From Amnesy, Kalopsia, Starfish, Sincra, sorrowkitten, et al
SPELLMAGEDDON: PART TWO
(of however many parts we are making...)
(... oh yes, we're not done.)
============= NEW SPELLS =============
A SLEW of new spells, 32 in total, some designed from scratch by staff members and some of your favorite classics from DnD!
These include:
- Blur
- Spider Skin
- False Life
- Baleful Polymorph
- Dehydrate
- Blades of Fire
- Life Transference
- Greater Life Transference
- Blackfire
- Sustain
- Vicious Mockery
- Frigid Darkness
- Serene Visage
- Withering Ray
- Strangulate
- Spinal Tap
- Power Word Bleed
- Stop Heart
- Chill Touch
- Vengeful Mount
- Greater Chromatic Orb
- Power Word Blind
- Greater Mage Armor
- Negative Energy Flood
- Wraith Stride
- Create Blood Homunculus
- Pacifying Shackle
- Eagle Sight
- Solipsism
- Phantom Wound
- Mass Phantom Wound
-------------------------
Some credit goes to Party In The Forest for some of the icons, who did an amazing job on them! Thanks so much!
============= SPELL ADJUSTMENTS =============
Some additional adjustments have been made to spells that already exist:
Banishment:
- Now applies undead summon warding to the area when cast. (Does not dismiss Undead, as expected).
Undeath's Eternal Foe:
- Now locks the area from Undead Summoning for 60 seconds and attempts to banish hostile Undead from the radius of the spell.
- It will banish up to CasterLevel*2 in Hit Dice.
- It will not banish targets that have more than (CasterLevel-5) hit dice.
- Will save. Scales normally.
- Respects Spell Resistance.
Burst of Glacial Wrath:
- Moved to 8th Circle for Sorcerers and Wizards.
Wail of the Banshee:
- Now deals 10d6 sonic damage on a successful save.
Freeze:
- Now deals 10d6 damage, fortitude for half. Previously 4d10.
Disintegrate:
- Now deals 2d3 damage per CL.
- A successful fortitude save will halve the damage.
============= NEW SPELLS, IN DETAIL =============
=== Blur ===
Code: Select all
Spell Level: Wizard / Sorcerer 2, Spellsword 2, Warlock 2, Bard 2
Spell School: Illusion
Descriptor:
Components: Verbal, somatic
Range: Short
Area of effect: Single
Subject of effect: A single friendly creature or self.
Duration: 1 turn / level
Save: Harmless
Spell Resistance: No
Description: The target's body takes on a magical blur that hinders attacks. They gain 30% concealment for the duration.
=== Spider Skin ===
Code: Select all
Spell Level: Shaman 3, Druid 3, Ranger 3
Spell School: Transmutation
Descriptor:
Components: Verbal, somatic
Range: Touch
Area of effect: Single
Subject of effect: Ally or self.
Duration: 1 hour / level
Save: Harmless
Spell Resistance: No
Description: The caster transforms an intended target's skin to be more like that of a spider, sprouting tiny hooks on their palms and feet that allow them to scale vertical surfaces more easily and granting them enhanced maneuverability. They gain +3 Natural AC and a +4 bonus to Climb and Move Silently for the duration.
=== False Life ===
Code: Select all
Spell Level: Wizard / Sorcerer 2, Spellsword 2, Warlock 2, Cleric / Favored Soul 2, Bard 2, Hexblade 2, Shaman 2
Spell School: Necromancy
Descriptor: [Negative]
Components: Verbal, somatic
Range: Personal
Area of effect: Self
Subject of effect: Self
Duration: 1 turn / level
Save: Harmless
Spell Resistance: No
Description: The caster uses necromantic energy to avoid death. They gain temporary hit points equally to 1d10 + 1 per caster level, to a maximum of hit points equal to their caster level. Cannot be placed on wands or potions.
=== Baleful Polymorph ===
Code: Select all
Spell Level: Wizard / Sorcerer 5, Spellsword 5, Warlock 5, Shaman 5, Bard 5
Spell School: Transmutation
Descriptor: [Chaos]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: One humanoid target.
