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A Dozen. Collection
A Dozen Bothersome Spells
A Dozen
Requires the use of the Dungeons & Dragons ®
Player’s Handbook
Bothersome Spells
by Michael Hammes
I n t r o d u c t i o n
What are bothersome spells? Bothersome spells are spells that
can be used to cause interesting and unique situations. Such spells
d o n ’t cause any (or much) direct damage and, for most, their use-
fulness lies more in the imagination of the spellcaster than in the
spell itself. Furthermore, such spells tend to frustrate those that suf-
fer their effects rather than causing them harm directly.
F i re b a l l is not a bothersome spell; it simply blasts creatures
a w a y. Animate ro p e , on the other hand, is a bothersome spell. In
addition to tying a creature up, it can be used as a trip line, frustrat-
ing pursuit. Lightning bolt ? Not bothersome. G re a s e ?
Bothersome. D i s i n t e g r a t e ? Potentially bothersome. Bestow curse?
Definitely bothersome. M i rror image? Very bothersome.
This PDF presents twelve spells in this vein. All have a quan-
tifiable impact on the game, all can give the spellcaster and his or
her allies some form of advantage, but these are not the kind of
spells that are likely to kill outright and many require some imagi-
nation to maximize their eff e c t i v e n e s s .
Disguise Other
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
C o m p o n e n t s : V, S
Casting Ti m e : 1 standard action
R a n g e : To u c h
Ta r g e t : Humanoid creature touched
D u r a t i o n : 10 min./level (D)
Saving T h row: Will negates (harmless)
Spell Resistance: Ye s
You change the appearance of a humanoid - including clothing,
a r m o r, weapons, and equipment - to look different. The humanoid
can seem 1 foot shorter or taller, thin, fat, or in between. You can-
not change the humanoid’s body type. Otherwise, the extent of the
apparent change is up to you. You could add or obscure a minor fea-
ture or make the person look like someone entirely diff e r e n t .
The spell does not provide the abilities or mannerisms of the cho-
sen form, nor does it alter the perceived tactile (touch) or audible
(sound) properties of you or your equipment.
If you use this spell to create a disguise for the creature it gets a
+10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to rec-
ognize it as an illusion.
Gibberish
Enchantment (Compulsion) [Mind-Aff e c t i n g ]
L e v e l : Brd 1, Sor/Wiz 2
C o m p o n e n t s : V, S, M
Casting Ti m e : 1 standard action
R a n g e : Close (25 ft. + 5 ft./2 levels)
Ta r g e t : One creature
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A Dozen Bothersome Spells
R OLE -P LAY A LERT
It is up to the GM and the players to make the spells in this PDF,
and other spells like them, truly bothersome and memorable. While
these spells obviously have a quantifiable impact on the game, hin-
dering foes or even aiding allies, if you choose they can serve to
lighten the mood and to introduce an element of humor and come-
dy into the game.
This is achieved by the GM and the players through clever and
original uses of the spells, and by the GM through encouraging
proper role-playing (i.e. ensuring that NPCs have the proper reac-
tions).
For instance, disguise other can be used to disguise an unwilling
target; an NPC can change the appearance of a PC to look like a
wanted criminal, or the PC can change the look of the overpowered
guard from jail to look like him and make his escape in the confu-
sion.
Glue can be used to stick an unwanted object on a creature, an
action that can have very interesting results if a delayed blast fire -
ball is involved.
Of course, many of these spells can provide comedic moments.
Grow hair inevitably makes the creature look very silly, especially
fearsome monsters or when cast in a social setting, a fact that the
GM should emphasize (gales of laughter, snickers, guffaws, etc.
from witnesses as the entangled werewolf stumbles about the place).
The GM or player can add interest, and levity, when an NPC or
PC is affected by immobilize extremity by acting as though his or her
own arm or leg were paralyzed whenever the NPC or PC takes an
action.
Obviously, if this is not the style of the campaign, then the spells
can simply be used as they are to hinder foes and give your side an
advantage in combat. But nothing livens up the umpteenth
encounter with orcs like having their leader suddenly blow up into
a giant hairball, having him start speaking nonsense, and/or having
a phantom boot kicking him in the tail. Who knows, maybe the orcs
will become so embarrassed that they simply quit the field?
