Showing posts with label Transmutation. Show all posts
Showing posts with label Transmutation. Show all posts

Tuesday, January 4, 2011

Campaign Design - Spells: Armored Skin

Armored Skin (from Hammer & Helm: A Guidebook to Dwarves)
Transmutation

Level: Armor 6, Cleric/Favored Soul 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Armor you wear
Duration: 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

The affected suit of armor melds with your skin, transforming into natural armor. For the duration of the spell, the armor instead provides a natural armor bonus equal to its total armor bonus, up to a +1 armor bonus per 3 caster levels. The transformed armor has no effective weight, does not inhibit movement, does not impose a maximum Dexterity limit, and does not impose an armor check penalty.

You may don another suit of armor over one transformed by the armored skin spell. You may not remove a suit of armor transformed by this spell until the spell ends. This spell does not transform shields.

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Monday, January 3, 2011

Campaign Design - Spells: Hlín's Sacred Hearth

Hlín's Sacred Hearth (from the Book of the Righteous; originally Anwyn's Elysian Palace)
Transmutation

Level: Home 9
Components: V, S, DF, XP
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You move yourself and one other creature to the sacred hearth of Hlín in the Great Hall of the Heavens. You arrive by the hearth, where if the companion you brought with you is hostile, it is set upon by the Einherjar there (treat them as the equivalent of five Solars).

You may leave the sacred hearth and return to the spot where you left from at will. No mortal may safely reside in the Great Hall for more than 24 hours. The mortal vessel begins to deteriorate when too long in the presence of the divine.

Anyone spending eight or more hours by the sacred hearth is treated to splendid feasts and perfect restfulness. This has all the following effects:
  • All present are cured of any hurts, diseases, curses, and other deleterious magical or natural effects other than those directly placed upon them by a Celestial Lord or Demon Lord.
  • If the companion brought is dead, the hearth acts upon them as if a true resurrection was cast upon them to bring them back to life.
  • The Einherjar may be asked twenty question with yes or no answers, as per the commune spell, during the stay.
  • All divine spells are considered prepared after eight hours of rest by the hearth, without need for prayer or proper observance of "time of day".
  • For 12 hours after leaving the sacred hearth, all who ate and rested there are under the effect of a bless spell; they are also immune to magical fear and hopelessness.
There is a 1% chance that the caster will arrive by the sacred hearth while Hlín is tending it. In such cases, she may be granted an audience with the celestial. The DM must determine the effects of such an audience.

Experience point cost: 5,000 experience points.

Focus: The ash from the central hearth of a consecrated holy site of Hlín.

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Campaign Design - Spells: Fleet Feet

Fleet Feet (found in Spells & Spellcraft)
Transmutation

Level: Cleric/Favored Soul 2, Druid/Spirit Shaman 2, Ranger 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature per caster level
Duration: 1 round per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You increase the base speed of several creatures within range. For the duration of the spell, all affected creatures have their base speeds increased by 10 feet. Fleet feet only affects land speed. It cannot increase, for example, speed while swimming or flying.

Material component: A roadrunner feather.

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Sunday, January 2, 2011

Campaign Design - Spells: Speed of the Spider

Speed of the Spider (adapted from the Complete Guide to Drow)
Transmutation

Level: Sorcerer/Wizard 7, Spider 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: Yes

The transmuted creature becomes faster and can move up walls as a spider does. The spell grants an enhancement bonus of +5 feet per caster level to the targeted creature's base movement speed. This spell also grants the recipient the ability to climb and walk along walls and ceilings as if the spell spider climb had been cast upon it, except that its Climb speed is equal to double the creature's normal movement rate prior to adjustment by this spell, and it does not need to have bare hands or feet.

Material component: A drop of spider ichor on the tongue of the targeted creature.

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Campaign Design - Spells: Unravel

Unravel (found in Spells & Spellcraft)
Transmutation

Level: Bard 1, Gutter Mage 1, Sorcerer/Wizard 1, Trickery 1
Components: V, S, M/DF
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature per three caster levels
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes

This spell unravels any fabric on the subject (including strings, weaves, and straps). Each article of clothing or armor may make a Fortitude save to avoid the effect. This spell does not affect magical cloth of any kind.

Certain types of armor may be made whole against simply by retying the pieces together. Armor such as padded would be rendered useless. This spell will not affect armor if it is riveted together (such as chainmail), but plate mail and such would be affected as the straps and buckles become undone. Any person caught in the unraveling must make a Reflex save (DC 15) to avoid becoming entangled in the mess. Entangled creatures must take a full-round action to free themselves.

Arcane material component: A torn piece of cloth.

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Campaign Design - Spells: Pain Missile

Pain Missile (adapted from Fury in the Wastelands: The Orcs of Tellene)
Transmutation

Level: Cleric/Favored Soul 3, Sorcerer/Wizard 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: 1 missile per caster level
Duration: 1 round per caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

Pain missile must be cast onto a missile of some sort, such as an arrow or javelin, before it is used, in order to take effect. Striking a target requires a standard ranged attack roll, but instead of causing damage, the missile induces pain. The victim must make a Fortitude save (with a DC as normal for a spell cast by the caster of pain missile) in order to perform any action other than lying on the ground writing in agony. The save must be made every round the target wishes to take action for the duration of the spell. If the save is successful, the target may act normally for that round.

