Incantation Descriptions

Morrus

Well, that was fun
Staff member
[h=5]Baleful Polymorph[/h] Transmutation
Skill Check: Knowledge (arcane lore) DC 41, 6 successes, and Knowledge (earth and life sciences), 1 success
Failure: Two consecutive failed skill checks
Components: V, S, M, F, SC
Casting Time: 70 minutes (minimum)
Range: Touch
Target: Helpless creature touched
Duration: Permanent
Saving Throw: rtitude negates (DC 17 + caster’s Cha modifier) and see text
Spell Resistance: Yes
As the polymorph incantation, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, toad, or viper). If the new form would prove fatal to the creature (such as polymorphing a landbound target into a fish), the subject gets a +4 bonus on the save. If the incantation succeeds, the target must also make a Will save. If this second save fails, the creature gains the Intelligence, Wisdom, and Charisma scores of its new form. It still retains its class and level, hit points, base attack bonus, base save bonuses, allegiances, extraordinary abilities, supernatural abilities, and spell-like abilities, as well as any spellcasting ability possessed.
Note that incorporeal or gaseous creatures are immune to being polymorphed, and a shapeshifter (such as a werewolf) can revert to its natural form as a move action.
Material Component: Laboratory equipment and alchemical supplies (purchase DC 25).
Focus: Part of the kind of creature that the target will turn into, such as a hair, scale, or feather. If you have a living, helpless creature that can serve as a model for the target creature, you gain a +2 bonus on the Knowledge (arcane lore) checks required for this incantation.
Secondary Casters: 12 required (not including the primary caster).
Failure: Reversal on all secondary casters, using the same saving throw DC.
[h=5]Bibliolalia[/h] Divination
Skill Check: Knowledge (arcane lore) DC 33, 6 successes
Failure: Two consecutive failed skill checks
Components: V, S, F, XP
Casting Time: 60 minutes (minimum)
Range: Personal)
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The bibliolalia incantation puts you in an oracular trance as you pore through books in a library. At the incantation’s conclusion, you uncover lore about an important person, place, or thing beyond the limits of mundane research.
The information gleaned through a bibliolalia incantation isn’t necessarily known to anyone, and it may not be in any of the books in the library. Nonetheless, something within the books triggers the burst of magical inspiration that reveals the information.
No set of rules can adequately describe how much information the bibliolalia incantation provides. If you have the item or person at hand, you’ll learn more than if you just have a name or a cryptic clue.
Focus: A large library with at least a token occult section (purchase DC 25).
Experience Point Cost: 200 XP.
Failure: Falsehood. The bibliolalia incantation reveals information that seems accurate, but is actively misleading.
[h=5]Body Double[/h] Conjuration (Creation)
Skill Check: Knowledge (arcane lore) DC 39, 6 successes (and see text) and Disguise DC 39, 1 success
Failure: Two consecutive failed skill checks
Components: V, S, M (see text), XP
Casting Time: 7 hours (minimum)
Range: Touch
Effect: One duplicate creature
Duration: 12 days
Saving Throw: None
Spell Resistance: No
The body double incantation creates a duplicate of any creature formed from mystic clay, with alchemical blood and an eldritch life of its own. At first glance, the duplicate appears to be exactly the same as the creature you modeled it after, but there are differences: The body double has only half the level or Hit Dice (which affects its skills, feats, and class features). It has the surface mannerisms and personality of the real creature, but its Intelligence, Wisdom, and Charisma scores are all 5. Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check when you cast the incantation to determine how good the likeness is, and this Disguise check sets the DC for Spot checks (to notice imperfections in the duplication) and Sense Motive checks (to discern that the body double is behaving oddly).
At all times the body double remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. The body double has no ability to become more powerful. It cannot earn experience points. If destroyed, it reverts to clay and melts into a vaguely humanoid lump within 1 minute. The body double doesn’t naturally heal and responds to neither conventional medicine nor natural healing. A complex process requiring at least one day,
Material Component:
Focus: The spell is cast over an elaborate clay simulacrum of the creature to be duplicated, and some piece of the creature (a hair or fingernail, for instance) must be placed within the clay. Additionally, the incantation requires rare earths and unguents (purchase DC 30).