D u r a t i o n : 1 min./level (D)
Saving T h row: Will negates
Spell Resistance: Ye s
Upon the casting of this spell you render the speech of the aff e c t-
ed creature unintelligible for the duration of the spell. A c o m p re h e n d
languages spell will not render the affected creature’s speech intelli-
gible, although a tongues spell will. A spellcaster affected by this
spell cannot cast any spells requiring a verbal component. A b a r d
a ffected by g i b b e r i s h can still make use of bardic music, provided
that he has sufficient ranks in a Perform skill other than Perform (ora-
tory) or Perform (sing).
A rcane Material Component: A piece of parchment with illegi-
ble scribbles upon it.
Glue
Conjuration (Creation)
L e v e l : S o r / Wiz 2
C o m p o n e n t s : V, S, M
Casting Ti m e : 1 standard action
Range: Medium (100 ft. + 10 ft./level)
E ffect: One object or a 20-ft.-square
D u r a t i o n : 1 round/level (D)
Saving T h ro w : Reflex negates; see text
Spell Resistance: N o
A glue spell covers a solid surface with a layer of sticky translu-
cent adhesive. Anyone in the eff e c t ’s area when the spell is cast must
make a Reflex save. If this save succeeds, the creature is entangled,
but not prevented from moving, though moving is more difficult than
normal for being entangled (see below). If the save fails, the crea-
ture is entangled and can’t move from its space, but can break loose
by spending 1 round and making a DC 20 Strength check or a DC 25
Escape Artist check.
Once loose (either by making the initial Reflex save or a later
Strength check or Escape Artist check), a creature remains entangled,
but may move through the glue very slowly. Each full round devot-
ed to moving allows the creature to make a new Strength check or
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A Dozen Bothersome Spells
Escape Artist check. The creature moves 5 feet for each full 5 points
by which the check result exceeds 10.
An entangled creature cannot run or charge and takes a –2 penalty
on all attack rolls and a –4 penalty to Dexterity.
The spell can also be used to create a sticky coating on an item.
Material objects not in use are always affected by this spell, while an
object wielded or employed by a creature receives a Reflex saving
throw to avoid the effect. If the initial saving throw fails, the creature
is immediately stuck to the item. Attempts to remove the object from
the creature’s hand, or to pick the item up if it is stuck to something,
take a full round and require a DC 20 Strength check. Note that
attempts to pick the item up will likely cause the creature attempting it
to become stuck to the item.
Grow Hair
Tr a n s m u t a t i o n
L e v e l : S o r / Wiz 1
C o m p o n e n t s : V, S, M
Casting Ti m e : 1 standard action
R a n g e : Close (25 ft. + 5 ft./2 levels)
Ta r g e t : One creature
D u r a t i o n : 1 min./level (D)
Saving T h ro w : Fortitude negates
Spell Resistance: Ye s
This spell causes the hair (body, facial, head, etc.) or fur of a creature
to grow to a ridiculous length and impede its movement. Its own hair
e ffectively entangles the creature. The creature can move only at half
speed, cannot run or charge, and takes a -2 penalty on all attack rolls as
well as a -4 penalty to Dexterity. In addition, unless the creature takes
some form of action to clear the hair from before its eyes (such as hold-
ing the hairs with one hand or tying them off), it suffers a –1 penalty on
attack rolls, Search checks, and Spot checks for the duration of the spell.
A spellcaster that attempts to cast a spell must make a Concentration
check (DC 15 + the spell’s level) or lose the spell.
Attempts to cut the hair off are futile as the hair grows back instant-
l y. Acreature that does not have hair or fur is not affected by this spell.
Multiple castings of g row hair do not increase the entanglement.
Material Component: A bit of hair or fur.
N o t e : The hair can be tied off using ribbons, bits of clothing, etc.
and mobility restored. This takes at least one minute and assumes that
materials and help are readily at hand. If the creature attempts to
accomplish this action itself, it takes significantly longer.
