3.5 Mantis Secret Spells

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Mantis Secret Spells[edit]

Crushing Waves
Evocation [Water]
Level: Shu 4 [Water]
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft./level
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You summon forth a wave of water kami to strike down your enemies. The water wells up from the ground to crush any one target within range, dealing 4d6 nonlethal damage, knocking the target prone, and subjecting the target to a bull rush attack (Strength 25, Large size, total modifier +11), which will move him backward the maximum possible amount. Targets who succeed on their Reflex save take only half damage are not knocked prone, but still suffer the bull rush.

Dance of the Fireflies
Evocation [Fire]
Level: Shu 1 [Fire], Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 5 ft. radius
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes
You create a swirling mass of tiny fire kami, yellow-orange sparks that distract and conceal opponents. Anyone within the mass of sparks who attempts to cast a spell must first succeed on a Concentration check (DC 15 + spell level) or lose the spell. Defenders within the cloud who rely on sight for attack and defense suffer a –4 penalty to attack rolls and may not add their Dexterity bonus to AC, but are considered to have concealment (20% miss chance). The sparks do no real damage, but extremely flammable objects may be subject to combustion while within the area of effect (DM’s discretion). Targets with immunity to fire or at least 1 point of fire resistance, as well as creatures with more than 8 HD or who do not rely on vision for attack and defense, are immune to this spell (though they are still considered to have concealment if they are within the area of effect).
The mass of sparks can be moved up to 10 feet per round if the caster so chooses. The caster must succeed on a Concentration check (DC 15) as a standard action to move the cloud. Failure does not end the spell, but prevents the sparks from moving for that round.

Elemental Vessel
Conjuration [Air, Earth – Multi-element]
Level: Shu 7
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 earthen keelboat
Duration: 5 days/level (D)
Saving Throw: None
Spell Resistance: No
You can common forth a ship from the stuff of the elements themselves, shaping them into a seaworthy keelboat. This ship is mechanically identical to a normal keelboat, but is obviously composed of shaped earth and stone. If the spell ends or is dispelled or the ship is destroyed, the vessel immediately collapses into its component elements and dissipated into the sea. The duration can be extended by an additional 5 days/level by casting this spell again at any point during the duration.

Endless Seas
Divination [Water]
Level: Shu 2 [Water]
Components: V, S, DF
Casting Time: 1 full round
Range: 100 miles
As scrying, but you must touch a body of water in order to cast this spell, and the vision may only target a creature within line of sight of that same body of water within the spell’s range.

Ride the Whirlwind
Transmutation [Air]
Level: Shu 3 [Air] Components: V, S, DF
Casting Time: 1 standard action
Range: Personal, or 30 feet (see text)
Target: You, or one creature (see text)
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: Yes (harmless, see text)
The shugenja summons a small but potent whirlwind, allowing him to fly with poor maneuverability (fly speed 60 feet, ascend at half that speed, descend at twice that speed). Using this spell does not require concentration, so the caster may attack and cast spells normally. He may only carry aloft as much weight as his normal heavy load. If the spell’s duration expires while the caster is still aloft, he descends at a rate of 60 feet per round for 1d6 rounds. If he reaches the ground during that time, he lands safely; otherwise, he falls the remaining distance, suffering the usual 1d6 damage per 10 feet fallen.
Alternatively, the shugenja may choose to end the spell prematurely as a standard action and send the whirlwind barreling into an opponent within 30 feet. The shugenja must make a ranged touch attack; if successful, the target takes 2d6 bludgeoning damage and suffers a bull rush (Medium size, Strength 15 + caster level) that pushes the target back the maximum amount possible.

Sanctuary of Ningen-do
Abjuration [Air]
Level: Shu 5 [Air]
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target: One creature per level within range
Duration: 24 hours
As resist elements, but this spell instead protects you from damage dealt by the weather, including cold, electricity, air and water, and also includes magical effects that emulate weather effects.

Suitengu’s Wrath
Transmutation [Air, Water – Multi-element]
Level: Shu 9
Components: V, S, DF
Casting Time: 15 minutes
Range: One mile
Area: 125 ft/level radius
Duration: 1d10 hours
Saving Throw: None
Spell Resistance: No
You summon forth a monsoon. You cannot control this storm, such as where lightning will strike or in what direction the winds will blow. You can only unleash the storm and allow it to run its course. This is considered a “powerful storm” (see the DMG), of the hurricane variety.