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New Magic Spells EmptyMon Jun 16, 2014 3:30 pm by The Hive Mind

» New Magic Spells
New Magic Spells EmptyTue Jun 03, 2014 11:56 am by The Hive Mind

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New Magic Spells EmptySun May 18, 2014 6:23 pm by The Hive Mind

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New Magic Spells EmptySun May 18, 2014 4:52 pm by The Hive Mind

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New Magic Spells

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New Magic Spells Empty New Magic Spells

Post by The Hive Mind Sat May 17, 2014 12:01 pm

To maintain game balance, it is suggested that the spells detailed here, should not be gained by channelers as one of their automatic spells when increasing a level. For greater atmosphere, PC channelers should discover these spells through adventuring.


Arcane Impotence

Abjuration
Level: Cha 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: Will partial (See Text)
Spell Resistance: No

This powerful spell neutralizes the abilities of other channelers. The subject may not cast spells until the duration expires or she pays a cost in spell energy equal to half your caster level. This cost cannot be reduced by spell talismans, but it can be paid for with any spell energy channeled through the target character, such as that from a power nexus.

Paying this cost is a free action.

A creature that makes a successful saving throw must pay only half the cost to end the spell.


Last edited by The Hive Mind on Tue Jun 03, 2014 12:02 pm; edited 1 time in total
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New Magic Spells Empty ARCANE INTERFERENCE

Post by The Hive Mind Sat May 17, 2014 12:02 pm

Abjuration
Level: Cha 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation, centered on the target
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: No

This spell originated in Erethor as a means of protecting elven diplomats sent to meet the first Dornish arrivals in Erendane.

The subject of this spell emanates a field of overwhelming magical power that interferes with the energy of other spells within the area. Any spell cast into or from the area of arcane interference costs additional spell energy equal to half your caster level. Spells that do not pay this additional cost fail to affect anything within the spell area; treat the area of interference as an antimagic field for the purpose of underpowered spells.

Any character with the Magecraft feat can automatically sense the presence of arcane interference and can judge the magnitude of the interference--and hence the extra cost in spell energy--with a Spellcraft check (DC 20). Dispel Magic affects arcane interference only if its cast with the necessary extra spell energy. Two or more fiekds of arcane interference use the more potent caster ability modifier where their areas overlap; they do not stack.
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New Magic Spells Empty ASSIST

Post by The Hive Mind Sat May 17, 2014 12:03 pm

Enchantment
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Characters in a 30-ft.-radius spread
Duration: Concentration + 1 round
Saving Throw: None (harmless)
Spell Resistance: No

This spell steadies hands, calms breathing, and soothes nerves, making it easier to accomplish skill checks. To cast this spell, you must be able to speak to the targets, all of which must be within a 30-ft. radius area. For as long as you speak to, coach, inspire, or otherwise verbally encourage the targets, and for one round after you stop, they all gain a +2 morale bonus on skill checks made within the area of the spell.
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New Magic Spells Empty BESTOW SPELL

Post by The Hive Mind Sat May 17, 2014 12:05 pm

Evocation
Level: Cha 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Area: Creature touched, see text
Duration: Permanent until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to bestow a spell and the abiliy to cast it onto another character. Only characters with a score of 9 or more in your caster ability may receive a bestowed spell. A character cannot bestow a spell of a level higher than the character's Hit Die total. To bestow multiple spells you must cast bestow spell multiple times.

To cast this spell, you pay the spell energy cost for both this spell and the spell you bestow upon the target, plus any other costs of the spell you bestow upon the target. Spell energy from bestowed spells is not recovered until the bestowed spell has been cast or until you "recall" that energy by dismissing the spell. Recalled spell energy robs the target of his bestowed spell and does not return to you until the next time you recover spell energy.

For example, bestowing a magic missle spell on an ally reduces your spell energy by seven points: four for bestow spell and three for magic missile. Your maximum amount of spell energy is reduced by one until the target actually casts the magic missle spell or until you recall that energy.

Characters with bestowed spells use them as spell-like abilities with a casting time equal to the bestowed spell's casting time.

