Sepulchrave II
Legend
Drumroll...
So, I made Dan dig out Mostin's spells. He had no copy on his PC, or any disk that he had, but had a printed set - appropriately dog-eared, and shoved into his box of gaming stuff.
"You've got time to type them up, haven't you Jim?" He said.
I nodded in a resigned way. That's what I spent this morning doing.
TYPING THEM UP
DMs are slaves to their players' whims.
I haven't checked them for ages - they're probably unbalanced and full of holes. Then again, Mostin never casts them anyway. Dan just likes to make spells up. If anyone has any suggestions regarding them, I'll gladly take them on board.
Note that the fleeting leap of evolution is a more recent spell - it was in response to exactly the same question that KingCroMag asked several posts ago viz. the possibility of assuming the epic pseudonatural template. The epic spell is still under negotiation between Dan and I, and is likely to become a point of contention quite soon.
Metagnostic inquiry was never mechanically sound, but had such good RP potential that I was sold on it.
Mostin’s Metempsychotic Reversal
Transmutation
Level: Sor/Wiz 5
Components: V,S
Range: Short (25 ft. +5 ft./2 levels)
Target: One animal, fey or humanoid
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The subject is instantly forced into the form occupied in a random prior incarnation. Roll on the Reincarnate Spell Table (PHB, p.244) to determine the new form assumed by the creature. It has no recollection of its future life, and instead has a completely new set of memories and experiences, which pertain to its previous existence.
The metempsychotically reversed creature has all the abilities and attributes of its prior life, and is in all ways typical of its creature type: consult the Monster Manual for details. In the case of animals, this means a greatly reduced Intelligence. Only animals, feys, and humanoids are subject to metempsychotic reversal.
Mostin’s metempsychotic reversal may be reversed by a limited wish, wish or miracle.
Mostin’s Metagnostic Inquiry
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V,S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One outsider
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell is designed to extract information from outsiders. The caster is permitted but a single question, and the target is allowed no saving throw, although SR still applies. It cannot be successfully applied to magically bound, held or summoned creatures, and the target must possess a language and be capable of communicating verbally with the caster.
If the metagnostic inquiry is successful, the creature becomes passive and cannot act aggressively for a period of time equal to 1 round per caster level. If the caster, his or her allies, or any third party attack the creature, the effect of the metagnostic inquiry is immediately dispelled, and the target is no longer under the effect of the compulsion. While the passive state persists, the caster may pose a single question to the target.
The metagnostic inquiry forces a state of expanded awareness upon the target creature which connects it directly to the collective memories and consciousness of its type and alignment: for example ‘devil-kind’ or ‘slaad-kind.’ Hence, the subject of the metagnostic inquiry is able to relay information which, as an individual, it would typically not have access to. Note, however, that the visions which the target experiences must still be articulated in its mind and vocalized – hence, its intelligence and wisdom remain limiting factors, as shown on the table below. Creatures subject to a metagnostic inquiry will not intentionally lie, but certain information may still be unavailable at the DM’s discretion: although it possesses enormous potential, this spell in no way renders the target omniscient. The DM should secretly roll the dice and consult the table below.
Target........Imp. Riddle......Cryp. Allegory......Trans. Allegory.....Clear Answer
Int+Wis
Less than 20...01-50................51-75...................76-90.................91-00
20-25..............01-40................41-70...................71-85..................86-00
26-30..............01-30................31-60...................61-80..................81-00
31-35..............01-20................21-40...................41-70..................71-00
36-40..............01-10................11-30...................31-60...................61-00
41-45........................................01-20..................21-50.................. 51-00
46-50....................................... 01-10..................11-40...................41-00
51+.......................................................................01-30..................31-00
Impenetrable Riddle: Either the target creature cannot discern an answer to the question, or the barrage of symbols and metaphors is too much for its mind to deal with. Its answer is so opaque as to hold no real meaning.
Cryptic Allegory: The answer is veiled in obscure imagery and nuance, but is not impenetrable to those who are practiced with riddles and symbolic thought.
