Post your new Incantations HERE! [Archive] - Wizards Community

Post/Author/DateTimePost
The Morninglord

02-24-04, 06:48 AM
This is my first incantation, so I may have made some mistakes, but I hope not.

I'm unsure if I should require some Perform (chant) checks as well, but it doesn't seem to be an exat formula for how it will affect the incantation (it doesn't seem to affect casting time or overall number of checks required).

The incantation is ment to give lower level or non-cleric characters a possibility to ressurect their companions, albeit with a steep price on failure. The fact that it also requires 6 extra casters (which is more than a reqular party) requires a fairly expensive component, and gives two negative levels (which would kill a 1st level or 2nd level character) hopefully ensures that it will not be used too often. Just don't let your party hire inn random pesants to take the penalty of a failure ;)

Here it is:

Ressurect the Dead
Conjuration (Healing)
Effective Level: 7th
Skill Check: Knowledge (religion) DC 33, 7 successes
Failure: Death
Components: V, S, M, SC, B
Casting Time: 70 minutes
Range: Touch
Target: One dead creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes (harmless)

This incantation restores life to a deceased creature. You can raise a creature that has been dead for no longer than seven days. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.)
Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means.

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.

Failure: Death of the character who failed the second consecutive skill check.
Material Component: Diamonds worth a total of least 5,000 gp.
Backlash: The caster suffers two negative levels.
Extra casters: Six required; they lights candles and chants choruses to various good deities throughout the incantation.


Notes:
DC modifiers used:
Close to touch: -2
Limited targets (no construcs, elementals, outsiders, or undead): -3
Hours to days: +6
Days to instantaneous: +10
Expensive material component (5000 gp): -2
Extra casters (6): -2
Negative levels gained by caster (2): -4
Total: 30+16-13=33
Lord Schpungus

02-24-04, 10:20 AM
Incantations seem a lot like the epic spell system, at a lower level. This one is interesting, although I would be scared to use it, with 2 negative levels(if you can cast Restoration, you don't need this incantation, so these are evil) and death a real possibility, even at high levels.
The Morninglord

02-24-04, 04:41 PM
It's ment not to be used too often, but it should be usable by mid- and higher level characters if in great need ("Our cleric is dead, what shall we do?"). Do you think I should reduce the backlash to one negative level instead?

More opinions?
The Morninglord

02-25-04, 01:05 PM
I've changed the thread to a collection of incantations. Feel free to offer opinions as well.
Nikdo

02-25-04, 01:24 PM
Morninglord-

I like it. It will work well in a low-magic campaign with limited or non-existent divine magic. I'm going to use a variant that requires the body to be intact. This version makes me think of that scene from Conan where he is brought back. Very cool.
The Morninglord

02-26-04, 02:45 PM
Another incantation for review. I'm not sure if I should change the failure to Augmentation (giving the target the benefit of a Bull's Strength and Bear's Endurance as cast by a 15th level wizard?) as I believe the heroes may feel that letting the neighbours deal with the menace is just as good as binding it.

Contain the Evil
Enchantment (Compulsion) [Mind-Affecting]
Effective Level: 8th
Skill check: Knowledge (arcana) DC 36 , 8 successes
Failure: Delusion
Components: V, S, M, SC, B, XP
Casting Time: 80 minutes
Range: Close
Target: one living creature
Duration: minutes
Saving Throw: Will negates
Spell Resistance: Yes

Contain the Evil creates a magical restraint to hold a creature up to 20 HD. The target gets an initial saving throw (DC 21+Cha of main caster) only if its Hit Dice equal at least one-half the character level of the main caster. The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent.
You can specify triggering conditions that end the containment and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the incantation is completed, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
You can’t dispel Contain the Evil with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.
Material Component: The components for Contain the Evil include a continuous chanting utterance read from the scroll or book page containing the incantation, as well as somatic gestures. In addition the incantation requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.
Xp component: The caster loses 1,000 Xp
Backlash: The caster is reduced to -1 hp.
Extra casters: Six required; they chants choruses to various deities throughout the incantation.
Failure: If the incantation fails the target will be teleported to a random location (with no chance of mishap) on the same plane.

DC modifiers used:
Minutes to hours: +4
Hours to days: +6
Days to permanent: +10
Expensive material component (5000 gp): -1
XP component (1,000 XP): -10
Extra casters (6): -2
Caster reduced to -1 hp: -3
Total: 32+20-16=36



Want to raise some undead? Stay tuned. I will probably add "Call undead champion" in a couple of days.
lbvaughan

03-04-04, 01:19 PM
Converted from D20 Modern.

Baleful Polymorph
Transmutation
Skill Check: Knowledge (arcana) DC 41, 6 successes, and Knowledge (nature) DC41, 1 success;
Failure: Two consecutive failed skill checks;
Components: V, S, M, F, SC;
Casting Time: 70 minutes (minimum);
Range: Touch;
Target: Helpless creature touched;
Duration: Permanent;
Saving Throw: Fortitude negates (DC 17 + caster's Cha modifier) and see text;
Spell Resistance: Yes

As the polymorph incantation, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, toad, or viper). If the new form would prove fatal to the creature (such as polymorphing a landbound target into a fish), the subject gets a +4 bonus on the save. If the incantation succeeds, the target must also make a Will save. If this second save fails, the creature gains the Intelligence, Wisdom, and Charisma scores of its new form. It still retains its class and level, hit points, base attack bonus, base save bonuses, allegiances, extraordinary abilities, supernatural abilities, and spell-like abilities, as well as any spellcasting ability possessed.

Note that incorporeal or gaseous creatures are immune to being polymorphed, and a shapeshifter (such as a werewolf) can revert to its natural form as a move action.

Material Component: Laboratory equipment and alchemical supplies (costing 1000gp).
Focus: Part of the kind of creature that the target will turn into, such as a hair, scale, or feather. If you have a living, helpless creature that can serve as a model for the target creature, you gain a +2 bonus on the Knowledge (arcana) checks required for this incantation.
Secondary Casters: 12 required (not including the primary caster).
Failure: Reversal on all secondary casters, using the same saving throw DC.

Bibliolalia
Divination
Skill Check: Knowledge (arcana) DC 33, 6 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, F, XP;
Casting Time: 60 minutes (minimum);
Range: Personal;
Target: You;
Duration: Instantaneous;
Saving Throw: None;
Spell Resistance: No

The bibliolalia incantation puts you in an oracular trance as you pore through books in a library. At the incantation's conclusion, you uncover lore about an important person, place, or thing beyond the limits of mundane research.

The information gleaned through a bibliolalia incantation isn't necessarily known to anyone, and it may not be in any of the books in the library. Nonetheless, something within the books triggers the burst of magical inspiration that reveals the information.

No set of rules can adequately describe how much information the bibliolalia incantation provides. If you have the item or person at hand, you'll learn more than if you just have a name or a cryptic clue.

