Moved here from my Kulan: Lands of Harqual thread...
New Spells
Here are some new spells I designed specifically for World of Kulan.
Agony's Grace
Conjuration (Teleportation)
Level: Dmn 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 round/creature targeted
Range: Medium (100 ft. + 10 ft./2 levels)
Target: One creature/5 levels (max. 4 creatures)
Duration: Permanent (see text)
Saving Throw: Will partial (see text)
Spell Resistance: Yes
Agony's grace is a more powerful version of the maze spell. It was developed by an unknown wizard of Sigil who passed the spell onto the infamous tiefling, known as Ashenbach, before disappearing in mysterious circumstances.
Agony's grace allows the caster to maze one creature for every 5 caster levels depending on the number of rounds he or she is willing to take in casting the spell. Thus, a spellcaster who cast the two round version of the spell mazes two creatures, while the four round version of the spell mazes four creatures. The caster must decide which version of the spell he or she is using before casting the spell. The spell is treated as one spell for memorization purposes, however.
Agony's grace, unlike the maze spell, has a permanent duration. However, the targets of Agony's grace are allowed a Will saving throw to resist the permanent nature of the spell. If this save is successful then the targeted creature(s) is only affected as if by the maze spell. If the save is unsuccessful then the targeted creature(s) are permanently mazed.
Note that cursed minotaurs, and other creatures immune to the maze spell, are not completely immune to this spell. Such a creature that saves is not affected by the spell. If the save is failed then the creature is affected, as if it wasn’t immune to maze. The duration is never permanent for such as creature.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the Agony's grace spell. A plane shift spell or special ability may allow it to exit to whatever plane is designated, but the creature trying to escape must beat an Spell Resistance of 10 + the caster’s level in order to use the ability. The attempt can be retried but each attempt adds a +1 penalty to the SR. Beyond this, nothing short of wish, miracle, or greater paradox can free the banished creature from the Agony's Grace.
Focus: A glass statuette depicting the Lord of Agony worth at least 5,000 gp.
Special: In Sigil, the Lord of Agony will send any spellcaster who casts this spell to the mazes.
Black Pearl Eye
Transmutation
Level: Nautical 8, Sor/Wiz 8
Components: V, S, F/DF, Ritual, Shipboard
Casting Time: 1 hour (see text)
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fort partial
Spell Resistance: Yes
The black pearl eye spell is a powerful nautical spell, which must be cast on board a sailing ship. This spell causes the target creature to gain the following benefits: Darkvision 60 ft., low-light vision, and freedom of movement. These abilities are considered permanent supernatural abilities when the target is on the sailing ship or within 1 mile of the ship out at sea (including underwater). However, the black pearl eye does not grant the target these benefits while on land.
In order to receive the benefit of this spell, the target and caster must spend one month aboard the ship to be attuned to the spell, as part of a ritual, never leaving the ship for any reason. After this time has elapsed, the spellcaster casts the spell, which takes 1 hour of time to prepare the focus of the spell. At the end of the casting time the caster hands the focus to the target whom must then forcibly pull out one eye and place the black pearl eye in the bleeding eye socket.
The power of the spell takes over fusing the focus with the empty eye socket. This is an extremely painful process, which forces the target creature to make a Fortitude saving throw or take 2d6 points of permanent physical damage and 2 points of permanent Charisma loss. Even if the save is successful the target creature still takes 2d6 points of normal physical damage and 1 point of permanent Charisma loss.
As noted above, the black pearl eye doesn’t function on land becoming an inert pearl, which looks like a blackened glass eye. While the eye is functioning it gives off an eerie incandescent glow, which is noticeable to all casual observers.
This spell is well known amongst the pirates of the Wakuna Sea, as well as the populace of Freeport of the Serpent’s Teeth (located in the region known as the Serpent Waters). It is rare amongst the Island Kingdoms of Merria of the Traders’ Sea and the continent of Triadora. It is very rare everywhere else, although any cleric who has access to the Nautical Domain has access to the spell.
Nothing short of wish, miracle, or greater paradox will remove a black pearl eye from the targeted creatures eye socket. The black pearl eye can be forcibly removed from the targeted creature but this always forces another Fortitude saving throw. If the save is successful then the target takes damage as if it had failed its original save. If the save fails then the target dies. As a result, those who have had the spell cast for them are very protective of the black pearl eye.
Focus: A black pearl worth at least 5,000 gp. This pearl is permanently affixed to the target of the spell and cannot be reused even if it is somehow removed from the target’s eye socket.
Bone Spur Explosion
Necromancy [Evil]
Level: Necromancy 1, Sor/Wiz 2
Components: S, M, DF
Casting Time: 1 standard action
Range: 10 ft.
Targets: Living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The victim's body grows 3d4 bone protrusions that explode as bone spurs for 1 point of damage per spur to those within 10 feet. The victim takes 3d4 points of physical damage and 1d4-1 Constitution damage due to blood loss. The victim can have the physical damage healed magically but the Constitution damage must be healed naturally, at one point per day until fully recovered.
The caster of this spell must make a successful ranged touch attack against the victim. If the attack fails then nothing happens and the spell is used for the day.
Material Component: human finger bone, which is consumed during the casting.
Comprehend Rebus Talk
Divination
Level: Brd 0, Clr/Fvs 1, Sor/Wiz 1
Components: S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
As per comprehend languages, except this spell only allows the caster to understand the visual, pictographic language of the dabus of Sigil. The caster can also understand the meaning of any rebus talk symbols, which have been marked down in a written format, although such documents are extremely rare.
Comprehend rebus talk cannot be made permanent.
Material Component: A tiny clay statuette of a dabus.
Special: In the World of Kulan cosmology, comprehend languages cannot interpret the rebus talk of the dabus of Sigil.