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| New Spells of Thurian:; As the fires reached high, they chanted! | |
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| Tweet Topic Started: May 24 2012, 02:08 PM (1,599 Views) | |
| Nialldubh | May 24 2012, 02:08 PM Post #1 |
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New Spell Bone Melding [Advanced Spell of the Necromancy style of Sorcery] By Raven Power Point Cost: 6 Components: V, S, M Casting Time: Eight hours Range: Touch Subject: Self or one other creature Duration: Instantaneous Prerequisites: raise corpse Base Magic Attack Bonus of +6 or greater Skill Check: Heal DC 20 Bone melding is a rather morbid method of healing used by necromancers in the Hyborian Age. The material component is a bone of a eleventh level or greater character which is strapped over the same bone of the spell’s target and left against the skin for the spell’s casting time. If the caster’s skill check is passed, the bone gradually dissolves into the person, transmitting the portion of the life energy of the bone’s original owner into the target. This has the effect of restoring all hit points and Attribute damage lost by the target. The effect is rather unsettling though to those unaccustomed to this sort of thing. Many choose to sleep through the entire process. . |
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| Nialldubh | May 24 2012, 02:09 PM Post #2 |
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New Spell Dream Projection [Advanced Spell of the Divination Style of Sorcery] By Raven Power Point Cost: 2 per minute or 4 per minute Components: V, S Casting Time: 10 minutes Range: Distant [1000 miles plus 100 miles per level of Scholar the caster possesses] Effect: One dram image of the sorcerer Saving Throw: Special [see below] Prerequisites: Astrological prediction; dream of wisdom; visions; ten ranks of Knowledge [Arcana] Skill Check: Knowledge [Arcana] DC 10 +1 per 100 miles distant the target is beyond the first 100 miles. Dream projection is a spell designed to allow a projection of the sorcerer’s own psyche to invade the dreams of another. For this spell to work, both the target of this spell and the sorcerer casting it must either be asleep or meditating. Like projection this image can take two forms. For a cost of two Power Points per minute the sorcerer can appear as a duplicate of their own self within the target’s dreams. At a cost of four Power Points per minute and if they possess at least 3 points of Corruption can take the form of a black visage of shadow with multiple demonic visages peering from within it. If the latter image is used, the target must make a Corruption save for every full five minutes the image remains in their dreams. To the sorcerer’s eye the target appears in their dreams as a image of their waking self. In either case the sorcerer may interact with the dreamer by talking with them, but cannot use any spell upon or engage with a War of Souls with the target. If the target wishes to prematurely end the spell’s effect, they may make Will save opposed by the caster’s magic Attack Roll to ‘push’ the caster’s image out of their mind once per round. The caster can of course end the spell any time they wish. If the target of this spell is protected by a warding of any sort, the caster must penetrate it as usual for the spell to take effect. . |
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| Nialldubh | May 13 2013, 06:14 PM Post #3 |
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New Spell Entangle -- Nature Magic -- By Vincent N. Darlage PP Cost: 2+ points Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./Power Point beyond the base) Area: Plants in a 40-ft.-radius spread Duration: 1 minute, plus 1 minute per Power Point beyond the base Saving Throw: Reflex partial; see text Prerequisites: Summon beast, raise corpse Magic Attack Roll: Sets DC for target's Reflex save Witches are known to make grasses entwine a traveller, twist around a person's legs and hold them fast or trip them. Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. . |
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| Nialldubh | May 14 2013, 11:55 PM Post #4 |
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New Spell Walking Dead Ward -- Counterspells -- by Vincent N. Darlage Power Point Cost: 4 Components: V, S, M Casting Time: One full round Range: Touch Target: 10 x10 area per level Duration: One hour per level Prerequisites: Knowledge (Arcana) 6 ranks, Warding Magic Attack Roll: Sets the DC for Will save This spell creates an invisible barrier to keep out physical undead (it has no effect on spirits or ghosts). The undead must make a Will save set by the sorcerer's magic attack roll to pass through it, otherwise it cannot pass the ward while it is active. This spell does not help against non-physical aspects of an undead, such as Terror of the Unknown. Material Components: Something considered magically powerful against undead in the caster's culture, such as garlic, holy water, salt, certain types of bark, etc. This material is used to make a ring around the area to be protected. Note: This spell can be cast with Ward Dwelling to protect entire buildings. . |
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| Nialldubh | Jun 18 2013, 02:56 PM Post #5 |