Focus: A large library with at least a token occult section. (the cost to create your own library is 1000gp)
Experience Point Cost: 200 XP.
Failure: Falsehood. The bibliolalia incantation reveals information that seems accurate, but is actively misleading.

Body Double
Conjuration (Creation)
Skill Check: Knowledge (arcana) DC 39, 6 successes (and see text) and Disguise DC 39, 1 success;
Failure: Two consecutive failed skill checks;
Components: V, S, M (see text), XP;
Casting Time: 7 hours (minimum);
Range: Touch; Effect: One duplicate creature;
Duration: 12 days;
Saving Throw: None;
Spell Resistance: No

The body double incantation creates a duplicate of any creature formed from mystic clay, with alchemical blood and an eldritch life of its own. At first glance, the duplicate appears to be exactly the same as the creature you modeled it after, but there are differences: The body double has only half the level or Hit Dice (which affects its skills, feats, and class features). It has the surface mannerisms and personality of the real creature, but its Intelligence, Wisdom, and Charisma scores are all 5. Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check when you cast the incantation to determine how good the likeness is, and this Disguise check sets the DC for Spot checks (to notice imperfections in the duplication) and Sense Motive checks (to discern that the body double is behaving oddly).

At all times the body double remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. The body double has no ability to become more powerful. It cannot earn experience points. If destroyed, it reverts to clay and melts into a vaguely humanoid lump within 1 minute. The body double doesn't naturally heal and responds to neither conventional medicine nor natural healing. A complex process requiring at least one day, materials (purchase DC 5 + 1 per hit point), and a fully equipped magical laboratory can repair damage to the body double.

Material Component: The spell is cast over an elaborate clay simulacrum of the creature to be duplicated, and some piece of the creature (a hair or fingernail, for instance) must be placed within the clay. Additionally, the incantation requires rare earths and unguents (costing 1500gp).
XP Cost: 1,000 XP.
Failure: Betrayal. The body double has allegiances opposite the original creature and a pathological hatred of both the original creature and the caster. Furthermore, the body double isn't under the command of the caster, although it may play along for a while while it learns about its new enemies.

Caduceus
Conjuration (Healing)
Skill Check: Knowledge (arcana) DC 31, 4 successes, and Heal DC 31, 2 success;
Failure: Two consecutive failed skill checks;
Components: V, S, F;
Casting Time: 6 hours (minimum);
Range: Touch;
Target: Living creature;
Duration: Instantaneous;
Saving Throw: Will negates (harmless);
Spell Resistance: Yes (harmless)

Caduceus enables you to channel magic into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: temporary ability damage (but not permanent ability drain), blindness (including dazzled effects), confusion or insanity, daze, deafness, fatigue, exhaustion, feeblemindedness, nausea, and poison. It also cures up to 150 points of damage. A single casting of the incantation is enough to simultaneously achieve all these effects.

Caduceus also removes negative levels, but it does not restore permanently drained levels.

The caduceus incantation has no effect on undead or constructs.

Focus: Medical equipment found in a hospital emergency room (costing 1000gp).
Failure: Death. Target must succeed at a Fortitude save (DC 15) or die. If the save succeeds, the target is reduced to -1 hit points, unless he was already below that.

Cast into Shadow
Abjuration
Skill Check: Knowledge (arcana) DC 33, 6 successes (see text);
Failure: Two consecutive failed skill checks;
Components: V, S, M, XP, B;
Casting Time: 1 hour (minimum);
Range: 55 ft.;
Target: One or more outsiders, no two of which can be more than 30 ft. apart;
Duration: Permanent;
Saving Throw: Fortitude negates (DC 17 + caster's Cha modifier) and see text;
Spell Resistance: Yes

The cast into Shadow incantation enables you to force outsiders (usually, but not always, fiends) away from the world you know, trapping them in some distant dimension. Up to 2 HD of creatures per caster level can be sent away in this fashion.

To target a creature, you must present at least one object or substance that it hates, fears, or otherwise opposes.

If you successfully overcome the target's spell resistance, and the target fails its save, the target disappears. In general, targets never find their way back from beyond Shadow-or if they do, they don't remember their previous time here.

Options: If the target or targets are all helpless, the DC for the incantation is reduced by -6. At the GM's option, certain rare items might work twice as well (each providing +2 against spell resistance and +4 on the spell's DC).

Material Component: An object the creature hates, fears, or opposes. Discovering such an item may require Research.
Experience Point Cost: 1,000 XP.
Backlash: Caster is exhausted.
Failure: Attack from an outsider of the same allegiance. The attacking outsider has a Challenge Rating equal to the average party level +1. It attacks the caster within a few rounds of the incantation's failure. It has been brought to this world by the failed incantation, so it may retreat and try to make a home for itself here. It will always bear a grudge against the caster for bringing it here, however, and it is a potential source of later mischief.

Control Weather
Evocation
Skill Check: Knowledge (arcana) DC 34, 6 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, SC;
Casting Time: 60 minutes (minimum);
Range: Two miles; Area: Two-mile-radius circle, centered on you;
Duration: 24 hours (D);
Saving Throw: None;
Spell Resistance: No

You change the weather in the local area. It takes 10 minutes for the effects to manifest after the incantation is completed. The current, natural weather conditions are determined by the GM. You can call forth weather appropriate to the climate and season of the area you are in.

Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use an attack action to designate a new kind of weather (which fully manifests itself 10 minutes later).

Contradictory conditions are not possible simultaneously- fog and strong wind, for example.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

Secondary Casters: 12 required (not including the primary caster).
Failure: Mirrorcast. The opposite weather effect manifests over the course of 10 minutes (rain rather than a heat wave, for example, or a thaw rather than a blizzard). This weather persists for 4d12 hours and cannot be dismissed.

Create Clone
Necromancy
Skill Check: Knowledge (arcana) DC 32, 7 successes, and Knowledge (nature) DC 32, 1 success;
Failure: Two consecutive failed skill checks;
Components: V, S, M, F, XP;
Casting Time: 8 hours (minimum) and see text;
Range: Touch; Effect: One clone;
Duration: Instantaneous;
Saving Throw: None;
Spell Resistance: No

This incantation makes an inert duplicate of a creature. If the original individual has been slain, the original's soul transfers to the clone, creating a replacement. The original's physical remains, should they still exist, become inert matter and cannot thereafter be restored to life.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) taken from the original's living body, with a volume of at least 1 cubic inch. The piece of flesh need not be fresh, but it must be kept from rotting (through periodic applications of cure minor wounds or more advanced medical means). Prior to the incantation being cast, the duplicate body must be grown in a laboratory for 2d4 months.

When the clone is completed, if the original is dead, the original's soul enters the clone. The clone has the personality, memories, skills, and levels the original had at the time the piece of flesh was taken. However, the replacement must be at least one level lower than the original was at the time of death. If the original was 1st level, the clone's Constitution score drops by 1; if this would give the clone a Constitution score of 0, the incantation fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is at the level at which the original died.

