Showing posts with label Conjuration. Show all posts
Showing posts with label Conjuration. Show all posts

Monday, January 3, 2011

Campaign Design - Spells: Bål's Magnificent Mansion

Bål's Magnificent Mansion (from the Player's Handbook; originally Mordenkainen's Magnificent Mansion)
Conjuration (Creation)

Level: Gluttony 9, Sorcerer/Wizard 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 levels)
Effect: Extradimensional mansion, up to three 10-foot cubes per level (S)
Duration: 2 hours per caster level (D)
Saving Throw: None
Spell Resistance: No

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, not do conditions inside it pass to the plane beyond.

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Campaign Design - Spells: Hlín's Magnificent Mansion

Hlín's Magnificent Mansion (from the Player's Handbook; originally Mordenkainen's Magnificent Mansion)
Conjuration (Creation)

Level: Hearth 9, Home 8, Sorcerer/Wizard 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 levels)
Effect: Extradimensional mansion, up to three 10-foot cubes per level (S)
Duration: 2 hours per caster level (D)
Saving Throw: None
Spell Resistance: No

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, not do conditions inside it pass to the plane beyond.

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Campaign Design - Spells: Hlín's Secure Shelter

Hlín's Secure Shelter (from the Player's Handbook; originally Leomund's Secure Shelter)
Conjuration (Creation)

Level: Bard 4, Hearth 5Home 3, Sorcerer/Wizard 4
Components: V, S, M, F, see text
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot square structure
Duration: 2 hours per caster level (D)
Saving Throw: None
Spell Resistance: No

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast - stone, timber, or (at worst) sod. The floor is level, clean, and dry. In all respects, the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise - it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter. The secure shelter contains rude furnishings - eight bunks, a trestle table, eight stools, and a writing desk.

Material components: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.

Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.

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Campaign Design - Spells: Hlín's Secret Chest

Hlín's Secret Chest (from the Player's Handbook; originally Leomund's Secret Chest)
Conjuration (Summoning)

Level: Home 4, Sorcerer/Wizard 5
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Effect: One chest and up to 1 cubic foot of goods per caster level
Duration: Sixty days or until discharged
Saving Throw: None
Spell Resistance: No

You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). if any living creatures are in the chest, there is a 25% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well-crafted and expensive, constructed for you by master crafters. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be silver or electrum. The cost of such a chest is never less than 5,000 shillings. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. The replica costs 50 shillings. You can have but one pair of these chests at any given time - even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

Focus: The chest and its replica.

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Sunday, January 2, 2011

Campaign Design - Spells: Felonious Friend II

Felonious Friend II (found in Spells & Spellcraft)
Conjuration (Creation)

Level: Bard 4, Gutter Mage 4, Sorcerer/Wizard 4
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One invisible, mindless, shapeless servant
Duration: 30 minutes per caster level
Saving Throw: None
Spell Resistance: No

By means of this spell, you create an invisible mindless force that duplicates the effects of unseen servant with all the normal limitations. In addition to performing all the normal functions of an unseen servant, the felonious friend II can pick pockets as a rogue with a Sleight of Hand skill bonus equal to your caster level + 3. This ability is subject to all the normal restrictions, though a Spot check that beats the Sleight of Hand check only reveals that something is being taken - it does not reveal the invisible thief.

In addition to the above capabilities, the felonious friend II can also Disable Device and Open Locks as a rogue with skill ranks equal to your caster level +3.

Arcane focus: A set of thieves' tools.

Arcane material component: A piece of string, a bit of wood, and a sharpened copper penny.

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Campaign Design - Spells: Cry of Bilskinir

Cry of Bilskinir (adapted from the Book of Exalted Deeds; originally Cry of Ysgard)
Conjuration (Calling)[Good]

Level: Sanctified 7
Components: V, Sacrifice
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Calls 2d4 bariaur defenders of Bilskinir
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No

You call 2d4 bariaur defenders of Bilskinir from the storm plains of Þruþheim to your location. As devoted defenders of Þunor's hall, their animal companions are always eagles. They serve you for up to a year, and you may dismiss them at any time. They are intelligent, so you can assign them different tasks. They can refuse to complete a quest or otherwise take on complex burdens without your supervision.

No matter how many times you cast this spell, you can control no more than four bariaur defenders of Bilskinir; others are released from service and return to Þruþheim immediately. You choose which creatures to release.

Sacrifice: 1d3 points of Strength drain.

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Campaign Design - Spells: Conjure Cavern

Conjure Cavern (from Relics & Rituals: Excalibur)
Conjuration (Creation)

Level: Druid/Spirit Shaman 6, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: 1,000 cubic feet per caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You create a cave in the selected cliff, mountain, or hill. The cave can be up to 1,000 cubic feet per caster level, provided it fits within the selected formation (a hill that is only 40 feet around cannot accommodate a cave more than 30 feet deep).