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New Spell Interpret Dreams (Divination Spell) Power Point Cost: 2 Components: V, S Casting Time: One minute Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Will negates (see text) Prerequisites: Astrological Prediction or Shamanic Ecstasy, Mind Reading, Knowledge (Arcana) 8 ranks Magic Attack Roll: Sets DC for the target's Will saving throw The sorcerer focuses his mind on a sleep creature and can gently rest his hands or fingers on the shoulders or head of the creature and mediated for one minute. The creature must be dreaming at time and the sorcerer will notice this by the sleeper rapid eye movements and probably a twitching body, plus many other signs the creature is dreaming, like talking (growling) in it's sleep and grinding it's teeth. The sleeper is allowed a Will save versus this possible intrusion into it's personal life, if the creature fails, the sorcerer can interpret it's dream. If the sleeper succeeds in his Will Save, it is also allowed a Sense Motive check to sense the threat (if permission was not given previous by sleeper or if animal that would normally not allow sorcerer to pry into it mind) be it at -5 due to being asleep (unless creature has Sleep Mastery: where the negative is reduced to zero). The spell has three effects. * The sorcerer gain a insight Bonus of +2 with any Magic Attack within the next 24 hours. * The sorcerer once the sleeper awakes can make a Knowledge (Arcana) check, DC is 10 plus added factor that Game Master must come to his own conclusion with. Some examples are if Dreamer was thinking of a 6th level Woman that he loves, the character level is added to DC to make DC 16. Dream was about a 10th level sorcerer (DC 20). Other added factor, -2 or +2 to DC, does dreamer know person well or not. Once the DC is successful the dreamer gains a +2 insightful bonus versus that character dreamt about for the next 24 hours; be it attack rolls, Skill checks, saving throws or ability checks The sorcerer also receives the same bonus versus this character or creature. * If dream is about a place, the sorcerer must interpret where this place is, if not known previous. Sorcerer may make Knowledge (Local: appropriate lands) or Knowledge (Geography) DC 10 nearby, DC 15 far distant, DC 20 different country, DC 30 great distance, DC 40 other side of world. Once dreamer is advised of dream they receive a +2 to skills to do with terrain, Survival, Knowledge (Geography), Knowledge (Local: pertaining to that country), weather checks, Fatigue from force marching through that land and any thing the Game Master thinks appropriate. NOTE: To empathies with an animal using this spell can be done in a few ways. Sorcerer can shape-change into animal similar to the dreaming creature and explain the dream that way or use Dream of Beast and appear to the animal in that form. The animal if of same type will comprehend sorcerer with ease. A brown bear will comprehend a black bear, but not a wolf or sparrow, a sparrow will comprehend a blackbird, but have great difficult comprehend a eagle, a wolf with comprehend a dog and many more combinations. Also Hanfarir spell Speech of the Beasts. NOTE: This spell allows for a lot of Game Master Interpretation (Pun). . |
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| Nialldubh | Jun 18 2013, 03:09 PM Post #6 |
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New Spells Added to Fire Magic. Flame Ward; Greater Power Point Cost: 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One creature Duration: One minutes per Scholar level (D) Prerequisites: Active heart of flames, flame ward Magic Attack Roll: None The greater flame ward spell prevents the target from being damaged by magical fire and normal fire. Incinerating Gaze; Greater Power Point Cost: 6 Components: V, S Casting Time: One Full action Range: Personal (special; see below) Duration: One round per Scholar level Prerequisites: Active heart of flames, active inferno heat, incinerating gaze, Cha 12+ Magic Attack Roll: Sets DC for the target's Reflex saving throw The sorcerer's gaze now crackles with magical energy, and anything he looks at burst into flame. The sorcerer may take a number of free actions equal to his Charisma bonus each round. Each free action deals 1 point of fire damage to any target or object within visual range of the sorcerer's gaze. This means that if a sorcerer can see a person a mile away as a speck in the distance, he could still cast this spell on them, even if he not know who they were. For Example: A sorcerer with Charisma of 16 (+3) could deal three damage to one target or one damage to three targets or any combination adding up to three. Note: That this damage is in addition to any other spells or actions taken by the sorcerer. |
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| Nialldubh | Jul 5 2013, 02:26 PM Post #7 |
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New Spell Blood Rage (Defensive Blast) (Blood Witchery Spell) Power Point Cost: All remaining points Components: V (a sole growl) Casting Time: Immediate Range: Personal Target: Self, plus special (see below) Duration: 1 round per Power Point spent, +Con, +3 (see below) Saving Throw: Special (see below) Prerequisites: Lend essence Magic Attack Roll: Sets DC for the target's Will saving throw The Blood Theurgist enters a blood frenzy, lashing out around him in great ferocity and rage. A sole growl is only needed to activate the spell, so a Blood Theurgist in animal form can still activate this spell. * The Blood Theurgist gains a +8 bonus to Strength and a +8 bonus to Constitution and +4 bonus to Will saves, they also receive a penalty of -4 to their Defence. * Effects gained, is Brawl, Improved Unarmed Strike and Two-Weapon Combat feats for duration of the spell. If character has previously acquired the Brawl feat, his damage will rise one step (example: Brawl 1d6, will change to 1d8). If character has previously acquired the Improved Unarmed Strike feat, he will get Weapon Focus (Unarmed Strike), if he has Weapon Focus (Unarmed Strike), add an additional +1 bonus to his attack. If character has previously acquired the Two-Weapon Combat feat, he will get Improved Two-Weapon Combat feat. If he has Improved Two-Weapon Combat, he gain as extra attack versus those in