The spell duplicates only the original's body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is somehow unavailable, but the resulting creature is merely a soulless bit of inert flesh, which rots if not somehow preserved.

Material Component: The piece of flesh and various laboratory supplies (costing 1000gp).
Focus: Fully stocked Laboratory (costing 1500gp).
Experience Point Cost: 500 XP.
Failure: Betrayal, and possibly reversal as well. If the caster and cloned creature were allies or neutral toward one another, then the cloned creature gains allegiances opposite the ones it once had. If the caster and cloned creature were enemies, then each one gains the allegiances the other one had (although neither one knows the other has new allegiances).

Create Golem
Conjuration (Creation)
Skill Check: Knowledge (arcana) DC 32, 7 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, M, XP;
Casting Time: 7 hours (minimum);
Range: Touch;
Target: One corpse;
Duration: Instantaneous;
Saving Throw: None;
Spell Resistance: No

This incantation fuses an elemental spirit with a patchwork collection of body parts knitted into a single bipedal form. Create golem brings a flesh golem to life under your command. The golem can follow simple instructions. It does not speak.

Options: If you want to create a clay golem rather than a flesh golem, increase the DC of the Knowledge (arcana) check by +8 and increase the experience point cost to 700 XP and material component cost to 1500gp. If you want to create an advanced golem, increase the DC of the Knowledge (arcana) check by +2 for each additional Hit Die and increase the material component cost by 100gp per hitdie.

Material Component: The body of the golem must be made to exacting eldritch specifications, with rare ingredients and unusual components (costing 1000gp).
Experience Point Cost: 400 XP.
Failure: Attack. The golem immediately goes berserk, attacking everyone and everything.

Create Undead
Necromancy [Evil]
Skill Check: Knowledge (arcana) DC 31, 7 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, M, XP;
Casting Time: 7 hours (minimum);
Range: Touch;
Target: One corpse or skeleton;
Duration: Instantaneous;
Saving Throw: None;
Spell Resistance: No

Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature's dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.

You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.

This incantation must be cast at night.

Options: The type of undead you're creating has a great influence on the Knowledge (arcana) check DC. Apply the following modifiers: skeleton -10, zombie -6, ghoul -4, ghast -2, mummy +0, mohrg +2, shadow +4, wraith +6, spectre +8, devourer +10. If you're creating a vampire, increase the DC of the Knowledge (arcana) check by the vampire's Hit Dice + 4.

Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature's corpse or complete skeletal remains. You must place a black onyx gem (costing 50gp per HD) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell.

Experience Point Cost: 100 XP.
Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.

Dedicate Site
Evocation [Good]
Skill Check: Knowledge (arcana) DC 35, 5 successes, and Spellcraft DC 35, 1 success;
Failure: Two consecutive failed skill checks;
Components: V, S, M, SC, B;
Casting Time: 6 hours (minimum);
Range: Touch; Area: 120-ft.- radius emanation centered on touched point;
Duration: One year;
Saving Throw: See text;
Spell Resistance: See text

Dedicate site makes a particular place, building, or structure particularly attuned to a specific allegiance. This has two major effects.

First, the site or structure is guarded by a magic circle effect (as the spell) against any allegiance you choose.

Second, you may choose to fix a single spell effect to the dedicated site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share an allegiance with you, or creatures that have another allegiance. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting the dedicate site incantation again.

Spell effects that may be tied to a dedicated site include aid, bane, bless, cause fear, darkness, daylight, detect magical aura, discern lies, dispel magic, freedom of movement, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)

An area can receive only one dedicate site spell (and its associated spell effect) at a time.

Material Component: Various symbols relevant to your allegiance (costing 1000gp).
Secondary Casters: 11 required (not including the primary caster).
Backlash: All casters are exhausted.
Failure: Hostile spell. The primary caster is targeted with a bestow curse spell, but does not get a saving throw or spell resistance. The GM chooses the exact curse.

Greater Dispel Magic
Abjuration
Skill Check: Knowledge (arcana) DC 31, 4 successes, and Spellcraft DC 31, 2 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, M, B;
Casting Time: 60 minutes (minimum);
Range: 220 ft.;
Target: One spellcaster, creature, or object; or 30-ft.-radius burst;
Duration: Instantaneous;
Saving Throw: None;
Spell Resistance: No

As the dispel magic spell, except that the bonus on the dispel check is +15, not the caster level. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

Material Component: Various rare incenses, herbs, and reagents (costing 500gp).
Backlash: Caster takes 4d6 points of damage.
Failure: Augment. One characteristic of the magical effect targeted (area, range, duration, etc.) doubles. The target spell might deal twice as much damage or a curse might bestow twice the penalty, for example. The GM determines which aspect of the target spell is so augmented.

Mystic Veil
Illusion
Skill Check: Knowledge (arcana) DC 34, 7 successes
(and see text);
Failure: Two consecutive failed skill checks;
Components: V, S, M (see text), B;
Casting Time: 70 minutes (minimum);
Range: 55 ft.; Effect: Visual and audible figment that covers 12 10-foot cubes (S);
Duration: 12 hours;
Saving Throw: None or Will disbelief (if interacted with) (see text);
Spell Resistance: No

This incantation combines several elements to create a powerful protection from scrying and direct observation. When casting the incantation, you dictate what will and will not be observed in the incantation's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. A band of people standing in a meadow could be concealed as an empty meadow with birds chirping, for instance.

Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if marching soldiers disappeared at one point to reappear at another. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Options: You can create the material component for the mystic veil illusion yourself at no cost. If you do, the incantation also requires a successful Craft(some form of art) check (DC 34).

Material Component: Realistic paintings, or other representations of the desired illusion (costing 250gp).
Backlash: Caster takes 2d6 points of damage.
Failure: Delusion. The caster and anyone else present at the conclusion of the incantation believe the mystic veil is effective, but no one else is fooled.

Polymorph
Transmutation
Skill Check: Knowledge (arcana) DC 31, 5 successes, and Knowledge (nature) DC 31, 1 success;
Failure: Two consecutive failed skill checks;
Components: V, S, M, F;
Casting Time: 60 minutes (minimum);
Range: Touch;
Target: Willing creature touched;
Duration: 12 minutes;
Saving Throw: Fortitude negates;
Spell Resistance: Yes

The polymorph incantation gives a creature another form that you designate, which must be within one size category of the subject's normal size. The new form can have no more Hit Dice than you or the subject has (whichever is greater), and in any case the assumed form cannot have more than 15 Hit Dice. You can transform the subject into an average member of its own species. The new form cannot be an elemental, outsider, or undead unless the subject is that type already. The new form can't be incorporeal or gaseous.