Secondary Casters:
Experience Point Cost: 1,000 XP.
Failure: Betrayal. The body double has allegiances opposite the original creature and a pathological hatred of both the original creature and the caster. Furthermore, the body double isn’t under the command of the caster, although it may play along for a while while it learns about its new enemies.
[h=5]Caduceus[/h] Conjuration (Healing)
Skill Check: Knowledge (arcane lore) DC 31, 4 successes, and Treat Injury DC 31, 2 success
Failure: Two consecutive failed skill checks
Components: V, S, F
Casting Time: 6 hours (minimum)
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Caduceus enables you to channel magic into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: temporary ability damage (but not permanent ability drain), blindness (including dazzled effects), confusion or insanity, daze, deafness, fatigue, exhaustion, feeblemindedness, nausea, and poison. It also cures up to 150 points of damage. A single casting of the incantation is enough to simultaneously achieve all these effects.
Caduceus also removes negative levels, but it does not restore permanently drained levels.
The caduceus incantation has no effect on undead or constructs.
Focus: Medical equipment found in a hospital emergency room (purchase DC 25).
Failure: Death. Target must succeed at a Fortitude save (DC 15) or die. If the save succeeds, the target is reduced to –1 hit points, unless he was already below that.
[h=5]Cast into Shadow[/h] Abjuration
Skill Check: Knowledge (arcane lore) DC 33, 6 successes (see text)
Failure: Two consecutive failed skill checks
Components: V, S, M, XP, B
Casting Time: 1 hour (minimum)
Range: 55 ft.
Target: One or more outsiders, no two of which can be more than 30 ft. apart
Duration: Permanent
Saving Throw: rtitude negates (DC 17 + caster’s Cha modifier) and see text
Spell Resistance: Yes
The cast into Shadow incantation enables you to force outsiders (usually, but not always, fiends) away from the world you know, trapping them in some distant dimension. Up to 2 HD of creatures per caster level can be sent away in this fashion.
To target a creature, you must present at least one object or substance that it hates, fears, or otherwise opposes.
If you successfully overcome the target’s spell resistance, and the target fails its save, the target disappears. In general, targets never find their way back from beyond Shadow—or if they do, they don’t remember their previous time here.
Options: If the target or targets are all helpless, the DC for the incantation is reduced by –6. At the GM’s option, certain rare items might work twice as well (each providing +2 against spell resistance and +4 on the spell’s DC).
Material Component: An object the creature hates, fears, or opposes. Discovering such an item may require a Research check.
Experience Point Cost: 1,000 XP.
Backlash: Caster is exhausted.
Failure: Attack from an outsider of the same allegiance. The attacking outsider has a Challenge Rating equal to the average party level +1. It attacks the caster within a few rounds of the incantation’s failure. It has been brought to this world by the failed incantation, so it may retreat and try to make a home for itself here. It will always bear a grudge against the caster for bringing it here, however, and it is a potential source of later mischief.
[h=5]Control Weather[/h] Evocation
Skill Check: Knowledge (arcane lore) DC 34, 6 successes
Failure: Two consecutive failed skill checks
Components: V, S, SC
Casting Time: 60 minutes (minimum)
Range: Two miles
Area: Two-mile-radius circle, centered on you
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
You change the weather in the local area. It takes 10 minutes for the effects to manifest after the incantation is completed.
The current, natural weather conditions are determined by the GM. You can call forth weather appropriate to the climate and season of the area you are in.
SeasonPossible Weather
SpringTornado, thunderstorm, sleet storm, or hot weather
SummerTorrential rain, heat wave, or hailstorm
AutumnHot or cold weather, fog, or sleet
WinterFrigid cold, blizzard, or thaw
Late winterHurricane-force winds or early spring (coastal area)
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use an attack action to designate a new kind of weather (which fully manifests itself 10 minutes later).
