Showing posts with label Creation. Show all posts
Showing posts with label Creation. Show all posts

Sunday, January 2, 2011

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: Radiate

Radiate (adapted from the Complete Guide to Drow)
Evocation [Radiation]

Level: Blood Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 20-foot-radius-spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a ball of radioactive Black Flame energy that can be hurled at opponents, dealing 1d10 points of radiation damage per caster level (maximum 20d10) to all creatures in a 20-foot-radius area. Unattended objects also take this damage and get no save against this effect.

The ball of radioactive energy appears in the palm of your hand and you throw it, determining the range and height at the time of the throw. The blue-green ball then races out to the desired target location and explodes in a brilliant green-purple explosion, causing damage to everything within the area. if the ball collides with a physical barrier before it reaches its destination, the ball explodes prematurely, causing damage to the object struck and everything else within its 20-foot-radius explosion. Outsiders caught in the explosion take double damage from the blast.

Material component: A small shard of adamantine that is destroyed during casting.

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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: 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: Produce Radiation

Produce Radiation (adapted from the Complete Guide to Drow)
Evocation [Radiation]

Level: Blood Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Radiation in your palm
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You are able to harness and create balls of Black Flame radiation in your hand. The dim light given off by the radiation illuminates an area of up to 10 feet, and does not harm you, your open hand, or your equipment.

You can strike opponents with a melee touch attack, dealing 1d4 radiation damage plus 1 point per two caster levels (maximum +10). You can also hurl the radiation up to 120 feet as a thrown weapon. When doing this, you must make a ranged touch attack with no range penalty and deal the same damage as with the melee attack. If the duration permits, the radiation reappears in you hand after it is hurled.

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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: 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: Lava Splash

Lava Splash (from Serpent Kingdoms)
Conjuration (Creation) [Fire]

Level: Cleric/Favored Soul 5, Druid/Spirit Shaman 4
Components: V, S, DF, F
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Cylinder (20-foot radius, 20 feet high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

This spell creates a wave of lava that rises up and showers the designated area. Each creature in the area takes 1d4 points of fire damage per caster level (maximum 15d4).

Lava splash acts as a cure moderate wounds spell to firenewts.

Focus: A fist-sized lump of volcanic rock.

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Campaign Design - Spells: Gelbann's Venomblade

Gelbann's Venomblade (adapted from The Book of Eldritch Might; originally Devlin's Venomblade)
Conjuration (Creation)

Level: Assassin 3, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: One poisoned slashing weapon
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

You create any slashing weapon desired. The weapon has no magical or masterwork properties but is coated with poison. The venom inflicts 1d4 points of temporary Strength damage and 1d4 more a minute later. The blade lasts until it inflicts a wound or the duration expires, whichever comes first.

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Campaign Design - Spells: Poison Armor

Poison Armor (adapted from the Complete Guide to Drow)
Conjuration (Creation)[Force, Poison]

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 4, Poison 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A green-colored field of force surrounds the subject of poison armor, providing five points of poison resistance per caster level and a +6 deflection bonus to Armor Class. Like the spell mage armor, the armor created by this spell does not have an armor check penalty, arcane spell failure chance, or speed reduction. Since this armor is made of force, ethereal creatures cannot bypass it like they do normal armor.

The poison resistance comes in a form of damage reduction, removing five points per caster level from the total damage dealt to the subject of the poison armor spell. These are considered to be virtual hit points that can only be used against poison damage. If a type of poison attack has effects other than hit point damage, this armor provides the wearer a +1 enhancement bonus per caster level to the save.

Focus: A venom sac from the spider and a beetle's carapace.

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Campaign Design - Spells: Lobir

Lobir (from Nyambe: African Adventures)
Conjuration (Creation)

Level: Bard 5, Flesh 3, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One Fine construct
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

This spell creates an invisible construct known as a lobir. If it could be seen, a lobir would resemble a small insect such as a hornet, but the caster can choose to make it appear as an animated cone of metal. A lobir seeks out and destroys the caster's enemies, burrowing under their skin and devouring them from within.

The lobir appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. You automatically have the ability to command the lobir, so you can direct it not to attack or to attack particular enemies. A summoned lobir acts normally on the last round of the spell and disappears at the end of its turn.

Material component: A dead stinging insect such as a bee, hornet, or wasp.

