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    Default [Hourglass of Zihaja] Chapter 7: Magic


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    Last edited by Zeta Kai; 2012-02-24 at 09:40 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Changes From the Norm


    Arcane Spell Re-Leveling
    • Detect Secret Doors: Bard 2 from Bard 1, Sorcerer/Wizard 2 from Sorcerer/Wizard 1 (Knowledge Domain is unaffected & remains at 1st level)
    • Grease: Bard 2 from Bard 1, Sorcerer/Wizard 2 from Sorcerer/Wizard 1
    • Knock: Sorcerer/Wizard 3 from Sorcerer/Wizard 2
    • Tongues: Bard 3 from Bard 2, Sorcerer/Wizard 4 from Sorcerer/Wizard 3 (Cleric is unaffected & remains at 4th level)
    • Fly: Sorcerer/Wizard 4 from Sorcerer/Wizard 3
    • Glitterdust: Sorcerer/Wizard 4 from Sorcerer/Wizard 2
    • Black Tentacles: Sorcerer/Wizard 5 from Sorcerer/Wizard 4
    • Enervation: Sorcerer/Wizard 5 from Sorcerer/Wizard 4
    • Overland Flight: Sorcerer/Wizard 6 from Sorcerer/Wizard 5
    • Teleport: Sorcerer/Wizard 7 from Sorcerer/Wizard 5
    • Forcecage: Sorcerer/Wizard 8 from Sorcerer/Wizard 7
    • Greater Teleport: Sorcerer/Wizard 9 from Sorcerer/Wizard 7

    Divine Spell Re-Leveling
    • Purify Food & Drink: Cleric 1 from Cleric 0, Druid 1 from Druid 0
    • Create Water**: Cleric 2 from Cleric 0, Druid 2 from Druid 0
    • Comprehend Languages: Cleric 2 from Cleric 1
    • Neutralize Poison: Cleric 3 from Cleric 4
    • Create Food & Water**: Cleric 4 from Cleric 3
    ** = denotes spells that have their effects by CL halved.

    Arcane Spell Bans
    • 2nd Level
      • Rope Trick
    • 4th Level
      • Solid Fog
      • Shadow Conjuration
    • 5th Level
      • Contact Other Plane
      • Fabricate
      • Secret Chest
      • Shadow Evocation
    • 6th Level
      • Shadow Walk
    • 7th Level
      • Shadow Conjuration, Greater
    • 8th Level
      • Maze
      • Greater Planar Binding
      • Shadow Evocation, Greater
      • Polymorph Any Object
    • 9th Level
      • Gate**
      • Shades
      • Astral Projection
      • Wail of the Banshee
      • Etherealness
      • Shapechange
    ** = Gate has been modified for the setting, but only for sorcerers & wizards. Clerics have no access to the spell. A gate used to create a portal to any plane other than Siraaj or Najmah requires the appropriate Black Scroll (detailed), & thus is impossible for sorcerers.

    Divine Spell Bans
    • 4th Level
      • Divine Power
      • Lesser Planar Ally
    • 5th Level
      • Commune
      • Righteous Might
    • 6th Level
      • Planar Ally
    • 7th Level
      • Ethereal Jaunt
    • 8th Level
      • Greater Planar Ally
    • 9th Level
      • Astral Projection
      • Etherealness
      • Gate

    NOTE: Creatures with any of these spells as a spell-like ability or supernatural ability retain such abilities, using the adjusted spell level (if applicable) over the original spell level for DCs, etc.
    Last edited by Zeta Kai; 2011-01-21 at 10:18 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    The Black Scrolls

    A set of seven powerful arcane scrolls, these spells are occasionally discovered in ancient ruins. Ancient even during the reign of the Admajai, the Black Scrolls represent a style of magic completely unlike the genie-derived wizardry of the archmages of Admaja. Incomparable to modern sorcery or wizardry, & founded on arcane principles incompatible with conventional understanding, the Black Scolls represent power on a far different level.

    Black Scroll spells cannot be learned directly via any means. Sorcerers cannot select them as spells known. Magic items that replicate the effects of any such scroll cannot be crafted, only found; magic items requiring such a spell that do not replicate their effect can be crafted, but doing so requires possession of the necessary Black Scroll(s).

    Black Scrolls cannot be cast from directly, nor can they be scribed into a spellbook. This means that sorcerers have no means to employ the spells of the Black Scrolls. A wizard may prepare a single copy of the spell on a Black Scroll; doing so consumes the item, reducing it to ash. Once prepared & cast, the spell is lost to the wizard until he acquires a new Black Scroll. As above, creatures which possess these powers as spell-like or supernatural abilities retain them & use them as normal.

    Even the casting of a Black Scroll spell is dangerous; the magic of a Black Scroll is inimical to understanding & rational practice of the arcane. When a Black Scroll spell is cast, the caster suffers an immediate 4 points of Intelligence damage.

    Spells of the Black Scrolls
    La’n Jasad il-Huwam
    • Spell Contained: baleful polymorph, Wizard 7
    • Price: 12,500gp

    Jusman Jadid Bidun al-Ruh
    • Spell Contained: clone, Wizard 9
    • Price: 25,000gp

    Shakil Masruq Usturi
    • Spell Contained: polymorph, Wizard 7
    • Price: 15,000gp

    Tuw’am al-Dhil al-Musta’ar
    • Spell Contained: simulacrum, Wizard 7
    • Price: 12,500gp

    Waqt Ala al-Yad
    • Spell Contained: time stop, Wizard 9
    • Price: 25,000gp

    Thuqba Bayn al-’Awalim
    • Spell Contained: gate, Wizard 9
    • Price: 25,000gp

    al-Raghba al-A’dham
    • Spell Contained: wish, Wizard 9
    • Price: 50,000gp

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Wizards & Relics

    Unlike wizards on other worlds, the mages of Kamala practice an archaic, ciphered & obscure arcane science that is untutored, imprecise, & highly taboo. The cultural view of wizardry, coupled with the means of practicing it, severely limits the powers a wizard wields early in his career.

    Each wizard at some point in life has found an ancient relic; it may have come from the genies, or the spell-warping ghuls, or the warring demons, or the old magic empires, or other, stranger origins. With scraps of old texts to assist in deciphering the structure of the old magic, beginner wizards unravel the processes behind a select few spells. The lack of ability to develop new magics without the old template, coupled with the inability to learn from peers, means that wizards must acquire the vast majority of their repertoire from scrolls old & new.

    Wizards begin play knowing five cantrips, two 1st-level spells, one 2nd-level spell & one 3rd-level spell. They gain no additional spells known from their Intelligence bonus. Wizards do not acquire any new spells known upon attaining a new level. This replaces the rule that wizards normally gain two new spells with every level they attain. Wizards also cannot transcribe from other wizards’ spellbooks, nor use the spells located therein, though erase makes it possible to use the books themselves to transcribe new spells, a very valuable & rare resource for wizards.

    Some sample wizard relics are below; a wizard choosing such a relic selects three additional cantrips to put in her spellbook.

    Table 7-1: Wizard Relics
    {table=head]Relic|0th|1st|2nd|3rd
    Admajai|arcane mark, light|mage armor, unseen servant|mirror image|arcane sight
    Ancient Kingdom|disrupt undead, light|charm person, color spray|hypnotic pattern|hold person
    Dao|mending, resistance|cause fear, enlarge person|bear's endurance|explosive runes
    Demon|acid splash, daze|protection from law, shocking grasp|hideous laughter|vampiric touch
    Djinn|mage hand, message|feather fall, obscuring mist|gust of wind|wind wall
    Efreet|dancing lights, flare|burning hands, magic weapon|scorching ray|fireball
    Ghul|acid splash, touch of fatigue|hypnotism, ray of enfeeblement|ghoul touch|stinking cloud
    Jann|daze, prestidigitation|endure elements, magic missile|invisibility|haste
    Marid|ghost sound, ray of frost|chill touch, grease|fog cloud|slow[/table]

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Clerical Domains

    Divinities & Their Domains
    • Adimas (CG): Chaos, Cunning, Luck, Magic
    • Akasha (CG): Good, Heroism, Presence, Protection, Sun
    • Bjardvif (CG): Earth, Good, Healing
    • Daq (N): Destiny, Evil, Good
    • The Darshan (N): Knowledge, Prophecy, Travel
    • Hagalvethr (LG): Air, Cold, Storm, Strength
    • Isvel (LN): Cold, Knowledge, Law, Luck
    • Johoum (LE): Destruction, Punishment, Strength, Sun
    • Limalia (NE): Hardship, Travel, Water
    • Maqur (CE): Betrayal, Fire, Trickery
    • Martuakh (NE): Death, Poison, Serpent, Trickery
    • Nathar (CE): Curse, Evil, Murder, Night
    • Pashati (NG): Cleansing, Healing, Plant
    • Qirus (LN): Law, Protection, Resolve, War
    • Sidaru (LG): Death, Law, Peace
    • Sjor (CN): Heroism, Strength, War, Water
    • Sunya (LE): Evil, Heroism, Night, Power, War
    • Umaj (CN): Animal, Earth, Wild
    • Waharim (LN): Air, Contemplation, Knowledge
    • Zaia (LG): Luck, Protection, Travel, World

    Betrayal Domain (Maqur)
    Granted Power:
    You gain the ability to use a sneak attack (+1d6/5 Cleric levels) like a Rogue.
    1. undetectable alignment
    2. touch of idiocy*
    3. scarlet scandal** - Causes the target creature to be intensely hated.
    4. vampiric touch*
    5. magic jar*
    6. fangs of the false caress** - Cast touch spells upon creatures from afar.
    7. project image*
    8. trap the soul*
    9. Maqur’s malevolence** - Consume an ally’s life force to power a deadly beam of energy.

    Cleansing Domain (Pashati)
    Granted Power:
    You gain the ability to cast purify food & drink as an at-will spell-like ability.
    1. cleanse** - Creates a zone that prevents disease.
    2. remove disease
    3. scour** - Creates a field that damages oozes, vermin, & any creature with a poison-based ability.
    4. restoration
    5. break enchantment
    6. purification** - Target creature can be cleansed of various ailments.
    7. greater restoration
    8. antimagic field
    9. Pashati’s perpetual purity** - Continually renews & restores the mind, body, & spirit.

    Cold Domain (Hagalvethr & Isvel)
    Granted Power:
    You gain Cold Resistance equal to your Cleric level.
    1. ray of frost*
    2. chill metal*
    3. wall of ice*
    4. ice storm*
    5. hail storm** - Hail deals bludgeoning & cold damage in cylinder 40’ across.
    6. freezing sphere*
    7. polar ray*
    8. frigid cloud (like incendiary cloud, but deals cold damage instead of fire damage)*
    9. comet swarm (like meteor swarm, but deals cold damage instead of fire damage)*

    Contemplation Domain (Waharim)
    Granted Power:
    You can add your Wisdom modifier to all Concentration checks.
    1. owl’s wisdom
    2. status
    3. Waharim’s insight** - Grant several +1 insight bonuses.
    4. scrying
    5. commune
    6. reflection** - Take 10 on several checks & switch out one spell slot.
    7. find the path
    8. discern location
    9. Waharim’s wondrous wisdom** - Grant a creature effective levels of Loremaster.

    Cunning Domain (Adimas)
    Granted Power:
    Once per day, you can add your Intelligence modifier to any one attack roll, skill check, or saving throw. You gain another use for every 5 Cleric levels.
    1. disguise self*
    2. fox’s cunning*
    3. wit revealed** - Target uses Intelligence modifier in place of any other ability modifier.
    4. glibness*
    5. Adimas’ lucubration*
    6. finery & fraudulence** - Appear to be much greater than you really are.
    7. veil*
    8. contingency*
    9. Adimas’ absolute awareness** - Scrutinize a single creature, gaining great insight.

    Curse Domain (Nathar)
    Granted Power:
    You gain the ability to cast touch of fatigue as an at-will spell-like ability.
    1. curse water
    2. remove curse
    3. bestow curse
    4. break enchantment
    5. greater remove curse** - Free an object or creature from a terrible curse.
    6. greater bestow curse** - Inflict a terrible curse on an object or creature.
    7. joyless fugue** - A cone of despair saps all hope & joy from creatures within it.
    8. wretchedness** - Turn a single living creature into a wretch upon the ground.
    9. divine sanction** - Call down your deity’s wrath upon those who have wronged you.

    Destiny Domain (Daq)
    Granted Power:
    You gain a +1 luck bonus on all saving throws. You also add any one Knowledge skill to your list of Cleric class skills.
    1. true strike*
    2. aid
    3. set fate** - Subject automatically succeeds on one saving throw, only to fail the next one.
    4. lesser geas*
    5. greater heroism*
    6. third way** - Observe the results of a course of action twice & decide if it suits you.
    7. spell turning*
    8. moment of prescience*
    9. Daq’s decisive destiny** - For every action you take, you can attempt 3 times & take the best result.

    Hardship Domain (Limalia)
    Granted Power:
    You gain Endurance as a bonus feat.
    1. endure elements
    2. bear’s endurance
    3. exertion** - Subject must struggle against their own body to accomplish simple actions.
    4. crushing despair*
    5. mass bear’s endurance
    6. trial** - Command a subject to complete some quest.
    7. waves of exhaustion*
    8. protection from spells*
    9. Limalia’s laborious lash** - Subject cannot use magic items, benefit from bonuses, threaten opponents, & is exhausted.

    Heroism Domain (Akasha, Sunya, & Sjor)
    Granted Power:
    You gain a bonus to your Will saves to resist the effects of fear equal to your Cleric level.
    1. remove fear
    2. aid
    3. heroism*
    4. holy smite*
    5. greater heroism*
    6. heroes’ feast
    7. regenerate
    8. mind blank*
    9. reliant resurgence** - Automatically revives the target creature if it is killed.

    Murder Domain (Nathar)
    Granted Power:
    Three times per day you may make a killing strike against a foe. When you strike an enemy with a slashing or piercing weapon, you may invoke the killing stroke after damage is dealt. If the foe’s remaining hit points are equal to or less than your cleric level, it must make a Fortitude save (DC 10 + your cleric levels + your Wisdom bonus) or die instantly. If you use a masterwork sacrificial dagger, the foe must save if its hit points are equal to or less than twice your cleric level instead.
    1. death knell
    2. keen edge*
    3. execution** - Crush the life from a weakened creature.
    4. phantasmal killer*
    5. slay living
    6. spectral slayer** - Conjure a terrifying spirit to kill the subject, like phantasmal killer.
    7. finger of death*
    8. power word kill*
    9. Nathar’s nightmarish nemesis** - Turn a creature into an assassin that is compelled to kill a particular target.

    Night Domain (Sunya & Nathar)
    Granted Power:
    You gain darkvision as an extraordinary ability.
    1. doom
    2. deeper darkness
    3. blacklight*
    4. false moon** - Creates a moveable sphere of shadows.
    5. cloak of shadows** - Hides you in a shadowy veil of darkness.
    6. nightmare*
    7. profound slumber** - Puts multiple creatures into a magical slumber.
    8. torpor** - Puts creatures that are normally immune to sleep into a magical slumber.
    9. gloom** - Turns the brightest day into the darkest night.

    Peace Domain (Sidaru)
    Granted Power:
    You can add your Wisdom modifier to all Diplomacy checks.
    1. sanctuary
    2. calm emotions
    3. harmony** - Creates a bond between yourself & an ally, allowing you both to share attributes.
    4. Sidaru’s resilient sphere*
    5. greater dispel magic
    6. song of serenity** - Causes creatures within the emanation area to become incapable of attacking.
    7. antimagic field
    8. mass hold monster*
    9. Sidaru’s solemn silence** - All living creatures within range become paralyzed & frozen in place.

    Poison Domain (Martuakh)
    Granted Power:
    You gain a bonus to your Fortitude saves to resist the effects of poison equal to your Cleric level.
    1. detect poison
    2. delay poison
    3. poison
    4. neutralize poison
    5. cloudkill*
    6. antilife shell
    7. greater poison** - Touch deals 2d10 Con damage, repeats in 1 minute.
    8. choking fumes** - Creates a cloud of toxic vapor that suffocates all within it.
    9. mass poison** - All creatures within range take 2d10 Con damage, repeats in 1 minute.

    Power Domain (Sunya)
    Granted Power:
    You cast all enchantment (compulsion) spells at +1 caster level.
    1. command
    2. bear’s endurance
    3. authority** - Control the actions of a single living creature with the power of your voice.
    4. divine power
    5. righteous might
    6. rule of law** - Control the actions of multiple living creatures with the power of your voice.
    7. mass hold person*
    8. dominate monster*
    9. Sunya’s supreme smite** - Create a column of destructive force roaring downward.

    Presence Domain (Akasha)
    Granted Power:
    You gain a +2 divine bonus to all Charisma-based checks.
    1. eagle’s splendor
    2. enthrall
    3. majestic one** - Invokes an illusory aura of radiant glory, making other creatures like you more.
    4. charm monster*
    5. shout*
    6. grandeur** - Invokes a potent illusion of radiance, making other creatures like you much more.
    7. greater heroism*
    8. scintillating pattern*
    9. Akasha’s awesome aura** - Creates an aura of energy that surrounds you, protecting you from harm.

    Prophecy Domain (The Darshan)
    Granted Power:
    Once per day per cleric level, you may make a minor prophecy. The recipient is granted a +1 insight bonus to a specific kind of roll (attack, damage, saving throw, skill check, ability check, etc.) which he must allocate to a single such roll by the end of the day. The minor prophecy is expended after the roll is made.
    1. augury
    2. owl’s wisdom
    3. forewarn** - Deliver a single cryptic piece of information regarding an upcoming event.
    4. divination
    5. dream*
    6. oracle** - Enter into a deep trance, during which you are conveyed the power of prophecy.
    7. vision*
    8. foresight*
    9. delegation of the Darshan** - You are entrusted with a Darshan’s vision of past, present, & future currents in the stream of probability.

    Punishment Domain (Johoum)
    Granted Power:
    You cast all inflict spells at +1 caster level.
    1. welt** - Touch deals damage & inflicts a painful wheal upon your foe.
    2. blindness/deafness
    3. scourge** - Deals non-lethal damage; leaves the target shaken
    4. contagion
    5. symbol of pain
    6. torment** - Deals lethal damage, Strength damage, & Dexterity damage; leaves the target frightened
    7. waves of exhaustion*
    8. agony** - Deals crippling lethal damage, Wisdom damage, & Charisma damage; leaves the target frightened
    9. Johoum’s judgment** - Slays the subject; deals ability damage & ability drain, even to survivors.

    Resolve Domain (Qirus)
    Granted Power:
    You may use the better of your Constitution modifier or your Wisdom modifier when making Fortitude saving throws.
    1. shield*
    2. barkskin*
    3. Watcher’s vigil** - Go without sleep for an increasing penalty.
    4. freedom of movement
    5. stoneskin*
    6. stoic valor** - Gain a hit point buffer, taking damage for nearby allies.
    7. greater heroism*
    8. iron body*
    9. Qirus’ questmantle** - Grant a creature effective levels of Dvernin Defender.

    Serpent Domain (Martuakh)
    Granted Power:
    You can use magic fang once per day as a spell-like ability. You also add Intimidate & Handle Animal to your list of Cleric class skills.
    1. animal messenger (tiny viper only)*
    2. sepia snake sigil*
    3. viper’s bite** - Grant yourself (or an ally) a venomous bite attack.
    4. animal growth (snakes only)*
    5. summon nature’s ally V (giant constrictor only)*
    6. ophidian form** - Temporarily become an enormous snake.
    7. animal shapes (snakes only)*
    8. constriction** - Target creature is crushed & suffocated.
    9. Martuakh’s metamorphosis** - Become a swarm of snakes, & later reform from any one of them.

    Storm Domain (Hagalvethr)
    Granted Power:
    You can use obscuring mist once per day as a spell-like ability.
    1. gust of wind*
    2. sleet storm*
    3. ice storm*
    4. squall** - Creates a windstorm that blows away or knocks down creatures.
    5. call lightning storm*
    6. hail storm** - Hail deals bludgeoning & cold damage in cylinder 40’ across.
    7. control weather
    8. storm of vengeance
    9. Hagalvethr’s hurricane** - Creates a terrible storm, battering everything with wind, rain, & lightning.

    Wild Domain (Umaj)
    Granted Power:
    You can rebuke/command animal, fey, & vermin creatures, like an evil cleric rebukes/commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
    1. speak with animals*
    2. bull’s strength
    3. feral hunter** - Gain animal senses to track your quarry.
    4. rusting grasp*
    5. awaken*
    6. incarnation of nature** - Summons an avatar of Umaj from the environment.
    7. creeping doom*
    8. animal shapes*
    9. Umaj’s untamed embodiment** - Give up your body, mind, & spirit to Umaj, becoming her living avatar.

    World Domain (Zaia)
    Granted Power:
    You can use know direction once per day as a spell-like ability. Add Gather Information to your list of Cleric class skills.
    1. expeditious retreat*
    2. comprehend languages
    3. inclemency - Change the weather in your immediate area for a brief time.
    4. sending
    5. overland flight*
    6. epistle - Contact 1 creature per level & send a short message to them all at once.
    7. globe of invulnerability*
    8. true creation*
    9. zone of Zaia** - Control the permeability of the planar boundaries in an area, allowing or disallowing travel between planes.

