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5. MARCO INSTITUCIONAL Y ACTORES CLAVE

5.2 MARCO INSTITUCIONAL DEPARTAMENTAL

- New Spells -

In the ancient world spells and other magical phenomena weren’t considered supernatural, but rather part of the natural order. The ancients cast spells or invoked magical charms on a routine basis. The gods walked among the people and appeared during religious rituals.

The spells, omens, and curses of Testament are not necessarily recommended for use in other d20 settings. Some (like skilled craftsmanship) are easily adaptable, but others (like curse unto generations) are less applicable in a campaign where the gods don’t take as personal an interest in the affairs of mortals, or in which the bonds of family, tribe, and nation are unimportant.

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Doorway to the Underworld (B, C, E). Creates a portal into the

world of the afterlife.

Hasten Birth. Brings any pregnancy to term.

Mass Curse. As per bestow curse, but with multiple targets.

Mass Inflict Serious Wounds. As per inflict serious wounds, but with

multiple targets.

Might of the Gods. Augments the Strength, Constitution, or

Dexterity of nearby fighters.

Speak with the Hidden. Enables a person to communicate with

beings that are Hidden from the world.

8th-level

Curse Unto Generations. Curses a man’s brothers and sons or a

woman’s sisters and daughters for four generations.

God Form (B, C). Channel a god’s power through caster’s body. Mass Affliction. As per bestow affliction, except on multiple

targets.

Sign of God. Reveals a god’s presence on the battlefield.

9th-level

Angel in Harm’s Way (I). A guardian angel replaces the cleric, while the

cleric remains in an untouchable sanctuary.

Globe against the Arcane. Creates an antimagic shell that negates

arcane spells.

Rain of Blood. An unholy rain blights land, poisons water, and lowers

morale.

Rejuvenation (B or C). Restores subject to his physical prime.

Druid Spells

3rd-Level

Contagion. Infects subject with a chosen disease.

5th-Level

Atonement. Removes burden of misdeeds from subject.

7th-Level

True Seeing. See all things as they really are.

Paladin Spells

1st-Level

Fellowship of Wounds. Blesses wounded allies of the paladin.

2nd-Level

Dying Curse. Curses whoever kills the paladin.

3rd-Level

Paladin’s Chariot. Summons a special chariot.

4th-Level

Greatness of Tribe. Shares the ability bonuses of members of the

immediate family.

Protection from Unholy. Grants protection from the effects of unholy

weapons and spells.

Remove Affliction. Cures conditions such as paranoia, lameness, and

impotence.

Untiring. The target does not need to make Endurance checks, and

isn’t encumbered by weight.

Psalmist Spells

1st-Level

Battlefield Oratory (I). Gives troops an inspired speech to boost their

morale before battle.

Walking Song (I). Improves a group’s walking speed over difficult terrain.

2nd level

Allure. Increases target’s Charisma.

Rowing Song (I). Improves the party’s rowing speed.

Song of Contemplation (I). Forces two people to stop fighting each

other.

3rd Level

Bestow Curse. Causes a debilitating condition to affect the subject. Exhilarating Performance (I). Grants bonuses to other’s Perform rolls. Tale of Heroes (I). Adds combat bonuses to caster’s party.

4th Level

Injunction (I). Casts an inverse sanctuary on someone. Song of Perseverance (I). Improves ability to resist pain.

Wall of Song (I). Creates a barrier of song that must be countered with

a song to be traversed.

5th Level

Compel Song (I). Forces someone to sing a song that allows him to be

influenced by caster.

Inspire True Love. Causes the subject’s true love to come to him. Mass Contagion. As per contagion, but with multiple targets.

Song of Penitence (I). Removes sin or the mark of a song of shame from

someone who’s willing to make the appropriate sacrifices.

Understand All Speech. Makes comprehensible the speech of all living

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6th Level

Bestow Major Curse. Causes a greatly debilitating condition to affect

the subject.

Song of Shame (I). Marks someone for ridicule throughout the world. Song of the Wind (I). Call forth a wind that blows away the sinful.

Qedeshot Spells

1st-Level

Allure. Increases target’s Charisma. Passion Play (C). Shared healing with a kiss.

2nd-Level

Increase Fertility. Improves chances of a pregnancy.

Token of Romance (C). Inclines the target favorably toward the caster’s

advances.

Water Into Wine. Transforms water into another beverage.

3rd-Level

Bestow Curse. Causes a debilitating condition to affect the subject. Coming Of Age (C). Bestows a permanent ability score increase as part

of a one-time religious ritual.

Cramps (C). Causes pain throughout the victim’s body.

4th-Level

Bestow Affliction. Inflicts a non-contagious disability on the target. Curtain of Charm (C). Enchants a curtain so that anyone who passes

through it is susceptible to charm effects.

