TheCrazyMuffinMan
First Post
Shakensoul
Necromancy (Fear) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell creates paralyzing, overwhelming fear and dread in the suspect.
If the target creature fails a Will saving throw, its Dexterity and Wisdom scores each drop to 1. The affected creature is unable to use Dexterity- or Wisdom-based skills, cast divine spells, fire ranged weapons, or apply its dex bonus to AC. It suffers from a continuous "shaken" effect and every time it meets a creature or situation it is not familiar with, it must make a will save (DC 17) or become frightened for the duration of the event. A natural 1 on the save, or a failed save while frightened causes the creature to become panicked for the event's duration. Still, it still trusts its friends and can follow them, and even protect them. A diplomacy check (DC 17) is required to cure a frightened or panicked state brought on in this way, bringing it back to shaken.
The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the shakensoul. A creature that can cast divine spells, such as a cleric or a druid, takes a -4 penalty on its saving throw.
Material component- A rattle from a snake or other creature
Brittlebody
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
The character becomes supernaturally brittle and weak, as his physical being is wracked in every way imaginable.
If the target creature fails a Will saving throw, its Strength and Constitution scores each drop to 1. The affected creature is unable to use Strength- or Constitution-based skills, heal naturally, or attack with melee weapons. Healing spells cast on the creature have an effectiveness of 50%.
The creature can't run, can't charge, and it moves at half speed. It must make a Fortitude save every time it is dealt damage of any kind (DC 19), or die.
The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the brittlebody. A creature that can use martial weapons and shields takes a -4 on its saving throw.
Material component- A bone from a once-living creature. This bone is broken as part of the spell.
Necromancy (Fear) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell creates paralyzing, overwhelming fear and dread in the suspect.
If the target creature fails a Will saving throw, its Dexterity and Wisdom scores each drop to 1. The affected creature is unable to use Dexterity- or Wisdom-based skills, cast divine spells, fire ranged weapons, or apply its dex bonus to AC. It suffers from a continuous "shaken" effect and every time it meets a creature or situation it is not familiar with, it must make a will save (DC 17) or become frightened for the duration of the event. A natural 1 on the save, or a failed save while frightened causes the creature to become panicked for the event's duration. Still, it still trusts its friends and can follow them, and even protect them. A diplomacy check (DC 17) is required to cure a frightened or panicked state brought on in this way, bringing it back to shaken.
The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the shakensoul. A creature that can cast divine spells, such as a cleric or a druid, takes a -4 penalty on its saving throw.
Material component- A rattle from a snake or other creature
Brittlebody
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
The character becomes supernaturally brittle and weak, as his physical being is wracked in every way imaginable.
If the target creature fails a Will saving throw, its Strength and Constitution scores each drop to 1. The affected creature is unable to use Strength- or Constitution-based skills, heal naturally, or attack with melee weapons. Healing spells cast on the creature have an effectiveness of 50%.
The creature can't run, can't charge, and it moves at half speed. It must make a Fortitude save every time it is dealt damage of any kind (DC 19), or die.
The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the brittlebody. A creature that can use martial weapons and shields takes a -4 on its saving throw.
Material component- A bone from a once-living creature. This bone is broken as part of the spell.
Last edited: