Welcome Guest [Log In] [Register]
Welcome to The Thurian Continent: Conan D20 RPG Site.. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Changed Spells:; Original spells as Prints in Sourcebooks
Topic Started: May 17 2013, 08:04 PM (697 Views)
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Changed Spells

If I change a spell, I will place the original version here and do my best to create a link to "Changed Spell," in "Scrolls of Skelos," Thread.

I will give my reason and obviously this is to allow Game Masters the choice to choose what they believe is best.




Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Bottle Thunder
Power Point Cost: 10
Components: V, S, M, XP
Casting Time: One hours
Range: Close (25ft. + 5ft. per two Scholar levels)
Target: One target
Duration: Instantaneous
Saving Throw: None

Prerequisites: Knot Wind, Knowledge (Nature) 8 ranks
Magic Attack Roll: None

This spell prepares a glowing bottle filled with lightning for your use. It takes one hour to prepare the bottle; the preparation ritual must be cast during a thunderstorm. At the end of the ritual you expend the experience and the power points to complete the enchantment.

Releasing the lightning is a standard action that provokes an attack of opportunity. You may target one person within close range who must make a Reflex saving throw. If the target fails he takes 4d6 damage and is thrown back a number of 5 ft squares equal to your Cha modifier.

If something breaks the bottle he automatically suffers the effects of the spell without recourse or a saving throw. If the sorcerer breaks it (example: falling on it) he suffers the same fate.

Material Components: A glass bottle chased with gold wire costing at least 100 gl, the spell must be performed during a thunderstorm.

Experience Points: 50 XP.


Bottle Thunder

Reasons: I believe the effort put into spell at least allowed for half-damage, so add the need for a Magic Attack Roll.

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Inferno Heat
Power Point Cost: 5
Components: V, S,
M WHY MATERIAL?
Casting Time: One full action
Range: Personal
Area: 30 ft emanation centred on the caster
Duration: 1 hour per Scholar level (D)
Saving Throw: Fortitude resists
Prerequisites: Active heart of flames
Magic Attack Roll: Sets DC for the target's Fortitude saving throw

Inferno heat makes the air around the sorcerer ripple with a heat-haze; it makes each breath feel like it burns the lungs, it makes metal hot to the touch and causes water to boil. In this intolerable furnace, it is difficult to tell which of these effects are real and which are just hallucinations brought on by the heat of the sorcerer's presence. The heat saps a Man's ability to think, to act, even to breathe.

Characters within the area of effect of inferno heat who are not protected by a heart of flames, flame ward or similar effect must make a Fortitude save when they enter area and every ten minutes thereafter. A character who fails this saving throw becomes fatigued, or becomes exhausted if fatigued previously.


Inferno Heat:

Reason: I could not find a reason for a Material component! I removed it from my description in "Fire Magic," in "Scrolls of Skelos!"

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Flame Ward

Flame Ward:

The Flame Ward spell seem badly formed. In two spells it is given a a protector spell:

Boiling blood and Inferno Heat. But my confusion is in Flame Ward description, it states that it only protects against mundane fire and a +4 to saves versus magical fire.

both Boiling Blood and Inferno Heat are magical, not mundane, so it cannot protect fully against them and can only add the +4 to saves.

I thinking of creating a Greater Flame Ward that fully protects against magical-fire.


EDIT: Created greater spell, link will still take you to it
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Flames of Agni
Power Point Cost: 2+
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. +5ft. per Scholar level
)
Area: Wave of flame 10 feet wide
Duration: Instant or One round per Scholar level
Saving Throw: Reflex half
Prerequisites: Active heart of flames, inferno heat, incinerating gaze
Magic Attack Roll: Sets DC for the target's Reflex saving throw

This potent attack spell is better known as the flames of Ahriman in the western world. When cast, a wave of flame ten feet wide and ten feet tall washes out from the sorcerer, starting at his position and rushing in a straight line out to a maximum range of the spell. Anyone caught in these onrushing fires suffer 1d6 points of fire damage per two Power Points invested into the spell. The one restriction of the spell, is that the wall of flames does not have a flame within twenty feet of it, it vanishes.

For Example: A hundred-foot long corridor is lined with five burning braziers that are spaced equally along it's length. The sorcerer stands at one end and cast the spell, and a wall of flame rushes down the corridor, sustained by the burning braziers, and so reaches a victim at the far end. If however, the middle brazier was extinguished, the the flames of Agni would vanish at the mid-point of the corridor, as there is no other fire source within twenty feet.

