| Post/Author/DateTime | Post |
|---|---|
| Thomar_of_Uointer04-08-07, 03:42 PM | Charge This is a variant magic system intended for use with the generic classes variant from Unearthed Arcana as a unique substitute for magic. Charge is raw magic, which any character can tap into and store with a little training. Spellcasters must draw and focus magic from their surroundings in order to use it properly, a proces known as "drawing charge". Once a spellcaster has drawn an acceptable quantity of charge, he can release it in the form of a spell he knows. A character can draw magic from his surroundings as a standard action to increase his charge by 1, to a maximum equal to his Spellcaster level. When he casts a spell, he spends an amount of charge based on the spell and its variable effects. Drawing charge provokes an attack of opportunity. A character may draw defensively with a DC 15 Concentration check. A character damaged while drawing charge must make a Concentration check (DC 10 + damage dealt) or fail to gain anything from the draw. Spellcasters can hold charge as for long as they are conscious without many ill effects (though see Side Effects below). A spellcaster who falls unconscious instantly loses all of his accumulated charge and must draw again to regain it. The Spellcaster can store a maximum amount charge equal to his Spellcaster level, the maximum amount of charge he can spend on one spell is equal to his Spellcaster level (plus 1/2 his levels in any class besides Spellcaster), and he learns a new spell each odd-numbered level. All other classes do not gain charge, though they can acquire the ability to cast spells and gain charge by taking certain feats. A character with no levels in Spellcaster can spend a maximum amount of charge on a single spell equal to 1/2 his level (minimum 1). Casting Spells First, you must choose which spell to cast. To cast a spell you must have a focus presented. A focus can be any item that costs no less than 100 gp, and the caster must spend 24 hours attuning himself to the item. A caster can only have one focus at a time, if he attunes a new focus the old one may no longer be used as such. This focus should not be confused with a spell focus. Individual spells will note what spell focuses they need, these focuses do not need 24 hours to attune (but can be attuned as focus if they are valuable enough). A focus is presented as long as it is exposed (similar to line of effect) and on your person. A weapon must be completely unsheathed, a stone must be totally uncovered, a pendant must be worn outside of clothing, and a tattoo must be entirely exposed. If you are grappling an opponent, ensuring that your focus is presented is part of the opposed grapple check made to cast a spell in a grapple. If you have a familiar, you may also use it as a focus as long as it is touching you and presented. When you cast a spell, you must have enough charge to cast it. Options Almost every spell has multiple options, different ways to manipulate the same effect. When you cast a spell, you choose which option to use and how to augment it. Each effect has a base charge cost, which you must be able to pay when you cast the spell. In addition, each effect describes how you can spend additional charge to augment its effect. You cannot cast a spell whose total charge after augmentation is greater than your spellcaster level (or your spellcaster level + 1/2 your other class levels if you are a multiclass spellcaster or have the Practiced Mage feat, to a minimum of 1). Concentration To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a Concentration check or the spell fails and you lose the charge used to cast it. The more distracting the interruption and the greater the power of the spell you are trying to cast, the higher the DC is. If you fail the check, the spell fails and you lose the charge used to cast it. Injury: If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + 1/2 the total charge of the spell you're casting). If you fail the check, the spell fails without effect and you lose the charge used to cast it. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action). If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + 1/2 the total charge of the spell you're casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you. Repeated damage does not count as continuous damage. Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or the spell fails and you lose the charge used to cast it. If the spell affecting you deals damage, the DC is 5 + points of damage + 1/2 the total charge of the spell you're casting. If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + 1/2 the total charge of the spell you are casting. For a spell with no saving throw, it's 1/2 the spell's total charge. Grappling or Pinned: When casting a spell while grappling or pinned, you must make a Concentration check (DC 20 + 1/2 the total charge of the spell you're casting) or the spell fails and you lose the charge used to cast it. Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + 1/2 the total charge of the spell you're casting) or the spell fails and you lose the charge used to cast it. Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + 1/2 the total charge of the spell you're casting) or the spell fails and you lose the charge used to cast it. Violent Weather: You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + 1/2 the total charge of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + 1/2 the charge of the spell you're casting. In either case, the spell fails and you lose the charge used to cast it if you fail the Concentration check. If the weather is caused by a spell, use the rules in the Spell subsection above. Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + 1/2 the total charge of the spell you're casting) to succeed. The spell fails and you lose the charge used to cast it if you fail. Entangled: If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail. Counterspells It is possible to cast any spell as a counterspell. By doing so, you are using the spell's energy to disrupt the casting of the same spell by another character. How Counterspells Work: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.) If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things. To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have sufficient charge to cast the spell using the same option your opponent is (without augmentation, countering a spell usually requires less energy than it takes to cast it), you cast it, altering it slightly to create a counterspell effect. If the target is within range of that option of the spell, both spells automatically negate each other with no other results. Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered Specific Exceptions: Some spells specifically counter each other, especially when they have diametrically opposed effects. Dispel as a Counterspell: You can use dispel to counterspell another spellcaster, and you don't need to identify the spell he or she is casting. However, you must spend 1 more point of charge than your opponent does. Spell Resistance Some monsters have spell resistance, the ability to negate magic. To overcome spell resistance, you must make a caster check against the DC of the monster's spell resistance. To make a caster level check, roll 1d20 and add the total charge you are spending on the spell. If the result equals or exceeds the DC, the check succeeds. Spell Failure If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the charge used to cast the spell is wasted. Spells also fail if your concentration is broken and might fail if your focus is disrupted while casting. Side Effects Holding magical energy within one's body is capable of causing strange changes to a creature's physiology. Races that practice the use of magic for generations can come to exhibit hereditary magically-induced traits. Extreme examples of this are animals with magical talent, many of which grow and change into monsters due to magical mutation. These mutations are not (usually) signs of corruption, but of the spellcaster's body adapting to better channel magical energy in its own way. Unless a spellcaster takes special precautions to only hold charge for short periods, this magical buildup will change his body over time. This grants no special abilities, but does impose a penalty to Disguise checks equal to half the spellcaster's maximum charge. He will quickly develop one of the following cosmetic traits per point of charge: Extra digit on each hand and foot. Pointed or retractable fingernails and toenails. Digitigrade feet. Small hairs on the fingertips and soles. Fishlike fins along the arms, back, and legs. A forked tongue. Pointed teeth. Unnatural voice. Small horns on the head, shoulders, or elbows. Glowing eyes. Unnaturally colored eyes. Unnaturally shaped eyes. Extra eyes on the body. Unnaturally colored hair. Glowing hair. Patches of scales on the face, neck, torso, and extremeties. Thin plates of chitin over joints and knuckles. Unnatural skin color. Glowing skin. Rubbery or constantly moist skin. Unnatural odor. Bulky muscles. Desiccated flesh. Thin fur all over the body. A short tail. A limp tentacle growing from the side or back. Small wings on the back or head. In all other respects, resolve spellcasting as described in the PHB. Magic Items and Charge Spellcasters using charge magic are capable of making magic items just as well as Vancian spellcasters. A spellcaster uses the maximum amount of charge he can spend on a spell in place of his caster level for crafting magic items. Each spell notes what spells it is treated as for the purpose of magic items. A spellcaster using charge magic can use any spell trigger or spell completion item, as all spells are effectively on his spell list, but he still must make any appropriate checks (such as the caster level check to cast a spell from a high-level scroll). Existing magic items beneficial to Vancian spellcasters can be used by spellcasters using charge magic. A candle of invocation burned for one hour during meditation allows a spellcaster to increase his total charge and the amount of charge he can spend on Spiritual spells by 2 for 24 hours. Incense of meditation burned for eight hours while meditating allows a spellcaster to maximize all Spiritual spells he casts for 24 hours. A vibrant purple prism ioun stone allows a spellcaster to store up to 5 charge points worth of subspells within. An orange prism ioun stone increases a spellcaster's maximum charge by 1 and allows him to spend an additional point of charge on spels (but not access to new subspells). A pearl of power cannot be used by a spellcaster who uses charge magic, as he does not prepare spells. A bead of karma increases the spellcaster's maximum charge by 4 and the amount of charge he can spend on Spiritual spells by 4 (but he does not gain access to new subspells). A spell storing weapon can hold any subspell whose unaugmented charge point cost does not exceed 5, and it cannot be augmented higher than 10 charge points total. A ring of counterspells will counter any subspell. A minor ring of spell storing can hold up to 5 charge points worth of unaugmented subspells. A ring of spell storing can hold up to 9 charge points worth of unaugmented subspells. A major ring of spell storing can hold up to 19 charge points worth of unaugmented subspells. A ring of wizardry increases the wearer's charge point pool by an amount equal to the minimum caster level for a spell of its level. Charge Well: A charge well is a magical vessel, typically a sealed crystal container but other configurations are possible, that stores magical energy. Any spellcaster drawing charge while touching the well can place charge into the well. A spellcaster who attunes the well to himself as a focus can cast a spell using just the charge stored within it (provided he uses it as his focus). Charge wells can theoretically contain an infinite amount of magic, but in practice the integrity of physical materials is easily compromised. A charge well is safe to charge up to a certain limit, but when charged beyond that limit there is a percentage chance equal to five times the difference between the newly contained amount of charge and the safe limit that the well will explode, destroying it and dealing 1d6 points of damage per point of charge to everything in a 5' per point of charge radius burst. Price 1,500 gp (1 charge point), 6,000 gp (3 charge points), 13,500 gp (5 charge points), 24,000 gp (7 charge points), 37,500 gp (9 charge points), 54,000 gp (11 charge points), 73,500 gp (13 charge points), 96,000 gp (15 charge points), 121,500 gp (17 charge points), 150,000 gp (19 charge points); variable evocation; CL equal to safe charge, Craft Wondrous Item. |
