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Thulsa's Revised Spells:; "Another's Perception!"
Topic Started: Oct 29 2015, 03:53 PM (205 Views)
Nialldubh
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REVISED SPELLS:

by Thulsa


Just adding for quick reference...
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Nialldubh
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Rune of Jhebbal Sag (Counterspells)
Power Point Cost: 1 point/round
Components: S, M, (XP)
Casting Time: 1 full round
Range: Touch
Effect: Any worshippers of Jhebbal Sag who come within 25 feet + 5 feet/scholar level of the rune
Duration: Power Points or Mortal
Saving Throw: None
Prerequisites: Knowledge (arcana) 4 ranks, Knowledge (religion) 6 ranks, Wis
13, Warding

The rune of Jhebbal Sag, when inscribed or painted onto any surface (only runes inscribed on non-movable items can be made permanent), lets any worshippers of Jhebbal Sag know that the sorcerer is friendly. Its most notable effect is to release the subject or subjects of a Summon Beast spell from the spell as soon as they come within range. However, all animals remember their god Jhebbal Sag and will become calm and non-aggressive if they come within range. Likewise, if any human or other intelligent worshippers of the god come within range, the sorcerer gains a +2 circumstance bonus to all Charisma-based skill checks regarding them. In effect, he is demonstrating an allegiance to Jhebbal Sag, though this allegiance need not be true.

XP Cost: 1,000 XP to make the rune permanent
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Nialldubh
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Lesser Ill-Fortune (Curses)
Power Point Cost: 2
Components: V
Casting Time: 1 standard action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One day
Saving Throw: Will negates
Magic Attack Roll: Sets DC for target’s Will saving throw

A sorcerer places a curse on a victim. The victim suffers a -4 luck
penalty to all attack rolls, saving throws, ability checks and skill checks.
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Ill-Fortune (Curses)
Power Point Cost: 4
Components: V
Casting Time: 1 standard action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One month
Saving Throw: Will negates
Prerequisite: Lesser Ill-Fortune
Magic Attack Roll: Sets DC for target’s Will saving throw

The sorcerer can choose from any of the following effects when casting this spell:

• Bound to the Earth: The target automatically fails all Climb and Swim checks.

• Fool: The target loses 4 points of Wisdom or his Wisdom is lowered to 7, whichever is lower.

• Hated by Wild Animals: If the target approaches within 20 feet of any wild animal or vermin, or within 40 feet of a specific species of wild animal or vermin (caster’s choice), the animal immediately attacks and fights to the death.

• Impotence/Infertility: The target is unable to satisfy and impregnate a Woman (if Male) or unable to bring forth offspring (if Female).

• Troubled Sleep: The target’s sleep is troubled by nightmares and strange unsettling visions. The sleep-deprived target is always fatigued.


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Greater Ill-Fortune (Curses)
Power Point Cost: 8
Components: V
Casting Time: 1 standard action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One year
Saving Throw: Will negates
Prerequisite: Magic attack bonus +3 or
higher, Lesser Ill-Fortune
Magic Attack Roll: Sets DC for target’s Will saving throw

The sorcerer can choose from any of the following effects when casting this spell:

• Aged Before His Time: The target physically ages by two age categories and suffers all negative effects of ageing, but none of the positive effects.

• Blindness: The target becomes blind.

• Evil Eye: The target automatically fails all saving throws of a specific type (Fortitude,
Reflex or Will), as selected by the sorcerer.

• Lame Limb: One of the target’s limbs (caster’s choice as to which) becomes lame and useless. A lame foot reduces speed by half and makes it impossible to run. A lame arm cannot grasp a weapon or shield.

Greater Ill-Fortune can also duplicate any of the effects of an Ill-Fortune spell, but with a longer duration.


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Astrological Prediction (Divination)
Power Point Cost: 1
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

An astrological prediction can tell you whether the stars are right and if a particular action will bring good or bad results for you in the immediate future. The base chance for interpreting the stars correctly is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly.

A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the astrological prediction succeeds, you get one of four results:

• Weal (if the action will probably bring good results).

• Woe (for bad results).

• Weal and woe (for both).

• Nothing (for actions that don’t have especially good or bad results).

If the spell fails, you get the “nothing” result. A caster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful astrological prediction.
The astrological prediction can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All astrological predictions cast by the same person about the same topic use the same dice result as the first casting.

Material Component: Valuables worth at least 25 sp.


