Shadowkillers - New Spells

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Spells Currently In-Game[edit]

Prowess Siphon[edit]

Necromancy
Level: Cha 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell magically weakens the target and gives some of his strength to the caster. The target suffers a -3 penalty to Strength, and the caster gains a +3 bonus to Strength. The spell cannot reduce the target to a Strength of less than 1; if it would do so, the caster can gain only as many points of Strength as the target loses. The penalty and benefit granted by this spell persists through the duration of the spell even if the caster or the target die.


Ironguard, Lesser[edit]

Abjuration
Level: Cha 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You watch as your target's skin lightens and takes on a translucent look.
The subject of lesser ironguard becomes immune to nonmagical metal. Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars. Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects. Attacks delivered by metal items (such as poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars). You and the object each take 1d6 points of damage as a result (ignoring the object's hardness for determining damage to it).
Because you pass through metal, you can ignore armor bonuses from nonmagic metal armor on opponents you attack with unarmed attacks.
Source: Spell Compendium, pg. 125 (altered level from sorc/wiz to cha, and components ignored the less-than-1-gp-value material components.)


Bone Thicket[edit]

Conjuration (Creation)
Level: Cha 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 10-ft.-radius/level spread
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes

You create and direct the emergance of dozens of skeletal arms and hands. When you cast the spell, choose one of the following effects.

  • Climbing aid (Negates slippery surfaces; treat as knotted ropes - Climb DC 5. Large creatures treat it as ledges - Climb DC 10; larger creatures cannot make use of the skeletal arms.)
  • Bind targets (Escape Artist DC 25 to escape for helpless targets, who are automatically held. Other creatures may make a DC 5 Balance or Escape Artist check each round to avoid being tripped. Tripped creatures must succeed on a DC 20 Reflex save or they are held - Escape Artist DC 20 to escape.)
  • Hamper movement (Costs 4 squares of movement to move into, and increases the DC of Balance, Move Silently, and Tumble checks by 5. Running and Charging are impossible.)
  • Grab objects (Objects within 2 feet of the surface weighing 20 lbs. or less are caught, and can be passed from one boney hand to another, over the length of the spell's area. Heavier Medium-sized or smaller objects and creatures within 2 feet of the surface are slowed if falling past the spell's area, granting +4 to Jump or Tumble checks made to lessen damage from a fall, and additionally allowing the falling creature or object to treat a fall as if it were 10 feet shorter than it really is when determining damage. Creatures or objects smaller than Medium gain a +4 for every size category smaller.)

As a standard action, you can redirect the skeletal arms' function (thus changing the effect).

Bone Thicket Notation[edit]
The only difference between bone thicket and vine mine from the Spell Compendium (p. 230) is the fourth option. The vines can grant a +4 Hide bonus for that option, which seems inappropriate for skeletal hands and arms. Otherwise it is the same spell (more information is given for bone thicket because I don't like having to look up the effects of things like heavy undergrowth).


Curse Spells[edit]

You can also invent your own curse with prepared research (with DM approval and discussion prior to casting), but it should be no more powerful than those described in the spell, and the DM has the final say on the curse’s effect. For a channeler to create a new curse he must take 1D4 days of study/contemplation creating the curse.

Bestow Curse[edit]

Necromancy
Level: Cha 4, Leg 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

Channeling your power into binding words, you thrust your hand at your foe and proclaim a terrible curse.
You place a curse on the subject. Choose one of the following three effects.