| Thomar_of_Uointer04-08-07, 03:49 PM | Body Charge [General] Benefit: You can recover 2 charge points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. This is a free action you can perform at any time. You can recover additional charge points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your total charge as though you had gained them by drawing charge. Special: Only living creatures can use this feat. You can only take advantage of this feat while in your own body. Charged [General] Benefit: Your maximum charge increases by 2. You may take this feat multiple times, and its effects stack. Epic Draw [Epic] You draw charge subconsciously. Prerequisite: Spellcaster level 21st Benefit: Your charge pool automatically fills itself. Each round at the start of your action, you regain 1 point of charge. This feat may be taken multiple times, each time increasing the amount of charge regained by 1. Epic Elementalist [Epic] Prerequisite: Cha 25, spellcaster level 21st Benefit: Your elemental spells that deal physical damage are treated as epic weapons for the purpose of overcoming damage reduction. Normal: Elemental spells that deal physical damage are treated as magic weapons. Familiar Bond [General] Your familiar draws the negative side effects of your magic from you. Prerequisite: Familiar Benefit: You suffer no external signs of your use of magic, and no penalty to Disguise checks due to magical side effects. Instead, your familiar becomes an obviously unnatural creature with the same mutations you would have. If your familiar is slain or travels farther than 1 mile from you, you instantly reassume whatever mutations you should have incurred until it comes back. Your familiar's natural armor bonus increases by +2. Familiar Draw [General] Prerequisite: Familiar Benefit: Your familiar can spend a full-round action to give you 1 point of charge. Due to the intricate magical balances and pressures involved in the process, your familiar must have line of effect and be between 5' and 30' from you. You cannot use this ability if your familiar is in your space. Great Draw [General] Prerequisite: 4 ranks in Concentration Benefit: You can draw as a full-round action to regain an additional 2 points of charge. Normal: You can only draw as a standard action, and doing so regains 1 charge. Greater Rapid Draw [General] Prerequisite: Base Will save +3, Rapid Draw, Improved Rapid Draw Benefit: You can use Rapid Draw as an immediate action, and do not provoke an attack of opportunity while doing so. Improved Draw [General] Prerequisite: Base Will save +3 Benefit: When you draw, you gain an additional point of charge. Improved Familiar Draw [General] Prerequisite: Base Will save +3, Familiar Draw Benefit: When your familiar draws, you gain an additional point of charge. This feat may be taken multiple times, and its effects stack. Improved Rapid Draw [General] Prerequisite: Base Will save +3, Rapid Draw Benefit: You can use Rapid Draw as a swift action, and do not provoke an attack of opportunity while doing so. Magical Aptitude [General] Prerequisite: Base Will save +2 Benefit: You learn one spell, and your maximum charge increases by 1. You may take this feat multiple times, and its effects stack. Non-spellcasters may take this feat to acquire magical talent. The maximum charge they can spend on a spell is equal to 1/2 their level. Necromancer [General] Prerequisite: Rebuke Undead Benefit: Undead under your control or create gain a +4 bonus to Strength and Dexterity while under your control. Opportunity Charge Spell [General] Prerequisite: Base Will save +5, Quicken Charge Spell Benefit: In place of an attack of opportunity, you can spend an additional 8 points of charge to cast any spell you know with a range of touch on the target. These charge points do not augment any of the effects of the spell, and count towards the maximum amount of charge you can spend on one spell. You can use this feat while unarmed or not threatening adjacent spaces as long as your target is within your reach and you have one hand free. You cannot use this feat with a spell whose casting time is longer than 1 full-round action. Quicken Charge Spell [General] Prerequisite: Base Will save +5 Benefit: You can spend an additional 6 points of charge when casting a spell to cast it as a swift action. These charge points do not augment any of the effects of the spell, and count towards the maximum amount of charge you can spend on one spell. You cannot use this feat with a spell whose casting time is longer than 1 full-round action. Rapid Draw [General] Prerequisite: Base Will save +3 Benefit: You can draw 1 point of charge as a move action. This cannot be used in conjunction with any effect that improves the amount of charge you gain when you draw. Normal: You can only draw as a standard action. Solicit Familiar [General] Prerequisites: Familiar, base Will save +5 Benefit: As a swift action, you can have your familiar take over the responsibility of maintaining concentration on any single spell you have cast and are concentrating on. Spell Focus [General] Choose one spell. Benefit: When you cast any subspell of the selected spell, you may gain 1 free point of charge to augment it. You still cannot spend more total charge on it than your spellcaster level (plus 1/2 your other levels if you multiclass). This feat may be taken multiple times, each time for a different spell. Spell Penetration [General] You are better at getting through to creatures resistant to magic. Benefit: You can spend any amount of additional charge when casting a spell to enhance your ability to overcome spell resistance. These charge points do not augment any of the effects of the spell, and count towards the maximum amount of charge you can spend on one spell. It does not count towards overcoming spell resistance, instead you add twice the amount of charge spent in this manner to caster level checks to overcome spell resistance. Suppression [General] You hide your mutations very well. Benefit: You suffer no external signs of your use of magic, and no penalty to Disguise checks due to magical side effects. However, all of your taint becomes internal. If split open, your body is full of strange fluids, odd growths, and even internal limbs. Your maximum charge increases by 1. Spell Descriptions The description of each spell is presented in a standard format. Each category of information is explained and defined below. Most spells reference targeting and areas, which work as they do for spells as described in the Player's Handbook. Unless otherwise noted, spells have a casting time of 1 standard action, is dismissible, and allow spell resistance (the caster uses the total charge spent in place of his caster level). Spells that reference Close, Medium, or Long range use the maximum amount of charge the spellcaster can spend in place of caster level. Name: The first line of every spell description gives the name by which the spell is generally known. Realm: Beneath the spell name is a line giving the body of magic that the spell belongs to. Almost every spell belongs to one of three realms of magic. A realm of magic is a group of related spells that share underlying principles. A small number of spells are universal, belonging to no realm. In any case, although basic spells have can be learned by any spellcaster, most of the more powerful spells have prerequisites within their realm. A spellcaster cannot learn such spells until he meets their prerequisites. Eldritch Eldritch spells work with underlying principles of magic. This is also a catch-all category for utility spells and hedge magic. Eldritch spellcasters benefit from a high Intelligence. Spiritual Spiritual spells deal with life, including its creation and preservation. They also cover effects directly related to the mind and soul. Spiritual spellcasters benefit from a high Wisdom. Elemental Elemental spells manipulate, produce, and control raw elemental energy. This is by far the most destructive school of magic. Elemental spellcasters benefit from a high Charisma. Unless otherwise noted, elemental spells that deal physical damage are considered to be magic weapons for the purpose of overcoming damage reduction. Tech Techniques are underdeveloped spells that require little talent to use. Unlike spells, techniques are supernatural abilities that enhance a common action. Techniques also use skills as prerequisites. Characters using Techniques benefit from a high Strength, Dexterity, and Constitution. Unless otherwise noted, a technique's casting time is a free action that does not provoke an attack of opportunity or require any Concentration check, and the spellcaster need not present a focus. Several professional distinctions between types of spellcasters exist, though these vary based on language and culture, and many spellcasters are better known by the spells they use commonly, such as seers and necromancers. A wielder of eldritch magic is an arcanist. A wielder of spiritual magic is a spiritualist. A wielder of elemental magic is an elementalist. A wielder of eldritch and spiritual magic is a mystic. A wielder of eldritch and elemental magic is an evoker. A wielder of spiritual and elemental magic is a sorcerer. A wielder of eldritch, spiritual, and elemental magic is a wizard. Many spells refer to school-specific effects as described in the Player's Handbook. [Descriptor]: Appearing on the same line as the realm, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. Descriptors work as they do for spells, and are included for compatibility reasons. Prerequisites: This line details what other spells a spellcaster must know in order to learn a spell. Subspell Each spell has multiple different effects, this subspell name serves to identify each one. A spellcaster choses which effect to use and all other variable effects of a spell when he begins casting a spell. A target cannot be affected two noninstantaneous subspells of the same spell at the same time unless otherwise noted, the effect that uses more total charge takes precedence and the other is suppressed (but its duration can still run out) until the stronger spell expires. Cost: After the subspell, this indicates how much charge the spellcaster must spend to cast the spell with the related effect. Multiple costs are listed for different effects a spell allows. The spell description may indicate ways a spellcaster can spend more charge to augment the spell. You may choose not to benefit from any or all aspects of a spell's augmentation. In any case, the total charge a spellcaster spends on a spell cannot exceed his spellcaster level (plus 1/2 his other class levels if he is a multiclass spellcaster). Descriptive Text: This portion of a spell description details what the spell does and how it works. This is repeated multiple times to describe each cost's different effect. Antimagic Eldritch Prerequisites: None This spell may be substituted for antimagic field, break enchantment, dispel magic, globe of invulnerability, greater dispel magic, lesser globe of invulnerability, mage's disjunction, and remove curse. Disperse Cost: 1 You disperse magical effects targeting yourself. You make a dispel check (1d20 + charge spent, DC 10 + charge spent on spell or 2 * spell level) to disperse each spell currently affecting you, starting with the most powerful (by total charge, or spell level). This does not dispel spells, it merely causes the effects to continue their normal effect as though they had not targeted you. You cannot disperse more spells than your Intelligence modifier (minimum 1) with a single casting of this spell. You may choose to automatically succeed on dispel checks against any spell that you have cast. This spell cannot disperse spells that cannot be dispelled by dispel magic. This spell can be augmented in the following ways: 1: If you spend an additional 4 points of charge, you can cast this spell with a range of touch. If you spend an additional 8 points of charge, you can cast this spell with a range of Close. If you spend an additional 12 points of charge, you can cast this spell with a range of Medium. If you spend an additional 16 points of charge, you can cast this spell with a range of Long. 2: If you spend an additional 10 points of charge, you can cast this spell while dazed, confused, nauseated, shaken, or stunned. 3: If you spend an additional 16 points of charge, this spell can disperse any effect, even those that cannot be dispelled by dispel magic. Counter Cost: 2 You counterspell an opponent's spell with overwhelming suppressive magic. This spell targets another spellcaster and has a casting time of a standard action, you must ready an action in order to counter an opponent's spell. You must spend more total charge on this spell than your opponent does, and you must be within the range of the spell. If you fail a Spellcraft check to identify how much charge your opponent is spending, you must guess a sufficient amount of charge to succesfully counter it. You must declare that you are counterspelling a specific spell before you make a Spellcraft check to identify it, though you may choose not to cast the spell based on the results of the check. This spell can be augmented in the following ways: 1: For every additional charge point spent, you may be an additional 5' out of the range of the spell you are countering and still counter it successfully. 2: If you spend an additional 4 charge points, you suffer a -10 penalty to your Spellcraft check but may ready an action with this spell as a standard action. If you spend an additional 8 charge points, you suffer a -20 penalty to your Spellcraft check but may ready an action with this spell as a move action. If you spend an additional 12 charge points, you suffer a -30 penalty to your Spellcraft check but may cast this spell as an immediate action. Suppress Item Cost: 4 You touch a magic item and completely lock away its power. This spell targets a single magic item within Close range. If you succeed on a caster level check (1d20 + charge spent, DC 10 + magic item's caster level) the item is rendered nonmagical for a number of rounds equal to your Intelligence score. This spell can be augmented in the following ways: 1: If you spend 3 additional points of charge, this spell lasts for a number of minutes equal to your Intelligence. If you spend 8 additional points of charge, this spell lasts for a number of hours equal to your Intelligence score. If you spend 14 additional points of charge, this spell lasts for a number of days equal to your Intelligence score. 