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DP Cost: 10 per creature affected.

Display: A celestial figure appears faintly behind the caster and speaks a blessing.

Intensify (Energy)

When you choose this template choose one for the following energy types: acid, cold, electricity, or fire. This template can be added to any spell that inflicts damage with the chosen energy type. The caster can increase the damage dealt by one-half to creatures targeted or within the area of effect of the spell by expending dream points.

DP Cost: 5 per spell level for single target spells and 10 per spell level for multiple target and area of effect spells.

Linked

Prerequisites: Intelligence or Charisma 15+.

Casters can add this template to conjuration (summoning) spells. Creatures summoned by this spell gain an empathic link and shared spells qualities as described under the familiar rules for the duration of the spell. The caster can choose to link as many creatures as he wants when casting the spell.

DP Cost: 10 per spell level for each creature linked.

Additional Cost: Focus Component (a gold chain; focus must be worth at least 100 gp).

Display: The gold chain within the caster’s hand glows with a purple hue.

Lucky

Prerequisites: Charisma 13+.

Casters can add this template to any spells that have variable numeric effects. Roll the dice twice when determining the effects of the spell and take whichever result is preferred.

DP Cost: 5 per spell level.

Additional Cost: Focus Component (a pair of gold dice; focus must be worth at least 100 gp), Somatic Component (rolling the gold dice).

Display: The gold dice glow with a purplish light.

Nonlethal

Casters can add this template to any spell that inflicts hit point damage. All damage caused by the spell becomes nonlethal damage.

DP Cost: 5.

Display: Spells cast with this template appear wispy and less substantial in nature.

Obscuring

This template can be added to any spell that can target creatures or objects. Creatures or objects affected by the spell give off either a 20-foot radius of darkness or 40-foot radius

shadowy light for a number of rounds equal to 1 + half the spell’s level. Affected creatures and objects are considered to have total concealment if in darkness or concealment if in shadowy light, while under the affects of this spell template. The darkness or shadowy light caused by this spell template cancels out the light created by the brilliant spell template or light spells of equal or lower level resulting in natural lighting conditions.

Spells with this template gain the darkness descriptor. If the spell already has the darkness descriptor the aura of darkness lasts for a number of rounds equal to 1 + the spell’s level. DP Cost: 5 per creature or object affected.

Display: A shadow shrouds the caster from view momentarily.

Ordered

This template can be applied to any spell with predetermined numerical effects (as part or all of the effect) such as bull’s strength, harm, heal, protection from chaos, and so on. The spell’s predetermined numeric effects (as detailed in the spell description) increase by one-half (round up).

Spells with this template gain the lawful descriptor. If the spell already has the lawful descriptor, the predetermined numerical effects double.

DP Cost: 5 per spell level.

Additional Cost: Verbal Component (a single solid musical note sung by the caster).

Display: A silvery light surrounds the caster. Only lawful casters may use this template.

Petrifying

The petrifying template can be added to any offensive spell with a range of touch. Targets must make a Fortitude save against the spell’s Difficulty Class or be petrified for a number of rounds equal to 1 + half the spell’s level.

Spells with this template gain the earth descriptor. If the spell already has the earth descriptor, then the Difficulty Class of the Fortitude save increases by 2.

DP Cost: 15 per spell level.

Display: The casting of a spell with this template causes the caster’s face to become momentarily marbleized and sculpted in appearance.

Profane

Casters can add this template to any attack spell that has a variable numerical effect. The spell’s variable numeric effects (as detailed in the spell description) increase by one-half. Further, the target of the spell suffers a -1 profane penalty to AC and saving throws for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the evil descriptor. If the spell already has the evil descriptor, its effects double (instead of increase by one-half) and the profane penalty lasts for a number of rounds equal to 1 + the spell’s level. Only evil

casters may use this template. DP Cost: 5 per spell level.

Additional Cost: Verbal Component (specific guttural and evil sounds, harsh in nature).

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Display: A soft subtle aura of shadow surrounds the caster of this spell.

Reinforced

This template can be added to any spell that conjures or creates a physical object (not effect, so a wall of iron can be affected, but not a wall of force). The template adds +1 to the object’s hardness per spell level and doubles its hit points. Spells with this template gain the earth descriptor. If the spell already has the earth descriptor the increase to the object’s hardness by +2 per spell level and triples its hit points.

DP Cost: 10 per spell level.

Display: Spells cast with this template create an iron tinge to the air around the caster.

Repelling

Prerequisites: Spellcaster level 12th+, Intelligence or

Charisma 17+.

