Showing posts with label Darkness. Show all posts
Showing posts with label Darkness. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Animate Shadow

Animate Shadow (from Relics & Rituals)
Transmutation [Darkness]

Level: Penumbral Lord 2, Shadow 3, Sorcerer/Wizard 3
Components: S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One shadow
Duration: One round per caster level (D)
Saving Throw: None
Spell Resistance: No

When cast upon a shadow, this spell transforms the shadow into a long, thick tentacle. The tentacle stays rooted where the transmuted shadow fell upon the wall or floor, but the shadow tendril can extend up to 5 feet per caster level away from that point to attack an opponent.

In most respects, this spell operates as the spell animate rope, but the shadowy rope is intangible. Attempts to physically sever or break it simply pass right through it, while the shadow instantly reforms itself or flows around interposing objects to regain its continuity.

When the spell is cast, the caster indicates a target and the shadow attacks it. A ouch attack means the shadow has entangled the victim - and the shadowy rope feels quite solid to the victim. Entangled victims suffer -2 to attack rolls and a -4 penalty to effective Dexterity. Entangled spellcasters must make Concentration checks (DC 15) to cast a spell. Since the animated shadow is anchored, it can hold a victim in one place if the caster desires. Otherwise, the victim can move at half speed up to the length of then animated shadow away from the shadow's anchor point.

The caster can indicate a new target as a standard action, whereupon the animated shadow will release its current victim and spring upon its new target.

A creature targeted by the animate shadow may attempt a Strength check (DC 23 + caster level) or an Escape Artist check (DC 20 + caster level) to escape entanglement.

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Campaign Design - Spells: Shadow Shield

Shadow Shield (adapted from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 4, Shadow 4, Sorcerer/Wizard 4
Components: S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 5-foot radius sphere centered on you
Duration: 2 rounds per caster level (D)
Saving Throw: Fortitude negates and Will negates
Spell Resistance: Yes

This spell surrounds the caster in a small, distended sphere of utter darkness that cannot be pierced by any sort of sight, magical or otherwise. This includes scrying and divination spell up to 5th level, such as clairaudience/clairvoyance and the like. The caster may see out of the sphere normally. If an individual attempts to pass through the shadow shield or engage in melee with the caster through the shield, he must resist two separate effects of the shield. First, he must make a Fortitude saving throw or be blinded for as many rounds as remain in the duration of the shadow shield. Second, he must make a Will saving throw or fall victim to fear (as the spell) for 1d6 rounds. A shadow shield will move with the caster. Finally, the shield protects the caster from any magical light-based attacks such as color spray.

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Campaign Design - Spells: Curtain of Darkness

Curtain of Darkness (adapted from Relics & Rituals)
Evocation [Darkness]

Level: Penumbral Lord 5, Shadow 5, Sorcerer/Wizard 5
Components: S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Wall up to 10 feet long per caster level or a sphere or hemisphere with a radius of up to 5 feet plus 1 foot per caster level
Duration: Concentration + 1 round per caster level
Saving Throw: Reflex negates plus Fortitude negates (see text)
Spell Resistance: Yes (object)

A curtain of darkness cannot be seen through with any sort of vision, just as described in the spell shadow shield. While dimension door and similar spells will bypass the curtain, anyone who attempts to physically pass through it immediately suffers 2d6 + 1 per caster level (maximum +20) points of damage (no saving throw) and must also make a Fortitude saving throw or gain one negative level. The negative level fades in one day, and there is no chance of it becoming permanent. If the spherical or hemispherical construction of the wall is used to entrap a subject, the target gets a Reflex save to avoid imprisonment.

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Campaign Design - Spells: Gloom

Gloom (from Relics & Rituals)
Evocation (Darkness, Light)

Level: Bard 2, Cleric/Favored Soul 2, Penumbral Lord 1, Shadow 2, Sorcerer/Wizard 2
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: 20 foot radius emanating from object touched
Duration: 10 minutes per caster level (D)
Saving Throw: None
Spell Resistance: No

The light created by this spell is in bands of light and darkness that somewhat impair vision, so that penalties for fighting and other activities in the affected area are as for one-quarter concealment. Beings with low-light vision are not affected, but those with only darkvision are affected by this magical gloom. For the purpose of other magic or effects (such as the shadowcasting ability of penumbral lords), the area of this spell is considered to be in shadows.