Focus: The focus of this spell can be anything, but must be passed from the caster to the target when the spell is cast.
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New Magic Spells Empty BLEED POWER

Post by The Hive Mind Sat May 17, 2014 12:07 pm

Evocation (Force)
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level or until discharged, see text (D)
Saving Throw: None
Spell Resistance: No

This spell charges your blood with arcane power. Whenever you take damage, some of that power is released in a flash of force. A creature that damages you in melee combat immediately suffers 1d6 points of force damage in return as an arc of magical force travels back among the offending weapon from your wound to it.

Bleed power is discharged after it has damaged a number of attackers equal to your caster level.
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New Magic Spells Empty BOIL BLOOD

Post by The Hive Mind Sat May 17, 2014 12:09 pm

Transmutation (Fire)
Level: Leg 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round, up to 1 round/level; see text
Saving Throw: Fortitude half
Spell Resistance: Yes

This is an interrogation spell used by legates to slowly but inevitably torture a subject. Pairs of legates combine this spell with discern lies for sure and simple inquisitions.

To cast this spell, you must speak words infused with the wrath and malice of the Shadow to the target, whose insides are heated and scalded in the name of Izrador. Each round you spend speaking to, questioning or threatening the target maintains the spell. This dialogue counts as concentration for purposes of this spell.

Every round the spell is maintained, and for one round thereafter, the target suffers 1d8 points of fire damage.
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New Magic Spells Empty BURIAL

Post by The Hive Mind Sat May 17, 2014 12:10 pm

Transmutation
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object
Duration: Instant
Saving Throw: None
Spell Resistance: No

This spell, originally used for ceremonies of peace and settlement by halfling communities, has come to be used by smugglers in Erenland and anyone fearful of the rising Fell.

You command the earth to shift and move to swallow up the object you target with the spell. The object must fit within a 10-foot diameter area and weigh less than 400 lbs. Creatures and attended objects are not affected.

This spell requires enough soft earth to accept the mass of the object. No substances are altered by this spell; burial merely asks the earth to carry out the task of burying the target object. This spell leaves no trace of digging or disturbed ground and will function even if weeds or grass grow in that area. Burial does not prevent a creature from finding the object if it digs in the right place.

Corpses interred in the ground with this spell are slightly less likely to rise as Fell (Will save, DC 11). Buried corpses that later become Fell must dig themselves free, if possible.
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New Magic Spells Empty Channel Might

Post by The Hive Mind Sat May 17, 2014 12:11 pm

Evocation
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch or Personal
Target: One creature
Duration: 1 round/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell evokes magical power and channels it through the muscles and bones of the target. The next successful attack the target makes automatically deals maximum damage plus your caster level and ends the spell. If the target scores a critical hit on his attack, only a single die of damage is maximized and your caster ability modifier is not multiplied.
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New Magic Spells Empty Charm Repair *

Post by The Hive Mind Sat May 17, 2014 12:13 pm

Transmutation
Level: Cha 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One expended charm
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to restore minor and lesser charms, making them available for use again. When the spell is cast, the charm is restored and may be used as normal. No charm may be repaired more than once.


Last edited by The Hive Mind on Tue Jun 03, 2014 11:38 am; edited 1 time in total
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New Magic Spells Empty Detect Astirax

Post by The Hive Mind Sat May 17, 2014 12:15 pm

Divination
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You can detect an astirax in a quarter circle emanating out from you in whatever direction you face. This spell detects any such creature whether it is in its natural form or if it has possessed an animal or other creature. The amount of information revealed depends on how long you search a particular area or focus on a specific astirax.

1st Round: Presence or absence of an astirax.

2nd Round: Number of astiraxes in the area, and the condition of the healthiest specimen.

3rd Round: The condition and location of each individual present. If an astirax is outside your line of sight, then you discern its direction but not its exact location.

Conditions: For purposes of this spell, the categories of conditions are as follows:
Normal: Has at least 90% of original hit points, no ability damage.

Fair: 30% to 90% of original hit points remaining or suffers from 1 to 4 points of ability damage.