    * = A spell that is normally unavailable to clerics.
    ** = A new spell, made exclusively for this setting.
    Last edited by Zeta Kai; 2011-01-20 at 07:28 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Spell Lists

    Assassin
    • 1st-Level Assassin Spells
      • Clarity
      • Disgust
    • 2nd-Level Assassin Spells
      • Cloak of Shadows
      • Hush
      • Impossible Feat
    • 3rd-Level Assassin Spells
      • Sable Dance
      • Uncertainty

    Bard
    • 0th-Level Bard Spells (Cantrips)
      • Bend Fate
      • Flickerflame
      • Skew Fate
      • Tally
    • 1st-Level Bard Spells
      • Adimas’ Annoying Arrow
      • Disgust
      • Distraction
      • Echo Mask
      • Herald/Courier, Lesser
    • 2nd-Level Bard Spells
      • False Moon
      • False Sun
      • Herald/Courier
      • Impossible Feat
      • Pravah’s Tomb
      • Recollection
      • See Enchantment
      • Storyteller
    • 3rd-Level Bard Spells
      • Animate Carpet
      • Bolstering Chant
      • Coat of Colors
      • Countermand
      • Genie’s Mystique
      • Herald/Courier, Greater
      • Hush
      • Majestic One
      • Scarlet Scandal
      • Uncertainty
    • 4th-Level Bard Spells
      • Baleful Suggestion
      • Motes of Diya
      • Muffle
      • Stairs of Madrasah
    • 5th-Level Bard Spells
      • Breach Sorcery
      • Finery & Fraudulence
      • Firesinger
      • Genie’s Mystique, Greater
      • Profound Slumber
    • 6th-Level Bard Spells
      • Mirage
      • Prevaricate
      • Song of Serenity
      • Storyteller, Mass
      • Torpor

    Blackguard
    • 1st-Level Blackguard Spells
      • Clarity
      • Conviction
      • Disgust
      • Dismiss Light Wounds
      • Savage Strength
      • Welt
    • 2nd-Level Blackguard Spells
      • Dismiss Moderate Wounds
      • Scourge
      • Whelming Smite
    • 3rd-Level Blackguard Spells
      • Armaments of the Crusader
      • Dismiss Serious Wounds
      • Dismiss Suffering
      • Torment
      • Uncertainty
    • 4th-Level Blackguard Spells
      • Agony
      • Breach Sorcery
      • Dismiss Critical Wounds
      • Scrabbling Disgorge

    Cleric
    • 1st-Level Cleric Spells
      • Conviction
      • Hydrate
    • 2nd-Level Cleric Spells
      • Create Water**
      • Extinguish
      • Herald/Courier, Lesser
    • 3rd-Level Cleric Spells
      • False Moon
      • False Sun
      • Herald/Courier
      • Whelming Smite
    • 4th-Level Cleric Spells
      • Harmony
      • Herald/Courier, Greater
    • 5th-Level Cleric Spells
      • Solidify Cloud
      • Stairs of Madrasah
    • 6th-Level Cleric Spells
      • Bestow Curse, Greater
      • Remove Curse, Greater
    • 8th-Level Cleric Spells
      • Location Bind
      • Sanctify
      • Vitiate
    • 9th-Level Cleric Spells
      • Divine Sanction
      • Gate**
      • Relic Bind

    Druid
    • 0th-Level Druid Spells (Orisons)
      • Flickerflame
      • Hydrate
      • Stinging Breeze
    • 1st-Level Druid Spells
      • Extinguish
    • 2nd-Level Druid Spells
      • Cleanse
      • Create Water**
      • Herald/Courier, Lesser
      • Zephyr
    • 3rd-Level Druid Spells
      • Herald/Courier
    • 4th-Level Druid Spells
      • Herald/Courier, Greater
      • Humidity
      • Inclemency
      • Relentless Endurance
      • Solidify Cloud
      • Viper’s Bite
    • 5th-Level Druid Spells
      • Aquaform
      • Hail Storm
      • Scrabbling Disgorge
      • Squall
    • 6th-Level Druid Spells
      • Incarnation of Nature
    • 7th-Level Druid Spells
      • Location Bind
    • 8th-Level Druid Spells
      • Body to Loam
      • Poison, Greater
    • 9th-Level Druid Spells
      • Constriction
      • Wretchedness

    Paladin
    • 1st-Level Paladin Spells
      • Clarity
      • Conviction
      • Dismiss Light Wounds
      • Holy Radiance
      • Shield of Resolve
    • 2nd-Level Paladin Spells
      • Create Water**
      • Dismiss Moderate Wounds
      • Divine Strike
      • Flames of the Spirit
      • Saving Grace
      • Stroke of Judgment
      • Whelming Smite
    • 3rd-Level Paladin Spells
      • Armaments of the Crusader
      • Dismiss Serious Wounds
      • Dismiss Suffering
      • Endure For Other
    • 4th-Level Paladin Spells
      • Breach Sorcery
      • Dismiss Critical Wounds
      • Martyrdom
      • Sacred Aura
      • Stoic Valor

    Ranger
    • 1st-Level Ranger Spells
      • Archer’s Prowess
      • Clarity
      • Flickerflame
      • Hunter’s Mark
      • Hydrate
      • Savage Strength
      • Wind’s Edge
    • 2nd-Level Ranger Spells
      • Camouflage
      • Competence
      • Feral Hunter
      • Impossible Feat
      • Pursuit
      • Zephyr
    • 3rd-Level Ranger Spells
      • Hunter’s Mark, Greater
      • Natural Force
      • Primal Instinct
      • Sable Dance
      • Uncertainty
    • 4th-Level Ranger Spells
      • Breach Sorcery
      • Nature’s Child
      • Nature’s Image
      • Time of the Hunter

    Sorcerer/Wizard
    • 0th-Level Sorcerer/Wizard Spells (Cantrips)
      • Divination
        • Tally
      • Evocation
        • Bend Fate (Sorcerer only)
        • Flickerflame (Sorcerer only)
        • Skew Fate (Sorcerer only)
        • Stinging Breeze
    • 1st-Level Sorcerer/Wizard Spells
      • Evocation
        • Adimas’ Annoying Arrow
      • Necromancy
        • Disgust
    • 2nd-Level Sorcerer/Wizard Spells
      • Abjuration
        • Extinguish
      • Enchantment
        • Herald/Courier, Lesser
      • Transmutation
        • Crawling Object
    • 3rd-Level Sorcerer/Wizard Spells
      • Enchantment
        • Herald/Courier
      • Evocation
        • Genie’s Mystique (Sorcerer only)
        • Ward Object, Lesser
    • 4th-Level Sorcerer/Wizard Spells
      • Conjuration
        • Humidity
      • Enchantment
        • Authority
        • Countermand (Sorcerer only)
        • Herald/Courier, Greater
      • Evocation
        • Wall of Water
      • Transmutation
        • Animate Carpet
    • 5th-Level Sorcerer/Wizard Spells
      • Divination
        • See Enchantment
      • Enchantment
        • Baleful Suggestion
      • Evocation
        • Columns of Flame
        • Set Fate (Sorcerer only)
        • Ward Object
      • Necromancy
        • Vampiric Ray
      • Transmutation
        • Aquaform (Sorcerer only)
        • Solidify Cloud
        • Stairs of Madrasah
    • 6th-Level Sorcerer/Wizard Spells
      • Evocation
        • Genie’s Mystique, Greater (Sorcerer only)
        • Hail Storm
        • Motes of Diya
    • 7th-Level Sorcerer/Wizard Spells
      • Abjuration
        • Location Bind
        • Undispel (Sorcerer only)
      • Enchantment
        • Profound Slumber
      • Evocation
        • Ward Object, Greater
      • Illusion
        • Nested Image
      • Necromancy
        • Bestow Curse, Greater
        • Vampiric Touch, Greater
      • Transmutation
        • Firesinger
    • 8th-Level Sorcerer/Wizard Spells
      • Conjuration
        • Estej’mah Amut
      • Enchantment
        • Joyless Fugue
        • Rule of Law
      • Evocation
        • Fiat: Exile
        • Fiat: Freeze
        • Sparkling Jewels of the Seven Sands
      • Illusion
        • Mirage
      • Transmutation
        • Ophidian Form
    • 9th-Level Sorcerer/Wizard Spells
      • Abjuration
        • Mordenkainen’s Disjunction**
        • Rescission
      • Conjuration
        • Gate**
        • Relic Bind (Wizard only)
      • Evocation
        • Fiat: Death
        • Gloom (Wizard only)
        • Terrible Power
      • Necromancy
        • Soul Blank

    ** = A pre-existing spell which has been reworked for this setting.
    Last edited by Zeta Kai; 2011-03-12 at 01:46 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Spells in Alphabetical Order (170)

    • Adimas’ Absolute Awareness
    • Adimas’ Annoying Arrow
    • Agony
    • Akasha’s Awesome Aura
    • Animate Carpet
    • Aquaform
    • Archer’s Prowess
    • Armaments of the Crusader
    • Authority
    • Baleful Suggestion
    • Bend Fate
    • Bestow Curse, Greater
    • Body to Loam
    • Bolstering Chant
    • Breach Sorcery
    • Camouflage
    • Choking Fumes
    • Clarity
    • Cleanse
    • Cloak of Shadows
    • Coat of Colors
    • Columns of Flame
    • Competence
    • Constriction
    • Conviction
    • Countermand
    • Crawling Object
    • Create Water
    • Daq’s Decisive Destiny
    • Delegation of the Darshan
    • Disgust
    • Dismiss Critical Wounds
    • Dismiss Light Wounds
    • Dismiss Moderate Wounds
    • Dismiss Serious Wounds
    • Dismiss Suffering
    • Distraction
    • Divine Sanction
    • Divine Strike
    • Echo Mask
    • Endure For Other
    • Epistle
    • Estej’mah Amut
    • Execution
    • Exertion
    • Extinguish
    • False Moon
    • False Sun
    • Fangs of the False Caress
    • Feral Hunter
    • Fiat: Death
    • Fiat: Exile
    • Fiat: Freeze
    • Finery & Fraudulence
    • Firesinger
    • Flames of Spirit
    • Flickerflame
    • Forewarn
    • Gate
    • Genie’s Mystique
    • Genie’s Mystique, Greater
    • Gloom
    • Grandeur
    • Hagalvethr’s Hurricane
    • Hail Storm
    • Harmony
    • Herald/Courier
    • Herald/Courier, Greater
    • Herald/Courier, Lesser
    • Holy Radiance
    • Humidity
    • Hunter’s Mark
    • Hunter’s Mark, Greater
    • Hush
    • Hydrate
    • Impossible Feat
    • Incarnation of Nature
    • Inclemency
    • Johoum’s Judgment
    • Joyless Fugue
    • Limalia’s Laborious Lash
    • Location Bind
    • Majestic One
    • Maqur’s Malevolence
    • Martuakh’s Metamorphosis
    • Martyrdom
    • Mirage
    • Mordenkainen’s Disjunction
    • Motes of Diya
    • Muffle
    • Nathar’s Nightmarish Nemesis
    • Natural Force
    • Nature’s Child
    • Nature’s Image
    • Nested Image
    • Ophidian Form
    • Oracle
    • Pashati’s Perpetual Purity
    • Poison, Greater
    • Poison, Mass
    • Pravah’s Tomb
    • Prevaricate
    • Primal Instinct
    • Profound Slumber
    • Purification
    • Pursuit
    • Qirus’ Questmantle
    • Recollection
    • Reflection
    • Relentless Endurance
    • Reliant Resurgence
    • Relic Bind
    • Remove Curse, Greater
    • Rescission
    • Rule of Law
    • Sable Dance
    • Sacred Aura
    • Sanctify
    • Savage Strength
    • Saving Grace
    • Scarlet Scandal
    • Scour
    • Scourge
    • Scrabbling Disgorge
    • See Enchantment
    • Set Fate
    • Shield of Resolve
    • Sidaru’s Solemn Silence
    • Skew Fate
    • Solidify Cloud
    • Song of Serenity
    • Soul Blank
    • Sparkling Jewels of the Seven Sands
    • Spectral Slayer
    • Squall
    • Stairs of Madrasah
    • Stinging Breeze
    • Stoic Valor
    • Storyteller
    • Storyteller, Mass
    • Stroke of Judgment
    • Sunya’s Supreme Smite
    • Tally
    • Terrible Power
    • Third Way
    • Time of the Hunter
    • Torment
    • Torpor
    • Trial
    • Umaj’s Untamed Embodiment
    • Uncertainty
    • Undispel
    • Vampiric Ray
    • Vampiric Touch, Greater
    • Viper’s Bite
    • Vitiate
    • Waharim’s Insight
    • Waharim’s Wondrous Wisdom
    • Wall of Water
    • Ward Object
    • Ward Object, Greater
    • Ward Object, Lesser
    • Watcher’s Vigil
    • Welt
    • Whelming Smite
    • Wind’s Edge
    • Wit Revealed
    • Wretchedness
    • Zephyr
    • Zone of Zaia
    Last edited by Zeta Kai; 2011-03-12 at 01:53 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    A Spells

    Adimas’ Absolute Awareness
    Divination
    Level: Cunning 9
    Components: V
    Casting Time: 1 swift action
    Range: Medium (100’ + 10’/level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You focus your perception absolutely upon one creature, analyzing its every action with impossible speed & comprehension. You gain a +10 insight bonus to AC, saving throws, caster level, ability checks, attack rolls & skill checks against the chosen creature, but take a -4 penalty to same regarding any other creature or object for the duration of this effect.

    Further, you gain a Reflex saving throw to negate any effect the subject produces against you other than a melee attack. On a successful save, the effect bypasses you entirely.

    Lastly, you see through all disguises, illusions, & transformations that affect the target creature, as if you had true seeing in regards to the target creature.

    Adimas’ Annoying Arrow
    Evocation [Force]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Dart of energy
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: Yes

    Taking a glass shard, you charge it with energy & a proto-sentience, sending it to wait by a foe until the time is right. The dart flies to the target instantaneously & takes up an inconspicuous position, though it only tries to hide from the target, & cannot hide from sensory organs you are not aware of.

    When the target engages in an action that would require concentration, such as casting a spell, the dart strikes, dealing 1d4 force damage +1 point per caster level (maximum +5) & forcing a Concentration check with a -4 penalty. You may instead designate the dart to wait until the target would make an attack of opportunity or employ a readied action. If so, the target must make a Concentration check (DC14 + damage dealt) or miss the attack of opportunity/lose the readied action.

    When the dart strikes, the spell is discharged. If the spell reaches the end of its final round, the dart will strike of its own volition.

    Material Component: A glass shard.

    Agony
    Evocation [Evil]
    Level: Blk 4, Punishment 8
    Components: V, S, M, A
    Casting Time: 1 full-round action
    Range: Close (25’ + 5’/2 levels)
    Target: 1 living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: No

    You can make a creature writhe in anguish, breaking their mind with your burning, torturous malice. Once you have cast this spell, the creature that you target suffers 12d6 points of damage +4 points per caster level (maximum +40) & falls prone, as if tripped. This effect also deals 1d6 points of Wisdom drain & 1d6 points of Charisma drain. This effect cannot reduce the target’s hit points or ability scores to less than 1.

    Afterward, the target is left cowering for 3 hours; even creatures that are normally immune to fear are affected by this psyche-shattering pain. While cowering in this manner, your target receives a -10 penalty on their level checks to resist Intimidate attempts initiated by you.

    The target is permitted a Fortitude save to endure these effects. If successful, the target negates the ability drain, & does not fall prone. The creature still takes full damage & is frightened.

    Material Component: The horn of a sarsaok.

    Alignment Component: Any evil.

    Akasha’s Awesome Aura
    Abjuration
    Level: Presence 9
    Components: V, S, DF, X
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will partial; see text
    Spell Resistance: No

    You create an aura of radiant energy that surrounds your body, enveloping you in a field of shimmering light. This has a number of effects.

    First, the aura acts as a protective barrier that prevents offensive spells from affecting you. Only spells that would aid you in some way (such as healing you, protecting you, or enhancing your abilities) can affect you. All other spell effects are negated for you, as if you were within an antimagic field. This includes such powerful spells as Mordenkainen’s disjunction & Sunya’s supreme smite.

    Second, the aura forces all creatures within 60’ of you to make a Will save. Those beings that fail the saving throw suffer the following ill effects, depending on their HD relative to your caster level.

    These effects last until 3 rounds after the spell’s duration ends; they are cumulative & concurrent. You may designate one ally within range per caster level that is exempt from this effect, if you wish, prior to casting this spell. This effect only affects creatures within sight of you; any being with total concealment relative to you is unaffected. If such a creature later loses their concealment within the spell’s duration, they must still make a Will save at that time or become affected by your aura.

    Third, the aura forces any creature that attempts to attack you to make a Will save. Those beings that fail the saving throw cannot make an attack against you during that round; they may try again the next round. Any creature that makes their saving throw may attack you freely during that round, but must make another Will save the next round to continue attack you. Affected creatures cannot take any action (including the casting of spells) against you that would require an attack roll, would directly deal damage to you, or would force you to make a saving throw. All other actions are allowed, even those that might cause injury indirectly.

    Lastly, this spell negates all forms of invisibility cast upon yourself, & you automatically fail all Hide checks while this spell’s effects last.

    XP Cost: 500XP.

    Animate Carpet
    Transmutation
    Level: Brd 3, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: One carpet; see text
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    You can animate a carpet, turning it into a carpet of flying. The carpet can be of any size, up to 10’ × 10’, although the carrying capacity will always be 50 pounds per level (maximum 800 lbs.), regardless of size. The carpet can travel up to 40’ per round, & can only be commanded by you.

    This spell can be used to craft a permanent carpet of flying, replacing the overland flight spell requirement.

    Aquaform
    Transmutation [Water]
    Level: Drd 5, Sor 5
    Components: V, S, M, R
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Invoking the mystic spirits of water, you convert your physical form into a semblance of that liquid, along with everything on your person.

    While in this form, you gain a +10 inherent bonus to Escape Artist & Swim checks, as well as a swim speed equal to your base land speed & the ability to breathe normally in water as though under a water breathing spell. You do not suffer from armor check penalties while in this form. Neither electricity nor sonic damage will affect you while in this form, although fire & cold damage will affect you regardless of any resistance or immunity you may have. Additionally, if you are struck by any cold effect, you must make a successful Fortitude save at a -2 penalty or be affected as though by flesh to stone until this form ends.

    While in this form, you gain Damage Reduction 10/- & are treated as being two sizes smaller. You take only half damage from piercing weapons. If you are hit with dust of dryness, then you must make a successful Fortitude save (DC18) or be destroyed. The dust still deals 5d6 points of damage to you, even if your saving throw succeeds.

    Material Component: A gallon of water.

    Racial Component: Marid or masabi. A druid (& only a druid) can ignore the racial component.

    Archer’s Prowess
    Divination
    Level: Rgr 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    You acquire an instinctual prescience as you hoist your bow, understanding where to aim your shot. The critical range for any bow you wield is increased to 18-20 (regardless of its previous range). Additionally, all attack & damage rolls you make with ranged weapons are made with a +1 competence bonus.

    Material Component: A bird’s feather & a lump of beeswax.

    Armaments of the Crusader
    Transmutation
    Level: Blk 3, Pal 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: One held melee weapon & one held shield
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Speaking a prayer to your deity while clanking your weapon against your shield, you call forth divine power into the armaments you bear. This spell gives a weapon a +1 enhancement bonus on attack & damage rolls per four caster levels, & a shield a +1 enhancement bonus to AC per four caster levels. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

    These armaments are immune to corroding & rusting effects for the duration of the spell, & you are granted a +4 bonus to all opposed disarm checks to keep them in your grasp.

    Authority
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Power 3, Sor/Wis 4
    Components: V, DF
    Casting Time: 1 minute
    Range: Close (25’ + 5’ per 2 levels)
    Target: One living creature
    Duration: 1 minute/level
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    You can control the actions of a single living creature with the power of your voice. The creature is considered dominated, although there is no telepathic link between you & the subject. The subject must be able to hear your voice & understand you to be so dominated.

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities. Because of this limited range of activity, a Sense Motive check against DC15 (rather than DC25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

    Subjects resist this control, & any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. You need not see the subject to control it, but if a subject leaves the range of the spell, then the dominating effect ends, but it can be reinstated (granting the subject a new saving throw) if either you or the subject close within range of each other again within the remaining duration of the spell.
    Last edited by Zeta Kai; 2011-03-15 at 12:00 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    B Spells

    Baleful Suggestion
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Brd 4, Sor/Wiz 5
    Components: V
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One living creature
    Duration: 1 day/level or until completed
    Saving Throw: Special; see text
    Spell Resistance: Yes
    As suggestion, except as follows:

    The suggestion may be phrased as a demand. You may make a Diplomacy check as part of the effect; for each step you would improve the subject’s attitude, the save DC increases by 1.

    The subject is entitled to a Will save to contest your suggestion; if you agree to accept the subject’s concerns, then the suggestion is changed & proceeds. If you demand the terms of your original suggestion, the subject is entitled to a second Will save to negate the effect.

    Lastly, when this effect is planted, the subject’s memories cloud as to its origin. The subject is unlikely to recall that you made the suggestion, nor the casting of the spell.

    Bend Fate
    Evocation
    Level: Brd 0, Sor 0
    Components: V, S
    Casting Time: 1 immediate action
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: No
    You grant the target a +3 luck bonus to its next saving throw.

    Bestow Curse, Greater
    Necromancy
    Level: Clr 6, Curse 6, Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25’ + 5’ per 2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    You place a curse on the subject. Choose one of the following effects:
    • -10 decrease to an ability score (minimum 1).
    • -4 penalty to two separate ability scores (minimum 1).
    • -6 penalty on attack rolls, saves, ability checks, & skill checks.
    • Each turn, the target has a 25% chance to act normally; otherwise, it takes no action.
    • Target’s actions take more time (immediate action is a swift action, swift action is a move action, move action is a standard action, standard action is a full-round action).
    • Target cannot be healed except via regenerate spell.
    • Target has a 25% chance of failing any saving throw.
    • Target has a 25% chance of spoiling any spell attempted.
    • Target has a 25% chance of missing with melee & ranged attacks.
    • Target’s alignment is forcibly changed to an alignment of your choosing, no more than three steps removed from their original alignment.

    You may also invent your own curse, but it should be no more powerful than those described above.
    The curse bestowed by this spell cannot be dispelled, nor can it be removed with a break enchantment or remove curse. A limited wish or greater remove curse spell cast at an equal or higher caster level will remove the curse, as will a miracle or wish spell regardless of caster level.

    Greater bestow curse counters remove curse & greater remove curse.

    Body to Loam
    Transmutation (Polymorph) [Earth]
    Level: Drd 8
    Components: V, S, U
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial (see text)
    Spell Resistance: Yes

    This powerful spell is used by druids as a final punishment to those who have taken from the land. Striking a creature with your hand, you strip from them that which separates them from base earth, & render their body into fertile soil.

    Even creatures normally immune to Fortitude saving throws, such as constructs, plants & undead, may be affected. Elementals, oozes & outsiders are immune, as are incorporeal creatures. Creatures with immunity to polymorph effects are also immune to this effect, but only if such immunity does not derive from their type.

    A creature so transmuted is effectively destroyed. Their body does not exist to be reconstituted in any fashion. Only true resurrection or equivalent magic can restore such a victim to life.

    Unique Component: If you speak Terran, the creature’s spell resistance against this effect is lowered by 4.

    Bolstering Chant
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Brd 3
    Components: V
    Casting Time: 1 standard action
    Range: 40’
    Area: The caster & all allies within a 40’ burst, centered on the caster
    Duration: Concentration, up to 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    Your chant breaks through enchantments & deception & rallies your allies. For as long as your chant can be heard, you & your allies act as though not exhausted, fatigued, frightened, shaken, sickened or nauseated. Allies who are charmed, confused, fascinated, stunned or under the effect of a phantasm or compulsion get to make a Will save each round at a +2 bonus to break free.

    A deafened creature, or one within a silence effect, gains no benefits from this effect. If at any time you can no longer speak or cannot hear your own speech, the spell ends immediately.

    Breach Sorcery
    Evocation
    Level: Brd 5, Blk 4, Pal 4, Rgr 4
    Components: V, S, M, F/DF
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: Yes
    An ethereal starlight pallor swirls around the subject, causing sparks to fly as the fabric of magic around them is torn.