2: For every additional 3 charge points spent, this spell affects an additional target. No two targets may be more than 15' apart, and you make a check seperately against each item.. 3: If you spend an additional 4 points of charge, this spell's range is Medium. If you spend an additional 8 points of charge, this spell's range is Long. Area Dispel Cost: 6 You dispel magic in a wide area. When you cast this spell, you designate a 20'-radius burst within Medium range to target. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the most total charge (1d20 + charge spent, DC 10 + target spell's charge, or 2 * spell level). If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. The creature's magic items are not affected. Otherwise, this works like the area dispel effect of dispel magic. For every additional 4 points of charge spent, this spell's radius increases by 5'. Antimagic Bubble Cost: 10 You radiate a bubble of antimagic. For as long as you concentrate plus a number of rounds equal to your Intelligence modifier, you produce a 10'-radius emanation of antimagic, as the antimagic field spell. This spell is dismissible. This spell can be augmented in the following ways: 1: If you spend an additional 3 charge points, this spell becomes centered on the point in space that you occupy and stays there when you cease concentrating. If you spend an additional 6 charge points, it becomes centered on the point in space and you can direct it to move up to 30' in any direction as a move action. 2: For every additional 5 points of charge spent, this spell's radius increases by 5'. For every additional 2 points of charge spent in any manner, this spell lasts an additional round after you stop concentrating. Instant Antimagic Cost: 15 You completely block magical attacks for a short period of time. Casting this spell is an immediate action, quick enough to react to an attack. You gain spell resistance equal to your Intelligence score + 15 until the start of your next action. This spell can be augmented in the following ways: 1: For every additional point of charge spent, your spell resistance improves by 1. 2: For every additional 3 points of charge spent, one ally within Close range can also be affected. Kill Magic Cost: 20, XP You completely drain magic from an area. This spell has an experience component of 500 experience points. This shapeable spell affects a number of 10' cubes equal to your Intelligence modifier within Close range. Anything in the cubes is completely drained of magic, as mage's disjunction as a wizard of level equal to the amount of charge spent, and the targeted areas become permanently incapable of supporting magic as though they had the dead magic planar trait. Change Eldritch Prerequisites: None You can pair two different subspells of this spell, overcoming the normal limit of stacking subspells. Each spell uses the best range and duration of the two, affects the best variety of targets between the two, and is treated as a single spell for all purposes (except each component determines its effects using the amount of charge spent on it individually). All subspells of this spell are polymorph effects. Change dispels any polymorph effect. This spell may be substituted for alter self, baelful polymorph, bear's endurance, bull's strength, cat's grace, disguise self, disintegrate, eagle's splendor, enlarge person, flesh to stone, fly, fox's cunning, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass enlarge person, mass fox's cunning, mass owl's wisdom, mass reduce person, overland flight, owl's wisdom, polymorph, polymorph any object, reduce person, shapechange, shrink item, spider climb, statue, water breathing Disguise Cost: 1 You alter your body to an extent determined by you, though you cannot change your body type. You can cast this spell as part of the initial period required to create a disguise, or you can cast it as a standard action to make quick transmutations to your body. In any case, you can only make cosmetic changes (though to all but the most skilled nonmagical inspection, any changes you make look and feel real). This allows you to create a disguise without a disguise kit, though you still need to supply clothing and other props. In addition, you suffer no penalty to disguise yourself as a different gender, race, and/or age category. If the disguise is only for minor changes, your +5 bonus increases to +10. This does not negate your Disguise penalty from magical side effects (though you can subsume it). The effects of this spell last for 10 minutes per point of charge spent, you can maintain a disguise after the duration ends, but creatures you met during the spell are immediately allowed a new Spot check to detect the disguise at the newly modified result. You cannot use this spell to circumvent the effects of aging, only to disguise them. This spell can be augmented in the following ways: 1: For every additional point of charge spent, you gain a +2 enhancement bonus to your Disguise check. 2: If you spend an additional 3 points of charge, this spell lasts for 1 hour per point of charge spent. If you spend an additional 6 points of charge, this spell lasts for 1 day per point of charge spent. If you spend an additional 9 points of charge, this spell can be used to make make permanent (effectively instantaneous) minor changes, but cannot be paired with another subspell. 3: If you spend 2 additional points of charge, this spell can be cast with a range of touch on a willing or unconscious target. Enlarge/Reduce Cost: 2, M You instantly cause growth or shrinking in the target. This is a touch spell with a 20 gp material component of iron shavings. The target's size increases or decreases by one step at your option for one minute per point of charge spent if it fails a Fortitude save (DC 10 + Int mod + 1/2 charge spent). The target's equipment is also changed in size, the damage it causes changes accordingly, and if seperated from the target it returns to normal size at the end of its action. In addition to the standard effects of being a different size category, the target gains a +2 size bonus to its Strength (or Dexterity if you shrink it) and a -2 penalty to its Dexterity (or Strength if you shrink it) to a minimum of 1 for the duration. If the target grows into a space too small to contain it, it must make a Strength check to burst its surroundings, otherwise it is constrained without harm by the materials enclosing it. This spell does not stack with any other effect that changes size in any manner. This spell can be augmented in the following ways: 1: For every additional 6 charge points spent, this power increases or decreases the target's size by an additional category, the ability score bonus increases by +2, and the ability score penalty decreases by -2. 2: For every additional 3 charge points spent, this spell can affect an additional target. Boost Cost: 3, M You make balanced and careful changes to improve the target's abilities. This spell has a range of touch and can only be used on a willing target, it has a 25 gp material component of animal droppings. The target gains a +4 enhancement bonus to one of its ability scores for one minute per point of charge spent. Temporary hit points granted by a Constitution increase are not temporary hit points, they go away when the target's Constitution drops back to normal, and are not lost first as temporary hit points are. This spell can be augmented in the following ways: 1: For every additional 5 charge points spent, this spell can grant another +4 bonus to an ability score. 2: For every additional charge point spent, this spell's bonus increases by 1. The target suffers ability burn (ability damage that can only be healed by rest) divided among ability scores as you direct equal to the amount of charge spent in this manner. Ability Cost: 4, M You imbue your target with some extraordinary physical ability. This is a touch spell with a 50 gp material component of powdered bone from shapechangers. The ability lasts for one minute per point of charge spent. Unless combined with the Disguise subspell, the effects produced are physically very crude and unsightly. Alternately, you can remove one of the target's abilities if it is listed here (if the target has an ability but it does not match the list's description, you can remove it anyways), provided the target fails its Fortitude save (DC 10 + Int mod + 1/2 charge spent). The target has a +4 racial bonus to this save. This use of the spell does not require a material component. The target gains one of the following: Damage reduction /- equal to the charge spent on this spell against one of the following: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic damage. A natural attack dealing damage as a heavy mace for the target's size. For every additional 4 points of charge spent, this attack deals damage as though the target is an one size category larger. The benefits of being a quadruped, including 1.5x carrying capacity and a +4 bonus against tripping and bull rushing. This does not modify the target's abilities in any other manner This spell can be augmented in the following ways: 1: For every additional 3 charge points spent and additional 50 gp of material component used, this spell can affect an additional target. 2: For every additional 6 charge points spent, this spell grants an additional ability from the list. 4: If you spend 5 additional charge points, you can add the following abilities to the list. Immunity to one of the following damage types: bludgeoning, piercing, or slashing. The improved grab ability with its unarmed strikes and natural attacks. Constitution as a nonability, granting immunity to any effect that requires a Fortitude save unless it works on objects, ability damage, ability drain, and energy drain. The target's Constitution modifier effectively becomes +0, and its hit points change appropriately. If the target is reduced to 0 or less hit points while under this effect, it is immediately destroyed. The trample ability, dealing damage as a heavy mace for a creature one size category larger (the target applies 1-1/2 its Strength modifier to damage rolls with this attack). The save DC is 10 + target's Str mod + 1/2 charge spent. The target can trample creatures its size category or smaller. For every additional 5 charge points spent, the target deals damage as though it is one size category larger and can trample creatures one size category larger. An additional attack, within the limits of the multiweapon and multiattack rules. Locomotion Cost: 5, M You alter the target's physiology, improving its ability to move. This is a touch spell with a 100 gp material component of elemental residue from an air, earth, fire, or water elemental, as appropriate for the movement type granted. This grants the target one of the following for 1 minute per point of charge spent: The target gains a +30' enhancement bonus to its base land speed. For every additional 2 charge points spent, this bonus increases by +10'. The target gains the ability to climb at its base land speed. It gains a +8 racial bonus to Climb checks and can always take 10 on a Climb check. For every additional 2 charge points spent, the target's climb speed gains a +10' enhancement bonus. The target gains the ability to fly at twice its base land speed with a maneuverability of Poor. For every additional 3 charge points spent, the target's flight maneuverability increases by one step and its fly speed gains a +10' enhancement bonus. The target gains a swim speed equal to its base land speed. It gains the Aquatic subtype, the ability to breathe water (and it can still breathe air), a +8 racial bonus to Swim checks, and can always take 10 on a Swim check. For every additional 2 charge points spent, the target's swim speed gains a +10' enhancement bonus. If the target has no base land speed (or its base land speed is 5'), you can give it one equal to half its best speed. This also grants it the ability to breathe air if it did not already have it (or if it only had the ability to hold its breath, such as an aquatic elf's gills). For every additional 2 charge points spent, the target's land speed gains a +10' enhancement bonus. The target gains a burrow speed equal to half its base land speed, allowing it to move through dirt. It can choose to leave a tunnel if it desires. This spell can be augmented in the following ways: 1: For every additional 6 charge points spent, you may select an additional option from this list. 2: For every additional 2 charge points spent and additional 100 gp of material component used, this spell can affect an additional target. Transmute Cost: 10 (see text) This subspell cannot be combined with any other subspell besides Enlarge/Reduce. You change a creature into an inanimate object, or transmute an object. One creature or unattended object (or an attended object held by a willing reature) within Close range and all of its carried and worn equipment permanently changes into any inanimate nonmagical simple object you can think of. An unwilling target is not affected if it has less than 5 hit points per point of charge spent, the target may add its Fortitude saving throw modifiers to its hit point total if it would be beneficial. Any complex objects require an appropriate skill check or the spell fails, although simple changes such as turning a target into a statue of itself requires no check. The target gains the object's hardness but retains its hit points. If the object it becomes has any intristic value, even art value, you must supply magical reagents that at least meet that object's market value as a material component. This spell cannot change the target's size (but it can be paired with Enlarge/Reduce), a Medium creature can only be turned into a Medium object. The target retains any awareness of its surroundings that it posessed in life, but is incapable of performing any actions, and is treated as an unattended object unless attended by another creature. This spell can be used to transmute one object into another according to the limitations above. If you cast this spell on yourself, the only action you can perform is the standard action necessary to dismiss this spell and any actions you would take to draw charge. This spell can be augmented in the following ways: 1: For every additional 3 charge points spent, this spell can affect an additional target. 