The subject's Strength, Dexterity, and Constitution scores change to the average scores for the new form.. The subject doesn't gain or lose any hit points, regardless of its new Constitution score.

The subject retains its own Intelligence, Wisdom, and Charisma scores. The subject's class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject also retains all extraordinary, supernatural, and spell-like abilities, as well as any spellcasting ability.

You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new form's species. The subject is effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

The subject acquires the physical qualities of the new form while retaining its own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, up to a maximum speed of 120 feet for flying or 60 feet for nonflying), darkvision and/or low-light vision, natural armor bonus, natural weapons (such as claws, bite, and so on), species skill bonuses, species bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal.

The subject also gains any extraordinary special qualities possessed by the new form. You do not gain any extraordinary special qualities not listed above under physical qualities, such as blindsight, fast healing, regeneration, energy resistance, scent, or spell resistance. You do not gain any supernatural abilities or spell-like abilities of the new form.

If the new form is capable of speech, the subject can communicate normally. Though the subject retains any spellcasting ability he had in his original form, the form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have humanlike hands to use somatic or material components.

When the polymorph occurs, the subject's equipment, if any, either remains worn or held by the new form (if the new form is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the subject reverts to his true form, any objects previously melded into the new form reappear in the same locations they previously were and are once again functional. Any new items he wore in polymorphed form and can't wear in his normal form fall off and land at his feet; any that he could wear in either form or carried in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its original form.

Options: If you have a living, helpless creature that can serve as a model for the target creature, the DC on the Knowledge (arcana) checks for this incantation is reduced by -2.

Material Component: Part of the kind of creature that the target will turn into, such as a hair, scale, or feather.
Focus: Laboratory equipment (costing 500gp).
Failure: Damage. The target takes 12d6 points of damage.

Possession
Necromancy
Skill Check: Knowledge (arcana) DC 34, 6 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, M, XP;
Casting Time: 60 minutes (minimum);
Range: Touch;
Target: One helpless creature of fewer Hit Dice than you;
Duration: 12 hours (D);
Saving Throw: Will negates (DC 16 + caster's Charisma modifier);
Spell Resistance: Yes

By casting the possession incantation, you place the subject's soul in a receptacle (a gem or large crystal) while your soul inhabits the subject's body, leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the receptacle. The spell ends when you send your soul back to your own body (restoring the subject's soul to its body and causing the receptacle to crumble into dust).

You possess the body and force the creature's soul into the receptacle unless the subject succeeds at a Will save. Failure to take over the host leaves your life force in your body, and the receptacle turns to dust. If successful, your life force occupies the host body, and the host's life force is imprisoned in the receptacle. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.

The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As an attack or move action, you can send the trapped soul back to its body and return to yours. This ends the spell.

If the host body is slain, you return to your body and the life force of the host departs (that is, it is dead). If the spell ends while you are in a host, you return to your body and the soul in the receptacle returns to its body. Destroying the receptacle ends the spell and returns both souls to their original bodies. The spell can be dispelled at either the receptacle or the host.

When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

Material Component: A large gem or crystal (costing 1000gp).
Experience Point Cost: 1,000 XP.
Failure: Mirrorcast. You wind up trapped inside the receptacle, and the subject's soul inhabits your body.

Quartz Compulsion
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Skill Check: Knowledge (arcana) DC 33, 6 successes, and Intimidate DC 33, 2 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, F, B;
Casting Time: 80 minutes (minimum);
Range: Unlimited;
Target: One creature with fewer Hit Dice that you;
Duration: 16 hours (see text);
Saving Throw: Will partial (DC 18 + caster's Cha modifier);
Spell Resistance: Yes

The quartz compulsion incantation lets you telepathically contact the subject by gazing through a quartz shard, regardless of where the subject is located. You can telepathically converse for 16 minutes with the subject. Your telepathic contact can also contain a suggestion (as per the suggestion psionic power), which the subject does her best to carry out. A successful Will save negates the suggestion effect but not the contact itself. Telepathic communcation is possible even if the creature's Intelligence score is as low as 1, but you must have a language in common with the subject to communicate. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the quartz compulsion comes, the message is understood but the suggestion is ineffective.

Focus: A carefully cut shard of quartz (costing 1200gp).
Backlash: Caster is exhausted.
Failure: Reversal. You converse with the subject normally, but the suggestion attempt automatically fails, and the subject can instead compel you (as per the suggestion psionic power). You don't get a saving throw, and spell resistance does not apply. Depending on the specific suggestion, you may not realize that your attempt failed or that you've been compelled.


Sigil of Algos
Enchantment (Compulsion) [Mind-Affecting]
Skill Check: Knowledge (arcana) DC 32, 6 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, M, XP;
Casting Time: 60 minutes (minimum);
Range: Touch; Effect: 60 ft. burst centered on magic rune (see text);
Duration: 12 minutes (and see text);
Saving Throw: Will negates (DC 16 + caster's Charisma modifier);
Spell Resistance: Yes

This incantation, named after the Greek god of pain, allows you to scribe a potent rune of power upon a surface. When triggered, the sigil of Algos causes one or more creatures within 60 feet of the rune (treat as a burst) to suffer wracking pain if they fail a Fortitude save. The pain imposes a -4 penalty on attack rolls, skill checks, and saving throws. These effects last for 12 hours after the creature leaves the area of the spell.

Once triggered, the symbol becomes active and glows, lasting for 12 minutes. Any creature who enters the area while the sigil of Algos is active is subject to its effects, whether or not that creature was in the area when it was triggered. A creature need only save against the symbol once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the sigil of Algos is inactive (though visible and legible at a range of up to 60 feet). To be effective, a sigil of Algos must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders it ineffective (unless a creature removes the covering, in which case the sigil of Algos works normally).

As a default, a sigil of Algos is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a sigil of Algos can't trigger it (even if they meet one or more of the triggering conditions, such as reading it). Once the incantation is complete, the triggering conditions cannot be changed.

In this case, "reading" the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a sigil of Algos to render it inoperative triggers it if it reacts to touch. You can't use a sigil of Algos offensively; for instance, a touch-triggered rune remains untriggered if an item bearing the sigil of Algos is used to touch a creature. Likewise, a sigil of Algos cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a sigil of Algos can be based on a creature's name, identity, or allegiances, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.

When scribing a sigil of Algos, you can specify a password or phrase that prevents a creature using it from triggering the rune. Anyone using the password remains immune to that particular rune's effects so long as the character remains within 60 feet of the sigil of Algos. If the character leaves the radius and returns later, he must use the password again. You also can attune any number of creatures to the sigil of Algos, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (up to ten creatures) extends the casting time by 1 hour. Attuning a large group (up to 25 creatures) takes one day. Attuning larger groups takes proportionately longer, as the GM sees fit. Any creature attuned to a sigil of Algos cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own sigils, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a sigil of Algos with a successful Spellcraft check (DC 16). Of course, if the sigil of Algos is set to be triggered by reading it, this will trigger the symbol.

