Showing posts with label Fear. Show all posts
Showing posts with label Fear. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Doomwail

Doomwail (from Relics & Rituals)
Necromancy [Fear, Sonic]

Level: Bard 5, Cleric/Favored Soul 5, 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: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

All those caught within the doomwail must make a Fortitude saving throw. Those who succeed avoid the worst of the spell's effects, but are still shaken. for 3d8 rounds. Those who fail are also shaken, and must additionally roll 1d100 on the following table:

Roll
Effect
01 - 50
Victim is deafened
51 - 75
Victim is paralyzed
76 - 00
Victim is deafened and paralyzed
These effects of this spell remain until magically cured

Home     Three Worlds     Spell List

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.

Home     Three Worlds     Spell List

Campaign Design - Spells: Phantom's Howl

Phantom's Howl (adapted from Relics & Rituals)
Necromancy [Fear, Sonic]

Level: Bard 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The victims in this spell's area of effect must make a Fortitude save. Success means that they overcome the worst of the spell's effects but they still fight with a -1 morale penalty to attack rolls for 2d4 rounds. Those who fail their saving throw must foll d% on the following table:

RollEffect
01 - 50Target shaken for 1d4 rounds
51 - 75Target shaken for 2d4 rounds
76 - 85Target stunned for 1d4 rounds
86 - 95Target stunned for 2d4 rounds
96 - 99Target is affected as if by a fear spell
100
Target paralyzed for 1d4 hours

Home     Three Worlds     Spell List

Campaign Design - Spells: Blackflame

Blackflame (adapted from Relics & Rituals)
Evocation [Fear, Fire, Mind-Affecting]

Level: Penumbral Lord 8, Sorcerer/Wizard 8
Components: S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One subject
Duration: 1 round per caster level (D) (maximum 25 rounds)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes (harmless, see text)

This spell causes shadowy flames to burst to life upon the target. Each round, the target of this spell must make a Fortitude save against the spell or suffer 1d10 points of damage. A target with spell resistance must roll their spell resistance every round to resist the effects of this spell. A single success on the saving throw or spell resistance does not negate the blackflame, that can only be accomplished if the caster chooses to end the spell or someone successfully dispels the spell.

In addition to the damage, the spell causes a mind-affecting, fear effect on the victim. On any round during which the spell's victim sustains damage, she must also succeed at a Will saving throw against the spell's DC or cower. Cowering creatures may not move or take any other actions, lose their Dexterity modifier to Armor Class, and opponents gain a +2 bonus to attack rolls against them. Affected creatures can take no action other than to fruitlessly attempt to douse the black flames.

The blackflame stays on the target for the spell's duration. Only a dimension door, teleport, or other similar transportation magic will separate the victim from the blackflame. The spell does not function underwater, and may be suppressed by completely immersing the victim, but the flames will burst back into effect for any amount of its remaining duration when the victim is not completely submerged.

Home     Three Worlds     Spell List

Campaign Design - Spells: Phantasmal Hunter

Phantasmal Hunter (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 6
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You create a phantasmal hunter, and illusory creature that is similar to that created by the spell, phantasmal killer. Upon seeing the phantasmal hunter, the target must make a Will save or become panicked. In any event, the phantasmal hunter relentlessly pursues the target until it comes into contact with the target through a successful touch attack. At that time, the target must make a Will save or die. The target receives a -1 penalty to the save for every minute it spent fleeing from the phantasmal hunter (maximum -10). The phantasmal hunter has a speed of 30 feet and a base attack bonus equal to your caster level.

Arcane focus: A hound's tooth.

Home     Three Worlds     Spell List

Campaign Design - Spells: Phantasmal Swarm

Phantasmal Swarm (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One living creature
Duration: 1 round per caster level
Saving Throw: Will disbelief partial
Spell Resistance: Yes

The target believes that it is suddenly covered by a swarm of thousands of insects. It experiences the insects biting and stinging it and burrowing underneath its skin, driving it into a panicked state. The target may make a Will save to disbelieve the existence of the phantasmal swarm, but the residual images of the swarm leave the target shaken.