range as his sweeping fist and weapon attack those around him. * The Blood Theurgist gets a free melee attack on those within range. So a Blood Theurgist with a Warspear will have a 10 ft range, but can also lash out with the butt of the spear at any in adjacent squares (treat as staff) and gains a free Unarmed Strike attack weather they using a two-handed weapon or not. This allow for a combination of attacks, with at least two attacks on adjacent foes. * Duration is in rounds per Power Points spent when spell was cast plus Blood Theurgist new Constitution score +3. A Blood Theurgist must still do self-inflicting damage on himself (unless he has taken Blood Theurgist Adjudication feat and obtain the Defensive Blast before he has gain Blood Rites feat, therefore there is no blood requirement for convert into Power Points, but he still must do self-inflicted damage for half the Power Points used; Example if 6 Power Points are used, he must do a minimum of 3 self-inflicting damage on himself for spell to work), but the Power Points gained are add to the numbers of rounds he spends in blood rage. * If Blood Thuergist has a Blood Brother pact with another or others using the blood brother spell or a temporary connect with an active binding of blood spell, they to will feel the surge of the blood rage rushing through their veins and forcing them to enter into the berserk frenzy also, (Will save, DC is create by sorcerer's Magic Attack if other wishes to fight the urge to enter the blood rage. Reasons being; Blood Brother is another sorcerer who want to keep casting spells at the foe and cannot do that if raging). No matter where they are on the planet, disregarding any distance, even if they were in a different dimension or on a different world, they will still feel this urge. * A Blood Theurgist will become fatigued at the end of this blood rage spells duration. This will last for as many rounds as he was in the blood rage. * A Blood Theurgist using the 'Pushing It,' rule will become exhausted when spell ends, this will last till the spell effect leave him and he will only be fatigued as per normal 'Pushing It,' rule. Material Components: Caster's blood (Note: even if caster not have Blood Rites Ability/Feat, he must still do self-inflicting damage on himself to generate blood material for spell, even if it only one hit point of damage, though it still must total at least half the spell Power Points, which must be generated from his only blood, unless one day he acquires Blood Strike (Attack)). Example: Caster has 6 Power points left when he activates blood rage, he can inflict 6 damage on himself and increase the cost to 12 Power Points total Another time, he still as 6 Power points left and he uses the 'Push It,' rule and regenerates 12 Power Points of this Defensive Blast, he inflict 12 damage on self and gains a total of 24 Power Point spell. If for Example he had a Con of 14, which is now 18. He will be in blood rage for 31 rounds, just over 3 minutes! If Caster does not have Blood Rite Feat (because he casts spell through using Blood Theurgist Adjudication feat) he can only for first example use 6 Power Points and must inflict 3 damage in himself and for second example, he must inflict 6 damage on self. Note: In casting this spell a Character can inflict enough damage on himself to reduce himself below zero hit points, but immediately gain hit points from increase Constitution and therefore stay awake and on his feet till the spell fade, where he will collapse and commence to die! . |
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| Nialldubh | Jul 5 2013, 11:47 PM Post #8 |
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New Spell Blackblood (Blood Witchery Spell) Power Point Cost: 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. per two Scholar levels) Target: One living creature Duration: 1 round per of Caster Saving Throw: Fortitude negates Prerequisites: Lend essence, Base Magic Attack Bonus +1 Magic Attack Roll: Sets DC for the target's Fortitude saving throw This spell bruises the target's blood, causing it to slow in the veins and arteries. This weakens the target, reduces their Strength and Dexterity by 2 and also reduces their speed by 10 feet, they cannot run or charge. Material Components: Caster's blood. . |
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| Nialldubh | Jul 6 2013, 04:40 PM Post #9 |
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New Spell Sacrifice of the Blood Eagle (Blood Witchery Spell) Power Point Cost: 2/ +10 (see below) Components: V, S, M Casting Time: 10 minutes Range: Close (25 ft. + 5 ft. per two Scholar levels) Target: One living creature Duration: For as long as sorcerer wishes (D) Saving Throw: Fortitude negates Prerequisites: Lend essence, Perform (Ritual) 10 ranks, Base Magic Attack Bonus +3 Magic Attack Roll: Sets DC for the target's Fortitude saving throw The preparation for creating this ritual can be a difficult one, for it demands the death of it's victim. The victim must be a Small or larger living creature and have at least enough hit points to fuel the spell for the extra 10 Power Points needed to cast the spell (Bleed Out Ability would easily help or if the sorcerer had Bleed Dry feat would also greatly aid in performing this ritual sacrifice). The sorcerer must prepare the site for the sacrifice, it need be no more that a cleared area in which to preform the sacrifice; for example: Out in open desert, in a forest glade, within a darken chamber (with open access to the sky, see below), or high on top of a ziggurat with their victim secured to a post, Alter or other sacrificial object. Most sorcerer will stake their Human victims out spread eagled, as the process of ritual will be explained later and it will become obviously apparent why they do so! Casting the Spell: