Showing posts with label Phantasm. Show all posts
Showing posts with label Phantasm. Show all posts

Sunday, January 2, 2011

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.

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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.

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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.

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Campaign Design - Spells: Ghost Combatant

Ghost Combatant (adapted from Shamans: Call of the Wild)
Illusion (Phantasm) [Mind-Affecting]

Level: Bard 1, Cleric/Favored Soul 2, Fighter 2, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: No

You can make spirits whisper, make noises, and create false movements behind a creature to make it believe it is flanked. If the target fails its Will saving throw, it believes there is another attacker behind it, occupying a space where no actual opponent exists. The target suffers all the effects of being flanked even if it is not.

Material component: Iron fillings or caltrops.

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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.

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Campaign Design - Spells: Stolen Sight

Stolen Sight (from School of Illusion)
Illusion (Phantasm, Message)

Level: Bard 4, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels) (see text)
Target, Effect, or Area: One creature
Duration: 1 hour per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

For the duration of the spell, you may see and hear what the target sees and hears. You may make Spot and Listen checks as if you were at the target's location, but must use the target's skill bonus if it is lower than yours when making such checks. You may not make Search checks, but may observe the results if the target does so. Focusing on the target's senses in this fashion requires concentration and causes you to become flat-footed. These impressions are slightly distracting and you suffer a -1 on all skill checks, saves, and attack rolls while not concentrating on the target's senses until the spell expires or is dispelled. A full round DC 18 Concentration check negates this penalty for 1 minute.

When this spell is cast, you must target another living being within the range listed above, but after the spell is cast, the target may move any distance away from you and the spell will be maintained. The spell functions only on the plane of existence you are currently occupying, and if the target leaves that plane, the spell automatically ends.

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Campaign Design - Spells: Delayed Dream

Delayed Dream (from School of Illusion)
Illusion (Phantasm, Message) [Mind-Affecting]

Level: Bard 6, Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 minute or longer
Range: Unlimited
Target, Effect, or Area: Self, or one living creature touched
Duration: Permanent until triggered
Saving Throw: None
Spell Resistance: Yes

You, or a messenger touched by you, prepare a message to be sent to another in the form of a dream. This works as the dream spell, except that the message composer is not placed into a trance while composing the message. This typically takes one minute to compose the dream, and the composer controls all the details of it (when and where it seems to take place, what images of items or other people appear, though none may speak except for the composer). The message will not be delivered until the first time the recipient sleeps after a trigger of your choosing has taken place such as the recipient's eighteenth birthday, the death of the composer, or similar event. This effect cannot be dispelled.

Creatures who do not sleep or dream are immune to this spell.

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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.

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Campaign Design - Spells: Phantom Foil

Phantom Foil (found in the Book of Eldritch Might II)
Illusion (Phantasm)

Components: S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: One programmed illusion per caster level
Duration: 10 minutes per caster level
Saving Throw: Will negates
Spell Resistance: Yes

This spell prepares and stores within you one special programmed phantasm per caster level that are geared to protect you when you find yourself caught unprepared. When a foe attempts to make a sneak attack against you, or when anyone makes an attack against you while you are flat-footed (including a spell cast with you as the target), a phantasm appears to distract the foe.

The phantasm is a disturbing image designed to momentarily confuse, surprise, or otherwise distract the attacker. It could be an image of a wounded friend, a terrible monster, a blast of fire, or anything else - the specifics are determined by the attacker's subconscious, not the caster. it appears immediately in front of the attacker. As the phantasm interacts with the attacker directly, the attacker makes an immediate Will saving throw. If successful, the attack proceeds normally. If not successful, the attack is prevented.

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Campaign Design - Spells: Greater Madness

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

Level: Bard 6, Sorcerer/Wizard 6
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+3 points of temporary Wisdom damage. In addition, the target experiences a form of temporary insanity for a number of days equal to 1d3 + ½ your caster level (maximum 8 days). The form of insanity is determined randomly. Roll 1d20 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 - 10
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.
11 - 13
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.
14 - 16
Paranoia: The target is irrationally suspect of a particular society, such as a certain race, culture, or organization. When in proximity of an individual or individuals that appear to be members of the suspect society, the target believes that he is in immediate danger. The target must immediately either engage the individual or individuals in combat as if his life were in imminent danger or become panicked. The DM determines the nature of the suspect society.
17 - 18
Self-Mutilation: The target compulsively injures himself. Each hour, the target suffers 1 point of self-induced damage unless he is physically restrained from doing so.
19
Hallucinations: The target suffers hallucinations, and therefore believes that any creature he encounters is an illusion. if the target interacts with a new creature or sees the creature interact with another creature he believes is "real", he may make a Will save (DC 14 + caster's Intelligence modifier) to determine that the new creature is real.
20
Multiple Disorders: The target suffers from more than one form of temporary insanity. Roll again on this table twice. If these results are the same, simply add an additional creature, substance, environment, or society where appropriate. Otherwise, roll again. Ignore further rolls of 20.

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.

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Campaign Design - Spells: Serial Dream

Serial Dream (from School of Illusion)
Illusion (Phantasm, Message) [Mind-Affecting]

Level: Bard 6, Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 minute or longer (see text)
Range: Unlimited
Target, Effect, or Area: One living creature
Duration: Permanent or 1 week per caster level (see text)
Saving Throw: None
Spell Resistance: Yes

At the beginning of this spell, you must write down the target's name or some title that leaves no doubt as to the target's identity. The target must not have more Hit Dice than you for the spell to take effect. You also choose a task or condition that must be fulfilled by the target of the spell, and create a dream which directs the target to accomplish this task or condition. It typically takes 1 minute or longer to compose the dream, and you control all details of it - when and where it seems to take place and what images of items or other people appear, though none may speak except you. The target then has this dream periodically until the task is accomplished or the condition is brought about. if the task is open-ended or the target cannot bring about the condition thought his own actions (such as "wait where you are" or 'defend the prince until he turns 18") the spell ends after 1 week per caster level. The spell immediately ends when the task or condition is accomplished.

When the spell is cast, you may choose one of two versions. In the first, the target has the dream each time he sleeps if he has not taken some action towards accomplishing the task since sleeping last. The target suffers no penalty - he is simply reminded nightly until the task is fulfilled. In the second version, the dream occurs once per week (roll randomly for the day) and each full day that the target passes during which the target does not seek to fulfill the condition or task in the dream he suffers 1d6 points of nonlethal damage which cannot be cured through normal or magical means. This nonlethal damage cannot exceed 9/10 (90%) of the target's total maximum hit points. This damage begins to recover normally 1 day after the target once again takes some action to accomplish the task.

Creatures who do not sleep or dream are immune to this spell.

Material component: A special diamond-based ink costing not less than 100 shillings.

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