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Spells and Spellcasting.

Posted by A Malign PresenceFor group 0
A Malign Presence
GM, 215 posts
Sun 23 Jun 2019
at 19:54
  • msg #1

Spells and Spellcasting

On the Nature of Daemonology and Magic

Zardow was familiar with magical thinking long before the Fall of Golinlund, with folk traditions persisting among the peasantry despite Masonite evangelicalism, and ceremonial magic remaining central to the Druids of Avaholm. This magic never actually worked until the False Moon was first sighted over Golinlund, and the first wightstorms tore through the land. And now, suddenly and terrifyingly, it does. All of it does.

The University at Rivai has determined what it calls the "bedrock" practical magic practice, the bare minimum one must do and understand to evoke magical effects. It's stunningly simple, something most individuals could learn with no more than a couple of weeks of devoted study. It requires 13 symbols, and a worldview that divides the universe into 13 sections, with a symbol associated with each section. Certain symbolic items or substances are then ascribed to these symbols, called reagents. Finally, arranging all 13 of these symbols in a circle or other perimeter, and somehow employing a quantity of reagents, will allow for the summoning of a daemon.

That's all that is really required, and in certain Krastavan markets one can even find a textbook called Rivai Numerology that explains these concepts succinctly, using the numbers 1-13 for the necessary symbols. The physical steps required are remarkably simple but, crucially, the magic will only work if the practitioner believes it will work. This means that magic was very, very difficult to perform immediately after the Fall, when very few people understood what was happening or what had caused it. But now, with changelings murdering the family next door or draugr swarming the city gates, none question magic's power and reality, and it is now terrifyingly easier to practice than ever before.

Spellcasting Requirements

Spells are only possible due to daemonic pacts, and all magic learned by human sorcerers stems from daemonic forces at some point. Since the power is flowing from an external source, there is very little the spellcaster has to do to activate a spell they know. Specifically, they only need to be able to see their target, gesture toward their target, or speak a word their target can hear. Only one of these criteria need to be met for the magic to be successfully cast.

This means that spellcasters are very difficult to capture alive, since they must be blinded, gagged, and have their hands bound tightly enough to disallow even the wriggling of a finger. Many authorities choose to summarily execute renegade spellcasters rather than attempting to imprison them.

Spell Frequency
All spells from 1st to 5th level can be cast once per day, which is refreshed at dawn. 6th and 7th level spells can only be cast once per month, which is typically refreshed at dusk on the first night of the full moon. Some 7th level spells are so powerful that the pact only allows a single casting.

Caster Level
A creature's caster level is representation of their magical power and personal occult authority. In the case of player characters, it is completely unrelated from one's class level. It's possible to be only a level 3 fighter, for example, but have a caster level of 4 or higher.

Caster level is also unrelated to spell level. It's possible to cast even 7th level spells with a caster level of 1.

Everyone begins with a caster level of 1. The only way to gain caster levels is by:

- Being left-handed at character creation (+1)
- Electing to gain special training from a pre-existing Relationship on level up (+1)
- Gaining a familiar spirit (+1 per familiar spirit)
- Become a warlock (+1)
- Unfetter a pact (+1 per pact)
- Certain daemonic Boons (never more than +1 per Boon)
- Witnessing or summoning certain daemons (+1 each)
- Certain specialties (+1 each)
- Special training with an appropriate Relationship (+1 each)
- Holding a Philosopher's Stone (+2)
- Wielding a Hand of Glory (+1)

Most creatures and NPCs have an effective caster level of 1, unless they are capable of casting spells, in which case their caster level will either be specified or else assumed to equal their HD.

Higher caster levels make spells more powerful. Most spells have their effect or duration tied to the caster's caster level.  A high caster level also inflicts a saving throw penalty to targets of your spells. At level 5, targets take a -1 penalty to saves versus your spells, which increases to -2 at caster level 10, -3 at caster level 15, and -4 at caster level 20. The maximum caster level possible for normal humans is 20.

Empowering Spells
While most magic is subtle, many spells can be "empowered" with the use of arcane reagents, changing and broadening their effects or otherwise making them more powerful. The effects of empowering a particular spell are included in that spell's description.

Empowered spells require complicated magic rituals, which increases the amount of time it takes to cast a spell. This means it is impossible to cast empowered spells while bound or gagged, or otherwise restrained or silenced.

While most spells take only a round's action to cast, empowered spells take a number of turns to cast equal to their spell level. This means the empowered version of Remove Curse takes roughly 40 minutes to cast, for example, while the empowered version of Meteor Swarm takes over an hour to cast. 100 arcane reagents per spell level must be expended to properly empower the spell.
This message was last edited by the GM at 11:33, Sun 29 Dec 2019.
A Malign Presence
GM, 216 posts
Sun 23 Jun 2019
at 19:55
  • msg #2

Spell and Spellcasting

Level 1 Spells

Charm Person
Range: 120'
Duration: Permanent
This spell makes a human regard the caster as their trusted friend and ally. Undead creatures and anything that is not a normal human are utterly unaffected by this spell. This does not enable the caster to order the target around like an automaton, but the effected target perceives the caster's requests in the most favorable way possible. The charmed person can be given orders and suggestions, but will refrain from doing anything that would go against their fundamental nature or personality (as determined by the GM).

Targets can make a magical saving throw to avoid being charmed, and can make an additional saving throw to throw off the effects of the enchantment if the caster or their allies ever physical attacks or abuses the charmed target. Targets will likewise make a magical saving throw every time they are asked to undergo a suicidal command or do something against their nature, though charmed individuals already inured to violence will enter dangerous situations at the behest of the caster with no save needed. Targets with 1 HD or fewer are charmed permanently, with the exception of saves granted in the above-noted situations. Player characters or individuals with more than 1 HD can make a magical saving throw once per month to escape the enchantment.

Cure Light Wounds
Range: Touch
Duration: Instantaneous

The caster can touch one target to immediately restore 1d4 hitpoints per CL. This cannot grant a creature more hitpoints than its natural maximum. Undead creatures will take damage instead. The caster can forgo granting hitpoints to a target to instead free them from magical paralysis, such as from a ghoul's talons or the Hold Person spell.

Magic Missile
Range: 200'
Duration: Instantaneous

The caster summons a magical bolt, arrow, or ray of energy that unerringly strikes a target within range. The spell cannot target particular body parts, but will always hit a target within range that lacks either total cover or total concealment. For every 5 CLs the caster has, they will gain an additional two bolts. For example, at level 5, the caster can summon 3 magic missiles with a single casting, which increases to five at level 10, seven at level 15, and finally nine at level 20.

Each bolt deals 1d6+1 damage. The caster can direct the bolts at any target within range, and a single target can be hit by multiple bolts in the same casting.

If empowered, this spell can instead be used to temporarily bless a firearm, bow or other projectile weapon. The enchantment will last for 1 turn per CL, and will cause ammunition fired from the weapon to count as magical for the purposes of overcoming monster resistances. This does not add any bonus to attack or damage rolls.

