Showing posts with label Pattern. Show all posts
Showing posts with label Pattern. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Somnolent Pattern

Somnolent Pattern (from School of Illusion)
Illusion (Fascination, Pattern) [Mind-Affecting]

Level: Bard 6, Sorcerer/Wizard 6
Components: (V), S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Colorful lights in a 25 foot radius spread
Duration: Concentration + 4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

As hypnotic pattern except that a somnolent pattern renders its targets unconscious. The bright, shifting patterns of light created by a somnolent pattern cause creatures to fall into a deep sleep, similar to the effects of a sleep spell, except that nothing can awaken the affected creatures until the spell ends. Hitting or wounding an affected creature will not awaken it. Roll (2d6 + 1 per caster level) to determine the total number of Hit Dice affected (maximum +20). The creatures within the area of effect that have the fewest Hit Dice are affected by the spell first. Creatures possessing equal Hit Dice are affected in their order of proximity to the spell's caster, beginning with the creature closest to the caster. Sightless creatures are not affected by this spell, nor are creatures that do not sleep.

Verbal component: Only required for bards, who must sing, play music, or speak a rhyme as part of the verbal component.

Material component: A pinch of sand and a lit stick of incense.

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Campaign Design - Spells: Torrent of Color

Torrent of Color (from School of Illusion)
Illusion (Pattern, Fascination)

Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level) (see text)
Target, Effect, or Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

As color spray except the torrent is far more powerful. In addition to having a greater range than color spray, the cone of colored light created by torrent of color affects up to 3d6 creatures within the area, based upon which creatures are closest to the caster. A torrent of color also has the following effects upon its targets, depending upon the Hit Dice of the targets:
  • Up to 4: Unconscious for 3d6 rounds, blinded for 1d6+1 rounds, and then stunned for 2 rounds. Only living creatures are knocked unconscious. Affected creatures also lose 1d4 temporary points of Constitution for 1d6 hours.

  • 5 to 6: Unconscious for 2d4 rounds, blinded for 1d4 rounds, and then stunned for 1 round.

  • 7 or More: Blinded for 1d4 rounds, then stunned for 1 round. Blinded creatures have the same penalties as those affected by color spray.
Material component: A pinch of three crushed gemstones - one red, one blue, and one yellow. Each gemstone must have a minimum value of at least 10 shillings.

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Campaign Design - Spells: Deadly Pattern

Deadly Pattern (from School of Illusion)
Illusion (Pattern, Fascination) [Mind-Affecting]

Level: Sorcerer/Wizard 9
Components: S, M, F
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Colorful lights with a 25-foot radius spread
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes

As the spell rainbow pattern, except the deadly pattern can produce lethal results. Deadly pattern enthralls a maximum of 48 Hit Dice of creatures. Creatures failing to make a successful save against the deadly pattern are completely fascinated with the colorful display created by the pattern and cannot take any actions while the pattern is in effect, not even to move or defend themselves. Unlike the rainbow pattern spell, creatures attacked while under the influence of the deadly pattern are not freed from the spell's effect. Only by being dragged out of the spell's area of effect or by being blinded can an affected creature be freed from the spell's effects.

In addition to these spell effects, all enthralled creatures within the spell's area of effect suffer 1d6 points of damage each round while under the deadly pattern's influence. Once an affected creature reaches 0 hit points or less, that creature dies. This spell lasts until all creatures in its area of influence are dead or have fled the area.

Material component: A pinch of phosphorus and a drop of snake venom.

Focus: A prism made from a diamond of at least 100 shillings in value.

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Campaign Design - Spells: Maelstrom of Color

Maelstrom of Color (from School of Illusion)
Illusion (Pattern, Fascination) [Mind-Affecting]

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. The cone of colored light created by the maelstrom affects the closest 4d6 creatures within the spell's area of effect. The maelstrom also has the following effects upon its targets, depending on the Hit Dice of the targets:
  • Up to 6 Hit Dice: Unconscious for 4d6 rounds, blinded for 2d6+2 rounds, and then stunned for 3 rounds. Only living creatures are knocked unconscious. In addition, affected creatures take 2d6 points of damage and lose 2d4 temporary points of Constitution for 2d6 hours.

