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New Magic Spells - Page 2 EmptyMon Jun 16, 2014 3:30 pm by The Hive Mind

» New Magic Spells
New Magic Spells - Page 2 EmptyTue Jun 03, 2014 11:56 am by The Hive Mind

» Character Creation
New Magic Spells - Page 2 EmptySun May 18, 2014 6:23 pm by The Hive Mind

» Weapon and Armor Degredation
New Magic Spells - Page 2 EmptySun May 18, 2014 4:52 pm by The Hive Mind

» Craft: Weaponsmithing and Armorsmithing
New Magic Spells - Page 2 EmptySun May 18, 2014 4:48 pm by The Hive Mind

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» Health and Battle Points
New Magic Spells - Page 2 EmptySun May 18, 2014 4:13 pm by The Hive Mind

» BATTLEBOUND PATH
New Magic Spells - Page 2 EmptySun May 18, 2014 2:25 pm by The Hive Mind

» MARTYR PATH
New Magic Spells - Page 2 EmptySun May 18, 2014 2:21 pm by The Hive Mind

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New Magic Spells

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New Magic Spells - Page 2 Empty Lifetrap

Post by The Hive Mind Sat May 17, 2014 12:34 pm

Transmutation
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Plants in a 50-foot radius spread
Duration: 1 round/level
Saving Throw: Reflex (see text)
Spell Resistance: No

This spell causes the plants in the area of effect to rise up and entangle any undead creatures they encounter. at the end of the spell's duration, the plants release their life force into the undead in an attempt to sever the connection between the spirit and the flesh.

When the spell is cast, all grasses, weeds, bushes, trees, and vines in the area twist and twine around corporeal undead cratures in the area of effect while not hindering or entangling the living. Undead who succeed at the required Reflex save are not engtangled, but may only move at one-half speed throught he affected area. Creatures who fail their Reflex save are entangled and suffer a -4 penalty to attack rolls and a -4 penalty to effctive Dexterity, and can't move. Creatures entangled while casting a spell must make a successful Concentration check (DC 20) or lose the spell.

Creatures can break free from the lifetrap and move at one-half normal speed by using a full-round action and succeeding at a Strength or Escape Artist check (DC 20). The lifetrap attempts to entangle any creatures in the area of effect every round on the caster's turn.

When the spell expires, any entangled undead immediately suffer 3d6 points of positive energy damage and the plants in the affected area turn to ash.
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New Magic Spells - Page 2 Empty Magic Circle Against Shadow

Post by The Hive Mind Sat May 17, 2014 12:35 pm

Abjuration (Good, Lawful)
Level: Cha 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft. radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell functions like magic circle against evil, except it affects creatures of any alignment that are currently, actively, and knowingly acting on behalf of or in the name of Izrador, the Shadow in the North.
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New Magic Spells - Page 2 Empty Memorial

Post by The Hive Mind Sat May 17, 2014 12:36 pm

Divination
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Up to 10-ft./level radius emanating from point touched (S)
Duration: Permanent of until discharged
Saving Throw: See text
Spell Resistance: No

Memorial is one of a very few spells stemming from Dornish and elven exchanges of magic; some believe it originated in Nalford. Memorial is used to record important battles or defeats, to remember the funerals of important people, or to leave behind desperate warnings for those who follow later. Memorial is often mistaken for an illusion or a haunting, and so sometimes scares away those it was meant for.

You infuse an area with the memory of an event, which persists over time until successfully received by future visitors to the side. The area you touch absorbs the pathos of recent or upcoming events, up to one minute per level before or after the spell is cast. The time to be set forth into memorial can be divided as the caster sees fit. For example, a 6th-level channeler could infuse the earth with six minutes of activity just before the spell was cast, the six minutes about to occur, or any combination of minutes totalling six either before or after the spell is cast.

The spell area must be centered on a patch of ground that you can touch, but that ground need not be natural earth. If the ground shifts, collapes, or otherwise leaves the spell area, the memorial is unaffected.

The events remembered by the spell play out over and over, each day, at the same time of the day the events occurred originally. Memorial projects these events into senses of passersby as ghostly shapes of muted colors and shallow echoes of sound. The shapes and sounds require Spot and Listen checks (DC 25 - your caster level - your spellcasting ability modifier) to perceive outside the area of the spell. Within the spell's area, the perception of the events is automatic.