Shield
Range: 50'
Duration: 1 turn per CL

The caster creates an invisible shield of protective force around a target. If their AC is 5 or higher, their AC is set to 4. If their AC is already 4 or lower, they enjoy a -1 bonus to their AC. This bonus stacks with mundane shields, magic armor, and all other possible sources of AC bonuses.

If an individual protected by the Shield spell is targeted by the spell Magic Missile, the shielded individual will take 0 damage from magic bolts, no matter how many are directed toward him. Shield spell will immediately end after absorbing the magic missiles, however.

Sleep
Range: 200'
Duration: 1 round per CL

The caster magically induces sleep in a number of creatures. Targets can make a magical saving throw to resist, or else fall asleep for a number of rounds equal to their CL. Mounted targets who succumb to the spell must make an additional saving throw versus being unhorsed with a -4 penalty; those who succeed manage to sleep in their saddle, but those who fail fall off their horse, take 1d6 damage, and remain asleep for the duration of the spell.

This spell will only work on creatures that naturally sleep. It can affect dragons, for example, but not undead creatures or golems. The caster can affect a number of HD or (in the case of player characters) character levels equal to the caster's CL. For example, a 5th level caster could put to sleep a single 5 HD monster, or five 1 HD monsters, or a single 3 HD monster and two 1 HD monsters, etc. They would not be able to affect two 3 HD monsters, and would have to choose one or the other. Any remaining unused HD are wasted.

Creatures are helpless while asleep, and any melee attack made against them automatically hits, and is automatically considered a Piercing blow. Slapping, hitting or wounding will awaken an affected creature, but normal noise does not.

If empowered, Sleep will create special sigil in the form of silvery-white satchet powder. The powder can be thrown 15' or 30' with a -2 penalty, using a Strength-based attack roll versus an AC 9. If the satchet powder hits a living creature, it is affected by the Sleep spell as above, but with a duration of 1 day per CL. Affected targets do not need to eat or drink during this magical slumber, and will not make privation saves while under its influence.

Resist Cold
Range: Touch
Duration: 2 turns per CL

For the duration of the spell, the target is unharmed by non-magical cold of any kind. They are additionally immune to the effects of wightstorms, and no longer take penalties or damage due to exposure to wighstorms for the duration of the spell. This spell also offers some protection from the freezing grasp of certain undead creatures, such as ghouls, draugr and rusalka, reducing their attacks to half damage. If you succeed in a saving throw from a cold-based effect which reduces incoming damage by half, and are also affected by Resist Cold, the effect does 0 damage instead.
This message was last edited by the GM at 19:21, Sun 30 June 2019.
A Malign Presence
GM, 217 posts
Sun 23 Jun 2019
at 19:55
  • msg #3

Spell and Spellcasting

Level 2 Spells

Cause Serious Wounds
Range: Touch
Duration: Instantaneous

This spell inflicts 1d6 damage per CL on a target the caster can touch. The target can make a magical saving throw for half damage. Undead creatures are instead restored 1d6 hitpoints per CL.

Continual Light
Range: 120'
Duration: Permanent

This spell creates either a 50' diameter sphere of light, or enchants an item to shed light in a 50' radius. The item illuminated cannot be larger than a human. If cast on an unwilling living target, or on an item carried or worn by another creature, the target is entitled to a magical saving throw to avoid the spell. If cast directly on a person's eyes, the target is permanently blinded, though they are allowed a magical saving throw with a +4 bonus.

The light created is permanent, and can be of any color of the caster's choosing. Domes of free-standing light created by this spell are stationary, but objects enchanted with Continual Light are portable. Continual Light can be snuffed out at will by the caster, but cannot be turned back on without re-casting the spell. It can be cancelled with Dispel Magic like most spells, and blindness caused by Continual Light can also be cured with the spell Remove Curse.

Cure Serious Wounds
Range: Touch
Duration: Instantaneous

The caster can touch one target to immediately restore 1d6 hitpoints per CL. This cannot grant a creature more hitpoints than its natural maximum. Undead creatures will take damage instead, with a magical saving throw for half. The caster can forgo granting hitpoints to a target to instead free them from magical paralysis, such as from a ghoul's talons or the Hold Person spell.

If empowered, the caster can forgo restoring hitpoints to instead cure a single non-magical disease in the target.

Detect Invisible
Range: 50'
Duration: 1 round per CL

The target can see creatures and object hidden by the Invisibility spell, though only to a range of 50'.

Telepathy
Range: 60'
Duration: 2 turns per CL

The caster can choose a direction and focus his concentration for 1 turn. After this turn, he can perceive the thoughts of all creatures within 60'. The caster understands the meaning of all thoughts even if he does not share the creature's language. However, if multiple creatures are within the range of the spell, the caster must spend an additional turn to sort out one creature's thoughts, or else all thoughts mingle into a confusing jumble. The ability to hear thoughts is obstructed by lead or rock of a thickness of two inches of thickness or greater.

If empowered, this spell will grant the caster knowledge of the secret language Colloquy. If they already know Colloquy, they can grant knowledge of it to a target of their choice within 10'.

Hold Person
Range: 50'
Duration: 1 round per CL

The caster can hold a number of humans spellbound equal to their CL. Undead creatures and anything that is not a normal human are utterly unaffected by this spell. Subjects of the spell are aware and breathe normally but are otherwise paralyzed. They cannot move, take any action, or speak. Victims can make a magical saving throw to resist the spell. If this spell is directed at a single target, they are frozen for 1 turn per CL instead.

Invisibility
Range: Touch
Duration: Permanent

The creature or object touched becomes invisible, vanishing from sight, even for creatures that can see in darkness. If the recipient is a creature carrying gear, that vanishes, too. If the spell is cast on someone else, neither the caster nor any allies can see the subject, unless they can normally see invisible things or other magic is employed to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

The subject is invisible only, and can still be detected by making noise, stepping in a puddle and leaving a trail, or the like.  The spell ends if the subject attacks any creature, but is otherwise of indefinite duration. For the purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Spells that target only the caster or their allies do not break the veil. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a gate to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

The caster can also choose to turn inanimate objects invisible. The object or objects targeted will vanish from sight for everyone except the caster. Objects will seem to blend into the background; containers and their contents will become perfectly transparent, and doors affected will blend seamlessly into the wall. The object will become visible to all as soon as it's touched or handled by anyone other than the caster. The object targeted cannot be larger than a human, but a single casting can incorporate a number of similar objects of roughly a human's mass. Some warlocks use Invisibility to conceal caches of gold, other treasure, or traps.

Knock
Range: 50'
Duration: Instantaneous

This spell opens stuck, barred or locked doors or chests, no matter the complexity of the mechanism or strength of the bars used. Knock does not raise barred gates, a fortress' portcullis, or a massive city gate, but it can also free the caster and an additional number of human targets equal to their CL from chains, ropes, vines, the Web spell, or other binds.

