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Spells of the Jeshatan
The Elemental Dimension of Magic
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The Magic of the Jeshatan
And lo, the magic of the Jeshatan was twisted and strange. It bent according to their unholy desires; and they corrupted
many before they had had their fill and walked away. But none could oppose their might; and so it was that the land was
cursed by their presence and thus blessed when they left.
-From the 170,000 Scrolls of Bitterbark the Mad
The Jeshatan are a society of magic. Their dimension interconnects with dozens, indeed by some accounts hundreds, of
different worlds. As such, their selection of spells might be considered unlimited. However, there are certain schools
which have aided them considerably in their subjugation and control of the dimension. Specifically, the four schools of the
Infernal, Knowledge, Accountant and Disease have had a very decided effect. Each of these four schools has a greater
reputation among their number, and a specialist in each will quite often devote his entire focus of being towards mastery
of them.
School Infernal
Flurry of Lagomorphs
Conjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 50 ft
Effect: Summons 1 infernal lagomorph per level of the
caster
Duration: 1 Round/Level of the Caster
Saving Throw: None
Spell Resistance: No
spell that did damage based on Infernal creatures, but
not a spell such as Harm Evil.)
Material Component: 2 Pairs of Batwings
Nasty Claws
Alteration (Transmutation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Gives the Caster a Set of Claws that rend and
tear
Duration: 1 min./level
Saving Throw: Will
Spell Resistance: Yes (Harmless)
Flurry of Lagomorphs is a corrupt version of Summon
Nature's Ally in that it conjures small woodland
mammals imbued with the infernal template (from the
Monster Manual) to fight for the caster. The will all fight
until killed and are under the express verbal control of
the caster who summoned them. The spell got its name
from its propensity to cause large numbers of
Lagomorphs to appear in deference to other such
creatures.
Nasty Claws endows the wearer with a set of powerful
claws that rend and tear. First, it extends all of the
subject's finger-nails into a series of foot long razor
sharp claws which have an enchantment of +1 per 3
caster levels of the enchanter (e.g. A 10 th level caster
would have claws that would operate as a +3 weapon,
whereas a 13 th level caster would have an enchantment
bonus of +4). Second, the claws exert tiny sacks of acid
that do one point of damage per level of the caster in
acid damage upon making a successful hit. If the claws
are severed by a weapon strike (e.g. the Sunder feat)
then they regrow at the beginning of the next round.
The length of the claws makes fine manipulation of
objects difficult, and any other spells which require a
Somatic component require a Spellcraft check at DC 15
to cast.
Material Component: 2 Pairs of Batwings
Corporea Infernal
Alteration (Self)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Effect: Gives Caster the Infernal Template
Duration: 1 Round/Level of the Caster
Saving Throw: None
Spell Resistance: No
Material Component: 2 Pairs of Batwings
Corporea Infernalturns grants the caster the Infernal
Template as described in the Monster Manual for 1
Round per Caster Level. While flying, the user has the
same bat like wings as that of the template, and is
furthermore surrounded by a red glow that smells of
brimstone and fire. While the caster has this spell cast
upon them they are vulnerable to items, spells or powers
that affect infernal creatures but not effects based on
alignment unless appropriate (e.g. If a lawful good
wizard cast Corporeal Infernal he could be harmed by a
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Foul Wings
Alteration (Polymorph)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Effect: Gives the caster an intelligent set of wings
Duration: 1 Turn/Level of the Caster
Saving Throw: None
Spell Resistance: No
Foul Wings creates pair of Wings on the caster’s back
that functions as an independently intelligent pair of
wings. The spell allows the same movement rate and
turn ratio mentioned by the bat wings in the Infernal
Template from the Monster Manual, however the wings
have the same mind as the caster. This effectively
allows the caster to take a separate move action using
the wings each round as they parasitically use the host's
senses to direct their movement. Note, if a Charm
Monster or other enchantment spell is cast upon the
wings they are entitled to a saving throw identical to that
of the caster that created them, however if they fail they
are subject to domination and control just as any other
independent creature.
Doom on the Wing
Alteration (Polymorph)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Causes a telepathically controlled wings to
appear on the target.