Memorial records only those events that occur within the area you define. The spell has no specific sensory point or "eye;" events are replayed in the space in which they occured.

Once an intelligent creature has occupied the memorial area at the time of the "performance", the spell completes that one final presentation and is discharged.
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New Magic Spells - Page 2 Empty Nature's Revelation

Post by The Hive Mind Sat May 17, 2014 12:37 pm

Transmutation
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 25 ft./2 levels)
Area: 30-foot radius spread
Duration: One round per level
Saving Throw: None
Spell Resistance: No

This spell causes all plants and animals in the ara to pinpoint the location of any hidden or invisible creature in the area of effect. Tree limbs point, vines pull back bushes, and animals seem to stare intently at the hiding creatures. This reduces concealment from foliage to zero for any non-invisible creatures in the affected area and gives observers a good general idea as to the whereabouts of invisible foes (the DM should designate no less than 4 squares that the invisible creature might occupy for any attackers to choose from). This does not allow the caster or his allies to actually see invisible creatures; they must still choose the square and still suffer a 50% miss chance when attacking invisible foes in the area of effect. The spell provides benefits to anyone looking for hidden creatures in the area of effect, whether enemies or allies. Note that creatures who leave the area of effect are no longer revealed.
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New Magic Spells - Page 2 Empty Nexus Fuel

Post by The Hive Mind Sat May 17, 2014 12:40 pm

Necromancy
Level: Cha 5, Leg 4
Components: V, S
Casting Time: 1 hour
Range: Touch
Target: One power nexus
Duration: 72 hours
Saving Throw: None
Spell Resistance: No

This spell is used by those with few moral compunctions about the taking of life and a great deal of interest in restoring power to a power nexus. This spell culminates with the ritual killing of a single intelligent creature (Int 3 or higher), slain within the power nexus.

This boosts the power nexus's recovery rate for the duration of the spell by one point per HD of the sacrificial victim.
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New Magic Spells - Page 2 Empty Pacify

Post by The Hive Mind Sat May 17, 2014 12:43 pm

Abjuration
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Targets: One creature plus one additional creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/2 levels
Saving Throw: Will negates; see text
Spell Resistance: No

With a wave of your hand you forbid weak-willed enemies from taking attack actions for up to one round per level. To make an attack while under this spell's influence, a subject must succeed at a Will save on each turn that he attempts an attack action. If he fails his saving throw, the subject is unable to follow through with his attack and the action used to make the attempt is wasted. If the subject successfully saves, he may attack normally that round. Subjects may make indirect attacks against you without a saving throw, such as by cutting loose a portcullis or springing a trap.

Subjects may use defensive combat actions, such as the total defense action, without attempting a saving throw.

If you attack a subject yourself, the spell over him is broken.
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New Magic Spells - Page 2 Empty Peasant's Rest

Post by The Hive Mind Sat May 17, 2014 12:44 pm

Conjuration (Healing)
Level: Cha 1, Drd 1
Components: S, F
Casting Time: 1 round
Range: Touch
Targets: One creature
Duration: 8 hours
Saving Throw: None (harmless)
Spell Resistance: No

The subject of this spell manages to claim all the benefits of a full night's rest with as little as four hours of sleep, so long as those hours occur within the spell's duration.
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New Magic Spells - Page 2 Empty Phantom Edge

Post by The Hive Mind Sat May 17, 2014 12:45 pm

Transmutation
Level: Cha 1
Components: S
Casting Time: 1 standard action
Range: Touch
Targets: One object
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You change the weapon type of the object touched, but the weapon's appearance does not change. Thus, a sword may become a bludgeoning weapon or a makeshift club may deal slashing damage. You decide what the weapon's new type will be for the duration of the spell when you cast phantom edge.

A weapon with its type changed is only effective when used as part of an attack action. An unaffected club has no actual edge on which someone could accidentally cut himself, for example, and cannot be used for precision cutting work, such as for Craft checks and the like.
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New Magic Spells - Page 2 Empty Scryer's Mark

Post by The Hive Mind Sat May 17, 2014 12:54 pm

Divination
Level: Cha 2, Leg 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: Permanet until dispelled
Saving Throw: Will negates; see text
Spell Resistance: Yes

You create a magical connection between you and the subject you touch, which empowers later divination (scrying) spells involving the subject. The subject suffers a -4 penalty on Will saves to resist or oppose any divination (scrying) spells you cast to monitor or observe the subject. This penalty stacks with any other modifiers to the save. Further, any spells you cast through a scrying or greater scrying spell are 10% more likely to succeed.

