Showing posts with label Three World. Show all posts
Showing posts with label Three World. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Iron Sphere

Iron Sphere (from the Advanced Player's Manual)
Conjuration (Creation)[Earth, Force]

Components: V, S, M
Casting Time: 1 standard action
Range: 0 feet
Target, Effect, or Area: One iron sphere in your palm
Duration: 1 minute per caster level or until expended (D)
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

You create a sphere of iron about the size of a walnut in your hand, which you can use to make a melee touch attack or throw as a splash weapon, making a ranged touch attack with a maximum range of 120 feet. If the sphere is wielded by any other creature, treat it as an improvised melee weapon (-4 nonproficiency penalty on attack rolls) or as a splash weapon with a range increment of 10 feet.

When the sphere hits (either as a ranged or melee attack), it breaks and releases a flash of iron splinters and magical force. The flash deals 1d4 points of damage per caster level to the target struct (maximum 15d4, half piercing damage, half force damage), while all creatures and objects in adjacent squares (including the target and the wielder if the wielder is not you) take 1 point of splash damage per die. Creatures within the splash area succeeding at a Reflex save take only half splash damage, but creatures struck directly are not allowed a saving throw against the sphere’s primary damage.

When the sphere bursts, creatures who fail their saves have all the metal possessions and objects they carry (whether ferrous or not) magnetized for 2d4 rounds. A creature wearing metal armor is entangled while the effect lasts, while a creature using metal weapons takes a -1 penalty on attack rolls so long as there is at least 10 pounds of metal on its person or within 5 feet of it (these penalties stack).

Material Component: A bit of lodestone.

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Campaign Design - Spells: Fire Imps

Fire Imps (from the Advanced Player's Manual)
Conjuration (Summoning)[Fire]

Components: V, S, M
Casting Time: 1 round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Swarm of 300 Tiny fire elementals
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You create a swarm of Tiny fire elementals that act immediately on your turn, attacking your opponents to the best of its ability. The swarm has a 10-foot space, but can occupy any four contiguous squares. Initially, it must appear on a surface and in a space that can hold it, and at least one of the squares the swarm occupies must contain or touch a nonmagical fire source at least as large as a standard torch.

If you can communicate with the swarm (the fire imps speak Ignan), you can direct it to attack, to attack particular enemies, or to perform other actions. The swarm of fiery imps sets alight any flammable materials it touches, and can set creatures alight. The fire imps from this spell always function as a group, and any fire imp separated from the swarm ceases to exist. The spell ends if the swarm is reduced to 0 hit points, is rendered unconscious, or is dispersed by any means.

Material Component: Several slivers of wood and a pinch of phosphorus.

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Campaign Design - Spells: Corrosive Touch

Corrosive Touch (from the Advanced Player's Manual)
Conjuration (Creation)[Acid]

Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Corrosive slime
Duration: 1 round per caster level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

After casting this spell, corrosive slime oozes from one of you hands, causing no harm to you or your equipment but dealing 2d6 points of acid damage to any object or creature you strike with a successful melee touch attack, plus an additional 2d6 points of acid damage each round for the next 1d4 rounds. On a successful Reflex save, creatures you touch take subsequent damage for only 1 round (but take full damage on the initial hit). If you use your corrosive touch against objects your foe carries or wears, treat the touch as a sunder attempt that does not provoke an attack of opportunity and deals the same damage as above.

Washing off or neutralizing the slime can negate continuing damage from the spell, but requires a full-round action and a successful Reflex save. Success is automatic if the creature or item is completely immersed in water or doused in something to neutralize the acid (such as powdered chalk or bicarbonate of soda). Wiping or scraping off the slime grants a +4 bonus to the save, but the item used to remove the slime takes 2d6 points of acid damage.

Arcane Material Component: A drop of vinegar or a paste of ground acorns.

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Campaign Design - Spells: Cloak of Gloom

Cloak of Gloom (from the Advanced Player's Manual)
Conjuration (Creation)[Darkness, Fear, Mind-Affecting]

Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: You or a barrier of up to one 10-foot cube per caster level (S)
Duration: 10 minutes per caster level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes

Depending on the version of the spell you cast, you can conceal yourself in a dim aura or create a dusky barrier. Either effect saps your foes’ will to fight.
  • Personal Cloak: Your body and everything within 5 feet of you becomes blanketed in a gray half-light that grants you concealment (attacks against you have a 20% miss chance). In addition, unless they make successful Will saves, your enemies become shaken for as long as they remain within the dim area and for 1 round thereafter. A foe that makes a successful Will save cannot be shaken again by this particular casting of the spell.
  • Barrier: You create a wall of gloom that partially obscures sight, granting concealment (20% miss chance) if line of sight between an attacker and a target passes through at least part of the barrier’s minimum 10-foot-width. If the barrier has been shaped to be more than 10 feet thick, it grants total concealment (50% miss chance and the attacker cannot use sight to notice the target).
Enemies that enter the area of the barrier (or are inside when you create it) must make a successful Will save or become shaken for as long as they remain inside and for 1 round thereafter. A creature that makes a successful save cannot be affected again by this particular casting of the spell.