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Campaign Design - Spells: Raise Foundation

Raise Foundation (from Relics & Rituals: Excalibur)
Conjuration (Creation)

Level: Druid/Spirit Shaman 7, Sorcerer/Wizard 7
Components: V, S, M/DF
Casting Time: 2 hours
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius + 1 foot per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cause stone to rise up from the ground below in either a circle or a square around you. The stone is solid and stable, and perfect for use as a building foundation. The stone is up to 2 feet + 1 foot per caster level deep, and stops at the surface. You can cause the stone to rise up above the ground, as long as half of the total depth of the stone remains beneath. Thus, the spell can actually create standing stones, or even stone buildings (though the spell does not shape the rising stone or create openings). The stones do not rise very quickly, and cannot be used as an attack method - someone standing in the area has time to move safely before the stones break the surface.

Material component: A one-inch square of granite.

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Campaign Design - Spells: Bridge of Air

Bridge of Air (adapted from Relics & Rituals: Excalibur)
Conjuration (Creation)

Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One bridge of air
Duration: 10 minutes + 1 minute per 2 caster levels
Saving Throw: None
Spell Resistance: No

You create an invisible bridge to walk across. This bridge is wide enough for you plus one additional person per two caster levels to walk across, and connects whatever two points that you select, provided that they are within the bridge’s maximum length (25 feet + 5 feet per 2 caster levels). Although the bridge is not visible, it does have substance - rain strikes it rather than passing through, and flour or dust could be used to coat it. Anyone can walk across this bridge while it exists.

Material component: A tiny wooden model bridge.

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Campaign Design - Spells: Greater Infusion

Greater Infusion (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation)

Components: V, S, F
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: One minute
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes (see text)

A pure channel of dimensional power opens between the caster and either the upper or lower planes. This channel has no immediate effect save to wreath you in either a black flickering aura or a blazing glow of pure white light. The next summoning or calling spell you cast that brings one or more creatures, assuming it is cast during the infusion's duration, uses the ebnergy of this channel and binds it to these creatures.

If the creatures are brought forth by a summoning spell, they receive no save and spell resistance does not apply, but the effect of the spell ends when the summoning duration ends. The bodies of the summoned beings discorporate at that time as they would if they were slain and the planar energies disperse into the air. A much more permanent effect occurs if the spell is a calling one. The creatures involved may make a Fortitude save and spell resistance applies if they possess it. Failure to resist (or inability to do so) results in a drastic transformation.

This spell applies the half-celestial or half-fiend template to the creature affected. Even summoned creatures not normally eligible for this template can be alteredm though the duration in this case is only 1 round for every two caster levels. If this special duration elapses before the summoned or called beings are rleased, they are immediately sent back to their home planes from the stress of the dimensional energies. Of course, if a summoned creature if already a half-celestial or half-fiend, there is no effect at all.

There is a risk in using this spell. As soon as the creatures appear and the template is applied, they receive an opposed Will save against you. If they succeed, the spell that summoned or called them is dispelled and they return home. In the case of a called being, this does not negate the template that remains as a permanent change. This spell can be dispelled as if it were a polymorph other cast at your caster level.

This spell has a special effect if cast during the ritual that calls a familiar. The familiar receives the opposed Will save as mentioned previously. If the familiar succeeds at the save, it does not transform or become bound to the caster's service. This causes a magical backlash that prevents the caster from obtaining any form of familiar for 1 full year. If the familiar fails the opposed save, it applies the template and becomes the caster's familiar.

Focus: A lens of gemstone valued at 1,000 shillings that has been exposed to the environment of the type of plane channeled for at least one uninterruped month. This focus must be exposed to the same plane for one full day each year or it cracks and can never serve as a focus for this spell again.

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Campaign Design - Spells: Power Word, Push

Power Word, Push (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Force)

Level: Sorcerer/Wizard 1
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target: Any creature with less than 20 hit points or any object under 50 pounds
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

The echo of this spell's single word strikes any applicable target creature or object you can draw line of sight and line of effect on. It does no physical damage, but the target moves immediately to the end of the spell's range in as straight a line as possible. If it collides with a solid object during this motion, both it and the object suffer equivalent falling damage equal to the distance traveled from the original position to where it impacted. The spell's imparted motion ends immediately if this occurs. If the impacted object is capable of doing so, it may make a Reflex save to avoid the pushed object or creature.