Phantasmal Force
Range: 300'
Duration: 1 turn per CL

This object can create a persistent, active illusion of any creature or object the caster desires, so long as it can fit in a 20' cube. Illusory objects created will look perfectly like a real object, and will even feel real to the touch. Seeing the object is not enough to disbelieve it, but physically interacting with it in any way (touching it, or being struck by an attack from an illusory monster) is enough to allow the subject a magical saving throw to see through any illusion produced with this spell. Those who succeed on their save perceive the transparent outline of the object or creature, but understand that it is not real and cannot meaningfully interact with it. Objects will seem wholly real to those who fail their save, and any illusory monster will seem to inflict harm when it attacks an opponent (and inflict actual HP damage). Illusory monsters have an effective AC of 9, and they vanish if a foe successfully strikes them. If a foe is reduced to 0 hitpoints by an illusory creature's attack, they fall unconscious rather than dying. Other special effects associated with an illusory creature (like an illusory manticore's poison) don't work; the spell can only approximate the physical form and sensation of objects.

Creatures created by this spell will follow the caster's orders, but have little initiative or will of their own. If this spell is empowered, the illusion will persist indefinitely until dispelled. Casters can choose to a forgo a saving throw, and decide whether or not they want to "believe" their own illusions.

Snake Charm
Range: 50'
Duration: 1 round per CL or 1 turn per CL

The caster is able to affect the behavior of snakes, making them indifferent to the caster and others. The caster is able to affect snakes of a number of hit die equaling the caster's CL. A 7th level caster, for example, can charm seven 1 HD snakes, or two 3 HD snakes and one 1 HD snake, or any other combination. Hostile snakes are more difficult to charm, and if this spell is cast on snakes that are engaged in melee combat with the caster or their allies, the snakes will only be affected by the spell for a number of rounds equal to the caster's CL. If used on non-hostile snakes outside of combat, they will remain passive for a number of turns equal to the caster's CL.

This spell notably affects both cockatrice and dragons, provided the caster has a high enough CL to cover their HD. If empowered, Snake Charm will mimic the effects of the spell Speak with Animals, but allowing conversation with dragons or serpents, or with cockatrice at a -4 penalty.

Speak with Animals
Range: 50'
Duration: 2 turns per CL

This spell allows the caster or subject to speak with animals. The caster can ask questions of, and receive answers from, natural mammals and birds. This spell doesn't make the animals any more friendly or cooperative than normal, and most wild animals will require a threshold 7 Charisma check to receive and correctly interpret intelligible answers.

Dire animals can be conversed with, but are innately hostile and hard to understand. All Charisma checks take a -4 penalty. If empowered, this spell will grant the caster knowledge of the secret language Sylvan.

Resist Fire
Range: Touch
Duration: 2 turns per CL

While under the effects of this spell, the subject is unharmed by any sort of intense but non-magical heat, up to and including a dragon's firebreath. Non-magical explosives are still dangerous due to shrapnel, but the subject takes half damage from them. Magical fire, such as the Fireball spell, deals half damage as well for the duration. If you succeed in a saving throw from a fire-based effect which reduces incoming damage by half, and are also affected by Resist Fire, the effect does 0 damage instead.
This message was last edited by the GM at 19:21, Sun 30 June 2019.
A Malign Presence
GM, 218 posts
Sun 23 Jun 2019
at 19:56
  • msg #4

Spell and Spellcasting

Level 3 Spells

Bestow Curse
Range: Touch
Duration: Permanent

This spell inflicts a curse on a target. This spell can affect either creatures or objects. Creatures subject to the spell are instantly cursed, while objects are primed to curse the first creature that touches them. The curse can either be randomly determined or selected by the caster, as refereed by the GM. Victims can make a single Aura save to avoid the curse, but are otherwise stuck with its effects until released by Dispel Magic or Remove Curse.

Cause Disease
Range: Touch
Duration: Permanent

This spell inflicts a natural or magical disease on a living target. The disease can either be randomly determined or selected by the caster, as refereed by the GM. Victims can make a single Aura save to resist the disease, and can recover naturally from it with three successful saves like an ordinary disease. The disease can also be removed with the spell Cure Disease. The onset of symptoms are instant, however, instead of taking 24 hours to incubate like a naturally-contracted contagion.

Clairvoyance
Range: 100'
Duration: 1 turn per CL

The caster of this spell can extend their consciousness a limited range, up to 100' in any direction. The caster borrows the senses of another creature within range, seeing the world from their perspective. The caster can choose between targets once per turn, provided the targets remain within 100' of the caster's body. When casting this spell, the caster goes into a near-comatose meditative state, and is considered helpless and unaware of their physical body. The caster has an intuitive sense of any living creatures nearby they can borrow the senses of, and can end the spell early at their discretion.

If empowered, the caster can instead astral project. Their astral form can levitate at roughly walking speed (30' per round), to a maximum range of one mile. The caster is able to cast other spells in this immaterial state, the spells appearing to materialize out of thin air. Creatures that can detect invisible objects can perceive the caster's ghostly form, but the caster is intangible and invisible to all else. The spell Dispel Magic or attempting to enter an area protected by Anti-Magic Shell will shunt the caster back into their body.

Cure Disease
Range: Touch
Duration: Instantaneous

This spell instantly removes all magical and non-magical diseases from the subject. This spell can also remove certain daemonic Banes.

If empowered, this spell targets a number of subjects equal to your CL within 50' of you.

Dispel Magic
Range: 150'
Duration: Instantaneous

The caster can use Dispel Magic to end ongoing spells that have been cast on a creature or object within a 20' cube area by a spell caster of the same or lower CL. If the CL of the caster of the effect to be dispelled is higher than CL of the caster of Dispel Magic, there is a cumulative 5% chance per level difference that the attempt to dispel will fail. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before Dispel Magic can take effect.

Fireball
Range: 250'
Duration: Instantaneous

This spell creates an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per CL to every creature within a 30' radius. The caster determines a range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the caster's eyes, mouth or pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. All beings caught within the explosion are allowed a Dodge save for half damage. Though Fireball counts as an explosive for all purposes, including possibly causing firearms to misfire, Fireball will never risk a cave-in.

Fly
Range: Personal
Duration: 2 turns per caster level

The caster gains a fly speed of 60', and can hover. Alternately, this spell can target a number of individuals within 50' of the caster equal to the caster's CL, though it only lasts for 1 round per CL. Individuals under the effects of the Fly spell do not take falling damage, or damage from being unhorsed.

Infravision
Range: Touch
Duration: 2 turns per caster level

The caster or a touched creature is able to see 60' in the dark. They can make out shapes and fine detail, but color is muted.

If empowered, Infravision lasts a day per CL.

Lightning Bolt
Range: 100'
Duration: Instantaneous

The caster releases a powerful stroke of electrical energy that is 100' long and 5' wide. It deals 1d6 points of damage per caster level to each creature it touches. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Any creature caught in the area of effect receives an Aura save, the bolt travelling far too quickly for human reflexes to dodge. A successful save reduces damage by half.