    This spell reduces the subject’s caster level by 1d4+2 for the duration of the spell. It does not stack with itself, but does stack with other effects that reduce caster level.

    If this reduction would bring the subject’s caster level below the minimum level required to access certain spells or abilities, then those are also denied until the spell runs its course.

    Caster level checks made to overcome spell resistance with this effect have a +4 bonus.

    Material Component: White sands of Najmah, ground onyx of Siraaj & 25gp worth of gold dust.

    Arcane Focus: An opal worth at least 250gp.
    Last edited by Zeta Kai; 2011-03-14 at 12:48 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    C Spells

    Camouflage
    Illusion (Glamer)
    Level: Rgr 2
    Components: S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Saving Throw: See text
    Drawing forth the natural obscuration from the nearby environment, you add an illusory mask as it settles around you, providing you with 25% concealment & a +4 bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing your concealment against that creature to 10% but not negating the Hide bonus offered. True seeing offers no further information.

    This spell also lets you hide even while being observed. It is not dispelled if you attack or take another hostile action, although doing so is likely to provoke suspicion.

    Material Component: Dust & a thick piece of tree bark.

    Choking Fumes
    Conjuration (Creation)
    Level: Poison 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Cloud spreads in 5’ radius/level
    Duration: 1 round/level
    Saving Throw: Fortitude partial; see text
    Spell Resistance: No

    This spell generates a bank of fog, similar to a fog cloud or a cloudkill, except that its fumes are black & toxic. These fumes strangle & choke all living creatures within their area of effect. A creature must make a successful Fortitude save each round, or begin to suffocate. In the first round, a creature falls unconscious (0HP, or lower if applicable). In the following round, it is dying (-1HP, or lower if applicable) &. In the third round, it suffocates, & is dead (-10HP, or lower if applicable). Creatures that make their saving throw instead take 2d4 points of Constitution damage each round that they are exposed to the fumes.

    Even living creatures that do not normally need to breathe are affected by these fumes. Holding one’s breath doesn’t help, but non-living creatures (such as constructs or the undead) are immune to the spell’s effects.

    All creatures within the fumes have partial concealment (attacks have a 20% miss chance). Hurricane-force winds (75+ mph) can disperse the fog in 1 round, but lesser winds have no effect upon the fumes. This spell does not function underwater.

    Material Component: A garrote or noose.

    Clarity
    Divination
    Level: Asn 1, Blk 1, Pal 1, Rgr 1
    Components: V
    Casting Time: 1 swift action
    Range: Personal
    Area: 40’ radius burst centered on you
    Duration: 1 round
    You can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by true seeing, with the exception that it does not enable you to see through polymorph & other transmutation effects.

    Cleanse
    Abjuration
    Level: Cleansing 1, Drd 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Area: 10’ radius
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    You can create a zone that prevents disease & poison. If any creature would normally contract a disease or be poisoned within the zone’s area, then their Fortitude save to resist automatically succeeds. Also, all creatures within the zone gain a +2 sacred bonus on their next Fortitude save to resist either a poison or a disease, +1 point per 2 caster levels (maximum +10 at 20th level).

    Cloak of Shadows
    Illusion (Glamer) [Darkness]
    Level: Asn 2, Night 5
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    You wrap yourself in shadow & darkness, seeming to extend & retract from your actual position. This cloak grants you a +8 bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -4 penalty in bright illumination. Additionally, you gain a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. True seeing & see invisibility will both reveal you & negate your Hide & AC bonuses from this spell.

    Focus: A drop of blood from an evil outsider.

    Coat of Colors
    Illusion (Pattern) [Light, Mind-Affecting]
    Level: Brd 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Effect: Colorful lights wrapped around you like a cloak
    Duration: 1 round/level (D)
    Saving Throw: Will negates
    Spell Resistance: No
    When you cast this spell, you bring forth an illusory cloak of shifting prismatic hues, which radiate brightly. The cloak acts as though you were wearing it, following you & billowing in the air.

    Creatures within 30’ that observe this effect for the first time must make a Will save or be stunned for 1 round. Afterwards, they must make a Will save each time they look at you or become fascinated for as long as you remain within sight. Creatures within 30’ are also dazzled as long as they can see you (no save).

    For as long as this effect is active, you suffer a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal you. Obscuring mist & the like offer you no concealment, but negate the effects of this spell.
    The spell does not affect sightless creatures.

    Material Component: A pinch each of powder or sand that is colored red, yellow, & blue, & a crystal prism.

    Columns of Flame
    Evocation [Fire]
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: One, two or four 15’ radius cylinders, 40’ high, centered within 60’ of one another
    Duration: See text
    Saving Throw: None
    Spell Resistance: Yes

    Immobile pillars of white-hot fire spring forth around the point you designate, blazing with menace to those who must avoid them. You may elect to place a single column at the target point, a pair of columns spaced 30’-60’ apart in line with the center point, or four columns forming the corners of a square with sides 30’-45’ in length. A single column lasts for 1 round/level. Paired columns last for 1 round/2 levels. The four corner formation of columns lasts for 1 round/4 levels.

    The heat of each column remains confined within, dealing no damage beyond the limits of each pillar but producing a palpable & threatening temperature. Those who enter the radius of a column take 4d10 points of fire damage + 1 point of fire damage per caster level upon entering, as well as again each round they remain within the column. If you evoke the columns so that one or more appears where creatures are, each creature takes damage as if passing through a column. If any single column takes 30 points of cold damage or more in 1 round, that column goes out. (Do not divide cold damage by 4, as normal for objects.)

    Columns of flame can be made permanent with a permanency spell. A permanent column that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

    Material Component: Four shards of red quartz & a bit of phosphorus.

    Competence
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Rgr 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    Setting aside your personal feelings, you channel your focus against a particular enemy to a new foe. When you cast this spell, transfer all bonuses that you would normally gain for fighting one of your favored enemies to a different type of creature.

    For the duration of the spell, these bonuses only apply to the new creature type. Multiple castings of this spell do not stack, but overlap, extending the duration for the same new foe.

    Material Component: A strap of leather & a rayseed.

    Constriction
    Evocation [Force]
    Level: Drd 9, Serpent 8
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: 1 creature
    Duration: 1 round/level (D)
    Saving Throw: Fortitude half; see text
    Spell Resistance: Yes

    The target of this spell is magically constrained by ghostly serpentine coils, which crush the life out of them. The target is considered pinned where they are by the magical binding, & feels squeezed as if by a great snake. The binding deals 3d6 points of damage each round; in addition, during this effect, the target cannot breathe, & may begin to suffocate. A target of this spell can only hold their breath for 1 round per point of Constitution, instead of the normal 2 rounds. A creature that makes their Fortitude saving throw versus this spell takes only half damage, & can breathe normally.

    Conviction
    Conjuration
    Level: Blk 1, Clr 1, Pal 1
    Components: V, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute or until discharged
    Reaffirming your belief in your deity’s power, you bolster your resolve & strength of faith. You gain a +2 insight bonus to Concentration checks for 1 minute, & the next divine spell you cast is treated as though your caster level were one higher. Casting any divine spell discharges the effects of conviction, although the bonus to Concentration continues until 1 minute has elapsed.

    Countermand
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Brd 3, Sor 4
    Components: V, M
    Casting Time: 1 standard action
    Range: Close (25’ + 5’ per 2 levels)
    Target: One creature
    Duration: See text
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell allows you to override a magical charm or compulsion with a command of your own. A charmed creature can be realigned to view any other creature as a friend, instead of the original charmer. The instructions implanted in a creature under a compulsion effect can be supplanted by your orders. Creatures that are not currently under the influence of an enchantment spell are not affected by this spell. The alteration lasts until the original enchantment spell wears off.

    Any creature under the effects of an enchantment spell can have their instructions altered by this spell. If the target creature is under the influence of 4th level spell or lower, then this spell succeeds automatically. If the enchantment is a 5th level spell or higher, then you must have a higher caster level than the original caster for this spell to succeed.

    Material Component: The shard of a broken mirror or other reflective glass.

    Crawling Object
    Transmutation
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target: One unattended object
    Duration: 1 day/level (D)
    Saving Throw: None
    Spell Resistance: No
    You can transform an object so that it will stay where you put it. If the object is moved from where it was when you cast it, then it will “crawl” or “slide” back toward its original spot. The object gains a land speed of 10’/round, & a climb speed of 5’/round. In all other respects, the object remains ordinary (although it will have a faint magical aura), & is still subject to all rules regarding objects. The object can be up to Small in size.

    Material Component: The leg of a spider.

    Create Water**
    Conjuration (Creation) [Water]
    Level: Clr 2, Drd 2, Pal 2
    Components: V, S
    Casting Time: 1 minute
    Range: Close (25’ + 5’/2 levels)
    Effect: Up to 1 gallon of water/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large; possibly creating a downpour or filling many small receptacles.

    Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

    ** = This is a revised version of the create water spell from the Player’s Handbook (page 215). It is intended to replace the published version of that spell.

  11. - Top - End - #11
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    D Spells

    Daq’s Decisive Destiny
    Evocation
    Level: Destiny 9
    Components: V, S, F, DF, XP
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    This potent spell warps fate & possibility to your advantage, but in doing so also lays bare the confining weave of Fate & fortune.

    For every action you take, you make the attempt three times & take the best result. That is, when you make an attack roll, skill check, saving throw, caster level check or ability check, you roll three d20s instead of one & take the best result of the three.

    However, sometimes Fate’s hand does not rest so lightly upon the world, & her grip on your fortunes will not relent to random chance. If all three possibilities result in failure, then you have no recourse.

    Furthermore, Fate dislikes being exposed to mortal sight. If ever any two dice that pertain to the same action show the same result, then the spell ends immediately.

    If you cast a miracle prior to Daq’s decisive destiny requesting the intercession of fortune, you may roll four dice instead of three. Matching dice will not end the spell in this case.

    Focus: A triangular diamond worth at least 1,000gp.

    XP Cost: 250XP.

    Delegation of the Darshan
    Divination
    Level: Prophecy 9
    Components: V, XP
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 minute
    With this very powerful spell, you are entrusted with a Darshan’s vision of past, present, & future currents in the stream of probability. For one minute, you speak with absolute certainty of what will transpire for a certain person or persons, at a general time (“soon”, “within a month”, “this year”, etc.)

    The effect functions most faithfully when centered on someone the caster knows well. As the caster recites faithfully the exact specifications of the future, the spell effectively dictates reality at the chosen time for the chosen person or persons.

    Should the recitation devolve into the extremely unlikely, unorthodox, impossible, bizarre or overly advantageous/disadvantageous for the person or persons involved (“we find a cache of diamonds & rubies worth a king's ransom”, “our mortal enemy perishes to the claws of a dragon”, or something similar) then it is likely that the casting was flawed or that some other high power has hijacked the spell to deliver false prophecy; such results are quite likely invalid. Nonetheless, the knowledge of the exact actuality of a situation beforehand has turned out to be far more profitable than might be credible many times.

    As this spell is effectively a dictation of reality, it can & should be used to allow the players to fudge a few die rolls, set treasure, dictate the nature of enemy they face, etc.; however, as always, the DM should have the final say on what the players should & should not be allowed to accomplish with this spell. It is recommended that the DM set a limitation, such as one minute of actual time, for the recitation. Those other than the caster should be allowed neither interruption nor contribution to the recitation.

    XP Cost: 5,000XP.

    Disgust
    Necromancy
    Level: Asn 1, Brd 1, Blk 1, Sor/Wiz 1
    Components: V, M
    Casting Time: 1 standard action
    Range: 10’
    Target: One living creature
    Duration: 1 round/2 levels
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    You curdle your victim’s stomach, causing intense nausea. The subject is sickened for the duration unless it succeeds on its save. Creatures immune to poison are not affected.

    Material Component: Dung or some rancid or rotten food.

    Dismiss Critical Wounds
    Conjuration (Healing)
    Level: Blk 4, Pal 4
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 4d10 points of damage +1 point per caster level (maximum +20).

    You cannot recover damage using this spell if you are undead, but neither do you take any damage.

    Dismiss Light Wounds
    Conjuration (Healing)
    Level: Blk 1, Pal 1
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 1d10 points of damage +1 point per caster level (maximum +5).

    You cannot recover damage using this spell if you are undead, but neither do you take any damage.

    Dismiss Moderate Wounds
    Conjuration (Healing)
    Level: Blk 2, Pal 2
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 2d10 points of damage +1 point per caster level (maximum +10).

    You cannot recover damage using this spell if you are undead, but neither do you take any damage.

    Dismiss Serious Wounds
    Conjuration (Healing)
    Level: Blk 3, Pal 3
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 3d10 points of damage +1 point per caster level (maximum +15).

    You cannot recover damage using this spell if you are undead, but neither do you take any damage.

    Dismiss Suffering
    Conjuration (Healing)
    Level: Blk 3, Pal 3
    Components: M, DF
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Silently calling upon the power of your deity, you channel positive energy through your body, washing away many serious afflictions. You may negate any & all of the following adverse conditions: ability damage, blindness, deafness, exhaustion, fatigue, paralysis, poison & being sickened.

    Material Component: Incense or herbs & two rods of gold, each worth 25gp. These must be made into a burnt offering (or equivalent sacrifice) within 24 hours, or the caster loses the ability to cast dismiss suffering until he or she receives atonement.

    Distraction
    Evocation [Light, Sonic]
    Level: Brd 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Area: 20’ burst
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    You conjure flickering lights & irritating noises in a burst that spiral & whirl, making it difficult to focus on complex tasks.

    Creatures within the area of this effect that can see or hear incur a -2 penalty to all attack rolls & skill checks, & a -4 penalty to Concentration checks. A successful Concentration check despite this effect allows the use of a skill without this penalty for 1 round. Creatures within the area of effect cannot take 10 or 20 on a skill check.

    Material Component: Small scraps of metal.

    Divine Sanction
    Evocation
    Level: Clr 9, Curse 9
    Components: V, S, F, DF, XP, U
    Casting Time: 10 minutes
    Range: Special
    Effect: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: No
    The greatest display of all divine powers, divine sanction brings down the intense anger of your deity in a terrible form, striking a plague from the heavens across a city, a people, or a nation.

    The sanction that you call down can be dismissed at your deity’s pleasure & may have its duration extended, depending on divine will. It cannot be dismissed by you. Repeat offenses against the deity increase the likelihood of a far more serious sanction to strike.

    The sanction you may call down is based on your inherent Wisdom score. Bonuses to your Wisdom score obtained via items, spells, & other such methods will not grant you higher sanctions; level-based, class-based, & feat-based bonuses are effective, however. Each repeat offense against your deity (reneging on a past concession, for example, or refusing to atone properly) increases your effective Wisdom score by +2 when selecting a sanction.

    Use of divine sanction without your deity’s approval will result in loss of casting privileges until you receive atonement. Clerics preparing divine sanction in a slot other than a domain slot must have their deity’s explicit permission to do so, as it is not a spell taken lightly by the divine.

    A specific sanction can be ended by a wish or a miracle, but not abate your deity’s ire. In fact, ending a sanction in this fashion grants you a +2 circumstance bonus to your effective Wisdom score when selecting your next sanction.

    The sanctions available are as follows:
    • Corrupt Water Supply (20+ Wisdom required)
      Your sanction turns a large body of water (up to 5 miles of river per level, or up to 2 miles/level diameter for lakes, harbors etc.) into a fetid, stinking cesspool, defiling what was once clean water by transforming it into blood. This transformation kills aquatic creatures unless they can make a successful Fortitude save (DC = 19 + your Wisdom modifier); pahari, marids, & other sentient creatures are immune to this effect, but will leave the affected area. This defiling attracts masses of necrophages due to the stench & accretion of dead fish, & severely damages or destroys plant life that relied on the now-tainted water supply.

      Further, the blood cannot be cleansed or purified to become drinkable, & is too contaminated to be fit for any possible application. This sanction lasts for 1 day, but it takes an additional 1d8 days for the water to cleanse.

      The region known as the Red Sands has experienced this sanction in the past.
    • I Send the Horde (22+ Wisdom required)
      Your sanction brings forth terrible numbers of small animals whose presence is unnatural. The small creatures (frogs or toads, usually, though bats, lizards, monkeys, rats, ravens, Tiny snakes, & weasels are also possible) appear in uncountable hordes, managing to pass through any opening & aggregate in every space. The presence of the horde imposes a -2 morale penalty on all rolls to those who must reside in the affected area. Though harmless, the hordes also make sleep or rest impossible. The hordes may be summoned into an area of 1 mile diameter per level. This sanction lasts for 1 day, after which the hordes will depart naturally.
    • I Send the Swarm (24+ Wisdom required)
      Your sanction brings forth swarms of biting, crawling insects that seem to invade every space. The thickness of these swarms infests all spaces in the affected area with what is functionally a spider swarm. The swarms do not bother moving, & if one is destroyed or damaged it is replenished instantly from the infinite numbers of the teeming insects. Those who take a double move or full defense action each round take no damage from the swarms in that round. The swarms also make sleep or rest impossible. The swarms may be summoned into an area of 1 mile diameter per level. This sanction lasts for 1 day, after which the swarms will thin out & vanish naturally.
    • Greater Swarm (28+ Wisdom required)
      As I Send the Swarm, but now the swarms are thick clouds of flies. All creatures within the swarms’ effects have to make a Concentration check for all complex tasks (casting a spell, picking a lock, etc.); the DC for each check is equal to 29 + your Wisdom modifier. Also, creatures within the area begin suffocating (one check every 10 minutes, instead of every round). Lastly, the flies impede vision, providing partial concealment beyond 10’, & total concealment beyond 20’.
    • I Send a Pestilence (30+ Wisdom required)
      Your sanction infects the livestock & beasts of the land with a horrible wasting disease. Animals within the region begin to sicken, with cows, sheep, chickens & pigs being first affected. This sanction lasts for 1 day, after which 50% of all animals in the area will die (no save), +5% for any additional days. Spells like remove disease & heal can protect a single animal. The pestilence may be summoned into an area of 1 mile diameter per level.
    • I Send a Plague (32+ Wisdom required)
      Your sanction now strikes the people directly, exposing them all to the disease known as the Carbuncles. The disease’s method of delivery is contact, the save DC to resist the infection is 19 + your Wisdom modifier, the incubation period for the disease is always 1 day, & the daily ability damage is 1d6 Strength. Additionally, the painful boils inflicted impose a -4 morale penalty to all rolls made by the afflicted. The plague may be summoned into an area of 1 mile diameter per level. This sanction lasts for 1 day, after which the disease is removed from all afflicted, though recovery from the Strength damage may still take several days.
    • Hail of Burning Ice (34+ Wisdom required)
      Your sanction calls down a massive storm cloud that darkens the skies. Raining down giant flaming chunks of ice, the potential damage to life & property from this sanction is catastrophic. Creatures who dare remain unprotected from the menacing sky must make a Reflex save once every minute or take 4d6 fire, 4d6 cold & 4d6 bludgeoning damage from a flying shard of burning ice; the save DC is 19 + your Wisdom modifier. The weighty hailstones also do severe damage to all buildings, shattering walls, tearing through roofs & breaking support beams to splinters. This sanction lasts for 1 day; each hour, 1% of the buildings in the affected area are destroyed & can no longer serve as adequate shelter from the hail. The hail may be summoned into an area of 1 mile diameter per 2 levels.
    • I Send My Scourge (36+ Wisdom required)
      As I Send the Swarm, only the swarms are now locust swarms. The swarms may be thinner in some places, however, as they primarily attack plant & animal life, especially vital crops & livestock. Sleep & rest are now possible within reasonable shelter, as the locusts do not bother entering confined spaces. Rather, they utterly decimate any remaining food supplies in the area. Creatures of the Animal & Plant types lose one HD every minute while within the area, & are very likely to be torn to shreds by the ravenous insects. This sanction lasts for 1 day, after which all unprotected foodstuffs in the area are consumed, along with any unprotected flora & fauna.
    • Utter Darkness (38+ Wisdom required)
      Your sanction replicates a gloom spell over a 1 mile radius per level. This sanction lasts for 1 day.
    • I Send My Sword (40+ Wisdom required)
      Your sanction punishes the people of the region by striking dead a segment of the sentient population. Acceptable segments include: all firstborn, all mothers, all fathers, all soldiers, all merchants, all nobles, all scholars, all homeless, etc. Segments based exclusively on race, religion, class, character level, age, gender, or cultural group cannot be chosen, although segments can be narrowed down by such factors. The victims must take 10 on a Fortitude save (DC = 19 + your Wisdom modifier) or perish when their eyes next close even for an instant.

      Use of I Send My Sword resets your deity’s ire, removing all Wisdom bonuses in regards to this spell. The effect may skip over the most prominent offender(s) of your deity, should they qualify, to show them what they have brought down. In almost all cases, the widespread death & sorrow that results will result in repentance. The death sweep may be conjured over an area of 1 mile diameter per level. I Send My Sword has an additional 5,000XP cost to cast.

    Focus: Your deity’s favored weapon.

    XP Cost: 5,000XP.

    Unique Component: Casting miracle beforehand, you may request that your deity use you as a direct channel for his or her ire, mitigating the XP cost of divine sanction. You may also cast miracle beforehand to exempt a particular group of people in the area (& their lands, chattel & possessions, as needed) from the sanction you are about to cast. You may not mitigate the XP cost for I Send My Sword.

    Divine Strike
    Evocation
    Level: Pal 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 60’
    Area: 60’ line
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    Making a dramatic gesture with your melee weapon of choice, you release a shining streak of light that cuts through the air in a straight path, striking foes in a line as though you had attacked them yourself. Make attack rolls, confirm critical hits & roll damage against each target individually. Creatures caught in the line take damage as though struck by your weapon, including damage from magical properties such as flaming, holy, shocking burst etc. & damage from any other relevant bonuses. Damage Reduction can deflect some or all of this damage.

    If you can perform a finisher or greater finisher maneuver, you may add the effects of one such attack to a divine strike; doing so counts as a normal use of your finisher or greater finisher maneuver.
    Last edited by Zeta Kai; 2011-03-16 at 01:25 PM.

  12. - Top - End - #12
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    E Spells

    Echo Mask
    Illusion (Glamer)
    Level: Brd 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    You subtly alter how light & sound move from your position. You appear slightly blurred & hazy to the eye, giving you an effective 10% concealment. However, against creatures relying on auditory feedback to find you, such as with blindsense or tremorsense, you are effectively displaced (as the spell). Such foes attacking you have a 50% miss chance unless they employ some other means of feedback (tactile, scent, etc.) to confirm your position.

    Material Component: A snail, whelk, or conch shell.

