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The Savage Seraph Captain
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Posted: Wed Nov 17, 2010 3:21 pm
Transmutation Spells
Annihilation Gaze Transmutation Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No
You meet the eye of a single creature and destroy it utterly, turning its body to a fine ash. The creature can attempt a Reflex save to avoid your gaze attack, but it is otherwise unable to shrug off the effects. Closing one’s eyes quickly cannot guarantee total safety, as even a glimpse of your baleful eye nauseates the target for 2d6 rounds. Any effect that normally blocks or hampers gaze attacks are effective against the annihilation gaze, including concealment (which provides a miss chance) or complete blindness.
Empower Construct Transmutation Level: Sor/Wiz 8 Components: S, M Casting Time: 1 standard action Range: Touch Target: One construct Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No
This spell enhances the natural connection between you and a construct that you created personally, allowing you to enhance your creation with impressive combat powers. The construct grows one size category, granting it a size bonus to Strength (+2 if the new size is Tiny, +4 if it is Small or Medium, or +8 if Large or bigger) and a –2 size penalty to Dexterity. It suffers standard penalties to its AC and attack rolls based on its new size. It may gain additional temporary hit points to bring it up to the amount appropriate for a construct of its new size; for example, a Medium construct that normally gains 20 bonus hit points for its size would gain an additional 10 hit points when it becomes Large. If the construct uses equipment, it grows in size to match as per the spell enlarge person.
The construct gains a base attack bonus equal to your caster level (unless its own base attack bonus is higher), and if forced to make a saving throw, may use the your base saving throw bonus or its own, whichever is greater. The construct’s natural armor bonus increases by +8, and the material of the construct hardens, giving it Hardness equal to one-half your caster level. This does not stack with any existing Hardness or damage reduction the construct might possess.
Material Component: A small piece of the material from which the construct was made.
Inversion Transmutation Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes
This spell momentarily turns a creature’s body inside out, tearing flesh and badly mutilating the target. The spell then fades, returning the creature to its normal appearance, but not before inflicting 1d6 points of damage per caster level (max 30d6). A successful Fortitude saving throw can reduce this damage by half as the creature struggles to hold itself together. If the creature is killed by the damage from this spell, its body explodes in a shower of gore and is completely unrecognizable. The target’s equipment is unaffected (though could probably use a thorough washing).
Material Component: A full wineskin, which is turned inside out and emptied during the casting.
Reassembly Transmutation Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One destroyed construct touched Duration: Instantaneous Saving Throw: None Spell Resistance: No
This spell restores a construct that has been destroyed to working order. You may reassemble a construct that has been destroyed for no longer than one day per level. Only constructs that had Intelligence, Wisdom, and Charisma scores before being destroyed can be reassembled; as they have no souls, a construct has no option as to whether they wish to be reassembled or not. Constructs created by a temporary spell cannot be restored, even if the spell in question still has duration remaining. You must have most of the construct’s body present, though it need not be in one piece; the body is reconstructed during the casting of the spell, restoring any detached or broken limbs.
The construct is not quite as good as new after the process, permanently losing 1 Hit Die (or character level, if it has any). A construct with only 1 Hit Die cannot be reassembled. The reassembled creature has a number of hit points equal to its new Hit Dice total, though it can be subsequently repaired by other means.
Material Component: Emeralds worth a total of at least 5000 gp.
Softening Transmutation Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Ray Duration: 1 round/level or until discharged Saving Throw: None Spell Resistance: Yes
A blue beam of energy springs from your hand, disrupting the molecules of any creature you strike. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to the next Fortitude saving throw it makes equal to 1d6+1 per two caster levels (maximum 1d6+10).
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Posted: Wed Nov 17, 2010 3:24 pm
Necromancy Spells
Awaken Undead (normal but the spell level is knocked down a lot) Level: Clr 3, Sor/Wiz 4
Awaken Undead, Greater Necromancy [Evil] Level: Clr 7, Sor/Wiz 8 Components: V, S, M, Casting Time: 1 action Range: Close (25 ft. plus 5 ft./2 levels) Targets: All mindless undead within a circle 25 ft. in radius plus 5 ft./ 2 levels Duration: Permanent (D) Saving Throw: None (harmless) Spell Resistance: Yes (harmless)
This spells grants the target intelligent undead the ability to use the gestalt variant rule. They essentially take two classes at every level, choosing the best aspects of each. The process is similar to multiclassing, except the undead gains the full benefits of each class at each level. if the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt undead retains all aspects that don’t overlap. The undead gains a gestalt progression equal to its current class level when this spell is cast. Material Component: A humanoid Skull.