Protection from Normal Missiles
Range: Touch
Duration: 1 turn per CL

While under the effects of this spell, the caster or subject is completely unharmed by small and non-magical missiles. Only the subject receives this protection, and it does not extend to large hurled boulders hurled catapults or monsters, enchanted arrows, bullets fired from daemonlock firearms, cannon fire or explosives.

Water Breathing
Range: 50'
Duration: 24 hours

This spell allows a number of targets equal to the caster's CL to breathe as easily underwater as they do on dry land. The spell does not make creatures unable to breathe air, and creatures under the influence of the spell are not granted any additional proficiency at swimming.

Web
Range: 50'
Duration: 2 turns per CL

This spell creates magical restraints or snares, usually defaulting to the form of a many-layered mass of sticky, spiderweb-like strands. Creatures caught in the area of a the initial spell must make an Aura save to resist being stuck. Creatures that move into the area of the spell while it's still in effect are also at risk of becoming entangled, making a Dodge save to avoid getting stuck. Anyone ensnared by the spell is tightly restrained, unable to take actions or move until they escape.

Creatures can break free of the Web with a threshold 7 Strength check. This check takes a penalty dependent on the caster's CL (-1 with a CL of 5-9, -2 with a CL of 10-14, -3 with a CL of 15-19, -4 with a CL of 20). This check can be attempted once per round in combat, or twice per turn outside of combat. Individuals can be cut free from the snares with an edged weapon and a round of effort. If exposed to flame, the snares will burn for 1d4 rounds, inflicting 1d6 damage per round on all creatures ensnared, but freeing them and ending the spell thereafter.
A Malign Presence
GM, 219 posts
Sun 23 Jun 2019
at 19:56
  • msg #5

Spell and Spellcasting

Level 4 Spells

Animate Dead
Range: 50'
Duration: Permanent

This spell turns the bones and bodies of dead humans or humanoids into skeletons and zombies, respectively, with statistics matching those in the Bestiary. These undead creatures will follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until destroyed, whether by violence or the spell Dispel Magic.

The caster may animate a number of hit dice worth of zombies or skeletons equal to their CL. For example, a caster with a CL of 7 can animate seven skeleton, but only three zombies. The creatures animated are unintelligent, and do not retain any abilities they had in life.

If empowered, the caster can transform even non-humanoid corpses into skeleton or zombie servants. Skeletal monsters always have an AC of 7 and attacks and HD equal to their living forms. Zombie monsters always have an AC of 8, HD equal to their living HD + 1, and the same attacks as their living form. Monstrous undead will follow the caster's commands as well as a humanoid zombie or skeleton, and gains all of the normal undead immunities to disease, poison, the Sleep spell, and the like. The GM is final arbiter on whether or not a corpse is suitable for becoming an undead creature.

Charm Monster
Range: 120'
Duration: Permanent

This spell is identical to the spell Charm Person, except that Charm Monster is not limited to only affecting humans. This can affect a number of HD of creatures equal to the caster's CL. Undead and constructs are immune to all charm spells, but most other living creatures with at least an animal-like intelligence can be charmed.


Confusion
Range: 120'
Duration: 1 round per CL

This spell causes a number of targets equal to the caster's CL to become confused, making them unable to independently determine what they are going to do. At the start of a confused creature's turn, the GM will roll a d10. On a result of 1-4, the subject will attack the caster's group. On a result of 5-6, the subject will do nothing but babble incoherently and move at their speed in a random direction. On a result of 7-10, the subject will attack the subject's one group. If the confused subject can't reach the target they intend to attack, they will default to babbling incoherently and moving randomly.

Undead and constructs are immune to Confusion spells, but most other creatures with at least an animal-like intelligence can be rendered confused. Targets are entitled to an Aura save to avoid being confused.


Create Food and Water
Duration: Permanent
Range: 10'

This spell allows the caster to create a number of trail rations equal to their CL. The food conjured is always safe to consume, nourishing and tasty, but not especially valuable or luxurious.

If empowered, Create Food and Water instead summons a feast capable of feeding a dozen men per CL. The foods summoned by this version of the spell can be quite lavish, but are generally only good for a day or two before being lost to spoilage. Anyone who partakes as a task action can restore 1d6 hitpoints from the magically potent food.

Detect Lie
Range: 50'
Duration: 1 turn per CL

The caster can use this spell on himself or another being. The creature targeted will be able to know whether words heard are truth or lies, provided they can understand the language being spoken. This won't divulge lies told in writing or text, but will reveal to the subject if a piece of text is in code or otherwise hiding its true meaning in some way. Additionally, individuals under the effects of this spell will be able to recognize objects and creatures conjured with Phantasmal Force as false with a mere glance.

Sticks to Snakes
Range: 120'
Duration: 1 turn per CL

The caster can transform a number of sticks equal to their CL into snakes. There is a 50% chance the snakes are poisonous. The exact type of snake summoned is determined by the GM. The total HD of the snakes created cannot be more than twice the caster's CL. The snakes are loyal to the caster, and the caster may give the snakes orders. When killed or at the end of the spell's duration, the snakes revert back into sticks.

Alternately, the caster can empower the spell by creating a crude effigy of a dragon out of sticks. Introducing flame to the effigy will burn it down over the course of 1d4 rounds. At the end of that time, a dragon will be summoned of a type of the GM's choosing, seeming to magically appear from the ashes of the effigy. Unlike the snakes created by this spell, any dragons created by Sticks to Snakes are not loyal to the caster, and will act like natural dragons after being summoned. The dragon summoned cannot have more HD than the caster's CL.

Neutralize Poison
Range: Touch
Duration: Instantaneous

The caster detoxifies any sort of venom or poison in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not restore hitpoints lost to damage from poisons. A creature that expired due to poison can be restored to life with this spell with 1 hitpoint, so long as the spell is cast on their corpse before 1 turn.

If empowered, Neutralize Poison can instead render a number of creatures equal to the caster's CL proof against poison. Enchanted individuals will be immune to all non-magical poison, and enjoy a +4 bonus to saving throws versus magical poisons. They will take no damage from a dragon or cockatrice's poison breath, and will not die or take damage from the spell Cloudkill. This protection lasts for 1 turn per the caster's CL.

Remove Curse
Range: Touch
Duration: Permanent

This spell allows the caster to remove a single curse from an individual or object. A subject under the effects of multiple curses will require multiple castings of Remove Curse to be purged of curses. This spell can also remove certain daemonic Banes.

If empowered, this spell grants the subject immunity to the spells Bestow Curse and Ray of Death for 1 turn per CL.

Wall of Fire
Range: 120'
Duration: 1 turn per CL

An immobile, opaque, blazing curtain of shimmering violet fire springs into existence and persists so long as the caster takes no other action and focuses concentration on the spell. The wall can be as large as 1,200 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. The wall may not be evoked so that it appears where objects or creatures are.

