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Undead Agent

A short description of a complex spell.

Undead Agent

School Necromancy (shadow); Level cleric/wizard 7

As project image, but targets one undead and lasts one hour per level. The undead is controlled as by control undead (without the need to speak to the undead), and gains the appearance and abilities of the illusion from project image, and you do not need to maintain line of sight to it. The spell ends when its duration is up or the undead is destroyed.

 

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Song of Doom Goom

Inspired by a neural network’s effort to name rpg spells, I present:

Song of Doom Goom
School conjuration, enchantment* (compulsion) [fear, mind-affecting, sonic]; Level bard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets 1 creature/level (no two of which may be more than 30 feet apart)
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

This spell causes foes to form sticky, disgusting “goom” over their ears. All sounds the creature then hears for the duration of the spell are altered to sounds like signs the creature is doomed. Affected creatures are shaken, cannot benefit from competency, insight, or morale bonuses, cannot aid another or benefit from aid another, cannot flank or benefit from another creature’s flanking, and cannot use teamwork feats, or help other creatures benefit from teamwork feats (even if those creatures can benefit when using teamwork feats with a creature that lacks the feat).

If an affected creatures is adjacent to an affected foe of the caster, the adjacent creature must make a will save (at the same DC), or the goom leaps over to affect the new foe as well (for the rest of the spell’s duration).

*This spell counts as a conjuration spell or enchantment spell, whichever is more advantageous to the caster, or less advantageous to the target. In either case, it counts as a (compulsion) [fear, mind-affecting, sonic] spell.

Speaking of Links

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SpellTweet: Entropic Block

(Spelltweets originally got posted only to Twtitter, and the whole point is that they defined a spell in 140 characters or less, generally by modifying an existing spell. Now they’re more likely to appear here and be linked to Twitter, but sometimes I prefer to keep the character limit as a design challenge.)

Entropic Block (cl/inq 1) As entropic shield, but the miss chance is 15% and it only applies to melee attacks.

Astra Arcanis I

Two new Starfinder Roleplaying Game spells! Both based on vehicles.

Polymorph Vehicle (Technomancer 3)
Casting Time 1 full action
Range touch
Target One vehicle with an item level no greater than your caster level
Duration 1 hour/level
Saving Throw Fortitude negates (object)      Spell Resistance yes

You can transmute a vehicle (but not starship) into any other vehicle of a lower item level. The vehicle becomes a typical, “stock” version of the new vehicle, not one that has any special equipment or upgrades. The vehicle must be empty of all passengers and cargo to be affected by this spell. The vehicle retains any damage it had on it before you cast the spell, and if this damage would causes it to be broken or have 0 HP in its new form, the spell fails. At the end of the spells duration, the vehicle is restored of half the damage it took in its transformed form. When the spell ends (even if dispelled), it takes one minute for the vehicle to assume its original form, and any creature or cargo that cannot fit in the new form is ejected harmlessly at the end of this time.

Vehicle Link (Mystic 3)
Casting Time 1 standard action
Range touch
Target One creature and one vehicle
Duration 1 hour/level
Saving Throw Fortitude negates (object)      Spell Resistance yes

You forge an eldritch bond between one creature and a specific vehicle that creature is within. The creature gains an intuitive understanding of the vehicle and its control, allowing the creature to use Acrobatics checks in place of Pilot checks to operate the vehicle, and granting the creature a +2 circumstance bonus to all skill checks made in regards to the vehicle. Additionally, anytime the vehicle takes damage, the creature may opt to reduce the damage the vehicle takes by half, and apply that amount of damage to itself. The creature must make this decision immediately after the amount of damage done to the vehicle is determined.

More Star Magic

I have a Patreon, where I posted the reload spell for mystics and tecnomancers as (at the moment) exclusively-patron bonus content.

Even More Star Options

There are tons of new spells for the Starfinder Roleplaying Game in the Starfarer’s Companion, available at DriveThruRPG, Paizo, and the Open Gaming Store!