Immobilize Extremity
Enchantment (Compulsion) [Mind-Aff e c t i n g ]
L e v e l : Brd 1, Clr 1, Sor/Wiz 2
C o m p o n e n t s : V, S, F/DF
Casting Ti m e : 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Ta r g e t : One humanoid creature
D u r a t i o n : 1 round/level (D); see text
Saving T h row: Will negates; see text
Spell Resistance: Ye s
One of the creature’s bodily limbs or appendages becomes para-
lyzed and useless. This has a variety of potential effects.
Immobilizing the arm of a creature renders it unable to use that arm.
The arm and attached hand hang limply. If it was holding a weapon or
shield in that hand, the weapon or shield is not dropped but the weapon
cannot be used to attack with and the shield’s Armor Class bonus is
reduced by 1 (i.e. a buckler or light shield provides no protection while
a heavy or tower shield still provides some protection as the creature
slings its body around). In addition, the creature suffers a -2 circum-
stance penalty to all Dexterity checks, Dexterity-based skill checks,
Reflex saves, and all Strength checks and Strength-based skill checks
where the arm is used to aid in accomplishing the task (i.e. Climb,
Jump, and Swim checks).
Attempts to pry an item out of the grasp of a paralyzed hand need
to succeed at an opposed Strength check against the paralyzed crea-
t u r e ’s Strength.
Spellcasters that have an arm immobilized are not negatively
a ffected in terms of their spellcasting, as a somatic component requires
only one hand to be free.
Immobilizing the leg and attached foot of a bipedal creature causes
it to drag and reduces its movement rate to one-half and causes it to
s u ffer a -4 circumstance penalty to all Dexterity-based checks and skill
checks, Reflex saves, all Strength checks and Strength-based skill
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A Dozen Bothersome Spells
checks where the legs are used to aid in accomplishing the task (i.e.
Climb, Jump, and Swim checks) and Armor Class.
Immobilizing the leg of a quadruped creature causes it to drag and
reduces its movement to three-quarters and causes it to suffer a -2 cir-
cumstance penalty to all Dexterity-based checks and skill checks,
Reflex saves, all Strength checks and Strength-based skill checks
where the legs are used to aid in accomplishing the task (i.e. Climb,
Jump, and Swim checks) and Armor Class.
Furthermore, if the creature was moving at a pace faster than a
walk at the time the leg is immobilized, it must succeed at a DC 15
Reflex save (DC 10 for quadrupeds) or fall prone.
Each round on its turn, the subject may attempt a new saving
throw to end the effect. (This is a full-round action that does not pro-
voke attacks of opportunity. )
A winged creature that has one of its wings paralyzed cannot
remain in flight and spirals slowly to the ground, flapping wildly.
A rcane Focus: A small, straight piece of iron.
Inflict Illness
Necromancy
L e v e l : Clr 1, Drd 1, Sor/Wiz 2
C o m p o n e n t s : V, S
Casting Ti m e : 1 standard action
R a n g e : To u c h
Ta r g e t : Living creature touched
D u r a t i o n : 1 round/level
Saving T h ro w : Fortitude negates
Spell Resistance: Ye s
The subject falls immediately falls ill, becoming sickened and
s u ffering a –2 penalty on all attack rolls, weapon damage rolls, sav-
ing throws, skill checks, and ability checks for the duration of the
s p e l l .
Inflict Pain
Necromancy
L e v e l : Clr 2, Drd 2, Sor/Wiz 3
C o m p o n e n t s : V, S
Casting Ti m e : 1 standard action
R a n g e : To u c h
Ta r g e t : Living creature touched
D u r a t i o n : 1 round/level
Saving T h ro w : Fortitude negates
Spell Resistance: Ye s
Unbearable pain wracks the subject, making it nauseated and
unable to attack, cast spells, concentrate on spells, or do anything
else requiring attention. The only action such a character can take is
a single move action per turn.
Irritating Fog
Conjuration (Creation)
L e v e l : Drd 3, Sor/Wiz 3
C o m p o n e n t s : V, S, M
Casting Ti m e : 1 standard action
Range: Medium (100 ft. + 10 ft. level)
E ff e c t : Fog spreads in 20-ft. radius, 20 ft. high
D u r a t i o n : 1 min./level
Saving T h ro w : N o n e
Spell Resistance: N o
A bank of fog billows out from the point you designate. The fog
obscures all sight, including darkvision, beyond 5 feet. A c r e a t u r e
within 5 feet has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance,
and the attacker can’t use sight to locate the targ e t ) .
