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Thread: [Hourglass of Zihaja] Chapter 7: Magic

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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    A Spells

    Adimas’ Absolute Awareness
    Divination
    Level: Cunning 9
    Components: V
    Casting Time: 1 swift action
    Range: Medium (100’ + 10’/level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You focus your perception absolutely upon one creature, analyzing its every action with impossible speed & comprehension. You gain a +10 insight bonus to AC, saving throws, caster level, ability checks, attack rolls & skill checks against the chosen creature, but take a -4 penalty to same regarding any other creature or object for the duration of this effect.

    Further, you gain a Reflex saving throw to negate any effect the subject produces against you other than a melee attack. On a successful save, the effect bypasses you entirely.

    Lastly, you see through all disguises, illusions, & transformations that affect the target creature, as if you had true seeing in regards to the target creature.

    Adimas’ Annoying Arrow
    Evocation [Force]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100’ + 10’/level)
    Effect: Dart of energy
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: Yes

    Taking a glass shard, you charge it with energy & a proto-sentience, sending it to wait by a foe until the time is right. The dart flies to the target instantaneously & takes up an inconspicuous position, though it only tries to hide from the target, & cannot hide from sensory organs you are not aware of.

    When the target engages in an action that would require concentration, such as casting a spell, the dart strikes, dealing 1d4 force damage +1 point per caster level (maximum +5) & forcing a Concentration check with a -4 penalty. You may instead designate the dart to wait until the target would make an attack of opportunity or employ a readied action. If so, the target must make a Concentration check (DC14 + damage dealt) or miss the attack of opportunity/lose the readied action.

    When the dart strikes, the spell is discharged. If the spell reaches the end of its final round, the dart will strike of its own volition.

    Material Component: A glass shard.

    Agony
    Evocation [Evil]
    Level: Blk 4, Punishment 8
    Components: V, S, M, A
    Casting Time: 1 full-round action
    Range: Close (25’ + 5’/2 levels)
    Target: 1 living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: No

    You can make a creature writhe in anguish, breaking their mind with your burning, torturous malice. Once you have cast this spell, the creature that you target suffers 12d6 points of damage +4 points per caster level (maximum +40) & falls prone, as if tripped. This effect also deals 1d6 points of Wisdom drain & 1d6 points of Charisma drain. This effect cannot reduce the target’s hit points or ability scores to less than 1.

    Afterward, the target is left cowering for 3 hours; even creatures that are normally immune to fear are affected by this psyche-shattering pain. While cowering in this manner, your target receives a -10 penalty on their level checks to resist Intimidate attempts initiated by you.

    The target is permitted a Fortitude save to endure these effects. If successful, the target negates the ability drain, & does not fall prone. The creature still takes full damage & is frightened.

    Material Component: The horn of a sarsaok.

    Alignment Component: Any evil.

    Akasha’s Awesome Aura
    Abjuration
    Level: Presence 9
    Components: V, S, DF, X
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will partial; see text
    Spell Resistance: No

    You create an aura of radiant energy that surrounds your body, enveloping you in a field of shimmering light. This has a number of effects.

    First, the aura acts as a protective barrier that prevents offensive spells from affecting you. Only spells that would aid you in some way (such as healing you, protecting you, or enhancing your abilities) can affect you. All other spell effects are negated for you, as if you were within an antimagic field. This includes such powerful spells as Mordenkainen’s disjunction & Sunya’s supreme smite.

    Second, the aura forces all creatures within 60’ of you to make a Will save. Those beings that fail the saving throw suffer the following ill effects, depending on their HD relative to your caster level.

    These effects last until 3 rounds after the spell’s duration ends; they are cumulative & concurrent. You may designate one ally within range per caster level that is exempt from this effect, if you wish, prior to casting this spell. This effect only affects creatures within sight of you; any being with total concealment relative to you is unaffected. If such a creature later loses their concealment within the spell’s duration, they must still make a Will save at that time or become affected by your aura.