Alternatively, this spell can be cast as a stationary wall of fire anywhere within range. In this form, the flames of Agni last for one round per scholar level. The wall still needs a source of fire to sustain it.


Flames of Agni:


Reason: Medium Range spells are 100 +10ft/levl of caster. I change to +10ft to suit, guess it was error!

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Incinerating Gaze
Power Point Cost: 3
Components: V, S
Casting Time: 1 standard action
Range: Personal and Evil Eye
Duration: One round per Scholar level
Prerequisites: Active heart of flames, active inferno heat, 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 Evil Eye range of the sorcerer's gaze.

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.


Incinerating Gaze:

Reason: I added Cha 12+ to prerequisites as it not worth taking spell if one has Cha 11 or less as they cannot use spell, though in theory, they could take spell and wait till their Cha grows to use cert spell, just does not seem appropriate if they cannot use spell!

EDIT: Created Greater Incinerating Gaze, link above will take you to it also.

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Chill Touch
Power Point Cost: 4
Components: V, S, (F)
Casting Time: 1 standard action
Range: Personal and Touch (see below)
Target: Self and one living creature touched (see below)
Duration: 1 round per Scholar level
Saving Throw: None
Prerequisites: fell of frost
Magic Attack Roll: None NOTE: THIS IS NOT A NECROMANCY SPELL "Chill of the Dead." should be a renamed version


Chill touch wreathes the sorcerer's hands in an aura of deathly cold. Anyone touched by the sorcerer suffers 1d4 + the sorcerer's Charisma bonus in cold damage. If the sorcerer is wielding a weapon, then he may add his Charisma bonus to the weapon's damage. The cold from chill touch spell only affects living creatures – it is the cold of death, not a natural cold.

Focus Optionally, a weapon.


Chill Touch:

Reason: Frost Magic is natural, if the spell should be allowed as is, it should be treated as a Necromancy spell not Frost Magic. I changed it to allow it to damage Undead from Natural cold.

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Fell of Frost Basic Frost Sorcery
Power Point Cost: 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One hour per Scholar level
Saving Throw: None
Prerequisites: None
Magic Attack Roll: None

The fell of frost spell covers the sorcerer's garments or skin with a shimmering rime of frost. This increases the DR of his clothing or his natural DR by 2, and he becomes immune to damage from natural cold.


Fell of Frost


Reason: Not really a change to spell, more a correction of error. They use AP, but I think we knew it was DR.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Life's Might
Power Point Cost: 3/ +1 Str Modifier bestowed
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: Self or one other creature
Duration: One minute per Scholar level +1 minute per +1 Strength Modifier bestowed
Saving Throw: None
Prerequisites: Lend essence, Base Magic Attack Bonus +2
Magic Attack Roll: None

By drinking the blood of a creature with Strength of 12 or higher that is also higher than the target's Strength, target increases his own Strength to that of the blood donor's. If the spell's target has a higher or equal Strength, no benefit is gained. The spells duration starts once the spell is completed, not once the blood is drank (requiring 1 standard action).


A Blood Theurgist (4th level Scholar/2nd Blood Theurgist) from Vanheim cast the life's might on a local warrior (a 1st level Barbarian) call Wulfheim, who has a Strength of 17. Before a battle with the Æsir, Wulfeim is blessed by Ymir, so the shamans are forced to bestow a gift on the warrior. They hunt and kill a bear and the Blood Theurgist pores the blood of the bear into a wooden bowl and mixes some of his own into it and hands it to the warrior who drinks it standing on a hill beside the battlefield, the Æsir in the distance getting closer!

The Bear's Strength is 27, so the Blood Theurgist must supply 15 Base Power Points and cause himself enough damage (15 damage) to create the other part of the spell for a total of 30 Power Points!


Material Components: Caster's blood, three fluid ounce of the target creature's blood.

Life's Might;

Reason: Spells like Become Beast cost 5 Power points, yet the example above cause me to disagree with decision to make it 3 PP/Str point. I also need to give some consideration to other attack spells. One Gelid Bones, is only 1 PP for 1/hour/level and obviously is a Killer-spell! Especially when reasonable spells like Warrior Trance as give 6 PP for only a measly 1 round/level.