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Psychometry (Divination)
Power Point Cost: 1 point
Components: V, S
Casting Time: 1 hour

Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: None
Prerequisites: Astrological Prediction,
Knowledge (arcana) 5 ranks
Skill Check: See text

Psychometry allows the sorcerer to determine information about the previous owner of an object touched. The object may be a completely lifeless inanimate object, or a body part or fluid previously “owned” by a still-living creature. Examples of the latter include the hair of a wolf, found caught in thorn-bush; or the blood of a king, spilled forth on the sand during a desperate fight to the death.

The sorcerer makes a Knowledge (arcana) check, with the Difficulty Class dependent on how far into the object’s past he wishes to probe, as follows (take 10 not allowed):

Period of object’s lifetime: .............. DC
Last month ................................... 15
Last year ...................................... 20
Last decade .................................. 25
Last century .................................. 30
Last millennium ............................. 35
Every additional 1,000 years ........... +5

Success means the caster learns one basic fact about the object during the specified period, such as the owner’s species, gender, land of origin, age, name, how he came by the object, how he lost the object, and whether he had any Corruption. A failed roll means the caster cannot use this spell on the same object until he gains another level.


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Visions (Divination)
Power Point Cost: 2 points/minute
Components: S, M or F
Casting Time: 1 hour

Range: 1,000 miles plus 100 miles/scholar
level
Effect: Magical sensor (see below)
Duration: Power Points
Saving Throw: Will negates
Prerequisites: Astrological Prediction,
Knowledge (arcana) 8 ranks
Skill Check: Knowledge (arcana), DC 15 + 1 per 100 miles distant the target is beyond the first 100 miles, plus see below.

You can see and hear events at great distances. This spell produces an invisible magical “sensor” that sends a moving image back to your focus or material component, providing you with a view of the site or person upon which you wish to spy. This view can be very close up, as though it were a human eye, or very far away and high up so as to see the whole of a battlefield or other wide scene, such as a hawk’s eye might observe.

If you target a creature or group of creatures, they get a Will save and if it succeeds, the spell fails and you cannot attempt to scry on that subject again for 24 hours. A target that succeeds on the saving throw knows that an attempt to scry was made, and the identity of the caster.

The Difficulty Class for the Knowledge (Arcana) check is modified by the caster’s
familiarity with the creature or area being scryed upon, as follows:

Knowledge: ........... DC modifier
None* ......................... +10
Secondhand .................. +5
Firsthand ...................... +0
Familiar ......................... -5

* You must at least know the name or general description of the area or creature you wish to scry upon.


Focus/Material Component: This spell requires either a focus, or alternatively a material component. One or the other will do; if you have a focus available, you have no need for a material component.

The focus can take the form of a crystal ball or silvery mirror.

The material component can be either a handful of special herbs thrown onto an ordinary fire to produce green smoke in which the visions can be seen, or else a dose or two of a suitably hallucinogenic drug such as black lotus wine. In either case, the cost is around 100 sp.

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Dance of the Cobras (Hypnotism)
Power Point Cost: 1 point/round
Components: S, M, F
Casting Time: 1 standard action
Range: Evil Eye
Target: One humanoid creature
Duration: Power Points
Saving Throw: See below
Prerequisites: Entrance, Telekinesis, Ritual Sacrifice, Perform (any musical
instrument) 8 ranks
Magic Attack Roll: Sets DC for target’s Reflex and Fortitude saving throws or Perform checks

The dance of the cobras is an extensive and elaborate but powerful ritual sacrifice, revolving around four pre-prepared, hypnotised snakes. Four jars containing the snakes are smashed about the target. In effect, the snakes are inside the target’s five-foot square, though at the very corners of it.

Every round the spell is in effect, the target must make a Reflex saving throw or be bitten by one of the snakes. A bitten target must make a Fortitude saving throw or suffer 3d6 points of Constitution damage (half that if the save is successful). If he chooses to spend the whole of each round just dodging snakes (similar to a Total Defence action in combat) he gains a +4 circumstance bonus to his Reflex saving throws. The target gains a +2 synergy bonus to the Reflex saving throw if he has at least five ranks of Perform (dance).

If the target attempts to leave the square, he is automatically bitten (no Reflex save allowed) and suffers from poisoning as described above.

If the victim dies from being bitten by the snakes, the sorcerer who cast the spell gains a number of benefits as follows:

• Power Points as though the target had been slain by the sorcerer, according to the rules of sacrifice, counting as a ritual perfect offering. The usual limit for Maximum Power Points applies.

• +1 morale bonus to all attack rolls and magic attack rolls for every hit dice or level of the target for the next 24 hours. If the victim somehow escapes or is rescued, the sorcerer instead suffers a -1 morale penalty to Defence and all saving throws for the next day.

Material Component: Four jade jars, worth at least 100 sp each. With the snakes inside (see below), these must be balanced among the rafters of the room in which the spell is to be used, or, if the sorcerer has Greater Telekinesis available, concealed somewhere in the room or about the person of the sorcerer.