Contradictory conditions are not possible simultaneously— fog and strong wind, for example.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
Secondary Casters: 12 required (not including the primary caster).
Failure: Mirrorcast. The opposite weather effect manifests over the course of 10 minutes (rain rather than a heat wave, for example, or a thaw rather than a blizzard). This weather persists for 4d12 hours and cannot be dismissed.
[h=5]Create Clone[/h] Necromancy
Skill Check: Knowledge (arcane lore) DC 32, 7 successes, and Knowledge (earth and life sciences) DC 32, 1 success
Failure: Two consecutive failed skill checks
Components: V, S, M, F, XP
Casting Time: 8 hours (minimum) and see text
Range: Touch
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This incantation makes an inert duplicate of a creature. If the original individual has been slain, the original’s soul transfers to the clone, creating a replacement. The original’s physical remains, should they still exist, become inert matter and cannot thereafter be restored to life.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) taken from the original’s living body, with a volume of at least 1 cubic inch. The piece of flesh need not be fresh, but it must be kept from rotting (through periodic applications of cure minor wounds or more advanced medical means). Prior to the incantation being cast, the duplicate body must be grown in a laboratory for 2d4 months.
When the clone is completed, if the original is dead, the original’s soul enters the clone. The clone has the personality, memories, skills, and levels the original had at the time the piece of flesh was taken. However, the replacement must be at least one level lower than the original was at the time of death. If the original was 1st level, the clone’s Constitution score drops by 1; if this would give the clone a Constitution score of 0, the incantation fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is at the level at which the original died.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is somehow unavailable, but the resulting creature is merely a soulless bit of inert flesh, which rots if not somehow preserved.
Material Component: The piece of flesh and various laboratory supplies (purchase DC 25).
Focus: Genetics laboratory (purchase DC 30).
Experience Point Cost: 500 XP.
Failure: Betrayal, and possibly reversal as well. If the caster and cloned creature were allies or neutral toward one another, then the cloned creature gains allegiances opposite the ones it once had. If the caster and cloned creature were enemies, then each one gains the allegiances the other one had (although neither one knows the other has new allegiances).
[h=5]Create Golem[/h] Conjuration (Creation)
Skill Check: Knowledge (arcane lore) DC 32, 7 successes
Failure: Two consecutive failed skill checks
Components: V, S, M, XP
Casting Time: 7 hours (minimum)
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This incantation fuses an elemental spirit with a patchwork collection of body parts knitted into a single bipedal form. Create golem brings a flesh golem to life under your command. The golem can follow simple instructions. It does not speak.
Options: If you want to create a gear golem rather than a flesh golem, increase the DC of the Knowledge (arcane lore) check by +8 and increase the experience point cost to 700 XP. If you want to create an advanced golem, increase the DC of the Knowledge (arcane lore) check by +2 for each additional Hit Die.
Material Component: The body of the golem must be made to exacting eldritch specifications, with rare ingredients and unusual components (purchase DC 25).
Experience Point Cost: 400 XP.
Failure: Attack. The golem immediately goes berserk, attacking everyone and everything.
[h=5]Create Undead[/h] Necromancy [Evil]
Skill Check: Knowledge (arcane lore) DC 31, 7 successes
Failure: Two consecutive failed skill checks
Components: V, S, M, XP
Casting Time: 7 hours (minimum)
Range: Touch
Target: One corpse or skeleton
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.
You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.
This incantation must be cast at night.
Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell.
Experience Point Cost: 100 XP.
Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.
[h=5]Dedicate Site[/h] Evocation [Good]
Skill Check: Knowledge (arcane lore) DC 35, 5 successes, and Spellcraft DC 35, 1 success
Failure: Two consecutive failed skill checks
Components: V, S, M, SC, B
Casting Time: 6 hours (minimum)
Range: Touch
Area: 120-ft.- radius emanation centered on touched point
Duration: One year
Saving Throw: See text
Spell Resistance: See text
Dedicate site makes a particular place, building, or structure particularly attuned to a specific allegiance. This has two major effects.
First, the site or structure is guarded by a magic circle effect (as the spell) against any allegiance you choose.
