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Original Strength Duration of Lingering Aura

Faint 1d6 rounds

Moderate 1d6 minutes Strong 1d6 × 10 minutes Overwhelming 1d6 days

Each round, you can turn to detect curses 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.

D

ETECT

R

ETURN

Divination

Level: Spirit 1 Components: V, S

Casting Time: 1 standard action Range: 60 ft.

Area: Cone-shaped emanation

Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None

Spell Resistance: Yes

You detect whether any living creatures in the area have ever been brought back from death by any means (raise dead, resurrection, miracle, wish, and so on). The amount of information revealed depends on how long you study a particular area:

1st Round: Presence or absence of creatures that have returned from

death.

2nd Round: Number of creatures in the area who have returned from

death, and which among them has returned the most times. If more than one creature has returned the most times, the spell indicates the creature that has returned by the most powerful means.

3rd Round: The number of times each returned creature has returned

CHAPTER NINE: SPELLS

Note: Each round, you can turn to detect creatures that have returned

from the dead in a new area. The spell can penetrate barriers, but one foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block it.

D

ISPEL

E

XTRAPLANAR

E

NTITY

Abjuration

Level: Priest 6 Components: V, S, DF

Casting Time: 1 standard action Range: Touch

Target or Targets: You and a touched extraplanar creature; or you and

an enchantment on a touched creature or object

Duration: 1 round/level or until discharged, whichever comes first Saving Throw: See text

Spell Resistance: See text

Shimmering, white, energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by extraplanar creatures.

Second, on making a successful melee touch attack against an extraplanar creature, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by an extraplanar creature. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by this spell. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

E

CSTASY

Enchantment (Compulsion) [Mind-Affecting]

Level: Pleasure 3, witch 3 Components: V, S

Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

The subject becomes overwhelmed with sexual stimulation, and is rooted helpless to the spot. It is aware and breathes normally but cannot take any actions (including speaking) except for taking a 5-foot step. In addition, the subject automatically drops anything in hand. Each round on its turn, the subject may attempt a new saving throw to end the effect (a full-round action that does not provoke attacks of opportunity.) A winged creature under the effects of this spell cannot use its wings, and falls. A swimming creature cannot swim and may drown.

E

XTRAPLANAR

P

ALACE

Transmutation

Level: Home 9

Components: V, S, DF, XP Casting Time: 1 standard action Range: Touch

Duration: Instantaneous

Saving Throw: Will negates Spell Resistance: Yes

You move yourself and one other creature to a fabulous palace in the heavens. This palace is staffed by five solars (see the MM), each of whom serves in a different capacity (body servant, handmaid, door warden, chamberlain, and chef ). You arrive in the palace’s atrium, where, if the companion brought with you is hostile, it is set upon by the five custodians of the palace.

You may leave the palace and return to the place you left at will. No mortal may reside within the palace for longer than 24 hours, as a mortal vessel deteriorates when too long in the presence of the divine). Anyone spending 8 or more hours within the palace is treated to splendid feasts and perfect restfulness. This all has the following effects: • All present are cured of any hurts, diseases, curses, and other deleterious

magical or natural effects other than those put on them by a god. • If the companion brought is dead, the solars use true resurrection to

restore him to life.

• The solars may be asked 20 questions with yes or no answers, as per the commune spell.

• For 12 hours after leaving the palace, all who ate and rested there remain under an effect equivalent to bless, and gain immunity to magical fear and similar effects (such as crushing despair).

There is a 1% chance that the caster will arrive at the palace while the caster’s god is in residence. In such cases, the character is granted an audience, as the GM adjudicates.

XP Component: 5,000 XP

F

ACTTO

F

ICTION

Evocation

Level: Truth 9

Components: V, S, DF, XP Casting Time: 1 standard action Range: See text

Effect: See text Duration: See text Saving Throw: See text Spell Resistance: Yes

Fact to fiction calls upon the power of truth to render untrue that which is

currently true. It works exactly as the wish spell’s power to undo misfortune, but costs far less XP since it is much more limited in scope.

Fact to fiction can undo a single recent event, forcing a reroll of any roll

made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, fact to fiction could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical confirmation), a friend’s failed save, and so on. You must take the result of the reroll, even if it is worse than the original result. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

XP Cost: Fact to fiction costs only 2,500 XP, but that is expended even if

an unwilling target makes a successful save or the spell fails to penetrate the target’s spell resistance. As well, you may voluntarily expend additional experience points when the spell is cast, pouring more of yourself into your entreaty to the gods to reverse the unfortunate truth. For each additional 500 XP spent, you gain an additional +1 sacred bonus on your caster level check made to overcome the target’s spell resistance. For each additional 1,000 XP

CHAPTER NINE: SPELLS

Concentration check to speak (DC 10) or cast a spell with a verbal component (DC 10 + the level of the spell). Even if the target creature succeeds on the Concentration check, it still faces a 20% chance of spell failure.

Remove disease counters this spell.