Focus: Four cobras, of at least Small size. These must be somehow placed in the jars before the spell is cast.


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Mass Hypnotic Suggestion (Hypnotism)
Power Point Cost: 2 points/target
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./two scholar levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 10 minutes plus 1 minute/ scholar level, or until completed
Saving Throw: Will negates
Prerequisites: Entrance, Hypnotic Suggestion, magic attack bonus +5
Magic Attack Roll: Sets DC for target’s Will saving throws

As Hypnotic Suggestion, except that the spell affects multiple creatures of 8 HD or
below who can hear the sorcerer’s voice. The caster and the targets must share a common language for the spell to be effective.
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Summon Beast (Nature Magic)
Power Point Cost: 1+ points
Components: V, S, F, XP
Casting Time: 1 standard action
Range: See text

Target: One animal (see text)
Duration: See text
Saving Throw: See text
Prerequisites: Knowledge (nature) 4 ranks

This spell summons a creature of the animal subtype, either Small or Medium size, to serve the sorcerer.

The spell is different for each animal and must be learned separately (for example, Summon Boar and Summon Eagle are two different spells).

The PP cost is 1 for an animal of Small size and 2 for a Medium-size animal. The animal will serve the sorcerer without question, including attacking his enemies.

The spell may be cast in two ways:

• Call Animal: The caster calls upon an animal of the given type within 1 mile/level. The animal moves towards the caster at its normal speed. This version of the spell has a duration of 1 hour/level.

• Manifest Animal: The caster throws the spell focus (a figurine of the animal) on the ground within 15 feet of himself, and the figurine magically grows and becomes a normal animal of its kind. This version of the spell has a duration of 1 round/level. At the end of any round during which a manifested creature is dealt damage, it must make a Will saving throw (DC = damage sustained that round). Failure indicates that the spell ends and the figurine reverts to its inanimate form.


For some reason, any animal summoned by a Pictish scholar has a pale, almost ghostly appearance. This has no particular game effect but simply appears to be a peculiarity of the Pictish style of sorcery.

Focus: A small image or carving of the animal to be summoned.

XP Cost: 25 XP (50 XP for a Medium-size creature).


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Greater Summon Beast (Nature Magic)
Power Point Cost: 4+ points
Components: V, S, F, XP
Casting Time: 1 standard action
Range: See text

Target: One animal (see text)
Duration: See text
Saving Throw: See text
Prerequisites: Knowledge (nature) 10 ranks, Summon Beast

As for Summon Beast, except that an animal of up to Huge size can be summoned. The PP cost is 4 points for a Large creature, or 8 points for a Huge creature.

XP Cost: 250 XP (500 XP for a Huge creature).
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Command Weather (Nature Magic)
Power Point Cost: 4 points/hour
Components: V, S, M
Casting Time: 1 hour
Range: 1 mile/level
Duration: Power Points
Prerequisites: Magic attack bonus +7, Knowledge (nature) 10 ranks, Spirit of the Land

This spell allows the caster to control the weather in the surrounding area. He can summon up snowstorms or howling winds, quell the raging seas or pour so much rain into a river that it bursts its banks and floods a town. The caster cannot call up any weather that is outside the possible range for a region in the current season; for example, he cannot create a snowstorm in the desert or at the height of summer.

For every five caster levels, the sorcerer may move up or down one level on the wind force table (light, moderate, strong, severe, windstorm, hurricane, tornado).

Material Component: A small block of ice from Hyperborea (for cold effects), a volcanic stone from the Fires of the South (for heat effects), a pearl from the Western Ocean (for water effects), or a flute carved from Lemurian bone (for wind effects).


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Agonising Doom (Necromancy)
Power Point Cost: 4 points/target
Components: V, S
Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft. per two scholar levels)
Targets: One or more creatures, up to a maximum of one creature/two scholar levels
Duration: 1d6 rounds
Saving Throw: Fort negates and see below
Prerequisites: Magic attack bonus +6, Raise Corpse, Death Touch
Magic Attack Roll: Sets DC for targets’ saving throws

Black tendrils of power shoot out from the sorcerer’s hands, slaying his enemies agonisingly and rapidly. This spell only affects creatures of less than 8th level or 8 HD. The targets must all make Fortitude saving throws, with success completely negating the effects of the spell. A Character who fails his saving throw begins to lose 4d6 hit points per round until dead.

Furthermore, he is in such extreme pain that he must make a Will saving throw on any round in which he wishes to act. Success means he may take either a move action or standard action but not both; failure means he may not do anything that round other than lie prone in agony.