Second, you may choose to fix a single spell effect to the dedicated site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share an allegiance with you, or creatures that have another allegiance. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting the dedicate site incantation again.
Spell effects that may be tied to a dedicated site include aid, bane, bless, cause fear, darkness, daylight, detect magical aura, discern lies, dispel magic, freedom of movement, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one dedicate site spell (and its associated spell effect) at a time.
Material Component: Various symbols relevant to your allegiance (purchase DC 25).
Secondary Casters: 11 required (not including the primary caster).
Backlash: All casters are exhausted.
Failure: Hostile spell. The primary caster is targeted with a bestow curse spell, but does not get a saving throw or spell resistance. The GM chooses the exact curse.
[h=5]Greater Dispel Magic[/h] Abjuration
Skill Check: Knowledge (arcane lore) DC 31, 4 successes, and Spellcraft DC 31, 2 successes
Failure: Two consecutive failed skill checks
Components: V, S, M, B
Casting Time: 60 minutes (minimum)
Range: 220 ft.
Target: : One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As the dispel magic spell, except that the bonus on the dispel check is +15, not the caster level. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.
Material Component: Various rare incenses, herbs, and reagents (purchase DC 20).
Backlash: Caster takes 4d6 points of damage.
Failure: Augment. One characteristic of the magical effect targeted (area, range, duration, etc.) doubles. The target spell might deal twice as much damage or a curse might bestow twice the penalty, for example. The GM determines which aspect of the target spell is so augmented.
[h=5]Mystic Veil[/h] Illusion
Skill Check: Knowledge (arcane lore) DC 34, 7 successes (and see text)
Failure: Two consecutive failed skill checks
Components: V, S, M (see text), B
Casting Time: 70 minutes (minimum)
Range: 55 ft.
Effect: Visual and audible figment that covers 12 10-foot cubes (S.
Duration: 12 hours
Saving Throw: None or Will disbelief (if interacted with) (see text)
Spell Resistance: No
This incantation combines several elements to create a powerful protection from scrying and direct observation. When casting the incantation, you dictate what will and will not be observed in the incantation’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. A band of people standing in a meadow could be concealed as an empty meadow with birds chirping, for instance.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if marching soldiers disappeared at one point to reappear at another. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.
Options: You can create the material component for the mystic veil illusion yourself at no cost. If you do, the incantation also requires a successful Craft (visual arts) check (DC 34).
Material Component: Realistic paintings, digitally-altered photos, or other representations of the desired illusion (purchase DC 17).
Backlash: Caster takes 2d6 points of damage.
Failure: Delusion. The caster and anyone else present at the conclusion of the incantation believe the mystic veil is effective, but no one else is fooled.
[h=5]Polymorph[/h] Transmutation
Skill Check: Knowledge (arcane lore) DC 31, 5 successes, and Knowledge (earth and life sciences) DC 31, 1 success
Failure: Two consecutive failed skill checks
Components: V, S, M, F
Casting Time: 60 minutes (minimum)
Range: Touch
Target: Willing creature touched
Duration: 12 minutes
Saving Throw: Fortitude negates
Spell Resistance: Yes
The polymorph incantation gives a creature another form that you designate, which must be within one size category of the subject’s normal size. The new form can have no more Hit Dice than you or the subject has (whichever is greater), and in any case the assumed form cannot have more than 15 Hit Dice. You can transform the subject into an average member of its own species. The new form cannot be an elemental, outsider, or undead unless the subject is that type already. The new form can’t be incorporeal or gaseous.
The subject’s Strength, Dexterity, and Constitution scores change to the average scores for the new form.. The subject doesn’t gain or lose any hit points, regardless of its new Constitution score.
The subject retains its own Intelligence, Wisdom, and Charisma scores. The subject’s class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject also retains all extraordinary, supernatural, and spell-like abilities, as well as any spellcasting ability.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new form’s species. The subject is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
The subject acquires the physical qualities of the new form while retaining its own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, up to a maximum speed of 120 feet for flying or 60 feet for nonflying), darkvision and/or low-light vision, natural armor bonus, natural weapons (such as claws, bite, and so on), species skill bonuses, species bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal.
