Difference between revisions of "Spell"

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=== Restoration ===
=== Restoration ===
(Hökaland prices)
* Conjuration (healing)
* Conjuration (healing)
* Level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
* Level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
Line 197: Line 200:


Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d2 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d2 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.


=== Resuscitation ===
=== Resuscitation ===

Latest revision as of 17:01, 5 March 2018

Also see Magic (D20).

Here are spells specific to this campaign setting added.



General Changes

As part of the other house rules, some spells are generally nerfed, restricted or disallowed. Check with GM before picking.

  • Ability Loss Restoration
    The Restoration spell (below) and other spells that restores ability damage are slightly lowered in efficacy.
  • Teleportation Spells
    Any spell that creates long distance teleportation (more than a few hundred feet) are either not allowed or very restricted.


All Types

Soul Vessel

  • School: illusion (shadow)
  • Level: bard 6, sorcerer/wizard 7
  • Casting Time: 1 hour (interruptable)
  • Components: V, S, M (a small replica of you worth 1000 gp*)
  • Range: 1 mile + 1000 feet per level
  • Effect: one shadow duplicate
  • Duration: Permanent or until destroyed
  • Saving Throw: Will disbelief (if interacted with); DC increased by 5 and 1DC/level
  • Spell Resistance: no

After a long period of incantations with a lot of energy tapped from the Plane of Shadow, an inanimate doll with your likeness is transformed into your physical avatar, including replicas of items worn at the final incantation of casting. The clothes and items created with the avatar are replicas but not made out of the same material as the original items. A perception or apprisal check equal to a 7th level spell's DC will identify them as fabricated items. A character may "take ten" while inspecting any such fabricated item. The items have hardness 1 and 1 hp per inch of material and is useless for most purposes other than appearance.

The avatar can be ordered by you, and anyone you designate to the avatar, to perform very simple tasks like walking to a particular spot, lifting items or cleaning. Complex tasks that would require a skill DC above 10 is not possible. The avatar can defend itself, poorly, with a -2 penalty to AC, it cannot attack or use the full defense action.

The avatars stats are the same as the caster's, except for Int and Cha, which are 2, and it has the same alignment as the caster and cannot speak. The avatar is considered the same type and subtype as the caster for the purpose of spells, but it does not have normal muscles, organs, blood or other internal parts as its caster. It is able to benefit from the effects of magical items that would affect the caster and has the same HP as the caster but does not heal naturally without magical aid. The avatar can be healed by any spell restoring lost hit points, such as a cure spell, as well as spells restoring hit points to constructs, such as make whole.

The main use of the avatar is that the caster can, as a standard action, concentrate and enter its consciousness into the avatar, replacing the avatar's rudimentary consciousness for the duration. She may also return her consciousness as a standard action, returning the avatars rudimentary intelligence. The caster's body remains in a state of meditation and is considered blind with impaired hearing for the duration that her consciousness inhabit the avatar. Should the caster die in this state, she will be aware of the death of her body and her consciousness will remain in the avatar for 1 minute per caster level before becoming permanently dead. Death of the body is otherwise treated as normal.

While inhabiting the avatar, the caster can perform any action she can perform normally, including spell casting or shape shifting; using up spell slots or uses normally.

If the avatar becomes unconscious due to a spell, nonlethal damage renders it unconscious or it is reduced to 0 or fewer hit points, it becomes incapacitated and the caster's consciousness is expelled from the avatar, taking 1D4 Wis damage. If the avatar's health is reduced to -1 hp or lower, it will start to break apart, fragmenting into dark gray ash-like flakes, losing 1 hp per round until it has a negative value equal to its Con bonus, at which time the remains fall apart into a pile of gray, flakey, matter. Damage to the avatar only affects the caster if the damage causing her consciousness to be expelled from it.

Any spells cast while inhabiting the avatar considers both the avatar and the caster's actual body as "self", but the avatar must be touching the caster's body to cast any spells on it.

The hour of incantations in order to create the avatar can be split into 5 discrete periods of 18 min, 9min, 16min, 6min and 11 min (in that order) or be done a whole hour in one attempt. If the caster fails a concentration check, becomes unconscious, falls asleep or is physically prevented from performing the somatic movements during the casting, the specific incantation period needs to be retried at a later time in order to complete the spell. If the material component is destroyed before the end of the casting, any previous incantations are undone.