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes
Description: The caster attempts to transmogrify a single creature. If their target fails a Will save, they are transformed into a harmless animal or beast that the spell will decide at random.
While polymorphed, the target can only perform basic commands such as moving and cannot revert back to their original form at will. They are only able to speak in animal language.
=== Dehydrate ===
Code: Select all
Spell Level: Cleric / Favored Soul 3, Shaman 3, Druid 3
Spell School: Necromancy
Descriptor: [Negative]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: A single target which is comprised of blood or water.
Duration: Instant
Save: Fortitude partial (see description)
Spell Resistance: Yes
Description: The caster afflicts the target with a horrible, desiccating curse that deals 1d6+1 per 3 character levels (maximum 1d6+5) of Constitution damage. Oozes and plants are particularly susceptible, and receive 1d8 +1 per 3 character levels (maximum 1d8+5) of Constitution damage instead. Targets also have their water reduced by 1d20% on a failed save.
On a successful save, the target instead receives 1d6 damage per 5 caster levels or 1d8 per 5 caster levels if it is an ooze or a plant subtype. Their water status is also drained by 1d10% on a successful save.
=== Blades of Fire ===
Code: Select all
Spell Level: Wizard / Sorcerer 0, Spellsword 0, Warlock 0, Ranger 0, Elementalist 0
Spell School: Conjuration
Descriptor: [Fire]
Components: Verbal
Range: Touch
Area of effect: Single
Subject of effect: One friendly creature that is wielding any melee weapon.
Duration: 2 rounds (+1 with GSF: Conj)
Save: Harmless
Spell Resistance: No
Description: The caster ignites the subject's melee weapons, allowing each to deal an additional 2d4 worth of fire damage for the duration. The damage increases to 2d6 at level 9, 2d8 at level 18, and 2d10 at level 27. This spell does not stack with Darkfire or Elemental Weapon.
=== Life Transference ===
Code: Select all
Spell Level: Wizard / Sorcerer 3, Spellsword 3, Warlock 3, Cleric / Favored Soul 3, Hemomancer 3
Spell School: Necromancy
Descriptor: [Negative]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: Any friendly creature that is sustained by life force.
Duration: Instant
Save: Harmless
Spell Resistance: No
Description: The caster sacrifices some of their health to mend another creature's injuries. They take 4d8 Magical damage, which can't be reduced in any way, and the target creature regains a number of hit points equal to three times the damage you take. This spell will never drop the caster below 1 hit point, but if no damage is dealt to them, no healing will be done either.
=== Greater Life Transference ===
Code: Select all
Spell Level: Wizard / Sorcerer 5, Spellsword 5, Warlock 5, Cleric / Favored Soul 5, Hemomancer 5
Spell School: Necromancy
Descriptor: [Negative]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: Any friendly creature that is sustained by life force.
Duration: Instant
Save: Harmless
Spell Resistance: No
Description: The caster sacrifices some of their health to mend another creature's injuries. They take 7d8 Magical damage, which can't be reduced in any way, and the target creature regains a number of hit points equal to three times the damage you take. This spell will never drop the caster below 1 hit point, but if no damage is dealt to them, no healing will be done either.
=== Blackfire ===
Code: Select all
Spell Level: Wizard / Sorcerer 7, Spellsword 7, Warlock 7, Hemomancer 8
Spell School: Necromancy
Descriptor: [Fire] [Death] [Disease]
Components: Verbal, somatic
Range: Long
Area of effect: Single
Subject of effect: A single creature.
Duration: 3 rounds
Save: Special
Spell Resistance: Yes
Description: A line of black fire shoots out from the caster's hands and towards their target. The target must make a Reflex saving throw.
On a failed save, the target takes 1d8 Fire damage and 1d8 Entropic damage plus an additional 1d8 to each damage type per 4 caster levels, up to a maximum of 8d8 Fire damage and 8d8 Entropic damage. The target also begins to burn for 2d8 Fire and 2d8 Entropic damage each round for the duration. On a successful save, the initial damage is halved and they avoid the additional burning damage.