The subject also gains any extraordinary special qualities possessed by the new form. You do not gain any extraordinary special qualities not listed above under physical qualities, such as blindsight, fast healing, regeneration, energy resistance, scent, or spell resistance. You do not gain any supernatural abilities or spell-like abilities of the new form.
If the new form is capable of speech, the subject can communicate normally. Though the subject retains any spellcasting ability he had in his original form, the form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have humanlike hands to use somatic or material components.
When the polymorph occurs, the subject’s equipment, if any, either remains worn or held by the new form (if the new form is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the subject reverts to his true form, any objects previously melded into the new form reappear in the same locations they previously were and are once again functional. Any new items he wore in polymorphed form and can’t wear in his normal form fall off and land at his feet; any that he could wear in either form or carried in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
Options: If you have a living, helpless creature that can serve as a model for the target creature, the DC on the Knowledge (arcane lore) checks for this incantation is reduced by –2.
Material Component: Part of the kind of creature that the target will turn into, such as a hair, scale, or feather.
Focus: Laboratory equipment (purchase DC 25).
Failure: Damage. The target takes 12d6 points of damage.
[h=5]Possession[/h] Necromancy
Skill Check: Knowledge (arcane lore) DC 34, 6 successes
Failure: Two consecutive failed skill checks
Components: V, S, M, XP
Casting Time: 60 minutes (minimum)
Range: Touch
Target: One helpless creature of fewer Hit Dice than you
Duration: 12 hours (D)
Saving Throw: Will negates (DC 16 + caster’s Charisma modifier)
Spell Resistance: Yes
By casting the possession incantation, you place the subject’s soul in a receptacle (a gem or large crystal) while your soul inhabits the subject’s body, leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the receptacle. The spell ends when you send your soul back to your own body (restoring the subject’s soul to its body and causing the receptacle to crumble into dust).
You possess the body and force the creature’s soul into the receptacle unless the subject succeeds at a Will save. Failure to take over the host leaves your life force in your body, and the receptacle turns to dust. If successful, your life force occupies the host body, and the host’s life force is imprisoned in the receptacle. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.
The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.
As an attack or move action, you can send the trapped soul back to its body and return to yours. This ends the spell.
If the host body is slain, you return to your body and the life force of the host departs (that is, it is dead). If the spell ends while you are in a host, you return to your body and the soul in the receptacle returns to its body. Destroying the receptacle ends the spell and returns both souls to their original bodies. The spell can be dispelled at either the receptacle or the host.
When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
Material Component: A large gem or crystal (purchase DC 25).
Experience Point Cost: 1,000 XP.
Failure: Mirrorcast. You wind up trapped inside the receptacle, and the subject’s soul inhabits your body.
[h=5]Satellite Tracking[/h] Divination
Skill Check: Knowledge (arcane lore) DC 34, 6 successes, and Computer Use DC 34, 2 successes
Failure: Two consecutive failed skill checks
Components: V, S, F
Casting Time: 80 minutes (minimum)
Range: Unlimited
Target: One living creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A satellite tracking incantation is among the most powerful means of locating creatures or objects. You learn the exact location of a single individual or object. Satellite tracking circumvents normal means of protection from scrying or location.
The incantation reveals global positioning system (GPS) coordinates for the subject, and a successful computer search (Computer Use check, DC 15) supplies the name of the location (place, name, business name, building name, or the like), community, county (or similar political division), and country where the subject lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched the object at least once.
Focus: A satellite dish, computer, and telemetry software (purchase DC 25).
Failure: Falsehood. The caster obtains bogus GPS data. At the GM’s discretion, the bogus data may lead the caster to a creature or object thematically similar to the intended target.
