d20 Red Anvil Productions The Elemental Dimension of Magic - Spells of Vengeance.pdf

(220 KB) Pobierz
i
o
n
T
h
e
E
l
e
m
e
n
t
a
l
D
i
m
e
n
s
o
f
M
a
g
i
c
SPELLS OF VENGEANCE
905023827.017.png 905023827.018.png 905023827.019.png 905023827.020.png
The Elemental Dimension of Magic Î Spells of Vengeance
The Jeshatan have mastered many kinds of spells, one of which are Spells of Vengeance. Vengeance is one of the
twelve great schools of their Arcane Collection. They are taught at a very young age, and nearly all of them know at least
some, while the truly vicious among them have mastered the wicked. There are harsh laws in their society, but the
unwritten ones of revenge are even harsher.
Taste Link
Enchantment [Enhancement]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action or Special
Range: 25 ft or Special
Effect: Links the sense of taste on two
creatures
Duration: 1 day/level
Saving Throw: Fortitude
Spell Resistance: Yes
Everyone has bad days. This spell makes
them worse. Whenever the victim of this spell
is doing something that involves a d20 and
rolls a 1, then the result is made worse.
Specifically, if they were attacking and might
simply have dropped their sword, this spell
would cause them to automatically make a roll
to attack the nearest ally. If they were making
a skill roll and normally would simply have
failed in the worst possible way, now it has the
effect of doing something annoying to
everyone else around the character. Generally
speaking, these effects (with the exception of
fumbled attacks) should be cosmetic only but
extremely embarrassing. The number of times
this spell works depends on the level of the
caster. It has one application for every three
levels of the caster. The spell will linger for
one day per level of the caster until either the
charges or the time limit of the spell has gone.
This spell automatically links the taste of the
target with that of another creature, forcing
them to experience what the other tastes. This
spell has little practical game effect. At worst a
Î2 penalty on all actions depending on what
the linked creature is eating, but generally it is
simply an extremely unpleasant experience.
There are two ways of administering this spell.
The first is conventional, which has the regular
saving throw. The second is a specially
prepared alchemical formula that has a DC of
25 to make with a cost of 250 gp for the
components. If this alchemical concoction is
bespelled and then unwittingly consumed by
the victim, they make their save at a DC of
+10.
Material Component: A pair of dice.
Blabbermouth [Enhancement]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 25ft
Effect: The character says the worst possible
thing at the worst possible time
Duration: 1 hour/level
Saving Throw: Will
Spell Resistance: Yes
The most common use of this spell is to cast it
on a creature such as a Carrion Crawler or a
dog. The caster may elect to make the link
one way.
This spell temporarily disables that part of the
mind that prevents the victim from saying
something stupid. As such, whatever he is
thinking will be said. This does not mean that
the victim turns into a babbling idiot. The spell
is quite selective at ensuring that what spills
forth from the characterÓs mouth, is the worst
possible thing to say at the worst possible
moment. One excellent mechanic for this
might be to simply apply anything said by the
player out of character as having been said by
the character at the most applicable time.
Another possible method of use is to spill any
Material Component: The Tongue of a Bard
Fool of Fate
Enchantment [Enhancement]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 25 ft
Effect: Makes bad situations worse
Duration: 1 day/level or until decharged
Saving Throw: Will
Spell Resistance: Yes
2
905023827.001.png 905023827.002.png 905023827.003.png 905023827.004.png
dark secrets that they might be holding at the
worst possible time. This spellÓs purpose is to
ruin the characterÓs life as much as possible,
so simply spilling nonsense wonÓt do,
generally. The spell also will not make up lies;
anything that the character says is something
that they actually know or are thinking, but
donÓt want to say at that particular time.
Effect: Droplets of Acid
Duration: 1 hour + 1 hour per three levels
Saving Throw: Fortitude
Spell Resistance: No
The victim is entitled to a single saving throw. If
they fail, then they get hit by a single drop of
acid each round for the duration of the spell.