Arcane material component: A drop of pitch and a pierce of phosphorescent moss.

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Campaign Design - Spells: Dim

Dim (from School of Illusion)
Illusion (Shadow) [Darkness]

Level: Bard 0, Sorcerer/Wizard 0
Components: S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: Yes

Target one source of illumination, such as a torch or lantern. The target source's area of illumination is reduced by 10 feet. If this reduces the area of illumination to 0 feet, then the light source is extinguished. For example, a torch that normally illuminates a 20 foot radius would illuminate only a 10 foot radius while affected by this spell.

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Campaign Design - Spells: Deadly Darkness

Deadly Darkness (from School of Illusion)
Illusion (Shadow) [Darkness]

Level: Bard 4, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 full round
Range: Close (25 feet + 2 feet per caster level)
Target, Effect, or Area: 5-foot per caster level radius
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

When this spell is caster, all lights within the area of effect are extinguished as per the darkness spell. Further, one shadow per three caster levels is summoned to fight for the caster. The shadows cannot leave the area of effect and are dispelled at the end of the spell or if the darkness is cancelled, such as by the use of daylight in the affected area.

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Campaign Design - Spells: Control Light

Control Light (adapted from Relics & Rituals)
Transmutation [Darkness, Light]

Level: Cleric/Favored Soul 4, Penumbral Lord 3
Components: S, F, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 5 foot per caster level emanation centered on a creature, object, or point in space
Duration: 2 rounds per caster level (D)
Saving Throw: None
Spell Resistance: No

Within the area of effect, the caster may vary the light from full daylight to complete darkness. Each round, beginning with the round control light is cast, the caster may take one free action to adjust the level of light by 25%. It would take four rounds and four free actions to adjust the level of light from full daylight to darkness.

other spells that affect light within the area of the spell do not completely function. These include light, darkness, and daylight. Each such spell will affect the quality of the light in the affected area and cause a shift of 50%. The caster of control light can begin to readjust the light level with his next action after any spells affecting light are cast.

Control light can counterspell light, darkness, daylight, and any other lower level spell with the darkness or light descriptors.

Focus: A ring of white gold and black adamantine fashioned into a spiraled double helix. The total cost of this item is at least 5,000 shillings.

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Campaign Design - Spells: Summon Dark Ally I

Summon Dark Ally I (adapted from the Complete Guide to Drow)
Conjuration (Summoning)[Evil]

Level: Blood Druid 1
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 creature
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a fiendish creature that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your enemies to the best of its abilities. If you can communicate with the creature, you can give it direction in battle. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Choose one of the creatures from the following list to summon as your dark ally:
  • Demon, dretch
  • Devil, lemure
  • Fiendish dire rat
  • Fiendish, fire beetle
  • Fiendish monstrous centipede, Medium
  • Fiendish monstrous scorpion, Small
  • Fiendish monstrous spider, Small
  • Fiendish viper, Tiny

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Campaign Design - Spells: Corrupting Darkness

Corrupting Darkness (adapted from the Complete Guide to Drow)
Evocation [Darkness]

Level: Blood Druid 2
Components: V, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cone-shaped emanation
Duration: 10 minutes per caster level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

This spell creates arolling cone of shodwy illumination out to its maximum range. All creatures in the area gain concealment, and attacks against them suffer a 20% miss chance. Even creatures that can normally see in such conditions - such as with darkvision or low-light vision - have the miss chance in an area shrouded in magical darkness.

Normal light such as torches, candles, lanterns, and so forth are incapable of brightening the area, as are light spells of lower level. Higher-level light spells are not affected by corrupting darkness.

In addition to this darkness, all creatures within the area of effect (eve allies) must make a successful Reflex save to avoid sustaining 1d4 points of acid damage per caster level (maximum 10d4).

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