The wall is impenetrable to anything with fewer HD than have the caster's CL, though stronger creatures and players can pass through the wall, taking damage equal to the caster's CL and risking firearms misfire. Anything in contact with the wall takes 1d6 damage per round, unless protected by the spell Resist Fire. Individuals protected with Resist Fire still take half damage if trying to pass through the wall.

Wall of Ice
Range: 120'
Duration: 1 turn per CL

An immobile, translucent, wall of ice springs into existence for the duration of the spell. The wall can be as large as 1,200 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. The wall may not be evoked so that it appears where objects or creatures are, and it must rest on a solid surface.

The wall is impenetrable to anything with fewer HD than have the caster's CL, though stronger creatures and players can break through the wall, crumbling a portion of it and taking damage equal to the caster's CL. Anything in contact with the wall takes 1d6 damage per round, unless protected by the spell Resist Cold. Individuals protected by Resist Cold can stand comfortably astride a wall of ice, though they still take half damage if attempting to break through the wall.
This message was last edited by the GM at 15:54, Mon 24 June 2019.
A Malign Presence
GM, 220 posts
Sun 23 Jun 2019
at 19:57
  • msg #6

Spell and Spellcasting

Level 5

Cloudkill
Range: 120'
Duration: 2 rounds per CL

This spell conjures a bank of yellowish-green poisonous fog in a 30' diameter at a point of the caster's choosing. The vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. Player characters or creatures with 3 HD or less must make a Health save or die on exposure to the fog. Those who succeed on their saves still take 1d6 damage per round, and must repeat the saving throw each round. Creatures with 4 HD or higher are assumed to make their save each turn, and instead take 1d6 damage per round while exposed to the cloud. Holding one's breath does not defend against Cloudkill, but creatures immune to magical poison are likewise immune to the cloud. The cloud is thick enough to obscure vision, and most creatures take a -2 penalty to attacks while in the fog or while firing at targets obscured by the fog.

Conjure Elemental
Range: 240'
Duration: 1 turn per CL

With this spell, the caster may summon an elemental of their choice (fire, air, earth or water). The elemental has 6 HD. The caster can give the elemental orders for the duration of the spell, and the caster can order the elemental to return to its home plane at any time. At the end of the spell's duration, the elemental disappears.

If empowered, the elemental summoned will instead have 6 HD, or HD equal to the caster's CL, whichever is higher. The elemental will also persist indefinitely.

Contact Other Plane
Range: None
Duration: 1 round per CL

The caster projects his mind into the unknowable realms the daemons inhabit in order to petition a daemon for knowledge and advice about the material world in a sort of temporary, mental contract. The daemons only give brief one word answers to questions: "yes," "no," "maybe," "irrelevant," and the like. The caster must concentrate on maintaining the spell (taking no other actions) in order to ask questions at the rate of one per round, to a maximum number of questions and rounds equal to their CL. A question is answered by the daemon during the same round.  The caster must choose how many questions they intend to ask on the first round, immediately after casting the spell, but they can choose to end the spell early by dropping the spell early. The number of questions asked reflects the status and power of the daemon contacted. More powerful daemons will answer more questions and more likely to provide good information, but are also more likely to lash out at supplicants with Banes.

Daemons always answer truthfully to the best of their ability, but despite their vast knowledge, they may not be able to answer coherently due to a lack of context or knowledge about the physical world. Roll on the table below once per question to determine if a daemon will provide a good answer to a question, or if they will simply reply "unknown." Then roll once per question to determine if the daemon is offended by the contact enough to smite the caster with a Bane. If Contact Other Plane triggers a Bane, the spell will immediately end.

1 Question - 25% Good Answer, 1% Bane
2 Questions - 25% Good Answer, 3% Bane
3 Questions - 25% Good Answer, 5% Bane
4 Questions - 30% Good Answer, 10% Bane
5 Questions - 35% Good Answer, 15% Bane
6 Questions - 40% Good Answer, 20% Bane
7 Questions - 50% Good Answer, 25% Bane
8 Questions - 60% Good Answer, 30% Bane
9 Questions - 70% Good Answer, 35% Bane
10+ Questions - 80% Good Answer, 40% Bane

Feeblemind
Range: 120'
Duration: Permanent

If the target fails an Aura save, they become a mental invalid, unable to speak, cast spells, understand language, or communicate coherently. Dispel Magic can reverse this state, but only if cast within 1 turn. Otherwise, the spell Cure Disease will restore the target's mental functions and capacity for communication, and the spell Remove Curse will restore their ability to cast spells.

Passwall
Range: 50'
Duration: 1 turn per CL

The caster creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10' deep with a 5' diameter. Multiple castings of this spell can penetrate even thick fortifications, or the earthen spaces between parallel tunnels. This spell can also cancel the spells Wall of Ice and Wall of Fire. It can even cancel the spell Wall of Stone, but only if cast within 1 turn of the wall being created. Otherwise, Passwall will open a passage through a Wall of Stone as though it were an ordinary wall.

If empowered, any passage opened by the spell is permanent.

Teleport
Range: 10'
Duration: Instantaneous

This spell instantly transports a number of creatures equal to the caster's CL to a designated destination, which may be any distance. Beings other than the caster are entitled to an Aura save to resist. The caster must have some clear idea of the location and layout of the destination. The clearer the mental image, the more likely the teleportation works.

Familiarity: "Very familiar" is a place the caster has been very often. "Studied carefully" is a place known well, either because the caster can currently see it, he has been there often, or has used other means (such as Clairvoyance) to study the place for at least one hour. "Seen casually" is a place that the caster has seen more than once but with which he is not very familiar. "Viewed once" is a place that the caster has seen once, possibly using magic.

On Target: The subjects appear at the desired target location with no ill effects.

High: The subjects appears 1d10 x 10' feet above the destination. Should this location already be occupied by solid matter, the caster and subjects are allowed an Aura save to shift the result to "Stopped Short," or else they are instantly killed.

Low: The subjects attempt to teleport into the ground beneath the desired target. The caster and subjects are allowed an Aura save to shift the result to "Stopped Short," or else they are instantly killed.

Stopped Short: The subjects experience a failed or abortive teleportation attempt. The subjects teleport 1d10 x 10' from their starting location in a random direction. This will never send a subject into solid matter like the "High" or "Low" results.

Very Familiar - On Target 01-95, High 96-97, Low 98, Stopped Short 99-100.
Studied Carefully - On Target 01-80, High 80-85, Low 86-90, Stopped Short 91-100
Seen Casually - On Target 01-65, High 66-80, Low 81-90, Stopped Short 91-100
Viewed Once - On Target 01-50, High 51-80, Low 81-99, Stopped Short 100

If attempting to teleport into an area warded by Anti-Magic Shell, the result will always be "Stopped Short" with no need of a roll. If empowered, the result will always be "On Target" with no need for a roll, but will only work on "very familiar" or "studied carefully" locations.

