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

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SPELLS OF GLORY
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The Elemental Dimension of Magic Î
Spells of Farming
container of the casterÓs choosing. Then, once
the container is opened, the bardÓs music
comes pouring out. This has the effect as if the
bard was performing in the local area. The
effect of the bardÓs spell is only specific to the
original intent; thus it is generally wise to only
cast this spell on a willing bard.
The Jeshatan have mastered many kinds of spells, one
of which are Spells of Glory. Glory is one of the twelve
great schools of their Arcane Collection. There are
many that believe that the rumors of the KnÓatÓan are
true and that there was once another elemental plane
that they destroyed. Many believe that this plane was
the Plane of Glory which still lingers in pockets
throughout the multiverse. Indeed, many believe that
this is why world after world insists that the past was
always better than the presentÈbecause it really was.
The last vestiges of the plane are largely found in the
minds of men in their hopes and dreams.
For example, the song stored from a bard that
was friends with the caster would give them the
desired benefit, whereas a song that was
hostile toward him would have the opposite
effect and in fact aid those opposing them.
This spell lasts for 24 hours or until the
container is opened, whichever is first.
Moment of Decision
Enchantment [Enhancement]
Level: Sor/Wiz 1, Bard 1
Components: V, S, M
Casting Time: 1 action
Range: 25 ft or Special
Effect: Enhances the abilities of creature
targeted
Duration: Special
Saving Throw: No
Spell Resistance: N/A
Material Component: A container of some kind,
an ounce of Beer.
Lessons Learned
Enchantment [Enhancement]
Level: Sor/Wiz 3, Bard 3
Components: V, S, M
Casting Time: 1 action
Range: 25 ft or Special
Effect: Enhances the amount of experienced
earned during a specific encounter by 10%
Duration: 1 round/Level
Saving Throw: Fortitude
Spell Resistance: Yes
This spell makes the impossible possible for
even the most unlikely of heroes. Once cast, it
lasts of a single 24-hour period until the bearer
invokes it. Once activated, it lasts for a round
per level of the caster. The target of the spell
automatically gains an additional roll to attack
and skill rolls when they roll a natural 20 on a
20-sided dice. As long as they roll a natural 20
each time, they can theoretically do this
infinitely. Note, this is means a naturally rolled
20, not a 20 achieved through bonuses or
other means.
This spell allows the caster to imbue one target
per caster level with an aura that focuses glory
upon them. If that individual has any
exceptional attribute (i.e. 16 or over), then they
gain an additional 10% experience to any
encounter that they might have during the
duration of the spell.
Material Component: An ounce of Beer
Material Component: Diced unicorn horn, an
ounce of Beer.
Bard in a Box
Enchantment [Enhancement]
Level: Sor/Wiz 2, Bard 2
Components: V, S, M
Casting Time: 1 action
Range: 25 ft or Special
Effect: Saves a BardÓs Song for When Needed
Duration: Special
Saving Throw: Will
Spell Resistance: Yes
This spell, when cast upon a performing bard,
automatically stores the performance in a
World of Glory
Illusion [Glamour]
Level: Sor/Wiz 4, Bard 4
Components: V, S, M
Casting Time: 1 action
Range: 25 ft or Special
Effect: Creates a pervasive illusion that makes
things ÒbetterÓ
Duration: 1 Hour/Level of the caster
Saving Throw: Will
Spell Resistance: Yes
2
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per level of the caster. It is still affected by
Spell Resistance.
This spell creates a powerful illusion that
automatically makes everything seem more
ÒGloriousÓ. Heroes are more heroic, villains are
more villainous, monsters are more terrifying,
dangerous cliffs seem higher and castles seem
more fantastic. The actual effect of the illusion
is such that it centers on the initial target and
expands in a radius circle of approximately 5Ó
level of the caster. The effects do not
completely alter or conceal reality; they simply
enhance it and make it more magnificent. The
tangible effect of this is a +2 Morale bonus to
all creatures for Attack Rolls, Saving Throws
and Skill Rolls. Creatures must have an
Intelligence, Wisdom and Charisma score of at
least 5 to be affected by this spell. Also note
that the bonus effects EVERYONE within the
area; friend or foe alike. Furthermore, even
though a creature may be too stupid to
normally accrue a benefit from this spell,
anyone it is attacking that would be affected by
it is not. As such, since the illusion covers the
creature regardless, the spell has the effect of
giving those it attacks a Î2 penalty on their AC
and saving throws against such attacks.