Duration: 1 Turn/Level of the Caster
Saving Throw: Fortitude
Spell Resistance: Yes (harmless)
Material Component: 2 Pairs of Batwings
Storm of Wings
Evocation/Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 500 + 25 ft/level
Area: 10' radius cloud of wings per level of the caster.
Duration: 1 Round
Saving Throw: Reflex
Spell Resistance: No
Doom on the Wing works with the idea that if you can
cast a spell powerful enough to turn a foe into a rat, then
you can do something much worse to them. In this
case, it causes a pair of bat-like wings to spread from
their back which are totally under the control of the
caster. The caster has a telepathic link to the wings and
may control them (and thus the creature) in any fashion
he desires. Creatures under the influence of the spell
are entitled to a single Will save to avoid an action that
will directly cause their death, but the wings will continue
to repeat the action unless otherwise instructed by the
caster, forcing the target to make a Will save each
round. This spell does not have to be used in a hostile
fashion.
Storm of Wings creates a cloud of hundreds of flapping
beating wings made of sinew and bone. They beat on
anything within the affected area causing 6d6 damage of
bludgeoning damage. The cloud lasts for one round
before the wings disappear. The sheer number of them
will cause a hit, though heavily armored opponents may
subtract on HP of damage for each AC point they have
above 15. They are not considered magic weapons and
thus a foe with Damage Resistance will be protected
despite their ability to bypass traditional Spell
Resistance.
Material Component: 2 Pairs of Batwings
Anterior Areal Simeon Polymorphic Assault
Alteration (Polymorph)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 Winged Monkey Per Level of Caster
Duration: 1 Turn/Level of the Caster
Saving Throw: Fortitude
Spell Resistance: Yes (harmless)
Material Component: 2 Pairs of Batwings
Anterior Areal Simeon Polymorphic Assault polymorphs
a living target into a conjuration nexus. The target must
be capable of consume organic material and thus
disposing of the byproducts in some fashion. If the
subject fails their saving throw, they immediately take 4-
20 damage from the radical alteration of their physical
structure. The spell transforms any organic material that
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the creature has not yet digested into a Winged Monkey
(use a standard Monkey with the Infernal Creature
Template as noted in the Monster Manual). One of
these Winged Monkeys will burst forth from the waste
excretion orifice of the creature per round per level of the
caster. The summoned creatures will then proceed to
attack the original target creature until it or they are all
dead. Note, if the creature dies before the end of the
spell duration then the summoned Winged Monkeys
remain under the control of the caster to do with as he
wills for the duration of the spell. He may control them by
simple verbal commands which they will understand.
Material Component: 2 Pairs of Batwings
Duration: 1 hour per level of the caster
Saving Throw: None
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. If the DM still
wishes to allow a non-Jeshatan caster to research the
spell they should require at least 450,000 GP worth of
exotic materials involving conjuration and the blood and
bones of at least seventy Balor.
This powerful ritual summons a hoard of Balor (as
found in the Monster Manual) to appear and fight for the
caster. This spell is frequently used by the Jeshatan
masters to wreak havoc upon their enemies. The Balor
(as found in the Monster Manual) summoned by this
spell are incredibly unyielding to the control of the spell.
Anyone who is not native to the Elemental Dimension of
Magic attempting to cast the spell must make an
additional Spellcraft check at DC 40 each round to
maintain control of the creatures summoned. If the
maintenance spell check is failed, the creatures
immediately turn on the caster and then go on a
destructive rampage throughout the area for the
remainder of the duration of the spell.
Mass Corporea Infernal
Alteration (Polymorph)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 Target per Level of Caster
Duration: 1 Turn/Level of the Caster
Saving Throw: Fortitude
Spell Resistance: Yes (harmless)
Mass Corporea Infernal works much the same as
Corporea Infernal except that it affects multiple targets,
granting them the infernal template as well. Beings that
already have the infernal template (as found in the
Monster Manual) have their nature reversed and are
instead greater the Celestial Template (as found in the
Monster Manual). This spell may be cast on an unwilling
target, though they are entitled to a saving throw.
Material Component: 2 Pairs of Batwings
Ocean of Wings (11 th Circle)
Conjuration (Creation) [Transportation]
Spellcraft DC: 60
Components: V, S , M
Casting Time: 1 Standard Action
Range: 5 Miles
Area of Effect: 100 yards radius circle/caster level
Duration: 1 turn per per level of the caster
Saving Throw: None
Spell Resistance: No
Material Component: 2 Pairs of Batwings
Corporea Infernal, Permanent
Alteration (Polymorph)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Permanently Grant Infernal Template
Duration: Permanent.