Regardless of the result of the previous save, the Blackfire is a caustic and volatile spell, and enemies nearby the target must roll a Reflex save to prevent the Blackfire from spreading to them and inflicting half of the initial burst damage. Those targets it spreads to also begin to burn for the duration.
All enemies struck on a failed Reflex save, regardless if it is on the initial cast or spread from the initial target, become Sickened, receiving a -2 penalty to Fortitude saves. Sickened creatures must also roll a Fortitude save each round that they are affected by Blackfire Burning and, if they fail, become Nauseated(Daze) for 1 round.
=== Sustain ===
Code: Select all
Spell Level: Wizard / Sorcerer 0, Spellsword 0, Warlock 0, Cleric / Favored Soul 0, Hemomancer 0, Bard 0, Shaman 0, Druid 0
Spell School: Necromancy
Descriptor: [Healing]
Components: Verbal, somatic
Range: Touch
Area of effect: Single
Subject of effect: A friendly creature with less than 1 hit point remaining.
Duration: Instant
Save: Harmless
Spell Resistance: No
Description: The caster touches a creature and grants them 1/- Bleed damage resistance for a duration of 1 turn. Creatures with with 0 hit points or less (who are bleeding out) are immediately sustained this way, and then restored back to 1 hit point after 1 round.
This spell will also prevent the effects of the Stop Heart spell if used upon an afflicted creature and grant immunity to it for 1 turn.
=== Vicious Mockery ===
Code: Select all
Spell Level: Wizard / Sorcerer 0, Spellsword 0, Warlock 0, Bard 0
Spell School: Enchantment
Descriptor: [Mind]
Components: Verbal
Range: Medium
Area of effect: Single
Subject of effect: A single creature that is capable of hearing.
Duration: Instant
Save: Will negates
Spell Resistance: Yes
Description: The caster laces their words with hateful energy and aggressively mocks a creature in range. The target takes 1d4 Psychic damage per 3 caster levels. They must roll a Will save or receive a -1 morale penalty per 9 caster levels to their Attack Bonus and a -2 morale penalty per 9 caster levels to Leadership, Bluff, and Intimidate for 1d2 rounds. This spell has no effect on targets that are immune to mind effects. The debuff is not applied if caster level is lower than the HD of the target.
Vicious Mockery will remove Serene Visage from any target it strikes.
=== Frigid Darkness ===
Code: Select all
Spell Level: Wizard / Sorcerer 2, Spellsword 2, Warlock 2, Hemomancer 2, Hexblade 2
Spell School: Necromancy
Descriptor: [Negative] [Cold]
Components: Verbal, somatic
Range: Long
Area of effect: Single
Subject of effect: A single creature.
Duration: Instant
Save: None
Spell Resistance: Yes
Description: A sphere of darkness shoots out towards the target. The caster makes a ranged touch attack. On a hit, the subject takes 1d10 cold damage and 1d10 entropic damage and has its movement speed reduced by 5% for 1d2 rounds.
=== Serene Visage ===
Code: Select all
Spell Level: Wizard / Sorcerer 2, Spellsword 2, Bard 2
Spell School: Illusion
Descriptor: [Illusion]
Components: Verbal, somatic
Range: Personal
Area of effect: Self
Subject of effect: The caster.
Duration: 1 hour / level
Save: Harmless
Spell Resistance: No
Description: The caster enhances their appearance to appear more persuasive or interesting. They gain a bonus of +4 to all disguise checks.
=== Withering Ray ===
Code: Select all
Spell Level: Wizard / Sorcerer 4, Spellsword 4, Warlock 4, Hemomancer 4, Hexblade 4
Spell School: Necromancy
Descriptor: [Death] [Negative]
Components: Verbal, somatic
Range: Long
Area of effect: Medium
Subject of effect: Targets within the radius of the area of effect.