Transparent Allegory: Familiar symbols are used to significate the answer to the metagnostic inquiry, which should prove reasonably easy for the caster to interpret.
Clear Answer: The target of the spell answers in clear, precise and unequivocal terms.
Judging the results of a metagnostic inquiry requires DM inventiveness and discretion, as well as a communication of intent from the player. The DM must come up with the answer and render it in suitably comprehensible (or incomprehensible) terms. As the player has no knowledge of the dice result, it can lead to interesting misinterpretations: often the line between a cryptic allegory and an impenetrable riddle cannot be distinguished.
Mostin’s Paroxysm of Fire
Transmutation [Fire]
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Target: One Creature (and see below)
Duration: Concentration (Up to 4 rounds)
Saving Throw: Fortitude negates (and see below)
Spell Resistance: Yes
If the subject fails its saving throw, it instantly takes 1d8+1 point of fire damage per caster level (max +15), and begins wildly thrashing upon the ground, belching fire in great gouts. Creatures within 20 feet of the affected subject sustain 4d6 points of fire damage (reflex saving throws for half).
For each round beyond the first that the caster attempts to maintain the paroxysm of fire, the subject is entitled to a new Fortitude Save, with success indicating that the spell is ended. Failure means that the target sustains the initial damage again, and continues its fiery exhalations. Each round that creatures remain within 20 ft. of the affected subject, they sustain a further 4d6 points of damage.
Material Component: a small piece of sulphur and a clove of garlic.
Mostin’s Torque Tendril
Conjuration [Force]
Level: Sor/Wiz 4
Components: V,S,F
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The caster creates an invisible tendril of force between himself and the target creature, which renders it incapable of approaching him. Every round it attempts to move towards the caster, the target must succeed at a Strength Check (DC 30) in order to succeed: failure indicates that it is instead deflected at half its speed, at 90 degrees to its desired course. If the target attempts to obliquely approach the caster, it is likewise deflected away from him, such that its course is perpendicular to the line of effect between the caster and target.
Focus: a coiled spring.
Mostin’s Interminable Sermon
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: 30 ft.
Targets: All creatures within a 30-ft. radius
spread, centered on you.
Duration: Concentration (and see below)
Saving Throw: Will negates
Spell Resistance: Yes
The caster begins to speak of complex arcane matters in a dry, monotonous, academic voice, immediately forcing will saving throws from all of those within the spell’s area of effect. Those who fail their saves stand and listen to the caster, as he expounds various magical philosophies and esoteric theories.
After 5 rounds of monologue, the targets start to become bored and restless, wishing to escape from the interminable sermon, but afraid of offending the caster. For every round which passes after the fifth, each creature affected is allowed a new will saving throw, with success indicating that it can break itself away from the interminable sermon: it leaves the vicinity of the caster at half of its movement speed, attempting to slip away casually and unobtrusively. Once outside of the spell area, the enchantment on those intent upon leaving the caster’s presence persists for 1 round per caster level (max 15 rounds). During this time, they will be unwilling to approach the caster again, as though subject to an antipathy spell.
The targets of an interminable sermon are in no way held or incapacitated, and any attack upon them immediately ends the effects of the compulsion. If the caster voluntarily ends the interminable sermon, or his concentration is broken, the compulsion likewise ends upon those who are still listening to him (but not upon those who have already fled him).
Mostin’s Id Eruption
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6
Components: V,S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2levels)
Targets: One creature
Duration: 1 hour / level
Saving Throw: Will negates
Spell Resistance: Yes
The target creature is beset by strong, unconscious urges. If it fails its saving throw, it will immediately act in a manner exactly contrary to that dictated by its normal alignment and conditioning. Normally suspicious creatures will become friendly, peaceful creatures become violent, selfish creatures become generous etc.
Creatures who possess a very entrenched set of behaviours (paladins, evil clerics etc.) are particularly vulnerable to this spell, because of the extreme reversal that it entails. A champion of good becomes filled with brutality, and will seek to sate his basic urges immediately and without regard to the welfare of others. An evil necromancer may instead offer aid or healing.