Transmute Mud to Rock
Range: 120'
Duration: 1 day per CL

This spell turns 3,000 feet of mud or marshy earth into rock for the duration. Creatures previously caught in the mud are allowed are an Aura save, or else are partially or completely entombed in the rock. Roll a d10 to determine how deep they are trapped in the rock. On a result of 1-2, they are trapped at the ankles, and can't move until they succeed on a threshold 7 Strength check. On a result of 3-5, they are trapped at the waist, and can't move until they succeed on a threshold 9 Strength check. On a result of 6-8, they are trapped up to their shoulders, and are restrained, unable to move or attack until they succeed on a threshold 11 Strength check. On a result of 9-10, they are completely encased in stone, and air-breathing creatures will suffocate within 1d4 rounds unless somehow excavated. Creatures riding mounts or generally too large to risk being encased in 10' of mud have a -2 bonus to the roll. If this would create a negative result, they are unaffected.

After the duration, the effected terrain will return to its natural state. If empowered, the rock created is permanent.

Transmute Rock to Mud
Range: 120'
Duration: 1 day per CL

This spell turns 3,000 square feet of rock 10' deep into mud for the duration. All creatures caught in the mud move at half speed. If the cast underground, or to target the stone roof of a structure such as a castle or cave, the cave-in risk of the area will immediately increase by +20%, and the GM will make an immediate cave-in check.

After the duration, the effected terrain will return to its natural state.

True Seeing
Range: Touch
Duration: 1 round per CL

The caster confers on himself or a subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees invisible creatures or objects normally, sees through illusions, and even sees the true form of creatures or objects affected by Polymorph Any Object.

Attempting to interact with a daemonic summoning or channeling while under the effects of True Seeing will cause the subject to automatically fail their Morale check.

Wall of Stone
Range: 60'
Duration: Permanent

The caster brings a stone wall into being that can be any form the caster desires, to a maximum of 1,000 cubic feet. This wall is permanent unless otherwise destroyed, and indistinguishable from a normal, non-magical wall save for the fact that it can be destroyed by the spell Dispel Magic. The wall may not be evoked so that it appears where objects are, and it must rest on a solid surface.
A Malign Presence
GM, 221 posts
Sun 23 Jun 2019
at 19:57
  • msg #7

Spell and Spellcasting

Level 6

Anti-Magic Shell
Range: Personal
Duration: 1 turn per CL

A shimmering dome of force envelops the caster.  No spells may pass through this barrier, whether from inside or outside. The caster therefore may not cast any spells other than those that affect him only. The caster may end this spell at any time before the maximum duration has expired.

If empowered, the anti-magic shell will be invisible and permanently ward a 10' by 10' by 10' area against magic. No spells can be cast in the warded area, though spell effects can still pass into the warded area, and imbued items can still be triggered. Magic items will have their uncanny abilities suppressed, any channelings brought into the area will immediately end, and the channeling or summoning of daemons is only possible with a successful Aura save made after the reagents are spent. It is possible to ward very large areas by linking together multiple warded zones.

Control Weather
Range: Personal
Duration: 1 day per CL

The caster can change and influence the weather in the local area. This spell has no effect if cast indoors. It takes 1 turn to cast the spell and an additional 1d4 turns for the effects to manifest. The caster calls forth weather appropriate to the climate and season of the area, and can also clear or reduce atmospheric phenomena as well as create it. For example, in winter, the caster could turn a blizzard into a light flurry, or snuff it out entirely, or create a freezing rain from previously clear skies. In the summer, they could create a lightning storm, tornado, or light rain, but they could not create a snowstorm. The caster can reduce and eliminate, but not create, wightstorms. The weather persists until the duration ends, though the caster can end the spell at any time. The spell will also end if the caster dies.

If empowered, the restrictions on the type of weather created fall away, and the caster can create whatever type of non-magical weather they want, even types that wouldn't naturally occur in the local climate or season. Creating magical weather is still not possible without use of a Wish.

Invisible Stalker
Range: Personal
Duration: Permanent

The caster uses this spell to summon an invisible stalker, which can be ordered to undergo a task or mission. The creature will attempt to accomplish the task until it is finished or until the invisible stalker is destroyed. The spell Dispel Magic will force an invisible stalker to save or be banished, otherwise it will persist until reduced to 0 hitpoints or until it successfully completes its task, at which point it will disappear.

Ray of Death
Range: 120'
Duration: Instantaneous

A thin black ray extends from the caster's fingertip, streaking toward the target. The target must make an Aura save or die from the killing curse.

If empowered, Ray of Death will create a single dose of a magical poison that uses the caster's saving throw penalty as per their CL (-1 for level 5, -2 for level 10, -3 for level 15, -4 for a maximum CL of 20).

Geas
Range: 30'
Duration: See Below
The subject must make an Aura save. On a fail, the caster can compel the subject to take on a quest. This quest can be dangerous, but the subject cannot be instructed to purposefully harm himself. Only subjects with free will and a human-like intelligence are acceptable targets for this spell.

As long as the Geas is active, the caster can activate a curse to encourage the subject to undertake the quest. This curse is identical to the type caused by the spell Bestow Curse. The caster is in complete control of the curse, and can switch its effects on and off at will, or even change the effects of the curse to another type. For example, the caster might cast Geas on a warrior to coerce him to fetching an item. When the warrior refuses, the caster activates the curse, choosing to making the warrior weak in order to compel him to undertake the task. Once he agrees, the caster can end the effects of the curse so the warrior can complete the quest. If the warrior later attacks him, the caster can re-activate the curse at any time.

Geas can be removed with the spells Dispel Magic or Remove Curse, but Remove Curse will also have a lower probability of successfully countering the spell if the caster is a lower level than the caster of Geas. The probability of spell failure is 5% per difference in caster level.

If empowered, Geas can't be scoured away with lesser magic. The only way to remove the curse is by either fulfilling the Geas or using a Wish.

Disintegrate
Range: 60'
Duration: Instantaneous

A ray of corrosive energy erupts from the caster's finger, travelling unerringly to a target in range. The subject must make a Health save or die, disintegrating completely into ash, salt, dust or a similar material. Resurrection can be used to restore the subject only if half of the residue is recovered, otherwise only a Wish can restore a disintegrated creature to life. Those who succeed on their save take 1d6 damage instead.

Disintegrate can be used on inanimate objects, in which case it disintegrates up to a 10' x 10' x 10' cube of nonliving matter with no save necessary.

In addition to the above effects, Disintegrate will cancel the Shield spell, immediately dismissing the Shield even if the target succeeds on their saving throw. If Disintegrate is cast on a target protected by Anti-Magic Shell, both spells immediately end.
This message was last edited by the GM at 18:34, Sun 30 June 2019.
A Malign Presence
GM, 222 posts
Sun 23 Jun 2019
at 19:57
  • msg #8

Spell and Spellcasting

Level 7

Antipathy
Range: 30'
Duration: 1 day per caster level

The caster causes an object or location to emanate unnerving and repulsive psychic vibrations. These vibrations only affect humans, but can be tailored to affect a certain type of person. This designation is flexible ("soldiers," "doctors," "men," "Krastavans"), but must be named beforehand.