2: If you spend an additional 2 charge points when you cast this spell on yourself, you can spend 10 charge points as a free action to animate yourself for a number of rounds equal to your Intelligence score as an animated object. For every additional 2 charge points spent in this manner, the amount of charge that must be spent to animate decreases by 1. You cannot cast spells during this effect. Reform Cost: 15 You supercharge the target with transmutive energy. This is a touch spell. This automatically dispels any polymorph or Change effect whose total charge (or caster level) is less than or equal to the total charge spent. Alternately, you may use this spell to completely destroy any sembleance of form in a creature, reducing it to absolutely nothing. This only works on targets with no more than 5 hit points per point of charge spent. The target may add its Fortitude saving throw modifiers to its hit point total if it would be beneficial. Alternately, if the target has the shapechanger subtype, you may bend its form to your will. If the target fails a Fortitude save (DC 10 + 1/2 charge spent + Int mod) it changes shape within the limits of its shapechanging ability, but it requires no actions to do so and is not limited by uses per day. If you do not know the limits of the target's shapechanging ability or pick a form it cannot take, it instead changes into its base form. This spell can be augmented in the following ways: 1: For every additional 3 points of charge spent, this spell can affect an additional target. 2: If you spend an additional 4 charge, this spell's range is Close. If you spend an additional 8 charge, this spell's range is Medium. If you spend an additional 12 charge, this spell's range is Long. Transfiguration Cost: 20, see text You can perform any number of simultaneous Change subspells, rather than just two. This spell has a casting time of 1 minute, and you must combine at least three spells in this manner. The total amount of charge of the combined subspells is equal to the charge spent on this subspell, but you may use a subspell multiple times (as appropriate, you could not stack Disguise but you could stack Ability), and each subspell gains 2 free charge points that can be put towards its augmentation. If you spend 200 XP per charge point spent on this effect, it has a duration of Permanent. You may split this component evenly between yourself and a willing target. The following need to go into a change-derivative subspell: Cost: 4, M Blindsense 10', plus an additional 10' per 3 points of charge spent. A breath weapon usable 1/1d4+1 rounds, dealing 2d6 points of acid damage in a 60' cone (Reflex DC 10 + target's Con mod + 1/2 charge spent for half damage), plus an additional 1d6 points of damage per 3 points of charge spent. Immunity to charms and compulsions. Darkvision 60', plus an additional 30' per 4 points of charge spent. A natural contact poison on its skin that affects any creature it touches and any creature that touches it (any touch attack, unarmed strike, or natural attack in either case). The poison deals initial and secondary damage of 1d6 Constitution (DC 10 + target's Con mod + 1/2 charge spent). Low-light vision. This range is doubled (as per normal doubling rules, triple rage, then quadruple range, then quintuple range) for every additional 4 points of charge spent. Immunity to paralysis. Immunity to poison. The scent ability with a range of 30', plus an additional 10' per 3 points of charge spent. This spell can be augmented in the following ways: 1: For every additional 3 charge points spent, this spell can affect an additional target. 2: For every additional 6 charge points spent, this spell grants an additional ability from the list. 3: If you spend 5 additional charge points, you can add the following abilities to the list. [list] Blindsight 5', plus an additional 5' per 3 points of charge spent. A breath weapon usable 1/1d4 rounds, dealing 2d6 points of acid, cold, electricity, or fire damage in a 60' cone or 120' line at the target's option (Reflex DC 10 + target's Con mod + 1/2 charge spent for half damage), plus an additional 1d6 points of damage per 3 points of charge spent. Immunity to mind-affecting effects. Immunity to one of the following damage types: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. Regeneration equal to your Intelligence modifier against physical damage (this does not heal existing nonlethal damage). Regeneration equal to your Intelligence modifier against energy damage (this does not heal existing nonlethal damage). Constitution as a nonability, granting immunity to any effect that requires a Fortitude save unless it works on objects, ability damage, ability drain, and energy drain. The target's Constitution modifier effectively becomes +0, and its hit points change appropriately. If the target is reduced to 0 or less hit points while under this effect, it is immediately destroyed. The trample ability, dealing damage as a heavy mace for a creature one size category larger (the target applies 1-1/2 its Strength modifier to damage rolls with this attack). The save DC is 10 + target's Str mod + 1/2 charge spent. The target can trample creatures its size category or smaller. For every additional 5 charge points spent, the target deals damage as though it is one size category larger and can trample creatures one size category larger. Tremorsense 10', plus an additional 10' per point of charge spent. An additional attack, within the limits of the multiweapon and multiattack rules. Divination Spiritual Prerequisites: None Divination counters Figment, Glamer, Phantasm, and Shadow This spell may be substituted for any spell of the Divination school. Detect Cost: 1 You extend your perceptions, allowing you to seek out a specified type of matter, energy, or other variable in the area. As long as you concentrate, you can pinpoint the locations of a specified type of thing in a 60' cone, you may determine the cone's point of origin and direction once per round on your action and immediately know the distance from yourself (not exact locations) and relative (but not absolute) strengths of each thing in the effect. Thus, you could tell that a wand of fireball is more powerful than a potion of cure light wounds (CL 1), but you would not be able to determine the caster level of the wand (unless you had several items to compare it to) or the number of charges in it (by any means). You can use this spell to detect one of the following: Magical auras of items and lingering spells (see the detect magic spell description) by their caster levels. Living creatures by their Hit Dice (less than 1 Hit Die for ordinary plants). Undead creatures by their Hit Dice. Any specified mineral or material (wood, stone, metal, poisons, glass, gold, paper, oak) by their mass. Creatures of a specified alignment axis (Good-Evil or Law-Chaos) by their Hit Dice. Evil outsiders and characters with divine power (such as devout priests) are treated as having twice as many Hit Dice. You may augment this spell in the following ways: 1: For every additional 2 charge points spent, this spell can detect an additional thing. You can distinguish between things according to their respective categories, you would be able to tell an undead creature from a living creature, but you would not be able to tell which has more Hit Dice. 2: For every additional charge point spent, this spell's range increases by 10'. 3: If you spend an additional 4 charge points, this spell can also detect the following: Creatures with a specific ability score (but not creatures that have it as a nonability) by that ability score. Living creatures by their remaining hit points. Living creatures of a specific type by Hit Dice. Magic items and lingering spells of a specific realm (or school) by caster level. Creatures by their attitude towards a specific individual or organization (an individual need not be within range, if the individual or a member of the specified organization is within range he is usually treated as being more than Helpful towards himself). 4: For every additional charge point spent, this spell lasts an additional round. Identify Cost: 2 You carefully study an item and its magical properties. This spell has a range of touch and a casting time of one day. You determine all magical properties of the item, including how to activate these functions and how many charges are left (if appropriate). This spell cannot identify an artifact. You have a 1% per charge point spent chance to successfully identify a cursed item. You may augment this spell in the following ways: 1: For every additional 4 charge points spent, you may identify an additional item. 2: For every additional 20 charge points spent, you may identify one property of an artifact, starting with the most powerful. 3: If you spend an additional 5 charge points, this spell's casting time is one hour. If you spend an additional 10 charge points, this spell's casting time is one minute. If you spend an additional 15 charge points, this spell's casting time is one round. 4: For every additional charge point spent, this spell has an additional (yes, in addition to the other one) 1% chance to identify a cursed item. Clairvoyance Cost: 3, F You see and hear a distant location, as if you were there. This spell lasts as long as you concentrate, plus a number of rounds equal to your Wisdom modifier, and requires a 100 gp mirror or similar flat reflective surface as a spell focus. This is a scrying effect. You don't need line of sight or line of effect, but the place must be known to you or obvious. You could view a point in your home, or on the other side of a door, but you could not view a specific individual or item. Once this spell takes effect, the sensor does not move (but you may rotate it in all directions to view its surroundings). The sensor can only see with normal vision and darkvision out to 10'. This spell does not allow you to scry across planes. This spell can be augmented in the following ways: 1: You may move the sensor on your action at a speed of 5' per charge point spent. 2: For every additional charge point spent, this spell's darkvision range increases by 5'. 3: If you spend an additional 4 charge points and use a focus related to your target (a personal possession that was held for at least a week, or a bit of organic matter like hair or blood), you may scry on a specific individual. The target is allowed a Will save (DC 10 + 1/2 charge spent + Wisdom modifier) to avoid being scried upon, if your target succeeds on this save you are stunned for one hour and then nauseated for a number of hours equal to the difference between his Hit Dice and the total charge spent. 4: For every additional charge point spent, this spell lasts an additional round. Truesight Cost: 5, M You become able to pierce illusions. This spell has a material component of fat and saffron worth 50 gp. For a number of minutes equal to your Wisdom score you can ignore glamers, allowing you to see through images and ignore invisibility, and you do not suffer from concealment or blindness due to magical darkness. You can only ignore an effect if you have spent more charge points than were spent on it (or at least 2 charge points per spell level). This spell can be augmented in the following ways: 1: For every additional 2 charge points spent, this spell also affects one creature you touch (a free action if the target is adjacent to you). 2: If you spend 4 additional charge points, you can penetrate all types of illusions, provided you spend enough charge points. This allows you to automatically succeed on a Will save against an illusion effect. 3: If you spend 4 additional charge points, you can see the true forms of transmuted creatures and objects, provided you spend enough charge points. 4: For every additional charge point spent, this spell lasts an additional minute. Commune Cost: 10, M You tap into universal truth, the agents of a deity, or unravel threads of fate to discern simple questions. This spell has a casting time of one hour. You may ask one yes-or-no question per point of charge spent, and must spend 100 gp of incense and holy (or unholy) water per question as a material component. "Unclear" is a legitimate answer if an absolute answer would be misleading. Reveal Cost: 20, M, F You magically divine a comprehensive set of information about a specific individual. This spell has a casting time of 1 hour, requires some possession of the target to be used as a focus, and 5000 gp of crushed quartz, insence, and holy water (or unholy water) must be used as a material component. This allows you to deduce the following information: The target's name, race, and alignment. Its exact Hit Dice and class levels. Its current location (including the building, town, country, world, and plane of existence, as appropriate and well enough for you to find the target if it is not taking pains to conceal itself). Significant items in its possession. Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items). What it was doing while you cast the spell, as though you were using an unaugmented Clairvoyance subspell replayed at ten-to-one speed. If the target is magically concealing itself, you must spend more charge than the concealing effect (or at least two charge points per spell level). |
