Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Resurrected Lore
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lorehead" data-source="post: 2814569" data-attributes="member: 40086"><p><strong>Select 10th-Level Spells</strong></p><p></p><p><strong>Aphasia</strong></p><p>Enchantment (charm) [mind-affecting]</p><p><strong>Level:</strong> Clr 11, Sor/Wiz 10</p><p><strong>Components:</strong> V,S,DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> Will partial (see text)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>Everyone around you stops talking normally for some reason, and babbles incoherently instead. When you try to speak, you realize that the words simply aren’t there.</em></p><p></p><p>You deprive an individual of language. If it fails a Will saving throw, it becomes unable to use or understand any form of language, and takes a -5 penalty on all Intelligence-based checks it is still able to make.</p><p></p><p>The target has the supernatural ability to understand your mental instructions, which it has no choice but to obey, but cannot communicate back. The range of this ability is 60 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The target is immune to all language-dependent effects, except for those you cast, and many creatures who would otherwise gain mental control over the target have no way to make the target understand what to do. Telepathic communication and effects that detect thoughts only penetrate the shroud of enchantment if they succeed at a caster level check against a DC of 16 + your caster level.</p><p></p><p>Even if the target succeeds at its saving throw, it loses some of its verbal acuity for one day, giving it a -5 penalty on Diplomacy and appropriate Perform checks and a 20% chance to miscast any spell with a verbal component.</p><p></p><p>The most common targets of this spell are enemies, although it sees occasional use on an ally who might otherwise be <em>charmed</em>, <em>dominated</em>, forced to reveal information or suborned through a ridiculous Diplomacy skill.</p><p></p><p><strong>Arbitrary Form</strong></p><p>Transmutation</p><p><strong>Level:</strong> Drd 10, Sor/Wiz 10</p><p><strong>Components:</strong> V,S,DF/M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> Fortitude negates, Will partial (see text)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>You feel your body change shape like a lump of clay, and your mind start to change shape with it.</em></p><p></p><p>As <em>baleful polymorph</em>, execept that this spell can transform one creature into another kind of creature, which need not even exist. You may also choose creatures with a template and creatures with different ability scores than the average (either the elite array or anything lower). You can choose for the target to keep its abilities or to lose them, and for it to keep or lose its memory. The physical characteristics you choose for the new form are yours to assign as you please, within the limits of the form you select. They can even exactly duplicate some individual you know well.</p><p></p><p>You must choose very specifically the details of the new form and develop them in advance (which is to say, the DM can require that you write them down ahead of time). The form must be one familiar to you, or if it is one you invented yourself, it must be one that the DM determines could reasonably exist and is not as powerful as the target. If the form you choose is not suitable, the spell fails.</p><p></p><p>This spell differs from most other <em>polymorph</em>-like effects in that it is a curse rather than a boon. The new form must therefore be weaker than the target, not stronger. In no case may it have more hit dice, higher ability scores or a higher CR than the target.</p><p></p><p>If the target fails its saving throw, it initially retains its hit points, BAB, class features, mental ability scores, alignment and personality. After one day, it must succeed at a Will saving throw or transform completely, in mind as well as in body.</p><p></p><p><em>Arcane material component:</em> A lump of wet clay.</p><p></p><p><strong>Call Herald</strong></p><p>Conjuration (calling)</p><p><strong>Level:</strong> Clr 10</p><p><strong>Components:</strong> V,DF</p><p><strong>Casting Time:</strong> 1 round</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> 1 called creature</p><p><strong>Duration:</strong> See text</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>The herald steps through the extraplanar portal and it closes behind him. He looks over the scene, and asks, “How may I assist?”</em></p><p></p><p>You call the herald of your deity, such as a solar, a titan or another being of similar power. Each time you cast this spell, you call the same being. This is one of your deity’s closest companions, and being allowed to call the herald is a great honor. You are expected to return a herald who dies in your service to life.