If the target of a phantasmal swarm spell succeeds in disbelieving the images and is wearing a helm of telepathy, the phantasmal images may be turned upon the caster. The caster must then disbelieve the images or suffer 2d6 points of damage from the fear effect.

Home     Three Worlds     Spell List

Campaign Design - Spells: Avatar

Avatar (from Relics & Rituals)
Transmutation [Fear]

Level: Cleric/Favored Soul 8
Components: V, S, DF
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: See below
Spell Resistance: See below

When this spell is in effect, the caster experiences several changes in his appearance, behavior, and abilities. After the spell has run its course, the caster is fatigued and must rest in order to recover. The exact nature of the changes that the caster undergoes depend upon his alignment. All effects are in addition to the caster's normal abilities and limitations. All saves required in the descriptions below or which result from the effects produced by the spell are made at the difficulty class of this spell.
  • Chaotic Evil: The caster's skin glows red and his eyes glow like lava. The caster gains a +2 bonus to Armor Class and a +4 morale bonus to damage rolls. He is surrounded by a fire shield as though he had cast it when he cast avatar. As a free action, up to three times during the duration of avatar, the caster may radiate pain to his enemies, the effects of which duplicate circle of doom. Lawful good enemies must make Will saving throws or be affected as by a fear spell.

  • Chaotic Good: The caster is bathed in green radiance and his features grow more earthy. The caster gains a +4 morale bonus on ranged attacks and he may cast dominate animal and control plants twice each during the duration of avatar. Any animals or plants that attempt to attack the caster must make a Will saving throw or lose interest and wander away. Lawful evil creatures must make Will saving throws or be affected as by a fear spell.

  • Chaotic Neutral: The caster's form grows indistinct and the colors of his garments swirl and change. The distortion grants the caster a +2 luck bonus on all rolls. The caster may inherently detect law and may cast protection from law, dispel law, and chaos hammer once each while avatar is in effect. Lawful neutral enemies must make Will saving throws or be affected as by a fear spell.

  • Lawful Evil: The light of burning villages flickers in the caster's eye, and an expression of unrelenting bloodlust spreads across his face. The caster gains a +2 bonus to Armor Class and a +2 morale bonus to all attack and damage rolls. Further, the caster receives the benefit of divine power and his weapon is affected as though by magic weapon for the duration of avatar. All lawful evil creatures and characters in sight of the caster and the caster himself gain a +2 bonus to all Will saving throws due to the caster's fearless, inspirational demeanor. Chaotic good enemies must make Will saving throws or be affected as by a fear spell.

  • Lawful Good: The caster grows taller and straighter, and the fire of righteousness burns in his eyes. The caster gains a +2 bonus to Armor Class and a +2 morale bonus to all attack and damage rolls, as well as +1 hit points per Hit Die for the duration of the spell. The caster can automatically detect evil for the duration of the spell and is considered to have cast dispel evil once a successful casting of avatar is completed, receiving all of the spell's benefits and powers. The caster gains a +5 bonus to all turn undead checks. Chaotic evil enemies must make Will saving throws or be affected as by a fear spell.

  • Lawful Neutral: The caster's face grows stern and impassive. The caster gains a +3 bonus to Armor Class and may inherently detect chaos. The caster may cast protection from chaos, dispel chaos, and order's wrath once each during the duration of avatar. Chaotic neutral enemies must make Will saving throws or be affected as by a fear spell.

