(Cached)
|
|
||||
Sidebar |
Location : MITHICA - THE BOOK OF ANOTH | A pen-&-paper RPG >
Spells
Spells0th Minor Animation (Enchantment) Target: One Tiny golem body that takes no less than 2d4 minutes to create (as indicated on the Time entry of the table below) Range: Touch Cast Time: 10 Minutes Duration: 2d8 Rounds + Caster Level Effect: Animates one of four types of golem bodies as shown below. It only lasts for a short period of time before its artificial life expires, but the body can be re-used. Assembling the body requires a DEX check, modified by the Craft entry on the table below. If a particular shape for the golem is desired beyond a vaguely humanoid shape, increase the penalty by 2, and the time to create the body by d4. The Tiny golem will obey simple verbal commands of the creator, although it cannot understand commands of greater length than 15 + Caster Level words. Golem Bodies Type Straw Rags Clay Wood Cost 2 CP 8 CP 3 SP 10 SP HP 1 2 3 4 ATK -3 -2 -1 -0 AC 1 2 3 4 STR 1 1 2 3 DEX 1 1 2 2 WIS 1 1 1 1 ALE 10 10 10 10 Craft -2 -3 -5 -6 Time 2d4 3d4 2d4 4d4 The golem can be made out of other materials, such as paper, canvas, tin, and so on. The closest material on the chart to the custom material is used (Paper golems work as Straw, Canvas as Rags, etc) at the DM's discretion. All golem materials other than clay, tin, or other nonflammables take double damage from fire. Minor Animation can be made permanent by use of the Permanency spell. In addition, the golem gains as many hours of life as it would take damage from cold spells. Contain (Transmutation) Target: Up to one liter of liquid Range: Touch Cast Time: One Segment Duration: 1d4 per Caster Level hours Effect: Makes a translucent, shimmering blue container of force which is more or less round that contains up to one liter of liquid. It has a small hole at the top to decant liquid, which does not have a stopper, although the liquid inside will not spill unless intentionally poured out or drank. The container also has a small loop of material at its top which can be used to tie it to things, such as a belt. At the end of the spell's duration the container disappears, spilling its contents. Decant (Transmutation) Target: One bottle or container containing liquid Range: Touch Cast Time: One segment Duration: Instantanious Effect: Instantaniously discharges all the liquid from one bottle or container, provided the container is shut no more securely than via a stopper or cap. The spell can also siphon one ounce of liquid per caster level into a suitable container. Stitch (Conjuration) Target: One object Range: Touch Cast Time: One Segment Duration: Permanent Effect: Stitches fabrics and leather together as would a skilled seamstress. The caster has three rounds to draw his or her finger across the fabric where stitching is desired. The thread is of any color desired by the caster, and is for all practical purposes permanent - However, a Dispel Magic spell will remove all stitching. Magnify Target: Self Duration: 10 Minutes/Level (D) Effect: For the duration of the spell, the size of anything viewed through a circle formed by the spellcaster's body (fingers and thumbs, two hands together, hands joined - etc.) is magnified by a power of two. Two sequential such "circles" (say by viewing an object through both circled hands) doubles the magnification to four times normal scale. This spell grants a +4 bonus to any appraisal check, and a +2 to any attempt to repair a small object. Faerie Guides (Druid) Target: Self Range: 1 Cast Time: One segment Duration: 1d12+10 Rounds Effect: Four tiny lights float about the caster's head, lighting the way ahead for five feet. The lights can be commanded to either provide light for all creatures, or just the caster. Caffeinate Range: Touch Duration: Instantaneous Effect: Conveys the effect of reawakening on an article of food or drink, as if it were laden with caffeine or other similar substance. This lowers all penalties for exhaustion by a single point, although this does not stack with any other bonus. Force Scalpel Range: Six inches Duration: One minute/Caster Level (D) Effect: The caster may make very precise, shallow cuts on anything that he is touching or is both within his sight and six inches of his skin. The cuts are made as if with a perfectly sharp, half-inch blade - capable of providing sufficient force and possessed with enough hardness to cut solid oak or a thin sheet of tin. The "blade" cuts slowly, at a rate of approximately five feet per minute - and therefore cannot be used in combat; however, it may be used against an immobilized foe and in this situation deals 1d6 damage every round. Illuminate Range: Ten Feet Duration: One hour/Caster Level (D) Effect: The caster creates a source of light equal in brightness to a stout candle, with no obvious source. The light is of a stark white colour, and can either be placed in a fixed location or attached to an object (and therefore mobile.) 1st Crucible Target: Self Duration: 5 Minutes/Caster Level (D) Effect: The palms of the caster's hands become very hot (according to the whims of the caster,) up to 200 * Caster Level degrees. Depending on the temperature, this may allow many different effects; such as cooking food, drying materials, and working metals. The spell also allows bare-handed contact with external heat sources of up to the highest temperature the caster may achieve - although this resistance is not conferred to the rest of the body and does not offer any special defense against damage in combat.
