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: 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).
 
: 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'''==
 
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 ===
 
=== Bestow Curse ===
 
'''Necromancy'''<br>
 
'''Necromancy'''<br>
'''Level:''' Cha 4, Leg 3<br>
+
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.  
'''Components:''' V, S<br>
+
:  '''Some examples of alternate curses are:'''   
'''Casting Time:''' 1 standard action<br>
 
'''Range:''' Touch<br>
 
'''Target:''' Creature touched<br>
 
'''Duration:''' Permanent<br>
 
'''Saving Throw:''' Will Negates<br>
 
'''Spell Resistance:''' Yes<br>
 
 
 
''Channeling your power into binding words, you thrust your hand at your foe and proclaim a terrible curse.''<br>
 
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.<br>
 
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 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 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.
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::* 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 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.
 
::* 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 ===
 
=== Bestow Curse, Greater ===
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The spellcaster places a curse on the creature touched, choosing one of the three following effects.
 
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).
+
* 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.
+
* –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.
+
* Each turn, the subject has a 25% chance to act normally; otherwise, it takes no action.
 
+
You can also invent your own curse, but it should be no more powerful than those described above, and the DM has the final say on the curse’s effect. Some examples of alternate curses are:  
: '''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 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 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’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.
::* 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).
::* 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 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’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.
::* 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.
::* 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.
::* 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.
::* 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.<br>
::* 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.<br>
 
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.<br>
 
'''Source''': ''Spell Compendium'', pg. 27 (altered level from sorc/wiz to cha), and alternate curses from ''Dragon'' 348.
 
'''Source''': ''Spell Compendium'', pg. 27 (altered level from sorc/wiz to cha), and alternate curses from ''Dragon'' 348.
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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.<br>
 