In addition, any living creature that enters the fog is irritated by
the scratchy nature of the fog, which causes the creature to itch
u n c o n t r o l l a b l y. The creature suffers a –2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks, and ability checks
for as long as it remains in the fog and for 1 round thereafter.
Spellcasters attempting to cast a spell while in the fog must succeed
at a Concentration check (DC 10 + the spell’s level) or lose the spell.
Unlike normal fog, only a strong wind (21+ mph) or stronger can
disperse i rritating fog , and it does so in 1 round.
Material Component: A boiled poison oak or poison ivy leaf.
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A Dozen Bothersome Spells
Phantom Boot
Evocation [Force]
L e v e l : Brd 1, Sor/Wiz 1
C o m p o n e n t s : V, S, F
Casting Ti m e : 1 standard action
Range: Medium (100 ft. + 10 ft./level)
E ffect: Tiny boot
D u r a t i o n : 1 round/level (D)
Saving T h ro w : N o n e
Spell Resistance: Ye s
A magic b o o t of Tiny size (about the size of a size 10 boot) and
composed of pure force springs into existence and attacks opponents
at a distance, as you direct it, dealing 1d4 force damage per hit. It
strikes the opponent you designate, starting with one attack in the
round the spell is cast and continuing each round thereafter on your
turn. It uses your base attack bonus (possibly allowing it multiple
attacks per round in subsequent rounds) plus your Intelligence mod-
ifier (Wizard) or Charisma modifier (Bard, Sorcerer) as its attack
bonus.
The phantom boot strikes as a spell, so it can damage creatures
that have damage reduction. As a force effect, it can strike incorpo-
real creatures without the normal miss chance associated with incor-
p o r e a l i t y. The phantom boot always strikes from your direction. It
does not get a flanking bonus or help a combatant get one. Your feats
or combat actions do not affect the phantom boot . If the p h a n t o m
b o o t goes beyond the spell range, if it goes out of your sight, or if you
are not directing it, the phantom boot returns to you and hovers next
to your foot.
Each round after the first, you can use a move action to redirect
the phantom boot to a new target. If you do not, the phantom boot
continues to attack the previous round’s target. On any round that the
phantom boot switches targets, it gets one attack. Subsequent rounds
of attacking that target allow the phantom boot to make multiple
attacks if your base attack bonus would allow it to.
A phantom boot cannot be attacked or harmed by physical
attacks, but dispel magic , d i s i n t e g r a t e , a s p h e re of annihilation , or a
rod of cancellation a ffects it. A phantom boot ’s AC against touch
attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster
level check (1d20 + caster level) against that spell resistance the first
time the phantom boot strikes it. If the phantom boot is successful-
ly resisted, the spell is dispelled. If not, the phantom boot has its nor-
mal full effect on that creature for the duration of the spell.
F o c u s : An ordinary boot or other form of footwear.
Rotting Touch
Tr a n s m u t a t i o n
L e v e l : Drd 3
C o m p o n e n t s : V, S, DF
Casting Ti m e : 1 standard action
R a n g e : To u c h
Ta r g e t : One non-magical wooden object or plant (or the volume
of the object or plant within 5 ft. of the touched point) or one plant
c r e a t u r e
D u r a t i o n : See text
Saving T h ro w : N o n e
Spell Resistance: N o
Any wooden item or plant you touch becomes instantaneously
decayed and rotted, effectively destroyed. If the wooden item or
plant is so large that it cannot fit within a 5-foot radius, a 5-foot-
radius volume of the wooden item or plant is rotted and destroyed.
Magic items made of wood are immune to this spell.
You may employ rotting touch in combat with a successful melee
touch attack. Rotting touch used in this way instantaneously destroys
1d6 points of Armor Class gained from wooden shields and iron-
wood armor or shields (to the maximum amount of protection the
armor or shield offered) through decay.
Weapons in use by an opponent targeted by the spell are more dif-
ficult to touch. You must succeed on a melee touch attack against the
weapon. A wooden weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of
o p p o r t u n i t y. Also, you must touch the weapon and not the other way
a r o u n d .
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