The sigil of Algos can be removed by a successful dispel magic targeted solely on the rune. A clean spell has no effect on a sigil of Algos. Destruction of the surface where a sigil of Algos is inscribed destroys the rune but also triggers its effects.

Note: Magic traps such as sigil of Algos are hard to detect and disable. Characters can use the Search skill to find a sigil of Algos and the Disable Device skill to thwart it. The DC in each case is 31.

Material Component: Rare alchemical paints and herbs (costing 500gp).
Experience Point Cost: 500 XP.
Failure: Reversal. The sigil affects anyone, including the caster and any bystanders, who looks at it or reads it.

Sigil of Lyssa
Enchantment (Compulsion) [Mind-Affecting]
Skill Check: Knowledge (arcana) DC 35, 7 successes (and see text);
Failure: Two consecutive failed skill checks;
Components: V, S, M, XP;
Casting Time: 70 minutes (minimum);
Range: Touch; Effect: 60 ft. burst centered on magic rune (see text);
Duration: 16 minutes (and see text);
Saving Throw: Will negates (DC 18 + caster's Charisma modifier);
Spell Resistance: Yes

As the sigil of Algos incantation, except that the rune causes creatures within 60 feet of the rune (treat as a burst) to go temporarily insane if they fail their Will saves. Creatures affected by this spell behave randomly for the next 16 hours, as indicated on the following table:

1d10 Behavior
1 Wander away for 1 minute (unless prevented)
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round

Except on a result of 1, roll again each round on the creature's turn to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature's turn. Any confused creature that is attacked automatically attacks its attackers on its next turn. Remove curse won't end the insanity, but a break enchantment spell or heal incantation will.

Once triggered, the symbol becomes active and glows, lasting for 16 minutes. Any creature that enters the area while the sigil of Lyssa is active is subject to its effects, whether or not that creature was in the area when it was triggered. A creature need only save against the symbol once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Read magic allows you to identify a sigil of Lyssa with a successful Spellcraft check (DC 18). Of course, if the sigil of Algos is set to be triggered by reading it, this will trigger the symbol.

Note: Magic traps such as sigil of Lyssa are hard to detect and disable. Characters can use the Search skill to find a sigil of Lyssa and Disable Device to thwart it. The DC in each case is 33.

Material Component: Rare alchemical paints and herbs (costing 1000gp).
Experience Point Cost: 700 XP.
Failure: Reversal. The sigil affects anyone, including the caster and any bystanders, who looks at it or reads it.

Subjugate Outsider
Conjuration (Calling)
Skill Check: Knowledge (arcana) DC 33, 6 successes;
Failure: Two consecutive failed skill checks;
Components: V, S, M, SC, B;
Casting Time: 6 hours (minimum);
Range: 55 ft.;
Target: One outsider of up to CR 6 (see text);
Duration: Instantaneous (see text);
Saving Throw: Will negates (DC 16 + caster's Charisma modifier);
Spell Resistance: Yes

Casting this incantation attempts a dangerous act: to lure a creature from another dimension or plane to a specifically prepared trap. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

The trap is a ward similar to a magic circle spell, but focused inward. The type of creature to be bound must be known and stated. If it has a specific, proper, or given name, this must be uttered during the incantation. If you wish to call a vivilor with this incantation, you can choose its abilities just as if you had cast the summon vivilor spell.

The target creature must attempt a Will saving throw. If the saving throw succeeds, the creature resists the incantation. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep the creature from being called). The creature can escape from the trap with a successful spell resistance roll or a successful Charisma check (DC 20 + the caster's Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The GM then assigns a bonus based on the service and reward, from +0 to +6. This bonus applies to your Charisma check. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell or incantation. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the trap and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions, the incantation remains in effect for a maximum of ten days, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

Options: If you call an outsider of CR 11 to CR 15, the DC for the incantation is increased by +4. If you call an outsider of CR 16 or higher, the DC for the incantation is increased by +8.

Material Component: Various rare alchemical pigments (costing 1000gp), which are used to trace a series of symbols in a circle on the floor. This circle is the trap for the outsider.
Secondary Casters: 12 required (not including primary caster).
Backlash: All casters (primary and secondary) receive one negative level (Fortitude save, DC 15, to remove).
Failure: Attack. The called outsider immediately attacks the casters, and is thereafter roams the world freely for 10 days before returning to its home plane or dimension.

Teleport
Conjuration (Teleporting)
Skill Check: Knowledge (arcana) DC 31, 5 successes, and Navigate DC 31, 1 success;
Failure: Two consecutive failed skill checks;
Components: V, S, SC, B;
Casting Time: 60 minutes (minimum);
Range: Personal and Touch;
Target: You, up to six touched willing creatures, and touched objects weighing up to 500 lb./level;
Duration: Instantaneous;
Saving Throw: None;
Spell Resistance: No

This incantation instantly transports you to a designated destination up to 1,000 miles away. You can bring along up to 500 pounds of touched objects and up to six additional willing creatures (and their gear or objects up to their maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. The creatures may be the secondary casters of the incantation, but they don't need to be.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.

Secondary Casters: Three required (not including primary caster).
Backlash: All casters take 2d6 points of damage.
Failure: Mirrorcast. If the second consecutive Knowledge (arcana) check fails by 5 or less, you arrive off target, appearing safely a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10% of the distance that was to be traveled. The GM determines the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, and so forth.
If the second Knowledge (arcana) check fails by 6 or more, you wind up in an area that's visually or thematically opposite to the destination. The GM determines the point of arrival.
Lankin the Mad Mage

03-09-04, 03:33 PM
Ummm, lbvaughan, you forgot to list the correspondig spell level. Also, I like it when flavor text (description of the ritual) is included. Gives a better feel of the thing. Otherwise they seem nicely done up.
Gloom of the Night

03-17-04, 02:29 PM
Yes please list corresponding spell level. These are sweet

-Gloom
lbvaughan

03-17-04, 03:45 PM
Ill have to figure out what it is, the reason its not listed and there is no flavor text is because they were pulled out of the D20 modern SRD and tweaked to fit in with D&D. Ill figure out what thier levels are supposed to be and update them some more. I plan on incorporating them into my next campaign so i wanted to make them available to others aswell.
ssvegeta555

11-11-04, 03:33 AM
Just got the book today and incantations are my favorite rule. Comming up for ideas is hard for me, so this thread is very helpful.
Vanigo

11-13-04, 08:25 PM
Why is everyone using Knowledge (arcana) and (religion)? I think it makes it more flavorful if you use something completely unrelated to magic once in a while. Like a scrying spell that worked off Craft (painting), or a poison curing/resistance spell that used Profession (cook), or a communication-related spell that used Forgery, or maybe even an earthquake spell that used Perform (percussion instruments).
DragonWorldOrder

03-03-05, 07:24 PM
Maybe you can help me with something, I was looking for a way to emulat the magic used in the show Full Metal Alchemist and incantaions seamed to be right up the ally. But even as I made my own incantaion to mirror the power from the show I worryed about the casting time. So then after looking over all the other variables avalible to change the DC of the incantation I surmised that one could just as easly reduce the time by increasing the DC. But I wondered if my incantaion came even close, how ever I have found both core class and PrC Alchemist (state), though I just wanted simplistic. I made my incantaion easly modifiable though you have to make and check DC equal to the new DC to make the incantaion. So you see for anyone else its not so easy, but for the parson I made this incantaion for can use it easly. To give you an idea the DC 37 at its simplist unmodifed, and her modifer with a full round before to prepare is +47 to the D20 roll, or 37 without the full round before hand to prepare. As you can see for her its vary easy to use this transmutation incantation, all in all I'd like your idea's or opions on my incantation and its casting time.