The sorcerer secure their victim, a known way even to the commonest peasant is to stake a Human victim out, whether in the desert or flat piece of land, “spread eagled,” and using the caster blood, which he draws the image of a eagle onto the chest of the victim (this is the caster using 2 Power Points generated by himself to create focus on victim), if the sorcerer is using a bull, he can draw it onto it flanks, but it must be a creature large enough to contain the picture (it difficult to draw the picture onto; for example; a vulture or woolly sheep), which would fit perfectly onto the chest of a Human victim. The sorcerer must secure himself for he now will enter into a state of trace which will take his mind and soul out of his body and transfer it into the “Blood Eagle!” With intense chanting, he forces over the 10 minute ritual a 'Blood Eagle,' to erupt form the victim (killing them) and fly into the sky. The victim is allowed a Fortitude save which is successful causes the spell to fail. If the spell succeeds the sorcerer consciousness becomes part of the 'Blood Eagle,' which is every way resembles a giant eagle, but sorcerer will add the “Blood Eagle,” Template to their Character (click here) with feathers coloured in dark red of rich blood with shades of black. The Blood Eagle only difference from a normal Giant Eagle is it has the Intelligence, Wisdom and Charisma of the sorcerer, for he is in fact the sorcerer, but combined with this new aberration of life. The sorcerer's body is now in danger, for it is vulnerable and possibly alone with no protection. A sorcerer in a forest glade would build a tree den and secure himself to it with ropes. A sorcerer in the desert will build a shelter for himself to protect himself from the sun with poles and canvas, A sorcerer high on his ziggurat will have others there to protect his body or find other ways to be secure. A sorcerer in a dark chamber underground should construct a chute that lead outside or the blood Eagle will be trapped, and though he fuels the intelligence of the creature, it is not truly proficient at opening doors. The Blood Eagle can fly where the sorcerer choices and for as long as he wishes, but his original body suffers. A sorcerer should eat a substantial meal before casting this spell for after eight hours he will begin to weaken, he suffer one point of non-lethal damage per hour after the eighth hour has passed. This is his body craving nourishment and water. Others may supply sorcerer with water reducing the non-lethal damage to one point of non-lethal damage per 2 hours. If a sorcerer is reduces to negatives (-1 hit points due to non-lethal damage), he will commence to take lethal damage at one point per hour or one point per 2 hours if supplied water till he eventually dies. The sorcerer can feel the changes caused to his body and react to the danger as he choices. The sorcerer can fight, eat to maintain himself in Blood Eagle form and even if his original body did die, he could live the rest of his natural life as a Blood Eagle, but the Blood Eagle is immortal, it's body never deteriorates and never will wither with old age; though it can be harmed by physical and magical effects and needs to eat normally and though, he loses the capacity to cast most spells (example: most with Vocal or Material; unless blood, which it can easily supply by cutting itself with it talons. Note: Blood Witchery Defensive Blast needs only a growl and can be cast in any creature form). Strangely enough he has a mind-link with those he has generated a Blood Brother pact with and they can listen and hear what the Blood Eagle is saying to them with ease, though of course others just hear the great bird screeching. Others would have to communicate with Blood Eagle via a Hamfarir Magic spell called Speak with Beast, but that only helps with caster if his totem is of the same type as an Eagle, or if other caster change to similar beast form to communicate with the Blood Eagle. A sorcerer can end the spell immediately as a free action and his soul will leave the Blood Eagle which will fall and wither in a few heartbeats and be pulled at great speed (he will travel a hundred miles per second) to arrive back in his body with a soul agonising jolt. Most sorcerer find it greatly difficult to return to their bodies, but will not suffer any Will saves to do so, it a personal ingame, roleplaying, Player choice, if he refuses to return. For unless imprisoned in a soul containing cage, his soul can return to his body without any restriction. Material Components: Caster's blood and the death of the sacrificial victim. . |
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| Nialldubh | Jul 8 2013, 11:08 PM Post #10 |
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New Spell The galley bucked and weaved as the crew fought to keep the ship from being sucked in the monstrous whirlpool. The Captain bellowed his orders in the hope his crew could do the job desired. He heard the hull creak, but if they could make it out, they could slowly make their way back to port, damaged, but still afloat. He shouted more orders again and wondered what roguish weather had brought this sea-weird for out of such calm waters! Created a Greater Whirlpool, I not know if it me and I cannot see the rule, but believe it not added or left to the imagination, but I place in normal Whirlpool a cert rule, 5 feet diameter per Scholar level, for total of 100 ft diameter at maxed level. The new spell is greater in the consideration of size and what it affects, but not reaching a fraction of the likes in the Pirates of the Caribbean! Greater Whirlpool: |
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| Nialldubh | Jul 9 2013, 10:49 PM Post #11 |