Greatness of Tribe. Shares the ability bonuses of members of the

immediate family.

Remove Affliction. Cures conditions like paranoia, lameness, and impotence. Untiring. The target does not need to make Endurance checks, and isn’t

encumbered by weight.

5th-Level

Fertile Womb. Eliminates barren condition.

Inspire True Love. Causes the subject’s true love to come to him. Shatter True Love (C). Causes the subject’s true love to hate him.

6th-Level

Bestow Major Curse. Causes a greatly debilitating condition to affect

the subject.

Dance of Nakedness (C). Strips a target of all armor, magical

augmentations and protections.

Hasten Birth. Brings any pregnancy to term.

Kiss of Death (C). Kills the victim at an appointed time.

Touch of the Goddess (B, C, E). Subject receives many healing benefits,

including immunity to natural and magical disease.

Treacherous Phantasm. Lures the victim into danger by way of a

phantasmal companion.

Sorcerer and

Wizard Spells

1st-Level

Create Bricks. Creates materials for building. Inflict Pain. Touch attack, 1d8+1/level subdual damage.

Manipulate True Name. Plays with the emotions of someone whose

True Name is known to the caster.

2nd-Level

Allure. Increases target’s Charisma.

Harm True Name. Hurts someone whose True Name is known to the

caster.

Infant’s Augury. Reveals a child’s future.

Stumble. Causes an opponent to fall when he attempts a movement

action.

3rd-Level

Capture Starlight. Unleashes a trail of burning stars.

Light in the Shadows. A light appears around anyone attempting to

Hide or Move Silently.

Window. Creates an opening in solid matter through which the caster

can see, cast spells, and fire missiles.

4th-Level

Bestow Curse. Causes a debilitating condition to affect the subject. Light Before Thee, Darkness Behind. Creates a zone of light and

darkness around an object.

Slay True Name. Kills someone whose True Name is known to the

caster.

Wall of Light. Erects a wall that causes anyone who passes through it

to glow.

5th-Level

Compel True Name. Forces a humanoid creature to speak a name that

gives the caster power over it.

Invisible Window. As per window, but visible only on one side. Shackle. Places a magic shackle on target’s wrist or ankle.

Understand All Speech. Makes comprehensible the speech of all living

things, whether or not they are intelligent.

6th-Level

Game of Dooms. Engages two people in a competition with a curse as

the price for the loser.

Lightning Pyre. Creates a burning electrical field that allows the caster

to tap into it for a variety of effects.

Mass Contagion. As per contagion, but with multiple targets. Soul Vulture. Summons an ethereal vulture that eats the victim’s

essence and delivers it to the caster.

Swallow Spell. Allows caster to eat scrolls and then cast the ingested

spells.

True Seeing. See all things as they really are.

Wall of Stars. Creates an improved wall of force that the caster can pass

through at will.

7th-Level

Bestow Major Curse. Causes a greatly debilitating condition to affect

the subject.

Inspire True Love. Causes the subject’s true love to come to him. Power Word: Fear. Causes large numbers of creatures to flee in panic.

8th-Level

Mass Curse. As per bestow curse, but with multiple targets. Treacherous Phantasm. Lures the victim into danger by way of a

phantasmal companion.

9th-Level

Curse Unto Generations. Curses a man’s brothers and sons or a

woman’s sisters and daughters for four generations.

Celestial Vision. Allows for several powerful divinations and

temporarily increases Wisdom.

Compel Any True Name. Forces any creature to speak a name that will

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Desert Domain

This domain deals with true desert, as well as the arid wilderness bordering the inhabited lands of the Testament setting.

Granted Power: You gain the Endurance feat.

Desert Domain Spells

1 Endure Elements. Subject ignores 5 damage/round

from one energy type.

2 Endurance. Subject gains 1d4+1 Con for 1 hour/level 3 Pass Without Trace. One subject/level leaves no tracks. 4 Prostration. Inflicts heat prostration on multiple

targets.

5 Untiring. The target does not need to make Endurance

checks, and isn’t encumbered by weight.

6 Magnificent Tent. Door leads to extradimensional

tent.

7 Divine Path. Summons a divine manifestation to chart

a course.

8 Soul Vulture. Summons an ethereal vulture that eats

the victim’s essence and delivers it to the caster.

9 Treacherous Phantasm. Lures the victim into danger

by way of a phantasmal companion.

Fertility Domain

This domain covers personal and animal fertility and the characteristics of one’s offspring, as opposed to the fertility of the fields, which is covered by the Plant domain.

Granted Power: You receive +2 to all Fortitude saves involving

Endurance, and +1 to all Charisma skill checks made for the purpose of seduction.

Fertility Domain Spells

1 Endurance. Subject gains 1d4+1 Con for 1 hour/level. 2 Increase Fertility. Improves chances of a pregnancy. 3 Remove Affliction. Cures conditions such as paranoia,

lameness, and impotence.