| Thomar_of_Uointer04-08-07, 03:54 PM | Earth Elemental [Earth] Prerequisites: None None of the subspells of this spell are subject to spell resistance. All of its effects are instantaneous. Earth counters Electricity, Steel and Water. Earth may be substituted for any spell with the [Earth] descriptor. Tremor Cost: 1 Your touch generates a shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within a Close cone-shaped spread, affected creatures take 1d4 points of nonlethal bludgeoning damage, and creatures and objects are knocked prone. Creatures and attended objects are allowed a Reflex save to negate this effect (DC 10 + Cha mod + 1/2 charge spent). This spell can be augmented in the following ways: 1: If you spend an additional 4 charge points, this spell's effect is a spread centered on you. 2: If you spend 4 additional charge points, this spell's range is Medium. If you spend 8 additional charge points, this spell's range is Long. 3: If you spend 8 additional charge points, affected creatures are nauseated for 1 round. If you spend 12 additional charge points, affected creatures are stunned for 1 round. For every additional point of charge spent, this spell deals an additional 1d4 damage. Roughen Cost: 2, M You chew up a patch of earth, making it rough and treacherous. This causes a 5' square of earth or stone within Close range to become rough terrain, it counts as two squares of movement for creatures entering it and creatures cannot run or charge through it. If the space takes a total amount of damage equal to your Charisma score, it flattens, melts, or smooths it sufficiently to negate this penalty. This spell may be augmented in the following ways: 1: For every additional 3 charge points spent, affected areas require an additional 5' of movement to enter and require twice as much damage to smooth. Thus, if you spent 8 charge points on this spell, the affected areas would requires 20' of movement to enter. 2: If you spend an additional 4 points of charge, this spell's range is Medium. If you spend an additional 8 points of charge, this spell's range is Long. For every additional charge point spent, this spell affects an additional 5' square. Stone Cost: 3 You conjure a stone in your hand, and propel it with great force at your enemies. Casting this spell is an attack action, you may use it in conjunction with a full attack and/or two-weapon fighting. It deals 1d8+Cha mod points of bludgeoning damage on a successful ranged attack with a range increment of 10' and is treated as a thrown weapon. You do not apply your Strength modifier to the damage roll. For every additional point of charge spent, this spell deals an additional 1d8 damage and its range increment increases by 5'. Spike Cost: 5 You cause a deadly spire of stone to erupt from the ground. This targets a 5' square of open ground within Close range. The target space must have at least some exposed earth or stone and be stable and capable of direct seismic interaction, you could target grassy ground half a mile above a cave, but not the bare stone of the second floor of a building. One creature standing on the square (determined randomly if more than one creature is there) takes 1d6 points of piercing damage per point of charge spent (Reflex DC 10 + 1/2 charge spent + Wisdom modifier) and is stuck to the square (flat-footed and unable to leave the square) unless it makes a Strength check against that Reflex DC as a move action, and any creatures not stuck in the square are pushed out of it into a square of their choice. The square blocks line of effect out of it, a stuck creature can be targeted, but not a creature on the other side of the square. If the creature makes a successful Reflex save, it only takes half damage and is not stuck. After 1 round, the spire subsides, leaving the affected area as it was (though this spell rips up masonry and vegetation) and freeing a stuck creature. This spell can be augmented in the following ways: 1: If you spend an additional 4 points of charge, this spell's range is Medium. If you spend an additional 8 points of charge, this spell's range is Long. 2: For every additional 4 points of charge spent, the spire remains for an additional round. 3: For every additional 3 points of charge spent, this spell creates an additional spire, though no two spires can be farther than 15' apart. Shape Cost: 10 You incite focused seismic activity to create peripices and chasms. This spell has a casting time of 1 round, during which the areas to be affected tremble. This raises or lowers a 10' square of open ground within Close range by any distance, up to your Charisma score. The target space must have at least some exposed earth or stone and be stable and capable of direct seismic interaction, you could target grassy ground half a mile above a cave, but not the second floor of a building. You may vary the height and slope of the entire affected area, creating steps, slopes, or rough sculpture (though a Craft check would determine the actual quality of this). You may make sheer walls with a Climb DC of up to your Charisma score, and the edges between the affected area and unaffected areas are as such. Structures in the area of this spell take 5 points of damage per caster level, ignoring hardness. Lowering ground cannot cause falling damage, though it may cause stability problems for very large creatures. A Large or larger creature on the edge of a square may choose to jump into or out of the effect when it happens. This spell can be augmented in any of the following ways: 1: For every additional 3 charge points spent, this spell affects an additional 10' square. 2: If you spend an additional 4 points of charge, this spell's range is Medium. If you spend an additional 8 points of charge, this spell's range is Long. For every additional charge point spent, this spell can raise or lower ground another foot. Earthquake Cost: 15 You create a suddon tremor in the ground. This targets an 80' spread within Long range. It produces one of the following effects depending on the environment for one round: Collapse a cavern roof, dealing 8d6 points of damage and pinning creatures caught in the rubble. If an affected creature makes a successful DC 15 Reflex save it only takes half damage and is not pinned. Cause a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage, travels half the distance from its current position to the end of the slide, and is pinned beneath the rubble. If an affected creature makes a successful DC 15 Reflex save it only takes half damage and is not pinned. Damage a structure, dealing 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, and it is not halved. Any creature caught inside a collapsing building takes 8d6 points of bludgeoning damage and is pinned beneath the rubble. If an affected creature makes a successful DC 15 Reflex save it only takes half damage and is not pinned. Drain or divert water, leaving thick mud that requires four squares of movement to enter. Any creature pinned beneath rubble is immobilized and cannot escape. He takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constiution check each minute or take 1d6 points of lethal damage until freed or dead. For every additional charge point spent, this spell's radius increases by 5'. Fissure Cost: 20 You cause a crack to open up in the earth, swallowing a creature. This targets a Medium or smaller creature within Long range with less than 5 hit points per charge point spent. The target can add his Climb modifier, Reflex save modifiers, and climb speed or fly speed in feet (if any) to his hit points to determine if he is affected if it would be beneficial to him. The target must be standing on a space with at least some exposed earth or stone and be stable and capable of direct seismic interaction, you could target grassy ground half a mile above a cave, but not the second floor of a building. The target is swallowed up by a giant crack in the earth that rapidly slams shut, slaying him instantly and burying his compressed corpse 900' beneath the spot he was on. This spell cannot affect incorporeal creatures, creatures with fly speeds, and creatures with climb speeds. This spell can be augmented in the following ways: 1: For every additional 3 charge points spent, this spell can affect an additional target, though no two targets can be more than 15' apart. 2: For every additional 2 charge points spent, this spell can affect a creature one size category larger. Fire Elemental [Fire] Prerequisites: None Fire counters Cold, Wood, and Metal. Fire may be substituted for any spell with the [Fire] descriptor. Flametongue Cost: 1 A gout of flame shoots from your outstretched hand, burning close enemies. This deals 1d6 points of fire damage to all creatures in a Close line. Affected creatures and objects are allowed a Reflex save for half damage (DC 10 + Cha mod + 1/2 charge spent). Affected creatures and objects catch fire on a failed saving throw. If you spend an additional 4 points of charge, this spell's range is Medium. If you spend an additional 8 points of charge, this spell's range is Long. For every additional point of charge spent, this spell deals an additional 1d6 damage. Firehurl Cost: 2 A ball of fire coalesces in your hand, burning with an intense desire to seek out your enemies. Casting this spell is an attack action, you may use it in conjunction with a full attack and/or two-weapon fighting. It deals 1d8+Cha mod points of fire damage on a successful ranged touch attack with a range increment of 10', and is treated as a thrown weapon. You do not apply your Strength modifier to the damage roll. For every additional point of charge spent, this spell deals an additional 1d8 damage and its range increment increases by 5'. Fireballs Cost: 5 Beads of heat shoot out from your fingertips and explode, bathing your enemies in flame. You may target these beads at up to three different creatures, objects, or points in space within Medium range, if you target a creature or object it is allowed no saving throw if you succeed on a ranged touch attack. Each bead explodes in a 10'-radius burst, and affected creatures and objects take 5d6 points of fire damage. Affected creatures are allowed a Reflex save for half damage (DC 10 + Cha mod + 1/2 charge spent). Overlapping bursts do not damage a target multiple times, but you may direct beads at the same target multiple times for a better chance to deny it a saving throw. This spell can be augmented in the following ways: 1: If you spend an additional 6 points of charge, this spell's range is Long. 2: For every additional 4 charge points spent, each burst's radius increases by 5'. 