Difference between revisions of "Spells"
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− | :You imbue |
+ | :You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects. |
:This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell. |
:This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell. |
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+ | [[Category:Admin|Spells]] |
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+ | [[Category:Character Options|Spells]] |
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+ | [[Category:Magic|Spells]] |
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=Bonus Spells per Level= |
=Bonus Spells per Level= |
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=Summoning= |
=Summoning= |
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− | + | '''What are the [[House Rules]]?''' |
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:Q: Is there a limit to how many summons I can have? |
:Q: Is there a limit to how many summons I can have? |
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− | ''Final Words'' |
+ | '''Final Words''' |
− | + | '''Please have all creatures' stats prepared ahead of time'''. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help. |
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Latest revision as of 00:18, 27 January 2018
The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out Magitech and Magic. It's found under the World menu.
Spells By Class
Artificer
Artificers gain access to a variety of blueprints, allowing them to make contraptions of the following spells. Unless marked with a **, the spell may be found in the Pathfinder PRD Spell Index or in our House Rules. Spells marked with a ** are in the Eberron Campaign Setting.
Bard
Bloodrager
Cleric
Druid
Inquisitor
0-Level Inquisitor Spells |
acid splash, bleed, Brand, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, Sift, stabilize, virtue |
1st-Level Inquisitor Spells |
alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*, peacebond, Ear-Piercing Scream, Forbid Action, Forced Quiet, Hex Ward, Horn of Pursuit, Know the Enemy, Lend Judgment, Persuasive Goad, Sanctify Corpse, Vocal Alteration, Wartrain Mount, Returning Weapon, Touch of Combustion, Unerring Weapon, Winter Feathers |
2nd-Level Inquisitor Spells |
aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth, Acute Senses, Delay Pain, Disguise Other, Distressing Tone, Ghostly Disguise, Surmount Affliction, Brow Gasher |
3rd-Level Inquisitor Spells |
arcane sight, banish seeming*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter's eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*, Deadly Juggernaut, Blood Biography, Blessing of the Mole, Countless Eyes, Terrible Remorse, Witness, Blood Scent, Burst of Speed, Chains of Perdition |
4th-Level Inquisitor Spells |
brand (greater)*, chaos hammer, coward's lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order's wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight, Leashed Shackles, Ardor's Onslaught |
5th-Level Inquisitor Spells |
atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*, Divine Pursuit, Greater Forbid Action, Lend Greater Judgment, Curse of Magic Negation, Chains of Light, Dispel Balance |
6th-Level Inquisitor Spells |
blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes' feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos, Overwhelming Presence |
Paladin
Ranger
Sorcerer and Wizard
Witch
House Spells
Below are descriptions for house spells, or spells which have been modified from their source.
Breath of Life
- School: conjuration (healing)
- Level: Cleric 5, Druid 5, Paladin 4
- Casting Time: 1 standard action
- Components: V, S
- Range: touch
- Target: creature touched
- Duration: instantaneous
- Saving Throw: Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
- This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
- Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
- Creatures slain by death effects cannot be saved by breath of life.
- Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
Explosive Plates
- School: transmutation [acid]; Level artificer 3
- Casting Time: 1 standard action
- Components: V, S
- Range: personal
- Target: you
- Duration: 1 minute/level (D)
- Saving Throw: Fortitude partial (see text); Spell Resistance yes
The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.
Reincarnate
- Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
Reincarnate Table | ||
Roll | New Race | |
1-7 | Khazad | |
1-50 | Khazad-Aul | |
51-100 | Khazad-Mornir | |
6-14 | Egalrin | |
15-21 | Sildanyar | |
1-34 | Llyranesi | |
35-67 | Mul'niessa | |
68-100 | Sylvanori | |
22-28 | Gnome | |
29-35 | Gobber | |
36-42 | Half-elf | |
43-49 | Arvek Nar | |
50-56 | Sith'makar | |
57-63 | Giantborn | |
64-70 | Half-orc | |
71-77 | Halflings | |
78-82 | Oruch | |
83-100 | Human |
Merciful Blade
- School: Transmutation
- Level: Pal 1
- Components: V, DF, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
- For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
Spell-Storing Item
- School: Transmutation
- Level: Artificer 1
- Casting Time: 1 minute
- Components: S
- Range: touch
- Target: Item touched
- Duration: 1 hour/level or until discharged
- Saving Throw: None (object)
- Spell Resistance: No (object)
- The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist).
- The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless.
- Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.