    Endure For Other
    Transmutation
    Level: Pal 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless; see text)
    Spell Resistance: Yes (harmless; see text)
    In a display of selflessness, you take on the hurts of an ally to spare them suffering. You may choose to remove one of the following from the touched creature: a single disease, a single poison, confusion (such as an insanity spell), blindness, deafness, damage to a single ability score or up to 36 points of damage. The condition you remove immediately takes effect on you as though you had been the subject of the relevant effect & had failed your initial saving throw.

    You may not take on more damage than would kill you. You may not take on more ability damage than would reduce an ability score to 0. You may not take on blindness or deafness if already under the same condition. If the touched creature does not accept your sacrifice, a successful Will save will cause this spell to fail.

    Epistle
    Evocation
    Level: World 6
    Components: V, S, DF
    Casting Time: 1 minute
    Range: See text
    Target: One creature/level
    Duration: 1 round; see text
    Saving Throw: None
    Spell Resistance: No
    This spell functions like sending, except that it can reach multiple creatures. All subjects receive the same message (50 words or less). Each subject is able to respond with a short reply (25 words or less) to you alone, but is not compelled to do so. The subjects do not automatically know how many others received the same message, or who those other subjects were. All subjects must be on the same plane as you to receive the message.

    Estej’mah Amut
    Conjuration (Calling) [Evil]
    Level: Sor/Wiz 8
    Components: V, S, M, R, A, U
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Effect: One called ammut
    Duration: Instantaneous
    One of the darkest arts of the forbidden practice known as mortal sorcery, estej’mah amut (“I Summon Ammut”) is the incantation that brings an ammut from the Pit of Fate into the world of the living.

    Using your own mortal soul as bait & a guideline to draw the beast, you create a rift between the Pit & the world, lacing it with malevolent, potent energies that tempt the creature to follow. When the ammut answers the call, these energies feed into it, releasing it from the shackles of its duties & giving it profane power to wreak havoc.

    An ammut so called becomes Chaotic Evil instantly, & has no regard for either you or anyone else. Its instinct becomes to devour as many souls as possible. It immediately gains a +8 profane bonus to each ability score, to each saving throw, to armor class, & to its base attack; it also acquires DR 8/good & SR equal to 10 + your caster level. As no outsiders are considered “extraplanar” in relation to this ammut, all are vulnerable to its bite.

    Unless you have some manner of protection to repulse the ammut, you will very likely become its first victim.

    Material Component: The corpse of an outsider & at least eight gallons of blood.

    Racial Component: Only humans have the necessary imperfections in their soul needed to bait the ammut.

    Alignment Component: Caster must be Neutral Evil or Chaotic Evil.

    Unique Component: You must still have your soul. If you are under the effects of soul blank, you cannot summon an ammut.

    Execution
    Necromancy [Death, Evil]
    Level: Murder 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates (see text)
    Spell Resistance: Yes
    You crush the life from a weakened creature, snuffing it out with a phantasmal killing spear.

    If the subject’s current hit points are less than its Hit Dice plus your Strength modifier, the subject dies instantly in a rather messy fashion, such as via a break in the spine or a violent gash across the throat, unless it succeeds on its saving throw. On a successful save, the target instead takes 2d6 points of damage & is either shaken or sickened (50% chance of either). A subject whose hit points exceed this requirement takes 2d6 points of damage; no saving throw is allowed.

    Exertion
    Transmutation
    Level: Hardship 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates (see text)
    Spell Resistance: Yes
    The subject finds physical tasks extremely tiresome & demanding, having to struggle against their own body to accomplish simple actions.

    Whenever the subject rolls a d20 to attempt a physically challenging action, including but not limited to melee attacks, Fortitude & Reflex saving throws, Strength & Constitution checks, the subject takes nonlethal damage equivalent to the result of the die roll.

    Creatures with the Incorporeal subtype are immune to this effect, as are creatures without a solid anatomy, such as oozes. Creatures immune to nonlethal damage can still be affected by this spell, but the duration of the spell is halved & they take half the die result, rounded down, as lethal damage.

    Material Component: A bit of dried meat or worn leather.

    Extinguish
    Abjuration
    Level: Clr 2, Drd 1, Sor/Wis 2
    Components: V
    Casting Time: 1 immediate action
    Range: Personal
    Area: 10’ radius
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    All non-magical flames in the area are instantly put out. If this spell is cast before something or someone in the area has had its damage resolved, then they take no damage. Magical flames are only doused for you & objects on your person, so other creatures & objects in the area can still be damaged by magical fire. Fire-based creatures (such as fire elementals) take 1d4 points of damage per caster level.
    Last edited by Zeta Kai; 2011-03-17 at 01:23 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    F Spells

    False Moon
    Evocation [Darkness]
    Level: Brd 2, Clr 3, Night 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 60’
    Effect: Ball of dim light that sheds twilight in a 30’ radius.
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes
    When you conjure this effect, the world seems to dim as night takes the place of light. The tiny sphere of light you conjure, which imitates the moon, sheds shadowy illumination with intermittent pinpoints of light in a 30’ radius. You can begin moving the sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30’ in a round. If you cease concentrating, the sphere does not move in that round. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere must remain within 60’ of you; if it goes beyond, the spell ends.

    Creatures caught within this effect’s darkness behave as though it were night. Diurnal creatures become fatigued, while nocturnal creatures gain a +1 bonus to attack rolls, skill checks & saves. Plant creatures are especially affected; those that depend on the sun take a -4 penalty on all rolls while within the darkness. Items, spells & rituals that depend on time of day are also treated as though it were night while within the darkness.

    Material Component: A pebble from Najmah.

    False Sun
    Evocation [Light]
    Level: Brd 2, Clr 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 60’
    Effect: Ball of bright light that sheds sunlight in a 30’ radius.
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes
    When you conjure this effect, the world seems to brighten as day takes the place of darkness. The tiny sphere of light you conjure, which imitates the sun, sheds bright illumination in a 30’ radius & dim illumination 30’ beyond that. You can begin moving the sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30’ in a round. If you cease concentrating, the sphere does not move in that round. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere must remain within 60’ of you; if it goes beyond, the spell ends.

    Creatures caught within this effect’s bright light behave as though it were day. Nocturnal creatures become fatigued, while diurnal creatures gain a +1 bonus to attack rolls, skill checks & saves. Plant creatures are especially affected; those that depend on the sun gain a +4 bonus on all rolls while within the light. Items, spells & rituals that depend on time of day are also treated as though it were day while within the bright light.

    Material Component: A pebble from Siraaj.

    Fangs of the False Caress
    Transmutation
    Level: Betrayal 6
    Components: S, U
    Casting Time: 1 standard action
    Range: Special
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None (& see text)
    Spell Resistance: No (& see text)

    With a sinisterly sensual gesture, you trigger a dark connection with a creature you have touched before, laying a phantom imprint of your caress upon them.

    The subject can be any creature you have touched within the past week. You may deliver spells & effects with a range of touch to that subject at any distance for the duration of this spell. Further, each time you do, the subject takes 1d6 damage. The subject acquires a mark of fangs somewhere visible on its body, & can feel your phantom touch.

    If the subject had allowed your touch willingly during the past week, then they are entitled to no saving throw against any touch effect you deliver via fangs of the false caress, & their spell resistance is ignored by same. If you touched the subject without consent, then they are entitled to saves & SR as normal, with the exception of Reflex saves.

    When the duration expires, so too do all traces of your original touch, requiring you to touch the target anew to repeat this subtle attack. Greater remove curse, limited wish, miracle & wish can all end fangs of the false caress.

    Unique Component: Must have touched the intended subject within the past week.

    Feral Hunter
    Transmutation
    Level: Rgr 2, Wild 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    You gain the Scent ability, becoming able to determine enemies’ positions by odor. If you have the Track feat, you can also track foes by their smell.

    Additionally, you gain a +4 bonus to Listen, Spot & Survival checks, though you suffer a -2 penalty to any Charisma checks.

    Material Component: A tuft of hyena fur.

    Fiat: Death
    Evocation [Death]
    Level: Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Ray of pure magical potency
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    Focusing the most potent, raw arcane energies through an enchanted vessel, you invoke the Fiat to unleash a coiling rush of pure sorcery. This power crashes over your foe like a torrent, the pressure expelling soul from body.

    A living creature struck by the ray of magic is instantly struck dead unless it succeeds on a Fortitude save. Undead can be affected as well, provided they are not mindless. A creature other than a living creature or sentient undead, or a creature that succeeds on its Fortitude save, instead takes 20d6 damage.

    The massive breadth of the ray affords you a +4 bonus to your ranged touch attack. This ray ignores deflection bonus to AC & miss chance due to incorporeality. The ray affords you a +4 bonus to your caster level check to overcome spell resistance.

    Focus: A magical rod or staff. You may use a magical wand with at least 10 charges remaining, but doing so will cause it to shatter.

    Fiat: Exile
    Evocation [Force]
    Level: Sor/Wiz 8
    Components: V, S, F
    Duration: 1 minute/level
    Saving Throw: Reflex partial
    Spell Resistance: Yes
    As repulsion, but affects only one creature, who you must designate at the time of casting. Waves of force actively push this creature away & hold it off. When the spell is cast, the selected creature is pushed to the border of the effect, taking 1d6 points of force damage per 10’ pushed. A successful Reflex save prevents the creature from being pushed any further away, but it remains unable to move toward you for the duration of the spell.

    If the initial push would result in collision with a solid fixed obstacle such as a wall, the selected creature takes force damage as though having been pushed the full distance plus 1d6 points of damage for every 10’ not traveled (rounded down to the nearest 10’ increment).

    If you move towards the selected creature, it is pushed back at a rate of 5 ft. per round regardless of the distance you move, provided you end your move closer to the creature than when you started. If the affected creature is pressed against a solid fixed obstacle or other barrier that would prevent movement, it does not move, nor is it crushed against such a barrier.

    Focus: A jewel of at least 1,000gp value, or any magical amulet, necklace or periapt.

    Fiat: Freeze
    Evocation [Cold]
    Level: Sor/Wiz 8
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Ray of pure magical potency
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    By focusing arcane energy through an enchanted vessel, you invoke the Fiat to unleash a freezing surge of sorcerous power. This icy force envelops your foe like a wave, holding their body in place.

    A living creature struck by the ray of magic is instantly encased in a 1” thick shell of ultra-hard ice & is effectively paralyzed, unless it succeeds on a Fortitude save. Constructs can be affected as well, but not objects. A creature that succeeds on its Fortitude save instead is instead merely entangled by the partial ice shell (Escape Artist check (DC25) to free oneself, or a Strength check (DC25) to break the ice). The target suffers 1d4 points of cold damage per caster level, regardless of whether or not they made their Fortitude save.

    The ice is so hard that its properties are similar to adamantine; it has 40HP per inch of thickness & hardness 20. Fire partially bypasses the hardness, so the ice only has hardness 10 against attacks that deal fire damage. Attacks that target the ice do not harm the frozen creature, except the final attack that cracks the ice, which deals the same damage to the creature as it does to the ice. Once the ice is cracked in once spot, the frozen creature can escape with a successful Strength check (DC25), or will automatically shatter if another 40 points of damage are dealt to it.

    Focus: A magical rod or staff. You may use a magical wand with at least 10 charges remaining, but doing so will cause it to shatter.

    Finery & Fraudulence
    Illusion (Glamer) [Mind-Affecting]
    Level: Brd 5, Cunning 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: Will disbelief (see text)
    Spell Resistance: No

    Using your quick wits & guile, you “reveal” yourself to be more than what you seem, divesting yourself of your “peasant rags” to reveal the raiments of a gilded ruler.

    This illusion lets you appear as a person of surpassing elegance, importance, charm & savvy, resplendent in riches & dripping in exotic jewels. To those who fail their Will saves, you are someone they must know & respect, & they will act friendly towards you & your interests. You gain a +10 circumstance bonus to Bluff, Diplomacy, Gather Information, Intimidate, Perform & Sense Motive checks against such people.

    Further, you appear to be simply oozing pure wealth & power. From your (illusory) pockets spill realistic gold & silver, jewels of every kind & all manner of riches. These illusions can withstand the scrutiny of any Appraise check below DC 40. Sacks you open are full of treasure, objects you drop or give are worth a king’s ransom & the merest trinket, with a bit of suggestion, is an item of enchantment & wonder.

    Those making their Will saves will see you as a phony, but the glamered treasure won’t be revealed to them as an illusion, though they may suspect it to be fake. Since this effect is not limited to a fixed area, it is possible that your “wealth” might cause a lot of trouble even after you leave the scene.

    Material Component: Gold dust worth 100gp, to be sprinkled upon yourself surreptitiously.

    Firesinger
    Transmutation [Fire]
    Level: Brd 5, Sor/Wiz 7
    Components: V, S, M, U
    Casting Time: 1 standard action
    Range: Long (400’ + 40’/level)
    Target: One fire source, up to a 30’ cube
    Duration: Concentration, up to 1 round/level
    Saving Throw: Special; see text
    Spell Resistance: Yes or No; see text
    This is a powerful spell that grants command over elemental flame. When you cast it, the fire becomes self-sustaining, regardless of oxygen or fuel, for as long as you maintain the effect.

    For each round that you concentrate, you can command the fire you sing to produce one of the following effects:

    Ignite: The fire spreads to an additional 5’ cube per 4 caster levels. The new cubes must be on a surface & must be adjacent to a fire. Spell resistance does not apply.

    Blaze: The fire shoots forth a burning line, 5’ long per caster level, that deals 6d6 points of fire damage. A successful Reflex save lets creatures in the line take half damage. Spell resistance can prevent this damage.

    Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120’ of the fire source to become blinded for 2d4+1 rounds. A successful Will save reduces this to 1d4 rounds. These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Invoking fireworks ends the spell.

    Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 30’ in all directions & lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All creatures within the cloud take a -6 penalty to Strength & Dexterity; a Fortitude save halves these penalties. These effects last for 2d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. Invoking a smoke cloud ends the spell.

    Flare: All creatures within 10’ of a source of fire (including any fire-based creature used as a source), take 8d6 points of fire damage. A Reflex save will halve this damage; creatures standing in fire are denied a save. Spell resistance can prevent this damage. Invoking a flare ends the spell.

    Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 30’ cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 3 points of damage per caster level.

    Unique Component: The caster must speak Ignan.

    Flames of the Spirit
    Evocation [Fire]
    Level: Heroism 3, Pal 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    Your body is enveloped in divine fire, burning any creature that comes into contact with you. These flames deal 1d6 points of damage per 2 levels of Cleric/Paladin, & do not harm you or your equipment. Half of the damage is fire damage while the other half is divine energy, & is therefore not subject to fire resistance/immunity.

    Also, allies within 30’ of you (including yourself) gain a +5 sacred bonus to their resistance saves versus fear while this spell is in effect. If your alignment is any Evil, this bonus becomes a profane one instead.

    Flickerflame
    Evocation [Fire]
    Level: Brd 0, Drd 0, Rgr 1, Sor 0
    Components: S, R
    Casting Time: 1 standard action
    Range: Touch
    Target: Object or creature touched
    Duration: 1 round or until discharged
    Saving Throw: None
    Spell Resistance: Yes
    Flicking your fingers, you emit tiny little flames from the tips that you can use to set an object alight or burn an enemy. If you deliver this effect as a touch attack, it deals 1d4+1 points of fire damage. When the flame has touched an object or creature, the spell ends.

    Racial Component: Must be an efreeti or narsabi. A bard (& only a bard) can ignore this component.

    Forewarn
    Divination
    Level: Prophecy 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 hour/level or until discharged
    Saving Throw: None
    Spell Resistance: No
    With this spell you deliver a single, cryptic but crucial piece of information regarding an event soon to transpire. Once during the spell’s duration, the target may choose to use its effect. This spell grants the subject a +6 insight bonus on a single attack roll, opposed ability or skill check, or saving throw. Alternatively, the subject can apply the insight bonus to its AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; the subject can even activate it on another character’s turn if needed. The subject must choose to use the warning before it makes the roll it is to modify. Once used, the spell ends.

    You can’t have more than one forewarning active on you at the same time.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    G Spells

    Gate**
    Conjuration (Calling or Creation) [Good]
    Level: Clr 9, Sor/Wiz 9
    Components: V, S, XP; see text
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: See text
    Duration: Instantaneous or concentration (up to 1 round/level); see text
    Saving Throw: None
    Spell Resistance: No
    Casting this spell has two effects. First, it creates an interdimensional connection between your plane of existence & a plane you specify, allowing travel between those two planes in either direction.

    Second, you may then call a particular individual or kind of being through the gate.

    The gate itself is a circular hoop or disk from 5’-20’ in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical & facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, & anyone or anything that moves through is shunted instantly to the other side.

    This effect has a front & a back. Creatures moving through the titular gate from the front are transported to the other plane; creatures moving through it from the back are not.

    Planar Travel
    As a mode of planar travel, this spell functions much like a plane shift spell, except that this effect opens precisely at the point you desire (a creation effect). Deities & other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. This effect cannot be opened to another point on the same plane; the spell works only for interplanar travel.

    You may hold the gate open only for a brief time (no more than 1 round per caster level), & you must concentrate on doing so, or else the interplanar connection is severed.

    Should you wish to open a gate to any plane other than Siraaj or Najmah, you must succeed in boring through the shell that separates Kamala from the multiverse. To do so, consult the following table:

    {table=head]Destination|Spellcraft check|Knowledge (Arcana) check|Caster Level check|Will save
    Astral Plane|40|35|35|30
    Ethereal Plane|42|30|37|32
    Plane of Shadow|42|30|37|32
    Material Plane|45|50|40|35
    Inner Plane|50|30|42|37
    Outer Plane|55|55|45|40[/table]

    For each round that you wish to hold the connection to such a plane open beyond the first, you must make each relevant check again at a -4 cumulative penalty. Failing any check requires you to make the appropriate Will save or lose access to spellcasting for 5d10 days & will immediately close the gate.

    Calling Creatures
    The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature & pull the subject through, willing or unwilling. Deities, unique beings & beings with more HD than you are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

    If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call & control one or more creatures as long as their HD total does not exceed your caster level. A single creature with more HD than your caster level can’t be controlled. Deities & unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

    A controlled creature can be commanded to perform an immediate task for you. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. A creature so controlled placed under any effect that would detain it beyond the duration of the gate spell is automatically released from such an effect when gate ends.

    If you choose to request a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, & you must then & there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

    Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege & master, at the very least. At worst, the creature or its kin may attack you.

    Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

    XP Cost: 1,000XP (only for the calling creatures function).

    ** = This is a revised version of the Gate spell from the Player’s Handbook (page 234). It is intended to replace the published version of that spell.

    Genie’s Mystique
    Evocation
    Level: Brd 3, Sor 3
    Components: V, S, R
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    You call forth the exotic power of your heritage to enrich your very being with mystique. This power gives you a +2 insight bonus to each ability score for the duration of the spell.

    If you are targeted by dispel magic (but not greater dispel magic) then genie’s mystique will protect you from the effect automatically at the cost of its remaining duration.

    All full-blooded genies can use genie’s mystique as a spell-like ability three times per day.

    Racial Component: Must be a genie or sabi.

    Genie’s Mystique, Greater
    Evocation
    Level: Brd 5, Sor 6
    Components: V, S, M, R
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    You call forth the exotic power of your heritage to enrich your very being with mystique. This power gives you a +4 insight bonus to each ability score for the duration of the spell.

    If you are targeted by dispel magic or greater dispel magic, greater genie’s mystique will protect you from the effect automatically at the cost of its remaining duration.

    All full-blooded genies can use greater genie’s mystique as a spell-like ability once per day. Janni do not have this ability.

    Material Component: A small diamond, sapphire, ruby or pearl worth at least 50gp. A full-blooded genie may ignore this component.

    Racial Component: Must be a genie or sabi.

    Gloom
    Evocation [Darkness, Fear, Mind-Affecting]
    Level: Night 9, Wiz 9
    Components: V, S, M, F, DF
    Casting Time: 1 minute
    Range: Long (400’ + 40’/level)
    Area: Cylinder (20’ radius/level, 100’ high)
    Duration: 10 minutes/level
    Saving Throw: See text
    Spell Resistance: No
    The sky grows dark for a mile around, with not a hint of sunlight, moonlight or starlight penetrating, as you conjure a region of absolute night.

    Gloom creates a mile-radius circle of magical darkness that acts as deeper darkness, as well as a cylindrical epicenter of pure inky night. Non-magical sources of illumination within the mile of darkness, such as torches, lamps & candles, are extinguished. Magical sources see their effective radius halved. Within the epicenter, however, all magical light is instantly dispelled (or suppressed, in the case of supernatural glows).

    The epicenter of gloom is pitch-black. Low-light vision & darkvision are of no use. All within are effectively blinded & given total concealment. This makes Search & Spot checks impossible & imposes a -4 circumstance penalty to Reflex saves.

    The profound, unnatural darkness begins to unhinge those who are caught within. Living creatures within a mile of the epicenter suffer a -2 morale penalty to attack rolls, damage rolls, skill checks & saving throws (no save). For those within the epicenter, however, the darkness of the gloom is much more severe. Creatures caught in the epicenter must make a Will save or suffer a -9 morale penalty instead.

    Creatures dependent on sunlight or other light (such as most creatures of the Plant type) suffer twice the normal penalties. Such creatures, if within the epicenter, are also panicked (no save) regardless of immunity to fear effects.

    Those within the gloom’s mile-radius circle of darkness also slowly begin to go mad. Each minute, have affected victims roll on the following table:

    {table=head]Roll|Gloom Effect|Save
    1|No effect|--
    2|Confused for 1 minute|Will negates
    3|Shaken for 1 minute|Will negates
    4|Frightened for 1 minute|Will negates
    5|Panicked for 1 minute|Will negates
    6|Sickened for 1 minute|Fortitude negates
    7|Nauseated for 1 minute|Fortitude negates
    8|Roll twice, ignoring 8|--[/table]

    Lastly, gloom dispels & suppresses the following effects for its duration: aid, animal trance, bless, calm animals, calm emotions, good hope, heroism, hypnotic pattern, prayer, rage, rainbow pattern, scintillating pattern, sympathy, bardic music & a barbarian’s rage ability.

    Material Component: A black opal worth at least 500GP. A full-blooded ghul (& only a ghul) may ignore this component.

    Arcane Focus: The black silk robes of a transcended houri. A full-blooded ghul (& only a ghul) may ignore this component.

    Grandeur
    Illusion (Pattern) [Mind-Affecting]
    Level: Presence 6
    Duration: 1 minute/level (D)
    This spell functions like majestic one, except that it grants a +8 circumstance bonus to Bluff, Diplomacy, Gather Information, Intimidate, Perform & Sense Motive checks against all creatures within 30’. In addition, all creatures regard you as two steps nicer than they normally would.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    H Spells

    Hagalvethr’s Hurricane
    Evocation
    Level: Storm 9
    Components: V, S, M, DF
    Casting Time: 1 full-round action
    Range: Personal
    Area: 1 mile radius sphere, centered on you
    Duration: Concentration plus 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    You can create a potent & terrible storm in the area, battering everything in range with wind, rain, & lightning. The sky darkens as the entire area is covered by a black storm cloud, bathing the area in shadowy illumination. The storm manifests within 1d4+1 rounds of casting this spell.