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Homunculus Communication
Power Point Cost: 2
Components: V, S, F
Casting Time: 1 standard action
Range: 1,000 miles plus 500 miles per Scholar level
Effects: See below
Duration: Concentration up to 10 minutes plus 1 minute per Scholar level
Saving Throw: None
Prerequisites: Astrological prediction or shamanic ecstasy, sorcerous news, Knowledge (Arcana) 13 ranks, Corruption: 1+


By using a fluid-filled, glass simulation of a Woman's womb, within which floats the misshapen body of one unborn, two sorcerers can can communicate at a distance. Each sorcerer must have one of these pellucid wombs. The originator of the communication casts the spell, which attracts the attention of the other sorcerer. After casting this spell the homunculus within twitches in agony as the pitiful jaws in it's deformed face creak painfully oepn, echoing the voice of the distant sorcerer as he answers the 'call.' As each sorcerer speaks, the other hears the words via the gurgling distortion of his homunculus' voice. The homunculus must be able to hear to sound in order to transmit them,. It has a Listen Modifier of +2 if a check is needed for it to hear and transmit something. The homunculus curls into a foetal position when the communication is ended, signalling to the other sorcerer that the conversation is finished.

Focus: The focus of the spell is the womb simulation and it contained monstrosity. This item is crafted as a magic item, (see Secrets of Skelos, Page: 58, for rules on crafting magic items) and the homunculus is an aberration created as per normal rules (Secrets of Skelos, Page: 109). The caster need not be the crafter of the focus. The Lords of the Black Ring occasionally supply one of these items for priests stationed outside of Stygia. This focus costs 500,000 sp and 5,000 XP to create each one.


Note: this is a vile spell and I an changing to suit

Reason: only a corrupt mind can endure this ritual and I have altered spell accordingly

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Ward by Will
Power Point Cost: 1 per 2 DR required per round
Components: S
Casting Time: Free action
Range: Personal
Target: Self
Duration: 1 round
Saving Throw: None
Prerequisites: Knowledge (Arcana) 7 ranks, warding.
Magic Attack Roll: -

The spell is a ward against physical attacks. The form the spell takes varies by sorcerer, depending on his visualisation. His body may become slightly non-physical, allowing attacks to pass through his body. Many become granite-like; he may become lightning-quick; perhaps small Demons appear around the sorcerer and slow the weapons or push them aside. Regardless of the magical effect, the game-mechanics effect is that the spell grants the sorcerer Damage Reduction. He gains twice as much Damage Reduction as he spends in power Points. If a sorcerer spends 10 Power Points, he gets 20 Damage Reduction for one round. Armour Piercing works as usual
.

Ward by Wil

Reason: I not allow for Armoured Piercing in other version of spell, I just believe it a magical barrier and is not like a suit of full plate getting hammer by a sword. It is not lying on the sorcerer's chest and him feeling the vibration from the attacks and his bone-shattering underneath. It has other factors being taken into consideration via this spell, especially by the description, and obvious I used old version description as it allow for good imaginary and role-play.

.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Incantation of Fog and Shadow
Power Point Cost: 2 per round
Components: V, S
Casting Time: One full round
Range: Touch
Area: 25 ft +5 5ft per Scholar level emanating from caster
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (Arcana) 4 ranks, warding.
Magic Attack Roll: Opposes opponent's magic attack roll

Many of the dark arts concern themselves with learning secrets. A sorcerer can use these skills to good effort on the field of battle by divining opponents plans, his troop disposition and other bits of trivial intelligence that is the difference between life and death for the common fighting-man. However, a skilled Scholar can, to some extent, shield his allies' plans from outside investigation by using an incantation passed down from the dawn of time.


* When the sorcerer begins the ancient incantation he makes a Magic attack roll and spends 2 Power Points. Each round after the first he may continue the incantation by spending an additional 2 Power Points. He may continue to recite the incantation and spent Power Points until he is drain of power or desires to stop.

* When another sorcerer uses divination spell to gain access and knowledge from a conversation or event that is occurred within the incantation's area of effect he must make an Magic Attack roll in addition to any other checks he must make in the casting of his spell. If his Magic Attack fails to win against the incantation' caster's Magic Attack roll, he cannot gain access to the area and is rebuke from entry till the incantation stops, he also can tell of the incantation presence, but not what it conceals.

* If the Divination spell caster wins, he can hear what, or see what is occurring in the area of effect (depending what his Divination spell is) of the incantation. Also the incantation's caster knows he has failed and can attempt to counter it again, by recasting the incantation of fog and shadow spell, because even though it is still active and still be effective against other diviners, it is now useless again the successful invading diviners and he has no competent focus on where he is in area of effect, just that he is within and observing.

