Showing posts with label Tranmutation. Show all posts
Showing posts with label Tranmutation. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Shifting Ground

Shifting Ground (from Relics & Rituals: Excalibur)
Transmutation

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 50-foot-radius spread
Duration: Instantaneous or 1 round + 1 round per 3 caster levels
Saving Throw: None
Spell Resistance: No

The designated area shifts as if from an earthquake. One the spell ends, it returns to normal. The ground or floor and any other structures are not damaged in the process, though anything that fell stays broken. Anyone standing within the area is knocked to the ground and cannot move or attack. Spellcasters on the ground in the area of effect must make a Concentration check (DC 20 + spell level) or lose any spell they try to cast.

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Campaign Design - Spells: Sharpen

Sharpen (from Relics & Rituals: Excalibur)
Transmutation

Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: One weapon
Duration: Instantaneous or 1 round + 1 round per 3 caster levels
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell counters and is countered by blunt edge. It puts an edge on a dulled or unsharpened weapon (including the tip of a blunted practice lance), restoring the weapon to full damage capability. This effect is instantaneous. If used on an already sharpened weapon, sharpen adds +1 to the weapon’s damage rolls for the duration of the spell.

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Campaign Design - Spells: Beast Soul

Beast Soul (adapted from Relics & Rituals)
Transmutation

Level: Druid/Spirit Shaman 3, Ranger 3
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One willing animal touched
Duration: 1 hour per caster level (maximum of 12 hours)
Saving Throw: Will negates
Spell Resistance: Yes

The exact nature pf the powers gained via this spell is dependent on the level of the caster. A caster of level 7 or lower receives any or all skills the touched animal may possess. The caster gains ranks in those skills equal to the animal's ranks or his own, whichever is higher. At caster level 8 or higher, the caster also gains all the feats the touched animal possesses. At caster level 11 or higher, the caster may also use any of the animal's extraordinary abilities. Whatever skills, feats, or abilities the caster borrows from the animal, the affected animal does not possess for the duration of beast soul. Borrowed skills are considered to be rank zero for the animal, and it loses use of the borrowed feats and extraordinary abilities.

The spell must be cast on a willing animal, so the caster must have some way of communicating with the creature in order to gains its agreement. Usually the animal will expect some sort of service or other recompense from the caster in exchange for its consent.

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Campaign Design - Spells: Ogre Lock

Ogre Lock (from Relics & Rituals: Excalibur)
Transmutation

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 round
Range: 10 feet
Target, Effect, or Area: One humanoid or animal
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This specialized transformation changes the subject, making them larger, stronger, tougher - and dumber. On humans, the process basically turns them into ogres, hence the name, but it can be used on any humanoid or animal. The subject grows one size category (with all the relevant shifts in modifiers to Armor Class, Hide checks, and the like), gains a +3 natural armor bonus to Armor Class, and adds +20 hit points. The new “ogre” also gains +4 bonus to Strength and a +4 bonus to Constitution, but suffers a -2 penalty to Dexterity and a -6 penalty to both Intelligence and Wisdom. The “ogre” also suffers a -10 penalty on Will saves made against the caster.

This change is permanent, but can still be reversed by magical means, although a remove curse or break enchantment is insufficient.

Material component: A drop of ogre blood.

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Campaign Design - Spells: Ogre Curse

Ogre Curse (from Relics & Rituals: Excalibur)
Transmutation

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 round
Range: 10 feet
Target, Effect, or Area: One humanoid or animal
Duration: 3 days + 1 day per 3 caster levels
Saving Throw: Will negates
Spell Resistance: Yes

This specialized transformation changes the subject, making them larger, stronger, tougher - and dumber. On humans, the process basically turns them into ogres, hence the name, but it can be used on any humanoid or animal. The subject grows one size category (with all the relevant shifts in modifiers to Armor Class, Hide checks, and the like), gains a +3 natural armor bonus to Armor Class, and adds +20 hit points. The new “ogre” also gains +4 bonus to Strength and a +4 bonus to Constitution, but suffers a -2 penalty to Dexterity and a -6 penalty to both Intelligence and Wisdom. The “ogre” also suffers a -10 penalty on Will saves made against the caster.

Material component: A drop of ogre blood.

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