Material components: The missile to be enchanted, which is consumed when it strikes the target, if the attack is unsuccessful, or when the duration expires. The missile may carry more than one enchantment.

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Campaign Design - Spells: Seal of Tiwas

Seal of Tiwas (from Relics & Rituals; originally Seal of Hedrada)
Transmutation

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 4
Components: V, S, M, F/DF
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One lock, door (40 square feet per caster level), chest, or scabbard
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell holds close a single door (of no more than 40 square feet per caster level), chest, lock, or scabbard until a condition set at the time of casting is met. Conditions include speaking a command word or short phrase of at most four words, the touch of a specific race, being struck by a specific object, or the presence of a descendant of someone who was present during the casting. The seal cannot determine class, ability scores, alignments, or any other trait not listed above. Note that the seal can be keyed to only one condition. The effect can be dispelled by dispel magic or suspended by a knock spell only if the caster's level is higher than that of the one who placed the seal. Test to force open a door under this spell are at +15 DC over the normal difficulty.

Material component: Powdered diamond worth 50 shillings.

Arcane focus: A signet ring with Tiwas' seal.

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Campaign Design - Spells: Web Walking

Web Walking (found in Spells & Spellcraft)
Transmutation

Level: Druid/Spirit Shaman 1, Křižák 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

With this simple spell, you can move within or through any area of webs as if the silken strands did not exist. This includes those created by a web spell or natural webs created by spiders. Note that if you are still within the confines of the webs when the duration of web walking expires, you are automatically trapped within.

Arcane material component: A spider, living or dead.

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Campaign Design - Spells: Softwall

Softwall (from Relics & Rituals: Excalibur)
Transmutation

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 2-foot-square section of wall plus 1-square-foot per caster level
Duration: 1 round + 1 round per 3 caster levels
Saving Throw: None
Spell Resistance: No

With this spell, you target a small area on a wall. The affected area has only half its normal hardness and hit points for the duration of the spell. This allows attackers to break through the wall more easily at that specific spot.

Material component: A pinch of mud and a chip of granite.

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Campaign Design - Spells: Excavate

Excavate (from Gods)
Transmutation

Level: Cleric/Favored Soul 1, Earth 1
Components: V, S
Casting Time: 1 minute per size category of the target object
Range: Touch
Target, Effect, or Area: Excavates one partially-buried object
Duration: Ten minutes per size category of the target object
Saving Throw: None
Spell Resistance: No

This spell unravels the earth surrounding a partially-buried object. The caster touches an exposed portion of the object and begins chanting. The earth slowly sifts away, revealing the full extent of the object. This can be dangerous to cast while underground, for obvious reasons.

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Campaign Design - Spells: Maþ's Transformation

Maþ's Transformation (found in the Player's Handbook; originally Tenser's Transformation)
Transmutation

Level: Fighter 6, Hero 7, Rage 7Sorcerer/Wizard 6, Witch 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to Armor Class, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.

Material component: A potion of bull’s strength, which you drink (and whose effects are subsumed by the spell effects).

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Campaign Design - Spells: Giant's Might

Giant's Might (from Relics & Rituals: Excalibur)
Transmutation

Level: Bard 6, Cleric/Favored Soul 6, Sorcerer/Wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 10 minutes per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the strength of a fabulous beast. The recipient receives a +8 enhancement bonus to Strength and a +2 enhancement bonus to Constitution, with all the relevant bonuses that accrue.

Arcane material component: A few hairs from an ogre or giant.

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Campaign Design - Spells: Phase Arrow

Phase Arrow (from Nyambe: African Adventures)
Transmutation

Level: Hunting 4, Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One non-magic arrow per caster level (maximum 10)
Duration: 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

This spell transforms up to ten normal arrows into phase arrows that travel through the Shadow Realm. A phase arrow is a +1 arrow that ignores all modifiers for armor, shields, natural armor, and cover. The arrow can even pass through walls, but unseen targets gain the usual benefits of concealment. The arrow returns to being a material object when it strikes the target.

The arrows revert to being non-magical at the end of the spell's duration, if exposed to an antimagic field, or if dispelled.

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Campaign Design - Spells: Chill/Warmth

Chill/Warmth (adapted from Relics & Rituals)
Transmutation

Level: Druid/Spirit Shaman 0, Ranger 1, Sorcerer/Wizard 0, Warden 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One object or creature touched
Duration: Special (see text)(D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You simply touch one object or creature and the object's temperature slowly rises or falls at your discretion, by a maximum of one degree per minute. You must determine upon casting whether to cool or warm an object: once decided, the temperature change remains constant, stopping when the caster arrives at a desired temperature or after 10 minutes. This temperature change is noticeable, but not harmful. Paper wont' burst into flame, nor will toes freeze.

