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Aura of Hatred Level: Clr 6, Hate 6 Components: V, S, DF Casting Time: 1 action Effect: 30 foot radius from the caster Duration: 1 hour per level Saving Throw: none Spell Resistance: Yes The Aura of Hatred is a magical aura that focuses hate in all living creatures in the radius. While in the aura of hatred, all reaction checks in the area suffer a -8 penalty. In addition, all skill checks and attack rolls in the area suffer a -4 emotional penalty; those affected are so bombarded with hateful thoughts to the point of distraction, even in the most tender or tense of situations. Blade of Perdition Level: Clr 3, Hate 3 Components: V, S, DF Casting Time: 1 action Duration: 1 round per level (D) Saving Throw: will partial This spell creates a shimmering black blade composed completely of elemental hatred, which the caster then may use as a melee weapon. The blade deals 1d6 slashing damage on a successful hit (x2 critical), and the target must make a willpower saving throw (as for a 3rd level spell) with each hit (regardless if it damaged the target). If the saving throw is failed, then the target suffers 1d6 points of temporary wisdom loss (1d10 on a critical hit). The blade counts as a magical weapon for the purposes of damaging certain creatures, and may affect incorporeal creatures with no possibility of the attack dealing no damage. Creatures with no wisdom score are unaffected by the wisdom drain. Spell resistance is checked the first time the weapon is used on an opponent, and only one roll is needed for each casting of the spell. Chronovoyance I (Divination) Level: Wiz 1, Clr 1 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 round / level This spell allows the caster to review any event that occurred in the area that happened recently. For each round the caster maintains concentration after casing the spell, he is able to watch the events of one round prior to the casting of the spell, up to a maximum number of rounds equal to his caster level. The spell always shows the scene before him from the perspective from where he stands when casting the spell. The review allows the caster to see, hear and smell the events, but they cannot be affected or changed by any spell. Other divination spells may be used in conjunction with chronovoyance, but must be done prior to the casting of the Chronovoyance spell. Creatures immune to or protected from scrying or detection are viewed as dark shadowy figures with no form. The caster must remain still to cast the spell, and can not react to real-world events because his senses are caught up in what he is reviewing (thus he is a helpless target if he is attacked while casting the spell, and may be subject to coup de grace) – though should he take any damage the spell ends. The more specific the request for review, the more detailed the information should be provided by the DM. Watching the maximum amount of time should be described vaguely as the information is presented very quickly to the caster (with higher level Chronovoyance spells decades or centuries can be reviewed in a few moments, and the information should be vague to cover that kind of time-span). The material component is a pair of spectacles worth at least 500 gold, which may be re-used in future castings Chronovoyance II (Divination) Level: Wiz 2, Clr 2 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 minutes / level See Chronovoyance I, but the caster may instead review 1 minute per level for each round of concentration. Chronovoyance III (Divination) Level: Wiz 3, Clr 3 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 10 minutes / level See Chronovoyance I, but the caster may instead review 10 minutes per level for each round of concentration. Chronovoyance IV (Divination) Level: Wiz 4, Clr 4 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 hour / level See Chronovoyance I, but the caster may instead review 1 hour per level for each round of concentration. Chronovoyance V (Divination) Level: Wiz 5, Clr 5 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 day / level See Chronovoyance I, but the caster may instead review 1 day per level for each round of concentration. Chronovoyance VI (Divination) Level: Wiz 6, Clr 6 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 month / level See Chronovoyance I, but the caster may instead review 1 month per level for each round of concentration. Chronovoyance VII (Divination) Level: Wiz 7, Clr 7 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 year / level See Chronovoyance I, but the caster may instead review one year per level for each round of concentration. Chronovoyance VIII (Divination) Level: Wiz 8, Clr 8 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 decade / level See Chronovoyance I, but the caster may instead review ten years per level for each round of concentration. Chronovoyance IX (Divination) Level: Wiz 9, Clr 9 Components: V, S, M Casting Time: 1 minute Duration: 1 minute / level Effect: Review 1 century / level See Chronovoyance I, but the caster may instead review one hundred years per level