3: For every additional 3 charge points spent, this spell creates an additional bead. For every additional charge point spent, this spell deals an additional 1d6 damage. Firewall Cost: 7 A wall of flames rises up along the ground, radiating intense heat. This spell has a casting time of one round. The wall can cover any continuous path of up to 5' per point of charge spent, and it rises up a number of feet equal to your Charisma score. Creatures passing within 10' of the "outside" of the wall (usually the side facing away from you, but you can specify otherwise when cast) take 2d6 points of damage from the intense heat, and creatures that push through the wall take 4d6 points of damage and treat the space adjacent to its outside as difficult terrain. If you evoke the wall where creatures are, they take damage as though passing through it, but may leave it without harm assuming they go "into" it. The wall is completely opaque and blocks line of effect. If any 5' section of wall takes 20 points of cold damage in a single round, that particular section is extinguished. For every two points of charge spent, the wall deals an additional 1d6 damage to creatures passing through it and each section requires an additional 5 points of cold damage to extinguish. For every four points of charge spent in this manner, the wall deals an additional 1d6 damage to creatures within 10' of it. Every point of charge spent in this manner adds an additional foot to the height of the wall. Firebomb Cost: 10 A glowing ball one foot in diameter rolls along the ground to a point you specify and sits there, glowing ominously with an inner light. This spell has a casting time of 1 round, its effect starts in your space, and you may dismiss it. When you cast this spell, you specify a delay for it to explode and a point within Long range that it rolls towards along a path of your choice at a speed of 20' per round on your action. You can have it delay to any particular point in the initiative order after a set number of rounds, up to one minute per point of charge spent. If the ball is touched and you do not explicitly decide that it is not set off by that particular contact, it explodes prematurely. You can direct it to roll along a different path to another point as a standard action, and you can make it explode prematurely by directing it to collide with an object. On exploding, the ball deals 12d6 points of fire damage to every creature and object in a 30'-radius burst. Affected creatures are allowed a Reflex save for half damage (DC 10 + Cha mod + 1/2 charge spent). For every additional point of charge spent, this spell deals an additional 1d6 damage, its speed improves by 5', and its blast radius improves by 5'. Firestorm Cost: 15 You fill your surroundings with dancing sheets of flame. This shapeable effect fills a number of 10' cubes within Long range equal to one half the amount of charge spent. As long as you concentrate, creatures and objects within the effect take 8d6 points of damage per round on their action, whether they start, pass through, or end their action in the effect. When the spell ends, all creatures and objects in the effect that fail a Reflex save (DC 10 + Cha mod + 1/2 charge spent) catch fire. If a creature attacks another creature within the flames, or if there is flame between them, it suffers concealment. If there is at least 20' of flames between the two creatures, they suffer total concealment. This spell can be augmented in the following ways: 1: For every additional 2 points of charge spent, this spell deals an additional 1d6 damage. 2: For every additional 3 points of charge spent, the effect lasts an additional round after you stop concentrating. Firey Death Cost: 20 You force your enemy to spontaneously combust. One creature within Close range with no more than 5 hit points per point of charge points spent explodes, killing him instantly and dealing the remainder of the hit points as fire damage to everything in a 20'-radius burst centered on the target. The target may add its Fortitude modifiers and fire resistance to its hit points if it would be beneficial, this cannot affect a target immune to fire. Creatures hit by the explosion can make a Reflex save (DC 10 + Cha mod + 1/2 charge spent) to take half damage. Healing Spiritual Prerequisites: None Healing counters Necromancy. Healing may be substituted for any spell of the Conjuration (Healing) subschool. Aid Cost: 1 (see text) You knit torn flesh and mend broken bones. This is a touch spell. The target heals 3 points of damage, up to 1 hit point, and stabilizes and regains consciousness if it was dying or unconscious. If you use diamond dust as a material component, the maximum hit points you can heal up to increases by 1 per 10 gp. In addition, if the target is suffering from a caltrop wound or similar debilitating injury, it is healed. This spell can be augmented in the following ways: 1: For every 3 additional charge points spent, this spell can affect an additional target. If used in conjunction with the second augmentation, no two affected creatures can be more than 5' per 2 points of charge apart. 2: If you spend 4 additional charge points, this spell's range is Close. If you spend 8 additional charge points, this spell's range is Medium. If you spend 12 additional charge points, this spell's range is Long. For every additional charge point spent, this spell heals an additional 3 hit points and the maximum hit points you can heal up to increases by 1 (in addition to any increase due to a material component). Care Cost: 2 You emanate an aura of positive energy, accellerating natural healing. This spell has a range of touch and a casting time of 8 hours. This spell allows the target to heal an additional amount of lethal damage equal to its level (as though you had made a successful Heal check, this stacks with the normal effect of a successful Heal check), even if the target is resting for 24 hours (in which case you can only cast the spell once during the resting period). This spell can be augmented in the following ways: 1: For every additional 2 charge points spent, this spell can heal an additional target. 2: For every additional 4 charge points spent, the target heals an additional amount equal to his level. Antidote Cost: 3 You delay the effects of poison in a creature. This is a touch spell. The target does not have to make a secondary saving throw against any poison affecting it when the spell is cast for one hour per point of charge spent. This spell can be augmented in the following ways: 1: For every 3 additional charge points spent, this spell can affect an additional target. If used in conjunction with the second augmentation, no two affected creatures can be more than 5' per 2 points of charge apart. 2: If you spend 4 additional charge points, this spell's range is Close. If you spend 8 additional charge points, this spell's range is Medium. If you spend 12 additional charge points, this spell's range is Long. 3: If you spend an additional 4 points of charge, this spell completely neutralizes poison. If cast on a poisoned object or poisoned air (a 10' cube of material either way), all poison on the target is neutralized. This has no effect on creatures with poison. Empathic Transfer Cost: 5 (see text) You heal another creature's wounds by transferring its damage to yourself. This is a touch spell. You take up to 20 points of lethal damage, and the target heals the same amount of lethal damage and the same amount of nonlethal damage. (This loss can bring you to 0 or fewer hit points.) The damage you take cannot be healed by magical means, only by natural healing. Spells and abilities you have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target's pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. If you use a 1,000 gp crystal rod as a focus for this spell, the target heals twice as much damage. 1: For every 3 additional charge points spent, this spell can affect an additional target. If used in conjunction with the second augmentation, no two affected creatures can be more than 5' per 2 points of charge apart. 2: If you spend 4 additional charge points, this spell's range is Close. If you spend 8 additional charge points, this spell's range is Medium. If you spend 12 additional charge points, this spell's range is Long. For every additional charge point spent, this spell can transfer up to an additional 5 points of damage. Eucrasia Cost: 10 (see text) You force the target's humors into balance, keeping him on his feet even after suffering fatal wounds. This is a touch spell that can only be used on a willing target. You render up to 25 points of lethal damage in the target unhealable (the target can only recover the damage through natural healing), and the target heals the same amount of lethal damage and the same amount of nonlethal damage. If you use a 1,000 gp crystal rod as a focus for this spell, the target heals twice as much damage. If you spend 4 additional charge points, this spell's range is Close. If you spend 8 additional charge points, this spell's range is Medium. If you spend 12 additional charge points, this spell's range is Long. For every additional charge point spent, this spell works with up to an additional 5 points of damage. Regenerate Cost: 15, M You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This spell has a range of touch and requires a 1,000 gp diamond material component. This does not restore life, but it returns a lost extremity to a living or dead creature if it is otherwise mostly intact. The original extremity need not be present when the spell is cast; a new extremity is created by the spell. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity and cannot be used to resurrect the creature. Ameliorate Cost: 20, M You imbue the target with a overwhelming amount of positive energy, preemptively healing its wounds. This is a touch spell with a 2,000 gp material component of a diamond. All lethal damage it takes for a number of rounds equal to your Wisdom score is converted to nonlethal damage. Damage converted in this manner heals at a rate equal to the charge spent on this spell each round on the target's action for the duration of the spell. This spell may be augmented in the following ways: 1: If you spend 4 additional charge points, this spell's range is Close. If you spend 8 additional charge points, this spell's range is Medium. If you spend 12 additional charge points, this spell's range is Long. 2: For every additional charge point spent, this effect lasts an additional round. Hydrophilia Elemental Prerequisites: Water This spell counters Water. Hydrophilia may be substituted for freedom of movement, water breathing, and water walking. This spell's subspells may affect a target simultaneously. Equilibrium Cost: 3, M You modify a body's density. This spell has a range of touch and affects one creature or object, and has a 25 gp sapphire material component. You change the target's bouyancy at will as a free action, allowing you to cause it to fall or rise up to 60' each round on its action in water, quicksand, or any other material that you could sink or float in. The target may float on top of such surfaces, and a creature can walk (but not run) at its normal speed. If the target falls from any height during the duration of this spell, it only takes half damage. This spell's effects last for a number of minutes equal to your Charisma score. This spell can be augmented in the following ways: 1: For every additional charge point spent, this spell lasts an additional minute. 2: If you spend 2 charge points, this spell has a range of touch. If you spend 6 charge points, this spell has a range of Close. If you spend 10 charge points, this spell has a range of Medium. If you spend 14 charge points, this spell has a range of Long. In any case, this spell can only creatures or objects of Huge size or smaller. Unwilling targets are allowed Fortitude saves to negate the effect. Gills Cost: 5, M You bestow the ability to breathe water, at the expense of breathing air. This spell affects you and a number of willing creatures within Close range equal to your Charisma modifier, and a sapphire worth 50 gp per target (including yourself) must be used as a material component. Affected creatures can breathe water as well as they can breathe air for a number of hours equal to your Charisma score, but can only breathe air for a number of rounds equal to their Constitution scores before suffocating. Alternately, this spell may grant normally water-breathing creatures the ability to breathe air, but restricting their ability to breathe water. This spell can be augmented in the following ways: 1: For every additional 2 charge points spent, this spell affects an additional creature. 2: If you spend an additional 4 charge points, affected creatures gain swim speeds equal to their base land speeds and suffer no penalties for using weapons underwater. This grants swimming creatures base land speeds equal to their swim speeds, up to 30' movement. Jump Tech Prerequisites: 4 ranks in Jump, Str 13. Snap Leap Cost: 1 You suffer no penalty for jumping without a running start. Air Jump Cost: 2 You can change your direction during a jump, up to 90 degrees. Alternately, you can double the maximum height or distance (the maximum height remains the same) of a jump. Wall Kick Cost: 3 For a number of rounds equal to your Strength modifier, you may use your Jump modifier in place of your Climb modifier as long as you have two perpendicular or parallel walls to jump between. Life Spiritual Prerequisites: Healing Life counters Necromancy and Death. Restore Cost: 5 (see text) You purify the target's body. This is a touch spell. The target heals 2 points of ability damage to a single ability score (but not ability drain). Alternately, you can dispel any effect that imposes a penalty to a specified ability score. This spell can be augmented in the following ways: 1: If you spend an additional 4 points of charge and 100 gp of diamond dust, this spell heals ability drain. Alternately, you can make this spell dispel negative levels and restore one lost experience level per 100 gp spent. 2: If you spend an additional 6 points of charge, this spell ends the following adverse conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, and stunned. 