Material Component: A horn full of Beer.
Amazing Grace
Transmutation [Enhancement]
Level: Sor/Wiz 6, Bard 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Grants a Glory Bonus to the targets
actions
Duration: 1 Round/Level of the Caster
Saving Throw: Will
Spell Resistance: Yes
This spell concentrates the elemental glory in
the area and enhances the targets actions with
it. They gain a +1 Bonus per 3 levels of the
caster up to a maximum of +5. This bonus
affects Attack Rolls, Saving Throws and Skill
Rolls. Since the bonus is a Glory bonus, it has
no stacking interference with any other sources
save other glory spells.
Material Component: A spoon full of Beer.
Material Component: A pinch of dust and an
ounce of beer.
Sidekick
Enchantment [Charm]
Level: Sor/Wiz 7, Bard 6
Components: V
Casting Time: 1 action
Range: Touch
Effect: Drain luck from a hapless ally
Duration: 1 Hour/Level of the Caster
Saving Throw: Will
Spell Resistance: Yes
Glory Blast
Evokation [Elemental]
Level: Sor/Wiz 5, Bard 5
Components: V, S, M
Casting Time: 1 action
Range: 5ft/Level of Caster
Effect: Sends a blast of pure glory at a foe to
harm them
Duration: Instant
Saving Throw: Fortitude
Spell Resistance: Yes
This spell creates a fate bond between two
creatures as designated by the caster. One of
the two targets is the beneficiary of the spell
whilst the other is the victim (ie ÒsidekickÓ.) This
spell has three primary effects. First, the
sidekick is enchanted to behave deferentially
toward the beneficiary, as if affected by a
Charm Person spell. Moreover, the sidekick
will go out of their way to praise the beneficiary
and find things to compliment them on.
Second, the spell automatically drains luck
from the sidekick to the beneficiary. The
benefit and penalty offer a Luck bonus to all
skill rolls, saving throws, attack rolls and
attribute checks equal to +1 per 5 levels of the
This spell concentrates all the glory from far
and wide and sends it in a harmful blast at a
single line of foes. The blast goes out in a 5Ó
wide line that is 5Ó long per level of the caster.
The color of the blast is largely dependant
upon both the caster and the surrounding
terrain. The caster must make a ranged touch
attack to hit the target, which must make a
successful Fortitude save if they are hit. The
glory here acts as it were an elemental blast,
though not one of the standard elements of
Fire/Frost/Sonic/Acid/Electricity. It does 1d6
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caster. Finally, the spell creates a subtle bond
between the sidekick and beneficiary of the
spell that will always allow the sidekick to find
the beneficiary as long as they are on the
same plane. The sidekick will not know exactly
where the beneficiary will be, but they will have
sufficient knowledge to always go in the right
direction. The beneficiary of this spell may be
unwilling, but is also required to make a will
save at an additional +10 DC to avoid receiving
the benefits of the spell. Upon completion of
the spell, the sidekick must make an
intelligence check at a DC of 24 to realize that
they have been duped in some fashion; else
they will rationalize any aberrant behavior
using whatever twisted logic they must to
justify it.
Casting Time: 1 action for each person added
to the entourage
Range: Touch
Effect: Drain luck from a hapless ally
Duration: 1 Hour/Level of the Caster
Saving Throw: Will
Spell Resistance: Yes
This spell functions exactly like the Sidekick
spell, but the caster may instead cast it upon 1
additional target (victim) per three caster levels
that they possess.
Epic Spells
Moment of Destiny (10 th Circle)
Alteration (Enhancement)
Spellcraft DC:42
Components:V, S , M
Casting Time: 1 Standard Action
Range: 25 Yards
Effect: Greatly enhances the rolls of the target.