  • Neutral Evil: The caster's face grows haggard and shadowy. The caster gains a +2 bonus to Armor Class and all saving throws. For the duration of avatar, the caster can make touch attacks as if they had cast chill touch. In addition, the touch attack can also deliver insanity on one successful touch attack of the caster's choice, and confusion on any two successful touch attacks. The caster cannot deliver both insanity and confusion with the same touch attack. Additionally, each round, good-aligned creatures or characters who wish to attack the caster must make Will saving throws or be overcome with revulsion to do so. Such enemies can still choose another target or attack method that round. Neutral good enemies must make Will saving throws or be affected as by a fear spell.

  • Neutral Good: The caster is surrounded by a pale radiance. As a free action, up to three times during the duration of avatar, the caster may radiate healing energy to his allies, the effects of which duplicate healing circle. In addition, enemies who wish to attack the caster directly or even use hit point damaging area of effect spells that would include the caster in their radius, must make a Will saving throw each round or be unable to take that action. Such enemies can still choose another target or attack method that round. Neutral evil enemies must make Will saving throws or be affected as by a fear spell.
Neutral casters gain no benefit from casting this spell.

Home     Three Worlds     Spell List

Campaign Design - Spells: Vaßatar's Strife

Vaßatar's Strife (adapted from Relics & Rituals; originally Belsameth's Strife)
Enchantment (Compulsion) [Fear, Mind-affecting]

Level: Bard 4, Cleric/Favored Soul 5, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One humanoid
Duration: Concentration plus 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

A creature under the spell's effects will immediately realize that his allies are actually deadly enemies and try to fight his way out as if his life depended on it. He will use the best attacks, weapons, or spells available to him until he has a clear escape route and then move directly away from both his erstwhile allies and the caster until the duration ends.

Arcane material component: A drop of nightshade.

Home     Three Worlds     Spell List

Campaign Design - Spells: Night Horrors

Night Horrors (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 hour
Range: 5 miles per caster level)
Target, Effect, or Area: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The phantasmal vision created by the spell is so terrifying that the target must succeed at a Will save or die. If the target succeeds, he is nevertheless denied a restful sleep and suffers 2d8 points of damage. The attempt on his life leaves the target tired and unable to regain arcane spells for the next 24 hours.

Knowledge
Will Save Modifier
None1
+10
Secondhand (you have heard of the subject)
+5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
-5
Connection
Will Save Modifier
Likeness or picture
-2
Possession or garment
-4
Body part, lock of hair, bit of nail, etc.
-10
1 You must have some sort of connection to a creature you have no knowledge of.
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. You always fail any saving throw, for example.

Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.

If dispel evil is used to break this spell, the spell rebounds on the caster who suffers 1 point of Wisdom drain.

Home     Three Worlds     Spell List

Campaign Design - Spells: Awakened Fears

Awakened Fears (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief
Spell Resistance: Yes

This spell subjects the target to phantasmal images drawn from its latent or suppressed fears. The fears within the target's subconscious mind are transformed into terrifying and frightful images that its conscious mind can visualize. The target experiences a horde of phantasmal images swirling around its body, tearing and clawing at it. the target may make a Will save to disbelieve the phantasmal images, otherwise the target suffers 2d6 points of damage from the fear effect and is shaken. A shaken creature receives a -2 penalty to all attack rolls, weapon damage rolls, and saving throws.

If the target of an awakened fears spell succeeds in disbelieving the images and is wearing a helm of telepathy, the phantasmal images can be turned upon the caster. The caster must then disbelieve or suffer 1d6 points of damage from the fear effect.

Home     Three Worlds     Spell List

Campaign Design - Spells: Curse of Terror

Curse of Terror (adapted from Relics & Rituals)
Enchantment (Compulsion) [Fear, Language-Dependent, Mind-Affecting]

Level: Bard 3, Cleric/Favored Soul 3
Components: V, S
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes

The target must hear the caster's voice as she pronounces the curse and defines the object of the victim's fear. The victim receives an immediate Will saving throw against the curse. If the saving throw fails, the victim must henceforth make a Will saving throw or become panicked whenever he encounters the object of his phobia. The phobia lasts until the victim rolls a natural 20 on the Will saving throw or until other magic removes the curse.