A caster may create more than one avatar at a time, but it is significantly harder to maintain the second and further avatars physically, requiring more expensive material components the more avatars are already active. The cost of the material component is increased by a factor of 10 for every active avatar beyond the first, so the first avatar's material components are of a value of 1000 gp, the second at a value of 10,000 gp, the third 100,000 gp, etc. If the amount of active avatars decrease due to irreparable damage, the next created avatar will require less expensive material components.

Any avatar not inhabited by the caster's consciousness retains its own very rudimentary consciousness at the death of the caster, is freed from the compulsion to follow orders, gains 3 points of intelligence, the caster's main used language, and may start developing individualistic character traits over time. The avatar is eternally unchanging and unable to procreate or heal naturally. Should the caster be brought back to life, she does not regain control of the avatars and they will not count as active avatars of her.


Create Spark

Table: Sparks (e)

  • lvl 0 = 1
  • lvl 1 = 3
  • lvl 2 = 6
  • lvl 3 = 9
  • lvl 4 = 12
  • lvl 5 = 15
  • lvl 6 = 18
  • lvl 7 = 21
  • lvl 8 = 24
  • lvl 9 = 27
  • All schools
  • Level: all classes; 0-9
  • Components: none
  • Casting Time: 1 Standard Action
  • Range: Self
  • Target: Self
  • Duration: Instantaneously
  • Saving Throw: Yes (harmless)
  • Spell Resistance: Yes (harmless)

Any caster can cast this spell in place of a prepared spell, even if they are otherwise not able to cast spontaneously. You use a portion of your power to create sparks attached to you which can be used for a number of things. The sparks last for 24 hours.

When casting, choose the level of power you wish to convert to sparks. You then use up that spell slot and instead get sparks equivalate to this power. Se Table: Sparks.

When power is converted to sparks it cannot be converted back into a spell slot without the use of some other spell or special power.

For Pathfinder casters, there is a limit on the usage of level-0 slots.

Create Lasting Spark

  • All schools
  • Level: all classes; 1-9
  • Components: none
  • Casting Time: 1 Standard Action
  • Range: Self
  • Target: Self
  • Duration: Instantaneously
  • Saving Throw: Yes (harmless)
  • Spell Resistance: Yes (harmless)

This spell works as Create Spark with the difference that the spell creates Lasting Sparks instead of Sparks. Create Lasting Spark creates 1 Lasting Spark per spell level, as opposed to 3 but they last for 72 hours instead of 24.


Prestidigitation

Prestidigitation is a wonderful mystical incantation that can solve a lot of things. I encourage its use and will reward creativity.

From my perspective, it can be used for a lot of things and the limit is mainly the caster's imagination and, of course, that the power level should be very low.

However, in order to avoid any overpowered use, I am further clarifying the description of the spell itself. I have made an updated list with my comments mixed with the official ones. Mine is in italic.

  • Duration: 1 hour.
    • Any change to an object beyond just moving, cleaning, or soiling it persists only 1 hour.
  • Prestidigitation lacks the power to duplicate any other specific spell effects.
  • Cannot deal damage or affect the concentration of spellcasters.
  • Can slowly lift 1 pound of material. Up to the 10ft range.
  • Can colour, clean, or soil items in a 1-foot cube each round. To colour, choose one:
    • The items are coated with a "magic lens" that can't be washed off for an hour, no matter what.
    • The items are permanently coated with a paint-like substance that can be removed with a little bit of effort.
    • I am open to further suggestions.
  • Can suppress odours on objects in a 5 feet cube for 1 hour.
  • Can remove 1/3 of the odour on objects in a 1 foot cube.
  • Can chill, warm, or flavor 1 pound of nonliving material. Flavour: Roll cooking skill to see how well you succeeded.
    • DC5 for a general goal like "a little bit more salty" or "a little bit more spice".
    • DC10 for a vague but specifically chosen taste.
    • DC15 to be specific (like as good or bad as desired).
    • DC20 for truly impressive results.
    • Chilling material only lowers the temperature by up to 10 degrees per turn, to a lowest point of 8 degrees celcius.
    • Warming material only increase the temperature by 10 degrees per turn, to a highest point of 50 degrees celcius.
  • Can create small objects, but they look crude and artificial.
    • Materials created are fragile and cannot be used as tools, weapons, or spell components.
    • DC20 craft or DC25 spellcraft to make items a little bit more durable (but still useless as a tool). Spellcraft does not affect appearance.
    • Generally, the quality of actions taken with Prestidigitation is decided by skill roll.