Once created, the cave is permanent unless dispelled. This spell has no effect on earth creatures. It cannot be used to create earthworks other than a small cave or cavern, and can only be used on natural, unworked earth or stone.

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Campaign Design - Spells: Pack of Ghouls

Pack of Ghouls (found in Spells & Spellcraft)
Conjuration (Summoning)[Evil]

Level: Cleric/Favored Soul 4
Components: V, S, M, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 3d4 summoned ghouls, no two of which can be more than 5 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You summon a pack of ghouls to defend you and your allies. The ghoul pack appears where you designate and acts immediately on your turn. They follow your commands to the best of their ability, assuming you can communicate with them. As with all summoned creatures, they act normally on the last round of the spell and then vanish at the end of their turn.

Material component: A bone from a ghoul.

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Campaign Design - Spells: Wall of Vermin

Wall of Vermin (found in Spells & Spellcraft)
Conjuration (Creation)

Level: Druid/Spirit Shaman 5, Křižák 4, Sorcerer/Wizard 5
Components: V, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Wall of vermin whose area is up to one 5-foot square per caster level (S)
Duration: 1 minute per caster level
Saving Throw: See text
Spell Resistance: No

You create a wall composed of thousands of writhing, stinging vermin; all centipedes, scorpions, and spiders. The wall covers one 5-foot square per caster level. Each 5-foot square must be adjacent to another, but the wall can take on virtually any shape you desire so long as it is vertical.

A creature can pass through a wall of vermin with relative ease, but will suffer numerous bites and stings as a result. Moving through a wall of vermin inflicts 2d8 points of damage plus debilitating poison (initial damage 1d6 Strength; secondary damage 1d6 Strength; Fortitude save DC 23 negates). Attacking the wall with most weapons is futile. Furthermore, anyone striking the wall suffers 1d4 points of damage plus poison (initial damage 1 points of temporary Strength; secondary damage 1 point of temporary Strength; Fortitude save DC 15 negates). Large missile weapons, such as a hurled boulder, destroy a single 5-foot square. Normal fire cannot hurt the wall, but magical energy attacks destroy that portion of the wall with which they come into contact.

It is possible to catch a creature within a wall of vermin. A successful Reflex save enables the creature to avoid entrapment, whether this means being caught in the midst of the wall itself or surrounded by the wall, depending on the wall's shape and the creature's location when the wall is conjured.

Arcane material component: Any living vermin, whether monstrous or normal.

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Campaign Design - Spells: Conjure Ice Beast I

Conjure Ice Beast I (adapted from Frostburn)
Conjuration (Creation)[Cold]

Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One conjured ice creature
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a creature constructed from magical ice. It appears where you designate and acts immediately on your turn. it attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list set forth below. The conjured creature cannot have the fire subtype. You choose which kind of creature to conjure, and you can change that choice each time you cast the spell. The conjured creature is a construct made of magical ice, gaining the ice beast template.

In all other ways, conjure ice beast I functions like summon monster I.

Conjure Ice Beast, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Giant Fire Beetle
  • Hawk
  • Hyena
  • Monkey
  • Monstrous Centipede, Medium
  • Monstrous Scorpion, Small
  • Monstrous Spider, Small Hunting
  • Monstrous Spider, Small Webspinner
  • Octopus 1
  • Owl
  • Porpoise 1
  • Raven
  • Viper, Small
  • Wolf
1 Can only be summoned into an aquatic or watery environment

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Campaign Design - Spells: Gangyn's Poison Pillar

Gangyn's Poison Pillar (found in Spells & Spellcraft; originally Perivax's Poison Pillar)
Conjuration (Creation)

Level: Cleric/Favored Soul 6, Druid/Spirit Shaman 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cylinder of poison with a height of 10 feet high per caster level and with a radius of 5 feet
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Gangyn's poison pillar produces a vertical column of rancid poison that cascades downward onto its targets. Any creature struck by the pillar must make a successful Fortitude save or take 1d10 points of temporary Constitution damage; one minute later the creature must make another save or suffer an additional 1d10 points of temporary Constitution damage.

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Campaign Design - Spells: Dimensional Rift

Dimensional Rift (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation)

Components: V, S
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: A pair of 5-foot wide circular gateways
Duration: 1 round per caster level
Saving Throw: Reflex negates
Spell Resistance: Yes (see text)

You call into effect a pair of linked portals that can appear anywhere within the spell's range. Travel through these gates can be achieved in any direction and instantly teleports the creature from one gate to the other, disorienting them as per the spell dimension door, Any creature that does not wish to be transported can make a Reflex save to avoid the portal and check their spell resistance, if any. Successful resistance disrupts both gates without further effect. You can freely travel through the portals without disorientation. The portals created are quite visible and shed a colored light within a 10-foot radius.

