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.