Spin Range: Touch Duration: 5 Minutes/Caster Level (D) Effect: Makes one small object of less than one pound and no more than six inches in any dimension spin rapidly along an axis determined by the caster. The object will spin until the spell's duration is up or the caster wills it to stop, although if its turning is opposed by more than five pounds of force it will stop until either the force is removed or the duration expires. Magnetize Range: Touch Duration: Permanent Causes up to one cubic foot of material (of any type and origin) to function as an iron magnet of the same size and correct density, the polarization being entirely the choice of the caster. If the spell is cast on living flesh, it will fail. Shunt (Transmutation) Target: Two Square Inches of material/caster level Range: Touch Cast Time: One segment Duration: Instantanious Material Component: A small metal watch-spring Effect: Instantaniously flings a small amount of matter up to 10 yards/level away. Gravitational forces do not affect contents upon casting, so acceleration does not harm the object; However, impact at the end of the object's trajectory affects it as normal. Shunted objects may include scroll cases, folded messages, potions in metal containers, or the like. Shunt can be used to damage a target; Total damage is reliant on ammunition used. Sling bullets may be used, although specialized ammunition is not required to inflict damage. Cannonball (8 Cubic Inches, Lead) 1d8 Cannonball (6 Cubic Inches, Lead) 1d6 Rock (4-6 Cubic Inches, Stone) 1d6-1 Sling Ammuniton (2 Cubic Inches, Lead) 1d4 Pebble (1-2 Cubic Inches, Stone) 1d3-1 Wood Chip (1-2 Cubic Inches, Wood) 1d2 Arrows and Bolts cannot be fired with any degree of precision using Shunt; Even if a target is hit, it is unlikely that the arrow is facing the right direction at the time of impact, as Shunt does not provide any attitude control for flung objects. Sunstrike Target: 1 Character Range: 50 Ft. Effect: A tiny, blazing sphere of fire darts from the caster's fingertip. Pending a successful Offensive Cast check from the caster, it strikes a foe and before winking out. It deals 2d3 points of damage in the process, and can alternatively be used to ignite readily-flammable materials like pitch or softwood. 2nd Arcane Defense Target: Self Duration: 1 hour/level Range: 0 Effect: The caster's Armor is increased by +0/n, where n is a number equal to 1/2 the caster's available Mana. Thereafter, the character's available Mana is decreased by 1/4th every time damage is deducted from the character's HP. Contatum Nevesi Target: 1 Character Range: Touch Effect: Up to 1/2 the character's Caster Level may be deducted from the target's Mana. Rubber Bullets __Target: One weapon Range: Touch Duration: 2 + Caster Level Rounds Star: Resist (Wisdom) Effect: All damage dealt by the weapon (or its ammunition) is nonlethal for the duration of the spell. Ammunition fired through a Rubber Bullets-enhanced weapon ceases to carry this effect after the round on which it was fired. Pengor's Waxoath (Transmutation) Target: One letter, scroll case, or sealable document Range: Touch Cast Time: Ten Seconds Duration: Permanent Material Component: One-half teaspoon of wax Effect: Cast upon a message with still-liquid wax seal upon it, the seal immediately hardens and has a symbol of the caster's choice and design stamped upon it. So long as the spell is upon the document, any attempt to open or otherwise tamper with it will cause a conspicuous X-shaped burn mark to appear in the center of all pages included in casting. If Dispel Magic is cast upon the document, it will not cause the burned effect; However, the mundane wax seal will automatically break. In no circumstance will the burn be severe enough to obscure or harm the contents of the document, although other spells can be cast with Pengor's Waxoath to fire upon the document's opening. Dispel Magic can safely dispel these secondary effects without breaking the seal. Slime (Conjuration) Target: 10' Radius Range: 1' Cast Time: One Segment Duration: Instantaneous Effect: Creates a large mass of slimy green matter which then bursts and sprays over almost all of the immediate area around the caster. All objects and entities within a ten-foot radius have an 40% chance of being coated in the goo, and those which are not still have a 70% chance of mild splatter. Characters may make a Reflex save to avoid being coated. Stepping on the slime requires a Dex check to remain standing. Any character hit fully by the slime must make a Fortitude save at +4 bonus or be nauseated. The mild splatter effect doesn't cause any actual penalties, although it is nonetheless quite distasteful and uncomfortable to the splattered parties. The slime is not a stable material; It will begin to effervesce and evaporate within 1d4 rounds, and will be completely gone 1d3 rounds therafter. Slime cannot be dispelled; It is, in fact, a rather hamfisted attempt at magical creation first researched by a talentless wizard. As such, the Slime is actual, real matter - Not a magical effect. Earth Drive (Conjuration) Target: One Creature or Object Range: 500' Cast Time: One Segment Duration: Instantanious Effect: Earth Drive creates 1d4 arrow-like chunks of stone per caster level, which are immediately fired at the target. The caster must make a ranged attack roll for each missile fired, with his caster level added to his attack bonus. Each missle that strikes deals 1d2 damage; The missiles must all be fired at the same target. Spell Resistance has no effect on Earth Drive, as the missiles themselves are nonmagical. Twink (Transmutation) Target: One object Range: Touch Cast Time: One Segment Duration: Instantanious Effect:__ Immediately rotates the subject of the spell (no more than 350 pounds) 180 degrees. Living targets must make a wisdom check or lose four initiative. Targets casting spells will successfully cast, although if the spell requires line-of-sight the caster must make a reflex save or hit another target accidentally. Rockfall (Transmutation) Target: One Creature Range: Touch Cast Time: One Segment Duration: 2d4 Minutes Saving Throw: Will negates Effect: Causes the subject to plummet like a stone should he or she find occasion to fall. All falling damage is doubled, as is falling speed. Should the spell wear off after the target falls but before he lands, the damage is normal. This spell counters and dispels Featherfall. 3rd Fullbright Range: Ten Feet Duration: One Hour/Caster Level Effect: Fullbright functions as a more powerful version of the Illuminate spell, approximately as bright as daylight in a twenty-foot sphere. The main difference, however, is that the light of a Fullbright spell does not cast shadows - that is to say, everything inside the radius is illuminated fully. Upon entering or leaving the zone of Fullbright's effect, all characters must pass a Star (Sense) check against DC 15 or be blinded for 1 turn. Being inside the spell's radius when it is cast counts as entering its area of effect for these purposes. Juice Target: One Creature Range: Touch Duration: 1 Hour per Caster Level Resist: Star (Wisdom) Effect: The recipient of the spell will be utterly unable to sleep for the duration of the spell, although the character is not necessarily alert or otherwise competent enough to be of use if he is tired enough. Apathy (Enchantment) Target: One Creature Range: Touch Cast Time: One Segment Duration: 1d4 + 1/2 CL Turns Saving Throw: Will negates Effect: The target is filled with a thought-crushing state of apathy and depression. Any action undertaken requires a Will save with a cumulative -2 penalty to be made, and if it is failed the target simply cannot bring him or herself to care enough to do it. In addition, if the target is entitled to a saving throw at any point over the spell's duration, the character must make a Will save to attempt the saving throw at all, even if the save he is attempting to make is itself a Will save. This check bears a -4 penalty. Artemioux's Frost-flame Target: One Fire-based spell effect, or up to the spell's Area of normal fire. Range: 30ft. + 5ft. per level Area: Circle, 5ft + 5ft per three caster levels Duration: 10 minutes per caster level Effect: Causes a fluctuation in the energy-patterns of fire spells, instantaneously converting magical flame into solid ice. In most cases, this renders the spell inoffensive - Flaming Sphere becomes a five-foot ball of ice, Burning Hands becomes a large icicle that falls to the ground, and so on. Any ice produced has the same weight as a block of mundane ice of the same volume - ergo, a frozen Flaming Sphere has numerous practical applications. If Artemioux's Frost-flame is used on a spell with remaining duration of less than the Frost-flame effect, the spell is instead instantaneous - and the ice is in all respects mundane, and will melt at a normal rate. Any creature wholly occupying a square that a flame altered by Frost-flame affects is trapped, necessitating a DC 10 + (Caster Level) Strength check to escape. Additionally, 1d6 Cold damage applies on the round that the flame is frozen; Fortitude save negates. Artemioux's Frost-flame may additionally be used as a counterspell to any spell with Fire in its descriptor. Chloe Isn't Here, Okay? Target: Self Range: 0 Duration: 10 Minutes Effect: The character may add 5 + Caster Level to his Move Silently rolls for the spell's duration. Dramatic Irony Target: 1 Creature Range: 30 Feet + 5 Feet/Caster Level Duration: See Effect Saving Throw: Yes Effect: If the target fails his saving throw, his next spell has a 50% chance of affecting or being centered on himself. If the spell is not affected, the next spell he casts receives the same 50% chance of misfire. Preservi Target: Self Range: 0 Duration: Two hours Effect: The next spell cast by the character is not discharged immediately, and may be invoked at any time thereafter with a quick action, up to and until the expiration of Preservi's duration. When the spell is released, it acts in all respects as though the caster had just cast it save that any effects reliant on the character's Mana pool use the value at the time of casting. Destructika Target: 1 Character Range: 30 Feet Effect: The character must succeed an Agility/Star check or receive 3d3 Fire damage and 3d3 Ice damage simultaniously, and is subsequently Silenced for 1d3 rounds. If the Star roll is successful, the character still receives 1d3 Fire and 1d3 Ice damage. Earth Spike (Conjuration) Target: 20' Radius Spread Range: 200 Cast Time: One Segment Duration: Instantanious Saving Throw: Reflex for Half Effect: Brings large chunks of rock and earth into being 20 feet above the tallest creature or object in the area of effect. The rocks immediately fall, delivering 1d10+1 points of bludgeoning damage per two caster levels. As the rocks are non-magical once conjured, no magic resistance is effective. The rocks also function as +3 weapons for the purposes of overcoming damage resistance. Any objects carried or worn by creatures killed by Earth Spike have a 60% chance of being destroyed. 4th Imprint (Enchantment) Target: One glass marble Range: Touch Duration: See Description Effect: The caster selects one memory - of a single event, lasting no more than one hour per caster level beyond the seventh - and copies it into the marble, which immediately is stained with a dark, swirling green pattern on its surface and (if the marble was previously transparent) its nucleus turns dull orange. Afterward, anyone holding the marble may at will "view" the memory stored inside - erasing the marble in the process. Napalm Showers (Evocation) Target: 20' Radius Spread Range: 400 Cast Time: One Segment Duration: Four turns of concentration Saving Throw: Reflex for half every round the spell is in effect Effect: Tiny balls of burning liquid begin to rain from above. All creatures in the area of effect are struck by a number of flaming droplets equal to the level of the caster. The droplets make an attack roll against the enemy with an attack bonus of +4, ignoring all bonuses to AC due to armor, magical or mundane. Only the creature's natural AC bonuses due to size, dexterity, and tough hide apply in avoiding the drops. Each drop deals 1d4 + CL damage. The effect lasts for up to four rounds, although the caster must focus wholly on maintaining the spell over that duration. 