A scryer's mark is invisible to normal sight. Creatures with access to the Divination school can recognize the mark with a Spellcraft check (DC 12), provided they can see the skin where the scryer's mark was placed.
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New Magic Spells - Page 2 Empty Silver Blood

Post by The Hive Mind Sat May 17, 2014 12:55 pm

Transmutation
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Self
Duration: One hour
Saving Throw: None
Spell Resistance: No

This spell infuses the blood of the caster with the elemental properties of silver, turning it into a weapon to use against astiraxes. More importantly, this blood can be used to coat weapons, create barriers, and otherwise substitute for silver in the casting of spells.

Once the spell is completed, the caster may inflict 1d4 points of damage to himself to draw his own blood, with which he may do any of the following:

Coat up to 20 arrowheads, which are then treated as if they were silver weapons.
Coat a single one-handed weapon or two light weapons, which are then treated as if they were silver weapons.
Draw a 1-inch-thick by 1-foot-long warding line.
Use as a silver spell component worth up to 10vp.
Multiple hit points may be sacrificed to create multiple or repeated effects.
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New Magic Spells - Page 2 Empty Silver Storm

Post by The Hive Mind Sat May 17, 2014 12:56 pm

Transmutation
Level: Cha 4
Components:
V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, the channeler throws a handful of silver dust in the direction he wishes to target. The dust is transformed into needles, which then hurtle forward to impale those caught in the area of effect. Though small, the needles moe at a tremendous velocity and cause damage. This spell causes 1d4 points of damage per caster level (maximum 15d4). Creatures particularly vulnerable to silver, like astiraxes, lycanthropes, or trapped spirits with silver vulnerability, take 1d6 points of damage per caster level (maximum 15d6). Additionally, such creatures that fail their saves are immediately forced out of any creature they might have been possessing at the time.

The material component for this spell is 10vp worth of finely ground silver.
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New Magic Spells - Page 2 Empty Silver Wind

Post by The Hive Mind Sat May 17, 2014 12:57 pm

Lesser Conjuration (Creation)
Level: Cha 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within a 20-ft. spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes

This spell calls into being a swirling cloud of magical silver particles that whips through the affected area throughout the duration. These particles cling to any creatures they encounter, including invisible creatures and incorporeal beings such as astiraxes. This reveals all invisible creatures and negates penalties for nonmagical darkness as the particles glow visibly. This silver dust cannot be removed and will continue to cling and glow until the spell's duration expires.

All creatures in or entering the area of effect are also blinded unless they make their Will saves. If they fail, they are considered blinded for as long as they remain in the spell's area of effect. Creatures that make their save need not roll every round they remain in the area of effect.

The wind and silver dust also make breathing difficult. Targets in the area of effect must hold their breath or suffer 1d6 points of damage per round for inhaling the dust. Any spell requiring a verbal component cannot be cast in the area of effect of the spell, and all other spells require a Concentration check (DC 20 + spell level) to cast.

Astiraxes and other creatures harmed by silver who are caught in the area of effect suffer 1d8 points of damage per round. Because the silver clings to the target, this damage occurs every round until the spell ends, regardless of where the creature moves. If the astirax is possessing an animal, the astirax takes damage fromt he spell but the animal does not.
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New Magic Spells - Page 2 Empty Speak with Fell

Post by The Hive Mind Sat May 17, 2014 12:58 pm


Necromancy (Language-Dependent)
Level: Leg 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One Fell creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You enable a Fell creature to speak regardless of its ruined body, its hatred, or its sanity. The creature's attitude does not change--it may continue to attack, cower, flee, or otherwise act even while it speaks to you. You may compel it to answer up to three questions truthfully (the answer to the third question ends the spell), but the Fell creature is allowed a save to resist this spell. If the creature desires to speak, it may voluntary fail its Will save. Unlike the dead, Fell creatures are aware of what has gone on around them since their death.