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New Spells Counterspells just got Bigger and Better! Four New Spells for Counterspells: Greater Ward of Anigmus: (Within Counterspells) Master Ward of Anigmus: (Within Counterspells) Ward by Constant Will: (Within Counterspells) Ward by Permanent Will: (Within Counterspells) . |
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| Nialldubh | Mar 24 2014, 02:31 PM Post #12 |
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New Spell I created a New spell, Greater Animate Statue, I did not enjoy that they can only create 1 small sized statue per level, but it acceptable if it is Colossal and use the tiny Sized allowance to make it right! This changed the Animate Statue spell slightly, not allowing for Colossal size, but placing it in Greater Animate Statue spell. Original Animate Spell: Greater Animate Statue: . |
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| Nialldubh | Dec 22 2014, 02:23 PM Post #13 |
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New Spell Greater Mind Reading Power Point Cost: 4 Components: V, S Casting Time: 1 standard action Range: Evil Eye Target: 1 creature of the same species as sorcerer Duration: 1 hour per Scholar level Saving Throw: Will negates Prerequisites: Knowledge (Arcana) 10 ranks, astrological prediction or shamanic ecstasy, mind reading Magic Attack Roll: Sets DC for the target's Will saving throw This spell is used by the sorcerer to delve into another's mind and extract knowledge of one particular skill or talent of that person, be it a feat (even if the sorcerer not have the prerequisites for that feat) or a spoken language or one particular skill (for example, if the spell was used on a Cimmerian with a +16 modifier in Climb, the sorcerer would gain the same level of skill as the target for the duration of the spell), unless the target succeeds at a Will saving throw, you are also able to detect it's emotional state and current surface thoughts, including it's immediate intentions. . |
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| Nialldubh | Dec 23 2014, 04:33 PM Post #14 |
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NEW SPELLS By Thulsa Dance of Shub-Niggurath (Curses) Power Point Cost: 1 point/target Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. per two scholar levels) Targets: Up to three living creatures Duration: 1 minute/level Saving Throw: Will negates Prerequisites: Lesser Ill-Fortune, Perform (Dance) 4 ranks Magic Attack Roll: Sets DC for target’s Will saving throw To cast this spell, the caster dances wildly and chants. The spell affects those closest to the caster first. Targets who fail their saving throws become sickened and take a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. . |
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| Nialldubh | Dec 23 2014, 04:34 PM Post #15 |
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New Spell By Thulsa Finger of Nergal (Necromancy) Power Point Cost: 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. per two scholar levels) Target: One living creature Duration: Instantaneous Saving Throw: Reflex half Prerequisites: Raise Corpse Magic Attack Roll: Sets DC for target’s Reflex saving throw When casting this spell, the caster touches a nearby corpse with one hand and points his other hand at the target, channelling a black ray that blasts and blackens the target’s flesh. The target takes 1d4 points of cold damage per caster level (maximum 10d4). The caster can attempt to increase the damage dice used from four-sided dice to six-sided dice by making a Fortitude saving throw (DC 18). If this saving throw fails, the spell uses four-sided dice and the damage is evenly divided between the caster and the target (who still gets a Reflex save to further reduce the damage). Material Component: A corpse, which becomes blackened and withered and cannot be re-used for the same spell. . |
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| Nialldubh | Dec 23 2014, 04:38 PM Post #16 |
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New Spell By Thulsa Red Sign of Skelos (Counterspells) Power Point Cost: 1 point per target/round Components: V, S Casting Time: 1 standard action Range: 30 ft. Targets: Up to one living creature per two scholar levels Duration: Power Points Saving Throw: Fort negates Prerequisites: Lesser Ill-Fortune, magic attack bonus +2 Magic Attack Roll: Sets DC for target’s Fortitude saving throw You draw a glowing red symbol in the air. Each target you designate takes 1d6 points of damage each round, +1 point of damage for every caster level you have, as long as they stay (or come back) within range. You must have a line of effect to each target. You also take 1 point of damage per round due to the sign’s power. The spell ends when you stop expending power points, or when you move away from the spot where you drew the sign. . |
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| Nialldubh | Dec 23 2014, 04:42 PM Post #17 |
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New Spell By Thulsa Screech of Groth-Golka (Curses) Power Point Cost: 5 Components: V, F Casting Time: 1 standard action Range: 30 ft. Targets: All living creatures within range Duration: 1 round Saving Throw: Fort negates Prerequisites: Lesser Ill-Fortune, magic attack bonus +2 Magic Attack Roll: Sets DC for target’s Fortitude saving throw The caster emits a piercing screech. Every creature in the area (including any allies of the caster) of 6 HD or less must make a Fortitude saving throw or be stunned for 1 round. Focus: Feather of a large bird, such as a vulture. . |
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| Nialldubh | Jan 5 2015, 02:18 PM Post #18 |