Multiple castings of curse of terror stack, although any casting that would set up a contradictory phobia automatically fails. For example, a victim already afraid of wide-open spaces cannot be made claustrophobic.

Curse of terror automatically fails is the victim could not possibly avoid the subject of his fear. Thus, a victim could not be cursed to fear himself or breathing or anything else whose avoidance would be suicidal. A victim could, however, be made to fear something the avoidance of which would make their life uncomfortable or inconvenient.

Home     Three Worlds     Spell List

Campaign Design - Spells: Heart of Valor

Heart of Valor (from Relics & Rituals)
Enchantment (Compulsion) [Fear, Mind-Affecting]

Level: Paladin 3
Components: V, S, DF
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: Allies within 5 feet per caster level
Duration: 1 round per caster level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

The heart of valor is Forseti's divine gift to paladins, and paladins devoted to him invoke its powers quite often. The heart of valor encourages the inspirational nature of your bravery by augmenting your already aura of courage ability and granting attack bonuses to your comrades. Such is the nature of the heart of valor's courage-invoking power that your opponents suffer penalties when facing you in melee.

Once you cast the heart of valor upon yourself, the bonus granted by your aura of courage doubles. This bonus applies to any and all rolls made by your allies involving fear effects. The heart of valor grants you a +2 morale bonus to melee attack rolls and grants all your allies within range a +1 morale bonus to all melee attack rolls. Creatures engaging in melee with you must make a Will saving throw or be shaken and suffer a -2 morale penalty to attack and weapon damage rolls and all saving throws.

The verbal and somatic components of this spell involve standing, holding one's weapon high with one hand, placing the opposite hand over one's heart and declaring loyalty to Forseti and his principles.

Armor of Light

When you cast all four of the spells of the divine brother paladins and invoke the divine power of the Holy Mother Eiur, you create magical armor for yourself called the armor of light. The five required spells are gaze of truth, hand of justice, heart of valor, limbs of endurance, and soul of mercy. In order to achieve this armor, you must cast all five spells in succession upon your person, taking no more than one round in between spells. Once invoked, the armor of light lasts as long as the heart of valor spell cast to create the armor remains in effect. When you finish casting all five spells, other creatures seeing you will see divine mists begin to swirl around your body, which then seem to meld into your body in the form of mystical, slightly luminescent armor.

Once you have "put on" the armor of light, you gain many powers in addition to the benefits provided by the individual component spells. First, the armor magnifies the five virtues within you, and this, in turn increases several of your abilities by two points: Mercy increases Wisdom, Endurance increases Constitution, Valor increases Strength, Truth enhances Intelligence, and Justice enhances Dexterity. Second, you gain a sacred bonus of +3 to Armor Class. Third, the armor of light gives you a sacred bonus to saving throws against spells cast by creatures that are either evil or chaotic. Finally, the armor of light casts light in a 60 foot radius around you. This light will supersede any magical darkness or shadow-creating spells of 3rd level or lower whose area of effect overlaps the light effect of the armor.

The armor of light is an abjuration effect, and may be dispelled as if it were a separate 4th-level spell you had cast upon yourself.

Home     Three Worlds     Spell List

Campaign Design - Spells: Pillar of Attraction/Repulsion

Pillar of Attraction/Repulsion (adapted from Relics & Rituals)
Conjuration (Creation)

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: 25-foot-radius from conjured pillar
Duration: 1 hour per caster level
Saving Throw: See text
Spell Resistance: No

This spell can be cast in two different forms - the pillar of attraction and the pillar of repulsion. The caster must declare its form before creating it. When cast, the spell creates a large, cylindrical structure that affects metal armor and weapons within a 25-foot radius. The pillar of attraction draws metal objects to it, while the pillar of repulsion pushes metal away.

