damned to watch all that you cherish wither and die. You shall remember this defeat for the rest of eternity..."


    You bless (or curse) a creature with eternal life. They gain one or both of the following special qualities, at your option.

    If you grant a creature the Eternal Life special quality but not the Eternal Youth special quality, this spell gains the [Curse] descriptor. Such a creature that ages beyond its normal maximum age gains an additional -6 aging penalty (-12 total) to each of its physical ability scores. This may reduce its Dexterity and Strength scores to 0 but cannot reduce its Constitution score below 1.

    Eternal Life (Ex)
    This creature has no maximum age and never dies of old age. It continues to accrue aging bonuses and penalities to its ability scores as normal. It is immune to [Death] effects but is still subject to all other negative energy effects (magical aging effects, negative energy damage, negative levels and level drain, and ability drain).

    Eternal Youth (Ex)
    This creature is restored to the prime of life and does not age beyond the adulthood age category. It ignores aging penalties to its physical ability scores. It is subject to [Death] effects but is immune to all other negative energy effects (magical aging effects, negative energy damage, negative levels and level drain, and ability drain).

    If this spell has the [Curse] descriptor, it can be removed with remove curse, break enchantment, or greater dispel magic. Otherwise, it can only be removed via miracle, wish, or similarly powerful magic.

    XP Cost
    5,000 XP.

    Pyrotechnics (revised spell)
    Evocation [Fire]
    Level: Fire 2, Sor/Wiz 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    The flames themselves bend to you will - and your magic.

    You gain the power to ignite and control flames, as shown below. Unless otherwise specified, you may use each ability any number of times during the spell.

    Sparks
    Once per round as a standard action you may deal up to 1 point of fire damage per caster level (maximum 10), divided as you choose amongst any number of inanimate objects within 30 feet. This typically allows you to light many candles or a single campfire (even one with sodden wood) in an arcane display, or generate flames for use in the abilities described below. Similarly, you may use this ability to extinguish any flames(s) you could have ignited with it. Finally, you may simply use this ability to conjure and carry an open flame above your palm, providing light as if by a torch.

    Animate Flames
    As a standard action you may transform a preexisting flame (of any size) within 30 feet into a Small fire elemental, as if by a summon monster spell. You must concentrate on the spell while conjuring such a creature, or it is dismissed back to its home plane. The elemental may take the form of a fiery creature of your choice (e.g. a serpent, hound, imp etc) but this has no effect on its statistics.

    Firebombs
    As a standard action, you may enchant up to one small stone, pinecone, or similar object per caster level with fire magic. Each such object gains the properties of a flask of alchemist's fire for the duration of the spell.

    Fireworks
    You may use this spell to generate spectacular magical fireworks to entertain crowds. You gain a +10 competence bonus on a single Perform (magic) check when using the spell in this way. This bonus increases to +20 at 7th level and to +30 at 11th level.

    Hurl Flames
    As a standard action, you may gather up a touched flame (of any size) into your palm at no risk to yourself. Once so gathered, you may make a ranged touch attack to hurl the flame at a target within 30 feet. The hurled flames do 1d6 points of fire damage per caster level (maximum 10d6) to the target, with a Reflex save for half.

    Pyrotechnics, Greater
    Evocation [Fire]
    Level: Fire 7, Sor/Wiz 7
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    You are a master of fire.

    This spell functions as pyrotechnics, except as noted:

    Animate Flames
    You may conjure up an elemental of up to Large size, and need not concentrate on it (allowing you to conjure multiple such elementals).

    Wall of Fire
    As a standard action, you may transform a preexisting flame (of any size) within 30 feet into a wall of fire.
    Last edited by rferries; 2018-06-26 at 08:14 PM.

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