4 Greatness of Tribe. Shares the ability bonuses of

members of the immediate family.

5 Fertile Womb. Eliminates barren condition. 6 Touch of the Goddess. Subject receives many healing

benefits, including immunity to natural and magical disease.

7 Hasten Birth. Brings any pregnancy to term. 8 God Form. Channel a god’s power through caster’s

body.

9 Rejuvenation. Restores subject to his physical prime.

Heaven Domain

This domain encompasses the sky, the celestial sphere, and the dwelling places of many gods. This domain is often associated with ruling deities.

Granted Power: You receive low-light vision.

Heaven Domain Spells

1 Stars Beneath Your Feet. Surface movement does not

touch the ground.

2 Fly. Subject flies at speed of 90 ft.

3 Capture Starlight. Unleashes a trail of burning stars. 4 Circle of Stars. Receives an improved sanctuary spell. 5 Wall of Stars. Creates an improved wall of force that the

caster can pass through at will.

6 Heaven’s Light. Creates a field of light that can either

heal or harm.

7 Reverse Gravity. Objects and creatures fall upward. 8 Sunbeam. Beam blinds and deals 3d6 damage.

9 Celestial Vision. Allows for several powerful divinations

and temporarily increases Wisdom.

Pestilence Domain

The is usually the domain of gods of suffering and death. Some fertility gods also have this domain as a complementary sphere of influence.

Granted Power: You may use a withering touch once per day. Your

withering touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, the victim attempts a Fortitude save vs. a DC equal to 10+ your level. If the victim fails the save, he permanently loses 1 point of Strength, Constitution or Dexterity (victim’s choice).

Pestilence Domain Spells

1 Ray of Enfeeblement. Ray reduces Str by 1d6 points +1

point/two levels.

2 Summon Swarm. Summons swarms of small crawling

or flying creatures.

3 Contagion. Infects subject with chosen disease. 4 Diminish Plants. Reduces size or blights growth of

normal plants.

5 Malaise. Causes generalized ill health for one or more

creatures.

6 Plant Blight. Stunts growth of vegetation, reduces crop

yields.

7 Creeping Doom. Carpet of insects attacks at your

command.

8 Horrid Wilting. Deals 1d8 damage/level within 30 ft. 9 Plague. Begins the epidemic spread of contagious

disease.

Thunder Domain

This is the domain of the gods of violent weather.

Granted Power: +1 save and Damage reduction, 5/-- vs. all electrical

effects.

Thunder Domain Spells

1 Shocking Grasp. Touch delivers 1d8 +1/level electricity

damage.

2 Resist Elements. Subject ignores 12 damage/round

from one energy type.

3 Call Lightning. Directs lightning bolts (1d10/level)

during storms.

4 Lightning Bolt. Deals 1d6 electricity damage/level. 5 Wall of Thunder. Erects a wall that electrocutes and

deafens anyone who passes through it.

6 Lightning Contingency. Absorbs a lightning bolt and

transforms it into any 1st-3rd-level spell effect.

7 Control Weather. Changes weather in local area. 8 Chain Lightning. Deals 1d6 electricity damage/level;

secondary bolts.

9 Storm of Vengeance. Storm rains acid, lightning, and hail.

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Forbidden Spells

The spells astral projection, etherealness, ethereal jaunt, and plane shift are not known by any nation in the Testament region. Babylonians, Canaanites and Egyptians can use doorway to the underworld as a dedicated plane shift to take them to one particular other plane, but no other planar travel is possible.

Spells Descriptions

Allure

Transmutation

Level: Brd 2, Clr 2, Psa 2, Qed 1, Sor/Wiz 2 Components: V, S, DF

Casting Time: 1 action Range: Touch

Target: Creature touched Duration: 1 hour/level

Saving Throw: Will negates (harmless) Spell Resistance: Yes

The affected creature gains greater charm. The spell grants the subject an enhancement bonus (1d4+1 points) to Charisma, adding the usual benefits to Charisma checks, Turn Undead and Charisma-related skill checks. The bonus does not grant an affected qedeshot bonus spells.

Angel in Harm’s Way

Conjuration

Religion: Israelite Level: Clr 9 Components: V, S Casting Time: 1 action Range: Personal Target: You

Duration: 1 round/level Saving Throw: None Spell Resistance: No

When this spell is cast, the caster is protected within a sanctuary spell against which there is no saving throw; instead, the caster fades to an intangible state and his place is taken by a mazzal angel that moves where the caster moves and attack any enemy of the caster who’s in range. If the angel is slain, the sanctuary is broken, and the caster reappears. If the caster casts any spell that would break the sanctuary, the guardian angel vanishes.