Both forms of the pillar cause attack penalties to those nearby. Combatants in the area of a pillar of attraction or pillar of repulsion who are armed with tiny or small metal weapons fight at a -1 penalty to their attack rolls due to the constant pull or push of the pillar. Combatants with medium metal weapons receive a -3 attack penalty, and those with large metal weapons receive a -5 attack penalty. Missile weapons with metal components are also affected by the pillar, and all such attacks against targets in the spell's area of effect or against targets which require the missile to travel through the pillar's area of effect are made at a -5 penalty.

Should a combatant roll a natural 1 when attacking, there is a chance that the weapon will be wrenched from her grasp and drawn or flung away. After rolling a 1, the combatant must make a Fortitude save against the pillar spell's save DC. If the saving throw fails, then the weapon is wrenched from the attacker's grasp and flung 5d6 feet away from a pillar of repulsion or drawn toward and stuck to a pillar of attraction.

Anyone wearing metal armor within the pillar's area of effect is in far more dire straits. Each round that they are in the area of effect, armor-wearers must make a Fortitude saving throw. Those wearing light metal armor receive a +2 bonus to their saving throw, and those in heavy metal armor receive a -2 penalty. Those wearing medium metal armor roll normally. A failed saving throw indicated that the attacker is drown to a pillar of attraction and held fast, or flung 5d6 feet away by a pillar of repulsion, taking 2d4 points of damage. Another 1d4 points of damage is inflicted if the attacker is flung into a wall or other solid object.

Weapons or armored victims stuck to a pillar of attraction can be removed with a successful DC 22 Strength check. Once freed, a victim must continue making Fortitude rolls as long as their are in the area of effect.

Trapped individuals an also attempt to get out of their armor. Exactly how they do this is up the the DM, but fighters in full plate are probably not going to succeed without help. Individuals in chain shirts or armor that doesn't have a lot of straps and buckles can probably wriggle out with one or more successful Escape Artist checks, depending upon the amount and complexity of their armor.

Material component: A cylindrical pierce of magnetized metal.

Home     Three Worlds     Spell List

Campaign Design - Spells: Madness

Madness (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Bard 4, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The target experiences a traumatic flash of terrifying mental images that inflicts Wisdom damage and temporarily drives it insane. The spell immediately inflicts 1d3 points of temporary Wisdom damage. In addition, the target experiences a form of temporary insanity for a number of hours equal to 3d6 + ½ your caster level (maximum 28 hours). The form of insanity is determined randomly. Roll 1d10 and then consult the table below.

1d20
Insanity
1 - 2
Insomnia: The target is unable to sleep. After 4d6 hours, he becomes fatigued.
3 - 4
Compulsive Lying: The target is unable to tell the truth.
5 - 7
Phobia (Creature): The target is irrationally afraid of certain creatures. The target suffers a -4 penalty to attack rolls, ability checks, skill checks, and saves in regard to these creatures. In addition, these creatures gain a +2 morale bonus to saves caused by the target. The DM determines the creature type. Typical selections include arachnids, insects, or snakes.
8 - 9
Phobia (Substance): The target is irrationally afraid of a certain substance. The target suffers a -4 penalty to attack rolls, ability checks, skill checks, and saves while in contact with this substance or when dealing with other creatures that are in contact with the substance. In addition, creatures that are in contact with the substance gain a +2 morale bonus to saves caused by the target. The DM determines the substance type. Typical selections include water, particular foods, or mud.
10
Phobia (Environment): The target is irrationally afraid of a certain type of environment. The target suffers a -4 penalty to attack rolls, ability checks, skill checks, and saves when within this environment. In addition, creatures that are in the environment gain a +2 morale bonus to saves caused by the target. The DM determines the environment type. Typical selections include confined spaces, forests, or urban locales.

The temporary insanity may be removed through magical means such as a remove curse spell. The temporary Wisdom damage remains until it is removed through rest or by other magical means such as lesser restoration.