</p><p></p><p>The herald is not under your control, but shares your religion and therefore many of your goals. It aids you in whatever way it considers appropriate, then leaves. The herald chooses whether to answer your call, and in no case will it interrupt urgent matters to show up, or remain away from your deity’s home longer than necessary. If you win the herald’s respect, that being may develop a more personal loyalty to you and be more willing to help you. Whether an appeal to altruism, a formal bargain or simple intimidation would be more effective depends on the herald’s alignment and personality.</p><p></p><p>This spell has the same alignment as the herald, which is always the same as that of your deity.</p><p></p><p><strong>Commune Beyond Nature</strong></p><p>Divination</p><p><strong>Level:</strong> Clr 10, Sor/Wiz 10</p><p><strong>Components:</strong> V,S,DF</p><p><strong>Casting Time:</strong> 1 hour</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will partial (see text)</p><p><strong>Spell Resistance</strong> No</p><p></p><p><em>You draw the spirit from its remote plane to give you your answer, and that reified fragment of its knowledge appears in your vision.</em></p><p></p><p>You directly summon and acquire the knowledge of some entity concerning one topic. You do not directly control, or necessarily even know, where this knowledge comes from, but the spell always delves into the mind of the best-informed being on the topic it can find on any plane or reality, whether living, dead or neither and whether aware of its significance or not. This is not to say that the spell always finds the best-informed being there is; it doesn’t search forever. The exact result of this spell varies from subject to subject and from casting to casting, but it is often equivalent to what the caster would learn from a trained Knowledge check of 15 + caster level (up to a result of 45) in the most relevant discipline. The visions often come as memories of events the caster never experienced, but someone or something else did. The original source does not forget the information, nor would it normally be aware that anything has happened.</p><p></p><p>A DM can choose to have the spell attempt to learn what a specific NPC knows or knew, especially if no one else knows the same information. A successful Will save prevents this, in which case the spell moves on to the next-best source of information.</p><p></p><p><strong>Controlled Disjunction</strong></p><p>Abjuration</p><p><strong>Level:</strong> Clr 10, Drd 10, Sor/Wiz 10</p><p><strong>Components:</strong> V,S,DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Area or target:</strong> 20-ft.-radius burst, one spell or one magic item</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>A mystical whirlwind sweeps down over you, wiping away your spells.</em></p><p></p><p>This spell is a safer, more refined version of the infamous <em>mage’s disjunction</em>, with the additional benefit of not permanently ruining magic items that will shortly belong to you. You can use this spell on an area, to disjoin one spell effect, to suppress the powers of one magic item, or as a counterspell:</p><p></p><p><em>Area:</em> Every spell, spell-like ability and magic item within a 20-ft.-radius burst is affected as if by a targeted <em>greater dispel magic</em>, except that the maximum caster level on your dispel check is +30. This entitles you to one dispel check against every item and effect in the area that <em>greater dispel magic</em> could dispel or suppress. In addition, you may choose not to affect your own magic items, your allies’ magic items and any spells cast by you or your allies. </p><p></p><p><em>Spell effect:</em> If you target a single spell effect of 9th level or below that <em>mage’s disjunction</em> could disjoin, you disjoin it. You must see or touch a spell effect in order to target it. If you target an ongoing spell effect of 10th level or above, you can attempt to dispel it as with <em>greater dispel magic</em>, except that the maximum caster level on your dispel check is +30. A <em>controlled disjunction</em> even disjoins or dispels instantaneous enchantments, transmutations and curses, such as <em>flesh to stone</em>. It does not work against a spell of 10th level or above whose description states that it cannot be dispelled.</p><p></p><p><em>Magic item:</em> If you target one magic item whose caster level is less than your own, you suppress its powers for a number of minutes equal to your caster level minus its caster level. If you target one magic item whose caster level is greater than or equal to your own, you have a chance to suppress it for 1d4 rounds. This works like <em>dispel magic</em>, except that the effect lasts longer and the maximum caster level on your dispel check is +30. This spell has no effect on artifacts.</p><p></p><p><em>Counterspell:</em> This spell automatically counters any spell of 9th level or below. When used to counter a spell of 10th level or above, it works as <em>dispel magic</em>, except that the maximum caster level on your dispel check is +30.