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New Spell Create Ice Idol (Frost Magic) Power Point Cost: 10 (see below) Components: V, S, M Casting Time: 1 hour Range: Evil Eye, Touch Target: An area of ice and snow Duration: 1 day or 1 month (see below) Saving Throw: None Prerequisites: Scholar level 4, Knowledge (Arcana) 7 ranks, Craft (any) 2 ranks, shape snow, call northern wind This spell is used by the sorcerer to create a living statue of a beautiful Woman for snow and ice (See Appendix A: Elemental: Ice Idol), she will not remember who or what she is, thinking she is Human and she will look as like a Human, except her hair will he white as snow. She can be communicate with as the creature automatically knows the language of the creator. She can then be an instrument of peace or destruction, but she has her own personality and if she opposes her creator, she could become hostile. Have creator make a DC 15 Diplomacy check to convince Ice-Idol for his sincerity and to abide by his wishes. If failure, she will become unfriendly and possibly leave if not restrained, if successful, she will be friendly and give some generous help, but not her allegiance and may attempt to leave later at her own whim. If he fails by 10 or lower, she will attack him and if he can successfully get higher by 10 or more she will be very friendly and helpful and assist in anyway she can, stay to protect him and whomever care for; example: his tribe. Attitude of Ice Idol Derives From: If a Diplomacy roll is a failure and the tribes is good, the Ice Idol will be form in a cruel and malignant way. Also if the tribe is cruel and warlike and the roll is a failure, the Ice Idol will be caring and timid. Successful roll and Tribe is cruel, so will be the Ice Idol. Successful and the tribe is good, so will be the Ice Idol. Note: This may vary, a good shaman in a cruel tribe, by creating the creature in solitude and creates a kind Ice Idol, maybe forced to serve cruel People. Example: Potarr the shaman, commences to create an Ice Idol for his tribe, but he walks off into the snow, thinking he is alone, but is followed by one called Grendal and few of his Men. Potarr creates Ice Idol and does his Diplomacy check to convince her to stay and help his tribe. He rolls above 15 on the DC. But Xena whom he calls her is friendly and has a kind disposition like Potarr, though timid and fearful as he is timid and fearful of his brutal chief. Xena has other ideas and says she will help for awhile, but plans to leave and wander Nordheim, then Grendal appears and captures her and has her chained to the alter within the Harganian's village. Important: The Ice Idol is an Elemental, with it's own life-force, but does not realise that it must be preserved to continue, each day a special ritual is performed by one who know the right words and gestures that can keep an Ice Idol from melting away (Perform: Ritual 3 ranks). This ritual needs the expenditure a 3 Power Points and at least a certain knowledge of arcanic lore and the right process to restore or maintain her form (Knowledge: Arcana 3 ranks). The person who performs this part does not need to know the spell create ice idol, just needs to know the right process to to speak the words and expend the Power Points, otherwise the Ice Idol will melt back into the ground. Maintaining a Ice Idol's Form for Longer: Mystic lore described in runic form on ancient slabs of basalt rock lost to the ages, tell of how certain runes can use to maintain the Ice Idol's form, this maintenance will extend the amount of time the Ice Idol has before it would need the ceremony to be perform again. These runes can be etched onto any silver jewellery (and only silver) to maintain the Ice Idols form, An amount of 1,500 sp in silver or more, crafted into three items, one is an necklace and the other two, armlets. On each of these items sacred runes are etched. A DC Craft (Jewellery) check is require (crafter can 'Take 10,' as usual) to make each of these items, then the crafter must etch the runic writing onto each piece of jewellery and chant the ancient text, then expend 1 Power Point each into each item to finalise the ritual. (An etcher must be literate in runic writing and again do a Craft (Jewellery ) check DC 15 to add the runes (again the crafter can 'Take 10'). Note: An Ice Idol that gain knowledge of it's birth and what it is and learn these words and chants to replenish herself, can learn to maintain herself without help from another. A Ice Idol would normal need to gain a level in Scholar or take the Dabbler Feat as it advances to gain Power Points, plus having 3 ranks in each Knowledge (Arcana) and Perform (Ritual). Material Components: A source of snow and ice large enough to form a medium sized living statue. Advanced form; 1,500 sp in silver form in 3 pieces of jewellery. . |
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| Nialldubh | Oct 23 2015, 04:00 PM Post #19 |
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New Spell Implant Demonic Essence (Summoning) By Vincent N. Darlage and Eric K. Rodriguez PP Cost: 4/HD of pregnant Woman Components: V, S, F, magical link Casting Time: 1 hour Range: Touch Target: One creature Duration: Mortal, Permanent Saving Throw: Will negates; see text Magic Attack Roll: Sets DC for target’s saving throw Prerequisites: Raise Corpse, Magical Attack Bonus 6+, Permanent Sorcery By casting implant demonic essence, you place a demon’s dark essence in a nearby embryo within a pregnant Woman, forcing the child to be born with the Spawn of Dagoth Hill template. The demon can choose the gender of the resulting child. The pregnant Woman will die from the eventual birth of the demon-child. This spell is blocked by warding or a similar protective spells. If the pregnant Woman intends to resist, she must succeed on a Will save. If the sorcerer is successful, then part of a demon’s life force will occupy the embryonic Human. The child will gain the demon’s Intelligence, Wisdom, Charisma, Hit