for each round of concentration. Hateful Might Level: Clr 4, Hate 4 Components: V, S, DF Casting Time: 1 action Duration: 10 minutes (D) This spell imbues the caster with great strength at the cost of wisdom. Upon casting, the player decides how much temporary wisdom damage to take, for each point of wisdom damage he suffers, gains +2 enhancement bonus to his strength score. This bonus caps at +10 strength bonus (5 points of temporary wisdom damage). Hindsight (Divination) Level: Wiz 0, Clr 0 Components: V, S, M Casting Time: 1 action Duration: 1 round Effect: review one round of time This spell allows the caster to review the events in his location one combat round prior to the round the spell was cast. Those immune to or protected from scrying appear as dark shadows without form. This spell may be used in conjunction with other divination spells. Generally the information gleaned should be from the perspective of where the caster stands (though other spells such as prying eyes may give the caster additional perspectives). The material component for this spell is a pair of spectacles worth at least 100 gold, which are worn throughout the spell. The spectacles are not consumed by the spell, and are thus re-useable in future castings of the spell. Killing Stare Level: Clr 5, Hate 5 Components: V, DF Casting Time: 1 action Range: 30 feet Effect: Slays one living creature Saving Throw: will partial Spell Resistance: Yes When the cleric casts this spell, the target creature must succeed at a willpower saving throw, or be slain. Successfully saving against this spell incurs 1d6 temporary wisdom damage to the target from the elemental hatred that bombards the target. Lingering Hatred Level: Clr 1, Hate 1 Components: V, S, DF Casting Time: 1 action Range: 30 feet Target: one sentient creature Duration: 10 minutes per level Saving Throw: negates Spell Resistance: Yes This spell causes the creature designated to have her emotions flooded with hateful thoughts to the point of distraction, incurring a -2 emotional penalty to any skill check, saving throw, and attack/ damage rolls for the duration of the spell. Lucian’s Barrage Missiles Evocation (force) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: 25 ft + 5 ft/ 2 levels Target: up to ten creatures, no two of which can be more than 15 feet apart. Duration: instantaneous Saving Throw: none Spell Resistance: Yes This spell launches ten magical missiles instantly at the targets. Each missile deals 1d4 damage, chaining through the creatures until all creatures within viable range have been hit once, then cycling back through the creatures until all ten missiles have hit a target. Lucian’s Magical Defense Conjuration (creation) [force] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Self Duration: one hour/ level (D) Spell Resistance: Yes This spell creates an intangible field of force around the caster that invokes a +9 armor bonus to the caster. It has no armor check penalty, arcane spell failure chance, nor speed reduction. Since it is made of force, incorporeal creatures cannot bypass the protection of this protection as they can against normal armor. The material component for this spell is a small square of forged iron. Negate Undead Level: Clr 3 Components: V, S, DF Casting Time: 1 action Area of Effect: 30 foot radius +5 feet per two levels Target: Self Duration: 1 minute per level Saving Throw: None (affects only non-intelligent undead) Spell Resistance: Yes Non-intelligent undead may not enter the area-of-effect of this spell (no saving throw allowed). Intelligent undead are unaffected by this spell in any way. Any affected undead within the area of effect must move at their maximum speed until they are as far as possible from the cleric, or outside the area of effect. Spread of Hatred Level: Clr 7, Hate 7 Components: V, S, DF Casting Time: 1 action Area of Effect: 30 foot radius +5 feet per two levels Duration: 1 round per level (D) Saving Throw: will half Spell Resistance: Yes This spell affects all sentient creatures within the area to be overcome with anger towards themselves and others. All creatures in the area of effect must succeed at a willpower saving throw or suffer 2 points of temporary wisdom damage per round. Successfully saving against this spell reduces the drain to 1 point of wisdom per round. Wave of Hatred Level: Clr 2, Hate 2 Components: V, S, DF Casting Time: 1 action Range: 30 feet Target: one sentient creature Duration: 1 round per level Saving Throw: will partial Spell Resistance: Yes Upon casting this spell, the target must succeed at a willpower saving throw to avoid being overcome with a wave of hateful thought. The creature is stunned for the full duration if the saving throw is failed, and suffers a -2 penalty to all skill checks, saving throws, and attack/ damage rolls for the duration if the saving throw succeeds. Failure to penetrate spell resistance negates the effects of this spell completely. |
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Korentil: New Spells |
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New Classes |
New Creatures |