Poor: Up to 30% of original hit points remaining, suffering from a debilitating level of ability damage.

Weak: 0 or fewer hit points remaining, or crippled.

If an astirax falls into more than one category, the spell indicates the weaker of the two.

Note: Each round you can turn to detect astiraxes in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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New Magic Spells Empty Disguise Ally

Post by The Hive Mind Sat May 17, 2014 12:17 pm

Illusion (Glamer)
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 willing ally
Duration: 10 minutes/level (D)
Saving Throw: Will
Spell Resistance: No

As change self, except may affect someone other than yourself.
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New Magic Spells Empty Disguise Weapon

Post by The Hive Mind Sat May 17, 2014 12:18 pm

Illusion (Glamer)
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 weapon/caster level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You may disguise one weapon per caster level as a harmless object of an appropriate size. The caster must decide what particular object each weapon will look like. A dagger might seem to be a roll of paper, an axe might look like a small banner, or a bow might take on the appearance of a bolt of cloth. The illusion is foolproof until the object is touched or is seen in action (what appears to be a loaf of bread cutting a rope, for instance), at which point the creature touching or viewing the object may make a Will save to see through the illusion.

Anyone using the weapon while disguised receives a -2 penalty to attack rolls.
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New Magic Spells Empty Far Whisper

Post by The Hive Mind Sat May 17, 2014 12:19 pm

Divination
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You must cast this spell within the Whispering Wood, although once cast you may leave its confines. This spell allows you to hear the Whisper more effectively, granting you a +4 bonus to all Wisdom checks to hear the Whisper. In addition, you can detect the Whisper even when you are not within the Wood itself. As long as you remain within 10 miles per caster level of the nearest whispering tree, you retain the ability to communicate with the Whisper normally. If you move beyond this range, the link is lost and may not be reestablished until you move back into the Whispering Wood and cast this spell again.
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New Magic Spells Empty Fell Forbiddance

Post by The Hive Mind Sat May 17, 2014 12:20 pm

Abjuration
Level: Cha 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Area: One 5-ft.-square/2 levels
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: No

This spell forbids undead from entering the spaces you specify. A non-intelligent undead creature gets no saving throw; an intelligent undead creature does. On a failed saving throw, the undead creature cannot move through, over, or under the forbidden square. A successful saving throw allows the undead to move through the forbidden space as though it were difficult terrain. This spell does not prevent an undead creature from making ranged attacks through the forbidden space so long as the projectile is not part of the Fell creature's physical form.
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New Magic Spells Empty Fey Fire

Post by The Hive Mind Sat May 17, 2014 12:21 pm

Conjuration (Creation)
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 5-ft.-radius emanating from the touched point
Duration: 1 hour/level; see text
Saving Throw: None (harmless)
Spell Resistance: No

You create a magical campfire specially crafted by a fire or nature spirit. This campfire cannot be seen, heard, or felt by any creature more then five feet away from the spell's radius. Creatures occupying any of the twelve squares directly adjacent to the spell's radius can experience and interact with the fire as if it were normal flame. Craetures who sit by the fire for at least an hour heal 1 hit point and all nonlethal damage.

The fire burns no fuel and leaves no ash or other trace, but may be used to ignite flammable materials.

Flame removed from the fey fire becomes ordinary fire.

Fey hearth doubles the duration of fey fire.
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New Magic Spells Empty Fey Hearth

Post by The Hive Mind Sat May 17, 2014 12:22 pm

Abjuration
Level: Cha 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Area: 30-ft.-radius emanating from a source of fire
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell turns a fire into a source of hope. Creatures within the spell's area enjoy a +2 morale bonus to Will saves. Creatures that naturally heal within the spell's area regain hit points equal to one-and-a-half times their character level.

Fey hearth lasts for as long as the fire is centered on continues to burn. Fey hearth doubles the duration of fey fire.