Each drop does 1HP of damage. The direction
of the drop is always random. Thus the drop
could come from above, below or sideways. If
the hit points are healed, the spell keeps
coming. The acid drop only strikes the original
target. If the target is immune to damage from
acid for one reason or another, then they are
not affected by this spell. A Dispel Magic will
remove the effects.
Material Component: A pair of fish lips.
Partial Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, M, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Material Component: A vial of acid
Evil Twin
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 50 Feet + 1 Per Level of the Caster
Target: 1 Person
Duration: 1 Hour/Level
Effect: Creates a duplicate of the targeted
creature that will make life miserable for them.
Saving Throw: Will
Spell Resistance: Yes
This spell transforms 20% of a creature as per
the Polymorph spell. However, its intent is
hostile as per Baneful Polymorph. The size of
the creature cannot be altered in any way,
merely the immediate effect. A limb
transformed into that of another creature may
theoretically gain a bonus from strength,
dexterity etc, but only if applicable to the new
creature they are transformed into, and only up
to +2. Generally speaking, 20% means a limb
or the head if the creature has one. If the
target of the spell has their head transformed,
they gain any extraordinary abilities and
senses of that form (but in the head area only).
If the new form would result in the immediate
physical death of the victim as a direct result of
the spell (such as giving them a fish head), the
change will only be cosmetic. The effect of the
spell may duplicate that of a smaller creature,
but it will not affect the targetÓs actual size (i.e.
an Ogre can be given the head of a duck, but
the ogreÓs head would still be the size of an
Ogre, not a duck.)
This spell conjures a creature with an identical
appearance to the target creature. It is directly
under the command of the caster, and will
obey his verbal instructions. It possesses any
movement abilities of the original creature
(such as flight, burrowing etc), and all of their
original knowledge. Please note, that while the
creature has all of the knowledge of the original
creature, this in no way extends to spell casting
or combat abilities. The creature has 3HD, and
the same attributes as the target creature
(strength, intelligence, wisdom etc). It has the
same clothing of the victim of the spell but no
magical items etc. Unless otherwise instructed
by the caster of the spell, this mimic will
proceed to make life miserable for the original
by messing up their affairs, disappointing or
enraging their allies, or framing them for
crimes. Once the spell has ended the creature
vanishes in a puff of smoke.
Material Component: An Octopus Tentacle
Death by A Thousand Cuts
Conjuration (Creation) [Acid]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
3
905023827.005.png 905023827.006.png 905023827.007.png 905023827.008.png
Material Component: A blood stained mirror.
Casting Time: 1 standard action
Range: 25 Ft
Target, Effect, or Area: See text
Duration: 1 Day/Level
Saving Throw: Will; See Text
Spell Resistance: Yes
Worst Case Scenario
Enchantment [Enhancement]/Divination
[Future]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action or Special
Range: 25 ft or Special
Effect: Curses the individual to make
extremely bad choices
Duration: 1 day/level
Saving Throw: Will
Spell Resistance: Yes
This spell allows the victim a single Will save.
If they fail the save, the spell waits patiently for
the target to say, ÐI wishÑ. If they do, the spell
will give them what they wish for in the most
harmful way possible or simply give the exact
opposite of their desires, up to the parameters
specified in a Limited Wish spell. If the target
has not made a wish of any kind by the spells
duration, the target is merely shocked for 1d4
points of electrical damage per level of the
caster. The XP cost of the wish is taken from
the target, not the caster.
This spell is very difficult to detect. Only a
Detect Curse or 8 th level or higher Divination
spell will reveal its existence. A Dispel Magic
or Remove Curse may attempt to remove the
spell. The Target will make one of several bad
choices, one choice per level of the caster.
Each choice will lead to either a specific set of
circumstances chosen by the caster (e.g. ÐYou
will be eaten by Zombies!Ñ) or if no selection is
made then the circumstances will be the worst
imaginable by the target.
Material Component: Candy
Narration
Alteration (Transmutation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 400 Yards
Effect: Creates a narrator that mocks
everything that the character does.