[h=5]Sigil of Algos[/h] Enchantment (Compulsion) [Mind-Affecting]
Skill Check: Knowledge (arcane lore) DC 32, 6 successes
Failure: Two consecutive failed skill checks
Components: V, S, M, XP
Casting Time: 60 minutes (minimum)
Range: Touch
Effect: 60 ft. burst centered on magic rune (see text)
Duration: 12 minutes (and see text)
Saving Throw: Will negates (DC 16 + caster’s Charisma modifier)
Spell Resistance: Yes
This incantation, named after the Greek god of pain, allows you to scribe a potent rune of power upon a surface. When triggered, the sigil of Algos causes one or more creatures within 60 feet of the rune (treat as a burst) to suffer wracking pain if they fail a Fortitude save. The pain imposes a –4 penalty on attack rolls, skill checks, and saving throws. These effects last for 12 hours after the creature leaves the area of the spell.
Once triggered, the symbol becomes active and glows, lasting for 12 minutes. Any creature who enters the area while the sigil of Algos is active is subject to its effects, whether or not that creature was in the area when it was triggered. A creature need only save against the symbol once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the sigil of Algos is inactive (though visible and legible at a range of up to 60 feet). To be effective, a sigil of Algos must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders it ineffective (unless a creature removes the covering, in which case the sigil of Algos works normally).
As a default, a sigil of Algos is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a sigil of Algos can’t trigger it (even if they meet one or more of the triggering conditions, such as reading it). Once the incantation is complete, the triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a sigil of Algos to render it inoperative triggers it if it reacts to touch. You can’t use a sigil of Algos offensively; for instance, a touch-triggered rune remains untriggered if an item bearing the sigil of Algos is used to touch a creature. Likewise, a sigil of Algos cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a sigil of Algos can be based on a creature’s name, identity, or allegiances, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
When scribing a sigil of Algos, you can specify a password or phrase that prevents a creature using it from triggering the rune. Anyone using the password remains immune to that particular rune’s effects so long as the character remains within 60 feet of the sigil of Algos. If the character leaves the radius and returns later, he must use the password again. You also can attune any number of creatures to the sigil of Algos, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (up to ten creatures) extends the casting time by 1 hour. Attuning a large group (up to 25 creatures) takes one day. Attuning larger groups takes proportionately longer, as the GM sees fit. Any creature attuned to a sigil of Algos cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own sigils, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a sigil of Algos with a successful Spellcraft check (DC 16). Of course, if the sigil of Algos is set to be triggered by reading it, this will trigger the symbol.
The sigil of Algos can be removed by a successful dispel magic targeted solely on the rune. A clean spell has no effect on a sigil of Algos. Destruction of the surface where a sigil of Algos is inscribed destroys the rune but also triggers its effects.
Note: Magic traps such as sigil of Algos are hard to detect and disable. Characters can use the Search skill to find a sigil of Algos and the Disable Device skill to thwart it. The DC in each case is 31.
Material Component: Rare alchemical paints and herbs (purchase DC 20).
Experience Point Cost: 500 XP.
Failure: Reversal. The sigil affects anyone, including the caster and any bystanders, who looks at it or reads it.
[h=5]Sigil of Lyssa[/h] Enchantment (Compulsion) [Mind-Affecting]
Skill Check: Knowledge (arcane lore) DC 35, 7 successes (and see text)
Failure: Two consecutive failed skill checks
Components: V, S, M, XP
Casting Time: 70 minutes (minimum)
Range: Touch
Effect: 60 ft. burst centered on magic rune (see text)
Duration: 16 minutes (and see text)
Saving Throw: Will negates (DC 18 + caster’s Charisma modifier)
Spell Resistance: Yes
As the sigil of Algos incantation, except that the rune causes creatures within 60 feet of the rune (treat as a burst) to go temporarily insane if they fail their Will saves. Creatures affected by this spell behave randomly for the next 16 hours, as indicated on the following table:
1d10Behavior
1Wander away for 1 minute (unless prevented)
2-6Do nothing for 1 round
7-9Attack nearest creature for 1 round
10Act normally for 1 round
Except on a result of 1, roll again each round on the creature’s turn to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature that is attacked automatically attacks its attackers on its next turn. Remove curse won’t end the insanity, but a break enchantment spell or heal incantation will.