Necromantic Infusion Necromancy [Evil] Level: Clr 3, Sor/Wiz 4 Components: V, S, M, Casting Time: 1 round Range: Close (25 ft. plus 5 ft./2 levels) Targets: 1 undead/ level within a circle 25 ft. in radius plus 5 ft./ 2 levels Duration: Permanent (D) Saving Throw: None (harmless) Spell Resistance: Yes (harmless)
The caster drains the necrotic energy within undead creatures under his control, destroying them, and bestowing it on an intelligent undead also under his control. The undead that is infused gains class levels equal to half the total HD of those destroyed (rounded down, minimum one). The class levels of the newly infused undead can not exceed those of the caster. Material Component: 2 or more undead
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The Savage Seraph Captain
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The Savage Seraph Captain
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Posted: Wed Nov 17, 2010 3:27 pm
Illusion Spells
Banality Illusion (Phantasm) [Mind-Affecting] Level: Assassin 4, Sor/Wiz 5, Brd 4 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 400 ft. + 40 ft./level emanation centered on you or object touched. Duration: 10 min./level (D) Saving Throw: Will partial Spell Resistance: No
You cloud the minds of all creatures in the area, causing them to see you as dull, inconsequential, and unappealing. You do not know what others see specifically, however; everyone sees their own personalized image of absolute blandness appropriate to your surroundings. For example, while standing in the king’s court, onlookers might see you as just another courtier, but while passing through an orcish village, anyone looking would see yet another unwashed orc grunt. This has two direct effects:
1.) Any creature in the area suffers a –5 circumstance penalty to any Spot checks opposed to your Hide or Disguise skill checks, and you can use the Hide skill with regard to such creatures even when they are directly observing you. They also suffer a –5 circumstance penalty to any Listen check to hear you, as their befuddled mind rationalizes any sounds you make as being normal ambient noise.
2.) Any opponent attempting to strike or otherwise directly attack you, even with a targeted spell, must make a Will save (with a +4 circumstance bonus if you have made a physical attack against that opponent during the current encounter). If successful, they may attack normally and need make no further Will saves to attack you for the remainder of the spell (though they are still affected by the first effect). If the save fails, the opponent is fooled into believing you are too insignificant to waste the energy required to attack you. The opponent cannot follow through with the attack, though they do not realize that this decision has not been made of their own volition. They are still free to use the action they would have employed against you to take any other course of action, including attacking a different creature. They are also free to attempt a new Will save on any subsequent round if they wish to attack you.
You may also cast this spell on an unattended object, which causes it to appear exactly as any other nearby object of the same type. Creatures affected suffer a –10 circumstance penalty to their Search and Spot checks to locate an object emanating banality. This form of the spell can be made the subject of a permanency spell by an 11th level or higher caster who spends 1500 XP.
False Trail Illusion (Glamer) Level: Sor/Wiz 2 Components: V, S, M Range: Touch Target: One creature/level Duration: 1 hour/level; see text. (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No
The subjects leave behind an illusion covering their footprints as they travel, causing any creature following to misidentify their tracks. Each subject’s tracks will appear to have been left by another kind of creature (up to one size larger or smaller than the subject) with which you are familiar. You may cause different subjects to leave different tracks as desired; for example, you might cause a group of five humans to leave tracks resembling three ogres and two dire wolves. The illusion also contains an olfactory component and can thus fool creatures that track with scent as easily as those that use their eyes.
Finding tracks left behind by a creature under the effects of this spell is not inherently more difficult than normal, though the Survival skill check DC is based on the size of the creature whose tracks are being imitated. Any creature interacting with the false trail (either by touching or smelling the tracks) gets a Will saving throw to recognize them as false. The illusion on the tracks themselves lingers for 1 day/caster level, during which time they radiate magic and can be dispelled.
Material Component: A few hairs from a skunk’s tail.
Imperceptible Illusion (Glamer) Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D; see text)
You become undetectable to all senses save touch, even those that are heightened or magically enhanced. You are invisible as if under the effect of greater invisibility, and cannot be seen even by creatures using see invisibility or true seeing. Any object of Fine size or smaller that touches you is turned invisible as well, preventing you from being discovered by glitterdust, dust of appearance, or similar methods and negating any penalty to you Hide checks from such a source. You remain invisible in the area of any spell that would cancel or reveal it, such as invisibility purge, and are immune to faerie fire. Discovering your location is more difficult as a result of these subtle improvements; while the Spot DC for noticing your presence remains the same, observers must beat the DC by 30 in order to pinpoint your location (rather than by 20 as normal).
The spell masks all sounds (including sonic effects) from leaving the space you occupy, but does not prevent sounds from entering. This makes you effectively silent to others but does not prevent you from listening to your surroundings. It also does not prevent you from speaking, such as to cast spells with a verbal component, though your voice cannot be heard by any creature not occupying the same space. You cannot be sensed by blindsense, blindsight, or tremorsense, and neither do you register as a “blank spot” to creatures with these abilities. Your odor is completely neutralized, and you cannot be sensed or tracked by a creature using the scent special ability. You leave no footprints or tracks at all, as if under the effect of pass without trace.
