Showing posts with label Sonic. Show all posts
Showing posts with label Sonic. Show all posts

Monday, June 17, 2019

Campaign Design - Bloodlines: Song Sûl-Blooded

Song Sûl-Blooded
(adapted from Unearthed Arcana)

Because of their natural ability to assume human form and live much of their lives in the company of humans or fæy, the descendants of Drægrædsang commonly form bonds that result in dragon-blooded progeny. Though less often seen in the Three Worlds, song dragon-blooded individuals are almost common. One curious thing about song-dragon blooded individuals is that they are always female, and tend to be strikingly beautiful figures with powerful voices. Many who bear this bloodline become bards, orators, diplomats, and, more rarely, con artists.

Song Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Perform checks
4th
+2 on Perform checksSkill Augmentation (Listen and Spot)
6th
—Charisma +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)2
10th
—Song Sûl affinity +21
12th
Charisma +1+1 to natural armor
14th
—+2 on Diplomacy checks
16th
Sonic resistance 5 (Ex)2Sonic resistance 10 (Ex)2
18th
—Wisdom +1
20th
Song Sûl affinity +21Tongues, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with song dragons and other creatures descended from song dragons, including others with this bloodline.
2 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Song Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select song dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Song Sûl-Blooded dragon shaman must choose the Song Sûl Totem.

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Monday, January 3, 2011

General Rules: Monsters - Dragon, Song

Dragon, Song (adapted from Monsters of Færûn)
Dragon (Sonic)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Alternate Form, Bardic Music, Immunities, SR, Blindsight, Keen Senses
Skills: Song dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Song dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Any land
Organization: Wyrmling, very young, young, juvenile, and young adult: Solitary or clutch (2 - 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: Solitary, pair, or family (1 -2 and 2 - 5 offspring)
Challenge Rating: Wrymling 2; very young 4; young 6; juvenile 8; young adult 10; adult 13; mature adult 15; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Always chaotic good or chaotic neutral
Advancement: Wyrmling 6 - 7 HD (Tiny); very young 9 - 10 HD (Small); young 12 - 13 HD (Small); juvenile 15 - 16 HD (Medium); young adult 18 - 19 HD (Medium); adult 21 - 22 HD (Large); mature adult 24 - 25 HD (Huge); old 27 - 28 HD (Huge); very old 30 - 31 HD (Huge); ancient 33 - 34 HD (Huge); wyrm 36 - 37 HD (Huge); great wyrm 39+ HD (Gargantuan)

Song dragons are a rare and mysterious race of dragons descended from Drægrædsang that prefer life among the fæy, or more rarely humans, to the company of other dragons. They can freely take on the form of a human woman (often posing as a dryad or nymph), and in this guise they live among færiekind, revealing their true nature only in times of personal periods of great crisis.

In their natural form, song dragons are slim and splendid dragons with iridescent silver-blue scales and the general shape of a copper dragon. In human form, they appear to be attractive women of 20 to 30 years of age. They retain full knowledge and awareness regardless of form, and most are consummate actors, so that humans and fæy are usually unaware of a song dragon's identity.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Song dragons strike quickly and mercilessly with their razor-sharp claws and tend to sing joyously as they fight (although they remain silent if the noise would endanger their allies or the success of their own attack)/. In humanoid form, song dragons prefer to use slashing edged weapons.

Song Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
5d12+5 (37)
+0
40 feet; fly 150 feet (good)16 (+2 size, +4 natural)
12
16
Very Young
S
8d12+8 (60)
+0
40 feet; fly 150 feet (good)18 (+1 size, +7 natural)
11
18
Young
S
11d12+22 (93)
+0
40 feet; fly 150 feet (good)21 (+1 size, +10 natural)
11
21
Juvenile
M
14d12+28 (119)
+0
40 feet; fly 150 feet (average)23 (+13 natural)
10
23
Young Adult
M
17d12+51 (161)
+0
40 feet; fly 150 feet (average)26 (+16 natural)
10
26
Adult
L
20d12+60 (180)
+0
40 feet; fly 150 feet (average)28 (-1 size, +19 natural)
9
28
Mature Adult
L
23d12+92 (241)
+0
40 feet; fly 150 feet (average)
31 (-1 size, +22 natural)
9
31
Old
H
26d12+130 (299)
+0
40 feet; fly 150 feet (poor)
33 (-2 size, +25 natural)
8
33
Very Old
H
29d12+145 (333)
+0
40 feet; fly 150 feet (poor)36 (-2 size, +28 natural)
8
36
Ancient
H
32d12+192 (400)
+0
40 feet; fly 150 feet (poor)39 (-2 size, +31 natural)
8
39
Wyrm
H
35d12+210 (437)
+0
40 feet; fly 150 feet (clumsy)42 (-2 size, +34 natural)
8
42
Great Wyrm
G
38d12+266 (513)
+0
40 feet; fly 150 feet (clumsy)
43 (-4 size, +37 natural)
6
43

