Showing posts with label Universal. Show all posts
Showing posts with label Universal. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Mystic Enhancement

Mystic Enhancement (adapted from Vigil Watch: Secrets of the Asaatthi)
Universal

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 minute
Range: Special; see text
Target, Effect, or Area: Special; see text
Duration: Special; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell multiplies by 10 the duration of a single non-damage-inflicting spell with a timed duration that you cast. The spell to be enhanced must be at least one level lower than mystic enhancement and must be cast be fore the end of the following round.

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Campaign Design - Spells: Chastise

Chastise (from Gods)
Universal

Level: Cleric/Favored Soul 0
Components: V, S, F
Casting Time: 1 hour
Range: 15 feet
Target, Effect, or Area: See below
Duration: 1 day
Saving Throw: None
Spell Resistance: No

This spell involves several participants shouting at and beating depictions, icons, and holy symbols of a god with weapons as punishment to the god for failing their servants. While in most cases this is simple brutality or misdirection, this spell provides some small evidence of success in their actions for the next day after the beating: Each participant receives a competence bonus equal to his Wisdom modifier on the first Concentration check made within the next twenty-four hours.

Most clerics aware of this spell actively frown upon its use, saying it is disrespectful of the gods. For the gods' part, few deities tolerate such abuses for long. Those who rely overly upon this spell may find that their divine patrons withdraw support at the most inopportune time.

Focus: The depictions, icons, and holy symbols of the god being chastised.

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Campaign Design - Spells: Trust in the Gods

Trust in the Gods (from Relics & Rituals II)
Universal

Level: Bard 6, Cleric/Favored Soul 6, Luck 6
Components: V, XP
Casting Time: 10 minutes
Range: Personal
Target, Effect, or Area: You
Duration: Instantaneous, may be held for 1 day
Saving Throw: None
Spell Resistance: No

Once cast, trust in the gods lasts for one day or until used. When it is used, the caster may select any single die roll she is about to make, and the result will automatically be a success (the exact result desired by the caster). The use of this spell must be declared prior to the die being cast. The experience point loss accrues regardless of whether or not the spell is discharged.

Experience point cost: 500 experience points per casting.

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Campaign Design - Spells: Quick Learn

Quick Learn (from Relics & Rituals II)
Universal

Level: Bard 4, Cleric/Favored Soul 4, Luck 4, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

Upon casting this spell, the caster temporarily gains 3 + (1 per caster level) ranks in any desired skill. The chosen skill must be one that the caster already has ranks in, and the entire bonus may only be applied to one skill. Skill ranks apply equally to both class and cross-class skills. The caster gains no additional bonuses for multiple applications of this spell.

Arcane material components: A pinch of salt and a lock of the caster's hair.

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Campaign Design - Spells: Caire's Touch

Caire's Touch (from Relics & Rituals; originally Tanil's Touch)
Universal

Level: Cleric/Favored Soul 1, Luck 1, Ranger 2
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: Living creature touched
Duration: 1 week or until discharged
Saving Throw: None
Spell Resistance: No

Once cast, Caire's touch lasts one week or until its effect is used by the spell's recipient. When used, the target declares that he is going to try for a little good luck. The use of the spell must be declared before the player rolls for any normal d20 roll such as an attack, save, or check. Upon doing so, the player may roll the dice twice and use whichever result he prefers. No single creature can gain this divine favor more than once per week.

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Campaign Design - Spells: Greater Magical Flow Enhancement

Greater Magical Flow Enhancement (from the Book of Eldritch Might)
Universal

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 10 minutes per caster level
Saving Throw: None (harmless)
Spell Resistance: No

All the DCs of your spells increase by a +2 enhancement bonus.

Material component: A small jewel worth at least 50 shillings.

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Campaign Design - Spells: Enhance Magical Flow

Enhance Magical Flow (from the Book of Eldritch Might)
Universal

Level: Cleric/Favored Soul 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 10 minutes per caster level
Saving Throw: None (harmless)
Spell Resistance: No

All the DCs of your spells increase by a +1 enhancement bonus.

Material component: A small jewel worth at least 10 shillings.

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Campaign Design - Spells: Test of Souls

Test of Souls (from the Book of the Righteous)
Universal [Mind-Affecting]

Level: Cleric/Favored Soul 4
Components: V
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Living creature touched
Duration: 1 hour
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

This spell allows you to test the heart of a being. The subject must agree to be tested. If he refuses, the spell has no effect. When you cast the spell, both you and the subject are transported in your minds' eyes to a testing ground where the subject undergoes a number of metaphysical and metaphorical tests that reveal the subject's attitudes towards live, the divine and demonic powers, death, and more. You observe these tests and may even put the subject to tests of your choosing.

The testing lasts for one hour, during which both you and the subject are entirely helpless to the point of failing all saving throws you must make during the duration. if either of you are disturbed during the hour, the spell ends with no effect.

At the end of an uninterrupted hour, you discover all of the following information about the subject:
  • Their true alignment.

  • A general sense of the subject's Intelligence, Wisdom, and Charisma scores. It doesn't return a numerical value, but rather a result along the lines of "this person is highly charismatic".

  • Whether this person has the makings of a holy warrior, priest, or other similar profession for your divine power or a different divine power.

  • The true race of the subject.

  • Whether the subject has told you any lies for a number of hours prior to the casting equal to your caster level and, if so, what those lies were.
The subject must be completely willing to undergo the spell. If you obscure the nature of the spell in any way, though lies of omission or inclusion, the spell will not work.

If you make a Wisdom check with a DC of 15 + the target's Hit Dice, you are able to foretell one major detail about the life of the subject. This roll is modified negatively by level because the more powerful a person becomes, the more often their destiny shifts and changes, whereas the very young are still open books with some endings or events ahead profoundly clear to the trained eye.

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