</p><p></p><p><strong>Duplicate Spell</strong></p><p>Universal</p><p><strong>Level:</strong> Clr 10, Sor/Wiz 10</p><p><strong>Components:</strong> V,DF</p><p><strong>Casting Time:</strong> 10 minutes, 1 action, or 1 swift action (see text)</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p><em>Knowledge of the spell you chose floods into your mind, and in minutes, you have it prepared.</em></p><p></p><p>When you cast this spell, you choose any spell of 9th level or below to duplicate. You may instead choose to cast <em>duplicate spell</em> as a standard action, in which case you can use it to prepare any 9th-level or lower spell on your spell list, or as a swift action, in which case you can only use it to prepare a 9th-level or lower spell that you know.</p><p> </p><p>The spell you select immediately becomes prepared and ready for you to cast, even if you do not otherwise prepare spells. It is the same type of spell, arcane or divine, as <em>duplicate spell</em>. It has its normal casting time, and you must provide any components it requires, with the sole exception that an arcane caster need not have a divine focus. If the spell is below 9th level, you prepare a version heightened to 9th level. The spell you duplicate takes up the 10th-level spell slot you used to cast <em>duplicate spell</em>.</p><p></p><p><strong>Epiphany</strong></p><p>Conjuration (Calling)</p><p><strong>Level:</strong> Clr 10</p><p><strong>Components:</strong> V,S,DF,XP</p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Area:</strong> Any number of creatures within a 40-ft.-radius spread</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will partial (see text)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>The face of your deity appears before the unbelievers, and for one brief moment, they each experience the same faith and certainty as you.</em></p><p></p><p>You impart some of your own devotion to your deity to others, giving them a profound lesson. The image of your deity appears where you choose, and each and every person within 40 feet experiences the emotions this vision inspires in you, exactly as you do, whether this is love, gratitude, awe or terror. The deity may choose to deliver a short homily, or may be content for you to deliver the message. If you worship a cause rather than a deity, the targets instead see a vision which epitomizes what you uphold and why.</p><p></p><p>The vision inspires you and other faithful worshippers, who gain a +5 morale bonus on all skill checks, ability checks and saving throws for one day.</p><p></p><p>For enemies of your faith, being forced to share it, even for a moment, is horrifying. They suffer 2d6 points of Wisdom damage, and may even suffer a crisis of faith. All enemies with fewer than 10 HD, plus any other enemies who fail a Will saving throw, lose their religious conviction and all abilities it grants them, cannot call upon any deity for aid, and become shaken indefinitely. A character who would lose feats or class abilities as a result gains a +4 bonus on the saving throw. Renouncing the religion or alignment that makes you an enemy is tantamount to voluntarily failing the saving throw. This misery and doubt is not a magical effect; it is the aftershock of witnessing the divine and blinking. It cannot be dispelled, and spells which remove fear grant no succor. The spiritual malaise lasts until the character receives <em>atonement</em>. Characters can choose to accept <em>atonement</em> from a cleric of a different faith, or even yourself, by converting. Because you have forced your target to experience and understand your own personal faith, both of you thereafter receive a +2 insight bonus on Diplomacy checks against each other.</p><p></p><p>Members of your faith who have committed major sins are wracked with guilt and become shaken, but do not undergo a crisis of faith. These penitents receive no saving throw unless they renounce their faith on the spot, in which case the spell affects them as enemies.</p><p></p><p>Creatures without Intelligence, Wisdom or Charisma scores cannot appreciate the <em>epiphany</em>, and it does not affect them. Any other intelligent creature is awed, and becomes shaken for a day, but does not undergo a crisis of faith. Creatures with 10 or more HD may avoid this effect with a saving throw.</p><p></p><p>An elemental, outsider or undead creature does not suffer any of the above effects. Instead, if it fails its saving throw, your deity can destroy it. Only quasi-deities and deities are immune. No spell of 9th level or less, not even a <em>wish</em> or <em>miracle</em>, may restore a creature your deity personally destroys this way to life. Nothing at all remains of it. Deities normally choose to annihilate outsiders opposed to them in some way (good vs. evil, law vs. chaos, fire vs. water, etc.) unless they have a reason not to, and good deities will only destroy good creatures in unique circumstances.