Difference between revisions of "Shadowkillers - New Spells"

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(Necrotic Spell Growth)
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For example, you could cast this spell on an ally twice, creating two purplish, moist pustules on the back of her right hand.  Into one of those pustules you could then cast ''acid splash'' by using one of your daily 0-level spells and spending 1 spell point for the spell's verbal component.  Into the other you could cast a widened ''color spray'' by spending 5 spell points (3 of which are for the application of the Widen Spell metamagic feat).  However, if the bearer of the growth doesn't know how to cast ''color spray'', she won't know how to supply the verbal component of this Mind-Affecting spell.  If she doesn't successfully complete the verbal component when she activates the spell growth, the cone of color it produces will have no effect on the minds of her targets.  Regardless of her level or caster level, the spell effects produced will be at your caster level at the time you filled the spell growths.
 
For example, you could cast this spell on an ally twice, creating two purplish, moist pustules on the back of her right hand.  Into one of those pustules you could then cast ''acid splash'' by using one of your daily 0-level spells and spending 1 spell point for the spell's verbal component.  Into the other you could cast a widened ''color spray'' by spending 5 spell points (3 of which are for the application of the Widen Spell metamagic feat).  However, if the bearer of the growth doesn't know how to cast ''color spray'', she won't know how to supply the verbal component of this Mind-Affecting spell.  If she doesn't successfully complete the verbal component when she activates the spell growth, the cone of color it produces will have no effect on the minds of her targets.  Regardless of her level or caster level, the spell effects produced will be at your caster level at the time you filled the spell growths.
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=== Lesser Curse ===
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'''Necromancy'''<br>
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'''Level:''' Cha 3<br>
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'''Components:''' V, S<br>
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'''Casting Time:''' 1 standard action<br>
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'''Range:''' Close (25 ft. + 5 ft./2 levels)<br>
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'''Target:''' One living creature <br>
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'''Duration:''' Permanent (D)<br>
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'''Saving Throw:''' Will Negates<br>
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'''Spell Resistance:''' Yes<br>
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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.
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This is a list of possible curses:<br>
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1. Convinced he's another, random character class.
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2. Laughs uncontrollably at anything another person says.
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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).
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4. Three words:  painful, rectal, itch (-1 Dexterity).
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5. Bad breath (-1 charisma to anyone within 10 ft).
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6. Bad body odor (-1 charisma to anyone within 10 ft).
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7. Attracts insects.
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8. Attracts animals (specific type: mice, birds, cats, skunks, etc.).
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9. Makes bad jokes.
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10. Has no inner dialogue.
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11. Says everything twice. Says everything twice.
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12. Whenever anyone makes a successful skill check he always declares, "I can do better than that..." or the equivalent
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13. Always eating/drinking.
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14. Shouts whenever he speaks.
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15. Loses all sense of hygiene.
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16. Loses all sense of modesty.
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17. Large warts (-1 charisma).
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18. Acquires a rare, but harmless, skin disease (-1 charisma).
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19. Drools constantly.
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20. Stutters constantly.
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21. Enlarged body part: a. Ears b. Nose c. Chin d. Feet e. Hands
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22. Becomes a pathological liar (will always tell an untruth, even if it is pointless or harmful to do so)
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23. Is convinced a common inanimate object is a beloved pet or advisor; talks to it.
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24. Loses at all games of chance.
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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)
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26. Sings whenever he speaks.
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27. Contrariness (will disagree or contradict any request or proposal, but is easily fooled by "Reverse Psychology").
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28. Has to "go" every 15 minutes.
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29. Has to write down everything that happens in a journal.
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30. Thinks he's invisible.
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31. Cannot say any word with the letter "D".
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32. Blinks constantly.
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33. Only speaks in questions?
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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
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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.
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36. All hair falls out.
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37. Insists on going barefoot all the time.
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38. Can never finish a sentence (others have to help them).
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39. Has to use "Huzzah!" in every sentence.
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40. Equipment wears out twice as fast.
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41. Nearsighted: -2 ranged attack, x2 range penalties.
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42. Farsighted: cannot read books.
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43. Grumpy: acquires Abrasive feat.
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44. Narcoleptic: -5 spot/listen, -2 saves vs. sleep.
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45. Hiccoughs constantly: -1 move silently, -1 to charisma based checks.
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46. Sneezes frequently: -1 move silently, -1 to charisma based checks.
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47. Sweats constantly.
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48. Has frequent itching spells: -1 dexterity.
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49. Becomes hard of hearing:  -2 initiative.
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50. Stutters: +20% spell failure.
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51. Bad Luck: -1 to all d20 rolls.
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52. Sickly: -4 to disease saves.
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53. Clumsy: -2 to all dexterity checks.
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54. Insecure: -4 to fear saves.
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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!)
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56. Sleepless (fatigued all the time).
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57. Drained: loses 1 hit point per character level until minor curse is removed.
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[[Midnight:_the_SHADOW_KILLERS]]
 
[[Midnight:_the_SHADOW_KILLERS]]

Revision as of 11:34, 11 December 2006

Spells Currently In-Game

Proposed Spells

Fast Healing I

Necromancy
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes (harmless)
For a short duration, you imbue the target with fast healing 1. The target recovers 1 hit point per round for the duration of the spell as long as she is not at zero or fewer hit points. At zero or fewer hit point the spell ends. The target cannot regrow or reattach limbs, and the healing is only effective against wounds sustained while the spell is active, not against any damage taken before the spell was cast.
When the duration is passed or the spell ends the subject must make a Fortitude save (DC 12) or take a -1 temporary penalty to Strength.