Both versions of this spell provide concealment for all creatures within the area of effect, but your allies are not subject to the spell’s fear effects.

Arcane Material Component: A piece of blackened glass or smoky quartz.

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Campaign Design - Spells: Whispercast

Whispercast (from Lords of Madness)
Transmutation

Components: V
Casting Time: 1 swift action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round

The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless the spell normally requires a focus or an expensive material component (any component worth more than 1 shilling). If the spell does require a focus or an expensive material component, you can still whispercast it as long as you have the focus or expensive component on your person - the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to handle or manipulate it.

If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.

Casting this spell is a swift action. It does not require a move action or a standard action, but you can take only one swift, immediate, or quickened action per turn.

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Campaign Design - Spells: Wall of Iron

Wall of Iron (from the Player's Handbook)
Conjuration (Creation)

Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Iron wall whose area is up to one 5-foot square per caster level; see text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You cause a flat, vertical iron wall to spring into being. The wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit available space.

A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10, A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge or larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

Material Component: A small piece of sheet iron plus gold dust worth 50 shillings (1 pound of gold dust).

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Campaign Design - Spells: Vitriolic Sphere

Vitriolic Sphere (from the Spell Compendium)
Conjuration (Creation)[Acid]

Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 10-foot-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No

Affected creatures take 6d6 points of acid damage. Creatures that succeed on their Reflex saving throws take half of this damage. Creatures that fail their Reflex saves take full damage, and also take 6d6 points of acid damage in each of the following 2 rounds.

Material Component: A tiny glass vial filled with aqua regia.

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Campaign Design - Spells: Surefooted Stride

Surefooted Stride (from the Spell Compendium)
Transmutation

Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

You can move through difficult terrain at full speed for the duration of this spell, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on Climb checks.

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Campaign Design - Spells: Sunglobe

Sunglobe (from the Advanced Player's Manual)
Conjuration [Fire, Light]

Components: V, S, M
Casting Time: 1 standard action
Range: 0 feet
Target, Effect, or Area: Globe of light
Duration: 10 minutes per caster level or until expended
Saving Throw: Reflex partial
Spell Resistance: Yes

A brilliant, searing globe about the size of a walnut appears in your palm, glowing as brightly as a torch. The globe is hot enough to ignite flammable materials and deals 1d8 points of fire damage each round it stays in contact with a creature or object, but will not hurt you or your equipment as long as you keep it in hand. You can use the globe to make a melee touch attack or can throw it as a splash weapon, making a ranged touch attack with a maximum range of 120 feet. If the globe is wielded by any other creature, treat it as an improvised melee weapon (-4 nonproficiency penalty on attack rolls) or as a splash weapon with a range increment of 10 feet. Note that any creature other than you wielding it takes damage each round in which the globe is held.

When the globe hits (either as a ranged or melee attack), it breaks and releases a flash of heat and light. The flash deals 1d8 points of fire damage per two caster levels (maximum 10d8, no save) to the target struck, while all creatures in adjacent squares (including the target and the wielder if the wielder is not you) must make Reflex saves or be blinded for 1d4 rounds.

The intense light from the flash deals 1 point of damage per die (no save) to undead, fungi, mold, oozes, or slimes struck directly or caught in the splash. A creature struck directly takes the light damage in addition to the fire damage from the spell.

The flash from the globe counters or dispels any darkness effect of 3rd level or lower, but a darkness effect of 3rd level or higher counters or dispels the globe if it is not in your possession. A darkness effect of 3rd level or higher merely suppresses it if you have it in your possession, but you can rekindle the globe on your turn as a standard action.

Material Component: A faceted bead of glass or crystal.

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Campaign Design - Spells: Summon Hateful Midges

Summon Hateful Midges (from Spells & Magic)
Conjuration (Summoning)

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: Fortitude partial; see text
Spell Resistance: No

A cloud of miniscule flying, biting insects surrounds the subject of this spell. As a full-round action, the subject may fend off the insects; a saving throw is not required in this case. If the subject wishes to act (doing anything other than a 5-foot step), the midges deal one point of Strength, Dexterity, or Constitution damage (equal chance of each) and a saving throw is necessary to avoid losing a full-round action anyway. If the subject is the target of any area effect energy attack, the midges are destroyed.

Material Component: A vial of stagnant water. The water is consumed, but the vial is not.

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Campaign Design - Spells: Sun Motes

Sun Motes (from the Advanced Player's Manual)
Conjuration [Fire]

Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 15-foot-radius spread
Duration: 1 round per caster level (D)
Saving Throw: Reflex partial
Spell Resistance: No

A cloud of searing hot particles deals 4d6 points of fire damage to everything in its area of effect and blinds creatures for the duration of the spell. A successful Reflex save negates the blindness but does not reduce the damage. The dust cannot be removed and anything it coats takes an additional 1d6 points of fire damage each round the spell lasts. Undead, fungi, mold, oozes, and slimes take 4d8 points of damage initially and 1d8 points of damage each round thereafter.