The recasting will call for another opposed Magic Attack roll, which either sorcerer will know he has failed at as stated above.


Incantation of Fog and Shadow

Reason: I never enjoyed the length of this spell, it way to unrealistic, a sorcerer must wait till the War-Chiefs are about to say something important or pull out a map will strategic placements of Soldiers and quickly cast spell and rush these Generals with a hastily comment like "I cannie keep it together Captain, She just cannie take it!" and expect them to discuss a two hour long conversation in 4 rounds of activity. also one move action to unroll map and another to hide it in coordination with sorcerer's casting.

So extended it to minutes to keep it less stressful and lowered the PP cost a little.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Dance of the Skull
Power Point Cost: 4
Components: V, S, F
Casting Time: 3 minutes
Range: Close (25 ft. + 5 ft. per two Scholar levels)
effect: One or more curses afflicting a victim
Duration: Instantaneous
Saving Throw: None
Prerequisites: warding, lesser ill-fortune
Magic Attack Roll: Opposes opponent's magic attack roll

Dancing to the growling and rumbling of drums, the sorcerer paces about the subject of the curse, waving his arms in weaving, cryptic patterns. He then throws a skull next to the victim. A Female assistant, who is named the Bride of whatever spirit or god guides the sorcerer then performs a writhing, spinning, bestial dance – and the skull commences to dance with her, bounding and spinning like a living thing.

The spell counteracts attempts to ward or dispel a spell and may, in some cases, stave of the rule of impermanence. Casting the dance of the skull adds a +4 to the sorcerer's opposed Magic Attack roll if someone attempts to counter a spell protected by the dance of the skull. The spell also increases the sorcerer's Magic Attack roll by +4 on any secondary saves a spell might allow (such as if the subject of the awful rite of the were-beast or put them in the swamp is given a command, or if someone partially saves against the draw forth the soul spell).

If the sorcerer at any time is reduces to negative hit points and falls unconscious, the spells that he has protected with dance of the skull are given a +6 bonus to his Will save versus the DC 25 to stop them ending. If the sorcerer dies or is left for dead he is allowed the normal DC 25 Will save on these same spell effected victims, with no bonus to keep them active and not turned to dust.

Focus: Female assistant and one drummer, plus the skull which can be reused each casting.


Dance of the Skull

Reason: It not truly a change, more an add on. Spell creator mentioned an effect concerning "Rule of Impermanence," so I notice it not mention anything about it and added a bit to end of spell.

also for Focus added a drummer, thought it seemed appropriate.

Took out Pictish connection in spell.

Also think for other spells based on Pict only, that I will remove that restriction from spells in my Scroll of Skelos. I think if Mongoose had continued, it would have removed restrictions or at least in it's growth, balance different Cultures and their personal quirks, because it only the Picts that benefit from it at present.

If we continued this way, I would have to Place Khitan only on Oriental Magic or the new Nordheimer Sorcery Styles would be restrict to the north and any Scholar wanting it learn it would have to travel there (which in theory is a good idea, but I leave that to individual Game Masters to add their own restrictions to Sorcery Styles in their own campaigns).


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Animate Statue
Power Point Cost: 6 for the first round, +3 for each additional round
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: See below
Duration: Power Points
Saving Throw: None
Prerequisites: Scholar level 6, Base Attack Bonus +4,conjuring, telekinesis, greater telekinesis, animate swords

This spell works as animate sword, except as follows.

The sorcerer may animate one Small object per Scholar level, two Tiny object per Scholar level or any combination, just as animate sword. Alternatively he can animate larger objects as follows.

A Medium object counts as two Small objects or smaller
.
A Large object as four Small objects.
A Huge object as eight Small objects.
A Gargantuan as sixteen Small objects.
A Colossal as thirty-two Small objects.


The animate object can bend and move in any way the sorcerer wishes, though they must roughly retain the original shape if made from rigid material. For example, a stone statue of a Man could walk, manipulate objects, wield weapons and grapple enemies. I could not fold itself around a opponent and re-form itself into a stone tomb, trapping him inside.

However, this spell works best when animating objects which resemble living things and can be made to move in a reasonably natural manner, such as statues. A sorcerer who wishes to cause an object to move in what would seem to be an illogical or counter-intuitive manner � for example, a stone statue that bends at the shin, rather than the knee or ankle � must actively concentrate on willing it to do so. This requires either a free action and a Concentration check (DC 20 to 30 at Game Master discretion, depending on how unnatural-looking a contortion is required of the object) or a standard action to be taken.