Tailorthurgy

I don’t know if I have a lot of tailorthurgy spells in me, but one came to mind.

Bundle Up

School abjuration; Level bard 0, cleric 0, occultist 0, shaman 0, sorcerer/wizard 0, witch 0

Casting Time 1 standard action

Components V, S

Range touch

Target one outfit

Duration 1 hour

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

You cause one touched outfit to grant to its wearer the benefits of any one other outfit with a base cost of 10 gp or less. It retains any of its normal benefits. An outfit can only have a single bundle up spell on it at a time. If a new bundle up spell is cast on an unattended outfit, it replaces any older bundle up spell. If a new bundle up is cast on an outfit someone is wearing, the wearer knows what outfit benefit the spell grants the outfit, and can choose to allow the new spell to take effect, or not.

Only worn items referred to in their title as outfits benefit from this spell.

Patreon Exclusive Content

Okay, while writing that one MORE came to mind, the repattern spell, which I opted to offer as exclusive content to my patrons.

Check it out!

Big Magic

For obvious reasons, published spells for the Pathfinder Roleplaying game tend to focus on things that are at least modestly likely to be desired results for spellcasters using them at primary or secondary spell slots. That does mean there’s an entire class of spells – effects that for both balance and cosmology reasons require spell slots so high to create brad but minor results that most spellcasters wouldn’t ever either learning or casting – that haven’t ever been explored. I think of these as “big magic,” things that are obviously powerful but that a typical adventuring spellcaster never needs.

What level spell does it take to do one point of damage to everyone within a mile? Ten miles/ 100 miles?

Yet one of the things I have learned is that there are many ways creative players will find to use spells that as a designer or GM, I wouldn’t have thought of. So, sometimes I play with potential big magic, mostly as a thought experiment.

Here are two examples of big magic, built off iconic low-level spells.

Magic Volley

School evocation (force); Level Wizard 6

Casting Time 1 standard action

Components V, S

Range long (400 ft. + 40 ft./level)

Area/Targets every creature within a radius of 100 ft. +10 ft./level

Duration instantaneous

Saving Throw none; Spell Resistance yes

You fire one magic missile at every creature within the spell’s area.

 

Succor All Wounds

School conjuration (healing); Level Cleric 6

Casting Time 1 standard action

Components V, S

Range long (400 ft. + 40 ft./level)

Area/Targets every living creature within a radius of 100 ft. +10 ft./level

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You heal every living creature in the area of 1d8+5 hit points.

Patreon Exclusive

I included one other example, a 6th level bardic spell conference, as exclusive content over at my blog. Check it out!

Spelltweet: Small Adjustment

Small Adjustment (bard 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1)
As masterwork transformation, except there is no material component and you convert a Medium item into a Small version that is otherwise identical.

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Make Iceball Interesting

Rules and supplements that present alternate spells for GMs and players normally don’t take any space for iceball, the cold-damage dealing version of fireball. That’s because it’s extremely obvious, and doesn’t really add much to a game. For a variant spell to be worth any space, you need to change how it works more than just swapping out the damage type.

But it IS often useful to be able to alter existing spells when trying to build thematic characters. Having iceblade instead of flameblade makes for a great iconic spell for a Druid of Winter. Giving a Siege Sorcerer forcebolt makes for great cinematics when he uses it against the city gate.

So for GMs looking to have quick and easy rules to alter every acid, cold, electricity, fire, force, and sonic spell out there, here is a simple system for making iceball interesting.

Swap dice down by one die size. So the d6s of fireball become d4s, and so on. For the most part, it is assumed the iconic damage types of classic spells are most common because they are most efficient, so people pick fireball over acidball because it does more damage. But you then also add a new effect based on the damage type you switch the spell to deal.

Acid: On failed saves damaged targets get fumes in their eyes and suffer painful corrosion, taking a penalty to all Perception checks, concentration checks, and ranged attack rolls equal to the spell’s level for 1 round.

Cold: On failed saves damaged targets have their movement rates halved for a number of rounds equal to the spell’s level.

