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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default [Spells] Three Assassin Spells

    Dreadvenom
    Conjuration (Creation)
    Level: Assassin 4
    Components: M
    Casting Time: Concentration
    Range: Touch
    Target: Weapon touched
    Duration: Concentration + 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: No

    Your chosen weapon is imbued with a potent, magical venom. This is an injury poison that deals a primary and secondary damage of 1d6 Constitution damage, plus one point of Constitution damage per point of Intelligence modifier you possess. Further, your DC for your Death Attack ability, should you possess it, increases by 1 for each three caster levels you possess.

    This spell can be cast while studying a target (such as for the purposes of Death Attack) without interference. This spell discharges on a successful hit.

    Material component: a vial of poison worth at least 500 gp that is applied to the weapon during the casting of the spell.

    Paradigm Strike
    Illusion/Divination
    Level: Assassin 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged
    Saving Throw: None (Harmless)
    Spell Resistance: No (Harmless)

    The color from your body drains from you and coats your weapon in fluorescence and rendering you invisible (as the spell).

    When you strike you foe, your attack seeks your opponent's vitals, and the colors pour into the wound. The next melee attack you hit with deals Sneak Attack damage in addition to its regular damage, unless the creature is immune to extra damage from critical hits.

    In addition, the colors drained from your body suffuse through your opponent, affecting them in one of the following ways:

    {table=head]!Roll | Effect
    1 | Blinded
    2 | Deafened
    3 | Silenced
    4 | Slowed (as the spell)
    5 | Frightened
    6 | Roll twice more, rerolling further rolls of 6[/table]

    Any of these effects last for one round per two caster levels.

    Slaying Hand
    Necromancy [Death, Evil]
    Level: Assassin 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Dead or dying creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You touch a dead or dying creature and suck their life energy into yourself. As part of this spell, you touch a creature with 0 or less hit points, and they are immediately slain and cannot be resurrected. If the slain creature succeeds on a Fortitude save, they are still slain but are able to be resurrected.

    For each 3 HD the slain creature had, you gain a +2 insight bonus to Strength, Constitution, and Intelligence. Further, you gain 5 temporary hit points for each HD the creature had. Lastly, you gain the knowledge of one feat that the creature possessed, even if you do not normally meet the prerequisites. All three of these effects last a number of rounds equal to your caster level.
    Last edited by Fax Celestis; 2007-10-08 at 11:21 AM.

  2. - Top - End - #2
    Ettin in the Playground
     
    SurlySeraph's Avatar

    Join Date
    May 2007
    Location
    Department of Smiting
    Gender
    Male

    Default Re: [Spells] Three Assassin Spells

    Dreadvenom is nice, but the cost is kinda exorbitant. Of course, the prices for poison are ridiculously high, so I guess that's just being consistent. Paradigm Strike is good. Slaying Hand sounded insane until I noticed the duration. It's balanced, and I like it.
    Last edited by SurlySeraph; 2007-10-08 at 03:00 PM.
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

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