Arcane Spells

Globe of Missile Deflection

  • School: Evocation
  • Level: Sorcerer/wizard 4, summoner/unchained summoner 4;
  • Components: V, S, M (powdered quartz)
  • Casting Time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Globe wall; radius 5ft + 1 ft /lvl (or less)
  • Duration: 1 round /level (D)
  • Saving Throw: none
  • Spell Resistance: No


A wall of continuously spinning force creates an invisible globe of pure force. The wall remains stationary after casting and is not easily destroyed but it only affects fast-moving and tiny objects, i.e. projectiles. Larger objects such as siege weapon missiles, spells, breath weapons or creatures moving in or out of the globe are not stopped by the force. The globe only affects ranged weapon missiles sent by a Huge or smaller creature or thrown weapons from a Medium or smaller creature. The globe will hinder melee attacks, but its effects are obvious and easy to counter, so no melee penalty is applied for targets near the globe.

Missiles aimed at any target inside the globe instead hits the globe (and usually bounces off or breaks). The globe has DR 20/adamantine, a hardness of 20 and a number of hit points equal to 20 per caster level. The globe can be targeted directly to damage it with melee weapons, missiles or spells and receives damaged as normal, except for disintegrate, which automatically destroys it. A globe of missile deflection is immune to dispel magic, although a mage's disjunction can still dispel it. Contact with a sphere of annihilation or rod of cancellation instantly destroys a globe of missile deflection.

Part of the globe may be located inside other objects or the ground and functions normally in these locations. The caster can choose the diameter of the globe during casting, if she wants it to be smaller than the maxiumum size.

This is a rare spell and not readily available on spell lists.


Minor Globe of Missile Deflection

  • School: Evocation
  • Level: Sorcerer/wizard 2, summoner/unchained summoner 2;
  • Components: V, S, M (powdered quartz)
  • Casting Time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Globe wall; radius 5ft + 1 ft /lvl (or less)
  • Duration: 1 round /level (D)
  • Saving Throw: none
  • Spell Resistance: No

The minor globe of missile deflection works as globe of missile deflection, except the globe is not immune to dispel magic, it has DR 10/magic & hardness 5 instead of deflecting missiles entirely and 10 hit points per caster level (up to 100).

Knockout

  • School: Enchantment (Compulsion) [Mind-affecting]
  • Level: Sor/Wiz 1
  • Components S, M, F
  • Casting time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Ray
  • Duration: 1 min/lvl
  • Saving Throw: None
  • Spell Resistance: Yes

You can temporarily knock out a creature with a ray attack. The spell can affect a creature with HD equal or lower to 1/2 your caster level +2 (rounded up) to a maximum of 6 HD. The spell does not knock out creatures with 7 or more HD. If used against creatures above the maximum HD, up to one HD above the caster's level, the target must suceed on a Will save or be stunned for 1 round.

The ray is transparent and looks like heated air. If expected, it takes a Perception check of DC15 to notice. The DC is 25 if the target didn't expect a spell being cast. The ray requires a ranged touch attack to hit and knocks the creature unconscious if the attack is successful.

Knocked out creatures are helpless. If the creature is attacked or dealt damage to, it wakes up. The creature is otherwise impervious to attempts to wake it.


Material Component: One or more drops of strong spirits.
Focus: A miniature club or mace worth at least 25gp.

Divine Spells

Cure Minor Wounds I

  • Conjuration (Healing)
  • Level: Clr/Drd 0
  • Components: V, S
  • Casting Time: Full-round action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: No (harmless); see text
  • Spell Resistance: No (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1D2 points of nonlethal damage and alleviate Fatigue for as many hours (if the target would be come Fatigued for other reasons, this effect ends). Multiple uses within a 24-hour period will cause actual harm to the recepient: 1D3 lethal damage per application beyond the first. If this spell is cast upon an unwilling target, it automatically fails.


Cure Minor Wounds II

  • Conjuration (Healing)
  • Level: Clr/Drd 0
  • Components: V, S
  • Casting Time: Full-round action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Will half (harmless); see text
  • Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage. It also causes 1 point of nonlethal damage as it uses part of the body's own reserves to cure the lethal damage. Every subsequent use of Cure Minor Wounds on a particular target in a 24-hour period will cause an additional point of nonlethal damage. Thus, a second application to the same target causes 2 points of nonlethal damage, third application causes 3, fourth causes 4 and so on.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance as well as attempt a Will save to receive no damage.