Once triggered, the symbol becomes active and glows, lasting for 16 minutes. Any creature that enters the area while the sigil of Lyssa is active is subject to its effects, whether or not that creature was in the area when it was triggered. A creature need only save against the symbol once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Read magic allows you to identify a sigil of Lyssa with a successful Spellcraft check (DC 18). Of course, if the sigil of Algos is set to be triggered by reading it, this will trigger the symbol.
Note: Magic traps such as sigil of Lyssa are hard to detect and disable. Characters can use the Search skill to find a sigil of Lyssa and Disable Device to thwart it. The DC in each case is 33.
Material Component: Rare alchemical paints and herbs (purchase DC 25).
Experience Point Cost: 700 XP.
Failure: Reversal. The sigil affects anyone, including the caster and any bystanders, who looks at it or reads it.
[h=5]Subjugate Outsider[/h] Conjuration (Calling)
Skill Check: Knowledge (arcane lore) DC 33, 6 successes
Failure: Two consecutive failed skill checks
Components: V, S, M, SC, B
Casting Time: 6 hours (minimum)
Range: 55 ft.
Target: One outsider of up to CR 6 (see text)
Duration: Instantaneous (see text)
Saving Throw: Will negates (DC 16 + caster’s Charisma modifier)
Spell Resistance: Yes
Casting this incantation attempts a dangerous act: to lure a creature from another dimension or plane to a specifically prepared trap. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
The trap is a ward similar to a magic circle spell, but focused inward. The type of creature to be bound must be known and stated. If it has a specific, proper, or given name, this must be uttered during the incantation. If you wish to call a vivilor with this incantation, you can choose its abilities just as if you had cast the summon vivilor spell.
The target creature must attempt a Will saving throw. If the saving throw succeeds, the creature resists the incantation. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep the creature from being called). The creature can escape from the trap with a successful spell resistance roll or a successful Charisma check (DC 20 + the caster’s Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The GM then assigns a bonus based on the service and reward, from +0 to +6. This bonus applies to your Charisma check. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell or incantation. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the trap and can escape or attack you.
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions, the incantation remains in effect for a maximum of ten days, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
Options: If you call an outsider of CR 11 to CR 15, the DC for the incantation is increased by +4. If you call an outsider of CR 16 or higher, the DC for the incantation is increased by +8.
Material Component: Various rare alchemical pigments (purchase DC 25), which are used to trace a series of symbols in a circle on the floor. This circle is the trap for the outsider.
Secondary Casters: 12 required (not including primary caster).
Backlash: All casters (primary and secondary) receive one negative level (Fortitude save, DC 15, to remove).
Failure: Attack. The called outsider immediately attacks the casters, and is thereafter roams the world freely for 10 days before returning to its home plane or dimension.
[h=5]Teleport[/h] Conjuration (Teleporting)
Skill Check: Knowledge (arcane lore) DC 31, 5 successes, and Navigate DC 31, 1 success
Failure: Two consecutive failed skill checks
Components: V, S, SC, B
Casting Time: 60 minutes (minimum)
Range: Personal and Touch
Target: You, up to six touched willing creatures, and touched objects weighing up to 500 lb./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This incantation instantly transports you to a designated destination up to 1,000 miles away. You can bring along up to 500 pounds of touched objects and up to six additional willing creatures (and their gear or objects up to their maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. The creatures may be the secondary casters of the incantation, but they don’t need to be.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.
Options: If you have global positioning system coordinates for your destination, decrease the Knowledge (arcane lore) and Navigate check DCs by –2.
Secondary Casters: Three required (not including primary caster).
Backlash: All casters take 2d6 points of damage.
Failure: Mirrorcast. If the second consecutive Knowledge (arcane lore) check fails by 5 or less, you arrive off target, appearing safely a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10% of the distance that was to be traveled. The GM determines the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, and so forth.
If the second Knowledge (arcane lore) check fails by 6 or more, you wind up in an area that’s visually or thematically opposite to the destination. The GM determines the point of arrival.
 

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