II. MARCO METODOLÓGICO
2.7. Desarrollo de la propuesta
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ESIGNIntellect Assault Mind Mind-affecting 9 Intellect Inspiration Mind Mind-affecting 9
Mental Aptitude Mind -- 5
Mental Link Mind Mind-affecting 5
Mind Purge Mind Mind-affecting 9
Mind Separation Mind Mind-affecting 9
Mind Shield Mind Mind-affecting 5
Power Leech Mind Mind-affecting 9
Sense Emotions Mind -- 5
Sense Identity Mind Mind-affecting 5
Sense Thoughts Mind -- 7
Skill Leech Mind Mind-affecting 5
Temptation Mind Mind-affecting 7
Thought Disruption Mind Mind-affecting 9 Animal Friendship Nature Animal,
mind-affecting 5
Animal Shape Nature Animal 10
Animal Speech Nature Animal 5
Animate Tree Nature Plant 19
Call Animal Nature Animal,
mind-affecting 7
Cold Snap Nature Weather 9
Entangling Plants Nature Plant 5
Feral Shape Nature Animal 7
Fog Nature Weather 7
Growth Aura Nature Plant 7
Heat Wave Nature Weather 7
Leaf Growth Nature Plant 7
Lightning Nature Electricity,
weather 5
Natural Aptitude Nature -- 5
Purification Nature -- 10
Rain Nature Weather 7
Rejuvenation Nature -- 7
Tree Growth Nature Plant 9
Thorn Growth Nature Plant 11
Undergrowth Nature Plant 5
Windstorm Nature Weather 11
Astrology
Incantations of the astrology sphere draw their magic from the sun, the moon, and the stars.
These incantations use that magic to channel a number of effects that imitate the heavenly bodies with an accuracy that other magic usually cannot achieve.
Astral Aptitude Astrology
Difficulty Class: 5
Channeling Time: 1 standard action
Range: Personal Target: You Duration: Aura
You think of the stars, concentrating for a moment to craft a perfect map of the heavenly bodies in your mind. Then, the secrets that they hold become clearer to you.
When you are in this incantation, you gain an insight bonus equal to
your channeler level to Knowledge (arcana), Knowledge (the planes), and Use Magic Device checks related to the heavenly bodies.
You only gain this bonus on Use Magic Device checks if the magic item has a spell from the Moon or Sun domains or with the darkness or light descriptor as one of its requirements.
Astral Gate Astrology
Difficulty Class: 10
Channeling Time: 1 standard action
Range: 10 ft.
Effect: One gate Duration: 1 round
You concentrate your bond to the Astral Plane, holding the endless silver expanse in your thoughts.
You then draw a circle in the air, which forms a circular, silver gate.
You channel a gate from the Astral Plane, similar to a color pool, except that it can only teleport you to another place on the plane you’re currently in.
The gate is large enough to allow passage for one Medium creature at a time, and leads to an area within range that you designate.
You always arrive at the exact spot desired—whether by simply visualizing the area or by stating direction, such as “30 feet forward” for “60 feet downward”.
Each creature that passes through the gate can bring along objects as long as their weight doesn’t exceed your maximum load.
If you designate an area that is already occupied by a solid body, this incantation simply fails.
Enhance: For every 2 points by which you increase the DC, the gate lasts for 1 additional round.
The number of rounds may not exceed your channeling ability modifier, however.
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HANNELINGFor every 2 points by which you increase the DC, the gate’s size increases by 1 size category.
For every 5 points by which you increase the DC, the range is multiplied by 10.
If you increase the DC by 10, you can designate a place in the Astral Plane as the destination.
Astral Travel
When you return from the Astral Plane, you find yourself in another spot.
You instantly teleport yourself to an area within the range of this incantation. You always arrive at the exact spot desired—whether by simply visualizing the area or by stating direction, such as
“30 feet forward” for “60 feet downward”. You can bring along objects as long as their weight doesn’t exceed your maximum load.
If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to an open space that is nearest to the designated area.
If there are multiple open areas equally close to the occupied area, randomly determine to which area you are shunted.
Enhance: For every 2 points by which you increase the DC, you may bring along one additional Medium or smaller creature. For
the purpose of this incantation, you increase the DC, the range is multiplied by 10.
If you increase the DC by 10, you may designate an area in the Astral Plane as your destination.
Comet Call
Saving Throw: Fortitude partial (see text)
You point to the skies, and the clouds are torn apart by a falling sphere of ice. The comet traces your hand’s gestures, before crashing down straight into an opponent.
You summon a comet from the skies that crashes down into your foes. The comet deals 5d6 points of damage. One-half of this damage is bludgeoning damage;
the other half is cold damage.
Additionally, the target must make a Fortitude save or be knocked prone by the comet.
