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The Elemental
Dimension of
Magic
SPELLS OF SURGERY
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The Elemental Dimension of Magic –
Spells of Surgery
This spell automatically closes a wound or
open cavity on a living or formerly living being.
It will not function on non-living inorganic
matter (such as rocks). Any open wound is
thus sealed at the touch. An unwilling subject
is entitled to a reflex save to avoid this effect.
Any open wound is thus sealed. The sutures
put in place by the caster’s touch are D10
HP20. If they are forcibly removed, they do
three points of damage per area unsealed.
The sutures themselves will date after the
duration of the spell. The caster may make it
as short or as long as he likes up to the
duration of the spell. Sutures that fade
naturally do not cause damage. Appropriate
wounds healed by this method give a +4 suture
bonus to a healing roll.
The Jeshatan do not have clerics, for since
they consider themselves gods, what need
have they of clerical magics? They have
developed the skills of healing in this, their
eleventh school. In a world without clerics,
these spells could literally mean the difference
between life and death.
Cast
Conjuration [Creation]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Surrounds targets limb in a cast.
Duration: 1 Day/Level
Saving Throw: Reflex
Spell Resistance: Yes
Necroscope
Divination [Clairvoyance]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Allows the caster to see inside a body.
Duration: 1 Round/Level
Saving Throw: Fortitude
Spell Resistance: Yes
This spell creates a tough water shell around a
limb or other area with a broken bone that
makes movement impossible. The substance
is pearly white and porous to allow the skin to
breathe underneath. The material also
automatically regulates the moisture of the
wound so that bandages do not need to be
changed. The material itself is DR/6 with 8 hit
points per level of the caster.
This spell is similar to the spell Clairvoyance
from the Player’s Handbook , except that it
allows the caster to see inside the body of the
target instead of float around in space.
Furthermore, it can view items of an incredibly
small, even microscopic size. It only works
inside the body of the targeted individual. This
spell gives a +10 sensory bonus to the Heal
Checks when this spell is used on a would that
has hidden or internal damage.
The cast takes a full round to form. Thus, if
used in combat, the target must be pinned for
an entire round for it to work. If placed on a
head, the spell automatically allows air to travel
through the structure. The spell will target one
limb only or the torso or lower groin area. A
broken bone targeted with this spell has a +10
cast bonus to the healing check.
Create Blood
Conjuration [Creation]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Creates blood.
Duration: Permanent
Saving Throw: No
Spell Resistance: N/A
Suture
Conjuration [Creation]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Sutures a wound shut.
Duration: 1 Day/Level
Saving Throw: Reflex
Spell Resistance: Yes
With a single drop of the target’s blood, this
spell creates blood that can be used to keep
the victim alive after they have lost a great deal
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of precious bodily fluids. Individuals who have
been reduced to negative hit points and then
stabilized, will have their healing time reduced
to 20% of what it would normally take. This
stacks with other applicable bonuses.
Handy Necroscope
Conjuration/Divination [Creation]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Creates an unseen servant that can
heal a body.
Duration: 1 Turn/Level
Saving Throw: Fortitude
Spell Resistance: Yes
Furthermore, if an individual is within 2 times
their constitution score below -10, this spell will
allow the “dead” character a Fortitude save of
10+the amount that they are negative. This,
plus an electrical revivification spell (such as
Shocking Grasp , Lighting Bolt or even a single
HP Jolt spell) will stabilize the “dead” person at
-10. They will heal HP at the natural rate from
that point, even when they would normally be
‘dead’. While in this negative state, they must
make another Fortitude save of DC 10+the
amount that they were negative until they are
again positive.
This spell is identical to Necroscope in every
respect, save that it is also includes an Unseen
Servant (as spell) capable of entering the flesh
of the target and rearranging as needed.
Provided the target is stationary, it conveys a
+25 sensory bonus to all heal checks.
If cast in a combat capacity, the spell acts as a
touch attack, with a critical threat rating of 12-
20. The spell does 3 HP of damage per round
and has a X5 critical damage rating. The
caster can be at any range from the target
once the spell is cast. The spell effect is
stationary, so if the target takes a 5 foot step,
they are no longer affected by the spell.
Not, this spell only creates blood. A heal check
of DC 25 must still be used to deliver it to the
body. Furthermore, if the blood is not
protected against infection, it will almost
certainly cause a disease in the target.
Material Component: A drop of the target’s
blood.
Transplant Tissue
Alteration [Transmutation]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Transplants tissue from one target to
another.
Duration: Permanent
Saving Throw: Fortitude
Spell Resistance: Yes
Create Skin
Conjuration [Creation]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Creates skin.
Duration: Permanent
Saving Throw: No
Spell Resistance: N/A
This spell creates skin that can be grafted to
the flesh of the target who has either been
burned or is suffering from a wasting disease.
The created skin is not magically attached to
the target, and must be grafted with a DC 30
heal check. Once it is grafted, it grants a +5
Burn bonus to HP recovery checks involving
burns or skin damage.
This spell allows the caster to remove tissue
from one individual and place it in another.
There is a chance the two subjects may be
incompatible. First, both subjects must be of
similar species. The base chance of
compatibility is equal to the CON score of the
recipient of the spell in percentile dice. Thus,
for example, a human with a 10 constitution,
would have a 10% chance of being a match
with the donor creature. Creatures that
regenerate, such as trolls, automatically cause
the recipient to die within 3-4 rounds,
regardless of the transplantation roll. The spell
Material Component: A flake of the target’s
skin.