    You control the general tendencies of the weather, such as the direction & intensity of the wind. The wind cannot be less than Strong (21-30MPH), but it can be of Tornado strength (175-300MPH). Changing the wind speed &/or direction is a swift action, & wind can only be increased or decreased by one strength category per round.

    Also, as a swift action, you can call down a lightning bolt to strike a specific spot, just like a call lightning spell. Each bolt is a 5’ wide, 50’ long vertical line, which deals 5d10 points of electricity damage. Any creature in the target square or in the path of the bolt is affected. You can only call down one lightning bolt per round, but you can strike any point within range of the storm.

    Lastly, you can create a 1-round emulation of any spell in the Storm domain (up to 5th level only) as a full-round action.

    This spell replaces any weather that was in the area beforehand, naturally occurring or otherwise. Afterward, the weather returns to what it was prior to casting. While casting this spell, you are immune to any & all of the storms effects, including wind, & you are not at risk of losing your concentration due to violent weather.

    Material Component: A handful of shattered gems, worth at least 6,000gp.

    Hail Storm
    Evocation [Cold]
    Level: Drd 5, Sor/Wiz 6, Storm 6
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Long (400’ + 40’/level)
    Area: Cylinder (40’ radius, 30’ high)
    Duration: 1 round/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    Driving sleet & hail blocks all sight (even darkvision) within it & causes the ground in the area to be slick, pebbled & icy. A creature can walk within or through the area of sleet at half normal speed with a Balance check (DC20). Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

    Each round, great magical hailstones pound down, dealing 3d6 bludgeoning damage & 2d6 points of cold damage to every creature in the area. A -8 penalty applies to each Listen check made within this effect, & all land or air movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). The hail extinguishes torches & small fires.

    Arcane Material Component: Pebbles from a polar region.

    Harmony
    Transmutation
    Level: Clr 4, Peace 3
    Components: V, S
    Casting Time: 1 standard action
    Area: 1 ally within 30’
    Duration: 1 round/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes
    With this spell, you create a bond between yourself & an ally, allowing you both to share attributes. While harmony is in effect, both you & your chosen ally gain the higher of your two scores for any statistics, including ability scores, skill modifiers, saving throw bonuses, attack bonuses, hit points, & armor class. Neither of you gain any class feature or feat that you did not already have access to. If either of your scores are diminished (such as taking damage or becoming poisoned), then you would both still use the highest score between the two of you. At the end of the effect, both of your statistics return to normal.

    If either you or your ally makes an aggressive action toward the other person, then the spell immediately ends. Aggressive actions include attacking the other person, grappling with the other, targeting the other with a damaging spell, or forcing the other to make a saving throw.

    Herald/Courier
    Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
    Level: Sor/Wiz 3, Brd 2, Clr 3, Drd 3
    Casting Time: 1 minute
    Range: Close (25’ + 5’/2 levels)
    Duration: 12 hours/level or delivered (see below)
    This spell functions like lesser herald/courier, except that the message can contain up to 100 words, the herald can wait up to 10 minutes to deliver the message if the recipient chooses.

    Herald/Courier, Greater
    Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
    Level: Sor/Wiz 4, Brd 3, Clr 4, Drd 4
    Casting Time: 10 minutes
    Range: Close (25’ + 5’/2 levels)
    Duration: 1 day/level or delivered (see below)
    Spell Resistance: No
    This spell functions like lesser herald/courier, except that the message can contain up to 200 words, the herald can wait up to 1 hour to deliver the message if the recipient chooses.

    Herald/Courier, Lesser
    Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
    Level: Sor/Wiz 2, Brd 1, Clr 2, Drd 2
    Components: V
    Casting Time: 1 round
    Range: Touch
    Target: One living creature with less than caster’s HD - 3
    Duration: 6 hours/level or delivered (see below)
    Saving Throw: Will negates
    Spell Resistance: Yes
    The caster compels the creature to convey a message (25 words or less) to a specific recipient. The creature then must attempt to deliver the message to the best of its ability, as quickly as possible. Once the creature finds the recipient, it will state that it has a private message; the recipient may tell the creature to state the message, or to wait to deliver it (up to 1 minute (10 rounds)). The message is delivered in your voice, not the creature’s voice.

    The creature must understand the language you are speaking to convey the message, but they need not understand the meaning of the message itself. The message is stated only once & cannot be repeated. The creature do not know the contents of the message before, during, or after the delivery; it is magically-sealed within the mind of the creature, & cannot by discovered by any magical or non-magical means. The spell ends when the duration expires, the creature is killed, or it successfully recites the message, whichever comes first.

    Dispel magic & scry do not affect this spell. This spell can be ended by break enchantment or remove curse, but these will not reveal the contents of the message. Only a miracle, limited wish, or a wish can unlock the message prior to delivery. Even these cannot wrest it from the mind of a former target after it has been conveyed, as the contents of the message are wiped immediately after delivery.

    Holy Radiance
    Evocation [Light]
    Level: Pal 1
    Components: V, M, DF
    Casting Time: 1 standard action
    Range: 10’
    Area: 10’ radius centered on you
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No
    Your holy symbol glows as a quartz crystal you carry dissolves into dust, which swirls around your person, giving you a scintillating aura that seems intent on sparkling in your foes’ eyes.

    You suffer a -10 penalty to Hide checks while this effect shines forth, but foes within 10’ of you are dazzled. Any turning checks you make while this effect is active are made with a +2 bonus.

    This effect can be dismissed as a free action, but takes 1 round to fade away completely.

    Material Component: A white quartz crystal.

    Humidity
    Conjuration (Creation) [Water]
    Level: Drd 4, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Area: 5’/level radial spread
    Duration: 1 round/level
    Saving Throw: Fortitude partial
    Spell Resistance: No
    This spell increases the level of humidity in an area to brutal levels, making anything & everything more difficult & pushing creatures to the limits of exertion.

    All creatures in the area of effect suffer a -2 penalty to all ability scores. Anyone attempting a standard or full-round action within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or take a -5 penalty to whatever task they were attempting. Anyone attempting to cast a spell within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or lose the spell. Anyone taking a full round’s worth of actions must make a successful Fortitude save or become fatigued.

    Creatures with the Fire or Water subtypes are immune to this effect.

    Material Component: A gallon of water. A marid or masabi can ignore this component.

    Hunter’s Mark
    Divination
    Level: Rgr 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Target: One creature
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: Yes
    You place a mark on the subject, visible only to yourself, which lets you pinpoint them easily. You can see the marked enemy clearly to the maximum range of the spell, & can attack said enemy at up to one additional range increment without penalty. The subject suffers a -2 penalty to AC against your attacks. If under concealment or invisible, the mark remains visible, & you may attack it at a -8 penalty. The subject is not aware of the mark, although detect magic will reveal it. You may not have more than one foe marked with either hunter’s mark or greater hunter’s mark simultaneously.

    Material Component: Any staining juice or ink.

    Hunter’s Mark, Greater
    Divination
    Level: Rgr 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400’ + 40’/level)
    Target: One creature
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: Yes
    As hunter’s mark, except that you may attack the subject at up to two additional range increments without penalty, & the subject suffers a -4 penalty to AC against your attacks.

    Hush
    Illusion (Glamer)
    Level: Asn 2/Brd 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/2 levels (D)
    This stealthy spell brings about utter silence around yourself. This effect functions as silence, but exclusively on sound issuing from or entering your personal space, creating a 1” bubble of quiet around you. Thus, any Move Silently checks you need to make succeed, but you cannot cast spells with a verbal component, nor employ bardic music, nor engage in conversation amongst one another. You are also effectively deafened. As silence, this effect protects you from sonic & language-based effects.

    Hydrate
    Conjuration [Water]
    Level: Clr 1, Drd 0, Rgr 1
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude (harmless)
    Spell Resistance: Yes (harmless)
    When laying your hand upon a living creature, you instill their body with water, granting them enough liquid to survive for the time being. The target creature need not make a Constitution check to avoid dehydration damage for 1 hour per caster level (yours). During that period of time, the target can ignore the effects of dehydration-based fatigue. This spell does not remove any previous dehydration damage sustained.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    I Spells

    Impossible Feat
    Transmutation
    Level: Asn 2, Brd 2, Rgr 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    You become capable of amazing feats of acrobatics, agility & athletics. You gain a competence bonus to Balance, Climb, Jump & Tumble checks equal to your caster level plus 20.

    Incarnation of Nature
    Conjuration (Calling)
    Level: Drd 6, Wild 6
    Components: V, S, F, U
    Casting Time: 1 round
    Range: 60’
    Effect: One called incarnation
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    Calling to the ambient natural environment, you ask it to incarnate in an appropriate form to aid you. The called incarnation will serve you to the best of its ability, provided you do not ask it to take an obviously unproductive suicidal action, take action against nature or be exploited for any other form of magic.

    The kind of incarnation you can call depends on the natural environment available to you:

    {table=head]Environment|Incarnation
    Arable Land|Greater earth elemental
    Desert|Greater air elemental
    Forest/Jungle|Treant
    Open Air/Plains|Greater air elemental
    Coast/River/Lake|Greater water elemental
    Stone/Cavern|Greater earth elemental[/table]

    The DM can decide randomly between available incarnations.

    Focus: A 30’ area of the appropriate environmental feature.

    Unique Component: If you speak the appropriate elemental language (or Sylvan for a treant) the incarnation you call arrives with an additional 2 HD, & if it is available you can select it deliberately instead of randomly.

    Inclemency
    Transmutation
    Level: Druid 4, World 3
    Components: V, S
    Casting Time: 1 minute
    Range: Long (400’ + 40’/level)
    Area: Long-range sphere, centered on you; see text
    Duration: Concentration, up to 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    You are able to change the weather in your immediate area for a brief time. You can call forth weather appropriate to the climate & season of the area you are in, as seen in the table below:

    {table=head]Season|Possible Weather
    Spring|sleet storm, thunder storm, tornado
    Summer|hail storm, heat wave, torrential rain
    Autumn|fog, rain, thunder storm
    Winter|blizzard, frigid cold, sleet[/table]

    You can set the general tendencies of the weather, but you cannot control specific applications of the weather (such as the direction & intensity of the wind, where lightning strikes, or the exact path of a tornado). It takes a full minute (10 rounds) for the desired effects to manifest. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 1 minute later). Contradictory conditions are not possible simultaneously.

    Inclemency can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. Once the spell’s duration expires, the previous prevailing weather patterns reassert themselves within 1 minute.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    J Spells

    Johoum’s Judgment
    Necromancy
    Level: Punishment 9
    Components: V, S, M, A
    Casting Time: 1 standard action
    Range: Close (25’ + 5’ per 2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: No

    Like destruction, this spell instantly slays the subject & consumes its remains (but not its equipment & possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 12d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

    Unlike a mere destruction spell, though, this spell also reduces all of the target’s ability scores by 4 points for the next 24 hours. It also inflicts 1d4 points of ability drain to the target’s highest ability score. Neither of these effects offers a saving throw to resist them, & both of them ignore resistance &/or immunity to ability damage/drain. A miracle could restore ability scores that have been reduced by this spell, but few gods would cross the dictates of Johoum to do so. Use of a wish is ineffective, & will likely anger Johoum to be so defied.

    Material Component: A drop of blood from a close relative of the target (or the target themselves).

    Alignment Component: Any evil.

    Joyless Fugue
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Curse 7, Sor/Wis 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 30’
    Area: Cone-shaped burst
    Duration: 1 minute/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    An invisible cone of despair causes a loss of all encouraging & positive emotion in the subjects, making them perceive the world as bleak & without hope. Affected creatures cannot benefit from morale bonuses, & are not affected by spells such as calm emotions, good hope, heroism or rage that alter emotional state, nor do they profit from abilities such as bardic music or a barbarian’s Rage ability.

    Affected creatures take a -4 penalty on attack rolls, saving throws, ability checks, skill checks, & weapon damage rolls. A successful Will save negates this penalty.

    Joyless fugue counters & dispels good hope. Greater remove curse will end the effect on one creature, while miracle & wish can remove it from all subjects.

    Material Component: A vial of tears & a vial of smoke.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    K Spells

    None at this time.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    L Spells

    Limalia’s Laborious Lash
    Abjuration
    Level: Hardship 9
    Components: V, S, M, F
    Casting Time: 1 standard action
    Range: Close (25’ + 5’ per 2 levels)
    Target: One creature
    Duration: 1 round/4 levels
    Saving Throw: Will partial
    Spell Resistance: Yes; see text
    For a very brief time, you summon the dispassion & harshness of Limalia to strike all support from the victim. The crippling lash also wraps itself around the victim for a brief time, forcing additional effort for every action.

    The lash renders all magical items completely nonfunctional for the target, unless they are cursed & expressing their curse. It also makes the subject functionally exhausted, even if they are normally immune to that condition. The subject does not benefit from bonuses of any type, excepting ability bonuses.

    The subject no longer threatens any squares & is deprived of its Dexterity bonus to AC, if any. Swift actions instead require a standard action; standard actions require a full-round action. Full-round actions remain unaffected.

    Unless the subject succeeds on a Will save, its ranks in all skills are set to 0 for the duration of Limalia’s laborious lash & it loses access to whatever feats it may have.

    When the spell ends, the subject becomes fatigued unless immune.

    Material Component: A hard stone.

    Focus: A strong hemp rope, which is wrapped around the caster’s wrists & knotted as part of the somatic component. This rope prevents the casting of further spells with somatic components, but can be removed by another as a standard action or by oneself as a full-round action.

    Location Bind
    Abjuration
    Level: Clr 8, Drd 7, Wiz 7
    Components: V, S, F
    Casting Time: 1 round
    Range: Close (25’ + 5’ per 2 levels)
    Target: One spirit creature
    Duration: Special
    Saving Throw: See text
    Spell Resistance: No
    Invoking powerful inherent magic, you trap the essence of a spirit creature within a magical boundary. Creatures vulnerable to this effect include all sentient constructs, elementals, extraplanar magical beasts, fey, outsiders, & sentient undead. You delineate the rough size of the boundary & can impose certain obligations on the bound spirit, but with greater demands come greater risks.

    You may set the duration of the effect as described in the table below:

    {table=head]Duration|Will Save|Limit|Obligations|Permanent
    1 round/level|No|5’|1 (discharge)|No
    1 minute/level|Once|10’|1|No
    1 hour/level|1/hour|100’|2|Yes (Will save/day)
    1 day/level|1/day|500’|3|Yes (Will save)
    1 week/level|No|1,000’|5|Yes[/table]

    The limit is the absolute minimum you are able to confine the bound spirit to. You may use permanency to make binding of 1 hour/level or longer permanent (3,500XP).

    You may set simple obligations for the bound spirit for the duration; if the obligation is fulfilled before the duration ends, then the binding is discharged. Obligations may include attacking creatures within range, coming when called, giving truthful advice on matters & other similar tasks.

    Focus: A Sathan ruby, worth at least 500gp.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    M Spells

    Majestic One
    Illusion (Pattern) [Mind-Affecting]
    Level: Bard 3, Presence 3
    Components: V, DF
    Casting Time: 1 standard action
    Range: Personal
    Effect: An aura of greatness surrounds you
    Duration: 1 round/level (D)
    You invoke an illusory aura of radiant glory, making other creatures like you more. While this spell is in effect, you gain a +4 circumstance bonus to Bluff, Diplomacy, Gather Information, Intimidate, Perform & Sense Motive checks against all creatures within 30’.

    In addition, all creatures regard you as one step nicer than they normally would. For instance, a creature with an initial attitude of unfriendly becomes merely indifferent, while a friendly creature becomes helpful. This effect does not offer a saving throw to resist, & lasts only as long as the spell does.

    Any effect that offers a creature cover or concealment relative to you suppresses the effects of this spell for that specific creature. If the cover/concealment ends within the spell’s duration, however, the effects resume.

    This spell cannot affect blind or otherwise sightless creatures.

    Maqur’s Malevolence
    Necromancy
    Level: Betrayal 9
    Components: V, S, A, U
    Casting Time: 1 standard action
    Range: 120 ft.
    Effect: Bolts of crimson energy
    Duration: 1 round/level or until discharged
    Saving Throw: Fortitude negates & Reflex half; see text
    Spell Resistance: No
    Reaching out to a trusting ally, you tear away its life force & use it to fuel coiling tendrils of violent red energy.

    Placing your hand upon an unsuspecting ally, you instantly kill it. A successful Fortitude save negates this effect & ends the spell, as does any question of your true intent on the part of your ally. Should your ally die as planned, then your hands, eyes & mouth begin to crackle with red lightning. You now hold the capacity to release an amount of damage equal to 1d6 × the sacrificed ally’s hit dice × the sacrificed ally’s Wisdom modifier (minimum 1).

    As a standard action, you may send forth a 120’ line of searing crimson power that deals a portion of this damage. You must designate how much of the sacrifice’s energy you wish to expend at the time you create the bolt. Half the damage done by such a bolt is electricity damage; the rest is profane damage & is not subject to energy resistance. A successful Reflex save is required for half damage.

    The spell ends when you have no more d6’s to expend, or when the duration elapses, whichever comes first. It is unlikely that you will have any further allies capable of serving as your component in the nearby area.

    Unique Component: A creature that has been your trusting ally for at least 1 month, & who is not magically compelled or charmed to believe you. A successful Diplomacy check, or a Bluff check opposed by a Sense Motive check should be sufficient to determine trust.

    Alignment Component: Any evil.

    Martuakh’s Metamorphosis
    Transmutation
    Level: Serpent 9
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)
    You can transform yourself into a swarm of snakes, gaining several advantages by doing so. The swarm is in the form of 300 Tiny Vipers; statistics for a snake swarm are provided below. You gain all the benefits & drawbacks of a swarm (see Swarm Traits, below). You can move about & do the things that a swarm of snakes can conceivably do, such as slither through a crack in a wall. As a swarm made up of Tiny creatures, you take half damage from slashing & piercing weapons.

    While in swarm form, any clothing or equipment melds into the swarm & becomes nonfunctional. When you revert to your true form, any objects previously melded into the swarm reappear in the same location on your body they previously occupied & are once again functional.

    You can reform parts of your natural body from the swarm, like your head or an arm, or revert fully into the swarm, as a free action. In this way, you can cast spells with verbal &/or somatic components while in swarm form, & you can speak if you wish. However, since your clothing & equipment meld into the swarm, you cannot cast spells with material or focus components.

    You can direct every snake in the swarm, moving them as an entire swarm or sending some individual snakes away to perform other tasks elsewhere. You may separate a number of individual snakes from the swarm equal to ¼th your caster level. You can order one of your snakes as you had dominated them (as with a dominate monster spell), although these snakes can do only what a snake is normally capable of doing. Snakes that are separated from your swarm when you revert to your normal form vanish.

    Reverting to normal is a standard action that does not provoke attacks of opportunity. You cannot change from swarm form to human form in an area where its body would not normally fit. Although changing shape is a spell-like effect, remaining in swarm form is not supernatural, & you do not change shape when entering an antimagic field.

    If your swarm form is reduced to 0 hit points or lower, then ½ the snakes (150) are killed & the remaining members of swarm break up into a disorganized host of snakes. The horde scatters in all directions, fleeing the area at top speed (30’ per round). If even a single snake survives, you can reform yourself completely from it, even retaining all of your statistics & equipment prior to transformation. If multiple snakes survive, then you can choose which snake you wish to revert from. All other snakes vanish when the spell’s effects end.

    Snake Swarm
    Spoiler
    Show
    Tiny Animal (Swarm)
    Hit Dice: 6d8 (27HP)
    Initiative: +7
    Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
    Armor Class: 17 (+2 size, +3 Dex, +2 natural armor); touch 15; flat-footed 14
    Base Attack/Grapple: +0/--
    Attack: Swarm (2d6 + poison)
    Full Attack: Swarm (2d6 + poison)
    Space/Reach: 10’/0’
    Special Attacks: Distraction, Poison
    Special Qualities: Animal traits, Scent, Swarm traits
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 4 (-3), Dex 17 (+3), Con 11 (+0), Int * (*), Wis * (*), Cha * (*)
    Skills: Balance +11, Climb +11, Hide +15, Listen *, Spot *, Swim +5
    Feats: Improved Initiative, Weapon Finesse (B)
    Environment: Any land or underground
    Organization: solitary, pair, or cluster (3-6 swarms)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    * = Your score or modifier

    Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience & focus requires a Concentration check (DC20).

    Poison (Ex): A viper snake has a poisonous bite that deals initial & secondary damage of 1d6 Constitution. The save DC is 13. The save DCs are Constitution-based.

    Animal traits: All creatures with the Animal type possess the following traits:
    • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
    • Low-light vision.
    • Alignment: Always neutral.
    • Treasure: None.
    • Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, & the animal receives only ½ its Strength modifier as a damage adjustment.
    • Proficient with no armor unless trained for war.
    • Animals eat, sleep, & breathe.

    Scent (Ex): A snake swarm can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

    Swarm Traits: A swarm has no clear front or back & no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing & piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, & they cannot grapple an opponent.

    A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects) if the swarm has an Intelligence score & a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons & many evocation spells.

    Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized & dispersed, & does not reform until its hit points exceed its nonlethal damage.

    Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack & Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.

    A swarm’s attacks are non-magical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, & other special abilities usually gives a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

    Swarms do not threaten creatures in their square, & do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

    Martyrdom
    Transmutation
    Level: Heroism 6, Pal 4
    Components: V, S, DF
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    You can charge yourself with divine energy, gaining great power in exchange for your life. You gain a pool of temporary hit points equal to your maximum hit point total. You also gain a +10 resistance bonus to Will saves, & you become immune to mind-affecting effects.

    At the end of this spell’s duration, however, you immediately die. The only way to restore your life after the use of this spell is to cast true resurrection or a miracle. Other forms of raising the dead are ineffective.

    Mirage
    Illusion (Glamer)
    Level: Brd 6, Sor/Wiz 8
    Components: V, S
    Casting Time: 1 minute
    Area: One 40’ cube/level (S)
    Duration: 1 day/level (D)
    Saving Throw: None
    Spell Resistance: No
    This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, & olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). & unlike mirage arcana, it can disguise &/or conceal real creatures, or even add illusory beings (although these beings have only the illusion of life & cannot interact meaningfully with real creatures).

    Mordenkainen’s Disjunction**
    Abjuration
    Level: Magic 9, Sor/Wiz 9
    Components: V
    Casting Time: See text
    Range: Close (25’ + 5’/2 levels)
    Area: All magical effects within a 40’-radius burst, or one magic item
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: No
    You can choose to use it in one of two ways, an area disjoining or a targeted disjoining.