Creatures who are rendered passive by this spell (if their normal condition is one of great violence) will still fight defensively if attacked, until the duration expires. Targets with strong religious beliefs and alignment tendencies upon which special abilities are based may need to atone after the spell has expired, at the DM’s discretion.
Outsiders such as demons, slaadi, devils and celestials, being archetypal manifestations of the principles they embody, are immune to this spell.
Mostin’s Fleeting Leap of Evolution
Transmutation
Level:Sor/Wiz 9
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is infused with the essence of the Far Realm, the insane region beyond space and time where the normal laws which govern reality break down. For the duration of the spell, the subject gains any one of the following benefits:
Flexibility: The subject gains a +10 natural armour bonus, a +10 insight modifier to attacks, and a 100% increase in speed, for all movement types. The subject may use blur and dimension door at will as a 20th level caster, and is not affected by the miss chance that applies to hit concealed targets.
Terrifying Aspect: The subject gains a +10 unnamed bonus to Strength, and clusters of tentacles replace his arms: he may make a number of tentacle attacks equal to 1 + 1/3 of the caster’s level rounded down (maximum 7 total). Each tentacle attacks at the subject’s highest BAB, and deals damage of 2d8 + Str modifier. If this option is chosen, the subject may also assume an alternate form as a standard action, where he appears as a writhing mass of strange organs and tentacles. The subject’s abilities remain unchanged despite his appearance, but other creatures receive a –1 morale penalty to attack him whilst in this form.
Resilience: The subject gains 1d6 temporary hit points per caster level (max 20d6), electricity and acid resistance 20, spell resistance 30 and damage reduction of 10/+3.
Successive castings of the fleeting leap of evolution do not stack: if a new set of abilities are chosen, they replace those already in effect.
Material Component: a piece of matter from the Far Realm.
Mostin’s Aura of Inscrutability
Abjuration
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is rendered immune to minor divinations which would reveal information about him, including detect poison, detect undead, detect chaos/evil/good/law, detect thoughts, arcane sight, discern lies, know protections and know vulnerabilities. The subject is also protected from detect magic as if warded by Nystul’s undetectable aura, so the existence of the aura of inscrutability is difficult to determine, although it may be inferred that some kind of ward exists. True seeing reveals the aura of inscrutability as an insubstantial haze surrounding the subject, although it does not reveal its purpose or power.
Mostin’s aura of inscrutability offers no protection against scrying, clairvoyance, or similar magic.
Material Component: A piece of sheer fabric.
Mostin’s Arhythmic Apoplexy
Transmutation
Level: Sor/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2levels)
Effect: Ray
Duration: 1 round / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A dim ray springs from the caster’s palm, causing the creature it touches to be affected by intermittent spasms and convulsions. For the duration of the spell, the target may only take a partial action each turn, and suffers a –2 circumstance penalty to AC, attack rolls and Reflex saves, as the arhythmic apoplexy interrupts normal movement. Jump, Climb, Swim and all Dexterity-based skill checks also suffer a –2 penalty as long as the spell’s duration persists.
Mostin’s Invulnerability to Perception
Abjuration
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is encapsulated within a protective sheath of null-space, and is rendered undetectable by sight, scent, sound, tactile interaction, blindsight, tremorsense, and all nonepic divinatory spells such as detect thoughts, detect magic, detect chaos/evil/good/law, see invisibility, true seeing, prying eyes, arcane eye, scrying, greater scrying, locate creature and discern location. Epic divinations must make a successful opposed caster level check in order to reveal information about the subject’s whereabouts.
The subject may act normally in his environment, and if his presence can be inferred by his actions, he is still liable to attacks as if they were directed against an invisible creature.
Mostin’s Enmity of Devils (to follow)
Mostin’s Diminishing Prognostication (to follow)
Mostin's Myopic Emanation (to follow)
Mostin's Insidious Probe (to follow)
Mostin’s Ray of Wizening (to follow)
Mostin’s Ecstasy of Revelation (to follow)
So, I made Dan dig out Mostin's spells. He had no copy on his PC, or any disk that he had, but had a printed set - appropriately dog-eared, and shoved into his box of gaming stuff.