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will not work if the targets are not compatible,
but it will work if the targets will kill each other.
This spell is primarily used for damage that has
been done to a specific organ. However, it
may also undo the effect of permanent ability
damage. Muscles may be grafted for damage
to strength, internal organs for constitution
damage, and nerves for dexterity damage.
The ability damage is only repaired if the ability
score of the donor was higher or equal to the
current score of the recipient. However, the
donated tissue may not cause the individual to
actually increase their ability score over their
normal, undamaged bonus. This spell may
remove the effects of aging, poison, disease
etc. However, if the condition being treated is
permanent (i.e. aging) then the healing done
by this spell will only last 1 month per con point
the subject possesses.
memories via this method require a successful
Will Save Vs 32 to be successful. Feats, Skills,
and other class abilities cannot be transferred
using this spell.
Genetic Surgery
Alteration [Transmutation]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Repair Genetic Damage.
Duration: Permanent
Saving Throw: Fortitude
Spell Resistance: Yes
This spell acts very similar to a “Cure Disease”
spell, but has very limited execution and effect.
This spell allows the surgeon mage to examine
and alter the components of a living being on a
genetic level. Thus, only diseases that have
been inherited or are in some way part of the
target’s very being. The caster must have
some idea what a “pure” sample is like to
correct it. The changes that occur are so vast
and complex that unless the caster has a
natural intelligence of 40 or more, or makes a
Heal Check at DC 100, they cannot “wing it”
without damaging the subject. Thus, he can
take part of his own genetic code and use it to
splice the genes to their “pure strain”. If the
target species is different, then this becomes
essentially impossible unless a sample exists
with which the caster can make a comparison.
Brain Surgery
Alteration/Divination [Transmutation]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Repairs Brain Damage.
Duration: Permanent
Saving Throw: Fortitude
Spell Resistance: Yes
This spell has several applications. It allows
the healer to know which areas of the target’s
brain are working for a particular effect with
great precision. For example, if the caster
needs to know, “Which areas of the brain are
damaged and need to be repaired?” it would
highlight in the caster’s mind via clairvoyance.
Note, this is more than a simple divination
spell. It conveys an extremely accurate
knowledge of the functions and location’s of
the target’s brain. This spell gives a +32 Brain
bonus to any applicable Heal roll. It is not
applicable to someone who merely has a
broken bone, for example.
The caster could theoretically inflict a
disease/genetic flaw on the target instead of
curing one, but the subject gets a saving throw.
If the caster simply wants to “try something
random”, roll d10000. On a roll of 00001, the
DM may make something “interesting” but
otherwise it does 1d4 permanent damage to a
random attribute.
This spell, cast in conjunction with Transplant
Tissue , allows the caster to use a donor brain
to repair ability damage to charisma,
intelligence, or wisdom. The recipient must
make a Will save at DC 32 or receive
memories and personality traits from the donor,
forming an amalgam of the two at the GM’s
discretion. Deliberate attempts to transfer
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Epic Spells
Microgolems (10 th Circle)
Conjuration (Summoning)
Spellcraft DC: 42
Components: V, S
Casting Time: 1 Round
Range: Touch
Effect: Creates tiny golems that cure the
target.
Duration: 1 Turn/Level
Saving Throw: Fortitude
Spell Resistance: Yes
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 allows the caster to graft non organic
components to an individual. This is primarily
useful if the caster attaches a golem arm or
other construct item, though there are many
lesser spells that do this. What sets it apart is
that the spell can be used to replace organic
components with non organic ones. The two
most obvious qualities would be the bones and
the skin of the target.
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.
If the bones are replaced, then the target
creature gains a DR equal to one half the
material it is replaced with. If the skin is
replaced, then the target gains a DR equal to
the material involved, and if asuit of magical or
non magical armor is used, then the previous
armor bonus it gave instead becomes the
target’s natural armor bonus. Please note that
this surgery is extremely painful and that once
grafted to the flesh of the target, the objects
are for all pretense and purposes permanently
part of the target. Grafted weapons become
natural weapons.
This spell creates thousands of tiny
microscopic golems that work in tangent to
heal an injured target. These tiny golems
slowly repair damaged tissue, but do so
significantly faster than natural. In effect, these
golems speed the natural healing process. One
day of normal natural healing takes place in 1
turn under the effects of this spell. The spell is
very expensive since it deals 20 temporary HP
damage from the caster’s essence, but the
results of the healing are permanent and quite
stunning to behold.
Grafted Monstrosity (12 th Circle)
Alteration (Enhancement)
Spellcraft DC: 343
Components: V, S
Casting Time: 1 Hour
Range: Touch
Effect: Creates tiny golems that cure the
target.
Duration: Permanent
Saving Throw: Fortitude
Spell Resistance: Yes
Graft to the Flesh (11 th Circle)
Alteration (Enhancement)
Spellcraft DC: 85
Components: V, S
Casting Time: 1 Round
Range: Touch
Effect: Enhances the target with an inorganic
material.
Duration: Permanent
Saving Throw: Fortitude
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. The Jeshatan would hunt down
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
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