Why changes: I feel that it only seems logical to create a Greater Animate Statue spell as the description of Small or smaller seemed confusing. Why not just say 2 Tiny objects equal one Medium, why, because it not allow for logic.

Animate Statue:

Greater Animate Statue:

Two Small equals one Medium, therefore a 20th level Scholar could only create 10 Medium statues or one Huge and one Medium, using Tiny object is avoiding some form of sincerity!

I create Greater Animate Statue to allow for the Gargantuan and Colossal sized statues and will add with rest of Prestidigitation spells.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Clouded Mind
Power Point Cost: 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: 1 living creature of 6 HD or less
Duration: 1 round
Saving Throw: Will negates
Prerequisites: Base Magic Attack Bonus +1, lesser ill-fortune, entrance
Magic Attack Roll: Sets DC for the target's saving throw

The spell dazes the targeted creature so that it can take no action. Creatures of 7 HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Material Components: A pinch of wool or similar substance.


Note: Why I changed this spell, mostly because of Gelid Bones, it cost 1 PP and can last hours, I say I do agree with other about the length of Gelid bones and will change the duration from hours to minutes in my list of spells, but it makes this spell look worthless and lacking, I reduced it Power Points from 2 to 1 (and considering Gelid bones I believe I will increase it from 1 PP to 2).

Duration:
1 round is grim, maybe he meant 1 hour and so it will be.

Clouded Mind:

Wool, naw, used pinch of salt or sand, it like it blows through the wind and enters they eyes of the victim, dazing him!


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Doom of the Doll

He twist and weaved, in agonising pain, "I burn," he screamed, but none could see any flames, but shrunk back in fear, unable to help!

Notes: Add the remarks from Player guide to this spell, but did changes something. The dissolving effect did not allow for any Fortitude save to resist, I have added this and changed original text.

Doom of the Doll:

Notes from Player Guide:


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Gelid Bones
Power Point Cost: 1
Components: S
Casting Time: One standard action
Range: Touch
Target: One creature
Duration: One hour per level
Saving Throw: Will negates
Prerequisites: Magic Attack Bonus of +2, lesser ill-fortune, Calm of the Adept
Magic Attack Roll: Sets DC for the target's saving throw

The target makes an immediate Will saving throw or be paralysed for the duration of the spell, his bones unable to support his body.


Example: Changed Power Point too 2 and hours turned to minutes in Curse's spells.

Gelid Bones:


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Dance of the Changing Serpent
Power Point Cost: 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Evil Eye
Target: One creature
Duration: Instantaneous, but see below
Saving Throw: will negates
Prerequisites: Must be a Pict
, Magic Attack Bonus of +4, lesser ill-fortune.
Magic Attack Roll: Sets DC for target's saving throw

This spell places a Man's soul in a ghost snake's body and vice versa. however, unlike such spell's as awful rite of the were-beast, the transposed souls are highly disorientated and have no insight into the correct way to control their new bodies. Both are regarded as helpless and in all respects and if left alone will eventually die of starvation as they cannot even feed themselves. Both creatures get Will saving throws and if at least one of them succeeds, the spell fails.
If the Sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he had sacrificed the target of the spell, assuming the target fails his saving throw and changes souls with the great serpent. The magical energy released by this horrific swapping of essences is at least as great as that released by killing the target outright.

It is common among the Picts to immediately sacrifice both snake and Man once it is clear the spell has worked. If this is done using the Ritual Sacrifice feat, the Sorcerer gains Power Points as usual for sacrifice. He also gains an enhancement bonus of +4 on all intimidate checks against anyone who witnesses the whole ceremony. Furthermore, he gains a +1 enhancement bonus to all magic attack rolls due to the favour of the Gods. These bonuses last for one day per Scholar or Temptress levels.

Material Components: Smoke-powders worth at least 50 silver coins, plus one ghost snake. If desired this can have been summoned by means of a summon beast spell.

Focus: A bonfire at least five feet by five feet in size.


Note: Remove Pict connection from Skelos' Spellbook.

Dance:


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Crimson Portents
Power Point Cost: 1
Components: V, S, F
Casting Time: 2 minutes
Range: Evil Eye
Target: 1 creature of the same species as sorcerer
Duration: Until the conclusion of the event 'foretold'
Saving Throw: Will negates
Prerequisites: Entrance
Magic Attack Roll: Sets DC for the target's Will saving throw

This spell is used by the shamans of the Picts as a form of self-fulfilling prophecy to meet the ends of the shaman. If a warchief has decided to wage war against an enemy he may ask the shaman to predict success to hearten the People. This is not a true divination, but a hypnotism, a means to take advantage of the Pict's inherent superstitions.