</p><p></p><p>This spell has the same alignment as your deity.</p><p></p><p><em>XP cost:</em> 5,000 XP</p><p></p><p><strong>Infantilize</strong></p><p>Necromancy</p><p><strong>Level:</strong> Clr 11, Drd 11, Sor/Wiz 10</p><p><strong>Components:</strong> V,S,DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Effect:</strong> Ray of negative energy</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will partial, Fortitude partial (see text)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>A black ray as thick as your arm bursts from the palm of its hand and strikes you. Your vision goes dim for an instant as you feel your hard-won skills drain away.</em></p><p></p><p>This spell erases a creature’s training and experience. Unlike <em>energy drain</em> and the attacks of undead monsters, it lets the victim live, but as an unseasoned youth with only vague recollections of past glories. Manipulators use this spell to turn rivals into protegés, and sadists as a form of torment, but some good souls see this as a way of giving a villain a second chance. Because this spell does at least extend the target’s lifespan, some individuals who regret their lives have even been known to request it.</p><p></p><p>A target struck by the ray may attempt a Will saving throw to partially resist its effects (it may also voluntarily fail, in which case it immediately and painlessly transforms as described below). The target gains 2d4 negative levels if it succeeds, and one negative level per caster level if it fails. The hit point loss from these negative levels cannot reduce its current hit points below 1.</p><p></p><p>If the target has as many negative levels as character levels, and it still has at least one negative level from this spell, it does not die. Instead, it falls unconscious and physically and mentally regresses back to early adolescence. You do not wipe its memories, although it is unclear about just how it did any of the things it remembers doing. It is almost certainly even less well-disposed toward you than it was before.</p><p></p><p>Immortal or unliving beings, such as non-native outsiders, are immune to this spell. Otherwise, if the target’s race has age categories, it reverts to the most appropriate (thus, a dragon reverts to juvenile age with no class levels). A target with racial hit dice but no age categories loses all advancement. One that had only class levels once again becomes a first-level character at the very start of its career, even losing inherent bonuses and ability score increases (although not any curses or diseases it picked up along the way). Indeed, the character reverts to such a young age that it can still train as a member of a different class and replace this level with a different one. As soon as the transformation is complete, all the target’s negative levels vanish.</p><p></p><p>The negative levels from this spell can be removed just like any other negative levels (although it loses ordinary negative levels before losing negative levels from this spell). If they remain for 24 hours, the target must attempt Fortitude saves to avoid permanently losing each level. Any levels lost to this spell can only be restored after the curse is removed, and only by a spell that specifically restores levels lost to energy drain and whose caster level is at least 21. If the target gained different levels, feats, and skills than the first time around, it retains both sets of abilities. However, if that leaves it with more feats, levels or skill points than it could normally have at its level of experience, it cannot improve them until it earns enough experience to account for the abilities it already has.</p><p></p><p><strong>Vaticinal Taunt</strong></p><p>Illusion (Figment) [Mind-Affecting]</p><p><strong>Level: Sor/Wiz 10</strong></p><p><strong>Components:</strong> V,S,M,F</p><p><strong>Casting Time:</strong> 1 hour</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You (see text)</p><p><strong>Duration:</strong> Permanent</p><p></p><p><em>As you finish the incantation, the face of the archmage appears in the mirror—and stares back with an arrogant smirk. In a threatening tone, it castigates you.</em></p><p></p><p>This spell protects you from scrying and lets you give rivals foolish enough to provoke you a piece of your mind. Any caster who attempts to scry on you, along with anyone else in the same location, instead sees an image of you delivering a brief message, which can be whatever you want. Any scryer must immediately succeed at a Will saving throw or fail at the scrying attempt, be shaken for one day and become exhausted. If the scryer fails this saving throw, you know of the scrying attempt automatically. You can learn the scryer’s identity with a DC 30 caster level check and return the scrying attempt with a DC 50 caster level check.</p><p></p><p>A scryer who succeeds on the Will save still sees your message, but suffers no ill effect. Scrying spells with a caster level of 20 or less automatically fail. If a scryer with a caster level of at least 21 can succeed at a Concentration check against this distracting spell, the scrying attempt can proceed normally. This spell does not then warn you of the scrying, but you can detect and resist it in all the usual ways.</p><p></p><p><em>Material Component:</em> The eye and tongue of a displacer beast.</p><p><em>Focus:</em> A silver mirror costing at least 1,000 gp and suitable for a <em>scrying</em> spell, which you face as you deliver your message.</p></blockquote><p></p>