  • 7 to 8 Hit Dice: Unconscious for 3d6 rounds, blinded for 1d6+1 rounds, and then sunned for 2 rounds. In addition, affected creatures lose 1d4 temporary points of Constitution for 1d6 hours.

  • 9 or more Hit Dice: Unconscious for 2d4 rounds, blinded for 1d4 rounds, and then stunned for 1 round. Blinded creatures have the same penalties as those affected by color spray.
Material component: Three whole gemstones - one red, one blue, and one yellow. Each gemstone must have a minimum value of 50 shillings.

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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.

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Campaign Design - Spells: Obsession

Obsession (from School of Illusion)
Illusion (Pattern, fascination) [Mind-Affecting]

Level: 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 living creature
Duration: See text (D)
Saving Throw: Will negates
Spell Resistance: No

This spell allows a mesmerist to show an illusory image of a specific, real object - either real or illusory - to the target. Should that target fail a Will save, the target is compelled to hunt down and find that object as per a geas spell. Only by physically finding the actual object can the target end the effects of this spell. The object shown in the illusion must be real and must physically exist at the time the spell is cast. Should the object be destroyed after the obsession spell is cast but before the target of the spell has found the object, the target is doomed to search for the object forever in vain, unless the caster chooses to end the spell with a simple touch.

Material components: A gold coin and a drop of human blood.

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Campaign Design - Spells: Living Words

Living Words (from School of Illusion)
Illusion (Pattern, Message) [Mind-Affecting]

Level: Bard 3, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 minute or longer (see text)
Range: Touch
Target, Effect, or Area: One touched object
Duration: 1 year per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to store up to 1 page per caster level of writing within an object. This can either be dictated or copied from something you can see and can include text or pictures. This spell may not be used to copy magical writing (including spell books and glyphs or other script produced by a spell) nor can information stored by this spell impart any skill bonuses.

Any intelligent creature that touches the enchanted item must make a Will save (which may be willingly failed). If the save is failed, the creature has the contents of the text transferred directly into his memory as if it had just read the material from a book. The creature must be able to read the language in which the text was originally written or spoken in order to understand the stored information, but any images are received as is.

This spell may be cast on an item already enchanted with this spell, extending the duration to 1 year per caster level at the time of casting (if greater than the existing duration(. This may be done without additional material components or text.

The casting time depends on the length of the text you with to store, with the spell storing up to 2 pages of material per minute, with a minimum casting time of 1 minute.

Material component: A special lead-based ink costing not less than 50 shillings. Additionally, any pages originally containing the stored information are erased during casting.

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Campaign Design - Spells: The Deadly Mark

The Deadly Mark (from School of Illusion)
Illusion (Pattern, Fascination) [Mind-Affecting]

Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: See text (D)
Saving Throw: Will negates
Spell Resistance: No

By casting this spell, the illusionist shows an image of a specific object - either real or illusory - tp a specific target. Should the target fail a Will save, he will instantly be killed the next time he sees that specific object or an image of the object. A successful Will save means that the target instead takes 4d6 points of damage when next he sees that specific object or an image of the object.

The object, which is chosen by the caster, must be extremely specific, otherwise the spell will have no effect on its intended target. Showing the target an image of an ordinary crown, for example, would not kill the target if he happened to see any crown in a portrait, but if the target were shown an image of a king's royal crown, the target would die if he saw the king's crown or a portrait of the king wearing that exact same crown.

The spell lasts until the affected creature sees the object or an image of the object, or until the caster touches the target and chooses to end the spell.

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Campaign Design - Spells: Living Knowledge

Living Knowledge (from School of Illusion)
Illusion (Pattern, Message) [Mind-Affecting]

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One touched object
Duration: 1 day per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You may enchant an item to transfer some of your knowledge to anyone who touches it. Choose one of your Intelligence-based skills. The item is enchanted with a number of ranks in that skill equal to one-half your caster level (to a maximum of your own number of ranks in the skill).

Once per day, the first intelligent creature with fewer ranks in the skill than those placed in the item who touches the item must make a Will save, which may be willingly failed. If the save is failed, the creature gains total ranks in the skill equal to those placed in the item of (the creature's Hit Dice + 3), whichever is lower. These ranks last for a number of hours equal to twice the touching creature's Intelligence score.

Material component: A special lead-based ink costing not less than 50 shillings.

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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.

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