Dice (see pages 109-115 for creating Demons in Secrets of Skelos), Class (if any), Class level(s, if any), and any mental abilities. The body will form its own Strength, Dexterity, Constitution, hit points, cultural characteristics, natural abilities, and automatic abilities. Focus: A pregnant Woman Example: A Black Fiend makes an arrangement with his Summoner to create a demon progeny for himself. The process creates the new life who gains an Int 13, Wis 17 and Cha of 19. This Black Fiend had two levels of Scholar which the baby gains (Class and the 2 levels) plus 6 Hit Dice for his Demon heritage and starts with a BAB of +7 (6 for Demon and +1 for 2nd level Scholar), Base Save Bonus of +5, Base Defence of +4 and MAB of +4 (+3 Demon's and +1 for Scholar). This demon has no mental abilities. Note: I am uncertain of how exactly the demon's creation process will form it. I presume it takes the usual nine months to tear itself free of it's Mother, and will probably need about another 4-6 years to gain self awareness and a realisation of what it is. Still it maybe a Damien Thorn subconsciously and cause some havoc to defend itself. The child may receive a -4 to -2 Strength and -2 Con and Dex. Till it gains about 13 years or so. Note: Half-Demon Sorcerer: . |
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| Nialldubh | Dec 15 2015, 08:12 PM Post #20 |
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New Spell Jar of Flesh and Bone (Necromancy) Power Point Cost: 2 per HD of undead creature, or 1 Power Point (see below) Components: V, S, M, F Casting Time: 2 minutes Range: Evil Eye Target: 1 creature Duration: Until the conclusion of the event 'foretold' Saving Throw: None Prerequisites: Raise corpse This spell is used by the sorcerer to seal an enclosed container, mostly a large jar or urn, which will store any type of non-sentient Undead creature packed in sand. The sorcerer can take a live captive and sacrifices them to the dark spirits (or he may gain the Power Points from this as normal), or a previously dead creature and place the corpse within the jar. The sorcerer then casts the spell while painting the symbols of preserving on the outside of the container. Once contained, the undead creature will remain within the jar until summon forth and it's task complete. A focus grants the owner the right to command this undead creature. Sometimes these jars are presented as gifts for honoured associates or family members and the focus given to the new owner to do as they wish. but first they must attune to the jar's magical properties by expending one Power Point and need not know the Necromancy Sorcery Style to call upon the undead creature and command it to action. This means only a Scholar, Temptress or a Dabbler can use such a gift. It requires a move action to call undead forth, so two could be summon from two different jar and commanded to attack a foe of the summoner with one full-round, or one focus can be attune to an unlimited amount of jars and summon forth as a squad that can be command as a unit in one move action. Focus: A coin or stone or some form of item that is marked with a symbol that grants permission to he who holds it to summon forth the undead creature from within the container. One focus can be used for any amount of jars of flesh and bone or one focus for each jar, for once the jar is broken, they cannot be replaced back a new jar, unless a new spell is cast. Material Components: Dead corpse and an urn large enough to place the body within packed with sand, average price 10-20 sp (possibly more if larger). Paints, brush and oils worth 10 sp. . |
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| Nialldubh | Dec 15 2015, 08:21 PM Post #21 |
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New Spell The Deterioration of Prowess and Might (Curses) Power Point Cost: 1/3/6 Component: V, S or F Casting Time: One standard action Range: Evil Eye, Touch or Magical Link Target: One creature Duration: One day per Scholar level Saving Throw: Will negates Prerequisites: Magic attack bonus +3, lesser ill-fortune Magic Attack Roll: Sets DC for the target's Will saving throws There is many different forms of this spell, this one was mostly created to assist sorcerers by weakening their intended victims for sacrificing, then they could regain their Power Points lost by draining the helpless victims. Lesser: -2 Str; costs 1 Power Point. Normal: -4 Str; costs 3 Power Points. Greater: -6 Str; costs 6 Power Points. Note: This spell has been known to have been made permanent using the Permanency feat and given a command of activation, Example: when another comes into a chamber or touches an object, affecting each target. And if the spell is created to be recast instantly, it can effect multiple persons entering the chamber or touching an alter! Only a greater warding spell would be able to remove such a curse from a target as the duration in now permanent also. Focus: Any item owned by the victim. . |
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| Nialldubh | Dec 15 2015, 08:23 PM Post #22 |
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New Spell The Deterioration of Vigour and Vitality (Curses) Power Point Cost: 1/3/6 Component: V, S or F Casting Time: One standard action Range: Evil Eye, Touch or Magical Link Target: One creature Duration: One day per Scholar level Saving Throw: Will negates Prerequisites: Magic attack bonus +3, lesser ill-fortune Magic Attack Roll: Sets DC for the target's Will saving throws There is many different forms of this spell, this one was mostly created to assist sorcerers by weakening their foes, so they were easier to kill by poison or disease. Lesser: -2 Con; costs 1 Power Point. Normal: -4 Con; costs 3 Power Points. Greater: -6 Con; costs 6 Power Points. Focus: Any item owned by the victim. . |