Titan Fist
- School: Conjuration
- Level: Artificer 1
- Casting Time: 1 standard action
- Components: S, See Text
- Range: touch
- Target: Artificer's Titan Armor
- Duration: instantaneous
- Saving Throw: Fortitude (object); Spell Resistance yes (object)
- You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects.
- This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.
Bonus Spells per Level
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.
Bonus Spells per Level | |||||||||||
Caster Ability Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | –5 | Can't cast spells tied to this ability | |||||||||
2–3 | –4 | Can't cast spells tied to this ability | |||||||||
4–5 | –3 | Can't cast spells tied to this ability | |||||||||
6–7 | –2 | Can't cast spells tied to this ability | |||||||||
8–9 | –1 | Can't cast spells tied to this ability | |||||||||
10–11 | 0 | — | — | — | — | — | — | — | — | — | — |
12–13 | 1 | — | 1 | — | — | — | — | — | — | — | — |
14–15 | 2 | — | 1 | 1 | — | — | — | — | — | — | — |
16–17 | 3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
18–19 | 4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
20–21 | 5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
22–23 | 6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
24–25 | 7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
26–27 | 8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
28–29 | 9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30–31 | 10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32–33 | 11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34–35 | 12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36–37 | 13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38–39 | 14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40–41 | 15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42–43 | 16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44–45 | 17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Scribing and Purchasing Spells
All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; other players may charge less, and costs may also be reduced via RPPs.
We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.
For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds.
Scroll Costs | |||||
Spell Level | Cleric, Druid, Wizard, Artificer | Sorcerer | Bard, Inquisitor | Paladin, Ranger | |
0 | 12.5 gp | 12.5 gp | 12.5 gp | — | |
1st | 25 gp | 25 gp | 25 gp | 25 gp | |
2nd | 150 gp | 200 gp | 200 gp | 200 gp | |
3rd | 375 gp | 450 gp | 525 gp | 525 gp | |
4th | 700 gp | 800 gp | 1,000 gp | 1,000 gp | |
5th | 1,125 gp | 1,250 gp | 1,625 gp | — | |
6th | 1,650 gp | 1,800 gp | 2,400 gp | — | |
7th | 2,275 gp | 2,450 gp | — | — | |
8th | 3,000 gp | 3,200 gp | — | — | |
9th | 3,825 gp | 4,050 gp | — | — |
Scribing to a Spellbook | |
Spell Level | Writing Cost |
0 | 5 gp |
1 | 10 gp |
2 | 40 gp |
3 | 90 gp |
4 | 160 gp |
5 | 250 gp |
6 | 360 gp |
7 | 490 gp |
8 | 640 gp |
9 | 810 gp |
Incremental Antimagic
Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft Incremental Antimagic! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. Click to download Incremental Antimagic from RPGNow.
Incremental Antimagic includes options for:
- 4 kinds of incremental antimagic
- Chaotic: On a failed check, spells change form.
- Delaying: On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
- Eliminating: On a failed check, the spell fizzles. It sucks to be you.
- Hindering: On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
- Rules for adding incremental antimagic into your game.
- The nullstone golem, a CR5 antimagic bruiser.
Summoning
What are the House Rules?
- Q: Is there a limit to how many summons I can have?
- A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures.
- Q: Can I add additional monsters to the monster summoning tables?
- A: We follow the guidance of Paizo's developers in this regard. From James Jacobs:
- Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons.
- We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good.
- In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products).
Final Words
Please have all creatures' stats prepared ahead of time. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help.
Dog, Celestial | |||||||||||||||||||||||||||||||||||
Type M Celestial Init 1 Senses darkvision 60 ft., low-light vision, scent; Perception +8 | |||||||||||||||||||||||||||||||||||
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{{Summon-Start|Dog, Celestial}} {{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8 {{SummonBasics-End}} {{SummonCol-Start}} {{SummonSection|Defenses}} {{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) {{SummonEntry|HP}} 6 (1d8+2) {{SummonEntry|Saves}} +4, Ref +3, Will +1 {{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5 {{SummonSection|Offense}} {{SummonEntry|Speed}} 40 {{SummonEntry|Melee}} bite +2 (1d4+1) {{SummonEntry|Special Attacks}} Smite Evil {{SummonCol-End}} {{SummonCol-Start}} {{SummonSection|Statistics}} {{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 {{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip) {{SummonEntry|Feats}} Skill Focus (Perception) {{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking) {{SummonSection|Special Abilities}} {{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent {{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests. {{SummonCol-End}} {{Summon-End}}