Individuals of the designated kind feel an overpowering urge to leave the area or to avoid the affected item. This compulsion forces them to abandon the area or item, and never willingly returning while the spell is in effect. Targeted individuals can make an Aura save to stay in the area or touch the item but feel extremely uncomfortable doing so. This distracting discomfort inflicts a cumulative -1 penalty per round to attack rolls, skill checks and saving throws, to a maximum penalty of -5. The penalty lasts until the target leaves the area or drops the item and puts it out of sight. An individual who fails this save and is forced into contact with the object of the Antipathy must make an immediate Morale check.

If empowered, the Antipathy is permanent. Antipathy can be removed with either a successful casting of Dispel Magic, Remove Curse, or Sympathy.

Alternately, Antipathy can be used to assault a human target with bad luck and negative energy. Using this version of the spell reduces the duration to 1 round per CL, and targets a single individual. If the target fails an Aura saving throw, they suffer a -4 penalty to saving throws for the duration. This version of Antipathy cannot be empowered.

Earthquake
Range: 120'
Duration: 1 round

When Earthquake is cast , an intense but highly localized tremor rips the ground, to a diameter of 5' per caster level. The shock collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move, cast spells or attack. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The cave-in risk of the area increases by +35%, and the GM will make an extra check for cave-in.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 7d6 points of damage.

Open Ground: Fissures open in the earth, and 1d6 creatures on the ground must make Dodge saves or fall into one and die.

Structure: Typical buildings made of wood and masonry will collapse, but tougher buildings will only have their cave-in risk increase by +20%.

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down structures. 1d6 creatures on the ground must make Health saves or be sucked into the mud or quicksand and die.

Imprisonment
Range: 10'
Duration: Permanent

This powerful curse allows the caster to bind a creature into an inanimate object. The target can make an Aura save to resist. On a failure, they are held in a state of suspended animation and appear to physically merge with an object of the caster's choosing within range. For example, a caster could use Imprisonment to trap a fully grown human in a tiny jewelry box, or to trap a monster in the trunk of a nearby tree. If no object is selected for the prison, or if no suitable objects are in range, the target will instead be imprisoned in a small cyst far below the surface of the earth. The target will be completely cut off from the outside world, undetectable by even magical means such as Telepathy or Clairvoyance.

When casting this spell, the caster needs to pronounce some condition that will result in the prisoner's release. If this condition is very general or easy to satisfy (opening the box, touching the tree), the target takes a -4 penalty to the Aura save to resist Imprisonment. If the conditions for release are specific but easily performed (knocking on the box three times, speaking the phrase in Aven carved into the tree), the target takes a -2 penalty to the save. If the condition is very obscure or hard to perform (submerging the box in melted gold, speaking a phrase in Sylvan while embracing the tree), the save will have no special penalty, and may even have a bonus as decided by the GM.

If empowered, Imprisonment will trap the creature's soul, leaving a corpse behind. The spell functions as described above, though Aura saves to resist take an additional -2 penalty. Instead of drawing the target's body into in animate object, it draws in only the soul, leaving a corpse behind. Attempts to revive the corpse with Resurrection will fail until the soul is released. The corpse will never decay or rot, but if it is destroyed by fire or other means, the imprisoned soul will be trapped forever. Only Wish can restore someone lost in this state.

Incendiary Cloud
Range: 30'
Duration: 1 round per CL

The caster conjures a cloud of roiling black smoke shot through with white-hot embers. The cloud covers 20' x 20' x 20'. The smoke obscures sight and, if allowed to persist and grow hot enough, burns creatures and flammable materials caught in the the cloud.

The darkness of the cloud and how hot it burns depends on how many rounds it has been existence:

# of Rounds | Effect
1-3: The cloud is very dark, inflicting -4 to attack rolls but causing no damage.
4-6: The sparks swarming in the cloud grow hotter and brighter, reducing the attack roll penalty to -2 but causing damage equal to the caster's CL per round. This is fire damage, and creatures caught in the cloud with gunpowder weapons will need to make a check versus firearms misfire. Creatures under the effects of Resist Fire will take no damage.
7: The cloud flares in a Fireball, with a CL equal to the CL of the Incendiary Cloud.
8-10: The cloud returns to its previous intensity, as at rounds 4-6.
11: The cloud burns at its peak, the cloud inflicting double the caster's CL in damage.  This is fire damage, and creatures caught in the cloud with gunpowder weapons will need to make a check versus firearms misfire with a -4 penalty. Creatures under the effects of Resist Fire will take no damage.
12: The cloud flares in a second Fireball, with a CL equal to half the CL of the Incendiary Cloud.
13-15: The cloud returns to its previous intensity, as at rounds 4-6.
16+: The cloud no longer deals damage, but lingering smoke increases the penalty to -4 once again.

If empowered, the caster will create special sigil in the form of a metallic sphere or cylinder, which can be lit, thrown and detonated in a manner similar to a grenade. The sigil will explode in a version of the Incendiary Cloud spell that burns at a consistent temperature for the duration. The cloud will still be 20' high, but will be 10' per caster level on the side, burning for 1 round per caster level as normal. Each round the Incendiary Cloud is in existence, it will inflict a -4 penalty to attack rolls and inflict double the caster's CL in damage per round.

Meteor Swarm
Range: 240'
Duration: Instantaneous
Special: Meteor Swarm can be cast only once.

The caster conjures a series of fiery orbs to lash out at targets around them. The caster can fire eight such orbs, or combine two orbs to create a larger orb. The larger orbs function identically to the spell Fireball, with a CL equal to the CL of Meteor Swarm. Smaller orbs inflict 7d6 points of fire damage, with a smaller blast radius of 10'. Targets in the area of the blast can make a Dodge saving throw to avoid damage. It is possible for the radii of multiple orbs to overlap, hitting the same target multiple times.

Unlike the spell Fireball, the explosions generated by Meteor Swarm are powerful enough to cause a cave-in. If casting it indoors or intentionally bombarding a structure, the smaller orbs will increase cave-in risk by +2% per orb, and larger orbs will increase the cave-in risk by +10% per orb.

If empowered, Meteor Swarm will cause an apocalyptic shower of meteors to fall from the sky. The meteors can bombard any location regardless of distance from the caster, but grow less accurate the further from the caster the intended target is. Roll 1d100 on the chart below when casting to determine the swarm's accuracy.