    Area Disjoining
    This version of the spell has a casting time of 1 standard action. All magical effects within the radius of the spell, except for those that you carry or touch, are disjoined--that is, spells & spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does). You also have a 2% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

    Targeted Disjoining
    This version of the spell has a casting time of 1 minute. While casting this version of the spell, you must be touching a single magic item that will be the target of the spell; when the spell is completed, that item is turned into a normal item, permanently losing any & all magical properties. An item in a creature’s possession may make a Will save to avoid disjunction (using its own Will save bonus or its possessor’s Will save bonus, whichever is higher), but an unattended magic item receives no save.

    Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Destroying artifacts is a dangerous business, & it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

    ** = This is a revised version of the Mordenkainen’s disjunction spell from the Player’s Handbook (page 255). It is intended to replace the published version of that spell. A special thanks to PairO’Dice Lost for granting the use of his (greatly improved) version of the spell.

    Motes of Diya
    Evocation [Light]
    Level: Brd 4, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 minute
    Range: Anywhere on the same plane
    Target: One sentient creature with a soul
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: Yes
    Speaking aloud the name of a specific creature, you dispatch magical motes of invisible light to illuminate the creature through any obscuration.

    The magical motes instantly travel to the location of the creature regardless of protections, homing in to the target's soul. Only soul blank can cause the spell to fail. Even a soul migrating via magic jar will be tracked.

    This spell defeats any protections against scrying or divination, up to & including misdirection, mage’s private sanctum, & mind blank (though in the case of the latter, you may only scry on the target; you cannot read their thoughts, emotions or alignment). If the target employs any glamer effect upon themselves, they immediately illuminate as per a daylight spell, instantly distinguishing them from the illusion they had hoped to create & effectively negating the benefits of such glamers. Effects that rely on copying & replicating the caster's own image (such as mirror image, mislead, or project image) are similarly affected, rendering their effects worthless.

    Material Components: 25gp worth of gold dust & some white sand from Najmah.

    Muffle
    Illusion (Glamer)
    Level: Brd 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: You & up to three creatures touched
    Duration: 1 minute/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes
    This powerful spell brings about utter silence around yourself & up to three other creatures. This effect functions as silence, but exclusively on sound issuing from or entering your personal space, creating a 1” bubble of quiet around you. Thus, any Move Silently checks you need to make succeed, but you cannot cast spells with a verbal component, nor employ bardic music, nor engage in conversation amongst one another. You are also effectively deafened. As silence, this effect protects you from sonic & language-based effects.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    N Spells

    Nathar’s Nightmarish Nemesis
    Enchantment (Compulsion) [Evil]
    Level: Murder 9
    Components: V, S, M, DF, A, XP
    Casting Time: 1 minute
    Range: Touch
    Target: One unwilling creature
    Duration: Special (see text)
    Saving Throw: Will negates
    Spell Resistance: No
    The mightiest magic of the Demon God of Murder, this spell bestows upon its unwilling victim the greatest blessing he can confer. The target of the spell is granted 4 ranks in Disguise & 8 ranks each in Hide & Move Silently, & acquires a level of the assassin prestige class. For each additional 250XP spent on the spell, the target gains an additional level of assassin, though this spell may not raise the subject's character level higher than your caster level. The subject likewise gains access to feats, spells & bonus ability points as if he had gained these levels of assassin normally, which you may select at the time of casting. However, he remains entirely unaware of the skills & powers that this spell has conferred to him.

    You then provide the subject with the name of a being that you have met. The subject of the spell is inextricably drawn towards that being's location, though he will justify it to himself as wanting to travel, having business in another land etc., subconsciously using the powers of the spell to support him on the journey. When he first sees the named being, the subject will immediately tap into his assassin’s powers & attempt to slay that being. He will take no obviously self-destructive action, but will act to the best of his ability & intelligence to kill your selected victim, without bringing attention to himself if at all possible. When either the subject or the named being is dead, the spell ends, leaving the subject with no memory of the spell’s effects.

    A subject that successfully saves against this spell takes 4d10 points of damage, as Nathar smites the subject for refusing his gift. For each additional 250XP spent on the spell, the Will save DC increases by 1.

    Material Component: A scorpion’s tail, a snake, a frog & the blood of a jackal.

    Alignment Component: Any evil.

    XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.

    Natural Force
    Conjuration (Creation)
    Level: Rgr 3
    Components: V, S, M, F
    Casting Time: 1 minute
    Range: Touch
    Target: Elemental material touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You tap into the mystical energies of Kamala to awaken the material you touch as an elemental spirit. You create a new Small air, earth, fire or water elemental from the corresponding material, which acts independently of you but has a friendly disposition towards you. This elemental may cooperate with your interests, but will not endanger or sacrifice itself on your behalf. It will eventually go its own way when it feels like doing so (1d4+1 minutes), as it is immune to Diplomatic manipulation. The creature can only speak its own elemental tongue.

    If creating a fire or earth elemental on Siraaj, it is created with an additional 2HD & +2 to Strength & Dexterity. If creating an air or water elemental on Najmah, it is created with an additional 2HD & +2 to Dexterity & Wisdom.

    This spell takes on the elemental attribute of the elemental created.

    Material Component: Clean open air for an air elemental, stone, mud, sand or dirt for an earth elemental, an open flame for a fire elemental, or clear water for a water elemental.

    Focus: A stick of yew, a stick of blue elder, two other sticks & a glass bead.

    Nature’s Child
    Transmutation
    Level: Rgr 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Your animal companion
    Duration: 10 minutes/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You draw forth the powers of nature on behalf of your trusted companion, imbuing your faithful beast with the strength of the wild. Your animal companion’s power is determined as though your ranger levels were druid levels. You may designate any necessary feats & skill points.

    Material Component: A slice of raw meat (for a carnivore) or a fist-sized fruit, for instance an apple (for an herbivore).

    Nature’s Image
    Transmutation
    Level: Rgr 4
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    You take on the form of an animal, as the Wild Shape ability of a druid. You may employ this effect as though your ranger levels were druid levels, except that you may not take the form of an elemental. When you change back to your true form, the spell ends. Changing back is a standard action that does not provoke an attack of opportunity. Note that the possession of this spell qualifies you to take the Natural Spell feat, as if you normally had the Wild Shape ability.

    Focus: A wood carving of yourself.

    Nested Image
    Illusion (Figment, Glamer)
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 minute
    Duration: 10 minutes per level
    As persistent image, but you are capable of creating a much more complex illusion, including up to three different scripts. Additionally, you can designate one layer of illusory effects as being more realistic than the rest; if your illusion is disbelieved, these elements will appear to still be realistic, requiring a second Will save to disbelieve at a -4 penalty. Similarly, if the illusion is dispelled, this special layer remains while the rest of the effects vanish, requiring a second dispel effect to clear away entirely. These effects only function if there are discernible differences between the realistic illusion & the standard illusory layer above it.

    Material Components: Fleece, pyrite, & eggshells.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    O Spells

    Ophidian Form
    Transmutation
    Level: Serpent 6, Sor/Wiz 8
    Components: V, M, DF
    Casting Time: 1 full-round action
    Range: Personal or touch
    Target: You or creature touched
    Duration: 1 round/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target creature is transformed into the shape of an enormous snake, gaining several advantages in doing so. The creature’s size increases to Colossal, with a 10’ diameter, a length of 120’, & a weight of 160 tons. Its new space & reach are 30’ & 20’, respectively. Its new Size modifier is -8, its new Grapple modifier is +16, & its new Hide modifier is -16. Its Strength score increases to 40 (if already higher than 40, it gains +4 Strength), it gains +10 natural armor (if already higher than 10, then it gains +2 natural armor), as well as Damage Reduction 10/-- (if already higher than 10, then it gains +2DR). It also gains a bite attack (4d6 piercing damage), the Constrict special ability, the Improved Grab special ability, & the Swallow Whole special ability. The creature’s other statistics are unchanged, unless they are derived from the altered statistics.

    While in snake form, the creature cannot do anything that would require the use of hands, such as hold weapons, use items, craft things, etc. Its prehensile tail can be used as a crude grasping tool (for use in grappling mostly), but it automatically fails all Craft, Disable Device, Forgery, Open Lock, Sleight of Hand, & Use Rope checks.

    Material Component: The molted skin of a snake.

    Oracle
    Divination
    Level: Prophecy 6
    Components: V, S, M, DF
    Casting Time: 1 hour
    Range: Personal
    Target: You
    Duration: 1 minute/level
    You enter into a deep trance during which you are conveyed the power of prophecy. Though you yourself are in a fugue & unresponsive, those around you may ask questions which your voice (or writing, or sign language if unable to speak) will reply to. The questions must each be personally relevant in some fashion; simple yes/no questions, as well as queries for lists, facts or figures, will be disregarded. Questions of a more open-ended nature are required, & will be answered with a single phrase, or a short verse. These replies are almost always of a cryptic nature, but at times have been known to be exceedingly clear. Each questioner is permitted a single question.

    Though the power of prophecy knows any given information regarding the potential future, it is possible, albeit at times difficult, to change this future or avoid what the effect has predicted. Those who would do so would do well to remember the adage of the self-fulfilling prophecy, however.

    At the end of the effect, the caster is left drained, is exhausted & suffers 2 temporary Constitution & Wisdom damage. The caster can take no other action while the trance continues, including to dismiss the spell, & is functionally helpless.

    Material Component: Incense, herbs, spices or leaves, burned to release their odors into the air.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    P Spells

    Pashati’s Perpetual Purity
    Abjuration
    Level: Cleansing 9
    Components: V, S, DF
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: 1 hour per level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The target creature gains Fast Healing 5, & becomes immune to the following adverse conditions: ability damaged, blinded, confused, dazed, dazzled, deafened, disabled, dying, exhausted, fascinated, fatigued, nauseated, panicked, paralyzed, sickened, stable, staggered, stunned, turned, & unconscious. It also removes negative levels, permanently drained levels, & permanently drained ability score points at a rate of 1 per hour each.

    Poison, Greater
    Necromancy
    Level: Drd 8, Poison 7
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous; see text
    Saving Throw: Fortitude negates; see text
    Spell Resistance: Yes
    Calling upon the venomous powers of supernatural predators, you infect the subject with a dreadful poison by making a successful melee touch attack. The poison deals 2d10 points of temporary physical (Strength, Dexterity, & Constitution) damage immediately & another 2d10 points of temporary physical (Strength, Dexterity, & Constitution) damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wisdom modifier).

    Poison, Mass
    Necromancy
    Level: Poison 9
    Components: V, S, DF
    Casting Time: 1 full-round action
    Range: 60’
    Target: All living creatures within range
    Duration: Instantaneous; see text
    Saving Throw: Fortitude negates; see text
    Spell Resistance: No
    With this most dire of venomous hexes, you infect every living creature around you with a terrible poison. The poison deals 2d10 points of temporary Constitution damage immediately & another 2d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wisdom modifier).

    Pravah’s Tomb
    Abjuration [Sonic]
    Level: Brd 2
    Components: V
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One newly-dead creature
    Duration: Concentration + 1 hour/level
    Saving Throw: None
    Spell Resistance: No
    Singing the enshrining song of Pravah, you ward off creatures & effects that would move, displace, capture, or exploit the soul of the newly-dead creature. While you sing, & for 1 hour/level thereafter, the hafaza will not come for the soul of the slain creature, nor will spells such as soul bind, trap the soul, or the like function on it. This protection is of no use to one who dies under the influence of soul blank.

    Prevaricate
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Brd 6
    Components: V, A
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell is among the most powerful magical compulsions known. You tell a creature a single lie, in one simple sentence. The creature believes this lie truly & utterly, & no evidence of any kind can or will convince it otherwise while the spell is in force. For example, you could tell a creature that you will never hurt it, & then proceed to slash it with a sword. The creature will act as though unharmed & deny that you ever struck it.

    Modify memory can remove this effect, as can greater remove curse. Dispel magic & break enchantment are ineffective, & any attempt to read the subject’s thoughts on the matter discerns the lie as being true.

    Alignment Component: Caster must be chaotic.

    Primal Instinct
    Divination
    Level: Rgr 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You instill in the subject a base, primal understanding of their living foes, guiding the subject instinctually to strike at vulnerabilities.

    When the subject attacks a living creature, attack rolls the subject makes are treated as though that creature's natural armor was lowered by 2 per caster level (minimum 0). Further, attacks the subject makes against living creatures ignore up to 10 points of damage reduction, & the subject gains a +2 insight bonus against the spell-like, supernatural & extraordinary abilities of living creatures. At CL7th, the subject ignores 15 points of damage reduction & gains a +4 bonus to saving throws, & at CL10th, the subject ignores 20 points of damage reduction & gains a +6 bonus to saving throws.

    Material Component: A pinch of fur & a vial of blood.

    Profound Slumber
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 5, Night 7, Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25’ + 5’/2 levels)
    Target: One or more living creatures within a 30’ radius burst
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell functions like sleep, except that it affects 2 HD of creatures per caster level. Attempting to awaken a sleeping creature via the aid another action grants the subject a new Will save to wake up. A wound grants a new Will save with a +4 bonus.

    Material Component: Rose petals, orange peel & a pinch of coastal sand.

    Purification
    Conjuration (Healing)
    Level: Cleansing 6
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    This spell envelops the touched creature in a radiant aura, healing them of various ailments. It can be used for a number of different effects. Each different effect requires a separate casting.

    Firstly, it can completely restore a wounded creature to full health.

    Secondly, it can purge a creature of all diseases, parasites, poisons, & other infestations. This also repairs all ability damage, ability drain, or negative levels that a creature has sustained.

    Thirdly, it can remove the burden of evil acts or misdeeds from the subject, like an atonement spell. This use of the spell requires an expenditure of 500XP from the target creature.

    Fourthly, it can destroy a cursed item, provided its caster level is equal to or lower than yours.

    Fifthly, it can restore to life a creature slain by a cloak of poisonousness or a scarab of death, provided the spell is applied no more than 1 minute after death from either cursed item.

    Lastly, it can remove the [Evil] subtype from a naturally-evil creature (such as an almasti, a demon, a ghul, or other evil outsider) whose alignment has changed.

    Pursuit
    Transmutation
    Level: Rgr 2
    Components: S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Tapping into your ferocity, you infuse yourself with swiftness & savage power to catch & slay your foe.

    You gain a +1 bonus to attack & damage rolls per 2 caster levels, & a +1 dodge bonus to AC & Reflex saves per 2 caster levels. All of your modes of movement (including land movement, burrow, climb, fly, & swim) increase by 30’. This increase counts as a morale bonus. You ignore penalties from moving through difficult terrain.

    Pursuit counters & dispels calm emotions, confusion, lesser confusion & slow, & renders you immune to black tentacles, entangle & web for the duration.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Q Spells

    Qirus’ Questmantle
    Enchantment (Compulsion) [Good]
    Level: Resolve 9
    Components: V, S, M, DF, A, XP
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    The most powerful blessing of the King of Pride & Power, the Stoic Watcher’s questmantle is a sacred duty borne up by the most resolute. You are granted the Dodge, Endurance & Toughness feats, & acquire a level of the defender prestige class. For each additional 250XP spent on the spell, you gain an additional level of defender. You likewise gain access to feats & bonus ability points as if you had gained these levels of defender normally, which you may select at the time of casting. In addition, you are conferred a +6 divine bonus to Strength & Constitution. You become instantly aware of the skills & powers that this spell has conferred to you. For ease of use, the statistics for this spell can (& perhaps should) be compiled in advance by the player.

    Negative levels & energy drain affect these virtual levels of defender first. Additionally, should you be reduced to 0 or fewer hit points, you may continue to act until your hit points are reduced to -10 multiplied by the lower of your caster level or your current Constitution. However, once the spell elapses, you immediately die & cannot be raised, as the hafaza has already arrived & is waiting for you.

    Material Component: A lion's mane worn as a mantle, a bared flame & a piece of smooth, polished platinum.
    Alignment Component: Any lawful.

    XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    R Spells

    Recollection
    Divination
    Level: Brd 2
    Components: V
    Casting Time: 1 round
    Range: Long (400’ + 40’/level)
    Target: You
    Duration: 30 minutes
    Saving Throw: None
    Spell Resistance: Yes
    You begin a chant that draws your mind back through the areas you have just passed, up to the maximum range of the spell. Your allies can speak to you as you sink into a deep trance, suggesting details to look for.

    While under this effect, you may make Appraise, Spot, Listen, Sense Motive & Search checks, as long as these would not involve dislodging or moving objects. You may make these in any area that you were in within the past 24 hours that is in range, & you make these checks as though the area was still as it was while you were there. If you had faced a dragon in a room 300’ away, for example, you perceive the room with the dragon still inside. Any area that you were never in previously cannot be seen in this trance; those areas appear shrouded in an impenetrable gray mist.

    The full trance takes 30 minutes, & you can only be roused from it with break enchantment or greater dispel magic. You can communicate your findings to your allies while within the trance, but apart from hearing their speech, you cannot otherwise perceive the world around you.

    Reflection
    Divination
    Level: Contemplation 6
    Components: DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You bring yourself a moment of meditative calm, wherein you can analyze your situation & alter your preparations accordingly.

    You may immediately make any number of Knowledge, Listen & Spot checks, & may take 10 on each. Each check is treated as a free action. You may not turn your head, nor communicate with others, nor receive their aid with these checks. Such information is obtained instantaneously at the moment this spell is cast. Taking 10 on these checks can be done even if you are distracted or stressed by circumstances.

    Once you have finished gathering information, you may elect to exchange one spell you have prepared for another, provided the spell in question is of 6th level or lower. If the spell is a domain spell, you must replace it with a spell from a different domain that you have access to. The new spell cannot have any metamagic feat applied to it.

    Relentless Endurance
    Transmutation
    Level: Drd 4, Hardship 3
    Components: S, F, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: One living creature
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: Yes
    Calling on the powers of the harshest wind & sun, you toughen the subject against hardship & struggle. The subject is treated as having a Constitution score 12 points higher for the purposes of endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain. The subject is also treated as having the Endurance feat, & gains a +1 bonus to its Fortitude saves for every four caster levels.

    Focus: A weathered, jagged rock or brittle dried branch, with which you must strike the target. This strike must deal at least 1 point of damage for the spell to function.

    Reliant ResurgenceConjuration (Healing)
    Level: Heroism 9
    Target: Living creature touched
    Duration: 1 hour/level
    Saving Throw: Fortitude negates (harmless)
    This spell functions like raise dead, except that it automatically revives the target creature if it is killed. The resurrection takes place one full minute (10 rounds) after the creature died.

    The target’s HP is fully restored, their ability scores are restored (if damaged), & all conditions are negated. The subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, then the resurrection fails. All poisons & diseases are cured in the process of raising the subject, but magical curses are not undone. The target’s body need not be whole to be resurrected in this manner.

    Constructs, Elementals, extraplanar Outsiders, & Undead creatures cannot be resurrected by this spell. Likewise, this spell cannot bring back a creature that has died of old age.

    Once the target creature has been revived, the spell ends. If the target then dies again, this spell will not revive them a second time. Only one casting of this spell can be used on a specific creature at a time.

    Relic Bind
    Conjuration (Summoning)
    Level: Clr 9, Wiz 9
    Components: V, S, F, DF, XP
    Casting Time: 1 minute
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: No
    This powerful effect physically binds the existence of a powerful being inside an enchanted relic.

    The target must currently be bound or unable to move, such as via grapple, being rendered helpless, by a binding spell or by a location bind set to its shortest duration. This spell actually links the subject’s corporeal form to the relic as well, causing the target to vanish utterly, body & soul, when the spell succeeds.

    The being, once trapped within the relic, cannot be returned via any spells or similar magical means (such as clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish). Only by destroying the relic or dispelling the spell on it can one release the subject.

    As a final effect, you may place a command word or gesture as a condition to release the subject. The act of bringing forth the trapped being is called convocation. The being appears in the nearest available space, & cannot be forced to emerge in a space that cannot accommodate it.

    Convoking a trapped subject gives that subject an immediate Will save to break free of the binding & end this spell. Should the subject fail, it is obligated to heed the requests of the convoker, although it does not need to follow such orders to the letter. A being convoked can be held in this fashion for 1 round/level, & may subsequently make a new Will save to break free of the spell. Failure returns the subject to its relic. A being may only be convoked once per day. A convoked being is immune to enchantment & necromancy effects. Creatures vulnerable to this effect include all sentient constructs, elementals, extraplanar magical beasts, fey, outsiders, & sentient undead.

    Focus: A masterwork item worth at least 1,000gp per HD of the creature to be bound.

    XP Cost: 1,000XP.

    Remove Curse, Greater
    Abjuration
    Level: Clr 6, Curse 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25’ + 5’ per 2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Greater remove curse instantaneously removes curses from an object or a creature, even those curses that are too powerful to be removed by lesser means. Greater remove curse can remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically dispels the magic within the item, converting it into a masterwork item. Certain extraordinary curses (usually those stemming from more powerful magic, like limited wish or certain rituals) may not be countered by this spell or may be countered only by a caster of a certain level or higher.

    Greater remove curse counters & dispels bestow curse & greater bestow curse.

    Rescission
    Abjuration [Chaotic, Evil]
    Level: Sor/Wiz 9
    Components: V, S, R, A, U
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Wielding your imperfect soul against your foe, you rescind all restorative powers that have ever aided it.

    The darkness of rescission retroactively cancels out any form of magical or extraordinary healing or restoration received by the target in the past week, effectively reversing the effects; for example, the recipient of a heal spell would lose all the hit points regained via that spell, while the recipient of a greater restoration would be drained of the levels previously restored, & an atonement would retroactively fail.

    Should information on such restorations not be available, instead use the following approximations:
    • 50% chance of either hit point loss (3/4 of total hit points) or death (all of total hit points lost plus ten). Creatures with more than 250 total hp instead lose either ¼ total or ½ total.
    • Immediate draining of 2d4 levels. For every four levels drained in this way, one is permanently lost. For every four points of damage, one point is permanently lost.
    • 1d8 ability damage to two ability scores at random, & 1d6 ability damage to one other.
    • Subject becomes exhausted.
    • Any poison the subject has encountered recently requires a new saving throw, as though experiencing it for the first time.
    • Any disease the subject has encountered recently requires an immediate saving throw, as if the disease has already passed its incubation period.
    • Any personal curses (not cursed items) removed recently return.
    • Any limbs lost that were restored via regenerate or similar magic immediately vanish.
    • 50% chance of being blinded.
    • 50% chance of being deafened.
    • 50% chance of being confused (as the spell cast at your caster level).
    • 10% chance of being stunned for 1d4 rounds.
    • Living creatures have a 10% chance of dying instantly.