3: If you spend an additional 12 points of charge, this spell can break any effect that imposes an ability score penalty, even if it could not be dispelled. For every additional 3 charge points spent, this spell heals an additional 2 points of ability damage, which can be healed to the first ability score or used to heal another ability score. Revivify Cost: 10, M You return a fallen comrade to life. This is a touch spell that must be cast within 1 round of the target's death, and it has a 1,000 gp material component of a single diamond. THIS DOES NOT FUNCTION LIKE RAISE DEAD. Any ability scores damaged to 0 are raised to 1. Poison the target never made a secondary save for becomes neutralized. This spell closes mortal wounds and repairs lethal damage, but does not return missing body parts (it can reattach them if they are present), the target must have its head (and any other vital organs) to properly be returned to life, or you must restore them with the Regeneration subspell of Healing. The target is returned to life unconscious at -1 hit points (and it is stable). This spell can be augmented in the following ways: 1: For every additional point of charge spent, this spell can affect a target that has been dead for an additional round. 2: If you spend an additional 3 charge points, this spell returns the target to life conscious with a number of hit points equal to your Wisdom modifier. If you spend an additional 6 charge points, this spell returns the target to life with a number of hit points equal to your Wisdom score. 3: If you spend 4 additional charge points, this spell's range is Close. If you spend 8 additional charge points, this spell's range is Medium. If you spend 12 additional charge points, this spell's range is Long. Safeguard Cost: 20, M You firmly affix the target's soul to its body. This is a touch spell that lasts for a number of minutes equal to your Wisdom score until discharged, and it requires a 1,000 gp diamond as a material component. When the target is slain, at the start of what would be its next action it is instantly raised as though affectd by a revivify effect specified when you cast the spell (using 1/2 the charge spent on this spell). The target may act normally on that turn if it is conscious. Necromancy Eldritch Prerequisites: None Necromancy counters Healing. This spell may be substituted for all spells from the Necromancy school. Inflict Cost: 1 You charge a creature with negative energy, causing wounds, sores, and burns to spontaneously generate on its flesh. This spell has a range of touch and only affects living and undead creatures. The target suffers 1d6 points of damage per charge point spent; undead are instead healed an equal amount by this effect. The target is allowed a Will save (DC 10 + 1/2 total charge spent + Int mod) for half damage. This spell can be augmented in the following ways: 1: Each of the following allows you to affect multiple targets, no two of which can be more than 15' apart. If you spend 4 additional charge points, this spell has a range of Close. If you spend 8 additional charge points, this spell has a range of Medium. If you spend 12 additional charge points, this spell has a range of Long. 2: For every additional 2 charge points spent, this spell can affect an additional target. If used in conjunction with the first augmentation you can affect more than one set of targets, but a target cannot be affected multiple times. Consume Cost: 2 You rip the soul of a dying creature from its body to replenish your own spiritual force. Sap Cost: 3 You sap energy from a creature, weakening it and strengthening yourself. This spell has a range of touch, and only affects living creatures. The target suffers 2 points of ability damage to one ability score of your choice, and you gain an enhancement bonus to the same ability score equal to the damage dealt or the target's ability score before it was damaged, whichever is lower, for a number of minutes equal to your Intelligence modifier. The target is allowed a Fortitude or Will save (DC 10 + total charge spent + Int mod, Fortitude for Strength, Dexterity, and Constitution, Will for Intelligence, Wisdom, and Charisma) to negate the effect. This spell can be augmented in the following ways: 1: Each of the following allows you to affect multiple targets, no two of which can be more than 15' apart. Your ability score bonus is based on whichever target is most beneficial to you, or a combination of targets if you use the third augmentation. If you spend 4 charge points, this spell has a range of Close. If you spend 8 charge points, this spell has a range of Medium. If you spend 12 charge points, this spell has a range of Long. 2: For every additional 2 charge points spent, this spell deals an additional point of ability score damage. 3: If you spend 5 additional charge points, this spell damages a second ability score under the same type of saving throw. If you spend 10 additional charge points, this spell damages all three ability scores under the same type of saving throw. The target makes a single saving throw against all of the ability damage, and you gain your enhancement bonus for each ability score individually. Animate Cost: 5 (see text) You infuse a corpse with life, causing it to rise as an undead creature. This spell has a casting time of 1 full round (during which the target corpses slowly rise from prone) and a range of touch, it cannot be dispelled, as its duration is effectively instantaneous (but see below). You cause a touched corpse to rise as a skeleton or zombie under your control. You cannot control more Hit Dice of undead than four times your spellcaster level, and a single casting of this spell cannot create an undead with more Hit Dice than twice your spellcaster level. If the new undead causes you to exceed this limit, the undead you create falls under your control and you choose which undead to release to meet the new limit. Created undead can be commanded as a free action to follow you or guard an area against all creatures or a specific kind of creature. If you have the rebuke undead ability, commanded undead do not count towards the normal Hit Die limit like animated undead. However, commanded undead must each be issued commands with a standard action and each time you use command undead your previously commanded undead are released. If you do not place a black onyx material component worth 25 gp per Hit Die into the mouth or eye socket of an animated undead (a standard action) soon after casting this spell, it crumbles to dust after a number of rounds equal to the total charge spent. Even if the material component is used, a destroyed skeleton or zombie is too damaged to be animated again. This spell can be augmented in the following ways: 1: If you spend 6 additional charge points, you may animate a ghoul. If you spend 7 additional charge points, you may animate a ghast. If you spend 10 additional charge points, you may animate a mummy or shadow. If you spend 11 additional charge points, you may animate a wraith. If you spend 13 additional charge points, you may animate a mohrg or spectre. If you spend 15 additional charge points, you may animate a devourer. 2: Each of the following allows you to affect multiple targets, no two of which can be more than 15' apart. Undead animated in this manner must all be of the same kind. If you spend 4 charge points, this spell has a range of Close. If you spend 8 charge points, this spell has a range of Medium. If you spend 12 charge points, this spell has a range of Long. 3: For every additional 3 charge points spent, undead created by this spell have an additional Hit Die. Advancement in this manner does not increase an undead creature's size. Intelligent undead gain skill points and feats as you direct. Haunt Cost: 10 You inject a core of negative energy into a creature which gnaws at its soul from the inside out. This spell has a range of touch and does not allow a saving throw, it can only affect living creatures and undead. For as long as you concentrate, plus a number of rounds equal to your Intelligence modifier, the target suffers an amount of damage equal to the total charge spent on this spell; undead instead gain fast healing equal to the total charge spent. This spell can be augmented in the following ways: 1: Each of the following allows you to affect multiple targets, no two of which can be more than 15' apart. However, targets are allowed a Will save (DC 10 + 1/2 charge spent + Int mod) to negate the effect and suffer no ill effects for the entire duration. If you spend 4 charge points, this spell has a range of Close. If you spend 8 charge points, this spell has a range of Medium. If you spend 12 charge points, this spell has a range of Long. 2: For every additional 4 charge points spent, this spell lasts an additional round. 3: For every additional charge point spent, this spell deals an additional point of damage (yes, in addition to the other one). Harm Cost: 15 You shock a creature's system with negative energy, bringing it to the brink of death. This spell has a range of touch and only affects conscious living and undead creatures. The target suffers damage equal to its current hit point total (this spell deals no damage to a creature who is dying at negative hit points); undead are instead completely healed of damage. The target is allowed a Will save (DC 10 + 1/2 total charge spent + Int mod) for half damage. Each of the following allows you to affect multiple targets, no two of which can be more than 15' apart. However, targets are allowed a Will save (DC 10 + 1/2 charge spent + Int mod) to negate the effect and suffer no ill effects for the entire duration. If you spend 4 charge points, this spell has a range of Close. If you spend 8 charge points, this spell has a range of Medium. If you spend 12 charge points, this spell has a range of Long. Unlife Cost: 20 (see text) Your mastery of death allows you to control your own. You do not need to spend the full cost of this spell to cast it (but you cannot cast it if you could not spend 20 charge points on a spell), it is cast as an immediate action when you die (unless you choose to become undead, in which case you must cast it at its full cost as a full-round action). However, spending charge points allows you to strengthen your newly undead form. Upon dying, you can immediately reanimate yourself as a skeleton or zombie with as many Hit Dice as the total charge spent on this spell (or twice as many if you reanimate as a zombie). You may cast this spell on yourself again to give yourself more Hit Dice. This reanimation causes you to immediately lose a level, as the raise dead spell. You retain your feats, mental ability scores, spellcasting abilities, skills, and class features, but all physical abilities, such as Hit Dice, hit points, armor class, saves, and physical ability scores are determined by what you reanimate as. You do not need to supply yourself with a material component, your own life force is sufficient to keep your body together. As an intelligent undead, you are immune to mind-affecting effects, in addition to all other undead traits (besides weapon and armor proficiencies). You can still speak, but do not need to breathe, eat, or sleep. As an undead creature, you cannot benefit from Unlife a second time, your undead corpse is unsuitable for reanimation after it is destroyed. However, if you are willing, you can be brought back to life by standard magical means as though you had just been slain. If you choose to advance as an undead creature, you gain the nonphysical abilities of whatever class levels you take, but must cast this spell on yourself again to add Hit Dice as the maximum charge you can spend on a spell improves, as described above. Because you have reanimated your own body, you may continue to improve both your physical and mental ability scores according to your class level. Water Elemental [Water] Prerequisites: None Water counters Fire and Metal. This spell may be substituted for any spell with the [Water] descriptor. Wet Cost: 1 (see text) You spontaneously create water. This spell has a range of Close. You may choose one of the following options for this spell: 1: Fill any number of open containers with a number of liters of pure, drinkable water equal to your Charisma modifier. This use requires a quartz gem worth 10 gp as a material component. Otherwise, the water evaporates after one minute per point of charge spent and anyone who drank it immediately begins suffering from dehydration. 2: Cover a number of 5' squares equal to half your Charisma score with a slick sheen of ooze. This turns dirt into mud for 1d6*10 minutes, causing it to become difficult terrain. A flat nonporous surface will become very slippery, as the grease spell, for the same period. This spell can be augmented in the following ways: 1: For every additional charge point spent, this spell creates an additional liter of water and can cover an additional 5' square. 2: If you spend 3 additional charge points, this spell's range is Medium. If you spend 6 additional charge points, this spell's range is Long. Jet Cost: 2 You spray a narrow, high-pressure stream of water at a target. This is a ray effect with a range of Close. A successful hit deals 2d4 points of nonlethal bludgeoning damage, douses any open flames of Tiny size or smaller, and reduces the size of a fire up to two size categories larger by one step. You may use this spell to perform ranged bull rush attempts. You must succeed on a ranged touch attack, the spell does not deal damage, you use a Charisma check for the opposed Strength check, and have no movement limit. For every additional charge point spent, this spell deals an additional 1d4 damage and you gain a +1 bonus to your checks to bull rush your opponent. This spell can be augmented in the following ways: 1: If you spend an additional 2 charge points, this spell deals lethal damage to oozes, fire elementals, and other creatures that can be dispersed or doused. In addition, the spell deals triple damage on a critical hit against any target. 