Restoration

(Hökaland prices)

  • Conjuration (healing)
  • Level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
  • Components V, S, M (diamond dust worth 100 gp or 2,000 gp, see text)
  • Casting Time: 3 rounds
  • Range: touch
  • Target: creature touched
  • Duration: instantaneous
  • Saving Throw: Will negates (harmless)
  • Spell Resistance: yes (harmless)

Restoration cures one point of ability damage per two caster levels, and it restores one point per three levels of a single drained ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. It also dispels one temporary negative level per four caster levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 2,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Note that this spell is slightly nerfed, so the 100 gp mentioned above does not need to be doubled from base cost.


Greater Restoration

  • Level: cleric/oracle 7, shaman 7
  • Components: V, S, M (diamond dust 10,000 gp)

This spell functions like restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.


Lesser Restoration

  • Level: alchemist 2, cleric/oracle 2, inquisitor 4, paladin 1, shaman 2

Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d2 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Resuscitation

  • Conjuration (Healing)
  • Level: cleric 1, druid 1
  • Components: V, S, M (alechemical spirits, 500gp), F (needle, 1000gp)
  • Casting Time: 5 rounds
  • Range: Touch
  • Target: Dead creature touched.
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: Yes (harmless)

As the needle is stuck into the chest of the deceased person and the distilled spirits are applied together with chanting and somatic guestures, she is brought back to life and is conscious for at least 6 seconds. The target must have more hit points than a negative amount greater than her Constitution score, have any pertient body parts attached and not be braindead (max 4 minutes since death).

If the target has less than 0 hit points, she is now dying and becomes unconscious after 1 round. If she has more than -1 hit points, she stays conscious and is not dying. The target retains any disease, poison, bleeding or other effects that have not been dealt with before casting resuscitation.

A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

Use only if Wounds are used:
After being resuscitated, the target now has a Mortal Wound. A Mortal Wound is a Wound at base x4 with a -4 penalty (no Heal Check, since the character already would have recieved magical healing or a heal check to survive).

Other spells will be needed to patch up the body before resuscitation begins. If the target has less hit points than her maximum negative hit points, she immediately dies again after 6 seconds.

Material Component: Alechemically distilled spirits worth at least 500gp.
Focus: An enchanted adamantine needle worth at least 1000gp.


Sickle Specific

Spells specifically used by the Sickle, with restricted use. Unless otherwise specified, any Sickle spells are arcane.


Army Regulation

  • School: Transmutation
  • Level: Sorcerer/wizard 2, summoner/unchained summoner 2;
  • Components: V, S, F (Army Sickle Pin), M (Control Coin)
  • Casting Time: Immediate action
  • Range: long (400 ft. + 40 ft./level) or 60ft
  • Effect: Ray or cone-shaped burst (see text)
  • Duration: Permanent or 1 min/level (see text)
  • Saving Throw: Reflex (see text)
  • Spell Resistance: Yes


The Army Regulation spell was created specifically to negate any magical advantage a Leather may have if they turn on a Magus. It is a highly restricted spell that only a select few Magi are allowed access to. The spell is intentionally made very flexible and have multiple uses. Its use needs to be announced at the time of casting. Any use of the spell including a ranged touch attack adds a +5 enhancement bonus to hit.

When Army Regulation disable a Sickle enchantment, it actually doesn't dispel or affect it at all, it just alters its enchantment. The item will still have its magical aura until it is destroyed. The item simply doesn't count as magic for damage reduction or weapon enhancements.

When casting the spell, foci and material component only needs to be worn somewhere on the caster (physically; not in extra-dimensional pockets or similar). To use the pin spell use it needs to be equipped or held, however.

Disable target
A ranged touch attack (ray; range increment of 60ft) against a single target will permanently disable all standard Sickle enchantments on all worn/equipped equipment as well as turning any Black Leather War Coat solid, almost entirely restricting movement. A character is allowed a Reflex save to quickly remove the war coat, provoking attacks of opportunity doing so. If stuck within a solidified war coat, the target's AC from armor becomes +8 with a max Dex bonus of -3, an armor check penalty of –10, spell failure of 85%, speed of 10 feet and the weight increases to 50lbs. The war coat has a hardness of 10 and 30 hp. The target needs proficiency with Solidified War Coat to not suffer armor check penalties. It can be escaped by spending 1D4 consecutive full-round actions to wriggle out (provoking attacks of opportunity), succeeding at an Escape Artist DC22 check or breaking it with a DC25 strength check.

