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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3684777" data-attributes="member: 53470"><p>Shakensoul</p><p></p><p>Necromancy (Fear) [Mind-Affecting] </p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M </p><p>Casting Time: 1 standard action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Target: One creature </p><p>Duration: Instantaneous </p><p>Saving Throw: Will negates; see text </p><p>Spell Resistance: Yes </p><p></p><p>This spell creates paralyzing, overwhelming fear and dread in the suspect.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Material component- A rattle from a snake or other creature</p><p></p><p>Brittlebody</p><p></p><p>Necromancy </p><p>Level: Sor/Wiz 9</p><p>Components: V, S, M </p><p>Casting Time: 1 standard action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Target: One creature </p><p>Duration: Instantaneous </p><p>Saving Throw: Will negates; see text </p><p>Spell Resistance: Yes </p><p></p><p>The character becomes supernaturally brittle and weak, as his physical being is wracked in every way imaginable.</p><p></p><p>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%. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Material component- A bone from a once-living creature. This bone is broken as part of the spell.</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3684777, member: 53470"] 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. [/QUOTE]
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