The shaman takes a captive and sacrifices him to the dark spirits (he may gain Power Points for this as normal), then cuts out the captives heart and glares at the throbbing mass to read the omens within. If the shaman wants success, that is what he announces when the sacrifices is dead, and if the Picts believe him, by failing their saving throw (which they can do willing), then each of them receive +1 bonus to all attack, damage and skill rolls when engaged in the event in question. If the shaman feels that is not in the best interests of the tribe and is personally against the event in question, he can announce failure or a costly victory, and the members the tribe who believe him receive a -1 penalty to all attack, damage and skill rolls when engaged in the event in question. Often a prediction of failure will lead to the abandonment of the engagement and has been known to halt the plans of many a frustrated warchief.

Focus: Sacrificial victim.


Note: Changed from a Pictish spell to worldly spell.

Crimson Portents:


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Walk Unseen
Power Point Cost: 1 per round
Components: S
Casting Time: 1 standard action
Range: Evil Eye
Target: Any living creature within range
Duration: Power Points
Saving Throw: Will negates
Prerequisites: Hide 8 ranks, Move Silently 8 ranks, entrance, calm of the adept
Magic Attack Roll: Sets DC for the target's saving throw

This spell permits the caster to become unseen. The spell does not grant actual invisibility, but forces those who fall victim to the spell to ignore the sorcerer. Whenever anyone sees the sorcerer, they must make a Will save. If the saving throw is failed, they do not see the sorcerer and the sorcerer gains all the benefits of invisibility. If the sorcerer casts a spell or makes an attack when under the effects of walk unseen, then all those affected by the spell may make another Will save each round to resist it's effects. The sorcerer may not use this spell to fade from view � anyone who is looking at the sorcerer when the spell is cast continues to see the sorcerer.

Note: Continual Power Point use is done as a free action.


Why: Added to spell, more than change. Mentioned casting spells and attacking in description, but at rate of 1 PP/round, I presume it done as Free action/round.

Walk Unseen:


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Few Notes on Spell changes:

Nature Magic had no spell changes:

But...

I mention in another post, I would remove XP cost personally from summoning beast spells (this also includes other Sorcery Style Spells from Summoning Style, etc), but leave to others to decide that fate for themselves.

Clouded Mind:
Mentioned above, it been changed again. Duration is for one hour, I was think perhaps that was what was meant to have been typed in 2 PP for 1 hour, not 1 round, but again at present I leave the decision to GM whether they feel 1 PP is right or 2 PP. I now feel 2 PP would be best if duration is now 1 hour.

Binding the Serpent: I not change spell, but summoned Viper swarm, is slightly changed. BAB from +0 to +3, rules state that the swarm should be regard, this being a 4 HD Huge creature and treated as such. Hence why I raised the grapple effect which was non-existent. a 10 ft x 10 ft swarm of serpents resting on your shoulders, maybe heavy and enough to grapple a person to the floor, my best guess, never tried it personally and never want to! :)


Snake Arrow: Will be also convert to a Serpent magic Spell.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Bamboo Storm
Power Point Cost: 2+
Components: V, S, M
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: One or more creatures or objects
Duration: Instantaneous
Saving Throw: Reflex (halve damage)
Prerequisites: Base Magic Attack Bonus +5, calm of the adept
Magic Attack Roll: Sets DC for the target's saving throw

With this spell the sorcerer creates a storm of razor-sharp bamboo shards that can be directed against a particular target or group of targets. The storm inflicts 1d4 points of damage for each 2 Power Points invested in it. It is effective within a Close range and be concentrated at either an individual target, which sustains the full force of the damage or at a group of targets, in which the roll is divided by the number in group (round fractions down). The target(s) of the spell are permitted a Reflex Saving Throw to attempt to evade and avoid the storm, reducing the damage sustained by half if successful.

Material Components: The sorcerer must be surrounded by bamboo or have at least three naturally growing bamboo plants within 25 feet for this spell to be effective. The spell consumes the bamboo plants (which need not be mature).

Reason:
Think damage too low for such a high level spell, when spells like agonising doom or death touch are more dangerous and deadly and are of similar level.

Bamboo Storm:
Offline Profile Quote Post Goto Top
 
« Previous Topic · The Wizard's Tower: · Next Topic »
Add Reply