H

ARDENING

Transmutation

Level: Mage 6, Artifice 7 Components: V, S

Casting Time: 1 standard action Range: Touch

Target: One item of a volume no greater than 10 cu. ft./level (see text) Duration: Permanent

Saving Throw: None Spell Resistance: Yes (object)

This spell increases the hardness of any object. For every two caster levels, increase the hardness of the material targeted by the spell by +1. This hardness increase improves the material’s resistance to damage, but does not in any way affect resistance to other forms of transformation. This spell affects up to 10 cubic feet of material per level of the spellcaster. If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level. Multiple castings of this spell do not stack.

I

TCHY

H

IVES

Necromancy

Level: Disease 1, priest 2 Components: V, S

Casting Time: 1 standard action

spent (in addition to XP spent as above), the target takes a –1 sacred penalty on its Will save or gains a +1 sacred bonus on the reroll (your choice).

F

AIR

L

IGHT

Evocation [Light]

Level: Beauty 3, priest 4 Components: V, S

Casting Time: 1 standard action Range: Personal

Target: You

Duration: 10 min./level (D)

This spell functions as daylight, but the light emanates in a 60-foot radius from you. The light evoked by this spell is just as bright as daylight, but is filled with sparkling motes of pure luminescence. All allies within the radius of the light gain a +1 morale bonus on attack rolls and saving throws. All enemies take a –1 penalty on attack rolls and saving throws while in the area of this spell.

Fair light counters or dispels any darkness spell of equal or lower level,

such as darkness.

F

AVOREDOFTHE

G

ODS

Abjuration

Level: Priest 9 Components: V, S, F

Casting Time: 1 standard action Range: 20 ft.

Targets: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 round/level (D)

Saving Throw: See text Spell Resistance: Yes (harmless)

A colorful aura surrounds the subjects, protecting them from attacks, granting them resistance to spells, and causing opponents that strike the subjects to become confused. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Second, each warded creature gains spell resistance 25. Third, the abjuration blocks possession and mental influence, just as circle of protection does.

Finally, if a creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of favored of the gods).

Focus: A tiny reliquary containing some sacred relic, such as a scrap of

parchment from a religious text. The reliquary costs at least 500 sh.

F

ITOF

C

OUGHING

Necromancy

Level: Disease 2 Components: V

Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature

Duration: Concentration, up to 1 min./level (D) Saving Throw: Fortitude negates

Spell Resistance: Yes

Fit of coughing aflicts a subject with a terrible hacking cough, impeding speech

CHAPTER NINE: SPELLS

Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level

Saving Throw: Fortitude negates Spell Resistance: Yes

The target creature’s body erupts with itchy hives, causing great discomfort. The subject takes a –2 penalty on all attack rolls, skill checks, and saving throws due to preoccupation with the itch. The disease runs its course when the spell duration expires. A remove disease counters and dispels

itchy hives.

M

ADDENING

S

CREAM

Enchantment (Compulsion) [Mind-Affecting]

Level: Madness 8, mage 8 Components: V

Casting Time: 1 standard action Range: Touch

Target: Living creature touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes

The subject cannot keep herself from behaving as though completely mad. This spell makes it impossible for the victim to take any action other than to race about caterwauling. The subject of this spell can defend itself, but takes a –4 penalty to Armor Class, automatically fails all Reflex saves except on a natural 20, and cannot use a shield.

M

USE

Evocation [Sonic]

Level: Inspiration 3, priest 5 Components: V, DF Casting Time: 1 round Range: Touch

Target: Creature touched

Duration: 1 week or until discharged Saving Throw: None

Spell Resistance: Yes (harmless)

The spell creates a strong creative impulse as a result of divine inspiration. The target creature feels sudden motivation to create or perform great works, gaining a +10 insight bonus on her next Craft or Perform check made while the spell is in effect.

M

USE

, G

REATER

Evocation [Sonic]

Level: Inspiration 9

Duration: 1 week per level (D) or until discharged

As muse, except as above and the subject gains a +20 insight bonus on its check.

S

LAY

R

ETURNED

Necromancy [Death]

Level: Spirit 4 Components: V, S

Casting Time: 1 standard action Range: Touch

Target: Living creature touched

Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

This spell functions as slay living (see Chapter Eleven in the PHB), but

slay returned only affects those who have died and returned to life by any

means other than direct divine intervention (raise dead, resurrection, true

resurrection, wish, reincarnation, and so on). A creature that succeeds on

its save takes 3d6 points of damage +1 point per caster level.

S

LAY

R

ETURNED

, G

REATER

Necromancy [Death, Language-Dependant]

Level: Spirit 8 Components: V Range: 30 ft.

Area: Creatures in a 30-ft. radius spread centered on you

This spell functions as slay returned, except that it affects multiple creatures. You utter a key phrase or scriptural passage, and all living beings in the area who have at any point died and returned to life by any means other than direct divine intervention must make a Fortitude save or die.

Those brought back by “minor” magic and those brought back more than once take penalties on their saves. If the subject has ever been brought back to life by the following spells, she takes the following sacred penalties on her Fortitude save. (Apply only the worst penalty if a creature has been brought back to life by more than one spell).

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