After the comet has crashed down, the area in which it crashed is considered to be covered with dense rubble. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by 2.
You can only channel this incantation if you are outdoors.
Enhance: For every 2 points by which you increase the DC, this incantation deals an additional 1d6 points of damage.
If you increase the DC by 4 points, this incantation affects all creatures in an area of a 5-ft.
radius burst, rather than a target of one creature.
If you increase the DC by 4, you may channel this incantation indoors.
Targets: Creatures or objects in a 15-ft. radius spread
Duration: Aura
Saving Throw: Will negates (see text)
You point your finger to each creature or object in the area.
As you do so, wispy trails of light trace between the targets, linking them in a constellation-like figure.
You link the creatures or objects in the area in a constellation, forcing them all to move each time one of them moves. When you channel this incantation, you must choose whether to affect creatures or objects with this incantation (you may not affect both creatures and objects with this incantation).
Each time one of the creatures or objects affected moves 5 feet or more, each other creature or object must make a Will save or move the same distance in the
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You may affect a number of creatures or objects equal to your channeling ability modifier with this incantation. If that number is lower than the number of creatures or objects in the area, you must choose which creatures or objects to affect.
Enhance: If you increase the DC by 4, each creature may only make a Will save once per round.
If you increase the DC by 4, a creature that successfully saves against this incantation needn’t move on that occasion, but is still affected by this incantation for
Target: One source of light Duration: Aura
Saving Throw: None
You focus on the light, and imagine the heavenly bodies to control its light; a thought of a star makes the light dim, while a thought of the sun makes it brighter than it could shine on its own.
You can control the illumination of a source of light. You can increase or decrease its bright and shadowy illumination by 10 feet each for every point of channeling
ability modifier you have. You can only control mundane lights with this incantation.
Enhance: For every point by which you increase the DC, you may control an additional source of light.
If you increase the DC by 4, you can affect magical lights with this incantation if you make an opposed check with the creature that made the effect. It uses its caster level or manifester level, and you use your channeler level.
If the light is an innate quality of the creature, you may not attempt to control its light.
You close your eyes and take the area to mind, slowly darkening it in your thoughts. When you open your eyes, the area has become darkened in reality as well.
For as long as you concentrate on this incantation, the area radiates a shadowy illumination.
All creatures in the area gain concealment (20% miss chance).
Even creatures that can normally see in such conditions (such as with darkvision and low-light vision) have the miss chance in an area shrouded by this incantation.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area.
Magical lights may brighten the area if the creature who created the effect makes on opposed check
with you. It uses its caster level or manifester level (as appropriate), and you use your channeler level for this check.
Enhance: For every 3 points by which you increase the DC, the miss chance increases by 10%
(up to a maximum of 50%).
For every 2 points by which you increase the DC, the area’s radius increases by 5 feet. ectoplasm cover your whole body as a move action, granting you Disguise checks to disguise yourself as an astral construct, and you do not gain any penalties for disguising yourself as another type of creature. You may take the ectoplasm off your body as a move action.
You can also attempt to shape the ectoplasm into a single object. To do so, you must make a channeling check against the Craft DC to make such an object
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HANNELINGas a standard action. If successful, you shape the ectoplasm into the desired object. You may not shape the ectoplasm into a weapon, as it is too malleable to be used as a weapon. You may reshape the ectoplasm as a standard action.
Enhance: For every 2 points by which you increase the DC, the armor bonus increases by 1.
The armor bonus may not exceed your channeling ability modifier, however.
Target: One Medium or smaller creature
Duration: Aura
Saving Throw: Fortitude negates You clench your fist in the direction of your target. Then, you gently raise your fist and observe your foe’s expression as he begins to float a few feet off the ground.
You hold the target suspended in the air, although it can move inside some restrictions (see below). The target floats in the air up to a height of a number of feet equal to your channeling ability modifier. The creature does not, however, gain a bonus on attack rolls for being on higher ground if it floats higher than 5 feet.
A floating creature that attacks with a melee or ranged weapon finds itself increasingly unstable;
the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty that is equal to your channeling ability modifier. A full round spent
stabilizing allows the creature to begin again at -1.
Enhance: For every 2 points by which you increase the DC, you may target a creature of one size category larger than Medium.
Target: One Medium or smaller creature
Duration: Aura
Saving Throw: Fortitude negates You clench your fist in the direction of your target. Then, you gently lower it and observe your foe’s expression as he attempts to take to the sky, but can’t.
You hold the target firmly on the ground, although it may attempt to leave the ground. The target must make a Fortitude save each round it attempts to fly or is flying to remain airborne. If it fails its save, it immediately falls 30 feet.