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.<br>
:  '''Some examples of alternate Lesser Bestow Curse are:''' 
+
This is a list of possible curses:<br>
::* Convinced he's another, random character class.  
+
1. Convinced he's another, random character class. <br>
::* Laughs uncontrollably at anything another person says.  
+
2. Laughs uncontrollably at anything another person says. <br>
::* "Chosen One" of the gods! The gods don't fart, you know.  PC farts constantly by becoming the vehicle of divine flatulence (-2 charisma).  
+
3. "Chosen One" of the gods! The gods don't fart, you know.  PC farts constantly by becoming the vehicle of divine flatulence (-2 charisma). <br>
::* Three words:  painful, rectal, itch (-1 Dexterity).  
+
4. Three words:  painful, rectal, itch (-1 Dexterity). <br>
::* Bad breath (-1 charisma to anyone within 10 ft).  
+
5. Bad breath (-1 charisma to anyone within 10 ft). <br>
::* Bad body odor (-1 charisma to anyone within 10 ft).  
+
6. Bad body odor (-1 charisma to anyone within 10 ft). <br>
::* Attracts insects.  
+
7. Attracts insects. <br>
::* Attracts animals (specific type: mice, birds, cats, skunks, etc.).  
+
8. Attracts animals (specific type: mice, birds, cats, skunks, etc.). <br>
::* Makes bad jokes.  
+
9. Makes bad jokes. <br>
::* Has no inner dialogue.  
+
10. Has no inner dialogue. <br>
::* Says everything twice. Says everything twice.  
+
11. Says everything twice. Says everything twice. <br>
::* Whenever anyone makes a successful skill check he always declares, "I can do better than that..." or the equivalent  
+
12. Whenever anyone makes a successful skill check he always declares, "I can do better than that..." or the equivalent <br>
::* Always eating/drinking.  
+
13. Always eating/drinking. <br>
::* Shouts whenever he speaks.  
+
14. Shouts whenever he speaks. <br>
::* Loses all sense of hygiene.  
+
15. Loses all sense of hygiene. <br>
::* Loses all sense of modesty.  
+
16. Loses all sense of modesty. <br>
::* Large warts (-1 charisma).  
+
17. Large warts (-1 charisma). <br>
::* Acquires a rare, but harmless, skin disease (-1 charisma).  
+
18. Acquires a rare, but harmless, skin disease (-1 charisma). <br>
::* Drools constantly.  
+
19. Drools constantly. <br>
::* Stutters constantly.  
+
20. Stutters constantly. <br>
::* Enlarged body part: a. Ears b. Nose c. Chin d. Feet e. Hands  
+
21. Enlarged body part: a. Ears b. Nose c. Chin d. Feet e. Hands <br>
::* Becomes a pathological liar (will always tell an untruth, even if it is pointless or harmful to do so)  
+
22. Becomes a pathological liar (will always tell an untruth, even if it is pointless or harmful to do so) <br>
::* Is convinced a common inanimate object is a beloved pet or advisor; talks to it.  
+
23. Is convinced a common inanimate object is a beloved pet or advisor; talks to it. <br>
::* Loses at all games of chance.  
+
24. Loses at all games of chance. <br>
::* 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)  
+
25. 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) <br>
::* Sings whenever he speaks.
+
26. Sings whenever he speaks. <br>
::* Contrariness (will disagree or contradict any request or proposal, but is easily fooled by "Reverse Psychology").  
+
27. Contrariness (will disagree or contradict any request or proposal, but is easily fooled by "Reverse Psychology"). <br>
::* Has to "go" every 15 minutes.  
+
28. Has to "go" every 15 minutes. <br>
::* Has to write down everything that happens in a journal.  
+
29. Has to write down everything that happens in a journal. <br>
::* Thinks he's invisible.  
+
30. Thinks he's invisible. <br>
::* Cannot say any word with the letter "D".  
+
31. Cannot say any word with the letter "D". <br>
::* Blinks constantly.  
+
32. Blinks constantly. <br>
::* Only speaks in questions?  
+
33. Only speaks in questions? <br>
::* 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  
+
34. 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 <br>
::* 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.  
+
35. 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. <br>
::* All hair falls out.  
+
36. All hair falls out. <br>
::* Insists on going barefoot all the time.  
+
37. Insists on going barefoot all the time. <br>
::* Can never finish a sentence (others have to help them).  
+
38. Can never finish a sentence (others have to help them). <br>
::* Has to use "Huzzah!" in every sentence.  
+
39. Has to use "Huzzah!" in every sentence. <br>
::* Equipment wears out twice as fast.  
+
40. Equipment wears out twice as fast. <br>
::* Nearsighted: -2 ranged attack, x2 range penalties.  
+
41. Nearsighted: -2 ranged attack, x2 range penalties. <br>
::* Farsighted: cannot read books.  
+
42. Farsighted: cannot read books. <br>
::* Grumpy: acquires Abrasive feat.  
+
43. Grumpy: acquires Abrasive feat. <br>
::* Narcoleptic: -5 spot/listen, -2 saves vs. sleep.  
+
44. Narcoleptic: -5 spot/listen, -2 saves vs. sleep. <br>
::* Hiccoughs constantly: -1 move silently, -1 to charisma based checks.  
+
45. Hiccoughs constantly: -1 move silently, -1 to charisma based checks. <br>
::* Sneezes frequently: -1 move silently, -1 to charisma based checks.  
+
46. Sneezes frequently: -1 move silently, -1 to charisma based checks. <br>
::* Sweats constantly.  
+
47. Sweats constantly. <br>
::* Has frequent itching spells: -1 dexterity.  
+
48. Has frequent itching spells: -1 dexterity. <br>
::* Becomes hard of hearing:  -2 initiative.  
+
49. Becomes hard of hearing:  -2 initiative. <br>
::* Stutters: +20% spell failure.  
+
50. Stutters: +20% spell failure. <br>
::* Bad Luck: -1 to all d20 rolls.  
+
51. Bad Luck: -1 to all d20 rolls. <br>
::* Sickly: -4 to disease saves.  
+
52. Sickly: -4 to disease saves. <br>
::* Clumsy: -2 to all dexterity checks.  
+
53. Clumsy: -2 to all dexterity checks. <br>
::* Insecure: -4 to fear saves.  
+
54. Insecure: -4 to fear saves. <br>
::* 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!)  
+
55. 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!) <br>
::* Sleepless (fatigued all the time).  
+
56. Sleepless (fatigued all the time). <br>
::* Drained: loses 1 hit point per character level until minor curse is removed.  
+
57. Drained: loses 1 hit point per character level until minor curse is removed. <br>
  
  

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