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+5/-4
+6 (1d4-1)
+1 (1d3-1)
-
-
-
-
Very Young
+8/+4
+9 (1d6)
+4 (1d4)
-
-
-
-
Young
+11/+8
+13 (1d6+1)
+9 (1d4)
-
-
-
-
Juvenile
+14/+16
+16 (1d8+2)
+11 (1d6+1)
+11 (1d4+1)
-
-
-
Young Adult
+17/+20
+20 (1d8+3)
+15 (1d6+1)
+15 (1d4+1)
-
-
-
Adult
+20/+28
+23 (2d6+4)
+18 (1d8+2)
+18 (1d6+2)
+18 (1d8+6)
-
-
Mature Adult
+23/+33
+28 (2d6+6)
+23 (1d8+3)
+23 (1d6+3)
+23 (1d8+9)
-
-
Old
+26/+42
+32 (2d8+8)
+27 (2d6+4)
+27 (1d8+4)
+27 (2d6+12)
DC 28 (2d8+12)
-
Very Old
+29/+46
+36 (2d8+9)
+31 (2d6+4)
+31 (1d8+4)
+31 (2d6+13)
DC 29 (2d8+13)
-
Ancient
+32/+50
+40 (2d8+10)
+35 (2d6+5)
+35 (1d8+5)
+35 (2d6+15)
DC 32 (2d8+15)
-
Wyrm
+35/+54
+44 (2d8+11)
+39 (2d8+5)
+39 (1d8+5)
+39 (2d6+16)
DC 33 (2d8+16)
-
Great Wyrm
+38/+62
+46 (4d6+12)
+41 (2d8+6)
+41 (2d6+6)
+41 (2d8+18)
DC 36 (4d6+18)
DC 36 (2d6+18)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+5
+4
+6
2d8, 15-foot cone (13)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+7
+6
+8
4d8, 20-foot cone (15)
-
-
-
Young
5 feet by 5 feet/5 feet
+9
+7
+10
6d8, 20-foot cone (17)
-
-
-
Juvenile
5 feet by 5 feet/5 feet
+11
+9
+13
8d8, 30-foot cone (19)
-
-
1st
Young Adult
5 feet by 5 feet/5 feet
+13
+10
+14
10d8, 30-foot cone (21)
24
20
3rd
Adult
5 feet by 10 feet/10 feet
+15
+12
+17
12d8, 40-foot cone (23)
26
23
5th
Mature Adult
5 feet by 10 feet/10 feet
+17
+13
+18
14d8, 40-foot cone (25)
27
25
7th
Old
10 feet by 20 feet/10 feet
+20
+15
+21
16d8, 50-foot cone (28)
30
28
9th
Very Old
10 feet by 20 feet/10 feet
+21
+16
+22
18d8, 50-foot cone (29)
31
29
11th
Ancient
10 feet by 20 feet/10 feet
+24
+18
+25
20d8, 50-foot cone (32)
34
31
13th
Wyrm
10 feet by 20 feet/10 feet
+25
+19
+27
22d8, 50-foot cone (33)
36
32
15th
Great Wyrm
20 feet by 40 feet/15 feet
+28
+21
+29
24d8, 60-foot cone (36)
38
34
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
9
14
15
10
13
16
Change Shape, True Seeing, Tongues, Light, Darkness, Sonic and Poison Immunity
Very Young
11
14
15
10
13
16
-
Young
13
16
17
10
15
18
Feather Fall
Juvenile
15
18
19
10
15
20
Bardic Music, Blink
Young Adult
17
20
19
10
17
22
Damage Reduction 5/+1
Adult
19
20
21
10
17
22
Teleport
Mature Adult
23
20
21
10
19
22
Damage Reduction 10/+1
Old
27
22
23
10
21
24
Heal
Very Old
29
22
23
10
21
24
Damage Reduction 15/+2
Ancient
31
24
25
10
23
26
Polymorph Any Object
Wyrm
33
26
27
10
23
28
Damage Reduction 20/+3
Great Wyrm
35
26
27
10
25
28
Plane Shift