Alchemy (fabricat,[Major/Minor Creation])
Incantation (Transmutation [creation])

Spell Level: 6th level spell equivelint
Componients: Samatic, Materail [Focus]
Casting Time: 1 full round/10' sq of materail
Range: Medium (100' +10'/per caster level)
Target: 20' sq of matter or raw materials
Duration: up to 12 rounds before revarting
Saving Throw: None (item; Fort 1/2 damage)
Spell Resistance: Yes (if worn or held)
Base DC to Cast: 37 (see text for modifacations)
Skill Check; Cast: Craft (Alchemy)
Skill Check; Creat: Craft (Alchemy)
(Re-)Creat Incantation: Knowledge (Arcana); Skill Check: DC 37 (same to alter spell)
Backlash: Lose 6 spell levels (-1 spell level needed for every point succesful on check)
Failure: -6 spell levels, -1 more every point failed on check
[-minus hit points equal to same as above for non-spellcasters]
Save DC: incantation lev +cha mod

Notes; [I]Caster lev equal to 1/2 character lev or x2 incatation lev (which ever is higher), Medium to Close range (-2 DC to cast), Close to Touch range (-2 DC to cast, comunitive [-4 DC to cast total]), Medium to Long range (+2 DC to cast), Halving Area (-3 DC to cast, comunitive [-6 DC to cast for 20' to 10' and 10' to 5' casting area], revarsable doubling area [+3 DC to cast for 20' to 40' and so on), Rounds to Minutes Duration (+2 DC to cast)and Minutes to Hours (+2 DC to cast total +4 DC) and Hours to Days (+2 DC to cast total +6 DC) and days to perment or instaneous (+4 DC to cast total +10 DC), Caster Exhasted (-2 DC to cast) or caster Fatiged (-1 DC to cast), Full round to standerd action Casting Time (+1 DC), Complex or Big transmutation circle [expensive focus 5,000gp] (-1 DC to cast), Transmutation pendet/pendulem [expensive focus 25,000gp] (-2 DC to cast), Without basic transmutation circle (+1 DC to cast), Spell Focus [transmutation] (-2 DC to cast) and Greater Spell Focus [transmutation] (-4 DC to cast, replaces lesser), Sinagy; (+2 to Craft [Alchemy] checks for 5 or more ranks in each skill comunitive Knowledge [Arcana], Spellcraft, Profession [Herbilist],and Knowledge [Nature] total +8 to Craft [Alchemy] checks to cast Alchemy incantation, ((modifcations to incantaion for results; +1 DC to cast minus 10 min from casting; 60 min = +6 DC to cast)),

Functions just like fabercat, only when expensive focus (5,000gp) is used in the minor creation tired with the first spell with a limited duration of the secondary effect. And only when the expensive focus (25,000gp) is used can the major creation be used with the same limited duration as per under both spell description unless other wise modified. It takes a standerd action to scribe a basic transmutation circle on to a surface cappable of receving it.
Lankin the Mad Mage

12-02-05, 10:03 AM
Not to complain, dragonWorldOrder, but the formatting of your post makes it very difficult to read. Could you perhaps use more space/better editing? As it is, it makes my eyes hurt just trying to read straight...
Nani?

12-03-05, 04:19 AM
Here are three of mine

Dark Man
(Divination)

Effective level: 6th
Skill Check: Perform (chant: 12)
Failure: Delusion, Augmentation
Components: V,S,M,F
Casting time: 60 minutes
Range: Close
Duration: hours, to give everyone time to “play”
Saving throw: None
Spell resistance: No

This incantation is used by young unmarried females during the either on new years or the winter solstice as part of the “holiday festivities”. It is thought to be a harmless game, predicting whom their husbands are to be. The dark man they believe is their husband to be. Each person recites a short incantation, “Dark Man Dark Man show your self to me” and tosses a nut in the fire. The nut pops out to trace the form of letters. The girl then gets a description which may be accurate (successful Perform: chant, DC 12) or not. Results such as a Blacksmith, a dark haired man, etc, are common.
If there are two failures in a row, the girl who last failed gets the “result: Dark Man” all players laugh and forget about it. All are under the delusion that this is a simple party game.
But, if that girl sleeps at all that night the Dark Man comes to her in her dreams and she is blissfully “wedded”.
If the character is 4th level or 1st level in a class with divine spell casting ability, even if they can’t cast yet, she may make a will save (DC 16+ their own Cha modifier, the Dark Man tries harder to ensnare the “talented”) to “escape”.
If they save, they remember vague dreams of a wedding much like the scene in Legend (of course it was only a dream). If they fail, or if they never get a save, they are “augmented” with the following “wedding gift”. Regardless, only one girl (if that) is selected in the casting. After all, evil can be subtle.

Wedding gift

Alignment: Good/Evil component becomes Evil.
+1 level Sorceress, the GM may substitute a level in any spell casting class they already have.
Charisma: +4 to a minimum of 15. This is a gradual effect, with the Charisma going up 1 point per month.
Feat: Skill focus: Bluff, at GM’s option it may replace a previous feat to empathize the new “direction” her life has taken. She is also eligible and eager to receive feats in the Book of Vile Darkness.
Deity: All previous loyalties are dropped in favor of the Dark Man.

Factors: Requires a skill not on wizard list -1, casting time severely restricted-8,
Range: Close -4, target limited: unmarried humanoid females -3 minutes to hours (they are doing this all night) +2, 11 or more casters (this is a “party game”, often; the hostess is a previous “bride” who may “encourage” a target to fail. “Gee dear, you look tired, why don’t you lie down in the back room.”)-6.