    Third, the aura forces any creature that attempts to attack you to make a Will save. Those beings that fail the saving throw cannot make an attack against you during that round; they may try again the next round. Any creature that makes their saving throw may attack you freely during that round, but must make another Will save the next round to continue attack you. Affected creatures cannot take any action (including the casting of spells) against you that would require an attack roll, would directly deal damage to you, or would force you to make a saving throw. All other actions are allowed, even those that might cause injury indirectly.

    Lastly, this spell negates all forms of invisibility cast upon yourself, & you automatically fail all Hide checks while this spell’s effects last.

    XP Cost: 500XP.

    Animate Carpet
    Transmutation
    Level: Brd 3, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: One carpet; see text
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    You can animate a carpet, turning it into a carpet of flying. The carpet can be of any size, up to 10’ × 10’, although the carrying capacity will always be 50 pounds per level (maximum 800 lbs.), regardless of size. The carpet can travel up to 40’ per round, & can only be commanded by you.

    This spell can be used to craft a permanent carpet of flying, replacing the overland flight spell requirement.

    Aquaform
    Transmutation [Water]
    Level: Drd 5, Sor 5
    Components: V, S, M, R
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Invoking the mystic spirits of water, you convert your physical form into a semblance of that liquid, along with everything on your person.

    While in this form, you gain a +10 inherent bonus to Escape Artist & Swim checks, as well as a swim speed equal to your base land speed & the ability to breathe normally in water as though under a water breathing spell. You do not suffer from armor check penalties while in this form. Neither electricity nor sonic damage will affect you while in this form, although fire & cold damage will affect you regardless of any resistance or immunity you may have. Additionally, if you are struck by any cold effect, you must make a successful Fortitude save at a -2 penalty or be affected as though by flesh to stone until this form ends.

    While in this form, you gain Damage Reduction 10/- & are treated as being two sizes smaller. You take only half damage from piercing weapons. If you are hit with dust of dryness, then you must make a successful Fortitude save (DC18) or be destroyed. The dust still deals 5d6 points of damage to you, even if your saving throw succeeds.

    Material Component: A gallon of water.

    Racial Component: Marid or masabi. A druid (& only a druid) can ignore the racial component.

    Archer’s Prowess
    Divination
    Level: Rgr 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    You acquire an instinctual prescience as you hoist your bow, understanding where to aim your shot. The critical range for any bow you wield is increased to 18-20 (regardless of its previous range). Additionally, all attack & damage rolls you make with ranged weapons are made with a +1 competence bonus.

    Material Component: A bird’s feather & a lump of beeswax.

    Armaments of the Crusader
    Transmutation
    Level: Blk 3, Pal 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: One held melee weapon & one held shield
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Speaking a prayer to your deity while clanking your weapon against your shield, you call forth divine power into the armaments you bear. This spell gives a weapon a +1 enhancement bonus on attack & damage rolls per four caster levels, & a shield a +1 enhancement bonus to AC per four caster levels. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

    These armaments are immune to corroding & rusting effects for the duration of the spell, & you are granted a +4 bonus to all opposed disarm checks to keep them in your grasp.

    Authority
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Power 3, Sor/Wis 4
    Components: V, DF
    Casting Time: 1 minute
    Range: Close (25’ + 5’ per 2 levels)
    Target: One living creature
    Duration: 1 minute/level
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    You can control the actions of a single living creature with the power of your voice. The creature is considered dominated, although there is no telepathic link between you & the subject. The subject must be able to hear your voice & understand you to be so dominated.

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities. Because of this limited range of activity, a Sense Motive check against DC15 (rather than DC25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

    Subjects resist this control, & any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. You need not see the subject to control it, but if a subject leaves the range of the spell, then the dominating effect ends, but it can be reinstated (granting the subject a new saving throw) if either you or the subject close within range of each other again within the remaining duration of the spell.
    Last edited by Zeta Kai; 2011-03-15 at 12:00 PM.