Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Viper Swarm

Viper Swarm (from Dawnforge: Crucible of Legend)
Tiny Animal (Swarm)

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: 15 feet, climb 15 feet, swim 15 feet
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
BAB/Grapple: +2/-
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, poison
Special Qualities: Low-light vision, scent, immune to weapon damage, swarm traits
Saves: Fortitude +3, Reflex +8, Will +2
Abilities: Str 6, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance, +12, Climb +7, Hide +8, Listen +8, Spot +8, Swim +7
Feats: Lightning Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary, tangle (2 - 4 swarms), or colony (7 - 12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A viper swarm is a terrifying tanle of tiny snakes, all writhing and slithering over one another to get where they are going.

Combat
Viper swarms slither over their prey, delivering a number of poisonous bites to each foe.

In order to attack, a viper swarm moves into opponents' spaces, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10 foot by 10 foot space. Viper swarms never make attacks of opportunity, but they can provoke attacks of opportunity. A viper swarm’s attacks are nonmagical. Damage reduction sufficient to reduce the swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.

Unlike other creatures with a 10 foot by 10 foot space, a viper swarm is shapeable. It can occupy any four contiguous space and it can squeeze through any space large enough to contain one of its component creatures.

Distraction (Ex): Any living creature that begins its turn with a viper swarm in its space must succeed at a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Constituion. The save DC is Constitution-based.

Swarm: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A viper swarm is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. A viper swarm is susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a viper swarm, treat the swarm as a creature of Tiny size. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Skills: A viper swarm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. Viper swarms have a +8 racial bonus on all Swim checks to perform a special action or avoid a hazard. They can always take 10 on Swim checks, even if distracted or endangered. Viper swarms can use the run action while swimming, provided they swim in a straight line.

Vulnerabilities
Viper swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon's normal damage can't affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

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General Rules: Monsters - Modron, Winged Quadrone

Winged Quadrone Modron (from Dragon Magazine #354))
Medium Construct (Extraplanar, Lawful)

Hit Dice: 5d10+20 (46 hit points)
Initiative: +1
Speed: 30 feet, fly 30 feet (poor)
Armor Class: 19 (+4 Dexterity, +5 natural); touch 14, flat-footed 15
BAB/Grapple: +3/+5
Attack: Masterwork shortsword +7 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +9 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: 2 masterwork shortswords +5 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +7 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, low-light vision, modron leader, repetitive attack, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +1, Reflex +5, Will +3
Abilities: Str 16, Int 14, Wis 15, Dex 18, Con -, Cha 12
Skills: Craft; any one +6, Diplomacy +2, Knowledge: any two +6, Listen +12, Sense Motive +11, Spot +12
Feats: Two-Weapon Fighting, Weapon Focus (Longbow)
Environment: Mechanus
Organization: Team (1 - 4)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

A creature the size of a human with a cube-shaped body and a pair of mechanical wings, it has eyes on every side of the cube that watch all around it. With its arms it carries a bow.

Quadrones can speak Axiomatic and two common languages of the Three Worlds such as Enslaic or Sorglish.

Combat
Quadrones are the lowest caste to have significant intelligence and the capability to strategize and plan. With this, they can be incredibly effective, balancing ranged attacks with their longbow against deadly assaults with their shortswords.

In a group of mixed castes, they are well aware of the capabilities of lesser castes and order them to attack according to their particular strengths. Furthermore, given that they interact with outsiders more than the other castes, quadrones are often aware of the strengths and weaknesses of other races and, being neither good nor evil, don't hesitate to use every advantage to crush their opponents. They fight furiously not out of brutality or a desire for glory, but from pure efficiency. Orders must be obeyed, buildings must be constructed, and enemies must be defeated. This structure is implicit in a quadrone's understanding of these concepts.

All-Around Vision (Ex): The sensory organs on all sides of a quadrone allow it to look in any direction, bestowing a +4 racial bonus on Search and Spot checks. Opponents gain no flanking bonuses when attacking a quadrone.

Coordinated Ally (Ex): Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).

Fixed Initiative (Ex): Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative check is always equal to half its Hit Dice plus its Dexterity modifier for initiative. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check. A quadrone modron's initiative is always 6.

Modron leader (Ex): Quadrones are capable of giving orders to any mordon of a lesser caste.

Repetitive Attack (Ex): If a quadrone makes a full-attack action against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the quadrone to lose this bonus.

Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.

Skills: Modrons have a +2 racial bonus to Listen and Spot checks.