"You've got time to type them up, haven't you Jim?" He said.
I nodded in a resigned way. That's what I spent this morning doing.
TYPING THEM UP
DMs are slaves to their players' whims.
I haven't checked them for ages - they're probably unbalanced and full of holes. Then again, Mostin never casts them anyway. Dan just likes to make spells up. If anyone has any suggestions regarding them, I'll gladly take them on board.
Note that the fleeting leap of evolution is a more recent spell - it was in response to exactly the same question that KingCroMag asked several posts ago viz. the possibility of assuming the epic pseudonatural template. The epic spell is still under negotiation between Dan and I, and is likely to become a point of contention quite soon.
Metagnostic inquiry was never mechanically sound, but had such good RP potential that I was sold on it.
Mostin’s Metempsychotic Reversal
Transmutation
Level: Sor/Wiz 5
Components: V,S
Range: Short (25 ft. +5 ft./2 levels)
Target: One animal, fey or humanoid
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The subject is instantly forced into the form occupied in a random prior incarnation. Roll on the Reincarnate Spell Table (PHB, p.244) to determine the new form assumed by the creature. It has no recollection of its future life, and instead has a completely new set of memories and experiences, which pertain to its previous existence.
The metempsychotically reversed creature has all the abilities and attributes of its prior life, and is in all ways typical of its creature type: consult the Monster Manual for details. In the case of animals, this means a greatly reduced Intelligence. Only animals, feys, and humanoids are subject to metempsychotic reversal.
Mostin’s metempsychotic reversal may be reversed by a limited wish, wish or miracle.
Mostin’s Metagnostic Inquiry
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V,S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One outsider
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell is designed to extract information from outsiders. The caster is permitted but a single question, and the target is allowed no saving throw, although SR still applies. It cannot be successfully applied to magically bound, held or summoned creatures, and the target must possess a language and be capable of communicating verbally with the caster.
If the metagnostic inquiry is successful, the creature becomes passive and cannot act aggressively for a period of time equal to 1 round per caster level. If the caster, his or her allies, or any third party attack the creature, the effect of the metagnostic inquiry is immediately dispelled, and the target is no longer under the effect of the compulsion. While the passive state persists, the caster may pose a single question to the target.
The metagnostic inquiry forces a state of expanded awareness upon the target creature which connects it directly to the collective memories and consciousness of its type and alignment: for example ‘devil-kind’ or ‘slaad-kind.’ Hence, the subject of the metagnostic inquiry is able to relay information which, as an individual, it would typically not have access to. Note, however, that the visions which the target experiences must still be articulated in its mind and vocalized – hence, its intelligence and wisdom remain limiting factors, as shown on the table below. Creatures subject to a metagnostic inquiry will not intentionally lie, but certain information may still be unavailable at the DM’s discretion: although it possesses enormous potential, this spell in no way renders the target omniscient. The DM should secretly roll the dice and consult the table below.
Target........Imp. Riddle......Cryp. Allegory......Trans. Allegory.....Clear Answer
Int+Wis
Less than 20...01-50................51-75...................76-90.................91-00
20-25..............01-40................41-70...................71-85..................86-00
26-30..............01-30................31-60...................61-80..................81-00
31-35..............01-20................21-40...................41-70..................71-00
36-40..............01-10................11-30...................31-60...................61-00
41-45........................................01-20..................21-50.................. 51-00
46-50....................................... 01-10..................11-40...................41-00
51+.......................................................................01-30..................31-00
Impenetrable Riddle: Either the target creature cannot discern an answer to the question, or the barrage of symbols and metaphors is too much for its mind to deal with. Its answer is so opaque as to hold no real meaning.
Cryptic Allegory: The answer is veiled in obscure imagery and nuance, but is not impenetrable to those who are practiced with riddles and symbolic thought.