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| Nialldubh | Dec 15 2015, 08:25 PM Post #23 |
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New Spell Melted Bones (Curses) Power Point Cost: 5 Components: S, (F) Casting Time: 1 Standard action Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude negates Prerequisites: Base Magic Attack Bonus +5, lesser ill-fortune, calm of the adept, gelid bones Magic Attack Roll: Sets DC for the target's Fortitude saving throw This spell is much like the gelid bones spell except it melts the very bones. The sorcerer touches his target and causes their bones to melt and turn to a thick jelly-like substance, there is no reversal spell, what life is left with in the husk, will eventually die, if it did not die instantaneously from shock from the transformation. Focus: Staff of death, can be used to cast the spell through. Possible other names for the spell: “Bones as Water, Greater Gelid Bones.” ...the Shemite drove like a bull at the strangers, his thickly muscled arm drawing back for the disembowelling thrust. But the stroke was never dealt. A black-sleeved arm shot out, extending the long staff. It's end but touched the Shemite's brawny breast and was instantly withdrawn. The stroke was horribly like the dart and recovery of a serpent's head. Gebal halted short of his headlong plunge, as if he had encountered a solid barrier. His bull head toppled forward on his breast, the sword slipped from his fingers, and then he melted slowly to the floor. It was as if all the bones of his frame had suddenly become flabby. Publio turned sick. . |
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| Nialldubh | Dec 16 2015, 09:18 PM Post #24 |
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New Spell The Deterioration of Mind and Reason Power Point Cost: 1/3/6 Component: V, S or F Casting Time: One standard action Range: Evil Eye, Touch or Magical Link Target: One creature Duration: One day per Scholar level Saving Throw: Will negates Prerequisites: Magic attack bonus +3, lesser ill-fortune Magic Attack Roll: Sets DC for the target's Will saving throws There is many different forms of this spell, this one was mostly created to reduce a sorcerer's foe by weakening their mind and their concept of tactical thought, opposing Commanders on a field of battle to officials in diplomatic position attached to a king's delegation. Lesser: -2 Int; costs 1 Power Point. Normal: -4 Int; costs 3 Power Points. Greater: -6 Int; costs 6 Power Points. Focus: Any item owned by the victim. . |
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| Nialldubh | Dec 16 2015, 09:18 PM Post #25 |
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New Spell The Deterioration of Spirit and Soul Power Point Cost: 1/3/6 Component: V, S or F Casting Time: One standard action Range: Evil Eye, Touch or Magical Link Target: One creature Duration: One day per Scholar level Saving Throw: Will negates Prerequisites: Magic attack bonus +3, lesser ill-fortune Magic Attack Roll: Sets DC for the target's Will saving throws There is many different forms of this spell, this one was mostly created to assist sorcerers by reducing the will of their intended victim, so they could easily cast more powerful spells at them. Lesser: -2 Wis; costs 1 Power Point. Normal: -4 Wis; costs 3 Power Points. Greater: -6 Wis; costs 6 Power Points. Focus: Any item owned by the victim. . |
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| Nialldubh | Dec 16 2015, 09:19 PM Post #26 |
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New Spell The Deterioration of Grace and Agility Power Point Cost: 1/3/6 Component: V, S or F Casting Time: One standard action Range: Evil Eye, Touch or Magical Link Target: One creature Duration: One day per Scholar level Saving Throw: Will negates Prerequisites: Magic attack bonus +3, lesser ill-fortune Magic Attack Roll: Sets DC for the target's Will saving throws There is many different forms of this spell, this one was mostly created to assist sorcerers by slowing their victim, perhaps a fleeing slave, a skilled archer who insulted the sorcerer, or a foe whom the sorcerer wishes to gain a greater initiative against. Lesser: -2 Dex; costs 1 Power Point. Normal: -4 Dex; costs 3 Power Points. Greater: -6 Dex; costs 6 Power Points. Focus: Any item owned by the victim. . |
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| Nialldubh | Dec 16 2015, 09:19 PM Post #27 |
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New Spell The Deterioration of Charm and Allure Power Point Cost: 1/3/6 Component: V, S or F Casting Time: One standard action Range: Evil Eye, Touch or Magical Link Target: One creature Duration: One day per Scholar level Saving Throw: Will negates Prerequisites: Magic attack bonus +3, lesser ill-fortune Magic Attack Roll: Sets DC for the target's Will saving throws There is many different forms of this spell, this one was mostly created to assist sorcerers destroying the integrity of nobles, temptresses, minstrels and other charismatic persons so as to ruin their reputation amongst the masses. Lesser: -2 Cha; costs 1 Power Point. Normal: -4 Cha; costs 3 Power Points. Greater: -6 Cha; costs 6 Power Points. Focus: Any item owned by the victim. . |
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| Nialldubh | Dec 19 2015, 04:20 PM Post #28 |
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New Spell Call the Beast of Khyrhl~G'Ilugz Added to Summoning Style in Scrolls of Skelos: Here: |
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| Nialldubh | Mar 20 2018, 05:43 PM Post #29 |
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New Spell Zath's Divine the Weave Added to Spider Magic Style in Scrolls of Skelos: Here: |
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