While the spell lasts, anything coated with the dust sheds light as a torch. In addition, creatures coated with the dust take a -40 penalty on Hide checks, and invisible creatures or objects in the area are outlined and made visible for the duration of the spell. A magical darkness effect of any level suppresses the light from the spell, but does not keep the dust from burning.

Material Component: A pinch of ground sunstone.

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Campaign Design - Spells: Spell Vulnerability

Spell Vulnerability (from the Spell Compendium)
Transmutation

Components: V, S
Casting Time: 1 round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: 1 minute per caster level
Saving Throw: Fortitude negates
Spell Resistance: No

This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction cannot lower the subject’s spell resistance below 0.

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Campaign Design - Spells: Sleet Storm

Sleet Storm (from the Player's Handbook)
Conjuration (Creation)[Cold]

Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Cylinder (40-foot-radius, 20 feet high)
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

Driving sleet blocks all sight (even darkvision) within it, and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it cannot move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

The sleet extinguishes torches and small fires.

Arcane Material Component: A pinch of dust and a few drops of water.

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Campaign Design - Spells: Shadow Well

Shadow Well (from the Spell Compendium)
Illusion (Shadow)

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: 1 round per caster level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You cause the target’s shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing actual harm. Each round, the creature can attempt another Will save to return from the shadow well. Otherwise, the subject returns to the real world when the spell’s duration expires.

Being trapped in a shadow well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds.

Upon leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still be frightened upon leaving.

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Campaign Design - Spells: Shadow Evocation

Shadow Evocation (from the Player's Handbook)
Illusion (Shadow)

Components: V, S
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. For a spell with more than one level, use the best one applicable to you.

Spells that deal damage, such as lightning bolt, have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.

Nondamaging effects, such as gust of wind, have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

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Campaign Design - Spells: Sensory Deprivation

Sensory Deprivation (from the Spell Compendium)
Illusion (Phantasm)[Mind-Affecting]

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

Rather than creating an illusion of something, this spell creates an illusion of absolute nothingness.The spell effect surrounds the subject in a dark, clinging shadow that only it perceives, which blocks all auditory, olfactory, taste, and visual sensations. In addition, it blocks finely tuned senses of touch such as those that provide a creature with tremorsense. A subject that fails its save is blinded and deafened, and it gains no benefit from blindsense, blindsight, scent, or tremorsense.

The subject retains any telepathic or empathic links it might possess with other creatures while affected by the spell.

Material Component: Black silk cloth tied like a blindfold.

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Saturday, January 1, 2011

Campaign Design - Clerical Domains: Swiftness

Swiftness Domain (from the Thieves' World Player's Manual)
Divine Power: Syfa.
Granted Power: Your base land speed increases by +5 feet.

Swiftness Domain Spells
1st: Expeditious retreat
2nd: Cat's grace
3rd: Blur
4th: Haste
5th: Freedom of movement
6th: Overland flight
7th: Mass cat's grace
8th: Wind walk
9th: Time stop

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Syfa

Campaign Design - Clerical Domains: Snares

Snares Domain (from the Thieves' World Player's Manual)
Infernal Power: Vaßatar.
Granted Power: You gain a +2 bonus on all grapple checks.

Snares Domain Spells
1st: Entangle
2nd: Hold animal
3rd: Snare
4th: Hold person
5th: Vaßatar's black tentacles
6th: Hold monster
7th: Vaßatar's grasping hand
8th: Maze
9th: Mass hold monster

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Vaßatar

Campaign Design - Clerical Domains: Pleasure

Pleasure Domain (from the Book of Exalted deeds as modified by the Thieves' World Player's Manual)
Divine Power: Brid.
Granted Power: You are immune to any effect that damages of drains your Charisma.

Additional Granted Power: You receive a +4 competence bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive checks made against a creature that would ordinarily be attracted to your gender.

Pleasure Domain Spells
1st: Charm person, remove fear
2nd: Brid's caress (BoED), Brid's hideous laughter
3rd: Ecstasy (TWPM), heart's ease (BoED)
4th: Good hope, remove fatigue
5th: Dream, mass eagle's splendor
6th: Celestial blood (BoED), heroes' feast
7th: Empyreal ecstasy (BoED), regenerate
8th: Brid's irresistible dance, spread of contentment (BoED)
9th: Miracle, sublime revelry (BoED)

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Brid

Campaign Design - Clerical Domains: Eloquence

Eloquence Domain (from the Thieves' World Player's Manual)
Divine Power: Aíne.
Granted Power: Once per day, you can force an opponent to reroll a successful saving throw against a mind-affecting enchantment spell cast by you. The opponent must take the result of the second roll, even if it is better than the original roll. This is an extraordinary ability.

Eloquence Domain Spells
1st: Charm person
2nd: Enthrall
3rd: Charm monster
4th: Good hope
5th: Modify memory
6th: Geas/quest
7th: Symbol of persuasion
8th: Mass charm monster
9th: Power word: kill

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Aíne