Electricity: On failed saves damaged targets jerk and move unevenly, taking a penalty to all Acrobatics, Climb, and Swim checks and melee attack rolls equal to the spell’s level for 1 round.

Fire: On failed saves damaged targets catches on fire and burns for hp equal to the spell’s level each round until extinguished.

Force: On failed saves damaged targets are impacted by a bull rush combat maneuver with a CMB equal to quadruple the spell’s level.

Sonic: On failed saves damaged targets are deafened for a number of rounds equal to the spell’s level.

Of course you can also use this for metamagic feats, magic item special powers, new domains, bloodlines, mysteries and so on, wild magic zones, and so on. Perhaps the Arena of Flames is altered to ALL spells become fire spells, orroc rage-shamans mostly use scream-magic and deal sonic damage, or the cloak of the winter queen makes three spells of the wearer’s choice per day cold spells.

You can apply these effects to things other than spells, of course. Maybe the fire drake is exactly the CR you need, but the encounter takes place in the Storm Tombs? Just swap fire breath for electricity breath and apply the effects above. In such cases, instead of basing effects on spell level, base it on half the level or CR of the source.

Have fun with it. 🙂

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Stupid but Useful: Really Limited Wish

It almost writes itself

Really Limited Wish
School universal; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (diamond worth 100 gp)
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

A really limited wish lets you create nearly any type of really limited effect. For example, a really limited wish can do any of the following things.

Duplicate any sorcerer/wizard spell of 4th level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 3rd level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any sorcerer/wizard spell of 3rd level or lower, even if it belongs to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 2nd level or lower, even if it belongs to one of your opposition schools.
Undo the harmful effects of many spells, such as bestow curse.
Produce any other effect whose power level is in line with the above effects, such as a single creature gaining a +10 on its next attack roll or taking a -5 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 5th-level spell. When a really limited wish spell duplicates a spell with a material component that costs more than 50 gp, you must provide that component (in addition to the 100 gp diamond component for this spell).

And while we’re at it, might as well finish the regression

Pseduo-Wish
School universal; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (diamond worth 10 gp)
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

A pseudo-wish lets you create nearly any type of really limited effect. For example, a pseudo-wish can do any of the following things.

Duplicate any sorcerer/wizard spell of 2nd level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 1st level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any sorcerer/wizard spell of 1st level or lower, even if it belongs to one of your opposition schools.
Duplicate any 0-level non-sorcerer/wizard, even if it belongs to one of your opposition schools.
Produce any other effect whose power level is in line with the above effects, such as a single creature gaining a +5 on its next attack roll or taking a -3 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 3rd-level spell. When a pseudo-wish spell duplicates a spell with a material component that costs more than 5 gp, you must provide that component (in addition to the 10 gp diamond component for this spell).

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Spell: Minor Miracle

It always seemed odd to me that there’s limited wish before wish, but nothing like it at 7th level for clerics. I mean, we have the term minor miracle, why not use it? But since miracle works a little differently than wish, and doesn’t always have a material component cost, you need to be careful what options you give minor miracle.

Minor Miracle

School evocation; Level cleric 7
Casting Time 1 standard action
Components V, S; see text
Range see text
Target, Effect, or Area see text
Duration see text
Saving Throw see text; Spell Resistance yes

You don’t so much cast a minor miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A minor miracle can do any of the following things.

Duplicate any cleric spell in a domain or subdomain granted by your deity of 6th level or lower.
Duplicate any other cleric spell of 5th level or lower.
Duplicate any other spell of 4th level or lower
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.
Alternatively, a cleric can make a more powerful request. Casting such a minor miracle costs the cleric 1,500 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful minor miracles of this sort could include the following:

Swinging the tide of a battle in your favor by raising a fallen ally to continue fighting.
Duplicating anything that can be accomplished by a limited wish.
Moving yourself and one ally, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
Delaying an earthquake, volcanic eruption, flood, or other major natural disaster for a number of hours.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 7th-level spell. When a minor miracle spell duplicates a spell with a material component that costs more than 25 gp, you must provide that component.

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