Showing posts with label Terror. Show all posts
Showing posts with label Terror. 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: 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: 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: 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: 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: 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.

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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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