If it hits the ground because of this drop, it takes falling damage accordingly. If the target attempts to make a Jump check, it must also make a Fortitude save to be able to make the check. If it fails the check by more than 5, it falls prone.
Enhance: For every 2 points by which you increase the DC, you may target a creature of one size category larger than Medium. suddenly disappear from sight, as if you were never there.
You become invisible, vanishing from sight, even from darkvision.
If you are carrying gear, that vanishes, too.
Items dropped or put down by you become visible; items picked up disappear if tucked into the clothing or pouches worn by you. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that you carry but that extends more than 10 feet from you becomes visible.
Of course, you are not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The incantation ends if you attack any creature. For purposes of this incantation, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on your perceptions.) Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. If you attack directly, however, you immediately
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Enhance: If you increase the DC by 2, you may affect another creature with this incantation.
The range changes to touch, and the target changes to creature touched. For every additional 3 points by which you increase the DC, you may affect one additional creature.
If you increase the DC by 6, you may remain invisible even if you attack. For a moment, your hand glows with a pale silver light. Then, you point your open hand to the area you want to affect, and the area erupts in a blinding flash of moonlight.
You cause a blinding flash of moonlight in the area. Each creature in the area must make a Fortitude save or be dazzled for a number of rounds equal to your channeler level.
While the flash is too short for lycanthropes to change their shape as if they were under a full moon, it does disorient them. If they fail the Fortitude save, they are confused for 1 round as well.
Enhance: For every 2 points by
which you increase the DC, the area’s radius increases by 5 feet.
If you increase the DC by 6, each creature in the area must make a Fortitude save or be blinded for a number of rounds equal to your
Saving Throw: Fortitude partial (see text)
You point to the skies, and the clouds are torn apart by a falling sphere of fire. The meteor traces your hand’s gestures, before points of damage. One-half of this damage is bludgeoning damage;
the other half is fire damage.
Additionally, the target must make a Fortitude save or be knocked prone by the comet.
After the meteor has crashed down, the area in which it crashed is considered to be covered with dense rubble. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by 2.
You can only channel this incantation if you are outdoors.
Enhance: For every 2 points by which you increase the DC, this
incantation deals an additional 1d6 points of damage.
If you increase the DC by 4 points, this incantation affects all creatures in an area of a 5-ft.
radius burst, rather than a target of one creature.
If you increase the DC by 4, you may channel this incantation indoors. illumination, and radiates dim illumination for an additional distance that is equal to the radius of the actual area.
Enhance: For every 2 points by which you increase the DC, the area’s radius increases by 5 feet.
If you increase the DC by 4, the light is treated as if it were actual moonlight, and affects lycanthropes as if they were under a full moon. Other creatures that are affected by the moon are also affected as if they were under the moon.
Silver Cord Astrology
Difficulty Class: 17
Channeling Time: 1 standard
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HANNELING and grasp your foe’s silver cord;that which ties its soul to its body.
You then attach it to its corporeal body, where it is vulnerable.
You take the target’s silver cord and attach it to his corporeal body, so that it can be attacked by anyone on the plane that you are on. The silver cord has an AC of 10 + the creature’s HD and that number of hit points. If the silver cord is severed by successfully attacking it, the creature must make a Fortitude save or die.
Creatures whose body and soul form one unit, such as outsiders For a moment, your hand glows with a pale golden light. Then, you point your open hand to the area you want to affect, and the area erupts in a blinding flash of sunlight.
You cause a blinding flash of sunlight in the area. Each creature in the area must make a Fortitude save or be dazzled for a number
of rounds equal to your channeler level.
While the flash is too short to cause creatures with vulnerability to sunlight any extra harm, they do suffer a -4 penalty to their Fortitude save.
Enhance: For every 2 points by which you increase the DC, the area’s radius increases by 5 feet.
If you increase the DC by 6, each creature in the area must make a Fortitude save or be blinded for a number of rounds equal to your
Saving Throw: Fortitude partial (see Enhance)
Small motes, each as bright as a star in its own right, spring into appearance in the area, and cover everything in the area.
Motes of light cover everything in the area, visibly outlining invisible creatures and objects for the duration of the incantation. All within the area are covered by the motes, which cannot be removed and continue to shine until it fades. However, if a creature or object becomes invisible after you channel this incantation, this effect is negated.
Any creature covered by the motes takes a -40 penalty to Hide checks.
Enhance: If you increase the DC by 2, the motes become so
bright that creatures covered by the motes must make a Fortitude save to avoid being dazzled. The creature remains dazzled for the duration of the incantation.
If you increase the DC by 6, the motes become unbearably bright.
Creatures covered by the motes must make a Fortitude save to avoid being blinded. The creature
Creatures covered by the motes must make a Fortitude save to avoid being blinded. The creature