Druid’s Justice/Well of Rebirth
(Transformation)

Effective level: 9
Skill check: Knowledge: Nature checks (5), Perform: Chant (4) at DC 24.
Failure: Reversal or Delusion, depending on context
Components: V, S, XP, F, B
Casting time: 90 Minutes
Range: Touch
Target: one creature
Duration: Permanent
Save: 19+ caster’s Charisma modifier vs. fortitude.
Resistance: Yes

Druid’s are all about balance, in a natural sense. So often they help others on to the path of balance, whether it be a righteous paladin or a cruel bandit, it matters not. But they are interested in addressing the balance and sometimes it is best done by returning them to the source of life, to be reborn.
Of course there are also those who come asking to gain some ability or skill to cure perceived imbalance within them selves or in the larger world. Sometimes, nature whispers to in the ear of the Druid, telling them to give a petitioner them a chance at what they think they want. Returning them to the source of life to be reborn is also a way to do that.
The results are always unpredictable.
Those who go through this incantation are usually changed greatly but a few are changed in no discernable way. But in general, the target is more connected with the natural world and the result goes tend to have a “harmonious” or poetic feel to it.
The incantation can be cast by anyone who wishes for rebirth but it is usually done by a Druid, who uses his knowledge of the natural world to reconnect the target to natural world, and a Bard, who chants the life history of the target and then the path which their life will now take.
Of course it can only be cast on Equinox or a Solstice, in a Druids grove, for that is the center and season of change.
The targets also tend to be long term threats rather then short term threats (low to mid level characters) for that is the way of Druids, to solve problems as harmoniously as possible and leave the natural world seemingly unhurt.
Those who willingly undergo the spell may be anyone, from milkmaid to king, beggar to arch mage. Of course, if they are fanatic about their goal. They just have to hope the saving throw they willingly failed was worth it.

If it suceeds, the character is changed in ways they intended. For example a peasant girl who wishes to see her family avenged has her commoner levels replaced with fighter levels and retains the motives and goals that set her upon this path.
If incantation fails and the target was willing, the result is delusion. For example:
The same peasant girl who came asking for the martial abilities to avenge her murdered family is apparently unchanged. However, as she is leaving she thanks the casters for helping her to come to terms with her loss.
“Violence never solved anything,” she says, contented.

or

Alternately, she is now skilled with a bow, and sword. She’s in a different body that’s fit, muscled. She knows how to track and survive in the woods (in game terms she traded her commoner levels for ranger levels).
“Now why did I do this?" She says.

or

Or perhaps her thirst for blood found outlet as a wolf. Of course, wolves aren’t concerned on about petty human concerns like vengeance.
“Grrr”.

In any case, the Druid nods. Nature has its own way. It is not always for us to question.

If the target is a prisoner, they are “reborn” based on their own proclivities or lessons they need to learn or the lessons the druid needed to teach. For example:
A poacher has been captured by the druids after killing too many deer. He has the incantation performed upon them and arises as a particularly healthy and virile stag. He soon joins the herds and has many children. Also, somewhere in the back of his mind the knowledge to avoid human hunters’ remains, which he uses to protect his family.

or

A wizard apprentice was part of an adventuring group that snuck into a druid’s grove, in her case, hoping to steal arcane knowledge. She is captured, kept, and at midsummer subjected to this incantation. She is indeed given the knowledge she sought, along with the outlook, loyalties, and abilities to go with it. She is now a druid of the same level wizard she previously was, precisely the type of person she would have been had she entered the druid’s grove for her apprenticeship rather then the wizards tower several years back. As a druid with no knowledge or interest in “city magic”, she eagerly assists in placing this incantation on her former rogue companion.

or

Finally, a young nobleman has raped and killed a peasant girl. Normally the Druids would let the law take care of this matter, but as a nobleman he is above the law. He is kidnapped. As a result of this incantation “he” is now a nine year old girl, with no memories of her past.
She will subsequently be adopted by peasant family whose daughter “he” had killed. “She” will get to know the joys and pains of a life very much like the one “he” cut short. She will ease pain of the grieving parents. The disappearance of the nobleman will serve as a warning to those who would do likewise. Only on her deathbed as an old woman will she recall her former life. So the balance is restored.

If it fails the spell reverses upon the caster who suffers a simular judgment for passing judgment on another.

In game terms, each case results in a character rewrite for NPC's. How this is handled for PC's is between the player and the DM but it can be an excuse for a new PC or the death of a character, or a logical "adjustment". It is essentially a "metagame" incantation.

Factors: Requires two skills, one not on the wizard list:-2, Casting time severely restricted -8, Range touch -4, unwilling target must be helpless (usually drugged, bound, charmed) -2 duration: rounds to permanent +22, XP component (1000 xp) -10, Focus: Druid’s grove -2 backlash: caster is exhausted -2
Note: Targets do not return into their previous form on death. Only a Wish or Miracle will restore the target to the original self.

Moradin’s Forge
(Evocation)

Effective level: 9
Skill Check: Craft Blacksmith 5, Perform Chant: 4 DC: 23
Failure: Death
Components: V, S, M, XP,
Casting Time: 90 minutes
Range: touch (centered on the forge)
Effect: 18d6 firestorm over a 2560 ft radius
Duration: Instantaneous
Saving throw: reflex half
Spell Resistance: Yes

When a Dwarven clan is about to be overwhelmed by evil humanoids, this incantation is used to take as many foes with them as possible. A blacksmith hammers hot metal as while one of his assistants stokes the bellows hotter and hotter. At the same time a chanter, usually a cleric recites the history of the clan and beseeches the soul forger to help them take as many enemies as possible to the next world with them. Often there are several dwarves stationed in the room to, in necessary, take the place of one of the casters if their enemies burst in the room. Each verse ends with the refrain:

I was forged at the Dwarf father’s forge,
Tonight, I feast in his hall,
While my enemies are dead at my feet

If the incantation goes wrong, all three casters are taken by the passion of their act, and join their ancestors before the spell can be completed.
If the spell is completed the forge fire burst forth from the forge, killing the last dwarves of the clan and many of their enemies. Once this incantation is cast, the forge used for a component can never be relit by any means.

Requires checks involving more then one skill not on Wizards class list -2 Range medium to touch -4 Area doubled *7 (2560 ft Radius) +21 Expensive material component (forge) -4, XP Component 1000 -10 (not like they’ll need it), Extra casters (3) -2 Backlash 18d6 fire damage -9 effecting secondary casters -1 (ground zero effect)
Needless to say, nobody is known to have cast this incantation twice.
DragonWorldOrder

12-03-05, 06:42 PM
Changes made I hope that helps, as for Nani's spells, I think they look pretty good, though something nags at me that they need just a little work.
wi1dfire_b1ue