Caster can add this template to any offensive spells. All creatures within 25 feet of the caster suffer the effects of a bull rush with the point of origin being the caster. 1st through 3rd- level spells create a small repelling force and can effect Medium and smaller creatures. 4th through 6th-level spells create a Large repelling force and can effect Large and Huge creatures. 7th through 9th-level spells create a Gargantuan repelling force and can affect Gargantuan and Colossal creatures. The repelling force has a Strength modifier equal to its spell level for purposes of determining the outcome of the opposed Strength check. The repelling force suffers a –2 to its Strength for each creature or object intervening between the caster and the target of this effect. The repelling force gains a +2 bonus against those who are between 10 and 25 feet away from the caster. Finally, the repelling force can only move creatures back to a maximum of 25 feet from the caster.

Spells with this template gain the force descriptor. If the spell already has the force descriptor the repelling force gains double the Strength modifier.

DP Cost: 10 per spell level.

Additional Cost: Verbal Component (words of a rebuking nature).

Display: A powerful surge of energy pulses up the caster’s body.

Revitalizing

Prerequisites: Wisdom 13+.

This template can be attached to any beneficial spell. Treat the targets of this spell as if they have had an hour’s worth of rest for purposes of healing nonlethal damage.

DP Cost: 10 dream points per creature affected by this spell. Additional Cost: Focus Component (a living flower).

Display: The smell of springtide and floral blooms sweep through the air.

Sacred

Casters can add this template to spells that have beneficial effects, such as cure spells, restoration, and so on that have a variable numerical effect. The spell’s variable numeric effects (as detailed in the spell description) increase by one-half. Further, the target of the spell gains a +1 sacred bonus to AC and saving throws for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the good descriptor. If the spell already has the good descriptor, its effects double (instead of increase by one-half) and the sacred bonus lasts for a number of rounds equal to 1 + the spell’s level. Only good casters may use this template.

DP Cost: 5 per spell level.

Additional Cost: Verbal Component (specific beautiful and pleasant sounds, hymn-like in nature).

Display: A soft subtle light surrounds the caster of this spell.

Seeker

Casters can add this template to any nontouch single target spells. You do not have to see your target nor be able to draw a line of effect, instead you need only name them and as long as they are within range of the spell it has its normal effects. Ray spells and other spells that require an attack roll still require you to roll the attack to determine if they hit. The caster may use a specific name (like Durgan Ironhammer) or a general creature type (such as cat, goblin, giant, etc.). If the later is used the spell will strike the closest creature of the chosen type.

DP Cost: 5 per spell level.

Additional Cost: Verbal Component (Name or general type of the target or targets).

Shared

Casters can add this template to any spell he casts on himself. The spell can affect as many allies within 5 feet of the caster as he wants. The allies must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration of other than instantaneous, it stops affecting the allies if they move further than 5 feet away and will not affect them again even if they return to the caster before the duration expires. Additionally, a caster can add this template to a spell with the target “You” and cast it on his allies (as a touch spell) instead of on himself.

DP Cost: 10 per spell level for each ally affected by the spell. Additional Cost: Verbal Component (Speak the names of the recipients of the spell).

Sicken

The sicken template can be added to any offensive spell. Any living target must make a Fortitude save against the spell’s Difficulty Class or be sickened (by seasickness) for a number of rounds equal to 1 + half the spell’s level.

Spells with this template gain the water descriptor. If the spell already has the water descriptor, then the Difficulty Class of the Fortitude save increases by 2.

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Smiting (Alignment)

Prerequisites: Charisma or Wisdom 15+.

When this template is taken one must chose an opposing alignment (chaotic good, evil, lawful) that this template works upon. This spell template can be added to any spell that inflicts hit point damage. The spell’s damage increases by one-half versus creatures of the chosen alignment and deals no damage to creatures that do not have the chosen alignment.

Spells with this template gain the alignment descriptor opposite to the alignment this template smites. If the spell already has the opposite alignment descriptor, then the Difficulty Class of the spell is increased by 2.

For example, if a fireball spell was affected by the smite (evil) spell template, then it would only affect evil creatures and no others. It would also gain the good descriptor since good is the opposing alignment of evil.

DP Cost: 10 per spell level.

Additional Cost: Focus Component (holy symbol of a deity of opposing alignment held out towards the targets of the spell), Verbal Component (a verbal rebuke of the creatures you wish to affect).

Display: The caster’s eyes are magically etched with the image of the holy symbol they hold forth and an unearthly voice echoes the rebuke of the caster.