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Campaign Design - Spells: Robe of Reflection

Robe of Reflection (found in the Book of Eldritch Might II)
Conjuration (Summoning)

Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

You create a robelike aura of energy around a single subject, then specify one energy type - acid, cold, electricity, fire, or sonic. The wearer ignores any damage suffered from the energy type, from any source, whether a targeted or area effect. The wearer can, in fact, choose to redirect the damage to any target within 100 feet. This, if you wear a robe of reflection (fire) and walk through a wall of fire, you suffer no damage and can inflict the wall's damage on anyone within 100 feet of you. The damage reflected can equal no more than 3 hit points per caster level. You do not have to reflect the damage if you choose not to.

Material component: Five threads woven around a small mirror worth at least 20 shillings.

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Campaign Design - Spells: Greater Finger of Life

Greater Finger of Life (found in Spells & Spellcraft)
Conjuration (Healing)

Level: Cleric/Favored Soul 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text

By means of this spell, you deliver healing magic to any single creature within range. Greater finger of life duplicates the effects of any conjuration (healing) spell of 5th level of lower, but without requiring the caster to touch the beneficiary. The spell to be copied is duplicated in all respects, so if the target of the original spell would be entitled to a saving throw or the benefit of spell resistance, they enjoy similar benefits with respect to the greater finger of life.

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Campaign Design - Spells: Calm Weather

Calm Weather (from Relics & Rituals: Excalibur)
Conjuration (Creation)

Level: Druid/Spirit Shaman 3, Sorcerer/Wizard 4
Components: V, S
Casting Time: 2 rounds
Range: Personal
Target, Effect, or Area: 10-foot-radius area + 10 feet per caster level, centered on the caster
Duration: 10 minutes + 5 minutes per caster level
Saving Throw: None
Spell Resistance: No

This spell creates a small area of calm, pleasant weather, regardless of what the weather beyond is like - it may be sleeting, but within this bubble the temperature is mild and the air pleasantly warm or cool (your choice). This cannot produce sun on a cloudy day, but can provide shade (as if the bubble was tinted) on a sunny afternoon. This spell is not strong enough to calm an area under the effect of control weather or other magically produced weather effects; such effects counter this spell.

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Campaign Design - Spells: Summon Dragon V

Summon Dragon V (adapted from Nyambe: African Adventures)
Conjuration (Summoning)[see text]

Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned dragons, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one or more dragons. This spell summons one dragon from the 5th level list, 1d3 dragons from the 4th level list, or 1d4+1 dragons from a lower level list. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the dragon, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned dragon acts normally on the last round of the spell and disappears at the end of its turn.

A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, shadow, or water dragon, it is a spell of that type.

The spell conjures one of the dragons from the 5th-level list below. You choose which kind of dragon to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 5th Level List
  • Dragon, Black - Young [CE]
  • Dragon, Bronze - Very Young [LG]
  • Dragon, Copper - Very Young [CG]
  • Dragon, Gold - Wyrmling [LG]
  • Dragon, Green - Young [LE]
  • Dragon, Red - Very Young [LE]
Alternatively, the spell can conjure 1d3 of the dragons from the 4th-level list below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 4th Level List
  • Dragon, Black - Very Young [CE]
  • Dragon, Blue - Very Young [LE]
  • Dragon, Brass - Very Young [CG]
  • Dragon, Green - Very Young [LE]
  • Dragon, Red - Wyrmling [CE]
  • Pseudodragon [NG]
Alternatively, the spell can conjure 1d4+1 of the dragons from one of the lists below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 3rd Level List
  • Dragon, Black - Wyrmling [CE]
  • Dragon, Blue - Wyrmling [LE]
  • Dragon, Brass - Wyrmling [CG]
  • Dragon, Bronze - Wyrmling [LG]
  • Dragon, Copper - Wyrmling [CG]
  • Dragon, Green - Wyrmling [LE]
Summon Dragon, 2nd Level List
Summon Dragon, 1st Level List
Arcane Focus: A dragon scale.

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Campaign Design - Spells: Undead Gate

Undead Gate (found in Spells & Spellcraft)
Conjuration (Summoning)[Evil]

Level: Sorcerer/Wizard 8
Components: V, S, M, F
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned undead creatures, no two of which can be no more than 30 feet apart
Duration: See below
Saving Throw: None
Spell Resistance: No

By means of this spell, you enchant any normal portal (doorway, archway, window, and so on) to act as a gate for undead monsters. The portal need not be large enough to allow the undead to pass through it, as the magic of the spell causes the undead to appear within range of the portal.