Home     Three Worlds     Spell List

Campaign Design - Spells: Power Word, Thunder

Power Word, Thunder (adapted from Relics & Rituals)
Conjuration (Creation)[Sonic]

Level: Druid/Spirit Shaman 6, Sorcerer/Wizard 6
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

When uttered, the power word, thunder quickly rises to a tremendous pitch and washes outward as a tangible boom of sound. All creatures within 60 feet of the caster with 30 or fewer hit points are immediately deafened and dazed, with no saving throw. Creatures with between 30 and 60 hit points are deafened but not dazed. Creatures with more than 60 hit points are unaffected. A power word, thunder can be cast within magical silence, and it also destroys all magical silence within 60 feet of the caster, although creatures that were in the zone of silence are insulated from the effects of the power word, thunder.

Home     Three Worlds     Spell List

Campaign Design - Spells: Apocalypse

Apocalypse (from School of Illusion)
Illusion (Pattern, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Two 10-foot cubes per caster level (S)
Duration: 1 minute (see text)
Saving Throw: Will half (see text)
Spell Resistance: Yes

All living creatures within this spell's area of effect believe that they are experiencing the final destruction of the universe. Those subject to the spell experience illusory images that bolster this belief, such as hails of fire and brimstone, the forming of vast fissures in the crust of the earth, the coming of deadly plagues, and perhaps even the appearance of the Lords of Heaven and the Lords of Hell. Any creature subject to this spell must make a Will save each round. If the creature fails, it suffers 2d4 points of damage and 1 point of temporary Wisdom damage. If the creature succeeds at its Will save, it suffers half damage and does not suffer any Wisdom damage. If, during a single round, all creatures that are subject to the spell succeed at their saving throws, the spell ends immediately. Creatures that leave the spell's area of effect are no longer subject to the spell.

Material component: A scrap of a page torn from a religious text.

Home     Three Worlds     Spell List

Campaign Design - Spells: Crawling Skin

Crawling Skin (from School of Illusion)
Illusion (Figment, Terror) [Fear, Mind-Affecting]

Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 minute per caster level (see text)
Saving Throw: Will negates
Spell Resistance: Yes

This spell instills a false jittery sensation within the target's mind, making him more sensitive to fear effects. The target's body often responds with tightened skin, hairs on end, increased perspiration, and an accelerated pulse rate. The subject suffers a -2 morale penalty to his next saving throw against a fear effect. The spell lasts for one minute per caster level or until the target encounters a fear effect that requires a saving throw.

Home     Three Worlds     Spell List

Campaign Design - Spells: Cloak of Fears

Cloak of Fears (from School of Illusion)
Illusion (Pattern, Terror) [Fear, Mind-Affecting]

Level: Bard 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 minute per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

The target is enshrouded with shifting, shadowy energies that make him appear more threatening and imposing to others. He gains an insight bonus to all Intimidate checks equal to +1 per caster level (maximum +10). This bonus lasts for the duration of the spell.

Home     Three Worlds     Spell List

Campaign Design - Spells: Bloodstorm

Bloodstorm (from Relics & Rituals)
Evocation [Fear]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Column 25 feet wide and 40 feet high
Duration: 1 round per caster level
Saving Throw: See text
Spell Resistance: Yes

Bloodstorm summons a whirlwind of blood that envelops the entire area of effect, and has several effects on those caught within it. First, those in the area of effect must make Reflex saving throws or be blinded by the swirling blood while they remain in the whirlwind and for 2d6 rounds after leaving it. Second, all combatant within the bloodstorm suffer a -4 penalty to their attack rolls; ranged attacks that pass through the whirlwind also suffer this penalty. Third, the bloodstorm is slightly acidic and causes 1d4 points of damage per round to those within its area. Finally, those within the area of the spell must make Will saving throws or become frightened if they have 8 Hit Dice or more, or panicked if they have fewer than 8 Hit Dice.

Material component: A small vial of blood.

Home     Three Worlds     Spell List