Atonement

Abjuration

Level: Clr 5, Drd 5

In the Testament setting, this spell can be used to remove 1 point of negative Piety/two caster levels from the petitioner. The petitioner must expend 100 XP + 25 XP/point of negative Piety removed. As per the spell description in the Player’s Handbook, the subject must be truly repentant, and the caster may assign a quest to the penitent.

Ba Guardian

Conjuration

Religion: Egyptian Level: Clr 2 Components: V, S, M

Casting Time: 1 action Range: Personal

Area: 5-ft. radius around caster Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell summons a guardian bird that circles 10 ft. above the caster’s head. When the caster is attacked, the bird intercepts the weapon, taking the damage that was meant for its master. The bird vanishes when slain or when the spell’s duration is completed. The bird has the caster’s Armor Class and a base of 20 hit points +2 per caster level. The bird does not attack; it may be attacked by others. It intercepts magical attack forms, but cannot guard the caster from attacks that are spread over an area. Only a single ba guardian may guard the caster at a time.

Material Component: A bird figurine crafted by the caster. It requires

20 gp of materials, an hour’s time, and a successful Craft (clay- or woodworking) check (DC 15) to make this figurine.

Battlefield Oratory

Abjuration

Religion: Israelite Level: Psa 1 Components: V

Casting Time: 20 minutes/level Range: Close (25 ft. + 5 ft./2 levels) Target: One Battlefield Side Duration: 20 minutes/level Saving Throw: None Spell Resistance: Yes

The verbal component of this spell is an inspirational exhortation told by the psalmist to troops before a battle. The Side gains a +1 morale bonus for the spell’s duration.

(Note: 20 minutes is one battlefield round.)

Bestow Affliction

Conjuration

Level: Clr 4, Qed 4 Components: V, S Casting Time: 1 action Range: Touch

Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Bestow affliction causes the target to suffer a permanent physical or

mental disability. The affliction can be cured by a remove affliction, heal,

touch of the goddess, limited wish, wish, or miracle.

The caster can choose an affliction to bestow from the following list:

Babble: The afflicted’s ability to speak coherently is compromised.

Any time he attempts to communicate (including casting spells with verbal components), he must make a Will save (DC 16) or whatever he says comes out as gibberish.

Barrenness/Infertility: Certain demons, curses and diseases (and of

course, old age) caused people to be unable to produce or bear offspring. This is a touchy subject, and the effects of the affliction might be entirely unimportant in some campaigns. It can be cured by any of the spells listed above, or by a fertile womb spell.

Increase fertility is ineffective against this affliction.

Cataracts: Cataracts are an affliction that permanently degrades ones

eyesight (-2 to Search and Spot checks, -4 to attack rolls, and any Dexterity bonus to AC is halved). It can be cured by the spells

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listed above, or by a combination of the remove disease and cure

blindness spells.

Dementia: The afflicted’s ability to interact with the real world is

compromised. Any time he attempts to take a decisive action, he must make a Wisdom Check (DC 13), or act as though under the influence of a confusion spell.

Diseased: The afflicted has suffered physical scars from numerous

sicknesses, and he perpetually stinks of infection. He suffers a -5 penalty to his Charisma score.

Ecstatic: The afflicted’s ability to understand danger is compromised.

In any excited or dangerous situations, he must make a Wisdom check (DC 13), or spend the next 1d4 rounds singing and dancing like a drunk. While in ecstasy he is unable to attack or to use any active defenses. At the end of the madness, he must make another Wisdom check or the ecstasy continues.

Fixation: The afflicted takes on a quest in search of an unattainable

goal (e.g., an imaginary object or impossible ideal) that puts him (and anyone who follows him) into dangerous situations.

Forgetfulness: The afflicted’s ability to remember facts is compromised.

Any time he must do something that requires accessing his memory (including casting memorized spells), he must make an Intelligence check (DC 13).

Impotence: The afflicted’s ability to participate in sex and to procreate

are compromised. This is another touchy subject, and its effects might be entirely unimportant in some campaigns.

Lameness: The afflicted’s speed is halved, and he becomes incapable of

running or charging. He also suffers a -10 penalty to Jump and Swim skills.

Mute: The afflicted loses the power of speech. He can still make himself

understood through writing, and his hearing is unaffected.

Paranoia: The afflicted’s ability to separate friend from foe is

compromised. Any time someone confronts him with an unexpected situation, he automatically views the other as an enemy and must make a Wisdom check (DC 10) to avoid attacking him.

Phobia: The afflicted develops an irrational fear of a common object,

creature, or condition. He believes the object of the phobia poses an immediate threat to him and may even see it where it doesn’t exist.

Sickly: The Sickly affliction means that the victim is more likely to

contract diseases. A Sickly person always has a low-level cough or fever, and suffers a -4 penalty to all saves against disease.

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