Alternate Form (Su): Song dragons can freely use an ability much like polymorph self to assume human form. They always appear as a human female, and each song dragon has a unique form it assumes each time it changes shape. The song dragon's Strength, Dexterity, and Constitution scores become human average (Strength 10, Dexterity 11, Constitution 10), but its hit points are unaffected by this change, and it retains all other abilities. A song dragon can employ its spells and special abilities - except its breath weapon - in either form.

Changing from dragon to human form requires 2 rounds, reversing the change takes only 1 round. During this time the song dragon cannot move and can only use its spells or breath weapon; other actions and attacks are impossible. The change rends all known bonds, clothing, and other confinements, without harm to the song dragon.

Bardic Music (Ex): Song dragons gain the bardic music abilities of a bard of a level equal to their listed caster level for arcane spells.

Blindsight (Ex): A song dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Breath Weapon (Su): The song dragon's breath weapon is a cone of sound that deals sonic damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage, the DC is listed on the tables above.

Crush: A jumping or flying song dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Song dragons are immune to sleep and paralysis effects. Song dragons are also immune to sonic damage and poison.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

True Seeing (Su): Song dragons have a permanent form of true seeing (as the spell) to a range of 15 feet. This ability is always active.

Tongues (Su): Song dragons can communicate in any language through the use of an innate tongues ability that is always active.

Spell-Like Abilities: Once per hour - light, darkness; twice per day - blink, feather fall, polymorph any object; Once per day - heal, plane shift, teleport.

Spells: A song dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score. Song dragons can also cast cleric spells and those from the Healing and Travel domains as arcane spells.

Skills: Song dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die. Song dragons also have the Jump skill for free at 1 rank per Hit Die.

Note: This version of the song dragon is close, but not identical to, the version found in Monsters of Færûn. This version has sonic immunity and a sonic breath weapon rather than electricity immunity and an electrical breath weapon, and also has Bardic Music abilities in place of access to the Trickery domain.

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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

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Campaign Design - Spells: Dirge of Woe

Dirge of Woe (adapted from Relics & Rituals)
Enchantment (Compulsion) [Mind-Affecting, Sonic]

Level: Bard 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: All creatures within a 30-foot-radius centered on the caster
Duration: Concentration, up to 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: Yes

All creatures within 30 feet of you that fail their saving throws will lapse into a deep depression. Despairing creatures will stop what they are doing and are 50% likely to drop whatever they are holding. All affected creatures will take no action other than to lament their misfortune for as long as you are playing.

The spell is immediately broken if any of the victim's are attacked. Additionally, any action to which a depressed creature would normally react violently allows it another Will save to break the spell. For example, someone trying to steal the treasure guarded by a despairing sentinel would grant the sentinel an additional save against the effect of dirge of woe.

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Campaign Design - Spells: Cacophony

Cacophony (from School of Evocation)
Evocation (Sonic)

Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 10 foot per caster level radius burst
Duration: Concentration (maximum 10 rounds)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

A series of earsplitting sounds are emitted from a fixed point each round provided the caster maintains concentration (to a maximum of 10 rounds). The sounds deal 2d6 points of sonic damage. In addition, subjected creatures must make a Fortitude save or become deafened for 1d3 rounds. The deafening effects are not cumulative - while deafened, a creature is no longer subject to that effect of the spell. If the creature's hearing is restored while the spell is still in effect, it must make an additional Fortitude save or be deafened for an additional 1d3 rounds. The sounds created by cacophony can penetrate the spell silence.

Material component: A tiny metal drum.