12-04-05, 03:26 AM
Because the Gods Will Know Their Own
Effective Level: 9th
Transmutation
Skill Check: Knowledge (arcana) DC 26, 5 successes, Diplomacy DC 26, 3 sucesses, and Bluff DC 26, 1 success
Failure: Two consecutive failed skill checks
Components: V, S, M, XP, SC, B
Casting Time: 90 Minutes
Range: 280 ft
Target: One creature of the Outsider or Undead type, or Extraplanar Subtype, or any number of such creatures whose total HD does not exceed twice the caster's (targets may be no more than 30 ft apart)
Duration: 18 Minutes
Saving Throw: Fortitude negates (harmless) (DC 19+caster's Cha)
Spell Resistance: Yes (harmless)
People still talk about the time the great Bahamut and Tiamat dueled, and inadvertently destroyed an undersea civilization. The enemity that a few gods hold for the elf God has caused eons of warfare among whole races. A single Balor can eliminate a city, or a pack of celestial dire lions can do the same. The dead do not rise except at the behest of the gods, and when has that ever been of benefit? In their efforts to exploit (or "help") the material plane, the gods and other denziens of the outerplanes have only wrecked havoc and more havoc, and killed millions of people who do not comprehend the will of the gods, and don't care to. And then there were those precious few, those who reached a level of "perfection" that made them Native Outsiders, and no longer recognizable. Finally, far from the prying ears of clerics, a cabal of spellcasters of all stripes decided that something had to be done about the meddling of the outer planes on the material.
This incantation was the result. For 18 minutes, the duration of the incantation, the target (or targets) of this incantation loses all spell-like and supernatural abilities, and its Damage Reductions, Spell Resistence, and Energy Resistences are lowered by 18. In addition, all divine spells active on the target, or effects from its own spell-like or supernatural abilities, are supressed (but not dispelled).
The actually casting is simple. The initial step is to mentally imagine the construction of a great trap, big enough for the target, made out of every type of magic present among the casters. Then, the casters begin to sing (or chant, or intone) the praises to the target, in a manner that sounds a lot like worshipful adulation, in order that the target be beguiled into "lowering its defenses." Then, with the final chant, the target is tricked, and the trap springs.
Obviously, this is not the perfect solution, as it tends to kill the primary spellcaster outright. But for 18 minutes, whatever is targeted by this incantation is supernaturally naked to whatever other attacks target it. There are rumors that another version of this incantation might exist, that presents ess risk to the caster, but it is lost to antiquity.
Material Component: A rod of negation.
XP Component: 1000 XP.
Secondary Casters: At least four, all spellcasters, though all must have different spell lists, and both divine and arcane spellcasters must be represented. Also, all spellcasters must be a native of the material plane, and cannot be of the Outsider type.
Backlash: Primary caster is reduced to -1 Hp, and then takes 4d6 points untyped damage.
Failure: 4d6 points untyped damage to all casters.
Campaign Use: Have a problem with pesky Undead/Paladins/Unstoppable forces of Evil? That's no problem at all! In all seriousness, this incantation can reduce a terrible supernatural threat of much of its power. If one could find a way for it to effect gods, this could prove their downfall, or at least an end to direct interference.

Transmutation (32)+Abjuration (+10)+Single Target to Multiple Targets (+4)+Rounds to Minutes (+2)-XP cost (-10)-Backlash (Ad hoc -4)-Expensive Material Component (-4)-Extra Casters (-2)-Skills not on Wizard's Skill List and Involving more than one skill (-2).

This incantation wound up being the climax of an entire campaign. One of the characters wrote a no dying of primary caster version, but was knocked unconcious just before the final check, and so they had to use the lesser version. It was a memorable session, since the sorcerer ended up commiting suicide via the incantation, much to his wife's (a bard, and one of the secondary spellcasters) dismay. But the BBEG Paladin of Tyranny sure looked silly without his mount and plethora of other special abilities. The wizard and cleric between them had the man roasting over an open fire long before the 18 minutes were up.
Nani?

12-04-05, 07:24 AM
Changes made I hope that helps, as for Nani's spells, I think they look pretty good, though something nags at me that they need just a little work.

BTW, Great idea for an incantation thread.
I think it's a matter of taste. I kind of go uhh, right for fullmetal alchemist.

I design a "tack nuke", a character "alterer" but not killer, and one designed by a demon to recruit followers who wants you to fail, all of which are utilitarian and designed to fit into a particular societies and aren't "wizard oriented" at all. I'd probably design say, a wedding where "love, honor, and obey" really mean something as an Incarnation.

Meanwhile, lbvaughan designs what might best be called "high magic", something I'd picture seeing Sauraman in Lord of the Rings inventing and useing while The Morninglord's are utilitarian things adventurers might use.

When you think about it, it's one of those things. Wizards has not bombarded us with images of "what an Incarnation should be" and so we've all gone four different directions by my count.

That's very cool, when you think about it.

Here's another, designed for my world flavor text wise and is thought of as "Invasion of the Body Snatchers meets Harry Potter".

Instruction
(Enchantment)

Effective level 7th
Skill Check: Knowledge: Arcana (3 successes), Diplomacy (2), Knowledge: Religion (2) at DC 25
Failure: Delusion
Components: V, S, M, XP, B
Casting time: 7 hours
Range: Personal
Target: 1 Student
Duration: Permanent
Save: DC+10+casters Int Modifier.
Spell resistance: Yes

By law, the Imperial Magic Users Guild are the only arcane spell casters in the Empire. While this is not the case in reality, especially in the Duchy, they do have legal broad legal powers, most notably the power to recruit apprentices against their own will and the will of their parents.
Most of these children (typically under ten) adjust to their new surroundings fairly quickly and succumb to the “encouragement” to become loyal guild members, worshipers of Wee-Jas and Augustus, and willing servants of the empire.
Every once in a while you have a child who is particularly stubborn. When that happens the guild will, as a last resort, cast this spell. The child is taken from the dorm during the dark of the moon for an all night session of “counseling” with their teachers. It is rumored that Wee Jas herself sometimes attends these sessions. The result is typically a complete turnaround in the attitude of the “subject”. In fact, as far as the guild knows, it is 100% successful.
What the guild doesn’t know is that occasionally these children are protected by some outside force such as an ancestral deity, outsider, or if not protected, uses the opportunity to sneak in and establish a relationship with the child. The child’s loyalty are henceforth read as a successful result from divinations and protected from enchantments until “graduation”. Such children often develop high bluff and diplomacy skills anyway.
Since the guild is used to dealing with human children, non humans get a +3 on the save.
This spell is painful, (literally) for the teachers to cast, as it ends with the apparent suicide of the teachers who have “failed” to instruct the student. Often classes are canceled the next day for the entire school.

Result: Alignment shift to Lawful neutral, loyalty to the guild.

Skill checks, more then one including one non mage skill (-2) 1 hour between checks--It's an all night "counseling session" (-2) Restricted casting time--night(-4) limited targets: guild students (-3) Duration: Permanent (+20) Components: Magic Incense 5000 gp (-2) 11+ secondary casters--teachers (-6) 4d6 backlash damage effects all casters "It's more painful for us then it is for you". (-3) 500Xp cost (-5)


All the best,

Nani?
Nani?

12-07-05, 01:25 PM
bump