[QUOTE="Lorehead, post: 2814569, member: 40086"] [b]Select 10th-Level Spells[/b] [b]Aphasia[/b] Enchantment (charm) [mind-affecting] [b]Level:[/b] Clr 11, Sor/Wiz 10 [b]Components:[/b] V,S,DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One creature [b]Duration:[/b] Permanent [b]Saving Throw:[/b] Will partial (see text) [b]Spell Resistance:[/b] Yes [i]Everyone around you stops talking normally for some reason, and babbles incoherently instead. When you try to speak, you realize that the words simply aren’t there.[/i] You deprive an individual of language. If it fails a Will saving throw, it becomes unable to use or understand any form of language, and takes a -5 penalty on all Intelligence-based checks it is still able to make. The target has the supernatural ability to understand your mental instructions, which it has no choice but to obey, but cannot communicate back. The range of this ability is 60 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The target is immune to all language-dependent effects, except for those you cast, and many creatures who would otherwise gain mental control over the target have no way to make the target understand what to do. Telepathic communication and effects that detect thoughts only penetrate the shroud of enchantment if they succeed at a caster level check against a DC of 16 + your caster level. Even if the target succeeds at its saving throw, it loses some of its verbal acuity for one day, giving it a -5 penalty on Diplomacy and appropriate Perform checks and a 20% chance to miscast any spell with a verbal component. The most common targets of this spell are enemies, although it sees occasional use on an ally who might otherwise be [i]charmed[/i], [i]dominated[/i], forced to reveal information or suborned through a ridiculous Diplomacy skill. [b]Arbitrary Form[/b] Transmutation [b]Level:[/b] Drd 10, Sor/Wiz 10 [b]Components:[/b] V,S,DF/M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] Permanent [b]Saving Throw:[/b] Fortitude negates, Will partial (see text) [b]Spell Resistance:[/b] Yes [i]You feel your body change shape like a lump of clay, and your mind start to change shape with it.[/i] As [i]baleful polymorph[/i], execept that this spell can transform one creature into another kind of creature, which need not even exist. You may also choose creatures with a template and creatures with different ability scores than the average (either the elite array or anything lower). You can choose for the target to keep its abilities or to lose them, and for it to keep or lose its memory. The physical characteristics you choose for the new form are yours to assign as you please, within the limits of the form you select. They can even exactly duplicate some individual you know well. You must choose very specifically the details of the new form and develop them in advance (which is to say, the DM can require that you write them down ahead of time). The form must be one familiar to you, or if it is one you invented yourself, it must be one that the DM determines could reasonably exist and is not as powerful as the target. If the form you choose is not suitable, the spell fails. This spell differs from most other [i]polymorph[/i]-like effects in that it is a curse rather than a boon. The new form must therefore be weaker than the target, not stronger. In no case may it have more hit dice, higher ability scores or a higher CR than the target. If the target fails its saving throw, it initially retains its hit points, BAB, class features, mental ability scores, alignment and personality. After one day, it must succeed at a Will saving throw or transform completely, in mind as well as in body. [i]Arcane material component:[/i] A lump of wet clay. [b]Call Herald[/b] Conjuration (calling) [b]Level:[/b] Clr 10 [b]Components:[/b] V,DF [b]Casting Time:[/b] 1 round [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Effect:[/b] 1 called creature [b]Duration:[/b] See text [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No [i]The herald steps through the extraplanar portal and it closes behind him. He looks over the scene, and asks, “How may I assist?”