Last edited by The Hive Mind on Tue Jun 03, 2014 12:10 pm; edited 1 time in total
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New Magic Spells - Page 2 Empty Stone Soup

Post by The Hive Mind Sat May 17, 2014 12:59 pm

Transmutation
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One stone
Duration: One hour
Saving Throw: None
Spell Resistance: No

This useful spell allows a stone to absorb the nutrients of the earth and transform them into an edible, appetizing form. When the spell is cast, the stone it is cast upon must be immediately buried in the earth. After one hour, when the spell expires, the stone is pushed back up from the earth.

If this stone is boiled within the next day in at least one gallon of water, it creates a nourishing broth that meets the daily food requirements for one Medium creature (or two Small creatures) per caster level. The broth can be stored for up to one week, in any container, but becomes stale water after that point.
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New Magic Spells - Page 2 Empty Summon Ancestral Hero

Post by The Hive Mind Sat May 17, 2014 1:01 pm

Conjuration (Calling)
Level: Cha 7
Components: V, S, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5ft./2 levels)
Effect: One called ancestral hero or three ancestral warriors
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Ancestral Warrior, except that you may call an ancestral hero or three ancestral warriors. A task taking up to one minute per caster level requires a payment of 1,500 vp. For a task taking up to one hour per caster level, the creature requires a payment of 3,000 vp. A long-term task, one requiring up to one day per caster level, requires a payment of 6,000 vp.

The ancestral hero summoned is a typical figure of Dornish legend. Advanced ancestral heroes might be summoned by larger rituals at the DM's discretion, but such beings demand larger, and often more exceptional rewards.

XP Cost: 500 XP.

[Editor's note: I suggest using the regional worth listings for Northern Erenland to determine the value of the payment.]
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New Magic Spells - Page 2 Empty Re: New Magic Spells

Post by The Hive Mind Sat May 17, 2014 1:02 pm

Conjuration (Calling) [see text]
Level: Cha 4
Components: V, S, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5ft./2 levels)
Effect: One called ancestral warrior
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, you request that the Vigdir send you one of the honored dead known as an ancestral warrior. If you know an individual warrior's name, you may request that individual by speaking the name during the spell.

You may ask the warrior to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the warrior called in order to bargain for its services. The bargaining is part of the casting time. The warrior called requires a payment for its servics.

A task taking up to one minute per caster level requires a payment of 500 vp. For a task taking up to one hour per caster level, the creature requires a payment of 1,000 vp. A long-term task, one requiring up to one day per caster level, requires a payment of 2,000 vp. The sacrifice is typically provided in the form of hides, furs, weapons, armor, grain, and the like, which disappears into the Eternal when the bargain is concluded. A preferred payment, however, is in the form of the bodies (or merely the heads) of servants of the dark god. Each HD of servant thus sacrifieced is worth 10 vp for the purposes of the sacrifice.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. If slain, the warrior discorporates and returns to the Eternal. The warrior will not accept a task that seems foolish but may consider tasks that others would think suicidal, provided it would make a worthy death for a Dorn. If the task is strongly aligned with the warrior's beliefs, such as hunting an astirax, it may halve or even waive the payment.

The ancestral warrior summoned is a typical member of the Dornish dead. Advanced ancestral warriors might be summoned by unique rituals at the DM's discretion, but such beings demand larger, and often more exceptional rewards.

At the end of its task, or when the duration bargained for expires, the warrior returns to the Eternal (after reporting back to you, if appropriate and possible).

XP Cost: 100 XP.

[Editor's note: I suggest using the regional worth listings for Northern Erenland to determine the value of the payment.]
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New Magic Spells - Page 2 Empty Weather

Post by The Hive Mind Sat May 17, 2014 1:03 pm

Conjuration (Creation)
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (60 ft. radius, 30 ft. high)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You create an area of precipitation out of natural humidity and arcane energy. A clyinder of space immediately fills with rainfall or snowfall, even if that area is indoors or within the effects of another, less severe weather with each casting of this spell.

Rain: Spot, Listen, and Search checks suffer a -4 penalty within the spell area. Unprotected flames the size of a torch or smaller have a 50% chance of being extinguished. Ranged attacks originating in or passing through the spell area suffer a -2 penalty.

Snow: As with rain, except flames are not affected. After three rounds, snowy squares in the spells area are considered difficult terrain.