Transparent Allegory: Familiar symbols are used to significate the answer to the metagnostic inquiry, which should prove reasonably easy for the caster to interpret.
Clear Answer: The target of the spell answers in clear, precise and unequivocal terms.
Judging the results of a metagnostic inquiry requires DM inventiveness and discretion, as well as a communication of intent from the player. The DM must come up with the answer and render it in suitably comprehensible (or incomprehensible) terms. As the player has no knowledge of the dice result, it can lead to interesting misinterpretations: often the line between a cryptic allegory and an impenetrable riddle cannot be distinguished.
Mostin’s Paroxysm of Fire
Transmutation [Fire]
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Target: One Creature (and see below)
Duration: Concentration (Up to 4 rounds)
Saving Throw: Fortitude negates (and see below)
Spell Resistance: Yes
If the subject fails its saving throw, it instantly takes 1d8+1 point of fire damage per caster level (max +15), and begins wildly thrashing upon the ground, belching fire in great gouts. Creatures within 20 feet of the affected subject sustain 4d6 points of fire damage (reflex saving throws for half).
For each round beyond the first that the caster attempts to maintain the paroxysm of fire, the subject is entitled to a new Fortitude Save, with success indicating that the spell is ended. Failure means that the target sustains the initial damage again, and continues its fiery exhalations. Each round that creatures remain within 20 ft. of the affected subject, they sustain a further 4d6 points of damage.
Material Component: a small piece of sulphur and a clove of garlic.
Mostin’s Torque Tendril
Conjuration [Force]
Level: Sor/Wiz 4
Components: V,S,F
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The caster creates an invisible tendril of force between himself and the target creature, which renders it incapable of approaching him. Every round it attempts to move towards the caster, the target must succeed at a Strength Check (DC 30) in order to succeed: failure indicates that it is instead deflected at half its speed, at 90 degrees to its desired course. If the target attempts to obliquely approach the caster, it is likewise deflected away from him, such that its course is perpendicular to the line of effect between the caster and target.
Focus: a coiled spring.
Mostin’s Interminable Sermon
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: 30 ft.
Targets: All creatures within a 30-ft. radius
spread, centered on you.
Duration: Concentration (and see below)
Saving Throw: Will negates
Spell Resistance: Yes
The caster begins to speak of complex arcane matters in a dry, monotonous, academic voice, immediately forcing will saving throws from all of those within the spell’s area of effect. Those who fail their saves stand and listen to the caster, as he expounds various magical philosophies and esoteric theories.
After 5 rounds of monologue, the targets start to become bored and restless, wishing to escape from the interminable sermon, but afraid of offending the caster. For every round which passes after the fifth, each creature affected is allowed a new will saving throw, with success indicating that it can break itself away from the interminable sermon: it leaves the vicinity of the caster at half of its movement speed, attempting to slip away casually and unobtrusively. Once outside of the spell area, the enchantment on those intent upon leaving the caster’s presence persists for 1 round per caster level (max 15 rounds). During this time, they will be unwilling to approach the caster again, as though subject to an antipathy spell.
The targets of an interminable sermon are in no way held or incapacitated, and any attack upon them immediately ends the effects of the compulsion. If the caster voluntarily ends the interminable sermon, or his concentration is broken, the compulsion likewise ends upon those who are still listening to him (but not upon those who have already fled him).
Mostin’s Id Eruption
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6
Components: V,S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2levels)
Targets: One creature
Duration: 1 hour / level
Saving Throw: Will negates
Spell Resistance: Yes
The target creature is beset by strong, unconscious urges. If it fails its saving throw, it will immediately act in a manner exactly contrary to that dictated by its normal alignment and conditioning. Normally suspicious creatures will become friendly, peaceful creatures become violent, selfish creatures become generous etc.
Creatures who possess a very entrenched set of behaviours (paladins, evil clerics etc.) are particularly vulnerable to this spell, because of the extreme reversal that it entails. A champion of good becomes filled with brutality, and will seek to sate his basic urges immediately and without regard to the welfare of others. An evil necromancer may instead offer aid or healing.