Sonic

This template can be added to any spell that inflicts hit point damage. Targets must make a Fortitude save against the spell’s Difficulty Class or become deafened for a number of rounds equal to 1 + half the spell’s level.

Spells with this template gain the sonic descriptor. If the spell already has the sonic descriptor, then the Difficulty Class of the Fortitude save increases by 2.

DP Cost: 2 per spell level.

Additional Cost: Verbal Component (shouted words appropriate to the spell being cast), Focus Component (either a tuning fork-like device or a quality musical instrument; focus must be worth at least 100 gp).

Display: Sonic templated spells cause their caster’s voice to artificially amplify.

Stunning

This template can be added to any touch spell. Targets must make a Fortitude save against the spell’s Difficulty Class or become stunned for a number of rounds equal to 1 + half the spell’s level.

Spells with this template gain the electricity descriptor. If the spell already has the electricity descriptor, then the Difficulty Class of the Fortitude save increases by 2.

DP Cost: 10 per spell level.

Display: The caster’s hands become crisscrossed with energy.

Suggestive

Prerequisites: Spellcaster level 12th+, Charisma 17+.

Casters can add this to any spell with a duration of 1 round to 1 minute per level. Those within 30 feet of the caster who can see the spell being cast must make a Will save against the spell’s Difficulty Class or come under the effects of a suggestion (as per the spell) for the duration of the spell. This is an enchantment (compulsion), mind-affecting effect.

DP Cost: 5 per HD of creature affected (maximum HD equal to twice your effective character level).

Additional Cost: Verbal Component (the suggestion to be given to all viewers).

Display: The caster’s voice becomes warm and welcoming to those who listen and a light sweet scent fills the air.

Unbreakable

Prerequisites: Spellcaster level 12th+, Wisdom or Charisma

17+.

Casters can add this to any noninstantaneous spell. The caster can make the spell more difficult to dispel by expending dream points.

DP Cost: 2 per one point increase to dispel DC (maximum +5).

Untamed

This template can be applied to any spell. Whenever a wild spell is cast, there is a chance that one of its effects is altered. If the category rolled does not apply to the spell being cast, than the spell has its normal effects.

Table 4.5: Untamed Spells

D100 Effect

1-5 DP cost is doubled

6-10 All variable numerical effects halved 11-15 Duration is halved (minimum 1 round) 16-20 Area of effect halved

21-25 Saving throw DC decreased by 2 26-75 No effect

76-80 Saving throw DC increased by 2 81-85 Area of effect doubles

86-90 Duration is doubled

91-95 Variable numerical effects are increased by one-half 96-100 DP cost is halved (round down); roll again treating a

roll of 96-100 as a no affect result.

Spells with this template gain the chaotic descriptor. If the spell already has the chaotic descriptor, the caster rolls an extra d10 and adds or subtracts that result from his roll. A result of more than 100 is treated as 100.

DP Cost: 5 per spell level.

Additional Cost: Verbal Component (random phrases). Display: A chaotic rainbow hued aura surrounds the caster of spells with this template. Only chaotic casters may use this template.

Wrathful (Creature)

When this template is taken, choose one of the types of creatures listed under the ranger’s favored

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enemy list that the template effects. This spell template can be added to any offensive spell you cast against the chosen creature type. Your spell caster level is treated two higher than normal when determining duration, effects, and the ability to defeat the chosen creature’s spell resistance. In addition, the spell’s DC is two higher than normal and you gain a +2 dream bonus to attack rolls with ranged spell attacks against your chosen enemy. Finally, you gain a +2 dream bonus to damage rolls per spell level for spells that deal hit point damage.

DP Cost: 10 per spell level.

Additional Cost: Focus Component (A permanent masterwork, dreamwrought, or magic weapon that has dealt a death blow to a creature of your chosen type), Somatic Component (sweeping weapon in direction of targets of spell), Verbal Component (speaking a curse against your chosen enemy).

Display: The caster’s curse is etched in glowing script upon the blade of the weapon he uses as his focus.

Variant: If using the dreamspawn/nightmare variant for

progeny, then one can choose one of those subtypes to affect with this template instead.

Zephyr

The zephyr template can be added to any single target offensive spell that does not have a range of touch or personal. Targets must make a Fortitude save against the spell’s Difficulty Class or be blown away. A creature on the ground that is blown away is knocked down and rolls 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Spells with this template gain the air descriptor. If the spell already has the air descriptor, then the Difficulty Class of the Fortitude save increases by 2.

DP Cost: 10.

Display: Spells with this template cause a sudden zephyr to swirl about the caster.