Duration: Special
Saving Throw: NA
Spell Resistance: No
Amazing Grace
Enchantment [Enhancement]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: 25 Feet
Effect: Gain extra feats to look cool
Duration: 1 Round/Level of Caster
Saving Throw: No
Spell Resistance: N/A
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.
This spell grants the beneficiary 1 feat per 7
levels of the caster. The feats will be
appropriate to the task at hand, and while the
target of the spell will know them inherently,
they will not necessarily know that they do until
they attempt to use it. This spell may only be
cast upon a willing creature. The downside of
this spell is that it causes the target to act in a
manner that is for them archtypical. For
example, if an individual usually behaves in a
cowardly fashion, they will behave even more
cowardly. If they are brave, they will be even
more brave, almost foolhardily so. Any time an
action would cause them to behave in a foolish
or detrimental manner (unless that is their
archetype) then they will not do so (unless they
wish).
This spell functions exactly like Moment of
Glory except in two very important ways. First,
any dice the character uses are enhanced, not
just the d20. Thus, dice used for damage or
dice used to determine how many hit points are
healed in a spell etc would be enhanced as
well. The enhancement takes place when the
highest number of the dice is rolled. Thus, for
example, a d4 would cause another d4 to be
rolled when the result of the first roll was a 4
etc. This process continues to repeat as long
as the highest result is yielded. The second
difference is that this spell only lasts for 1
round per three levels of the caster instead of 1
round for every level of the caster.
Material Component: A spoon full of dragon
drool.
Entourage
Enchantment [Charm]
Level: Sor/Wiz 9
Components: V
Material Component: 20000 GP Diamond
Permanent Sound Track (11 th Circle)
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Illusion (Glamour)
Spellcraft DC: 72
Components:V, S , M
Casting Time: 1 Standard Action
Range: Touch
Effect: Greatly enhances the rolls of the target.
Duration: Permanent
Saving Throw: Will
Spell Resistance: Yes
Spellcraft DC: 314
Components: V, S , M
Casting Time: 13 Days
Range: Touch
Effect: Creates a large magical area of
tremendous magical power.
Duration: Permanent
Saving Throw: Will
Spell Resistance: Yes
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.
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.
This spell permanently infuses an area with
vast amounts of Elemental Glory. The spell
effects a 1 mile radius per level of the caster. It
has the following effects: It creates a
permanent World of Glory spell against which
there is no save within the effect radius of the
spell; it automatically grants the effects of
Moment of Decision and LessonÓs Learned to
any creature that wants to invoke its power
(these effects can be activated or deactivated
as a free action), permanently within the radius
of the spell; By sacrificing 50 XP, any individual
may invoke the effects of an Amazing Grace
spell; ÒDeathÓs DoorÓ is doubled for all creatures
to Î20 hit points instead of Î10; and all Bardic
Performance checks get a +4 Glory bonus.
This spell requires the permanent sacrifice of a
hit point from a bard being linked to the target.
Once this hit point is sacrificed, the target of
the spell has an invisible bard following that
can provide music as if a bard of that level
were following the character around. Thus, a
12 th level bard could sing an equivalent number
of varied songs in the characterÓs favor. Only
bardic music may thus be duplicated, not
spells. Furthermore, the music is always
performing in some capacity, even when it
does not have the enhancing bardic effect.
The performance check is made at the same
level as the bard from whom the original hit
point was taken. This spell can only be
removed with an Epic Dispel. If such is cast,
the bard regains their original sacrificed hit
point. It should also be noted that the music
will play largely based on the mood and
character of the target of the spell as
interpreted by the donating Bard. It is also
possible to cast this spell on an unwilling target
with possible detrimental effect since having
resounding action music begin while trying to
be stealthy can be somewhat harmful to ones
chances of success.
Material Component: 40000 GP Diamond, 100
Barrels of Beer
Material Component: 10000 Barrels of Beer,
the captured essences of 100 Greater Magic
Elementals, 100 Greater Earth Elementals, 100
Greater Fire Elementals, 100 Greater Air
Elementals, and a Wash Basin used by the
avatar of a God of at least Lesser status.
The Way It Used To Be (12 th Circle)
Alteration (Transmutation)
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