[/i] You call the herald of your deity, such as a solar, a titan or another being of similar power. Each time you cast this spell, you call the same being. This is one of your deity’s closest companions, and being allowed to call the herald is a great honor. You are expected to return a herald who dies in your service to life. The herald is not under your control, but shares your religion and therefore many of your goals. It aids you in whatever way it considers appropriate, then leaves. The herald chooses whether to answer your call, and in no case will it interrupt urgent matters to show up, or remain away from your deity’s home longer than necessary. If you win the herald’s respect, that being may develop a more personal loyalty to you and be more willing to help you. Whether an appeal to altruism, a formal bargain or simple intimidation would be more effective depends on the herald’s alignment and personality. This spell has the same alignment as the herald, which is always the same as that of your deity. [b]Commune Beyond Nature[/b] Divination [b]Level:[/b] Clr 10, Sor/Wiz 10 [b]Components:[/b] V,S,DF [b]Casting Time:[/b] 1 hour [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None or Will partial (see text) [b]Spell Resistance[/b] No [i]You draw the spirit from its remote plane to give you your answer, and that reified fragment of its knowledge appears in your vision.[/i] You directly summon and acquire the knowledge of some entity concerning one topic. You do not directly control, or necessarily even know, where this knowledge comes from, but the spell always delves into the mind of the best-informed being on the topic it can find on any plane or reality, whether living, dead or neither and whether aware of its significance or not. This is not to say that the spell always finds the best-informed being there is; it doesn’t search forever. The exact result of this spell varies from subject to subject and from casting to casting, but it is often equivalent to what the caster would learn from a trained Knowledge check of 15 + caster level (up to a result of 45) in the most relevant discipline. The visions often come as memories of events the caster never experienced, but someone or something else did. The original source does not forget the information, nor would it normally be aware that anything has happened. A DM can choose to have the spell attempt to learn what a specific NPC knows or knew, especially if no one else knows the same information. A successful Will save prevents this, in which case the spell moves on to the next-best source of information. [b]Controlled Disjunction[/b] Abjuration [b]Level:[/b] Clr 10, Drd 10, Sor/Wiz 10 [b]Components:[/b] V,S,DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area or target:[/b] 20-ft.-radius burst, one spell or one magic item [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No [i]A mystical whirlwind sweeps down over you, wiping away your spells.[/i] This spell is a safer, more refined version of the infamous [i]mage’s disjunction[/i], with the additional benefit of not permanently ruining magic items that will shortly belong to you. You can use this spell on an area, to disjoin one spell effect, to suppress the powers of one magic item, or as a counterspell: [i]Area:[/i] Every spell, spell-like ability and magic item within a 20-ft.-radius burst is affected as if by a targeted [i]greater dispel magic[/i], except that the maximum caster level on your dispel check is +30. This entitles you to one dispel check against every item and effect in the area that [i]greater dispel magic[/i] could dispel or suppress. In addition, you may choose not to affect your own magic items, your allies’ magic items and any spells cast by you or your allies. [i]Spell effect:[/i] If you target a single spell effect of 9th level or below that [i]mage’s disjunction[/i] could disjoin, you disjoin it. You must see or touch a spell effect in order to target it. If you target an ongoing spell effect of 10th level or above, you can attempt to dispel it as with [i]greater dispel magic[/i], except that the maximum caster level on your dispel check is +30. A [i]controlled disjunction[/i] even disjoins or dispels instantaneous enchantments, transmutations and curses, such as [i]flesh to stone[/i]. It does not work against a spell of 10th level or above whose description states that it cannot be dispelled. [i]Magic item:[/i] If you target one magic item whose caster level is less than your own, you suppress its powers for a number of minutes equal to your caster level minus its caster level. If you target one magic item whose caster level is greater than or equal to your own, you have a chance to suppress it for 1d4 rounds. This works like [i]dispel magic[/i], except that the effect lasts longer and the maximum caster level on your dispel check is +30. This spell has no effect on artifacts. [i]Counterspell:[/i] This spell automatically counters any spell of 9th level or below. When used to counter a spell of 10th level or above, it works as [i]dispel magic[/i], except that the maximum caster level on your dispel check is +30. [b]Duplicate Spell[/b] Universal [b]Level:[/b] Clr 10, Sor/Wiz 10 [b]Components:[/b] V,DF [b]Casting Time:[/b] 10 minutes, 1 action, or 1 swift action (see text) [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Instantaneous [i]Knowledge of the spell you chose floods into your mind, and in minutes, you have it prepared.