03.04.2013 Views

Mythic Vistas: SpirosBlaak - Property Is Theft!

Mythic Vistas: SpirosBlaak - Property Is Theft!

Mythic Vistas: SpirosBlaak - Property Is Theft!

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

144<br />

rallying effect. If the saving throw succeeds<br />

the target of the fear or despair effect also<br />

becomes emboldened and any morale<br />

penalties to aack, damage, and saving<br />

throws are transformed into morale bonuses<br />

of the same type at a rate of +2 bonus per –1<br />

of penalty. This spell has no effect with a fear<br />

or despair effect first enacting on the target.<br />

Refresh<br />

Enchantment (Compulsion) [Mind-Affecting]<br />

Level: Clr 2, Hearth 2, Pro 2<br />

Components: V, S<br />

Casting Time: 1 full-round action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 2 hours<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

The caster lowers the recipient into a deep<br />

sleep which lasts for two hours but grants<br />

the sleep the benefit of a full night’s rest.<br />

The sleeper suffers no fatigue from sleeping<br />

in armor with an armor check of –5 or less.<br />

Moreover, a wounded person heals naturally<br />

at an accelerated rate, recovering 1/2 hit point<br />

per character level aer two hours’ sleep. At<br />

the end of the duration, a wizard or sorcerer<br />

finds himself able to cast spells as if he’d had<br />

a full night’s sleep, although a wizard still has<br />

to spend an hour studying his spell books<br />

(clerics and druids don’t regain spells any<br />

faster under the effects of a refresh spell).<br />

Waking up someone from this magical<br />

slumber is difficult. Normal noise won’t<br />

awaken the sleeper before the end of the spell’s<br />

duration. Shaking, slapping or wounding a<br />

sleeper immediately awakens him.<br />

Remembrance<br />

Enchantment (Compulsion) [Mind-Affecting]<br />

Level: Brd 1, Clr 2, Mentor 2, Pro 2, Sor/Wiz 1<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Touch<br />

Targets: One creature touched<br />

Duration: Instantaneous<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

The recipient of this spell can bring to memory<br />

any single thing of a “reasonable size” that<br />

was forgoen. This may be a single word,<br />

a short passage in a text, a single level of a<br />

series of a building’s floor plans, or the like.<br />

Long passages, spells, complex and/or long<br />

formulae, entire series of floor plans, and<br />

similar memories cannot be recalled by use of<br />

this spell.<br />

Scry the Ages<br />

Divination (Scrying) [Time]<br />

Level: Clr 6, Sor/Wiz 5, Time 4<br />

Components: V, S, M/DF, F<br />

Casting Time: 1 hour<br />

Chapter Twelve: Magic<br />

Range: See text<br />

Effect: Magical sensor<br />

Duration: 1 minute/level<br />

Saving Throw: Will negates<br />

Spell Resistance: No<br />

As in the spell scrying, this spell allows<br />

the caster to see and hear a creature at any<br />

distance, but also in any period of time past<br />

or future (the time must be specified by the<br />

caster beforehand). The DC depends on how<br />

well the caster knows the subject and the type<br />

of physical connection he has to the person or<br />

creature.<br />

Knowledge DC<br />

None 20<br />

Secondhand 15<br />

Firsthand 10<br />

Familiar 5<br />

Connection Scry Check Bonus<br />

Likeness +2<br />

Possession +4<br />

Body Part +10<br />

A creature with an Intelligence of 12 or<br />

higher can aempt a DC 20 Will save to notice<br />

the magical sensor generated by the spell.<br />

Spells (except message) can be cast through the<br />

scry the ages spell as specified for the scry spell.<br />

Arcane Material Components: A jewelry eye<br />

fashioned of a diamond set in gold, with a<br />

minimum cost of 250 gp, which vanishes upon<br />

being cast into the focus when the spell is cast.<br />

Cleric Focus: A holy water font costing not<br />

less than 100 gp.<br />

Sorcerer or Wizard Focus: A mirror of finely<br />

wrought and highly polished silver costing not<br />

less than 1,000 gp. The mirror must measure at<br />

least two feet by four feet.<br />

Steal Action<br />

Transmutation<br />

Level: Distraction 5<br />

Components: V, S, DF<br />

Casting Time: 1 standard action<br />

Range: Medium (100 . + 10 ./level)<br />

Target: One living creature per round<br />

Duration: 1 round/level<br />

Saving Throw: Will negates (see below)<br />

Spell Resistance: Yes<br />

The caster may steal one action from another<br />

creature every round. This gives the caster<br />

a standard action, and it takes place at the<br />

target’s initiative position in the round in<br />

which the action was stolen. The target loses<br />

the action, and is flat-footed for the rest of that<br />

round. The caster may take any kind of action<br />

(but not a full-round action); she is not limited<br />

to doing what the target intended. The caster<br />

may select a different target every round, and<br />

a successful saving throw or spell resistance<br />

check only negates a particular the, not the<br />

whole spell. Stealing an action does not take<br />

an action. Thus, if the target fails his save, the<br />

caster gains two actions for that round.<br />

Steal Opportunity<br />

Transmutation<br />

Level: Distraction 9<br />

Components: V, S, DF<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Area: 50 foot-radius emanation, centered on<br />

you<br />

Duration: 1d4+1 rounds<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

The caster gains the actions of creatures in<br />

the area of effect. The spell affects up to one<br />

target for every two caster levels. Affected<br />

targets cannot act at all during the spell<br />

duration (and thus count as flat-footed), while<br />

the caster may use all their actions in each<br />

round. The spell affects characters in the area<br />

of effect, working out from the caster, until all<br />

have been aacked, or the maximum number<br />

of actions have been stolen. For example, if an<br />

18 th -level caster is surrounded by 12 fighters,<br />

and the nearest three make their saves, the<br />

other nine must also save. If the first three<br />

all failed their saves, then the spell would<br />

only affect another six of the 12, as only nine<br />

characters can be affected.<br />

Storm of Madness<br />

Enchantment (Compulsion) [Mind-Affecting}<br />

Level: Insanity 8<br />

Range: Personal<br />

Area: 20-.-emanation +5 ./level centered on<br />

the caster<br />

As insanity, except that everyone within the<br />

area is affected, except the caster.<br />

Strengthen Fate<br />

Abjuration<br />

Level: Clr 1, Destiny 1<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Touch<br />

Targets: Living creature touched<br />

Duration: 1 minute/level (D)<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

The target’s saving throws are enhanced, as<br />

he desires. For every three levels of the caster,<br />

the target gains a +1 luck bonus to saving<br />

throws to be distributed as he sees fit amongst<br />

his Fortitude, Reflex, and Will saves. This<br />

is limited to a maximum total saving throw<br />

bonus of +6, regardless of how the bonus is<br />

distributed amongst the target’s saves.<br />

True Passage<br />

Necromancy<br />

Level: Endings 9<br />

Components: V, S, M<br />

Casting Time: 1 standard round<br />

Range: Touch<br />

Duration: Permanent<br />

Saving Throw: Will negates

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!