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View Full Version : [3E/PF] Great Grimoire of Incantations



Yora
2013-02-12, 10:02 AM
Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm) are an Unearthed Arcana variant rule that makes relatively powerful spell effects available to characters of lower levels without the need for buying a scroll or hiring a high level spellcaster. This makes them particularly interesting to E6 games, as neither of these options are usually available there.

This thread is open to anyone to add additional Incantations to the list, and to provide feedback on them. Both spell conversions and new creations are welcome.

Incantations:
Planar Binding (http://www.giantitp.com/forums/showthread.php?p=14698843#post14698843) (by Yora)
Raise Dead (http://www.giantitp.com/forums/showthread.php?p=14697137#post14697137) (by Yora)

Misc.:
Ritual Magic by Eldan (http://www.giantitp.com/forums/showpost.php?p=12769204&postcount=5)

Yora
2013-02-12, 10:17 AM
Raise Dead
Necromancy
Effective Level: 5th
Skill Check: Knowledge (arcana) DC 19, 3 successes; Knowledge (religion) DC 19, 1 success, Knowledge (the planes) DC 19, 1 success
Failure: Damage, Betrayal, Reversal
Components: V, S, M, DF, SC
Casting Time: 60 minutes
Range: Touch
Target: One corpse that has been dead for less than 10 days
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster of this ritual must be able to cast divine spells, and so do the two secondary casters.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.

Failure: The caster takes 1d4 negative levels and the corpse rises as a wight. If the ritual fails, it can not be attempted again. (Though a resurrection or true resurrection spell or incantations might, as well as a wish spell.)
Material Componens: Diamonds worth a total of least 5,000 gp.
Backlash: The caster is exhausted.
Secondary Casters: Two divine spellcasters.

Eldan
2013-02-12, 10:19 AM
Well, I have this (http://www.giantitp.com/forums/showpost.php?p=12769204&postcount=5) and this (https://docs.google.com/document/d/1WbF801bIIvkt3S5cp4Zd7heuHxf9EDWFOYHgDROS1JA/edit), which are partially based on the incantation system.

There's a few on there, though I did remove the potential to use them at lower levels, which probably makes them unsuitable to your purpose.

sengmeng
2013-02-12, 10:28 AM
This is a cool idea. I'm thinking of a doomsday cult like incantation though. Maybe "Merge the Planes." Could be a great plot hook.

Yora
2013-02-12, 03:46 PM
Planar Binding
Conjuration (Calling)
Effective Level: 6th
Skill Check: Knowledge (arcana) DC 25, 4 successes; Knowledge (the planes) DC 25, 2 success
Failure: Betrayal
Components: V, S, M, B
Casting Time: 60 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One elemental or outsider of 12 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text

Performing this incantation attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the incantation’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.

The target creature is allowed a Will saving throw (DC 16 + casters Cha modifier). If the saving throw succeeds, the creature resists the incantation. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against the incantations caster level check, by dimensional travel, or with a successful Charisma check (DC 20 + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

When you use this incantation to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a incantation of that type.

Failure: The creature escapes, being free to act as it likes.

Material Component: Rare incenses worth 500 gp.

Yora
2013-02-12, 03:48 PM
This is a cool idea. I'm thinking of a doomsday cult like incantation though. Maybe "Merge the Planes." Could be a great plot hook.
If you have any more specific ideas for the effect, I could give it a try.