Mud or other terrain-based effects may develop depending on the environment. Snowfall, for example, may make it possible to determine the general location of an invisible foe.
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New Magic Spells - Page 2 Empty Willful Stand

Post by The Hive Mind Sat May 17, 2014 1:04 pm

Abjuration (Language-Dependent)
Level: Cha 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: No

You pit yourself against a single opponent in a contest of wills. To cast this spell you must shout rebukes and proclaim the might of your power to the subject, who must be able to see or hear you. You may only make move actions while maintaining the spell.

The subject of this spell cannot attack you or enter any space you threaten unless it succeeds at a Will save that round.

Apply your caster ability modifier to any Concentration check you make to maintain willful stand.
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New Magic Spells - Page 2 Empty Withering Speech

Post by The Hive Mind Sat May 17, 2014 1:05 pm

Enchantment (Evil, Language-Dependent, Mind-Affecting)
Level: Cha 2, Leg 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./level)
Target: One creature
Duration: Concentration; see text
Saving Throw: None
Spell Resistance: No

This insidious spell transforms ordinary words into subtle instruments of dispair. As you speak--whether you threaten or commiserate--your words slowly wither the subject's Wisdom and Charisma scores. Each minute you maintain the spell by continuing your dialogue, the subject suffers one point of Wisdom and Charisma damage. You may make a Bluff or Diplomacy check to hide your intend, and the subject must make a Spellcraft check to recognize that you are using magic against her. The target experiences the ability damage as a deepening depression if she does not recognize it as a magical effect. Ability damage from withering speech heals according to the usual rules for ability damage.

Legates use this spell to secretly weaken channelers before revealing themselves. More often, the spell is used to break captives or prepare unwitting spies for enchantment spells.
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New Magic Spells - Page 2 Empty Woeful Speech

Post by The Hive Mind Sat May 17, 2014 1:06 pm

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

By speaking or singing, you shake the subjects with a demoralizing display, provided they can hear you. Subjects are shaken and suffer an additional -2 penalty against fear effects so long as you can and do speak, and do not cast any spell except enchantment spells that further demoralize the subjects of their allies.

You can use this spell to influence NPC actions, with a +10 bonus on your Intimidation check.

Woeful speech counters and dispels joyful speech.
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New Magic Spells - Page 2 Empty Greater Mending *

Post by The Hive Mind Tue Jun 03, 2014 11:31 am

Transmutation Level: Cha 3
Components: V, S
Casting Time: 10 Minutes
Range: 10 ft.
Target: One object of up to 50 pounds
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

As mending but can effect object weighing up to 50lbs. and repairs two points of hardness damage to a weapon or one point of armor bonus damage to armor.


Last edited by The Hive Mind on Tue Jun 03, 2014 11:41 am; edited 1 time in total
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New Magic Spells - Page 2 Empty Restore Critical Wounds *

Post by The Hive Mind Tue Jun 03, 2014 11:33 am

Necromancy (Healing)
Level: Cha 5, Leg 4

This spell functions like Restore Light Wounds, except that it heals 4d6+4 points of damage and deals 4d8+4 damage to undead.


Last edited by The Hive Mind on Tue Jun 03, 2014 11:41 am; edited 1 time in total
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New Magic Spells - Page 2 Empty Restore Critical Wounds, Mass *

Post by The Hive Mind Tue Jun 03, 2014 11:34 am

Necromancy (Healing)
Level: Cha 9, Leg 8

This spell functions like Restore Light Wounds, Mass, except that it heals 4d6+4 points of damage and deals 4d8+4 damage to undead.
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New Magic Spells - Page 2 Empty Restore Light Wounds *

Post by The Hive Mind Tue Jun 03, 2014 11:51 am

Necromancy (Healing)
Level: Cha 2, Leg 1
Components: V, S
Casting Time: 1 standard action
Range: Touch Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that instantly restores 1d6+1 points of damage. This healing does not convert hit points to nonlethal damage; instead the hit points are simply replaced. Since undead are powered by negative energy, this spell deals 1d8+1 damage to them instead of healing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
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New Magic Spells - Page 2 Empty Restore Light Wounds, Mass *

Post by The Hive Mind Tue Jun 03, 2014 11:53 am

Necromancy (Healing)
Level: Cha 6, Leg 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

You channel positive energy that instantly restores 1d6+1 points of damage in each selected creature. This healing does not convert hit points to nonlethal damage; instead the hit points are simply replaced. Like Restore light wounds, this spell deals 1d8+1 damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
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New Magic Spells - Page 2 Empty Re: New Magic Spells

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