d20 Red Anvil Productions The Elemental Dimension of Magic - Spells of Magic.pdf

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SPELLS OF MAGIC
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The Elemental Dimension of Magic Î
Spells of Magic
Casting Time: 1 Turn
Range: Touch
Effect: Disrupts magical effects
Duration: Instant
Saving Throw: Yes
Spell Resistance: Fortitude
There are spells and there are spells. The Jeshatan are
masters of magic in many areas, but their supremacy in
the realm of magic is paramount about all. For them, it
is not merely a way of life, but of survival, for the harsh
conditions of the Elemental Dimension of Magic would
quickly render them dead unless they took extreme
measures to protect themselves from it. Beyond that,
their decadent lifestyle and enslavement of refugees and
castaways to their isolated plane make it paramount that
they, rather than anyone else master the truly infinite
secrets of Magic. These spells are only taught to
Jeshatan Masters, for it is understood that physically
speaking, the Jeshatan are not much different than
humans. It was the training and culture that made them
different, and with Spells of Magic, they are very
different indeed.
This spell disrupts the energies of magical
spells and items. Anything with a persistent
magical effect will take 1d6 damage per level
of the caster from this spell. This spell ignores
the hardness or damage resistance of an item,
but only damages the magical enchantment. If
it was capable of destroying the item in terms
of hit point damage, then the enchantment is
destroyed. For example, a +1 sword that was
5/36 Hit points would be destroyed if this spell
were cast by a 12 th level caster who did 50 hit
points in damage. The sword would still exist,
but the enchantment would automatically be
disrupted.
Mage Cuffs
Transmutation [Alteration]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: 10 Ft/Level
Effect: Restricts spell casting
Duration: 1 Turn/Level
Saving Throw: Yes
Spell Resistance: Will
Material Component: Rust Monster Snot
Spellnap
Transmutation [Transportation]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 10 Ft/Level
Effect: Redirects a hostile spell
Duration: Instant
Saving Throw: Yes
Spell Resistance: Will
This spell causes a pair of glowing bands to
appear around the victimÓs hands. By using
this spell, the caster can render an opponentÓs
spell casting abilities almost useless. Anyone
who fails their saving throw against this spell
must subsequently make a Spellcraft check of
15+1 per level of the original caster of the spell
each time they want to cast a spell of any kind.
If they fail the first time they try to cast a spell
while wearing the Mage Cuffs they gain a
searing pain and lose the spell. If they try and
fail a second or subsequent times, they not
only lose the spell, but they take 1hp of
subdual damage. This amount of subdual
damage goes up each time thereafter they
attempt to cast the spell by 5. Thus the third
spell does 6 sub dual damage, the fourth 11 th
etc until the subject is unconscious.
This spell causes a targeted spell to be
redirected at a target based on the choice of
the caster. The caster may only redirect spells
that they would be high enough level to cast if
they were of that class (for example a 15 th level
Wizard casting this spell could also Spellnap
the effects of spells that 15 th level Bard, Cleric
or such could cast). First, the victim caster
must fail a will save. Second, the caster must
beat the victim in a contest of Spellcraft.
Whichever of the two yields the higher result
gets control of the spell.
Material Component: A pair of handcuffs
Material Component: A pinch of rope.
Disruption
Transmutation [Alteration]
Level: Sor/Wiz 2
Components: V, S, M
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Sideways Spellcasting
Evokation [Arcane]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Self
Effect: Use other spells to meet Metamagic
Requirements
Duration: Instant
Saving Throw: No
Spell Resistance: N/A
Craft Spell casting are in effect for the caster,
who may tap into its resources to draw upon its
power. Those casting this spell must make a
Will Save to avoid being struck by a Wish
Storm instead of the more benevolent effects
of the spell. If the caster finds him self in a
plane in which no magic may exist whatsoever,
this spell will not function.
Material Component: A small piece of
Adamantium.
This spell allows the caster to use a metamagic
feat that requires Òcasting a spell at a higher
levelÓ such as a Maximized Magic Missile that
must take up a 5 th level spell slot to draw from
any other spells the caster has instead (except
this one). The caster may use any
combination of spell slots in their disposal, up
to and including 1rst level spells. This spell will
work to enhance spells that would normally go
beyond 9 th level, such as to, for example,
Maximize a Meteor Swarm. Indeed, there is no
limit to the number of concurrent meta magic
feats a caster may use with this spell, so long
as they have sufficient spells to fuel the spell
that they are casting. If the caster attempts a
spell for which they do not have sufficient spell
energy, they take 5 levels of subdual damage
per modified spell level they were attempting to
cast (so for example a Ò15 th Ó level spell would
do 75 points of subdual damage).
Arcane Net
Transmutation [Alteration]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Self
Effect: Protects the caster from surges from
Magic Elementals
Duration: 1 Turn/Level
Saving Throw: NA
Spell Resistance: No
This spell is difficult to cast. Beyond the mere
spell, the user must successfully weave a DC
32 net of arcane energies around them using
Spell Craft. This check must be made after the
spell has been cast. Once constructed, it
pockets the devastating surge effects into tiny
exploding capsules that harmlessly burst as
light. This net protects for one surge per five
levels of the caster. It is the only known safe
way to capture a Magic Elemental. The secret
of the spell itself is closely guarded by the
Jeshatan, and only a few of their number have
knowledge of it.