Focus: The fire at the center of the spell's area.
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New Magic Spells Empty Form of the Meruros

Post by The Hive Mind Sat May 17, 2014 12:23 pm

Transmutation
Level: Cha 3
Components: V
Casting Time: 1 standard action
Range: Touch
Effect: One willing humanoid
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Howling a call for aid to the spirits of the north, the caster channels the spirit of one of the Meruros into the target, allowing him to take on that spirit's preferred shape. It turns a humanoid into a canine form, granting it many of a wolf's abilities and some special abilities related to the Meruros. Because the target must let the spirit of the Meruros bond to his spirit, only willing creatures can be affected by this spell.

First of all, the target's shape changes to that of a wolf. Any worn or carried items may either merge into his new form, be carried in his mouth, or fall to his feet, as he wishes. He gains a wolf's movement, bite attack, low-light vision, natural armor bonus, scent, and trip abilities, as well as its bonus Track feat. He retains his own ability scores, saving throws, base attack bonus, class abilities, and so on. Casting spells with somatic components is impossible in this form, as is using weapons; by the grace of the Meruros, however, the verbal components of spells may be produced in the form of the wolf's howling.

Finally, the spirit of the Meruros cloaks the creature in a warding against the undead. The recipient of the form of the Meruros also gains the benefits of a hide from undead spell as if cast by the same spellcaster. This benefit lasts for the duration of the form of the Meruros spell.

The target may return to its natural form as a full-round action.
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New Magic Spells Empty Form of the Tadulos

Post by The Hive Mind Sat May 17, 2014 12:25 pm

Transmutation
Level: Cha 5
Components: V
Casting Time: 1 standard action
Range: Touch
Effect: One willing humanoid
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Calling out with a screech for aid to the spirits of the north, the caster channels the spirit of one of the Tadulos into the target, allowing him to take on that spirit's preferred shape. It turns a humanoid into a bird form, granting it many of a large raven's abilities and some special abilities related to the Tadulos. Because the target must let the spirit of the Tadulos bond to his spirit, only willing creatures can be affected by this spell.

This spell functions just like form of the Meruros, except that the target gains an eagle's movement, talon attack, low-light vision, natural armor bonus, and bonus to Spot checks. Also, instead of a hide from undead spell, the target gains the benefits of both death ward and freedom of movement spells.
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New Magic Spells Empty Greenshield

Post by The Hive Mind Sat May 17, 2014 12:26 pm

Illusion (Glamer)
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 hour
Range: Touch
Area: A 30 ft. sphere or hemisphere centered on the touched location
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell may only be cast in a natural setting with abundant foliage. When the spell is cast, the local flora swell up to form a shiled over the affected area in a seamless hemisphere. If cast above ground (in the foliage of a tall tree, for instance), a full sphere is formed. Though this shield looks natural, it can be detected with a DC 15 Spot check. The magical auras of any objects or creatures inside the greenshield when it is cast are completely masked by this spell. The flora forming the wall of the sphere may be parted and passed through without damaging the barrier or leaving mark of any passage. However, the masking ability is not granted to any objects or creatures who enter the greenshield after its initial casting, nor to any who leave the area and later return.

Divinations like detect magic and identify work normally when cast within the area.
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New Magic Spells Empty Halfling Burrow

Post by The Hive Mind Sat May 17, 2014 12:27 pm

Transmutation
Level: Cha 3, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched patch of earth
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

When this spell is cast, the channeler touches the earth. This immediately opens a small hole in the ground, into which Small or Medium creatures can slither. The hole leads to a small but warm and cozy burrow that is 5 feet beneath ground level. The burrow will hold one Small creature per caster level; for purposes of this spell, Medium creatures take up the space of two Small creatures. Large creatures count as eight Small creatures, and must make DC 30 Escape Artist checks to even fit through the hole.

The caster of the spell can open or close the hole leading to the burrow at will with a simple touch of the hand, but no one else can open or close the hole. The earh can be dug through as normal, however. The interior of the burrow is comfortable and warm, protecting those within from any extreme weather conditions and providing them with the equivalent of an endure elements spell against extreme temperatures. There is no food, water, or light in the burrow, however, and those who intend to stay inside for any length of time will want to bring their own supplies. Finding the hole from outside is very difficult, requiring a Survival or Search check of DC 30.