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Campaign Design - Spells: Shibboleth

Shibboleth (from the Book of the Righteous)
Evocation [Sonic]

Level: Cleric/Favored Soul 8, Justice 8
Components: V
Casting Time: 1 standard action
Range: 30 feet
Target, Effect, or Area: Creatures in a 30-foot radius spread centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A shibboleth is a word that sets one group of people apart from another. In this case, the caster utters a single word, perhaps the name of Tiwas, that has profound effects on those within hearing range who are different from him. These are:

If you are on your home plane, the shibboleth instantly banishes any extraplanar creatures within the area back to their home planes. They are different from you and must go. This effect takes place regardless of whether the creature hears the shibboleth, and will even affect extraplanar creatures aligned to you and your deity.

Creatures native to your plane who hear the holy utterance and are oppositely aligned from you in any way (i.e. if you are lawful good and they are chaotic or evil) suffer the following ill effects based upon their Hit Dice:

Hit DiceEffect
14+Deafened for 1d6 rounds
10 - 13Blinded for 2d6 rounds and deafened for 1d6 rounds
6 - 9Paralyzed for 1d10 minutes, blinded for 2d6 rounds, and deafened for 1d6 rounds
Less than 6Living creatures die, undead creatures are destroyed if you are alive and controlled if you are undead, paralyzed for 1d10 minutes, blinded for 2d6 rounds, and deafened for 1d6 rounds

The effects are cumulative.

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Campaign Design - Spells: Call Energy

Call Energy (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, see text)

Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: No (see below)

You open a momentary gate to one of the elemental planes, bringing forth a roiling mass of the associated elemental energy. The burst blocks line of sight. You can choose acid, cold, electricity, fire, or sonic energy. The spell becomes a spell of the chosen energy type. The sphere inflicts 1d6 points of that energy damage for every two caster levels to all targets within the area each round. Anyone who succeeds on a Reflex save suffers only half damage and is immediately moved to the nearest edge of the elemental burst.

The spell can be centered on a specific target. If it is, the target gets no initial Reflex save and must suffer the normal spell effect for the first round. In this case, spell resistance applies, and if successful, the call energy is negated without manifesting at all.

Material Component: A gem worth 100 shillings and a two-inch square of silk of a color appropriate to the energy type called. This can be brown or green for acid; blue or white for cold; purple for electricity; orange, red, or yellow for fire; or clear or grey for sonic. The Dungeon Master may assign other colors at their discretion.

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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

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Campaign Design - Spells: Boom

Boom (from School of Evocation)
Evocation [Sonic]

Level: Bard 0, Sorcerer/Wizard 0
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: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a sudden loud noise next to the ears of the target. The target instantly suffers 1 point of sonic damage. In addition, the targeted living creature must make a Fortitude save or its ears continue to ring, giving it a -2 penalty to Concentration checks for the following 1d3 rounds.

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Campaign Design - Spells: Cynthia's Sonic Wave

Cynthia's Sonic Wave (from the Player's Guide to Wizards, Bards, and Sorcerers; originally Sirohk's Sonic Wave)
Evocation [Sonic]

Level: Bard 3, Sorcerer/Wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Ray
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

The wave of sound created by this spell is approximately 3 feet long by 5 inches in diameter. When cast at a living being, the caster must succeed at a ranged touch attack. If successful, the attack causes 1d4 + 1 damage per 2 caster level (maximum 5d4 + 5) and knocks down the target creature to a prone position. A successful Reflex save reduces damage by half and the target remains standing.

Alternatively, the sonic wave can be used against a single nonmagical object. When used against a fragile type of object such as crystal, ceramic, or glass, the sonic wave shatters and destroys up to 1 cubic foot of material per caster level. When used against a crystalline creature, the sonic wave does maximum damage (a successful Reflex save reduces damage by half). Finally, when used against other solid nonmagical objects, the sonic wave deals double normal damage against up to 1 cubic foot of material per caster level. This last ability makes the sonic wave useful for knocking down doors when in a hurry. All these alternate uses require the caster to make a successful ranged touch attack to strike the object.

Focus: Any sound producing musical instrument.

