Friday, March 28, 2014

The Annuals of Magic: Lost Magics

Lost Magic: Blind Faith
November 13, 2013, Mike Myler

School divination [good]; Level inquisitor 2, oracle 2, paladin 2, cleric 3
Casting Time 1 standard action
Components V, S, DF, M (holy water)
Range personal
Target you
Duration rounds/level (D)
Saving Throw n/a
Spell Resistance n/a

In a moment of supreme belief, you sacrifice your visual acuity in devotion, dousing your eyes in holy water. The blessed liquid erupts into divine fire as the holy words are chanted, immolating your eyes with mystical flames. In return for this act of piety, you are blessed with an echo of the sight of the gods, granting you supernatural awareness of the area around you.

While under the effects of blind faith, you gain the blindsense ability to a range of 90 ft., and targets within range of this ability gain only partial concealment (20 percent miss chance) against your attacks. Blind faith functions even if you are deaf or within an area of silence.

For the duration of the spell, you suffer from the blinded condition but you are not required to make Acrobatics checks to move faster than half speed, you are considered aware of attacks made against you within range of your blindsense, and you do not lose your Dexterity bonus to Armor Class against these attacks (attacks against you made from outside of the range of this ability are resolved as if you had the normal blinded condition).

After the spell ends, you continue to suffer the –4 penalty to opposed Perception checks and most Strength- and Dexterity-based skill checks imposed by the blinded condition, but your vision is completely restored in every other capacity. These penalties persist until you have had a full night’s rest, applying another dose of holy water beforehand (not included in the components cost for this spell) or until magically healed by a lesser restoration.

Lost Magic: Cone of Many Curses
November 20, 2013, Gary Del Balso

School necromancy [curse]; Level antipaladin 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped burst
Duration permanent
Saving Throw Yes (See Text); Spell Resistance yes
Spell Resistance n/a

You release a cone of a razorlike black needles from your hands that pierce into the very being of all targets in the area and places a curse on them. The targets take a –6 penalty to an ability score of your choice and –4 penalty to attack rolls, saves, ability checks, and skill checks.

The save DC is 10 + the spell level + the spellcaster’s modifier (Intelligence or Charisma).

Depending on the ability that is selected, the targets can attempt a Will save to negate the effects of Intelligence, Charisma, and Wisdom damage. The targets can attempt a Fortitude save for Strength, Dexterity, and Constitution damage. If the save fails, then the effects are permanent (see below for removal conditions). Also the cone can be split into two 15-ft. lines coming from each hand that can be aimed in different directions.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Lost Magic: Metal Wind, Lesser
November 6, 2013, L. Scott Collins

School conjuration (metal) Level sorcerer/wizard 2, druid 3
Casting Time 1 standard action
Components V, S, M (a coin’s weight of metal)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude for half or none (see text)
Spell Resistance No

A sudden shower of metal slivers erupts from your fanned fingers. Any creature in the area takes 1d6 per caster level (5d6 max). At the GM’s discretion, fragile materials may be shredded to dust and surfaces scoured clean and free of rust or pigment. If a creature has any weakness to the metal used as the material component, such as a damage resistance that is overcome by it, that creature gets no save. Though the traditional material component for this spell is a silver piece, any small amount of metal may be used. When cast as a divine spell, the effect is considered to be of the same alignment as the caster for purposes of special immunities and overcoming damage resistance. At GM’s discretion this spell may be available as cleric 3 to clerics with a Metal, Forge, or similar domain.

SOURCES
Blind Faith
Cone of Many Curses
Metal Wind, Lesser

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