Conjuration (Creation) Difficulty: Difficult (20), modified by proximity.
Time to Use: 1 action
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: This spell conjures a field (6 meter radius) of rubbery black tentacles, each 3 meters long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a brawling check, opposed by the tentacles strength (5d) check. Those who fail are entangled by the tentacles and cannot move. The tentacles do 5d damage each round until you free yourself. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. The tentacles are immune to all types of damage.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t fighting with the tentacles may move through the area at only half normal speed.
Cure Critical Wounds
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Serious Wounds, and any 3 other Conjuration spells
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Mortally Wounded to fully healed.
Since undead are powered by negative energy, this spell causes them to become Mortally Wounded instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Incapacitated.
Dimension Door
Conjuration (Teleportation) Difficulty: Difficult (20), modified by proximity and potentially relationship
Time to Use: 1 action
Prerequisite: Any 4 Conjuration spells
Effect: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as you can carry it. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three dice in Conjuration. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d damage and are shunted to a random open space on a suitable surface within 30 meters of the intended location.
If there is no free space within 30 meters, you and each creature traveling with you take an additional 2d damage and are shunted to a free space within 300 meters. If there is no free space within 300 meters, you and each creature travelling with you take an additional 4d damage and the spell simply fails.
Minor CreationIf you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d damage and are shunted to a random open space on a suitable surface within 30 meters of the intended location.
If there is no free space within 30 meters, you and each creature traveling with you take an additional 2d damage and are shunted to a free space within 300 meters. If there is no free space within 300 meters, you and each creature travelling with you take an additional 4d damage and the spell simply fails.
Conjuration (Creation) Difficulty: Difficult (20)
Time to Use: 1 minute
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 0.3 cubic meters per die in Conjuration. You must succeed on an appropriate skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Neutralize PoisonAttempting to use any created object as a material component causes the spell to fail.
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 1 action
Prerequisite: Delay poison and any 4 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage, temporary attribute damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Planar Ally, lesserThe creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Conjuration (Calling) Difficulty: Difficult (20), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 4 Conjuration spells
Effect: By casting this spell, you request your deity to send you an elemental or outsider (with no more than 3d Strength) of the deity’s choice. If you serve no particular deity, the spell is a plea to either the Light or Dark Side of the Force. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating money or items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls a Dark Side creature, it is a Dark Side power.
RestorationYou may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating money or items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls a Dark Side creature, it is a Dark Side power.
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 3 rounds
Prerequisite: Lesser Restoration and any 3 other Conjuration spells
Effect: Restoration cures all temporary Attribute damage, and it restores all points permanently drained from a single Attribute (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Secure Shelter
Conjuration (Creation) Difficulty: Difficult (20), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: You conjure a sturdy cottage or lodge (6 sq, meters) made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.
Solid FogThe shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.
Conjuration (Creation) Difficulty: Difficult (20)
Time to Use: 1 action
Prerequisite: Fog cloud and any 3 other Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 1.5 meters, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 3 meters of vapor that it passes through reduces falling damage by 1d.
However, unlike normal fog, only a severe wind (50+ kmh) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
However, unlike normal fog, only a severe wind (50+ kmh) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Summon Monster IV
Conjuration (Summoning) Difficulty: Difficult (20), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster III, and any 3 other Conjuration spells
this power can be kept 'up'
Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-circle list, 1d3 creatures of the same kind from the 3rd-circle list, or 1d creatures of the same kind from any lower circle list. Summoned creatures must be summoned within 9 meters of each other.
Light Side Summon Monster III
Archon, Lantern
Celestial Giant Owl
Celestial Giant Eagle
Celestial Lion
Neutral Summon Monster III
Mephit (any)
Dark Side Summon Monster III
Fiendish Dire Wolf
Fiendish Giant Wasp
Fiendish Giant Praying Mantis
Fiendish shark, Large
Yeth Hound
Fiendish Monstrous Spider, Large
Fiendish Snake, Huge Viper
Howler
Summon Nature's Ally IV
Conjuration (Summoning) Difficulty: Difficult (20), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally III, and any 3 other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 4th-circle creature, 1d3 3rd-circle creatures of the same kind, or 1d creatures of the same kind from a lower circle list. Summoned creatures must be summoned within 9 meters of each other.
Summon Nature's Ally III
Arrowhawk, juvenile
Bear, brown
Crocodile, giant
Deinonychus
Dire Ape
Dire Boar
Dire Wolverine
Elemental, Medium (any)
Salamander, Flamebrother (Dark Side)
Sea Cat
Shark, huge
Snake, Huge Viper
Tiger
Tojanida, juvenile
Unicorn
Xorn, minor
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