Distance to Target | Result
Caster's Current Location: Direct Hit 1-95, Off-Target 96-99, Backfire 100
Within Sight: Direct Hit 1-90, Off-Target 91-95, Backfire 96-100
Within a Day's Travel: Direct Hit 1-80, Off-Target 81-95, Backfire 96-100
Same Nation: Direct Hit 1-65, Off-Target 66-90, Backfire 91-100
Neighboring Nation: Direct Hit 1-50, Off-Target 51-85, Backfire 86-100
Different Island or Continent: Direct Hit 1-35, Off-Target 36-75, Backfire 76-100

A result of "off-target" means that the meteors instead strike a location within 100 miles of the intended target of the GM's choosing. "Backfire" means it instead strikes at the caster's current location, and arrive in 1d4-1 days. 0 days means the meteors arrive instantly.

The meteors summoned are powerful enough to obliterate an area the size of a small city. After casting the spell, the meteors will fall from the sky for 1d4 days, burning up visibly in the atmosphere before making impact. After that time, players caught in the area of the empowered Meteor Swarm's effect can make a Health save at a -4 penalty to survive with 1 hitpoint, likely buried in rubble. All other creatures and structures are destroyed with no save possible.

Killing the caster, destroying his pact, or using a Wish are the only ways to stop a Meteor Swarm once it is summoned.

Polymorph
Range: 5' per CL
Duration: Permanent
Special: Polymorph can be cast only once.

A targeted creature or object transforms into another creature or object. Unwilling creatures are entitled to an Aura save to resist. Dispel Magic can be used to reverse the transformation, unless the spell was used to return something to its natural state, like restoring a troll from stone to flesh or reversing the effects of another Polymorph spell.

Regenerate
Range: Touch
Duration: Permanent
Special: Regenerate can be cast only once.

The subject's severed body appendages (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed parts are present and touching the creature. It takes 2d4 turns otherwise. Regenerate will also heal the target of any diseases, and restore 1d6 hitpoints a combat round for 2d4 dungeon turns. These hitpoints will not go over the targets maximum, but wounds will seem to close preternaturally fast.

This spell can even be used to return someone who recently died to life, but only if 50% or more of the corpse is intact, and only if cast within 1 turn of their demise.

If empowered, Regenerate functions as above, and will reduce the target's physical age by a year per CL. Player characters affected by an empowered Regenerate spell will also have their attributes restored to their baseline, meaning whatever their attributes were at character creation. This may reduce their attributes in certain cases, or possibly trigger a daemonic Bane if the attributes were altered as part of a Price, so players can make an Aura saving throw to resist this effect if desired.

Resurrection
Range: Touch
Duration: Permanent
Special: Resurrection can be cast only once.

This spell restores a dead creature to full hit points and health, retaining all memories and prepared spells it may have had. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected. The target can have been dead no longer than 10 years per caster level.

Symbol
Range: Touch
Duration: 1 turn per CL

This spell allows the caster to scribe a potent rune of power upon a surface or in the air. The symbol glows, lasting for 1 turn per caster level. These runes express concepts with such clarity that they become dangerous to human cognition. They cannot be used to create wards or protective effects, but they can be potent magical traps. Some of the symbols known to exist are included below. Illiterate individuals are immune to the effects of the Symbol spell, and anyone who views a Symbol is entitled to an Aura save to ignore its effects.

Symbols are triggered by being read or viewed. The only way a Symbol may be identified is by reading it, which automatically triggers the effects.

Death: Slays one or more creatures with cumulative hitpoints of 80 or less.
Despair: Creatures suffer a -2 penalty to attack rolls, skill checks and saving throws for 2 turns per CL. If the area is experiencing a wighstorm, a Symbol of Despair will instead double the penalties from the wightstorm.
Fear: Creatures must make an immediate Morale check.
Fire: A number of creatures with cumulative hitpoints of 80 or less contract the spontaneous combustion magical disease, but must make saves every round instead of every day.
Insanity: One or more creatures with cumulative hitpoints of 120 or less are rendered permanently insane, as the spell Confusion. This can be removed with Remove Curse or Wish.
Pain:  Creatures suffer wracking pains that impose a –4 penalty on attack rolls. This lasts for 2 turns per CL.
Persuasion: Creatures are charmed as if by the Charm Monster spell with a CL equal to the Symbol.
Rage: Creatures will attack each other in a rage with melee attacks for 1 round per CL, selecting their targets at random.
Sleep: Casters fall asleep as per the spell Sleep with a CL equal to the Symbol.

If empowered, the Symbol must be written on a physical object, and cannot be traced freely in the area. The empowered Symbol is permanent and does not glow, appearing to be an ordinary piece of writing. After its magic is discharged, it will enter a dormant state for 24 hours, after which it can be triggered again.

Sympathy
Range: 30'
Duration: 1 day per caster level

The caster causes an object or location to emanate soothing and attractive psychic vibrations. These vibrations only affect humans, but can be tailored to affect a certain type of person. This designation is flexible ("soldiers," "doctors," "men," "Krastavans"), but must be named beforehand.

Individuals of the designated kind feel elated and pleased to be in the area of the Sympathy, or desire to touch or posses the enchanted object. This compulsion is overpowering, requiring an Aura save to resist. A successful save releases the subject from this compulsion, but they need to repeat this save every dungeon turn if still exposed to the object of Sympathy.

If empowered, the Sympathy is permanent. Sympathy can be removed with either a successful casting of Dispel Magic, Bestow Curse or Antipathy.

Alternately, this spell can be used to subtly warp events and human perception in your favor. Using this version of the spell reduces the duration to 1 round per CL, and targets the caster only. The caster gains a +4 bonus to Aura saves and Charisma-based skill checks for the duration. If this version of the spell is empowered, it also provides a +2 bonus to the caster's effective caster level for the duration. This cannot increase their effective caster above 20.

Time Stop
Range: Personal
Duration: 1 round per CL

A dome of shimmering force surrounds the caster in a 30' radius. All creatures within the dome except the caster are frozen in time. If the caster leaves the sphere, the spell ends. Creatures, objects and spell effects that enter the sphere from the outside are likewise frozen.

The caster cannot affect objects outside of the sphere. Melee attacks against frozen targets automatically hit and are treated as Piercing blows. The Teleport spell is especially dangerous to cast while under the effects of Time Stop. Any result but "On Target" is fatal, with "High" flinging the caster 1d10 x 100 years in the future, "Low" bringing them 1d10 x 100 years into the past, and "Stopped Short" rendering them unstuck in time, phasing in and out of reality forever. All three fates are reversible only with a Wish.

If empowered, the sphere of altered time expands to 50' in radius and lasts for a year and a day. The caster can choose to make the sphere opaque to outside observers.

Wish
Range: Unlimited
Duration: Variable
Special: Wish can be cast only once.

By simply stating their desires aloud, the caster can alter reality. All Wish spells are subject to interpretation by the GM, and a Wish can be fulfilled in unfortunate or unexpected ways. For instance, if a character is wished dead, the caster may be transported through time to a point where the victim has already died of natural causes, or the caster might be sent to an alternate dimension where the victim has died.
This message was last edited by the GM at 19:11, Wed 16 Feb 2022.
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