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  1. - Top - End - #31
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    X Spells

    None at this time.

  2. - Top - End - #32
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Y Spells

    None at this time.

  3. - Top - End - #33
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Zephyr
    Evocation [Air]
    Level: Drd 2, Rgr 2
    Components: S, M
    Casting Time: 1 standard action
    Range: Close (25’ + 5’ per 2 levels)
    Area: Cylinder 15’ wide & 30’ tall
    Duration: 1 round
    Saving Throw: Fortitude negates
    Spell Resistance: No
    You throw down a handful of dust & bring forth a whipping wind, spraying fine particles into the air. The result is a strong wind that blows throughout the area, knocking down Tiny or smaller creatures & imposing a -2 penalty on all ranged attacks & Listen checks made from within or that pass through the area. The fine, powdery dust clouds the area, obscuring all sight, including darkvision, beyond 5’. A creature 5’ away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, & the attacker cannot use sight to locate the target).

    Creatures within the area of effect must make a successful Fortitude save or be blinded for 2d4 rounds.

    Material Component: A handful of sand or dust.

    Zone of Zaia
    Transmutation
    Level: World 9
    Components: V, S, DF, X
    Casting Time: 1 minute
    Range: Close (25’ + 5’ per 2 levels)
    Area: 5’-radius/level emanation centered on a point in space
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    You are able to control the permeability of the planar boundaries in an area, allowing or disallowing travel between planes. This can be used to create either of the following effects:

    Closed Travel
    You create an invisible barrier (revealed by see invisibility or true seeing) that completely blocks extradimensional travel. Spells such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, & similar spell-like or psionic abilities cannot function within this barrier. During this spell’s duration, extradimensional travel into or out of the area is not possible.

    Also, magic that creates or manipulates extradimensional spaces do not function within this barrier. This includes bags of holding, portable holes, rope trick, shadow conjuration, all conjuration magic (including summoning spells), extradimensional perception, & extradimensional attack forms. Summoned creatures are automatically shunted back to their home plane upon entering a closed travel zone.

    This effect can be dispelled through the creation of an open travel zone (see below). A miracle could restore an area’s connection to other planes, but few gods would thwart the will of Zaia to do so. Use of a wish is ineffective, & may anger Zaia to be so defied.

    Open Travel
    You create a spherical gateway to another plane, allowing travel between Najmah & Siraaj. This portal looks like a patch of dense fog. Within the mist, the area looks like it did before, except that it appears to be superimposed by another realm entirely. Any creature within this area can choose which of the two planes they wish to occupy as a swift action. Creatures that leave the area exit onto the plane that they chose last. All creatures within the area are considered to be on the same plane, & can interact with each other as such.

    Within an open travel zone, magic that restricts extradimensional travel do not function, including spells such as dimensional anchor & dimensional lock.

    This effect can be dispelled through the creation of a closed travel zone (see above). A miracle could restore an area’s normal connection to other planes, but few gods would thwart the will of Zaia to do so. Use of a wish is ineffective, & may anger Zaia to be so defied.

    XP Cost: 2,000XP.

  4. - Top - End - #34
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    RESERVED
    Just in case another letter of the alphabet is added. You never know...

  5. - Top - End - #35
    Ettin in the Playground
     
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    So, this thread is now open to discussion. If anyone has any questions, concerns, or comments regarding the spells or magic in general, please feel free to post here. Discussion regarding other topics should still be posted in the Chapter 0 thread, as always. We hope that you like the spells, but if you don't here is your chance to say so.

  6. - Top - End - #36
    Orc in the Playground
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    It seems strange that you have a black scroll of polymorph (spell level 7 to boot) when there seems to be no intristic reason (beyond the DM not leaving scrolls of it lying around in-game) why a wizard couldn't just cast the ordinary polymorph spell.

    This is a re-occuring theme with the rest of the Black Scrolls as well. It seems strange.


    Also, remind me why we're hosing sorcerers again? Wouldn't it just be easier to ban the class than go "nyah, you suck and can't take part in setting-speciffic awesome power! Muahahahaa!!!"

    Or do you consider sorcs more powerful than wizards because they aren't completely subject to the DM bothering to throw in scrolls as loot?

    Because I could sort of see that, but it might easily turn on its head and is entirely GM-dependant.

    Edit; I missed the part where you can't learn black scroll spells. Carry on. Sorcerers getting the short end of the stick is still strange though.

    Side question, do you have to have a spell slot of the appropriate level to prepare a BS?

    Also, does the "7 black scrolls" mean that there's seven of them total and when those're cast, tough luck, or does it mean that therre's found seven different types so far?
    Last edited by Ebon Dragon; 2014-10-27 at 04:15 PM.

  7. - Top - End - #37
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    Default Re: [Hourglass of Zihaja] Chapter 7: Magic

    Mod of the Broken Pattern: Please double check the date of the last post in a thread before posting to it. Posting in a thread after 45 days since the last post is considered Thread Necromancy.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


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