2: For every additional 2 charge points spent, the size of a fire this spell can extinguish or shrink increases by one step and you gain a +1 bonus to your Charisma check to bull rush. 3: If you spend 4 additional charge points, this spell's range is Medium. If you spend 8 additional charge points, this spell's range is Long. Water Shell Cost: 3, M You surround yourself with wavering sheets of water. This effect lasts for one minute per point of charge spent, and has a 25 gp sapphire material component. The water protects you without interfering with your movements, granting concealment (20% miss chance). Anything you hold is protected by the effect, and you do not suffer the miss chance. This spell can be augmented in the following ways: 1: If you spend an additional 2 charge points, this spell grants you total concealment (50% miss chance). 2: All of the following augmentations allow you to share this spell with a number of allies equal to your Charisma modifier, but no two targets (including yourself) may be more than 15' apart. If you spend an additional 4 charge points, this spell has a range of touch. If you spend an additional 8 charge points, this spell has a range of Close. If you spend an additional 12 charge points, this spell has a range of Medium. If you spend an additional 16 charge points, this spell has a range of Long. Geyser Cost: 5 You cause water to erupt from the ground. This affects a 5'-radius cyllinder within Close range, but the effect starts at the ground and goes up instead. Creatures and objects in the effect of Medium size or smaller are thrown to the nearest space outside of the effect (their choice if more than one exists). All creatures and objects in the effect, even those not thrown, take 3d6 points of bludgeoning damage, and are allowed a Reflex save for half damage (DC 10 + Cha mod + 1/2 charge spent). Thrown creatures may choose to forego the saving throw to attempt to stay in the area, but must succeed on an opposed Strength check (against your Charisma check) or be thrown without the benefit of the saving throw. This spell also damages objects and structures in the effect. For every additional charge point spent, this spell deals an additional 1d6 damage. This spell can be augmented in the following ways: 1: For every additional 3 charge points spent, the cyllinder's radius increases by 5' and it can push back an opponent one size category larger. 2: If you spend an additional 4 charge points, this spell has a range of Medium. If you spend an additional 8 charge points, this spell has a range of Long. Control Water Cost: 10 You can raise, lower, and shape existing water in your surroundings. This spell lasts as long as you concentrate, affecting a shapeable body of water within Medium range. This allows you to cause a number of 10' cubes of water equal to your Charisma score to move through water, rise up upon the water's surface, or move across dry land. Alternately, you may displace water with a 10' cube of air. You may "stack" cubes to create a continuous shape in contact with the surface of a body of water or the ground, but no cube can move more than 30' per round. If you use this spell to move water containing a creature (or into a creature), it may make a Swim check (DC equal to your Charisma score plus total charge spent) to keep from being moved along with the water (or choose to move with only certain parts of the water). The target can move normally within the water on its action. This spell can be augmented in the following ways: 1: For every additional charge point spent, this spell affects an additional 10' cube. 2: For every additional charge point spent, you can move cubes 5' further each round. 3: If you spend an additional 4 charge points, this spell has a range of Long. Bubble Trap Cost: 15 You encase enemies in an entrapping liquid sphere. This spell has a range of Close and lasts as long as you concentrate. You create a sphere of water whose diameter is at most 1' per point of charge spent, if creatures within the effect fail a Reflex save (DC 10 + Cha mod + 1/2 charge spent), they become trapped in the bubble. The bubble immediately comes to rest on the ground due to its immense surface tension, and creatures not caught the original effect can occupy its space without fear of being harmed or trapped, though the sphere's surface provides cover and blocks line of effect (in and out). As a move action, you can direct the sphere and all creatures trapped within it to move up to 30' along the ground or through water, but the bubble is utterly impermeable, even adamantine cannot break its surface (but it can be damaged by any material) and the creatures inside are not affected by falling damage, environmental factors that cannot enter water, and all conventional attacks (magical and nonmagical), the bubble cannot enter a space occupied by anything but it can roll over obstacles up to 5' in height. The bubble has 5 hit points per point of charge spent and hardness 0, but it cannot be harmed by bludgeoning damage, when "popped" the spell ends. Each round a creature remains in the bubble it slowly drowns, taking an amount of nonlethal damage equal to your Charisma score (assumming it cannot breathe water). Creatures that fall unconscious begin taking the same amount of lethal damage each round. Affected creatures may act normally (suffering all the normal penalties of being underwater and taking damage from drowning each round as described above), but cannot leave the bubble unless they take a full-round action and succeed on a Swim check (DC equal to your Charisma score plus total charge spent). This spell can be augmented in the following ways: 1: For every additional charge point spent, this spell deals an additional point of damage per round to creatures drowning in it. 2: If you spend 4 additional charge points, this spell's range is Medium. If you spend 8 additional charge points, this spell's range is Long. Flowing Body Cost: 20, M You transform your body and all of your equipment into living water. This spell lasts for a number of hours equal to your Charisma modifier, and you must use a 2,000 gp sapphire as a material component. You gain damage reduction /magic equal to your Charisma modifier. You are immune to fire, blindness, critical hits, flanking, ability score damage, deafness, disease, poison, sleep, paralysis, stunning, and all attacks that affect your physiology or respiration because you have none for the duration of this spell. You do not need to breathe and can survive the pressures of the deep ocean. You can speak and drink, but cannot play wind instruments. You gain a +6 enhancement bonus to your Dexterity score, you gain a swim speed equal to your land speed, but your land speed is reduced to half normal and you gain no benefit from worn armor or shields. Your unarmed attacks deal damage as a club sized for you, and you are considered armed while making unarmed attacks. You can flow through a constricted space of any size at half speed, and can move 5' through a porous material as a move action. Any equipment separated from you immediately reverts to its normal form. Any objects you pick up during this spell remain unaffected by it. For every additional 2 charge points spent, this spell lasts for an additional hour and your damage reduction improves by 1. |
| RobbyPants04-09-07, 12:21 PM | Again (seeing as how your last thread got eaten ;)), I applaud your effort. :clap: I like that you've posted more spells. Keep 'em coming. The more I see, the nicer of a feel I get for the system. Does the heal spell allow for ressurection? I like that healing can become ranged with an increased cost. One thing I like about this system is that it removes the need for metamagic feats. |
| Thomar_of_Uointer04-09-07, 01:38 PM | Does the heal spell allow for ressurection? Life, which has Healing as a prerequisite, will work about like psionic revivify, and have a few other anti-save-or-die effects. I'm thinking that most of the tertiary spells will have significantly less subspells than standard spells. One thing I like about this system is that it removes the need for metamagic feats. Quicken is the only metamagic feat I think will be necessary. Otherwise, yes, no metamagic. |
| RobbyPants04-09-07, 02:32 PM | Quicken is the only metamagic feat I think will be necessary. Otherwise, yes, no metamagic. You could probably just add in an additional charge cost, if you want to quicken a spell. This would take away from the total points they can pump into damage, range, and other effects. |
| Rhavin04-13-07, 01:31 PM | Excellent system in my oppinion worthy of expansion. |
| Thomar_of_Uointer04-13-07, 01:40 PM | Excellent system in my oppinion worthy of expansion. I'm workin' on it! I've got finals next week, but all that really means is there's no homework to get in the way. |
| Thomar_of_Uointer04-14-07, 03:15 AM | Okay, I've added Change, Life, and Water. A nice round balance of the three realms. :D I love how Water turned out, it's both elemental and wishy-washy! Change may be overpowered, but at least I didn't add any of the other things Transmutation does in 3.5. I might pull half of the abilities out of it and stick them into a spell with it as a prerequisite, along with the ability to change the target's type and grant body slots. There will be other buffs, some of them much more spectacular (I scrapped Protection five minutes ago, just didn't have a good idea of how it works). No save-or-dies. I never liked them in the first place. The replacement is usually better than comparable spells, but there's no "one bad roll screws you over" crap, they're good finishing moves and methods for very high-level casters to mess with low-level parties and common people, and that's all. |
| Rhavin04-16-07, 06:14 AM | I am loving this magic system thank you for posting it up. |
| Rhavin05-04-07, 06:19 PM | :D I beg for more! more! |
| Thomar_of_Uointer05-05-07, 02:01 AM | :D I beg for more! more! I've got a few things done, but my new job has gotten in the way of things. Any suggestions on what to add? |
| Rhavin05-05-07, 02:26 AM | Well, you have fire and water, so earth and air are the logical next choices. I would also be insterested in a "shield" spell that focuses on the defensive applications of magic. Congratulations on the new job. :) |
| Thomar_of_Uointer05-20-07, 07:18 PM | Okay, there's what I've come up with in the last few weeks. I've thrown up the framework for most of what's going to be in this. Unfortunately, the spells list has gotten so big that I can't fit it into a single post, so I'm going to host the next rev on my website, right next to the Hit Die Progressions. I'll post here when It's done, it shouldn't be too long now that I've adjusted to the new job. The spacing might be a little wacky, I did some of this one on Ubuntu, which does carriage returns differently (better) than Windows does. |
| Rhavin05-22-07, 04:40 PM | Yey more goodies; it's nice to see the spells are maintaining the same original quality (in my opinion) as those you first posted. Can you post a link to your webpage? |
| Thomar_of_Uointer05-23-07, 12:13 AM | Yey more goodies; it's nice to see the spells are maintaining the same original quality (in my opinion) as those you first posted. Can you post a link to your webpage? kobolds-keep.net |
| Dungeonrenter05-23-07, 09:35 AM | In general I like your system. it seems like it shares some rules with the way magic worked in the WOT d20 game. The only thing I will say is that you will have a hard time ever getting a spell list even close to what is aviabable for standard dnd just because each and every spell must have augmentations. It looks good. I may consider it. However, like you said its designed for a generic classes game. It would royally mess up a game that had divine and arcane magic classes without a fiar amount of rework. I like it! Another magic system worth considering as an alternative for the dinosaur that is normal dnd magic (how such a system has managed to escape the reworking that was done so well with the rest of 3.0 and 3.5 is beyond me.) |
| Thomar_of_Uointer05-23-07, 09:46 PM | The only thing I will say is that you will have a hard time ever getting a spell list even close to what is aviabable for standard dnd just because each and every spell must have augmentations. Well, considering how many spells are just extended versions of themselves, I don't think it should take too long. Also, spells with prerequisites have much fewer effects, allowing for more specific subspells. It looks good. I may consider it. However, like you said its designed for a generic classes game. It would royally mess up a game that had divine and arcane magic classes without a fiar amount of rework. Not really. I'm planning on adding a few base classes for use with standard D&D classes. It really isn't any worse than having a warlock in a party. In addition, the limits on buffs and other spells (all buffs have material components, healing is totally gimped) mean that a charge caster won't quite meet up to the power of a normal spellcaster (at least short-term). I like it! Another magic system worth considering as an alternative for the dinosaur that is normal dnd magic (how such a system has managed to escape the reworking that was done so well with the rest of 3.0 and 3.5 is beyond me.) Thanks! |