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Campaign Design - Spells: Greater Return

Greater Return (from the Book of the Righteous)
Necromancy [Death, Sonic]

Level: The Dead 8
Components: V
Casting Time: 1 standard action
Range: 30 feet
Target, Effect, or Area: Creatures in a 30-foot radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You utter a key phrase or scriptural passage, often "Go back, go back, steal no further hours of life!" and all living beings in the area who have at any point died and returned to life by any means other than direct divine intervention must make a Fortitude save or die. Those brought back by "minor" magic and those brought back more than once suffer penalties on their saving throw. if the subject has ever been brought back to life by the following spells, she suffers from the following sacred penalties to her Fortitude save. Only the worst penalty applies; these do not stack.

Reincarnate-8
Raise Dead-5
Ressurection-2

If the subject has been brought back multiple times, here are the penalties. These do not stack with the spell penalties above, and only the worst of all these penalties applies.

2 - 3 times-2
4 - 5 times-4
6 - 8 times-8
9 - 12 times-16
13+ times-32

Even if the subject makes their save, they suffer 3d6 points of damage as the spell tears at their very souls.

A character who has been brought back from death by magical means is immune to this spell if she has undergone an atonement for violating the sanctity of the grave. Many good folk who are willing to be raised from the dead undergo such an atonement, explaining to Rúadan their need to return to life and undergoing an appropriate act of contrition.

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Campaign Design - Spells: Power Word, Deafen

Power Word, Deafen (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Sonic)

Level: Sorcerer/Wizard 6
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target: One creature with up to 100 hit points
Duration: See text
Saving Throw: None
Spell Resistance: Yes

You choose any one creature in range and speak a single word of power. If the target creature has 50 hit points of less, it is instantly struck deaf permanently. This has all the effects of the deafness spell and can be cured in the same way. Creatures with 51 - 75 hit points are deafened for one full day. If the target has more than 76 hit points, it is only deafened for 1d4+1 minutes. If a creature has more than 100 hit points, it cannot be affected by this spell at all.

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Campaign Design - Spells: Battlecry

Battlecry (from Relics & Rituals)
Evocation [Sonic]

Level: Bard 2, Sorcerer/Wizard 2, War 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 negates
Spell Resistance: Yes

When the caster screams his battlecry, all creatures with 6 or fewer Hit Dice in a cone area in front of the caster must make a Fortitude save or be stunned for one round. A stunned creature cannot act and loses any Dexterity modifier to Armor Class. Attackers gain a +2 bonus to attack a stunned creature.

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Campaign Design - Spells: Spirit Song

Spirit Song (adapted from Shamans: Call of the Wild)
Evocation [Sonic]

Level: Bard 4, Cleric/Favored Soul 4, Magic 4, Sorcerer/Wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 20-foot radius emanation centered on a creature, object, or point in space
Duration: 2 rounds per caster level (D)
Saving Throw: Special (see text)
Spell Resistance: No

You coax the spirits to manifest their voices in the Material Plane. Their voices are part of the original song of creation, and their echo interferes with all spellcasting, supernatural abilities, and spell-like abilities as well as creating a distracting rhythm. Every creature trying to cast a spell or use a supernatural or spell-like ability must make a caster check (1d20 + caster's Hit Dice or caster level, DC 11 + your caster level) or it will not work. Magic items work normally, as do spells or abilities entering the area but cast or activated outside it. Additionally, every creature inside the area must make a Will save or be distracted by the spirits' half-whispered words, suffering a -1 morale penalty to attack and damage rolls as well as to skill checks and saving throws. A bard's countersong ability works against both effects.

Focus: A small flute, pan pipe, or ocarina.

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Campaign Design - Spells: Greater Afflatus

Greater Afflatus (from the Book of the Righteous)
Evocation [Sonic]

Level: Inspiration 9
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 week per caster level
Saving Throw: None
Spell Resistance: Yes (harmless)

A greater afflatus is a strong creative impulse of divine origin. When you touch the subject of this spell, she is inspired to create great works. She receives a +20 bonus to her all Craft, Perform, Profession or other creative or artistic skill checks for the duration of the spell.