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General Rules: Monsters - Dragon Wisp

Dragon Wisp (from the Dungeon Crawl Classics #30.5: Trek from the Vault))
Small Undead (Incorporeal)

Hit Dice: 8d12 (52 hit points)
Initiative: +12
Speed: Fly 50 feet (perfect)
Armor Class: 22 (+1 size, +8 Dexterity, +1 dodge, +2 deflection); touch 22, flat-footed 13
BAB/Grapple: +4/-
Attack: Spectral bite +14 melee touch (2d8 energy damage - see below)
Full Attack: Spectral bite +14 melee touch (2d8 energy damage - see below)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spectral bite
Special Qualities: Darkvision 60 feet, incorporeal traits, spell resistance 15, undead traits
Saves: Fortitude +2, Reflex +10, Will +9
Abilities: Str -, Int 14, Wis 17, Dex 26, Con -, Cha 14
Skills: Hide +19, Listen +14, Search +13, Spot +14
Feats: Dodge, Improved Initiative, Weapon Focus (Bite)
Environment: Underground
Organization: Pair or swirl (3 - 5)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 9 - 16 HD (Small)
Level Adjustment: -

Dragon wisps are transluscent wsps of spectral color, faint traces of draconic spirits that swirl in vaguely dragon-like shapes. Dragon wisps shift between a spectrum of colors matching the chromatic dragons - red, blue, green, white, and black. A dragon wisps's body is a loose gaseous form roughly two feet across that crates shadowy illumination. Dragon wisps speak Sulic.

Combat
Dragon wisps are dangerous in combat. They shift and phase through materials to chase down opponents, and are relentless in their attacks. In melee, they attack with a spectral bite which acts as a melee touch attack and randomly inflicts electical, fire, cold, or acid damage.

Spectral Bite (Su): The bite of a dragon wisp passes through and ignores natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. A successful bite attack inflicts 2d8 points of random energy damage. When a bite attack succeeds, roll 1d4 to determine what type of energy damage it inflicts - 1: acid, 2: cold, 3: electricity, 4: fire.

Incorporeal: A dragon wisp can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A shadow can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A dragon wisp always moves silently and cannot be heard with Listen checks if it does not wish to be.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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Sunday, January 2, 2011

Campaign Design - Spells: Speed of the Spider

Speed of the Spider (adapted from the Complete Guide to Drow)
Transmutation

Level: Sorcerer/Wizard 7, Spider 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: Yes

The transmuted creature becomes faster and can move up walls as a spider does. The spell grants an enhancement bonus of +5 feet per caster level to the targeted creature's base movement speed. This spell also grants the recipient the ability to climb and walk along walls and ceilings as if the spell spider climb had been cast upon it, except that its Climb speed is equal to double the creature's normal movement rate prior to adjustment by this spell, and it does not need to have bare hands or feet.

Material component: A drop of spider ichor on the tongue of the targeted creature.

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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: Speak with Shadows

Speak with Shadows (adapted from the Complete Guide to Drow)
Divination [Shadow]

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

You can comprehend and communicate with shadows, including shadow creatures and normal shadows cast by objects and beings, as well as any creature that can speak Umbran. You are able to ask questions and receive answers from shadows. A normal shadow's sense of reality is subjective, since the shadows change with the approaching darkness or light, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions outside of what it may have been able to witness in its immediate vicinity.

This spell does not make shadow creatures any friendlier or more cooperative. Wary and cunning creatures are likely to lie or be evasive, while unintelligent shadows will make inane comments. If the shadow creature is friendly, it may perform a service for you are the GM's option.

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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: Darmas' Hammer

Darmas' Hammer (adapted from the Complete Guide to Drow; originally Chaos Hammer)
Evocation [Force]

Level: Combat 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Rampaging warhammer of force
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

This spell creates a horrific spiked hammer of pure force that embarks on a bloody rampage under the control of no one but Darmas himself. The hammer, made of dull red force energy, materializes beside the caster and then immediately begins its rampage.

The hammer targets the nearest enemy, and cannot in any way be directed by the caster. It attacks as if it were a +5 warhammer with an 18 Strength and the same base attack bonus as a fighter of the caster's level (including multiple attacks, if applicable). It has the feats Power Attack, Cleave, and Great Cleave. Discretion on using Power Attack is the only control the caster has over the hammer. For purposes of overcoming damage reduction, the hammer is lawful, magic, and evil.

On the first round, Darmas' hammer devotes all of its attacks at the first target, cleaving into nearby enemies if applicable. If the first target is killed, it attacks another randomly determined enemy within 120 feet. On subsequent attacks, it continues to change targets randomly each round until the duration ends or there are no more enemies. If two rounds pass with no enemies, it blinks out of existence.

The warhammer has a mind of its own and cannot be directed by the caster. It always attacks enemies, but does so from the perspective of Darmas. A charmed ally may be attacked by the hammer, and "allies" who have fought against Darmas in the past may also find themselves attacked. A caster who has betrayed Darmas will find himself attacked by the warhammer, as will any non-worshippers who debase this spell by casting it while not an adherent of Darmas.

No concentration is required for the weapon to continue fighting. In all other respects this spell is like spiritual weapon.