[/i] When you cast this spell, you choose any spell of 9th level or below to duplicate. You may instead choose to cast [i]duplicate spell[/i] as a standard action, in which case you can use it to prepare any 9th-level or lower spell on your spell list, or as a swift action, in which case you can only use it to prepare a 9th-level or lower spell that you know. The spell you select immediately becomes prepared and ready for you to cast, even if you do not otherwise prepare spells. It is the same type of spell, arcane or divine, as [i]duplicate spell[/i]. It has its normal casting time, and you must provide any components it requires, with the sole exception that an arcane caster need not have a divine focus. If the spell is below 9th level, you prepare a version heightened to 9th level. The spell you duplicate takes up the 10th-level spell slot you used to cast [i]duplicate spell[/i]. [b]Epiphany[/b] Conjuration (Calling) [b]Level:[/b] Clr 10 [b]Components:[/b] V,S,DF,XP [b]Casting Time:[/b] 1 minute [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area:[/b] Any number of creatures within a 40-ft.-radius spread [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None or Will partial (see text) [b]Spell Resistance:[/b] Yes [i]The face of your deity appears before the unbelievers, and for one brief moment, they each experience the same faith and certainty as you.[/i] You impart some of your own devotion to your deity to others, giving them a profound lesson. The image of your deity appears where you choose, and each and every person within 40 feet experiences the emotions this vision inspires in you, exactly as you do, whether this is love, gratitude, awe or terror. The deity may choose to deliver a short homily, or may be content for you to deliver the message. If you worship a cause rather than a deity, the targets instead see a vision which epitomizes what you uphold and why. The vision inspires you and other faithful worshippers, who gain a +5 morale bonus on all skill checks, ability checks and saving throws for one day. For enemies of your faith, being forced to share it, even for a moment, is horrifying. They suffer 2d6 points of Wisdom damage, and may even suffer a crisis of faith. All enemies with fewer than 10 HD, plus any other enemies who fail a Will saving throw, lose their religious conviction and all abilities it grants them, cannot call upon any deity for aid, and become shaken indefinitely. A character who would lose feats or class abilities as a result gains a +4 bonus on the saving throw. Renouncing the religion or alignment that makes you an enemy is tantamount to voluntarily failing the saving throw. This misery and doubt is not a magical effect; it is the aftershock of witnessing the divine and blinking. It cannot be dispelled, and spells which remove fear grant no succor. The spiritual malaise lasts until the character receives [i]atonement[/i]. Characters can choose to accept [i]atonement[/i] from a cleric of a different faith, or even yourself, by converting. Because you have forced your target to experience and understand your own personal faith, both of you thereafter receive a +2 insight bonus on Diplomacy checks against each other. Members of your faith who have committed major sins are wracked with guilt and become shaken, but do not undergo a crisis of faith. These penitents receive no saving throw unless they renounce their faith on the spot, in which case the spell affects them as enemies. Creatures without Intelligence, Wisdom or Charisma scores cannot appreciate the [i]epiphany[/i], and it does not affect them. Any other intelligent creature is awed, and becomes shaken for a day, but does not undergo a crisis of faith. Creatures with 10 or more HD may avoid this effect with a saving throw. An elemental, outsider or undead creature does not suffer any of the above effects. Instead, if it fails its saving throw, your deity can destroy it. Only quasi-deities and deities are immune. No spell of 9th level or less, not even a [i]wish[/i] or [i]miracle[/i], may restore a creature your deity personally destroys this way to life. Nothing at all remains of it. Deities normally choose to annihilate outsiders opposed to them in some way (good vs. evil, law vs. chaos, fire vs. water, etc.) unless they have a reason not to, and good deities will only destroy good creatures in unique circumstances. This spell has the same alignment as your deity. [i]XP cost:[/i] 5,000 XP [b]Infantilize[/b] Necromancy [b]Level:[/b] Clr 11, Drd 11, Sor/Wiz 10 [b]Components:[/b] V,S,DF [b]Casting Time:[/b] 1 standard action [b]Effect:[/b] Ray of negative energy [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will partial, Fortitude partial (see text) [b]Spell Resistance:[/b] Yes [i]A black ray as thick as your arm bursts from the palm of its hand and strikes you. Your vision goes dim for an instant as you feel your hard-won skills drain away.