  • –6 decrease to an ability score (minimum 1).
  • –4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Some examples of alternate Bestow Curse are:
  • The target takes a -8 penalty on all checks made using one skill, such as Climb or Spellcraft.
  • The target’s Strength score counts as 10 less (minimum 1) for the purposes of carrying capacity. This might cause some individuals to suddenly take encumbrance penalties while others collapse under the weight of their own equipment.
  • The target’s armor falls into disrepair, halving its hit points and hardness while decreasing the armor bonus it grants by -4 (to a minimum of 1) and doubling the armor check penalty. This effect shifts to any new armor donned, while the armor removed returns to normal (although any damage it might have taken remains).
  • The target must carry something designated by the caster or suffer a -5 penalty on all saves. The item can be vague (such as a holy symbol of Vecna) or specific (such as the Helm of King Aramil), but it cannot be something dangerous or deadly for the target to carry (a massive boulder or burning coals). The caster must give the object to the target when casting the spell.
  • One of the target’s limbs ceases to function. A nonfunctional arm cannot hold or wield any item and cannot be used to perform somatic components, while a nonfunctional leg prevents the target from walking properly without a crutch (and even then the target can only move at half speed). A nonfunctional wing prevents the target from flying if it uses wings to fly. (This curse can only be applied once per day per target)
  • The target loses all weapon and armor proficiencies, other than simple weapons, natural weapons, and unarmed strikes. If the target has feats for which the lost proficiencies are prerequisites (such as Weapon Focus), he loses the use of these as well.
  • The target becomes socially inept. He takes -6 penalties on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks, on Charisma checks to influence someone, and on Disguise checks then attempting to act as someone else.
  • The target’s armor, shield, or one of his weapons (caster’s choice) becomes cursed. It’s enhancement bonus is reversed and it loses any other special abilities, so a +4 flaming longsword becomes a -4 longsword. If nonmagical, the weapon, shield or armor instead becomes a -1 weapon, shield, or armor.
  • The target is stricken with cowardice. Each time the character rolls for initiative, he must immediately make a Will save (with the same DC as the curse) or become shaken for the duration of the combat. The first time the character takes damage in the combat, he must save again or become shaken for 1d4 rounds (if already shaken, instead treat as panicked for 1d4 rounds).
  • The target appears to be a different alignment (caster’s choice) for the purpose of divination spells and spell-like abilities such as detect evil.
  • The target’s damage reduction, spell resistance, or elemental resistance of one type is reduced by 5, to a minimum of 0.
  • The target immediately becomes fatigued until he has consumed 1 pint of blood. Thereafter, he gains a thirst for blood and normal food and drink no longer nourish him. He awakens fatigued each morning and must drink 1 pint of blood to stave off this fatigue for the day.
  • Everyone who knows the target no longer recognizes him, except for the caster. Even the target’s allies do not recognize him and those who come to know him again forget knowing him each morning.
  • The target gains a susceptibility to damage from a certain source (caster’s choice). All damage taken from this source is increased by 5 points. The source must be either a specific element, such as fire, or weapons made of a specified uncommon material such as mithral, silver, or bone.
  • The target loses the ability to heal naturally (although he does not lose innate healing abilities such as fast healing or regeneration). In addition, spells of the conjuration (healing) subschool only heal the target for half as much as normal. Such spells that cause damage are unaffected by this curse. For example, a cure light wounds spell cast upon an undead creature is unaffected, while an inflict light wounds spell cast on the same creature would be halved.
  • The target’s sight is reduced to 20 feet, even with natural abilities and spells such as darkvision.
  • The target must roll a Fortitude save (with the same DC as the curse) each time he commits an evil or illegal act to avoid becoming nauseated for 2d4 rounds. Alternatively, the caster may use this curse to affect those committing acts of kindness and generosity.
  • The target loses the use of one of his feats. If this feat is a prerequisite for other feats, the target loses the use of those feats as well.
  • One of the target’s minor racial abilities is disabled. Minor abilities include darkvision, low-light vision, racial save bonuses, racial skill bonuses, racial weapon proficiency or familiarity, or stability. The DM has the final word as to what other racial abilities qualify as minor.
  • The target makes a Willpower SV DC10 + caster level. If failed the target immediately becomes fatigued, and henceforth requires 12 hours of sleep each time he rests or else is fatigued for the remainder of the day.
  • The target becomes a disease carrier. Anyone the target touches or who touches the target must roll a DC 16 Fortitude save or else contract blinding sickness or cackle fever (DMG, 292). The target is immune to the selected disease.
  • The target has uncontrollable shakes, imposing a -4 penalty on ranged attacks and a 20% spell failure chance for spells with somatic components.
  • The target becomes unable to tell a lie. He may, however, choose to avoid answering a question in order to avoid telling the truth.
  • The target fears killing and must attempt to deal nonlethal damage whenever possible, taking a penalty of -4 on attack rolls with most weapons to do so.