    Additionally, rescission halves the subject's fast healing & regeneration, if any, & reduces their DR by 10 to a minimum of 0. Greater restoration is required to reverse this effect. Finally, rescission acts as a targeted greater dispel magic on the subject.

    Constructs & oozes are immune to all effects of the spell excepting the final two.

    Racial Component: The imperfect soul of a human is needed to lash out with rescission.

    Alignment Component: Caster must be Chaotic Evil.

    Unique Component: Caster must still have his or her soul. Those under the effect of soul blank cannot cast rescission.

    Rule of Law
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Power 6, Sor/Wis 8
    Range: Medium (100’ + 10’ per level)
    Target: One living creature/level
    This spell functions like authority, except that it can affect more creatures. The same command applies to all these creatures.

  26. - Top - End - #26
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    S Spells

    Sable Dance
    Transmutation [Earth]
    Level: Asn 3, Rgr 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged
    You become as the dust, able to transform into the swirling sands of a desert wind & reform instantly a short distance away.
    When you cast this spell, you gain one shift per caster level. You may expend one shift to transport yourself 10’ in any direction as a swift action, although there must be a discernible means for air to pass from where you stand to your intended destination.

    You may use this ability as an immediate action, but doing so costs you two shifts. Shifting does not provoke an attack of opportunity. You may shift into or out of an antimagic field.

    If you are struck by or pass through a water effect while this spell is active, the spell ends immediately & you take 4d10 points of damage.

    When you have no more shifts available, this spell is discharged.

    Material Component: Powdered onyx, sand & 25gp worth of ruby dust.

    Sacred Aura
    Abjuration [Good, Lawful]
    Level: Pal 4
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Saving Throw: See text
    Spell Resistance: No
    A brilliant divine radiance surrounds you, protecting you from attacks, granting you resistance to spells cast by hostile creatures, & causing hostile creatures to falter when they strike you. This aura has four effects.

    First, you gain a +4 deflection bonus to AC & a +4 resistance bonus on saves.

    Second, you gain spell resistance of 20 plus your Charisma modifier against chaotic spells, evil spells & spells cast by chaotic &/or evil creatures.

    Third, the aura blocks possession & mental influence, just as protection from evil does.

    Finally, if a creature succeeds on a melee attack against you, the offending attacker falters (dazed for one round, Will save allows either a standard action or a move action) & is either blinded (Fortitude save negates, as blindness/deafness, but against sacred aura's save DC) or slowed (Will save negates, as slow, but against sacred aura's save DC) at your discretion.

    Focus: A diamond from the plane you are not native to, worth at least 2,500gp.

    Sanctify
    Evocation [Good]
    Level: Clr 8
    Components: V, S, M, F, DF
    Casting Time: 24 hours
    Range: Touch
    Area: 120’ radius emanating from the touched point
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: See text
    This spell makes a particular site, building, or structure a holy site. This has five major effects.

    First, the entire area of the spell is affected as though by hallow & consecrate.

    Second, the area is permeated by a prayer effect that treats all good creatures as allies & all evil creatures as enemies.

    Third, living creatures within the area of effect are permitted Fortitude saving throws against any necromancy effect & any ability that imitates a necromancy effect, as well as ability drain, death effects & energy drain, even if the effect in question would not ordinarily permit a saving throw. Good creatures within the area are allowed a Will save to resist the effects of blasphemy. An unholy aura within a sanctified area protects only a 10’ radius, & its duration is halved.

    Fourth, evil outsiders may not enter the area warded by this effect, unless they make a successful Will save.

    Finally, you may choose to fix up to one spell effect per six caster levels to the sanctified site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.

    Spell effects that may be tied to a sanctified site include aid, bane, bless, break enchantment, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, neutralize poison, protection from energy, remove curse, remove disease, remove fear, resist energy, silence, spell resistance, symbol of persuasion, symbol of sleep, tongues, & zone of truth. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

    An area can receive only one sanctify spell (& its associated spell effects) at a time. This spell counters but does not dispel vitiate; it does, however, dispel desecrate & unhallow.

    Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of holy water that you yourself have blessed.

    Focus: A holy relic of your faith or a diamond of at least 10,000gp value.

    Savage Strength
    Transmutation
    Level: Blk 1, Rgr 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    You add power to your attacks through sheer ferocity, giving an unpredictable strength to your every strike. Your melee attacks deal an additional 1d6 points of damage while this effect is active.

    Saving Grace
    Abjuration
    Level: Pal 2
    Components: S, DF
    Casting Time: 1 immediate action
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No
    Throwing out a hand, you extend your strength & divine grace to protect an ally against an imminent attack. You confer your Fortitude, Reflex & Will bonuses to the subject, as well as a deflection bonus to AC equal to your Charisma bonus, if any. The subject may use the better of his or her current save bonuses & deflection bonus or those you confer.

    The duration of this effect cannot be extended in any fashion.

    Scarlet Scandal
    Enchantment (Charm) [Mind-Affecting]
    Level: Betrayal 3, Brd 3
    Components: V, S, M, DF
    Casting Time: 1 round
    Range: Special
    Target: One creature (special)
    Duration: Special
    Saving Throw: Will negates (special)
    Spell Resistance: Yes (special)
    You cause rumors & scandal to brew, suspicion & distrust to foment, & the whole to settle in a malicious web anchored to one unfortunate.

    When you cast this spell, you decide at what speed you wish the suspicion to spread. The resultant range & power of the spell is based on this:

    {table=head]Duration|Progress|Range|Save DC Bonus
    1 round/level|Immediate|60’|-1
    1 minute/level|1 round|10’/level|+0
    10 minutes/level|1 minute|30’/level|+1
    1 hour/level|10 minutes|100’/level|+2
    1 day/level|1 hour|300’/level|+3
    1 week/level|1 day|1,000’/level|+4[/table]

    Each time the period of progress elapses, sentient creatures in range must make a Will save or have their attitudes toward the subject shift one step towards hostile. If 1 round/level is the selected duration, then creatures failing the Will save shift down two steps. Longer durations increase the DC of the Will save.

    Though those that succeed on their saving throws (or whose spell resistance has blocked the spell) do not have their attitudes magically changed, the hostility of others is likely to breed rumors & an atmosphere of distrust that may make things more difficult for the subject regardless of magic. These side effects are entirely natural, & may very well persist when the spell ends.

    See enchantment reveals the spell as a bright red web trailing off in all directions from the subject. Greater remove curse will end this effect, but greater dispel magic & the like cannot, as the effects of the spell are spread far from their point of origin.

    Material Component: A doll of the subject in a red silk net valued at 25gp.

    Scour
    Evocation
    Level: Cleansing 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Area: 10’ radius
    Duration: Concentration plus 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    You bring into being an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8 points of damage per round +1 point per caster level (maximum +10). Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field.

    Scourge
    Evocation
    Level: Blk 2, Punishment 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: 1 living creature
    Duration: Instantaneous
    Saving Throw: Will partial; see text
    Spell Resistance: Yes
    With little more than an outstretched hand & a disapproving glare, you can pummel a creature with stinging blows, seemingly from nowhere. These invisible strikes deal 2d8 points of non-lethal damage +2 points per caster level (maximum +40).

    Afterward, the target is left shaken for 1 hour unless they make a successful Will save; this effect does not affect creatures that are immune to fear. While shaken in this manner, your target receives a -2 penalty on their level checks to resist Intimidate attempts initiated by you.

    Material Component: A small strip of leather.

    Scrabbling Disgorge
    Conjuration (Summoning)
    Level: Blk 4, Drd 5
    Components: V, S, M, A
    Casting Time: 1 standard action
    Range: Personal
    Effect: Summoned insect swarms filling the area
    Duration: Concentration + 1 round/level
    A truly horrifying spell, this effect has you force from your gullet a river of crawling, writhing insects. The swarms rush forth & fill the area, striking as you will, provided you can control them.

    When the spell is cast, you immediately bend over & retch; from your open mouth issues forth a torrent of insects in a swarm. The type of swarm summoned is random & determined by the table below:

    {table=head]d4|Level 7-10|Level 11-14|Level 15-17|Level 18+
    1|1 spider swarm|1d2 spider swarms|1d3 spider swarms|1d6 spider swarms
    2|1d3 spider swarms|1d6 spider swarms|1 locust swarm|1d2 locust swarms
    3|1 locust swarm|1d2 locust swarms|1d4 locust swarms|1 centipede swarm
    4|1d4 locust swarms|1 centipede swarm|1d2 centipede swarms|Roll twice (15-17)[/table]

    Concentrating on the spell is a standard action that provokes attacks of opportunity. Each round that you maintain concentration, you belch forth additional swarms. Swarms form 5’ in front of you & do not distract you in any fashion.

    You may direct summoned swarms as a free action, but you may direct no more than your Wisdom bonus.

    It is estimated that as many as 10% of true ghuls possess the power to produce this effect once per day.

    Material Component: An almasti’s egg or an egg that has been allowed to rot & ferment over two weeks. Consuming either deals 1d4 Constitution damage & forces a Concentration check to avoid losing the spell. A ghul may ignore this component.

    Alignment Component: Any non-good.

    See Enchantment
    Divination
    Level: Brd 2, Sor/Wis 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    This spell makes your eyes glow a soft blue & allows you to see certain magical auras within 120’ of you. The effect is similar to that of a detect magic spell, but this effect does not require concentration & discerns aura location, nature & power more quickly.

    You can perceive certain magical auras & spells while this effect is active. Specifically, if a creature is under a mind-affecting effect, you can see a blue glow (charms), a yellow glow (compulsions) or a violet glow (phantasms) in their eyes. Fascinated creatures have a prismatic glow in their eyes, while shaken, frightened & panicked creatures' eyes have a green glow.

    Certain other spells provide alternate visual stimuli, which may be easily recognizable. Sleep, for example, shows an illusory image of rose petals circling the subject’s head.

    If you can peer into a creature’s eyes for 1 round, you may make a Spellcraft check (DC 15 + spell level) to determine the exact spell effect active, as long as it is one you are familiar with. In either event, the same Spellcraft check will reveal, fairly accurately, the caster level of the effect. The DM should roll 1d6-3 & add the result to the actual caster level.

    This spell can be made permanent with a permanency spell.

    Set Fate
    Evocation
    Level: Destiny 3, Sor 5
    Components: V, S
    Casting Time: 1 immediate action
    Range: Medium (100’ + 10’/level)
    Target: One willing creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Invoking the mysterious powers of fate, you forge a wordless contract between fortune & a creature willing to accept its price. With the words “Your fate is sealed!” this contract comes into effect.

    The subject automatically succeeds on its next saving throw. In exchange, however, the subsequent saving throw that subject makes, no matter how long after the casting of this spell, will be an automatic failure.

    The subject understands the contract in simple terms, e.g. “You will succeed now, at a price of failure later,” & mentally decides whether to accept or not; this is a free action.

    Attempts by either caster or subject to manipulate Fate's bargain, such as forcing a negligible saving throw upon the subject after the success or wasting the boon & preserving the curse, may result in unexpected consequences. The power of Fate is not to be trifled with, nor taken lightly.

    Set fate can only be revoked via miracle or wish. No worshiper of Daq, Zaia or the Darshan can revoke set fate in any fashion.

    Shield of Resolve
    Abjuration
    Level: Pal 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Shield touched
    Duration: 1 round/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    You fill a shield with your strong resolve, imbuing it with a +2 sacred bonus to AC & a +1 sacred bonus to saving throws made by the bearer.

    Sidaru’s Solemn Silence
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Peace 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: All creatures within 10’/level
    Duration: Concentration + 1 round/level; see text
    Saving Throw: Fortitude; see text
    Spell Resistance: No
    All living creatures within range become paralyzed & frozen in place. They are aware & can breathe normally, but cannot take any actions except speech. They are not permitted a saving throw to negate this effect.

    All non-living creatures (such as constructs or the undead) must make a successful Fortitude save or be instantly destroyed. Those that make their save are pushed to the edge of the spell’s area of effect, taking 1d6 points of damage for every 10’ so pushed. All creatures that remain within the area are automatically subject to the effects of a calm emotions spell for the duration of this spell.

    Creatures within the spell’s area of effect cannot cast spells until the spell ends, unless they make a caster level check against you; you gain a +4 circumstance bonus on this check. Spells of the Healing descriptor are exempt from this restriction, & can be cast freely, but not against the undead.

    A flying creature that is so frozen will not fall from where they have been frozen. A swimming creature so frozen will not drown if their head is above the surface.

    You are exempt from this spell’s effects, & may act freely. If you make any aggressive action towards a creature, either living or non-living, then the spell immediately ends. Aggressive actions include attacking a creature, grappling a creature, targeting a creature with a damaging spell, or forcing a creature to make a saving throw (harmless spells not count for this last clause).

    Material Component: An olive branch.

    Skew Fate
    Evocation
    Level: Brd 0, Sor 0
    Components: V, S
    Casting Time: 1 immediate action
    Range: Close (25’ + 5’/2 levels)
    Target: One creature
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: No
    You impose on the target a -3 penalty to its next saving throw.

    Solidify Cloud
    Transmutation [Air]
    Level: Clr 5, Drd 4, Sor/Wiz 5
    Components: V, S, M/DF
    Casting Time: 1 minute
    Range: Close [25’ + 5’ per 2 caster levels]
    Area: up to four 5’ squares/level (shapeable)
    Duration: 1 hour/level (dismissible)
    Saving Throw: None
    Spell Resistance: No
    You cause a cloud to coagulate on top into a firm floating surface that can be walked upon. The top of the cloud becomes a perfectly flat level plane, with the rigidity of soft earth (hardness 0). Walking on a solidified cloud does not normally require a Balance check. Each square of a solidified cloud can support up to 500 pounds at any one time; any more than that, then the overtaxed squares fail for 1 round, dumping their contents into the sky below. Solidified clouds are opaque, so they provide cover & concealment for the creatures standing on them relative to anything below. From below, a solidified cloud only appears slightly thicker than normal (DC25 to Spot).

    The surface moves with the cloud, which can be controlled with control winds spell; a strong wind (21+ MPH) is needed to push the cloud 10’ per round; a severe wind (31+ MPH) is needed to push the cloud 20’ per round; a windstorm-force wind (51+ MPH) is needed to push the cloud 40’ per round. Hurricane-force winds (75+ MPH) will destroy a solidified cloud. A solidified cloud can be made permanent with a permanency spell (minimum caster level 14th, 3,000XP cost).

    Material Components: A pinch of dust & a pumice stone.

    Song of Serenity
    Enchantment (Compulsion) [Mind-Affecting, Sonic]
    Level: Brd 6, Peace 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Area: 30’-radius emanation
    Duration: Concentration, plus 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell causes creatures within the emanation area (or those who enter it, including yourself) to become incapable of attacking. Affected creatures cannot take any action (including the casting of spells) that would require an attack roll, would directly deal damage to another creature, or would force another creature to make a saving throw. All other actions are allowed, even those that might cause injury indirectly. Creatures outside of the area are able to act normally with regard to the creatures within the area of effect. Creatures that leave the area are free to attack as they choose.

    Soul Blank
    Necromancy [Evil]
    Level: Sor/Wiz 9
    Components: V, U
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 24 hours
    As mind blank, but unlike that safer abjuration, soul blank defeats divination & enchantment magics by suppressing one’s own soul. This evil act accords several powerful protections, though at tremendous risk.

    Bereft of a soul, there is nothing for standard necromantic effects to strike against, rendering you immune to all death effects & spells with the Death descriptor (with the exception of destruction, which attacks the body). You are immune to any form of fear (including supernatural fear) & any effects that would alter your alignment. Without a soul to blight, you are immune to curses, including but not limited to bestow curse & bestow greater curse. You cannot be a victim of a magic jar, nor can you cast said spell. Eyebite does not affect you. Other effects that require a target with a soul fail to function on you.

    However, without your soul at hand, you cannot use it to perform any spells that would require it within you. You are considered a valid target for halt undead & control undead. Living things perceive you as being unnatural, & your own behavior becomes alien, resulting in a -8 penalty on any Charisma-based check to deal with other creatures.

    Most dangerously, spells with the Healing descriptor fail to work on you, & if you should die, your soul will not return to your body, rendering you unable to be raised, resurrected, or otherwise returned to life. Though you may rise as some undead creature, until such time as that takes place no form of magic can restore you to life, not even wish or miracle.

    Unique Component: You must currently have your soul in order to be able to suppress it. Undead creatures cannot cast this spell.

    Sparkling Jewels of the Seven Sands
    Evocation [Acid, Cold, Electricity, Fire, Force, Light, Sonic]
    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Sparkling prismatic bolts of magic
    Duration: Instantaneous (see text)
    Saving Throw: See text
    Spell Resistance: Yes
    Casting a handful of jewels into the air, you fill them with blinding power, causing them to shatter into magical bolts that cascade down on your foes.

    The surge of blinding light creates a burst that dazzles all foes within 60’ of you at the time you cast this spell for 1 round. You create 1d4 bolts plus 2 bolts per level; even numbers of acid, cold, electric, fire, force & sonic bolts, with the remainder allocated top-to-bottom on the table below. You can divide these bolts as you like among any number of targets. The effects of each bolt vary:

    {table=head]Bolt|Damage|Special|Save
    Fire|1d10 |-|-
    Cold|1d6|Slow 1 round (+1 round per added bolt)|Reflex
    Electric|1d8|Daze (+1 DC per added bolt)|Will
    Acid|1d4|1d4 acid damage next round |Fortitude
    Sonic|1d6|-|-
    Force|1d4+1|-|-[/table]

    You can direct a maximum of half your bolts (rounded down) to any one target. A Reflex save negates the slowing effect of the cold bolts; a Will save (whose DC increases by 1 per additional electric bolt striking the same target) negates the daze effect of the electric bolts; a Fortitude save negates the next-round damage of the acid bolts (the first round of damage still applies).

    Material Components: Seven gems of different colors, each valued at 100gp.

    Spectral Slayer
    Necromancy [Death, Evil]
    Level: Murder 6
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’ level)
    Target: One living creature
    Duration: 1 round/level
    Saving Throw: Will negates (see text), then Fortitude partial (see text)
    Spell Resistance: See text
    You craft a spectral image of the most fearsome creature imaginable to the subject simply by forming the subject’s nebulous fears into something that its conscious mind will unwillingly put a face to. The slayer is formed from death magic & the power of necromantic fear, & appears to the subject while remaining invisible to all others. The target first gets a Will save to overcome the killing fear of the slayer’s “attack”. If that save fails, the spectral slayer strikes down the target, which dies from fear.

    Unlike a phantasmal killer, however, a spectral slayer is no illusion, but rather an impulse shaped from killing magics & given face by the victim’s fears. If the save succeeds, the slayer’s victim imprints this visage upon it, giving it corporeal form & visibility. The slayer becomes a wraith, with an additional 20 hit points & a +4 bonus to attack rolls, skill checks & saving throws. The Fortitude save to resist the wraith’s Constitution drain is made at this spell’s DC. It acts to strike down the nearest living creature, with a preference for the spell’s subject, & can perceive the living with pinpoint accuracy regardless of obstacles or misdirecting effects.

    The slayer is considered a construct for all intents & purposes; thus, it cannot be turned or rebuked, nor is it affected by spells or effects that selectively harm the undead. At the end of the spell’s duration, or if it is killed, the slayer melts into a tarry stain on the ground.

    If the subject of a slayer’s attack succeeds in mentally resisting & is wearing a helm of telepathy, the entity can be turned upon you. You must then resist it or become subject to its lethal fear attack.

    Squall
    Evocation [Air]
    Level: Storm 4, Druid 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Area: Cylinder (5’ radius/level, 50’ high)
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    This spell creates a windstorm (approximately 70 mph) that originates from you, affecting all creatures in its path.

    A Small or smaller creature on the ground is knocked down & rolled 1d4×10’, taking 1d4 points of nonlethal damage per 10’. If flying, a Small or smaller creature is blown back 2d6×10’ & takes 2d6 points of nonlethal damage due to battering & buffeting. Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10’. Large or Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5’. Gargantuan or Colossal creatures may move normally within a squall.

    A squall can’t move a creature beyond the limit of its range.

    Any creature, regardless of size, takes a -8 penalty on Listen checks within a squall. Ranged weapon attacks are impossible, & even siege weapons have a -4 penalty on attack rolls.

    The force of the squall is powerful enough to bring down branches, if not whole trees. Candles, torches, & similar unprotected flames are automatically extinguished. Even protected flames, such as those of lanterns, have a 75% chance of being extinguished.

    In addition to the effects noted, a squall can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn awnings or hangings, heel over a small boat, & blow gases or vapors to the edge of its range.

    Stairs of Madrasah
    Transmutation
    Level: Brd 4, Clr 5, Wiz 5
    Components: V, S, M, F
    Casting Time: 1 full-round action
    Range: Personal
    Effect: Phantom staircase in an extradimensional space
    Duration: 1 minute/level
    Creating the Madrasah’s stairs is one of the most mysterious feats of magic possible in all of the Kamala. You cause one stair per caster level to appear, with the first being underneath yourself. Each stair is as wide as your space, five times as long, & made of a shimmering translucent magical force. The world seems to dissolve in the direction of the staircase, revealing a starry, midnight blue emptiness save the stairs ahead. Each stair is a magical construct capable of supporting any amount of weight.

    At the end of the topmost stair is a gold & sapphire door that leads to an impenetrable room of impossible size, capable of holding up to 100 creatures of the caster’s size. This door may only be opened from the outside by the caster, & only when standing on the topmost stair. The room within is impenetrable to anything short of wish or Hatma’s keys, & can be used to recuperate or regroup. Neither spells nor attacks nor senses can pass the threshold, & it may only be stepped across by any given creature once per round. Only those that the caster permits can enter the threshold.

    In addition to benefits gained from fighting from an advantageous position, allies of the caster gain a +2 bonus to attack rolls, damage rolls, skill checks & saving throws while on the stairs. Opponents of the caster take a -2 penalty to such rolls while on the stairs.

    When the spell ends, the stairs vanish one by one, beginning at the top & going down, one per round. Creatures on a vanished stair reappear at the bottom & take 6d6 points of damage. Any unattended object left on the stairs or in the chamber may well vanish forever.

    Material Component: A sapphire valued at 100gp.
    Focus: A small golden pyramid or ziggurat valued at 500gp.

    Stinging Breeze
    Evocation [Air]
    Level: Drd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 20’
    Area: Line from your hand
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    A line of penetrating wind projects from your hand. You must succeed on a ranged touch attack with the line to deal damage to a target. The wind deals 1d3 points of cold damage, plus 1 point of damage per level (maximum +10).