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Campaign Design - Spells: Power Word, Pain

Power Word, Pain (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Force)

Level: Sorcerer/Wizard 4
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target: Any number of creatures up to 75 total hit points within a 15-foot radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes

A potent echo of agony accompanies your spoken word, shrieking through the spell's area of effectand driving target creatures to their knees through the crushing force of overwhelming pain. The spell's targets, beginning with the lowest hit points and adding another creatures until the hit point limit is reached, act as if struck by a symbol of pain spell and are prone for one full round after being affected. Unlike the symbol spell, this affect only lasts 1d4 rounds. If any given target creature has more than 30 hit points, it is only affected for 1 round and is not forced prone at all. Conversely, any target with fewer than 5 hit points in the area of effect dies instantly from agonizing shock with no save possible.

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Campaign Design - Spells: Planar Breach

Planar Breach (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation)

Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Duration: 10 rounds
Saving Throw: Fortitude partial (object; see text)
Spell Resistance: No

An extremely dangerous spell, and one that knows no friends, planar breachopens the borders between the planes and forms a ragged rift of wild energues and destructive forces. Essentially, the spellcaster begins a powerful summoning spell and lets it go out of control after determining the focal point anywhere within range. At that point, a 10-foot long by 5-foot wide wall rips open and remains open for the entire duration of the spell. Every creature within range of the spell is moved 5 feet each round toward the rift with no saving throw or spell resistance allowed to resist this pull. Dimensional anchor prevents the forced motion. Creatures holding on to fastened structures, such as walls, must make a DC 25 Strength check every round of the spell's duration to avoid being pulled towards the rift as described above.

If the movement of any creature for any reason takes it through this wall, it instantly disappears and must make a Fortitude save. Failure results in disintegration as massive dimensional stress tears them apart. Creatures and objects that succeed at the save are flung to a random plane as the violet layer of prismatic spray and suffer 5d6 points of force damage from the rough travel. Immunity to disintegration effects prevents the possible death and force damage, but the planar travel still occurs. Dimensional anchor also prevents the disintegration or force damage, but the rift overwhelms it and the planar travel still occurs.

You are not immune to any effect of this spell and can easily be killed by it. You can choose during the casting of planar breach to include a dimensional achnor effect on yourself and any single ally you are in contact with. This raises the casting time to one full round.

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Campaign Design - Spells: Call Energy

Call Energy (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, see text)

Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: No (see below)

You open a momentary gate to one of the elemental planes, bringing forth a roiling mass of the associated elemental energy. The burst blocks line of sight. You can choose acid, cold, electricity, fire, or sonic energy. The spell becomes a spell of the chosen energy type. The sphere inflicts 1d6 points of that energy damage for every two caster levels to all targets within the area each round. Anyone who succeeds on a Reflex save suffers only half damage and is immediately moved to the nearest edge of the elemental burst.

The spell can be centered on a specific target. If it is, the target gets no initial Reflex save and must suffer the normal spell effect for the first round. In this case, spell resistance applies, and if successful, the call energy is negated without manifesting at all.

Material Component: A gem worth 100 shillings and a two-inch square of silk of a color appropriate to the energy type called. This can be brown or green for acid; blue or white for cold; purple for electricity; orange, red, or yellow for fire; or clear or grey for sonic. The Dungeon Master may assign other colors at their discretion.

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Campaign Design - Spells: Life Shield

Life Shield (from Relics & Rituals)
Conjuration (Creation)

Level: Sorcerer/Wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

When cast, life shield conjures a life form that drapes itself over the caster in a skintight defensive field. The life shield drains half of the caster's current hit points. These hit points are then increased by half their number to determine the total hit points of the life shield.

The life shield does not inhibit the caster in any way, and while the spell is in effect, the caster cannot be physically harmed. Instead, the life shield takes any damage dealt to the caster, until it reached zero hit points, when it sloughs off the caster like a snake's shed skin. Any excess damage from the injury that kills the life shield is suffered by the caster.

The life shield does not protect the caster from spells that do not cause damage, such as phantasmal killer, or from effects such as drowning or poison gas, only from any form of physical punishment to the caster's body.

The life shield shares all of the caster's defenses, including having the caster's Armor Class. The field also makes saving throws as the caster would.

No hit points are recovered by the caster, even if the shield is not destroyed before the spell concludes.

Focus: A preserved cocooned caterpillar.

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Campaign Design - Spells: Power Word, Fear

Power Word, Fear (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Fear)

Level: Sorcerer/Wizard 3
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target: Any number of creatures up to 50 total hit points within a 15-foot radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes

A single word echoes from you and fills the area of effect with an unsettling magical energy. All affected targets, beginning with the lowest hit points and adding another creature until the hit point limit is reached, act as if struck with the cause fear spell. Any creature with less than 20 hit points is only affected for one round, but weaker targets flee in panic as per the cause fear spell for 1d4+1 rounds.

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