Saving Throw: Fortitude
Spell Resistance: Yes (harmless)
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. If the DM still
wishes to allow a non-Jeshatan caster to research the
spell they should require at least 600,000 GP worth of
exotic materials involving conjuration and pieces from
the wings of a Demon Prince.
Corporea Infernal, Permanent permanently grants the
infernal template (as found in the Monster Manual) to an
individual. By paying 2000XP, the caster makes this
effect permanent.
Material Component: 2 Pairs of Batwings
Epic Level
This spell works the same as the 5 th level spell Storm of
Wings but on a much larger area and for a much longer
period of time.
Hoard of Balor (10 th Circle)
Conjuration (Summon) [Transportation]
Spellcraft DC: 45
Components: V, S , M
Casting Time: 1 Standard Action
Range: 500 ft.
Effect: One of Balor per level of the Caster
Material Component: 2 Pairs of Batwings
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Hoard of Hecatoncheires (12 th Circle)
Conjuration (Creation) [Transportation]
Spellcraft DC: 122
Components: V, S , M
Casting Time: 1 Minute
Range: 500 Miles
Effect: Summons on Hecatoncheir per caster level
Duration: 1 turn per per level of the caster
Saving Throw: None
Spell Resistance: No
penalty (at the same level) to all other rolls including
saving throws, attack rolls, skill and attribute checks.
Unwilling subjects will find themselves most
uncomfortable as their head begins to fill with unwanted
figures, numbers and formula.
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. If the DM still
wishes to allow a non-Jeshatan caster to research the
spell they should require at least 1,220,000 GP worth of
exotic materials involving conjuration and pieces from
the wings of at least a hundred different Hecatoncheires.
This powerful ritual summons a hoard of Hecatoncheir
(as found in the Monster Manual) to appear and fight for
the caster. This spell is frequently used by the Jeshatan
masters to utterly destroy their enemies. The
Hecatoncheir (as found in the Monster Manual)
summoned by this spell are incredibly unyielding to the
control of the spell. Anyone who is not native to the
Elemental Dimension of Magic attempting to cast the
spell must make an additional Spellcraft check at DC 90
each round to maintain control of the creatures
summoned. If the maintenance spell check is failed, the
creatures immediately turn on the caster and then go on
a destructive rampage throughout the area for the
remainder of the duration of the spell.
Accounting, Lesser
Enchantment (Enhancement)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: 10 feet radius per level of the caster
Effect: Counts everything visible in the radius of the
spell
Duration: 1 round/caster level
Saving Throw: No
Spell Resistance: N/A
Material Component: 2 Pairs of Batwings
School Accountant
This spell instantly counts everything within the radius of
the spell and implants the knowledge in the mind of the
caster. The effect is instantaneous, though the
knowledge itself remains in her head for one round per
level of the caster. The spell works as if the user was
able to take 10 on a search and spot check, giving a
precise count of everything that they could count within
that area. Thus, for example, the spell could tell the
caster that there were 20,297 platinum pieces within the
radius of the spell, including those on a table, located in
several nearby unlocked chests or found under a loose
floorboard. However it would discern how many were in
a locked chest, hidden behind a wall, invisible etc. The
caster can write the information down onto another
medium or verbally convey it to others so that they may
do so before the duration of the spell ends.
Math, Lesser
Enchantment (Enhancement)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Effect: Greatly increases mathematical ability, mildly
distracting
Duration: 1 min/cast Level.
Saving Throw: Will
Spell Resistance: Yes (harmless)
This spell allows the target to do mathematical sums
with increased ease. They receive a +1 Math bonus per
3 levels of the caster (ie +1 1-3 rd level, +2 4 th -6 th level
etc) to any Knowledge, Spot, Search, Craft, Profession,
Tumble or Intelligence check involving math. Note, that
this must specifically involve mathematical components
that would enhance the skill roll. Furthermore, the price
of the spell is that it offers a corresponding negative
Maximize Efficiency
Enchantment (Enhancement)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
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