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Warrior Trance (Oriental Magic)
Power Point Cost: 2+ points
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One round/scholar level
Prerequisites: Calm of the Adept, scholar level 3

For every two power points expended, Warrior Trance gives one natural weapon of the sorcerer a +1 enhancement bonus to attack and damage rolls and gives the caster a +1 dodge bonus to Dodge Defence. The spell can affect a slam attack, fist, bite or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to normal damage. The maximum bonus that can be gained is equal to the caster’s level.
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Shape-Shifter (Oriental Magic)
Power Point Cost: 10 points
Components: V, S, XP

Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 10 minutes/level
Prerequisites: Scholar level 12, Calm of the Adept

This spell enables you to assume the form of any single non-unique animal (any creature of the animal type) from Tiny to Huge size. The spell is different for each animal and must be learned separately

(for example, Shape-Shifter (Hyena) and Shape-Shifter (Giant Eagle) are two different spells).

The assumed form can’t have more Hit Dice than your caster level, to a maximum of 15 HD at 15th level. Your creature type and subtype (if any) change to match the new form. Upon changing, you regain lost hit points as if you had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal you further). If slain, you revert to your original form, though
you remain dead. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary special attacks possessed by the form but do not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

XP Cost: 10 XP per Hit Die of the assumed form.


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Channel Demon (Summoning)
Power Point Cost: 2+ points
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/caster level
Prerequisites: Demonic Pact, Str 13

When this spell is cast, the sorcerer’s face contorts as his body is temporarily infused with demonic energies! For every two power points expended, to a maximum of one power point per level, he gains a +2 enhancement bonus to Strength and Constitution and a +1 bonus to damage reduction. Furthermore, he can use his hands as claws that deal 1d6 points of damage on a successful hit; these count as weapons for the purposes of attacks.

The sorcerer must make a Corruption check (DC 10 + 1 per power point expended) or gain a point of Corruption when he casts this spell.
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Boundary (Hypnotism)
Power Point Cost: 1 point/10 ft. boundary
Components: V, S, M, (XP)

Casting Time: 1 round per 10 ft. of line
Range: Touch
Line: A boundary up to 100 ft. long per scholar level, and 100 ft. high
Duration: 1 minute/caster level or Mortal
Saving Throw: Will partial
Prerequisites: Magic attack bonus +7 or higher, Entrance, Hypnotic Suggestion
Magic Attack Roll: Sets DC for target’s saving throw


This spell causes an invisible boundary to be created. The boundary emanates magical vibrations that repel a specific kind of creature as defined by the spellcaster. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough.

For humans, a specific race, sub-race, tribe or family must be named. Creatures of the designated kind feel an overpowering urge to avoid crossing the boundary.

A compulsion forces the creatures to avoid crossing the boundary, shunning the region of the boundary and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can cross the boundary but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points until it re-crosses the boundary.

Material Components: Chalk or other powder to draw the line, at a cost of 10 sp per 10 feet of line.

XP Cost: 1,000 XP, plus 10 XP per 10 feet of line to make the boundary permanent.


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Dance of Atali (Hypnotism)
Power Point Cost: 6 for the first round, 1 for each round thereafter
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per two scholar levels)
Target: Up to one Male Human/scholar level
Duration: Power Points
Saving Throw: Will partial
Prerequisites: Entrance, Hypnotic Suggestion, Cha 13, Perform (Dance) 4 ranks
, Female
Magic Attack Roll: Sets DC for target’s saving throw

This spell causes Males to follow the sorcerer wherever she goes, so long as she continues a wild and sensual dance begun with the casting of the spell.

The sorcerer must make a Perform (Dance) check each round. If her check result is below 20, the spell ends. If her check result is above 20, she adds half her check result as an enhancement bonus to her movement rate that round, rounded to the nearest 10 feet.

All Males affected by the spell will be filled with immediate and pressing feelings of lust for the sorcerer, and will follow her wherever she goes, though they will not be completely careless of danger and will certainly stop and fight if attacked.

They may attempt Will saving throws when she initially casts the spell. Even a successful Will save does not entirely negate the effects of Dance of Atali, and a Character who successfully saves will still regard the sorcerer as devastatingly attractive — he may well follow her anyway.

As a side benefit of the Dance of Atali, the sorcerer is entirely immune to the effects of non-magical cold for the duration of the spell.

If the sorcerer has the Ritual Sacrifice feat, she gains Power Points as though she had sacrificed any of the targets who die as a direct result of following her, whether she is able to lead them to a cold death at the bottom of a crevasse somewhere, or into an ambush.

Focus: A scanty garment of high quality, which is the sorcerer’s only item of clothing.


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