So...
Here are five of the listed spells, based on random names concocted by an AI, statted out for use with the Pathfinder RPG / D&D 3.x. If I get bored later in the week there will probably be a Part 2 and Part 3 with more of these...
Moss Healing Word
School: TransmutationLevel: Druid 2nd, Ranger 2nd, Shaman 3rd, Witch 3rd
Casting Time: 1 swift action
Components: V, S, M (a few spores from any moss, mold, fern, or fungi)
Range: Close (25 feet + 5 ft./2 levels)
Target: 1 living creature
Duration: special
Saving Throw: Fortitude partial
Spell Resistance: Yes
While originally developed by the well-meaning Druid Enftebtemang as a way to quickly heal his vegetative companions, Enftebtemang soon learned that this spell was equally effective at healing animals as well. Or so he thought…
With a single word and a puff of spores, the caster encourages new tissue growth in a living creature. When cast on creature with the Plant type, the spores used as the material component quickly metamorphose their genetic structure to match their host, sealing wounds and healing the target of 1d6 points of damage plus 1 point per level of the caster.
However, the vegetative spores are unable to match animalian structure. When cast on a living creature not of the Plant type, thick blue-green moss grows over any exposed wounds, halting bleeding and preventing infection, but quickly begins reproducing throughout the target’s system. A non-plant target is similarly healed of 1d6 points of damage, plus one point per level of the caster, but must make a Fortitude or become infected with Brain Moss. On a failed save, the disease remains until cured and progresses normally, and all future saving throws required by the disease are made at the spell’s save DC.
Because the plant spores require a living host to grow, this spell has no effects on creatures with the Contruct or Undead type, nor any creature with the Elemental subtype.
Fomend’s Beating Sphere
School: Conjuration (creation), NecromancyLevel: Sorcerer/Wizard 2nd, Summoner 2nd
Casting Time: 1 standard action
Components: V, S, M (a severed arm from any humanoid creature)
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None
This spell brings into being a rolling ball of hundreds of arms, which propels itself in whichever direction you point and lashes out at anything in its path. The beating sphere moves 30 feet per round, and can freely move through spaces occupied by other creatures, scrambling over and around them with its many arms. Any creature adjacent to the beating sphere’s path as it moves is subject to a single attack from the sphere. This attack is made at the caster’s highest base attack bonus, with no modifiers for Strength, and deals 1d6 points of non-lethal bludgeoning damage. Attacks from the beating sphere count as magical for the purpose of overcoming damage reduction.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and threatens those around it. When stationary, the sphere occupies a single 5-ft. space and threatens creatures adjacent to it as if it had 5-ft. reach. The sphere can make any number of attacks of opportunity per round (but no more than one per provoking event). All attacks of opportunity are made at the caster’s highest base attack bonus, with no modifiers for Strength, and deals 1d6 points of non-lethal bludgeoning damage (as above).
The beating sphere can be attacked or healed as if it were an undead creature. It has an Armor Class of 15, 12 hit points per caster level, and Damage Reduction 5/slashing. If subject to a spell, it makes saving throws with the caster’s save bonus. If the beating sphere is reduced to 0 hit points, the spell ends. The beating sphere is not subject to any spell or other effect that does not deal hit point damage, other than dispel magic or similar effects. The beating sphere winks out if it exceeds the spell’s range.
End Wall
School: AbjurationLevel: Antipaladin 1st, Bloodrager 1st, Cleric/Oracle 1st, Inquisitor 1st, Magus 1st, Occultist 1st, Paladin 1st, Sorcerer/Wizard 1st, Summoner 1st
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: 1 Wall Spell
Duration: Instantaneous
Saving Throw: none
Spell Resistance: none
Magical barriers, whether force, fire, ice, or stone, are a staple of the wizarding world, and a bane to adventurers everywhere. While all spellcasters of even moderate skill have safe ways of dispelling or bypassing such wards, numerous young adventurers have been completely stymied by them. It was for this reason that the mage Fomend created this simple spell for his apprentices.
With a single touch, the caster of this spell can attempt to dispel any Wall spell (that is, any spell with Wall or Barrier in its name1). This functions as a targeted Dispel Magic, affecting the touched wall spell only. You make one dispel check (1d20 + your caster level), with an addition +2 circumstance bonus, and compare that to the spell (DC = 11 + the spell’s caster level). If successful, the wall spell ends.
Unfortunately for the caster, the limited range of this spell means that he is usually subject to the full effects of the Wall in question when attempting to end it. When casting End Wall, the caster is immediately subject to any effect that is triggered by coming into contact with, or passing through, the Wall spell to be dispelled. The caster is allowed normal saving throws against any such effects, and does not need to make a Concentration check (as touching the Wall is the final part of the casting of this spell).
1 Note: Wall spells include, but are not limited to: Wall of Fire, Wall of Force, Wind Wall, Prismatic Wall, Wall of Stone, Wall of Thorns, Wall of Bone, Wall of Blindness, Campfire Wall, Wall of Sound, Wall of Light, Illusory Wall, Flesh Wall, Wall of Ice, Wall of Nausea, Augmenting Wall, Wall of Brine, Wall of Ectoplasm, Wall of Lava, Wall of Clockwork, Blast Barrier, Blade Barrier, etc.
Wrathful Hound
School: Conjuration (creation) [sonic]Level: Sorcerer/Wizard 8th, Summoner 6th
Casting Time: 1 standard action
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom Watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
Saving Throw: Will partial (see below)
Spell Resistance: None
This spell is a more powerful version of the popular Faithful Hound, developed by the mage Fomend because he thought the original was too “cute and cuddly”.
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). If any Small or larger creature approaches within 30 feet of it, the hound immediately unleashes a terrifying howl (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the howl.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.
Anyone within 30 feet of the hound when it begins howling must make a Will save or become Shaken and Sickened for 1 round. Creatures that remain in the area must make a new save every round at the start of their turns. This is a sonic effect. The howl is sufficiently loud that it can be heard up to a half-mile away in open conditions.
If an intruder approaches to within 5 feet of the hound, the dog stops howling and delivers a vicious bite (+15 attack bonus, dealing 1d6 points of piercing damage per caster level) once per round. The dog also gets the bonuses appropriate to an invisible creature (see invisibility). The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction.
The hound cannot be attacked, but it can be dispelled. The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level.
Barking Sphere
School: Conjuration (creation) [sonic]Level: Sorcerer/Wizard 2nd, Summoner 2nd
Casting Time: 1 standard action
Components: V, S, M (a handful of teeth from any canine)
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: None
This spell brings into being a rolling ball, seemingly made of nothing but canine muzzles, which rolls along in whichever direction you point. The sphere constantly emits a cacophony of barking from every muzzle. Any creature within 60 feet of the sphere’s location is effectively Deafened.
The barking sphere moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and bites with its numerous mouths, dealing 2d8 points of magical piercing damage to that creature (a successful Reflex save halves the damage). A barking sphere rolls over barriers less than 4 feet tall.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and barks. The sphere cannot be attacked, but it can be dispelled. The barking sphere winks out if it exceeds the spell’s range.
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