A side effect of the halfling burrow is its ability to make those inside comfortable. Provided they bring enough food with them, creatures who spend at least four hours inside the burrow emerge as if they had had a full night's rest, up to and including recovery of spell energy and natural healing.
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New Magic Spells Empty Inspiration

Post by The Hive Mind Sat May 17, 2014 12:28 pm

Enchantment [Language-Dependent, Mind-Affecting]
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instant
Saving Throw: None (harmless)
Spell Resistance: No

You bolster the confidence and steadiness of a craftsman with encouraging words and a bit of magic. The creature you touch gains a +10 morale bonus on one check with any Craft skill, whether that roll represents one hour's worth of work or one day's worth of work.
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New Magic Spells Empty Inspirational Might

Post by The Hive Mind Sat May 17, 2014 12:30 pm

Enchantment [Language-Dependent, Mind-Affecting]
Level: Cha 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Targets: Up to four creatures, no two of wich can be more than 30 ft. apart
Duration: 1 round/2 levels
Saving Throw: None (harmless)
Spell Resistance: No

With poetics, a song, or a rousing speech, you spur your allies on with inspiring confidence. This spell mimics the bardic ability Inspire Greatness, except as noted above. You do not need any ranks in Perform to cast this spell. The subjects must hear you speak or sing during the casting of the spell, but not afterwards.

Focus: Each of the targets must have some object you've given to them prior to the casting of this spell which they associate with you or the greater cause, such as a pendant, a banner, or even a tattoo.
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New Magic Spells Empty Joyful Speech

Post by The Hive Mind Sat May 17, 2014 12:31 pm

Enchantment [Language-Dependent, Mind-Affecting]
Level: Cha 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./levels)
Targets: Any number of targets, no two of which may be more then 30 ft. apart
Duration: Up o 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

By speaking or singing, you rally or otherwise bolster the subjects, provided they can hear you. The attitudes of unfriendly, indifferent, and friendly NPCs automatically improve by one step (from indifferent to friendly, for example). Subjects that are shaken (such as from doom) are unshaken. Subjects gain a +4 morale bonus against fear effects so long as they can hear you. This spell is maintained each round so long as you can and do speak, and do not cast any other spells except enchantment spells that further support the subjects or allies.

You can use this spell to appease two parties in a negotiation, with a +10 bonus to your Diplomancy check.

This spell amplifies genuine sentiment, making it clear even without skillful poetics. If used to bluff, betray, or trick the targets, the spell automatically fails.

Joyful speech counters and dispels woeful speech.
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New Magic Spells Empty Know the Name

Post by The Hive Mind Sat May 17, 2014 12:32 pm

Divination
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature or object
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

This spell reveals the name of the creature or object you touch. The target's most common or well-known name is revealed first, even if that is not the target's real name. Subsequent casting of know the name on the same target reveals other, more obscure names, if they exist.

For example, casting know the name on the local blacksmith reveals his name to be "Wat of Lefron". A second casting on Wat reveals another moniker: "the Daggersmith of Dallow." A third casting turns up a secret surname: "Son of Vaun".

This information is drawn from the arcane aura that surrounds all named people and objects; the target may not even be aware of the name himself. Characters referred to by names may be easier to influence, at the DM's discretion.
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New Magic Spells Empty Lie

Post by The Hive Mind Sat May 17, 2014 12:33 pm

Enchantment(Charm) [Mind-Affecting]
Level: Cha 1
Components: V
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: Instant
Saving Throw: None; see text
Spell Resistance: No

A lie you speak may be able to convice even listeners who should be suspicious or unwilling to believe you. You gain a +10 bonus on a single Bluff check. The one lie you speak with this spell is immune to the effects of a zone of truth even if you failed your saving throw. The caster of the zone of truth spell is entilted to a Spellcraft check (DC equal to your Bluff check) to sense the twinge of interfering powers between the two spells and become alerted to the offending lie, however.

The Bluff check you make is subsumed in the casting of this spell.
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New Magic Spells Empty Re: New Magic Spells

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