Words of Magic - Maestro's Polyphony & Fouetté en Tournant

I think I'm going to use this thread for new spell ideas. The list below lists spells already posted.

Accelerando (bard 1)
Adagio (bard 0)

The bard waited, standing ready as her allies and the enemy began the battle. She was keeping her eye on that half-plate clad ogre. It was sure to be a formidable foe. Sure enough, once the orcs had advanced, trying to flank the party, the ogre roared and charged. The bard sung a bit of verse and flicked a drop of molasses at the ogre. Instantly, the giant's furious charge turned into something more resembling a half-speed stroll.

Adagio
School transmutation; Level bard 0
Casting Time 1 standard action
Components V, S, M (a drop of molasses)
Range close (25 ft. + 5 ft./2 levels)
Target one creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

An affected creature moves and attacks at a drastically slowed rate until the end of its next turn. An creature affected by this spell is staggered and can take only a single move action or standard action, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Adagio does not stack with itself or with other slow effects don't stack. Adagio does not counter or dispel haste.


I would say either staggered or slowed but not both.
 

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for adagio, I would recommend it be a level 1 spellof to be able to cast every lther roundon the same target.

Molassas is dirt cheap, by the way
 


Dissonance

Dissonance
School enchantment [compulsion, mind-affecting]; Level bard 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

Dissonance creates disordered thoughts and difficulty concentrating in an affected creature. The target suffers a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Furthermore, an affected creature must make a concentration check (DC 15 + spell level) to cast a spell (or lose the spell). Since a concentration check is neither a skill checks nor an ability checks, it does not suffer the -2 penalty imposed by this spell.
 

Requiem

Requiem
School necromancy; Level bard 3
Casting Time 1 standard
Components V
Range 30 ft.
Area one or more undead creatures within a 30-ft.-radius burst
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

A requiem spell overwhelms up to 10 HD of undead creatures with the peace of the grave. Undead within range that fail their saving throw can do nothing but stand and sway gently for the spell's duration. These undead are helpless. Undead that succeed on their saving throw can act normally, but suffer a -2 penalty to armor class and attack rolls for the spell's duration. Requiem affects undead with fewer HD first. Among creatures with equal HD, those closest to the caster are affected first. HD that are not sufficient to affect a creature are wasted. Wounding an undead creature rendered helpless by requiem negates the spell's effects on that particular undead.
 


Not sure, Scott. Undead in PF can suffer critical hits, but they are also immune "to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)." Since you can't coup de grace an object, it seems sensible that an undead creature can't suffer instant death from a coup de grace due to a failed Fort save.
 

hrmm. but there is a lot of myth based fact (boy ain't that a paradoxial statement?) that supports decapitating a zombie is supposed to take it out,
 

hrmm. but there is a lot of myth based fact (boy ain't that a paradoxial statement?) that supports decapitating a zombie is supposed to take it out,

I guess if the decapitating did enough damage to reduce the zombie to 0 hit points.... :)

Meanwhile, a new spell:

Deceptive Cadence
School illusion (figment, glamer; see text); Level bard 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration see text
Saving Throw Will disbelief (if interacted with, see text); Spell Resistance no

Deceptive cadence has two effects when it is cast. First, it causes you to become invisible for up to 1 round/caster level just as if you were the target of an invisibility spell. Second, it creates a major image of you in the space you occupied when you cast the spell. The major image lasts for as long as you concentrate on it, plus 3 rounds.

Creatures that interact with your illusionary double are entitled to a Will save as normal for a figment. While concentrating, you can move the major image within a radius around its initial space equal to 10 feet per level. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
 

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