Fast Healing II

Necromancy
Level: Cha 3, Drd 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes (harmless)
For a short duration, you imbue the target with fast healing 2. Once the spell is cast it remains inactive for up to a day, but becomes active the round after the target takes any damage. The target recovers 2 hit points per round for the duration of the spell as long as she is not at zero or fewer hit points. At zero or fewer hit point the spell ends. The target cannot regrow or reattach limbs, and the healing is only effective against wounds sustained while the spell is active, not against any damage taken before the spell was cast.
When the duration is passed or the spell ends the subject must make a Fortitude save (DC 17) or take a -2 temporary penalty to Strength.

Prowess Siphon

Necromancy
Level: Cha 1
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 arcane 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.

Necrotic Spell Growth

Necromancy
Level: Cha 4
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched, see text
Duration: Permanent until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a magical necrotic growth that is capable of discharging the effects of a spell. Only characters with a Constitution score of 10 or more may receive a spell growth. A body can only support a number of spell growths equal to twice the character's Hit Dice. Once created, the spell growth can have one spell cast into it, by yourself or by any other caster (even the target of this spell). Spells with a verbal component cost of one additional spell point to cast into a spell growth.

Spells with the Language-Dependant or Mind-Affecting descriptors can be cast into a spell growth, but unless the bearer of the growth knows how to cast the spell in order to provide the verbal component required for the spell to succeed, the effects produced by the spell growth will have no effect.

The growth manifests at the designated location chosen by the caster and appears as a small pustule, bony protrusion, or tiny fleshy appendage. This does not inconvenience or pain the target of the spell, but it may not be that nice to look at either. As a standard action the bearer of the growth can remove it, thereby activating the spell growth. Upon activation, the spell growth produces the effects of the chosen spell. This happens as though the target used a spell-like ability that mimics the spell cast into the growth, with the removal of the growth serving as both the casting time and the somatic component (a verbal component is not required). The caster level of this effect is determined by the spell cast into the growth.

For example, you could cast this spell on an ally twice, creating two purplish, moist pustules on the back of her right hand. Into one of those pustules you could then cast acid splash by using one of your daily 0-level spells and spending 1 spell point for the spell's verbal component. Into the other you could cast a widened color spray by spending 5 spell points (3 of which are for the application of the Widen Spell metamagic feat). However, if the bearer of the growth doesn't know how to cast color spray, she won't know how to supply the verbal component of this Mind-Affecting spell. If she doesn't successfully complete the verbal component when she activates the spell growth, the cone of color it produces will have no effect on the minds of her targets. Regardless of her level or caster level, the spell effects produced will be at your caster level at the time you filled the spell growths.


Lesser Curse

Necromancy
Level: Cha 3
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.

This is a list of possible curses:

1. Convinced he's another, random character class.

2. Laughs uncontrollably at anything another person says.

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).

4. Three words: painful, rectal, itch (-1 Dexterity).

5. Bad breath (-1 charisma to anyone within 10 ft).

6. Bad body odor (-1 charisma to anyone within 10 ft).

7. Attracts insects.

8. Attracts animals (specific type: mice, birds, cats, skunks, etc.).

9. Makes bad jokes.

10. Has no inner dialogue.

11. Says everything twice. Says everything twice.

12. Whenever anyone makes a successful skill check he always declares, "I can do better than that..." or the equivalent

13. Always eating/drinking.

14. Shouts whenever he speaks.

15. Loses all sense of hygiene.

16. Loses all sense of modesty.

17. Large warts (-1 charisma).

18. Acquires a rare, but harmless, skin disease (-1 charisma).

19. Drools constantly.

20. Stutters constantly.

21. Enlarged body part: a. Ears b. Nose c. Chin d. Feet e. Hands

22. Becomes a pathological liar (will always tell an untruth, even if it is pointless or harmful to do so)

23. Is convinced a common inanimate object is a beloved pet or advisor; talks to it.

24. Loses at all games of chance.

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)

26. Sings whenever he speaks.

27. Contrariness (will disagree or contradict any request or proposal, but is easily fooled by "Reverse Psychology").

28. Has to "go" every 15 minutes.

29. Has to write down everything that happens in a journal.

30. Thinks he's invisible.

31. Cannot say any word with the letter "D".

32. Blinks constantly.

33. Only speaks in questions?

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

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.

36. All hair falls out.

37. Insists on going barefoot all the time.

38. Can never finish a sentence (others have to help them).

39. Has to use "Huzzah!" in every sentence.

40. Equipment wears out twice as fast.

41. Nearsighted: -2 ranged attack, x2 range penalties.

42. Farsighted: cannot read books.

43. Grumpy: acquires Abrasive feat.

44. Narcoleptic: -5 spot/listen, -2 saves vs. sleep.

45. Hiccoughs constantly: -1 move silently, -1 to charisma based checks.

46. Sneezes frequently: -1 move silently, -1 to charisma based checks.

47. Sweats constantly.

48. Has frequent itching spells: -1 dexterity.

49. Becomes hard of hearing: -2 initiative.

50. Stutters: +20% spell failure.

51. Bad Luck: -1 to all d20 rolls.

52. Sickly: -4 to disease saves.

53. Clumsy: -2 to all dexterity checks.

54. Insecure: -4 to fear saves.

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!)

56. Sleepless (fatigued all the time).

57. Drained: loses 1 hit point per character level until minor curse is removed.



Midnight:_the_SHADOW_KILLERS