An Assault Stick wielded is will try to attach itself to the wielder by enveloping her hand. The target may drop the Assault Stick if she succeeds on a Reflex save. If the Assault Stick successfully attached to the wielder, it cannot be dropped. Regardless of this, the Assault Stick loses all bonuses and gains a -5 penalty to attack rolls and damage. If any damage is dealt it is is still nonlethal damage, but the wielder receives double that amount in lethal damage.

Other Sickle Regular Army standard equipment is simply rendered inert.

Clear all
An immaterial 60 feet cone-shaped burst that permanently affects all standard Sickle enchantments in the area. A reflex saving throw is only allowed if the target first somehow can move out of the affected area, or is located in an edge of the affected area and can move up to 5ft (forfeiting the 5 foot move in their own turn). The effects otherwise work as described for the Disable target use of the spell.

Enable
Either as a ranged touch attack or as a cone-shaped burst, this use of the spell will restore normal functionality to affected equipment. It will not repair any damaged items or restore items which has been permanently dispelled.


Foci/components:

  • Army Sickle Pin - Also known as an "army pin" it's only available to ranking Magi. The pin can be spell activated to cast Army Regulation 3 times per day if worn ("other" spell slot) or held. Hökaland price: 10,000gp* (will need an updated price for an "other" slot item with a lvl 2 spell 3 use/day + 1000gp; minimum cost 5000gp PF prices).
  • Control Coin - Used in conjunction with the pin. Hökaland price: 2000gp

Role Play Specific

Spells designed for a roleplaying purpose. These are generally unavailable to anyone not specifically endowed with said spell.


Infernal Healing

Note: This spell is not normally available on the Sorcerer/Wizard Spell list in Hökaland. A particular character has access to it.

Modification: This spell can be cast spontaneously and doesn't need to be prepared. It is not written down in your spellbook and you take a +15 DC to spellcraft to write it down or to teach the spell to another Wizard. If cast on yourself, you gain Regeneration 1 (Fire, Acid) instead of Fast Healing 1. If you cast the spell, you feel your horns heat up, temporarily, and they grow a little less than 1 millimetre. The spell can be cast with a higher spell slot than 1. Each higher spell slot increases the Regeneration or Fast Healing by +1 (lvl 2 spell slot means +2, etc.).


Spells Needed

  • Arrow Shield - Creates an invisible sphere wall that deflects high velocity objects. X per turn for a limited duration. chance of deflect?
  • Greater Protection from Arrows - DR 20 / adamant / 150 hp tot


House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork

D&D 3.5

These spells and modifications only apply to DnD 3.5.

These have not been overhauled though, so they are not used.


Detect Magic

Can now be cast spontenously by arcane casters. The caster may substitute a Twinkle with a lvl 0 spell slot.

In the first turn it does not detect spell residue, but in the second it becomes visible if the caster suceeds on a Spellcraft check matching the DC of the residue.


Prestitignation

Can be spontaneously cast by casters with this spell in their list. The spell slot can be substituted with 3 Twinkles.


See Magic

  • Divination
  • Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration plus 1 min/level
  • Saving Throw: None
  • Spell Resistance: No

As Detect Magic, except: The caster may substitute a Spark with the lvl 1 spell slot, sees auras and their strength in the first round, only require concentration for the rounds it's used and stays active for the full duration automatically.

Outdated

These are ideas that never came to fruition or that may be added after some revision.

Contingency

Can now be learned and cast as a level 1 spell. The focus need not be a statue of you, but a statue of anything (still of ivory) and cost at least 500gp. Metamagic feats can be used as normal with Create Spark.


Invisibility (all)

Regardless of which feats the caster has, this spell includes a free metamagic enhancement of Spell Trickery. The DC is 20 for most Invisibility spells (and effects) and 30 for Greater Invisibility. The caster has to choose to make it a power or intrication enhancement even if she has no Spell Trickery feat. If the caster has both feats, she can make it a combined enhancement.