Bestow Curse, Greater[edit]

Necromancy
Level: Cha 8, Leg 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

Channeling your power into binding words, you thrust your hand at your foe and proclaim a terrible curse.

The spellcaster places a curse on the creature touched, choosing one of the three following effects.

  • One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1).
  • –8 penalty on attack rolls, saving throws, ability checks, and skill checks.
  • Each turn, the subject has a 25% chance to act normally; otherwise, it takes no action.
Some examples of alternate Greater Bestow Curse are:
  • The target loses a class ability such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequisite for other abilities or feats, the target loses the use of those feats as well
  • The target gains a susceptibility to a one energy type (such as fire or electricity) or to weapons made of a specified rare or unusual material (such as adamantine or silver) of the caster’s choice. The target takes an additional +50% extra damage from this source. This effect does not stack with any other weaknesses the target might already possess.
  • The target’s alignment gradually moves toward another of the caster’s choice. For example, a lawful good paladin might be cursed to become chaotic evil, losing access to all of his paladin spells and abilities. There is no immediate effect, but the target must make a Will save each day thereafter or his alignment shifts one step toward the chosen alignment.
  • The target takes damage equal to the damage he deals to others. Only damage dealt with weapons is affected, not ability damage or spell effects.
  • One of the target’s attack options is lost (such as a dragon’s breath weapon or a medusa’s petrifying gaze attack).
  • The target can no longer sleep soundly, perhaps wracked by nightmares or guilt over past evil deeds (caster’s choice). He wakes fatigued each morning and cannot perform tasks that require him to be well-rested, such as a wizard preparing spells.
  • The target’s most powerful or cherished possession (DM’s discretion) is drawn by fate to fall into the hands of a hated enemy or rival.
  • The target is completely unable to use any three skills of the caster’s choosing. Knowledge skills must be chosen separately.
  • Everyone the target sees appears to be undead, their flesh rotting from their bones and their voices reduced to hollow rasps.
  • All critical threats made against the target automatically confirm without requiring the attacker to reroll.
  • A noisy spirit haunts the target. Aside from unnerving those around the target, the spirit prevents him from using the Hide or Move Silently abilities, becoming invisible, disguising himself, or otherwise altering his appearance. A manifestation of the curse, the spirit is not actually undead and cannot be turned, rebuked, or destroyed.
  • All new creatures and NPCs the target encounters treat him with an initial attitude of hostile. Allies and current acquaintances do not change their attitudes toward the target.

A greater curse cannot be dispelled, nor can it be removed with break enchantment or limited wish. A miracle or wish spell removes a greater curse, as does remove curse cast by a spellcaster of at least 17th level.
Source: Spell Compendium, pg. 27 (altered level from sorc/wiz to cha), and alternate curses from Dragon 348.

Proposed Spells[edit]

Bestow Curse, Lesser[edit]

Necromancy
Level: Cha 3, Leg 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will Negates
Spell Resistance: Yes

With a fling of spittle or a forbidden gesture of the hand, the subject receives a subtle but annoying minor curse. Effects vary and are not terribly debilitating, but the effect on commoners and those in the public eye can be devastating. A lesser curse can be removed with a remove curse or lesser restoration spell.

Some examples of alternate Lesser Bestow Curse are:
  • Convinced he's another, random character class.
  • Laughs uncontrollably at anything another person says.
  • "Chosen One" of the gods! The gods don't fart, you know. PC farts constantly by becoming the vehicle of divine flatulence (-2 charisma).
  • Three words: painful, rectal, itch (-1 Dexterity).
  • Bad breath (-1 charisma to anyone within 10 ft).
  • Bad body odor (-1 charisma to anyone within 10 ft).
  • Attracts insects.
  • Attracts animals (specific type: mice, birds, cats, skunks, etc.).
  • Makes bad jokes.
  • Has no inner dialogue.
  • Says everything twice. Says everything twice.
  • Whenever anyone makes a successful skill check he always declares, "I can do better than that..." or the equivalent
  • Always eating/drinking.
  • Shouts whenever he speaks.
  • Loses all sense of hygiene.
  • Loses all sense of modesty.
  • Large warts (-1 charisma).
  • Acquires a rare, but harmless, skin disease (-1 charisma).
  • Drools constantly.
  • Stutters constantly.
  • Enlarged body part: a. Ears b. Nose c. Chin d. Feet e. Hands
  • Becomes a pathological liar (will always tell an untruth, even if it is pointless or harmful to do so)
  • Is convinced a common inanimate object is a beloved pet or advisor; talks to it.
  • Loses at all games of chance.
  • Obsession: a. Cleanliness (always washing and avoiding others' "germs") b. Food item c. Shiny things d. Tidiness (hates messes; will "tidy up" after battles) e. Wealth acquisition f. Grammar (corrects others)
  • Sings whenever he speaks.
  • Contrariness (will disagree or contradict any request or proposal, but is easily fooled by "Reverse Psychology").
  • Has to "go" every 15 minutes.
  • Has to write down everything that happens in a journal.
  • Thinks he's invisible.
  • Cannot say any word with the letter "D".
  • Blinks constantly.
  • Only speaks in questions?
  • Phobia (PC is shaken whenever confronted by his phobia): a. Heights b. Darkness c. Vermin d. Reptiles e. Water (going in or crossing) f. Aberrations g. Undead h. Clerics, Paladins, Druids, or Adepts i. Outsiders
  • Indecisive: PC declares his action for his combat turn and rolls a die; if he rolls low, he must change his action to something else.
  • All hair falls out.
  • Insists on going barefoot all the time.
  • Can never finish a sentence (others have to help them).
  • Has to use "Huzzah!" in every sentence.
  • Equipment wears out twice as fast.
  • Nearsighted: -2 ranged attack, x2 range penalties.
  • Farsighted: cannot read books.
  • Grumpy: acquires Abrasive feat.
  • Narcoleptic: -5 spot/listen, -2 saves vs. sleep.
  • Hiccoughs constantly: -1 move silently, -1 to charisma based checks.
  • Sneezes frequently: -1 move silently, -1 to charisma based checks.
  • Sweats constantly.
  • Has frequent itching spells: -1 dexterity.
  • Becomes hard of hearing: -2 initiative.
  • Stutters: +20% spell failure.
  • Bad Luck: -1 to all d20 rolls.
  • Sickly: -4 to disease saves.
  • Clumsy: -2 to all dexterity checks.
  • Insecure: -4 to fear saves.
  • Jinxed! 50% chance of -1 to any skill check rolled by any companion within 50 ft. (Have the player throw a "jinx die" in front of the player making the skill check, if it comes up low, he's jinxed!)
  • Sleepless (fatigued all the time).
  • Drained: loses 1 hit point per character level until minor curse is removed.


Fleshknit[edit]

Necromancy
Level: Cha 3
Duration: 10 rounds + 1 round/level (max 25 rounds)
This spell functions as lesser fleshknit, except as noted here. It grants fast healing 2.

Fleshknit Circle[edit]

Necromancy
Level: Cha 6
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 10 rounds + 1 round/level (max 40 rounds)
This spell functions as fleshknit, except that it effects multiple creatures and that it grants fast healing 3.

Fleshknit, Greater[edit]

Necromancy
Level: Cha 5
Duration: 10 rounds + 1 round/level (max 35 rounds)
This spell functions as lesser fleshknit, except as noted here. It grants fast healing 4.

Fleshknit, Lesser[edit]

Necromancy
Level: Cha 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 rounds + 1 round/level (max 15 rounds)
Saving Throw: Fortitude partial
Spell Resistance: Yes (harmless)
The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser fleshknit does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. Only hit point damage sustained while the spell is active can be healed by this spell, not damage taken before the spell was cast.
The effects of multiple fleshknit spells do not stack; only the highest-level effect applies.

Fleshknit, Mass Lesser[edit]

Necromancy
Level: Cha 3
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 10 rounds + 1 rounds/level (max 25 rounds)
This spell functions as lesser fleshknit, except that it effects multiple creatures.



Midnight: North & South Portal
Midnight: the Shadow Killers player Bill
Bill's special rule requests