    Stoic Valor
    Abjuration
    Level: Pal 4, Resolve 6
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: Up to one creature/level, no two of which can be more than 30’ apart
    Duration: 1 minute
    You take up the mantle of a defender, enduring blows against your allies in their place. For each creature you choose to include when you cast stoic valor, you gain a buffer of 30 temporary hit points; these hit points last until the spell’s duration ends. Hit point damage dealt to any of the creatures you have chosen to protect is dealt to you instead until the spell’s duration has elapsed or you have been slain. You may not include hostile or mindless creatures in this protection, nor may you include creatures under a compulsion effect.

    Material Component: A cotton sash.

    Storyteller
    Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
    Level: Brd 2
    Components: V, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Target: One creature
    Duration: Concentration
    Saving Throw: Will disbelief (only if interacted with)
    Spell Resistance: No
    You begin telling a tale of the encounter your foe is participating in, embellishing wildly to change the nature of the battle the subject perceives. Though the subject has a chance to disbelieve the story being told, if it listens to you it will be led into the phantasmal fight, where its opponents are greater & its own skills are weaker. The victim of this effect suffers a -5 circumstance penalty to attack rolls, damage rolls, AC, skill checks & Reflex saving throws for as long as it can hear your story. Each time it attacks an enemy, makes a Reflex save or is struck, however, the subject gets a new chance to disbelieve the story, as what it should be experiencing is at odds with what has happened.

    Material Component: 3 colored silks, one of which is embroidered.

    Storyteller, Mass
    Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
    Level: Brd 6
    Components: V, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Target: Up to one creature/level, none of whom can be more then 30’ from any other
    Duration: Concentration + 1 round/level
    Saving Throw: Will disbelief (only if interacted with)
    Spell Resistance: No
    As storyteller, but affects multiple foes. The Will save to disbelieve the illusion from interaction is made at a -4 penalty, as the phantasm is compelling.

    Material Component: 6 colored silks, all of which are embroidered.

    Stroke of Judgment
    Evocation [Good, Lawful]
    Level: Pal 2
    Components: V, S, DF
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged
    You imbue your next attack with power & authority bestowed from your deity. The next successful attack you make has twice the critical threat range (this stacks with keen edge, Improved Critical, etc.). It is also treated as having the holy & axiomatic weapon properties. If you strike an evil or chaotic creature with a weapon that has this effect upon it, then it gains 1 negative level. After you succeed on an attack, the spell is discharged.

    Sunya’s Supreme Smite
    Evocation
    Level: Power 9
    Components: V, S, DF, X
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Area: Cylinder (20’ radius, 100’ high)
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: No
    You create a vertical column of destructive force roaring downward from above, blasting everything within range. All creatures within range must make a Fortitude save or immediately die. A creature that makes their saving throw is still pushed to the edge of the effect, taking 1d6 points of damage for every 5’ so pushed. All objects within range take 1d6 points of force damage per caster level (maximum 30d6); this damage ignores hardness.

    This effect negates any magical protection or barrier, such as an antimagic field, prismatic sphere, prismatic wall, or wall of force. The only known means of protecting oneself from this spell is the use of Akasha’s awesome aura.

    XP Cost: 500XP.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    T Spells

    Tally
    Divination
    Level: Brd 0, Sor/Wiz 0
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Area: Up to 10’/level
    Duration: Instantaneous
    By specifying a chosen object within sight & twiddling your fingers as if shuffling beads on an abacus, you can instantly determine the number of roughly similar objects within the area of effect. The only creatures that can be counted in this fashion are constructs.

    Terrible Power
    Evocation
    Level: Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round
    Reaching near the very Fiat itself, you briefly grasp an infinitesimal drop of the intangible radiant iliaster that lies within the River of Starlight & infuse a single spell with the pure power contained therein.

    The next spell you cast within the next round is modified by Maximize Spell, Empower Spell & Extend Spell, provided such effects are applicable to the spell in question. Though this does not modify the level of the spell being cast, the DC to save against the spell (if applicable) is increased by 1.

    Your caster level for the spell modified by terrible power is increased by +5.

    Focus: A magical ring of at least 50,000gp value, which must currently be worn on one hand & active, & a sapphire of at least 5,000gp value.

    Third Way
    Evocation
    Level: Destiny 6
    Components: V, S, F, DF
    Casting Time: 1 free action
    Range: Personal
    Duration: Instantaneous
    You invoke the power of Daq to split Fate along three roads, two clear paths lit by your own intentions & a third, shadowed way of possibility.

    When you cast third way, you may attempt a course of action provided there is an action you can take. You can observe the immediate results of that course of action (attack rolls, damage rolls, saving throws, attacks of opportunity etc.) & decide if it suits you.

    If it does not, you may repeat this process, selecting a different course of action. Again, you may observe the immediate results of this course of action. Now, you may select between the two courses you have forged, or choose the third way.

    If you choose the third way, you may decide upon a course of action, either identical to one of the previous or distinct. However, there is no escape from the third way. Once you are on it, your actions are fixed in the here & now.

    Focus: A bag of agates worn on your person & a small diamond in a triangular shape, worth at least 250gp.

    Time of the Hunter
    Transmutation
    Level: Rgr 4
    Components: V, XP
    Casting Time: 1 immediate action
    Range: Personal
    Target: You
    Duration: 1d4+1 rounds
    You enter into a state of heightened speed, awareness & presence. No longer within the normal flow of time, you are now within the time of the hunter. This unusual meta-reality, on the edge of perception, confers several unusual benefits.
    You gain a +10 circumstance bonus on initiative rolls made during this spell’s duration, as well as a +4 dodge bonus to AC & Reflex saves. You gain a +2 bonus to attack & damage rolls, & a +10 bonus to Listen, Search & Spot checks.

    You cannot be flanked or rendered flat-footed during this spell’s duration. You do not lose your Dexterity bonus to AC unless you are rendered helpless.

    You are exempt from time stop effects, although this exemption does not count against the duration of this spell.

    Most importantly, you move & act in a faster time. You may take one additional standard action or move action each round, & one additional swift action each round.

    XP Cost: 100XP

    Torment
    Evocation [Evil]
    Level: Blk 3, Punishment 6
    Components: V, S, M, A
    Casting Time: 1 full-round action
    Range: Close (25’ + 5’/2 levels)
    Target: 1 living creature
    Duration: Concentration, up to 1 round/level
    Saving Throw: Will partial; see text
    Spell Resistance: Yes
    With contempt in your heart for your victim, you can make them suffer great pain, leaving them greatly afraid of you. While you concentrate, the creature that you target suffers 2d6 points of damage each round & stands still, as if paralyzed. This effect also deals 1 point of temporary Strength damage & 1 point of temporary Dexterity damage each round. This effect cannot reduce the target’s hit points or ability scores to less than 1.

    Afterward, the target is left frightened for 2 hours; creatures that are immune to fear are merely shaken. While frightened/shaken in this manner, your target receives a -5 penalty on their level checks to resist Intimidate attempts initiated by you.

    The target is permitted a Will save to endure these effects. If successful, the target takes only half damage, is not paralyzed, & is merely shaken, as if the creature were normally immune to fear.

    Material Component: An insect with its wings ripped off.

    Alignment Component: Any evil.

    Torpor
    Necromancy
    Level: Brd 6, Night 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Area: One or more creatures within a 30’ radius burst
    Duration: 1 minute/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    As profound slumber, except it can also affect constructs, dragons, oozes, plants & undead, even if they are immune to compulsion effects (but not if they are immune to the enchantment school).

    Trial
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Hardship 6
    Components: V, DF
    Casting Time: 10 minutes
    Range: Close (25’ + 5’/2 levels)
    Target: One living creature
    Duration: 2 days/level
    Saving Throw: None
    Spell Resistance: Yes
    As geas/quest, with the following exceptions:

    When applied to a subject, this spell reduces each of that subject’s ability scores by 2 & then reduces the subject’s highest ability score by an additional 4 for the duration of the spell.

    The subject takes 3d6 points of damage each day it does not attempt to complete the trial. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the trial.

    Remove curse has no effect on this spell. Greater remove curse can release the subject from this effect only if the caster’s level is at least 2 higher than yours. Miracle & wish end this effect instantly.

    Ending the trial via the spells listed above results in the subject losing 2,500 XP, while successfully completing the trial within the duration results in a gain of 2,500 XP. Assigning a simple, easy or trivial trial will result in the spell’s failure & force the cleric to atone for making light of Limalia’s demands.
    Last edited by Zeta Kai; 2011-03-31 at 12:40 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    U Spells

    Umaj’s Untamed Embodiment
    Transmutation
    Level: Wild 9
    Components: V, S, DF, A, X
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    You give up your body, mind, & spirit to Umaj, becoming her living avatar. You transform into a great beast, resembling a werewolf with a silvery mane & jet-black claws, teeth, & eyes. This transformation has a number of effects.

    First, your size becomes Large; if you are already Large or bigger, then you gain one size category. You gain two Claws (2d6 + Strength) & a Bite (1d8 + Strength) as natural weapons. You also gain Improved Grab, Pounce, & Rake as special abilities. You become immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects), as well as all forms of ability damage, ability drain, disease, energy drain, non-lethal damage, paralysis effects, poison, polymorphing, death effects, & sleep effects. You also see through all illusions, as if you had true seeing cast upon you.

    Second, many of your statistics are doubled. Your ability scores (except Intelligence), your maximum hit points, your armor class, your attack bonuses, your saving throws, & your skill ranks are all considered twice what they were just prior to the casting of this spell. Don’t recalculate any statistics in relation to one another; simple multiply each of the above stats by 2 & be done with it. Other stats that depend on these numbers (such as your carrying capacity, which is derived directly from your Strength score) are increased accordingly. However, your Intelligence score is not doubled; instead, it drops to 1, although this does not affect your skill modifiers.

    Lastly, you fly into a murderous frenzy, attacking everything that moves. You can only refrain from attacking allies by making a successful Will save (DC35) each round that an ally is within range. While in this state, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, & Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat that you have except Combat Expertise, item creation feats, & metamagic feats.

    While in the form of Umaj’s avatar, any clothing or equipment melds into your new body & becomes nonfunctional. When you revert to your true form, any objects previously melded into the avatar reappear in the same location on your body they previously occupied & are once again functional.

    Although you can dismiss the effects of this spell, it is not easy to do so; to end its effects early, you must make a successful Will save (DC40).

    After this spell has expired, you become exhausted for 10 minutes per minute spent as Umaj’s avatar.

    Note: When you use this spell, it is recommended that the DM take control of your character until the duration ends.

    Alignment Component: Any chaotic.

    XP Cost: 1,500XP.

    Uncertainty
    Illusion (Phantasm) [Mind-Affecting]
    Level: Asn 3, Blk 3, Brd 3, MaW2, Rgr 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Target: One living creature/level, no two of which can be more than 30’ apart
    Duration: 1 round/level
    Saving Throw: Will partial; see text
    Spell Resistance: Yes
    This powerful effect has three distinct parts:

    Firstly, targets of this spell must roll a Will save each round or become flat-footed for the remainder of the spell.

    Secondly, this spell suppresses subjects’ insight bonuses. There is no save against this effect.

    Thirdly, this spell imposes a -2 morale penalty to subjects’ attack rolls, damage rolls, skill checks & saving throws. A successful Will save reduces this penalty to -1.

    Undispel
    Abjuration
    Level: Sor 7
    Components: V, S
    Casting Time: 1 swift action
    Range: Long (400’ + 40’/level)
    Target: One dispelled spell, spell-like ability, or magic item
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You can reinstate a spell, a spell-like ability, or a magic item that was dispelled. The spell need not be one that you had originally cast.

    To do this, you must succeed a caster level check against the dispeller’s original dispel check. If you succeed the check, that spell is undispelled; if you fail, that spell remains dispelled, & you cannot try again, even with another casting of this spell.

    You can only undispel spells & spell-like abilities that were dispelled within the last round. You can undispel magic items that have been suppressed at any time.

    A spell that was successfully countered by a use of dispel magic (IE, a spell that never took effect because it was counterspelled) cannot be undispelled.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    V Spells

    Vampiric Ray
    Necromancy
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Effect: Ray
    Duration: Instantaneous/1 hour; see text
    Saving Throw: Fortitude half
    Spell Resistance: Yes
    A dark crimson ray emanates from your hand. You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d6 points of damage per caster level (maximum 15d6). You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

    Vampiric Touch, Greater
    Necromancy
    Level: Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous/1 hour; see text
    Saving Throw: None
    Spell Resistance: Yes
    This spell functions like vampiric touch, except that your touch deals 1d6 points of damage per caster level (maximum 20d6), & the temporary hit points that you gain from this effect disappear after 1 full day.

    Viper’s Bite
    Transmutation
    Level: Drd 4, Serpent 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal or touch
    Target: You or creature touched
    Duration: 1 round/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    You can grant yourself (or a creature that you touch) a venomous bite. The affected creature gains a bite attack, which deals piercing damage like a viper of the same size (ergo, 1d4 + Strength for a Medium creature). The bite also inflicts poison upon those struck by it, unless the bitten creature makes a successful Fortitude save. The DC for the saving throw is equal to 10 + the spell’s level (3 for a Serpent Cleric, or 4 for a Druid) + your Constitution modifier. The initial & secondary damage dealt by the poison are both 1d6 points of Constitution damage. This bite attack can be used like any natural weapon that you could possess.

    Vitiate
    Evocation [Evil]
    Level: Clr 8
    Components: V, S, M, F, DF
    Casting Time: 24 hours
    Range: Touch
    Area: 120’ radius emanating from the touched point
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: See text
    This spell makes a particular site, building, or structure an unholy site. This has five major effects.

    First, the entire area of the spell is affected as though by unhallow & desecrate.

    Second, the area is permeated by a prayer effect that treats all evil creatures as allies & all good creatures as enemies.

    Third, undead creatures within the area are permitted Will saving throws against being turned or destroyed, as well as against any effect with the Good descriptor. Evil creatures within the area are allowed a Will save to resist the effects of holy word. A holy aura within a vitiated area protects only a 10’ radius, & its duration is halved.

    Fourth, good outsiders may not enter the area warded by this effect, unless they make a successful Will save.

    Finally, you may choose to fix up to one spell effect per six caster levels to the vitiated site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.

    Spell effects that may be tied to a vitiated site include aid, bane, bestow curse, bless, break enchantment, cause fear, contagion, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, poison, protection from energy, remove fear, resist energy, silence, spell resistance, symbol of fear, symbol of pain, tongues, & zone of truth. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

    An area can receive only one vitiate spell (& its associated spell effects) at a time. This spell counters but does not dispel sanctify; it does, however, dispel consecrate & hallow.

    Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of unholy water that you yourself have cursed.

    Focus: A profane relic of your faith or an onyx gem of at least 10,000gp value.

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    W Spells

    Waharim’s Insight
    Divination [Mind-Affecting]
    Level: Contemplation 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Folding your hands into an elliptical shape, as if to suggest an eye, you gather ancient insight & transfer it to mortal minds by prodding them in the forehead.

    You are able to grant a number of +1 insight bonuses equal to your caster level. These bonuses can be granted to individual ability scores, individual skills, melee attack rolls, ranged attack rolls, individual saving throws, armor class & damage rolls. You may distribute these as you wish among any number of creatures, but you cannot allocate more than a +1 bonus to any individual property. For instance, a 5th-level caster could grant a single creature a +1 insight bonus to melee attack rolls & to AC, & another creature a +1 insight bonus to Fortitude saving throws, Dexterity & AC, but could not give the first creature a +2 insight bonus to AC instead.

    Waharim’s Wondrous Wisdom
    Divination
    Level: Contemplation 9
    Components: V, S, F, DF
    Casting Time: 1 round
    Range: Personal
    Target: You
    Duration: 1 minute/level
    The greatest power Waharim confers, this mighty spell floods you with skill & intellect. You are granted 10 ranks each in two Knowledge skills, & acquire a level of the loremaster prestige class. For each additional 250XP spent on the spell, you gain an additional level of loremaster. You likewise gain access to feats, spells & bonus ability points as if you had gained these levels of loremaster normally, which you may select at the time of casting. The first time you “reach” a loremaster level & are required to make a choice regarding a class ability, that choice becomes permanent for all future uses of this spell. You do not receive additional spell slots with this effect. You become instantly aware of the skills & powers that this spell has conferred to you. For ease of use, the statistics for this spell can (& perhaps should) be compiled in advance by the player.

    Focus: A spell scroll of the corresponding level to that which you intend to reach, or a 9th-level spell scroll.

    XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.

    Wall of Water
    Evocation [Water]
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Opaque sheet of water up to 20’ long/level or a ring of water with a radius of up to 5’ per two levels; either form 20’ high
    Duration: Concentration + 1 round/level
    Saving Throw: See text
    Spell Resistance: Yes
    A rippling curtain of clear blue water springs into existence. This wall can be moved by your mental command up to 30’ per round as a swift action. Any creature that is struck by the wall takes 2d4 points of concussion damage +1 point per caster level (maximum +20), & is knocked prone; this damage can be negated by a successful Reflex save. Objects are struck automatically, taking full damage (minus hardness). Pushing through the wall is a full-round action, & any creature that does so takes 2d4 points of concussion damage (no save).

    If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5’ length of wall takes 20 points of fire damage or more in 1 round, that length goes out; do not divide fire damage by 4, as normal for objects. If any 5’ length of wall takes 20 points of cold damage or more in 1 round, then the entire wall becomes frozen & cannot be moved or passed through until it is melted (which can be done by dealing an equal amount of fire damage to the same section that was frozen).

    This spell can be made permanent with a permanency spell (2,000XP); permanent walls are always immobile. A permanent wall of water that is boiled off by fire damage becomes inactive for 10 minutes, then reforms at normal strength.

    The water created by this spell is potable, but any creature that attempts to fill a container by immersing it within the wall takes damage as if pushing through the wall. A container can be filled by the wall at a rate of 1 gallon per round.

    Material Component: A small seashell or piece of coral.

    Ward Object
    Evocation
    Level: Sor/Wiz 5
    Duration: 1 day/level (D)
    This spell functions like lesser ward object, except that the damage dealt is 1d8 points of damage per caster level (maximum 20d8), the size of the object can be up to Large, & the throwback effect is 10’.

    Ward Object, Greater
    Evocation
    Level: Sor/Wiz 7
    Duration: 1 week/level (D)
    This spell functions like lesser ward object, except that the damage dealt is 1d12 points of damage per caster level (maximum 20d12), the size of the object can be up to Colossal, & the throwback effect is 20’.

    Ward Object, Lesser
    Evocation
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target: One unattended object
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No
    You can charge an inanimate object with warding energy, which will harm a creature that touches it, ignoring clothing & armor. Any creature that comes into physical contact with the warded object is dealt 1d4 points of damage per caster level (maximum 20d4) & thrown back 5’. A successful Fortitude save can reduce this damage by half, but no save will negate the throwback effect. The object suffers no damage from this effect. The energy type of the damage must be chosen by you at the time of casting, from the following list: acid, cold, electricity, fire, or sonic. The size of the object can be up to Tiny. Unless you dismiss this effect, only you can safely touch the object. If you are in physical contact with the object for more than 1 minute (10 rounds), then the effect immediately ends; these rounds need not be consecutive.

    Material Component: A pinch of sulfur or a rotten egg.

    Watcher’s Vigil
    Enchantment (Compulsion)
    Level: Resolve 3
    Components: S, M, F
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 day
    Saving Throw: Will negates (harmless; see text)
    You empower yourself with the resolve to stand vigilant, becoming a sleepless sentinel while your allies slumber.

    You go without rest for the duration of the spell. Despite this, you can prepare spells as normal. Frequent use of this spell becomes wearying, though, as shown on the following table:

    {table=head]Days|Con Penalty|Condition|Will Save
    1|-|-|-
    2|1|Fatigued|-
    3|2|Fatigued*|-
    4|3|Fatigued*|Yes
    5|4|Exhausted|Yes (-1)
    6|6|Exhausted*|Yes (-2)
    7|8|Exhausted*|Yes (-4)
    8|11|Staggered|Yes (-6)
    9|15|Staggered*|Yes (-10)
    10|20|Staggered*|Yes (-16)
    11+|30|Death**|Yes (-25)[/table]

    * = Condition may only be removed by rest; magic, supernatural & extraordinary abilities will not help.
    ** = Must make a Fortitude save each day or die.

    The number of consecutive days you remain awake determines how severe the penalties are. After three days, you must begin making involuntary Will saves against further castings of the spell & cannot continue without rest unless you cast this spell yet again.

    Material Component: A small flame & a stone.

    Focus: A sentinel carved out of stone.

    Welt
    Evocation
    Level: Blk 1, Punishment 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    When laying your hand upon a creature, you deal 1 point of damage per caster level (maximum 10). This damage leaves a painful wheal upon your foe, inflicting 1 point of temporary Dexterity or Charisma damage (your choice); this damage does not increase with caster level.

    Whelming Smite
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Blk 2, Clr 3, Pal 2
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    You deliver numbing awe to your foes with every strike, causing enemies you strike with a melee attack to become dazed for 1 round. A paladin or blackguard adds his or her Charisma bonus (if any) to the save DC.

    Material Component: A short steel bar & a pinch of powdered silver.

    Wind’s Edge
    Evocation [Air]
    Level: Rgr 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: Touch
    Duration: 3 rounds + 1 round/level
    You bring forth a thin coat of whipping air, which follows your blade & arrow, enhancing your strikes with the elegance of your movements. This wind adds your Dexterity bonus to damage rolls for melee attacks & ranged attacks made with manufactured weapons.

    Material Component: A single feather.

    Wit Revealed
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Cunning 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: No
    You draw forth the wit & cleverness of your subject, adhering it to the target’s every thought & action. The subject uses its Intelligence modifier in place of any other ability modifier, except for the following: ability checks, saving throws, hit points & spell DC’s. The subject’s modifiers are exchanged even if its Intelligence modifier would be inferior to the ability modifier being replaced.

    Wretchedness
    Transmutation
    Level: Curse 8, Drd 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25’ + 5’/2 levels)
    Target: One living creature
    Duration: 1 minute/level
    Saving Throw: See text
    Spell Resistance: Yes
    You physically & mentally debase a single living creature, crushing it in form & spirit such that it becomes a mewling, thrashing wretch upon the ground. The affected creature must make a Fortitude save or have its Strength & Dexterity scores both fall to 1. It must also make a Will save or have its Intelligence & Charisma scores both fall to 1.

    The affected creature is unable to use Strength-, Dexterity-, Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are & can conceivably follow them & even protect them. However, each round, there is a 10% chance that the wretched subject simply cowers in place.

    Only miracle & wish guarantee the removal of wretchedness. Greater remove curse is effective provided its caster level exceeds the caster level of wretchedness by 2 or more.

    Dragons & outsiders are immune to wretchedness.

    Material Component: A potion of bull’s strength, cat’s grace, bear’s endurance, fox’s cunning, owl’s wisdom, or eagle’s splendor which has been corrupted at least 24 hours prior with the flesh of a ghul.

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