Once an object's temperature is changed by chill/warmth, it retains that temperature for a full hour, unless subjected to an extreme change (like being thrown into a fire), the spell is removed, or the caster decides to end the effect.

A character with access to chill/warmth can gain a +4 circumstance bonus to Survival checks relating to survival in hostile climes (such as desert or arctic tundra) by using this spell.

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Campaign Design - Spells: Dallen's Lucubration

Dallen's Lucubration (from the Player's Handbook; originally Mordenkainen's Lucubration)
Transmutation

Level: Memory 6, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

Note that this spell is essentially useless for sorcerers and other spontaneous spellcasters.

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Campaign Design - Spells: Light Blindness

Light Blindness (found in the Book of Roguish Luck)
Transmutation [Darkness]

Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 round per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You blind a creature that normally can see in daylight such that the subject can only see in shadows or in darkness for the duration. If the spell targets a creature with darkvision, it can see only in shadowy illumination or in bright illumination, not in full darkness.

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Campaign Design - Spells: Card Control (Flip You for It)

Card Control (Flip You for It) (found in the Book of Roguish Luck)
Transmutation

Level: Gutter Mage 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One coin, deck of cards, or set of dice
Duration: 1 round
Saving Throw: None (object)
Spell Resistance: Yes (object)

A single coin flip, dice roll, or draw of a card comes up exactly as you desire, even if this seems impossible (such as drawing a fifth ace from a single deck, or flipping a coin onto its edge). The verbal component is a small plea, lucky phrase, or prayer to Lódur, and the somatic component involves a convoluted mystic pass over the cards, or a showy way to flip the coin. In either case, the motion might be mistaken for showmanship instead of spellcasting (the victims are entitled to spellcraft checks or sense Motive checks opposed by your Bluff check to determine whether they know they are being scammed).

While the spell doesn't fail even if the viewers figure out what is going on, the effect of getting the desired result isn't quite the same when viewers know you accomplished it by magic. This spell does not work on magic items (such as a deck of many things).

If used in conjunction with a gambling check, card control gives a +4 circumstance bonus on the attempt. The rules for cheating still apply and the spell is well known in most gambling halls.

Arcane focus: The coin, dice, or cards to affect.

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Campaign Design - Spells: Aspect of the Werebeast

Aspect of the Werebeast (found in Races of Eberron)
Transmutation [Mindset]

Level: Druid/Spirit Shaman 4, Ranger 4
Components: V, S, khülen
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level (D)

When you cast this spell, you tap into your khülen nature to transform yourself into a hybrid of your natural form and a specific animal. This transformation resembles the hybrid forms of some lycanthropes and grants similar bonuses and abilities. When you cast aspect of the werebeast, choose one of the animal forms listed below to determine your hybrid form.
  • Bear: You gain a +4 enhancement bonus to Strength and Constitution. In addition, if you have a natural claw attack, you gain the improved grab special attack. This ability allows you to make a free grapple attempt against a foe at least one size category smaller than you whenever you hit with your natural claw attack.

  • Tiger: You gain a +4 enhancement bonus to Strength and Dexterity. In addition, you gain the pounce special attack, allowing you to follow a charge with a full attack (including rake attacks).

  • Wolf: You gain a +4 enhancement bonus to Dexterity and Constitution and a +10 foot enhancement bonus to your land speed. In addition, if you have a natural bite attack, you an attempt to trip your opponent as a free action on a successful bite attack without making a touch attack or provoking an attack of opportunity. if this trip attempt fails, your opponent cannot react to trip you.
Razorclaw khülen tend to prefer the bear or tiger aspects of this spell, while longtooth khülen generally prefer the wolf aspect.

As with other spells and effects, aspect of the werebeast does not stack with itself. You cannot gain multiple benefits from this spell even if you cast it multiple times with different aspects.

Mindset: While this spell is prepared, the duration of your shifting is increased by 1 round.

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Campaign Design - Spells: Passwall

Passwall (from the Player's Handbook)
Transmutation

Level: Cavern 5, Ghost 6, Mind Weaver 5, Sorcerer/Wizard 5, Subterranean 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: 5 foot by 5 foot opening, 10 feet deep plus 5 feet per three additional caster levels
Duration: 1 hour per caster level (D)
Saving Throw: None
Spell Resistance: No

You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall, or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

Material Component: A pinch of sesame seeds.

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Campaign Design - Spells: Flavorlock

Flavorlock (from Relics & Rituals: Excalibur)
Transmutation

Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 2 rounds
Range: Touch
Target, Effect, or Area: Up to 2 full meals (food and drink) per caster level
Duration: 1 week per caster level
Saving Throw: None
Spell Resistance: No

Food and drink spoil quickly, and common people are used to drinking stale beer and stagnant water or eating moldy cheese and rancid meat. This spell does away with that - it restores food and drink in its range to their unspoiled condition. Unlike purify food and drink, the affected food and drink are preserved from further spoilage for the duration of the spell.

Material component: A wooden carving of a piece of food.

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