5th Minerva's Fantasm (Evocation) Target: One enemy Range: 30ft. plus 5 additional feet per caster level Duration: Instantaneous Effect: A long, thin jet of pink flame is fired from the caster's mouth, dealing 1d8 Fire damage per caster level to a single target. This attack is considered a Ray. 6th Greater Shunt (Transmutation) Target: Five Square Inches of material/caster level Range: Touch Cast Time: One segment Duration: Instantaneous Material Component: A small metal watch-spring Effect: This spell functions exactly as Shunt, except that the carrying capacity is greater and the landing made soft as to not damage the Shunted contents. Greater Shunt cannot, due to the gentle landing, inflict damage. 7th 8th 9th 0th 1st 2nd Heldfast Target: One door, gate, lid or other portal Range: Touch Duration: 1 Round/Caster Level Domain: Strength, Healing Effect: The caster places his hand gently against the portal he wishes to hold fast and casts the spell. As long as he maintains his palm gently against the surface of the portal, it cannot be opened or budged in any way. The spell otherwise functions exactly as Hold Person, except any attempts to force the door open result in an opposed Strength check against the Wisdom of the caster, with +1 to the caster's Wisdom roll per caster level. If, after the spell is cast, any attempt is made to further bolster the door, Heldfast automatically fails. 3rd Wellrest Target: One creature/Two caster levels Range: Touch Duration: 1d3+7 Hours Domain: Healing, Travel Effect: This spell causes the target to enter a state of deepest sleep. While in this state, the creature will not wake up unless damage is taken (either normal or subdual.) During the rest period, the Wellrested character gains double the normal amount of hit points gained for a night's slumber, including constitution bonuses. Dispel Magic will awaken the target without damaging them, although when doing so ALL benefits of the night's sleep (even normal regeneration) are lost. Wellrest cannot be used on an unwilling subject. Declaration (Paladin) Target: Self Range: Self Duration: 1 Year Domain: Strength, Protection Effect: The Paladin declares he will undertake some mission or other, pledging his life to the completion of whatever task he sets himself to. He thus gains a plus to all attack, saving throw, strength check, charisma check, and wisdom check rolls equal to his caster level until that task is complete, at the expense of a penalty of the same amount applied to the same checks anytime he is not directly working toward his Declared goal. In addition, if this declaration is unfulfilled in one year's time, the Paladin is instantly slain and becomes forever unresurrectable. No Paladin would ever take a Declaration lightly - Any use would be for a cause close to the heart of the caster. This can be likened to a self-Geasing, and it in fact prevents any such spell (Geas, Lesser Geas, Quest, Lesser Quest, etc) from affecting the Paladin for the duration. A Declaration represents a covenant directly between the Paladin and his god, and in no circumstances will the Paladin be freed prematurely from his obligations. Conversely, the deity will never allow a Declaration that is purposefully doomed to fail from the start (and thus suicide by Declaration is impossible.) 4th 5th 6th Resurrecto Majora Target: One creature Range: Touch Cast Time: 1 Hour Duration: Special Domain: Protection, Good Effect: Should the target die within the next d4 * Caster Level days, other than death due to old age, the creature is automatically raised from the dead as with the Raise Dead spell. If the target is decapitated, missing vital organs, or otherwise has a nonfunctional body, the spell fails. This spell takes effect 1d4 rounds after the creature dies. This spell does not prevent experience or constitution loss. 7th 8th 9th
|
SidebarLogin
This work is licenced under a Creative Commons Licence. |
||