Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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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