Once the undead gate has been placed, it cannot be moved. Furthermore, no more than one undead gate can exist in any given square mile area. Any attempt to create more than one in such an area destroys both gates. An undead gate remains enchanted indefinitely, bu can only be used once per level of the caster. An undead gate registers to detect magic, although this may not reveal the portal's nature. A successful dispel magic rids the portal of its enchantment.

Once the undead gate is in place, the caster can use it so long as she is within range of the portal. Upon command, the undead gate summons a random number of the desired type of undead monster. Summoned undead appear anywhere within range of the portal, as designated by the caster. They behave in a manner consistent with creatures called forth by the various summon monster spells, remaining until destroyed or dismissed, for up to one round per level of the caster. The magic of this spell imbues the undead with the ability to understand the caster's spoken commands.

The caster may only summon one group of undead at a time. So once the gate is activated, no additional undead may be summoned by that particular gate until the first group is dead. Undead that are turned, but not destroyed, count against this limit. As soon as the last of the group is destroyed or disappears, the gate may be used again.

To determine the number and type of undead summoned, choose from the following list.
  • 1 Colossal zombie
  • 1d3 Colossal skeletons
  • 1d3 Gargantuan zombies
  • 1d6 + 1 Gargantuan skeletons
  • 1d6 + 1 Huge zombies
Undead summoned via the undead gate are standard representatives of their type. They have all the normal strengths and weaknesses, conforming to their entries in the Monster Manual.

Arcane focus: A mortar and pestle made from human bone.

Arcane material component: Nineteen teeth extracted from a fresh human corpse (no more than a week old) that must be crushed in the bone mortar bowl. The resulting powder is blown at the frame of the portal, thus completing the spell.

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Campaign Design - Spells: Poison Fog

Poison Fog (adapted from the Complete Guide to Drow)
Conjuration (Creation)[Poison]

Level: Poison 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cloud spreads 30 feet wide and 30 feet high
Duration: 1 minute per caster level
Saving Throw: See text
Spell Resistance: Yes

This spell generates a bank of fog, similar to the fog cloud and cloudkill spells, except that the cloud appears as a poisonous mold-green. This spell kills any living creature with 6 or fewer Hit Dice (no save) and forces creatures with greater than six Hit Dice to make a Fortitude save or die. Those that make their save takle 1d6 points of poison damage plus one point per caster level (maximum +20) for each round they remain in the poison fog.

Like the cloudkill spell, the poison fog rolls away from you at a speed of 10 feet per round. The cloud is heavier than air and will always seek the lowest point to move across, even pouring down small holes or fissures. The fog can also move across water at this rate of speed, but cannot be cast underwater.

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Campaign Design - Spells: Call Aquatic Monster

Call Aquatic Monster (from Relics & Rituals)
Conjuration (Summoning)

Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One summoned creature
Duration: 1 round per caster level (D)
Saving Throw: See text
Spell Resistance: No

This spell calls an aquatic monster to attack your enemies. The summoned monster appears where you designate and acts immediately on your turn. The called monster must be summoned in a body of water large enough to hold it. If it is summoned into a situation that will not support it, the summoning fails and the spell is wasted. The monster attacks your opponents to the best of its ability. If you can communicate with the monster, you can direct it not to attack particular enemies or to perform other actions. The summoned creature acts normally on the last round of the spell and disappears at the end of its turn.

The summoned monster gets a Will saving throw against the spell. If it succeeds, it may act as it chooses, which may include obeying or at least cooperating with the spellcaster, attacking the spellcaster, doing nothing, or merely leaving the area.

Choose a humanoid from the Call Aquatic Monster table. One specimen of that type answers the conjuration

Call Aquatic Monster
Animal Type
Source
Blood Kraken
CC
Elamosaurus
MM
Sea Lion
MM
Scrag (Troll)
MM
Water Elemental, Large
MM

Material component: A bit of dried meat, thrown into the water when the spell is cast.

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Campaign Design - Spells: Paraphasic Pianissimo

Paraphasic Pianissimo (found in Spells & Spellcraft)
Enchantment [Mind-Affecting, Sonic]

Level: Bard 3
Components: V
Casting Time: 1 standard action
Range: 60 feet
Target, Effect, or Area: 60-foot-radius circle centered on you
Duration: Concentration
Saving Throw: Will negates (see text)
Spell Resistance: Yes

The soft, lulling melody of this magical song created a zone in a 60-foot-radius around you in which your enemies suffer from paraphasia, a condition which causes spoken words to be jumbled or used inappropriately. Each round within the area of effect, intelligible speech can occur within the radius only if the enemy succeeds at a Will save. This limitation affects spellcasters in a terrible way. A failed Will save disrupts the casting of any spell with a verbal component just as if the spellcaster were struck in combat and failed a Concentration check. A spellcaster who fails their initial Will save can make an additional save for each spell they cast, until they either succeed or the spell's duration ends.

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