Creatures who are rendered passive by this spell (if their normal condition is one of great violence) will still fight defensively if attacked, until the duration expires. Targets with strong religious beliefs and alignment tendencies upon which special abilities are based may need to atone after the spell has expired, at the DM’s discretion.
Outsiders such as demons, slaadi, devils and celestials, being archetypal manifestations of the principles they embody, are immune to this spell.
Mostin’s Fleeting Leap of Evolution
Transmutation
Level:Sor/Wiz 9
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is infused with the essence of the Far Realm, the insane region beyond space and time where the normal laws which govern reality break down. For the duration of the spell, the subject gains any one of the following benefits:
Flexibility: The subject gains a +10 natural armour bonus, a +10 insight modifier to attacks, and a 100% increase in speed, for all movement types. The subject may use blur and dimension door at will as a 20th level caster, and is not affected by the miss chance that applies to hit concealed targets.
Terrifying Aspect: The subject gains a +10 unnamed bonus to Strength, and clusters of tentacles replace his arms: he may make a number of tentacle attacks equal to 1 + 1/3 of the caster’s level rounded down (maximum 7 total). Each tentacle attacks at the subject’s highest BAB, and deals damage of 2d8 + Str modifier. If this option is chosen, the subject may also assume an alternate form as a standard action, where he appears as a writhing mass of strange organs and tentacles. The subject’s abilities remain unchanged despite his appearance, but other creatures receive a –1 morale penalty to attack him whilst in this form.
Resilience: The subject gains 1d6 temporary hit points per caster level (max 20d6), electricity and acid resistance 20, spell resistance 30 and damage reduction of 10/+3.
Successive castings of the fleeting leap of evolution do not stack: if a new set of abilities are chosen, they replace those already in effect.
Material Component: a piece of matter from the Far Realm.
Mostin’s Aura of Inscrutability
Abjuration
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is rendered immune to minor divinations which would reveal information about him, including detect poison, detect undead, detect chaos/evil/good/law, detect thoughts, arcane sight, discern lies, know protections and know vulnerabilities. The subject is also protected from detect magic as if warded by Nystul’s undetectable aura, so the existence of the aura of inscrutability is difficult to determine, although it may be inferred that some kind of ward exists. True seeing reveals the aura of inscrutability as an insubstantial haze surrounding the subject, although it does not reveal its purpose or power.
Mostin’s aura of inscrutability offers no protection against scrying, clairvoyance, or similar magic.
Material Component: A piece of sheer fabric.
Mostin’s Arhythmic Apoplexy
Transmutation
Level: Sor/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2levels)
Effect: Ray
Duration: 1 round / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A dim ray springs from the caster’s palm, causing the creature it touches to be affected by intermittent spasms and convulsions. For the duration of the spell, the target may only take a partial action each turn, and suffers a –2 circumstance penalty to AC, attack rolls and Reflex saves, as the arhythmic apoplexy interrupts normal movement. Jump, Climb, Swim and all Dexterity-based skill checks also suffer a –2 penalty as long as the spell’s duration persists.
Mostin’s Invulnerability to Perception
Abjuration
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is encapsulated within a protective sheath of null-space, and is rendered undetectable by sight, scent, sound, tactile interaction, blindsight, tremorsense, and all nonepic divinatory spells such as detect thoughts, detect magic, detect chaos/evil/good/law, see invisibility, true seeing, prying eyes, arcane eye, scrying, greater scrying, locate creature and discern location. Epic divinations must make a successful opposed caster level check in order to reveal information about the subject’s whereabouts.
The subject may act normally in his environment, and if his presence can be inferred by his actions, he is still liable to attacks as if they were directed against an invisible creature.
Mostin’s Enmity of Devils (to follow)
Mostin’s Diminishing Prognostication (to follow)
Mostin's Myopic Emanation (to follow)
Mostin's Insidious Probe (to follow)
Mostin’s Ray of Wizening (to follow)
Mostin’s Ecstasy of Revelation (to follow)