Material Component: A crushed emerald worth
at least 500gp.
Arcane Connection
Transmutation [Alteration]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Self
Effect: Connects the caster with the Elemental
Dimension of Magic
Duration: 1 Round/Level
Saving Throw: Will
Spell Resistance: Yes
Material Component: Essence of Magic
Elemental.
Arcane Surge
Conjuration [Alteration]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: 100 ft/Level of the Caster
Effect: Creates a Surge as Elemental
Duration: Instant
Saving Throw: Will
Spell Resistance: Yes
This spell allows an individual to be
coterminous with both the plane on which they
find themselves and the Elemental Dimension
of Magic. All the native effects of that plane,
including items that only work their (such as
those made by the Void Elves) as well as Spell
This deadly but highly effective spell duplicates
the effect of a Magic Surge as produced by a
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Magic Elemental (see EDM01-The Elemental
Dimension of Magic). The strength of the
surge is as if the caster were an equivalent HD
to the elemental. In other words, for every
caster level of the spell, the surge has a single
HD of effect. If the target succeeds in their
saving throw, then the caster must make a
saving throw against their own spell or have it
back fire upon them. If both succeed, the spell
dissipates.
Duration: 1 Hour/Level
Saving Throw: No
Spell Resistance: NA
With this spell the caster is able to establish a
long lasting connection to the Elemental
Dimension of Magic as per the Arcane
Connection spell. However, this version has
no backlash effect.
Material Component: A diamond worth 100,000
gold.
Material Component: A +3 Sword.
Improved Anti Magic Shell
Transmutation [Alteration]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: 200 ft/Level of the Caster
Effect: Creates a controlled Anti Magic Shell
Duration: 1 Round/Level of the Caster
Saving Throw: NA
Spell Resistance: No
Epic Spells
Ritual of Power (10 th Circle)
Alteration (Enhancement)
Spellcraft DC: 42
Components: V, S, M
Casting Time: 1 Day
Range: Touch
Effect: Grants an imbuement bonus to spell
craft.
Duration: Special
Saving Throw: NA
Spell Resistance: No
This spell works in a similar fashion to the Anti
Magic Shell from the PlayerÓs Handbook.
However, the caster may completely control
this shell and alter it to any shape he desires
so long as it uses all of the space of Òanti
magicÓ it creates. The size of the zone is up to
10 cubic feet per level of the caster. The
caster may set the amount as less than this.
Once the spell is cast, the size of the area is
cast. The center of the area is fixed and may
not move, but as long as portion of the area is
at the initial target, and then the caster may
alter its area at will. The area must be
continuous (as in there may be no ÒbubblesÓ
within the zone. Also if the caster accidentally
enters the anti-magic zone, they may no longer
alter the shape of the area of effect until they
leave it.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques. The Jeshatan would hunt down
and kill anyone else who ever obtained this
rite.
This spell is cast usually upon the birth of a
new Jeshatan child. The recipient of the spell
gains an imbuement bonus of +1 for every year
they live in the Elemental Dimension of Magic
to their Spell Craft skill. Thus, a 21-year-old
Jeshatan that had received this ritual would
have a +21 bonus to all Spell Craft checks
while in the Elemental Dimension of Magic.
Material Component: Dust from a hundred
deserts.
Improved Arcane Connection
Transmutation [Alteration]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Self
Effect: Connects the caster with the Elemental
Dimension of Magic
Material Component: The souls of seven
sentient beings.
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Ritual of Supremacy (11 th Circle)
Alteration (Enhancement)
Spellcraft DC: 77
Components: V, S, M
Casting Time: 1 Day
Range: Touch
Effect: Grants an imbuement bonus to Will
Saves.
Duration: Special
Saving Throw: NA
Spell Resistance: No
Ritual of Majesty (12 th Circle)
Alteration (Enhancement)
Spellcraft DC: 42
Components: V, S, M
Casting Time: 1 Day
Range: Touch
Effect: Grants an imbuement bonus to
Intelligence
Duration: Special
Saving Throw: NA
Spell Resistance: No
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques. The Jeshatan would hunt down
and kill anyone else who ever obtained this
rite.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques. The Jeshatan would hunt down
and kill anyone else who ever obtained this
rite.
This spell is usually cast at birth. It grants a +1
Imbuement bonus to Will Saves to any being
that has this rite cast upon them for every 7
years that they live in the Elemental Dimension
of Magic.
This spell is usually cast at birth for noble
Jeshatan. It grants a +1 Imbuement bonus to
Intelligence Saves to any being that has this
rite cast upon them for every 7 years that they
live in the Elemental Dimension of Magic.
Material Component: The souls of seven
sentient beings.
Material Component: The souls of seventy-
seven sentient beings.
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