[/i] This spell erases a creature’s training and experience. Unlike [i]energy drain[/i] and the attacks of undead monsters, it lets the victim live, but as an unseasoned youth with only vague recollections of past glories. Manipulators use this spell to turn rivals into protegés, and sadists as a form of torment, but some good souls see this as a way of giving a villain a second chance. Because this spell does at least extend the target’s lifespan, some individuals who regret their lives have even been known to request it. A target struck by the ray may attempt a Will saving throw to partially resist its effects (it may also voluntarily fail, in which case it immediately and painlessly transforms as described below). The target gains 2d4 negative levels if it succeeds, and one negative level per caster level if it fails. The hit point loss from these negative levels cannot reduce its current hit points below 1. If the target has as many negative levels as character levels, and it still has at least one negative level from this spell, it does not die. Instead, it falls unconscious and physically and mentally regresses back to early adolescence. You do not wipe its memories, although it is unclear about just how it did any of the things it remembers doing. It is almost certainly even less well-disposed toward you than it was before. Immortal or unliving beings, such as non-native outsiders, are immune to this spell. Otherwise, if the target’s race has age categories, it reverts to the most appropriate (thus, a dragon reverts to juvenile age with no class levels). A target with racial hit dice but no age categories loses all advancement. One that had only class levels once again becomes a first-level character at the very start of its career, even losing inherent bonuses and ability score increases (although not any curses or diseases it picked up along the way). Indeed, the character reverts to such a young age that it can still train as a member of a different class and replace this level with a different one. As soon as the transformation is complete, all the target’s negative levels vanish. The negative levels from this spell can be removed just like any other negative levels (although it loses ordinary negative levels before losing negative levels from this spell). If they remain for 24 hours, the target must attempt Fortitude saves to avoid permanently losing each level. Any levels lost to this spell can only be restored after the curse is removed, and only by a spell that specifically restores levels lost to energy drain and whose caster level is at least 21. If the target gained different levels, feats, and skills than the first time around, it retains both sets of abilities. However, if that leaves it with more feats, levels or skill points than it could normally have at its level of experience, it cannot improve them until it earns enough experience to account for the abilities it already has. [b]Vaticinal Taunt[/b] Illusion (Figment) [Mind-Affecting] [b]Level: Sor/Wiz 10[/b] [b]Components:[/b] V,S,M,F [b]Casting Time:[/b] 1 hour [b]Range:[/b] Personal [b]Target:[/b] You (see text) [b]Duration:[/b] Permanent [i]As you finish the incantation, the face of the archmage appears in the mirror—and stares back with an arrogant smirk. In a threatening tone, it castigates you.[/i] This spell protects you from scrying and lets you give rivals foolish enough to provoke you a piece of your mind. Any caster who attempts to scry on you, along with anyone else in the same location, instead sees an image of you delivering a brief message, which can be whatever you want. Any scryer must immediately succeed at a Will saving throw or fail at the scrying attempt, be shaken for one day and become exhausted. If the scryer fails this saving throw, you know of the scrying attempt automatically. You can learn the scryer’s identity with a DC 30 caster level check and return the scrying attempt with a DC 50 caster level check. A scryer who succeeds on the Will save still sees your message, but suffers no ill effect. Scrying spells with a caster level of 20 or less automatically fail. If a scryer with a caster level of at least 21 can succeed at a Concentration check against this distracting spell, the scrying attempt can proceed normally. This spell does not then warn you of the scrying, but you can detect and resist it in all the usual ways. [i]Material Component:[/i] The eye and tongue of a displacer beast. [i]Focus:[/i] A silver mirror costing at least 1,000 gp and suitable for a [i]scrying[/i] spell, which you face as you deliver your message. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Resurrected Lore
Top