Your imperceptible nature allows you to be ignored by all forms of divination spells and effects that would detect your presence or any information about you, including all detect spells, arcane eye, arcane sight, clairaudience/clairvoyance, discern location, locate object, scrying or any similar spell lower than 9th level. You do not trigger any magical effect that would normally react to your presence, such as alarm or glyph of warding, though you can still activate spells that trigger when read (such as explosive runes or symbol of pain).
At any point, you may temporarily suppress the effects of this spell as a free action. As long as the spell’s duration has not expired, you may subsequently return to your imperceptible state as a standard action.
Material Component: The eyeball of a creature capable of using true seeing, either as a spell or spell-like ability. The eyeball is swallowed during the casting of the spell.
Phantasmal Bane Illusion (Phantasm) [Mind-Affecting] Level: Bard 5, Sor/Wiz 5 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 min./level Saving Throw: Will disbelief Spell Resistance: No
You create the false impression in the mind of one creature that the melee weapon you are holding is crafted from the most deadly and baneful substance it can imagine. The subject gets a Will saving throw to recognize the illusion the first time anyone attacks it with the weapon. If it fails the save, all attacks with the weapon are treated as if they were made by an attack form to which the creature is particularly vulnerable, allowing those attacks to deal full damage to most creatures with damage reduction. To a creature that believes the illusion, the phantasmal bane can inflict wounds as if was magical, was crafted of any given substance (silver, cold iron, or adamantine), dealt any type of weapon damage (bludgeoning, piercing, or slashing), or was dedicated to any given alignment. The weapon cannot overcome damage reduction that has no vulnerability (such as that of an elemental or high-level barbarian), and cannot overcome the damage reduction of creatures vulnerable only to Epic weapons (such as that of a solar). Phantasmal bane has no effect against creatures without any form of damage reduction.
Because the illusion exists entirely in the target’s mind, you gain no knowledge about what sort of weapon to which the target might otherwise be vulnerable. Any specific creature can only be under the effect of one casting of phantasmal bane at any time.
Focus: A single melee weapon, held during casting. You may pass the weapon to another creature after the spell is cast.
Sensory Overload Illusion (Figment) Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level, no two of which can be more than 60 ft. apart Duration: 1 round/level Saving Throw: Will partial Spell Resistance: No
You fill the target creatures’ senses with a kaleidoscope of colors, a cacophony of sounds, and a pungent swirl of odors. Overwhelmed with these impressions, each subject must make a Will saving throw or be stunned and unable to act. Even if a subject sees through the illusion, it is still sickened by the sensory overload for the duration of the spell.
This spell has a particularly insidious effect against a creature using true seeing at the moment it is targeted. Rather than allowing it to ignore the sensory overload, the true seeing actually magnifies the effect, causing the subject to see the truth about everything, all at once. If a subject using true seeing is stunned by this spell, it must make a second Will saving throw or be driven permanently insane by the experience (as the spell insanity).
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Posted: Wed Nov 17, 2010 4:08 pm
Conjuration [Healing]
Prereq- Able to cast 1st level spells.
Benefit
Whether it is simple altruism, because healing fetches a higher price or anything inbetween, you have learned the skills that allow you to shape arcane energy into restorative power.
By barring yourself from One other Conjuration subschool (Calling, Creation, Summoning or Teleportation) you may add all Conjuration [Healing] spells to your class list. This doesn't add them to your spellbook/spells known, it simply allows you to learn them from now on.
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The Savage Seraph Captain
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The Savage Seraph Captain
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Posted: Sat Jan 01, 2011 9:02 pm
Daeva Spirit:
The Daeva gains a number of SLAs based on its level of Daeva Spirit. SLA DCs are (10+1/2 HD+Wis Mod or Cha Mod) Whichever is Higher. All SLAs are usable 1/day per Extra HD past HD you got it at. At level 20 IV and lower are usable at Will.
1-3 HD I: Cure Light Wounds, Lesser Restoration, Remove Fear, Guidance, Summon Monster I
4-6 HD II: Aid, Continual Flame, Invisibility, Remove Disease, Resist Energy, Speak With Dead
7-9 HD III: Charm Monster, Dimensional Anchor, Dispel Magic (Greater at 12 HD), Holy Smite, Remove Curse, Summon Monster IV
10-12 HD IV: Blade Barrier, Commune, Heal, Permanency, Waves of Fatigue
13-15 HD V: Animate Objects, Power Word: Blind, Resurrection, Summon Monster VII
16-18 HD VI: Earthquake, Mass Charm Monster, Greater Restoration, Power Word: Stun, Prismatic Spray
19th+ HD VII: Imprisonment, Power Word: Kill, True Resurrection, Summon Monster IX
The Daeva must pay for all expensive material components, or alternately sacrifice an amount of XP equal to 1/5 the cost of the material components.
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