Target: Person or Object
Duration: Permanent
Saving Throw: Will Save
Spell Resistance: Yes
Each choice will take the most probably course
of action to make the desired result occur. In
general, this should bring the target closer and
closer to doom each time. When they make
this choice, the target will automatically
rationalize the logic behind why they made it to
the best of their ability, firmly believing that the
choice that they made was the correct one. If
the circumstances that they have been
enchanted to move towards occur, then and
only then will the spell be lifted and the target
realize the error of their choices (though not
necessarily that they have been the victim of a
spell.)
The good news for the target is that they will
never feel lonely again. The bad news, is that
a disembodied voice will follow them, narrating
to the world and the target whatever they do.
On the surface, this sounds like very little in the
way of vengeance. But as time passes, the
narration begins to enact madness upon its
target, such that they begin to suffer a
cumulative Î1 penalty on all skills or other rolls
per week that they are under the effects of this
spell. Thus, eventually, the target will be
incapable of doing anything effectively at all. It
will know all of their thoughts, and embarrass
them at the most inopportune times. At times,
it may even seem to befriend the target, only to
betray them and mock them at a worse
opportunity. The spell is extremely difficult to
get rid of. Only a Wish, Miracle or epic level
spell may remove its effects. Upon the death
If the spell runs out of choices or time before
the specified event occurs, then it ends with no
other effects.
Material Component: A Coin Left in a Grave for
seven days and then unearthed.
Be Careful What You Wish For
Limited Wish
Universal
Level: Sor/Wiz 8
Components: V, S, M, XP
4
905023827.009.png 905023827.010.png 905023827.011.png 905023827.012.png
or destruction of the target, one book per level
of the caster appears within a 10-mile radius of
the target. The book will include the story of
the target of the spell in the most mocking
fashion possible as if created by a Bard with a
perform check in ranks equal to the level of the
caster. It will only include the actions of the
target while under the effects of the spell.
Material Component: 20000 GP Diamond
Delightful Pain (11 th Circle)
Enchantment/Invocation (Imprisonment)
Spellcraft DC: 65
Components: V, S , M
Casting Time: 1 Hour
Range: Touch
Effect: Allows the caster to make items
invisible within a 1 mile radius/level of the
caster
Duration: As Binding method selected
Saving Throw: As Binding
Spell Resistance: As Binding
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques.
Material Component: A book of any kind, which
is destroyed upon completion of the spell.
Epic Spells
Evil Twin, Greater (10 th Circle)
Conjuration (Twin)
Spellcraft DC:42
Components:V, S , M
Casting Time: 1 Standard Action
Range: 25 Yards
Effect: Creates a more effective Evil Twin.
Duration: 1 Month/Level of Caster
Saving Throw: Will
Spell Resistance: Yes
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques.
As Binding, save that the imprisoned subject is
also in perpetual agony. The spell inflicts pain
the likes of which no one but the subject
understands. If the subject is actually released
from imprisonment, they must make a Will
save to avoid permanent Insanity (as spell).
Material Component: Cotton
ItÓs a Terrible Life (12 th Circle)
Alteration [Enhancement]
Spellcraft DC:202
Components:V, S , M
Casting Time:1 Action
Range:400 ft
Effect: Transports subject to an alternate
Prime Material Plane of personal horror.
Duration: Permanent
Saving Throw: Will
Spell Resistance: Yes (Harmless)
This spell works exactly like the spell Evil Twin
in that it creates a duplicate that has the intent
of destroying the character. Aside from the
duration, the most significant difference is the
capability of the duplicate. The Evil Twin
retains the same stats as a duplicate created
by the Clone spell. Both the original and the
twin have a generic link between them, that
lets them know if either is living. If they are on
the same plane, they can each pin point their
location to within 1 mile of each other. At will,
the caster can erase the ÒevilÓ aspect of the
duplicate so that they retain a duplicate
consciousness of the original. However, the
magical construct remains under the complete
control of the caster. Particularly vicious
Jeshatan are known to keep multiple
duplicates around and erase their memories so
they can enjoy killing their foe multiple times.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
5
905023827.013.png 905023827.014.png 905023827.015.png 905023827.016.png
Zgłoś jeśli naruszono regulamin