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Campaign Design - Spells: Delayed Sound Burst

Delayed Sound Burst (from School of Evocation)
Evocation (Sonic)

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: 30-foot-radius burst
Duration: Up to 5 rounds
Saving Throw: Fortitude partial (see text, object)
Spell Resistance: Yes (object)

This spell creates a small, swirling bead that emits a sound dealing 1d8 points of sonic damage per caster level to all within a 30-foot-radius burst and deafens those within the area of effect for 4d6 rounds. A successful Fortitude save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature suffers double damage, but takes normal damage with a successful Fortitude save. Damage to such objects that are held may be reduced by half if the creature holding them makes a successful Reflex save.

The bead may burst immediately if the caster so chooses, or up to 5 rounds after the spell is cast. The caster sets the time for the delay and the time cannot be changed once set (unless someone touches the bead). A creature can pick up and hurl the bead as a thrown weapon with a range increment of 10 feet. If a creature handles and moves the bead within 1 round of its scheduled bursting, there is a 25% chance the bead bursts while the creature is handling it.

Material component: Five shards of glass.

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Campaign Design - Spells: Elemental Shroud

Elemental Shroud (from The Book of Eldritch Might)
Necromancy [Acid, Cold, Electricity, Fire, Sonic]

Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Up to one animated dead creature per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cover undead creatures that you have animated with a shroud of energy. This energy can be whatever type you wish: Acid, cold, electricity, fire, or sonic. Fire shrouds appear to be molten and burning; cold shrouds are icy blue and glistening; acid shrouds drip with dark bubbling effluvium; electrical shrouds appear to be sparks falling from the creature and arcs of electricity coursing across its body; and sonic shrouds appear as a distortion in the air accompanied by a shrill shriek. The undead is granted +2 turn resistance, +2 natural armor, and inflicts an additional +1d6 points of elemental damage of whatever type is appropriate to the shroud when it strikes a foe. It also inflicts 1d6 points of such elemental damage when it is touched or when struck by natural weapons.

An undead creature may have only one elemental shroud cast upon it at one time. The spell becomes an acid, cold, electricity, fire, or sonic spell depending on which element is chosen for the shroud.

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Campaign Design - Spells: Broadcast

Broadcast (from School of Evocation)
Evocation (Sonic)

Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 minute
Range: See text
Target, Effect, or Area: One creature per 3 caster levels
Duration: 1 round per 3 caster levels (D)
Saving Throw: None
Spell Resistance: No

Each round, you or any of the targets of the spell can send a short message of thirty words or less to the other subjects of the spell. The targets recognize you and one another if you know one another. The total number of words exchanged in a single round cannot exceed thirty words. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Any message sent by one subject is received by you and all of the other subjects. Even if the broadcast is received, the subjects are not obligated to act upon it in any manner.

If a creature targeted by the spell is not on the same plane of existence as you are, there is a 5% chance that the broadcast does not arrive. Local conditions on other planes may worsen this chance considerably.

Material component: A small conch shell.

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Campaign Design - Spells: Greater Shatter

Greater Shatter (adapted from School of Evocation)
Evocation (Sonic)

Level: 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: 10-foot radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object) or Fortitude half (see text)
Spell Resistance: Yes (object)

As shatter except as above and as follows. When used as an area attack, the caster chooses a non-living substance, such as wood, bone, or iron, to affect. All nonmagical items that are primarily composed of that substance within the area of effect are destroyed. Objects weighing more than 5 pounds per caster level are not affected. Alternatively, the spell may be used against a single solid object weighing up to 25 pounds per caster level. If targeted against a crystalline creature, the spell deals 2d6 points of damage per caster level.

Material component: A pinch of quartz dust.

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Campaign Design - Spells: Discordant Bolt

Discordant Bolt (from School of Evocation)
Evocation (Sonic)

Level: Bard 3, 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 creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

The caster fires a bolt of sound as a ranged touch attack that is easily conducted through metal. The bolt deals 1d6 points of sonic damage per caster level (maximum 10d6) and deafens the target for 2d6 rounds. If the target succeeds at a Fortitude save, it is not deafened and suffers only half damage. When casting, the caster gains a +4 circumstance bonus to the attack roll if the target is wearing metal armor, is made out of metal, is carrying a lot of metal, or some similar circumstance involving metal.

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