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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: Shadow Wall

Shadow Wall (adapted from the Complete Guide to Drow)
Necromancy [Shadow]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Wall up to 10 feet per caster level long and 5 feet per caster level high (S)
Duration: 1 round per caster level
Saving Throw: Fortitude half
Spell Resistance: Yes

A curtain of inky black shadow appears, giving creatures behind the wall 9/10 concealment. The wall is one foot thick and very resilient. The side of the shadow wall that is facing the caster is translucent enough for the caster and anyone else on that side to see though without being hampered by the darkness. A shadow wall cannot form in an area occupied by physical objects or creatures. The wall deals 2d6 points of negative energy damage +1 point per caster level (maximum +20) to any creature passing through it. Undead, both corporeal and incorporeal, are healed instead of damaged by the wall. A Fortitude save will reduce this damage to one-half.

If any five-foot portion of the shadow wall takes 20 points of damage from light spells or effects in one round, the wall fades from existence. A light or continual light spell deals 1d4 points of damage per caster level against the wall, burning holes through it.

Material component: A small lantern icon that has been painted black.

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Campaign Design - Spells: Axe of Darmas

Axe of Darmas (adapted from the Complete Guide to Drow; originally Axe of Gamakh)
Evocation [Force]

Level: Combat 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Magical axe of force
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

By means of this spell, a magic axe of great power comes into being. The axe of Darmas is a magic waraxe with a +5 enchantment bonus. For purposes of overcoming damage reduxction, it is considered lawful, magic, and evil. It is completel weightless. The axe deals 2d12 points of damage on a successful strike against an opponent plus two points of damage per caster level (maximum +40). If the opponent is undead or an outsider, all damage is tripled.

The axe of Darmas cannot be given to another creature, and fades from existance if you are ever diarmed or knocked unconscious.

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Campaign Design - Spells: Din of Mind

Din of Mind (from Giant Lore)
Abjuration

Level: Bard 4, Cleric/Favored Soul 4, Sorcerer/Wizard 5
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: 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, the target's thoughts are partially drowned out by the mental equivalent of white noise. The target suffers a -8 circumstance penalty to any Concentration checks made during the duration of this spell. In addition, any spell with the compulsion or mind-affecting descriptor that is cast upon the subject of this spell automatically fails. If the target creature is already under the effect of a compulsion or mind-affecting spell, din of mind and that spell cancel each other out.

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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: Ironfist

Ironfist (adapted from the Complete Guide to Drow)
Transmutation

Level: Blood Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No

Ironfist causes one of the caster's hands to become as solid and resilient as iron. This allows the caster to make melee attacks with a closed fist as if they had the Improved Unarmed Strike geat for the duration of the spell. The ironfist is a +3 magic weapon aligned with the caster's alignment with regard to overcoming damage reduction. It causes 1d8 points of physical damage plus one point per caster level (maximum +20) plus any applicable Strength modifier.

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Campaign Design - Spells: Lightning Strike

Lightning Strike (from Nyambe: African Adventures)
Evocation [Electricity]

Level: Lightning 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cylinder 10-foot radius, 40 feet high
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A lightning strike produces a vertical column of divine blue lightning roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half of the damage is electrical damage, but the rest results directly drom divine power and is therefore not subject to being reduced by protection from elements (electricity) or similar magic.

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Campaign Design - Spells: Din of Battle

Din of Battle (from Giant Lore)
Abjuration

Level: Bard 1, Cleric/Favored Soul 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot-radius emanation centered on a creature, object, or point in space
Duration: 1 minute per caster level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)

Upon casting this spell, a constant, droning noise emanates from the target. An spell or effect with the language-dependent descriptor originating from a creature within this area or targeting a creature in this area, automatically fails. A creature that is subject to such a spell that subsequently enters the area remains under the effects of the spell, but can no longer receive language-dependent instructions.

Additionally, normal verbal communication becomes impossible, though creative uses of body language may allow for ideas to be communicated.

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Campaign Design - Spells: Shadow Mist

Shadow Mist (adapted from the Complete Guide to Drow)
Conjuration [Shadow]

Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Target, Effect, or Area: A cloud of jumping and leaping shadows, centered on you, 30 feet wide and 20 feet high
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

Shadows begin to jump and leap out from around you. Once created, this area of absolute shadow is stationary and cannot be moved. The mist obscures all vision, including darkvision, beyiond five eet for everyone entering the area except for the caster. Any creature that if five feet away has one-half concealmwent (20% miss chance to all attacks). Creatures farther away have total concealment (50% miss chance for attacks and the attacker cannot use sight to locate the target).

Any light stronger than torch light which touches the shadow mist will disperse it in four rounds. Direct sunlight or the daylight spell will disperse the mist in one round.

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Campaign Design - Spells: Vision of Heaven

Vision of Heaven (from the Book of Exalted Deeds)
Enchantment [Mind-Affecting]

Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One evil creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

Your words allow the target creature the merest glimpse of the blessed joy of the Celestial Realm, spurring the target to a moment of regret for its evil deeds. For 1 round, the target is dazed. In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature suffers a -1 penalty on all Will saves related to redemption.

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Campaign Design - Spells: Elation

Elation (from the Book of Exalted Deeds)
Enchantment [Mind-Affecting]

Components: V, S
Casting Time: 1 standard action
Range: 80 feet
Target, Effect, or Area: Allies within an 80-foot-radius spread, centered on you
Duration: 1 round per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.

Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.

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