Duration: Instant
Save: Fortitude for half
Spell Resistance: Yes
Description: The caster creates up to three rays of necromantic energy and hurls them at targets within range. They make a ranged touch attack for each ray and only one ray can strike a target at a time. On a hit, the target takes 1d8 Entropic damage per 3 caster levels up to a maximum of 10d8. Targets struck by the rays are allowed a fortitude save to only take half damage. If this damage reduces a living target to 0 hit points, it dies instantly and withers into a husk. Inorganic targets such as constructs do not wither but are not immune to this spell's damage.
=== Strangulate ===
Code: Select all
Spell Level: Wizard / Sorcerer 3, Spellsword 3, Warlock 3, Cleric / Favored Soul 3, Hemomancer 3, Hexblade 3
Spell School: Necromancy
Descriptor: [Evil]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: One creature within range.
Duration: Concentration, 3 rounds + 1 round / level
Save: Reflex, fortitude
Spell Resistance: Yes
Description: An invisible hand reaches out from the caster, grabbing the subject's throat and strangling them. The target makes a Reflex save. If they fail, the target is restrained and can't speak or cast spells with verbal components. If the caster attempts to do anything else while the spell is active, their concentration may break and the spell may end. The spell takes no effect against creatures that do not need to breathe, like oozes, elementals, undead, constructs, air genasi.
=== Spinal Tap ===
Code: Select all
Spell Level: Wizard / Sorcerer 5, Spellsword 5, Warlock 5, Cleric / Favored Soul 5, Hemomancer 5, Shaman 5, Druid 5
Spell School: Necromancy
Descriptor: [Negative]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: A single creature.
Duration: 1 round / level
Save: Will
Spell Resistance: Yes
Description: The caster uses necromancy to reach into a subject's flesh and cause harm to their spine. The target rolls a Will save. If they fail, they are paralyzed for the duration and receive 1d8 Negative damage for every 3 caster levels. If they succeed, they still receive 1d4 Negative damage for every 3 caster levels. If the caster has Greater Spell Focus in Necromancy, the Negative damage instead becomes Entropic.
=== Power Word: Bleed ===
Code: Select all
Spell Level: Wizard / Sorcerer 8, Shaman 7, Hemomancer 7
Spell School: Divination
Descriptor: None
Components: Verbal
Range: Short
Area of effect: Short
Subject of effect: A single hostile creature.
Duration: Instant
Save: Fortitude
Spell Resistance: Yes
Description: The caster speaks a word of power upon a single target. If the target has 120 hit points or fewer, it is subject to massive bleeding, taking half of its current hit points in damage up to a maximum of 60. In addition to the damage, they must roll a fortitude save based on their remaining hit points (+1 to the DC at 120, +2 at 80, +3 at 60 or lower) or begin to bleed for 3d8 damage each round for 5 rounds. This spell has no effect on undead nor constructs.
=== Stop Heart ===
Code: Select all
Spell Level: Wizard / Sorcerer 8, Warlock 8, Cleric / Favored Soul 8, Shaman 8, Druid 8
Spell School: Necromancy
Descriptor: [Death]
Components: Verbal, somatic
Range: Touch
Area of effect: Single
Subject of effect: A single, living creature.
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes
Description: The caster attempts to stop the target's heart. This spell does not affect creatures that do not have a properly functioning heart, such as undead or creatures with Deathless Mastery, nor creatures that lack a proper circulatory system, such as Golems. Additionally, creatures who have achieved Perfect Self are capable of using Ki to restart their heart before it stops, and will not be rendered unconscious by this spell. They will still receive all expected damage otherwise.
The subject must make a Fortitude saving throw. On a failure, the target can only function normally for 2 rounds as their heart slowly stops beating, receiving 2d8 Magical damage each round leading up. After 2 rounds, they are reduced to 0 hit points and begin to die. On a successful fortitude save, the target instead receives 1d8 Magical damage per 3 caster levels. Since this spell does not produce an instant death effect, Stop Heart circumvents the protection granted by Death Ward.
=== Chill Touch ===
Code: Select all
Spell Level: Wizard / Sorcerer 0, Spellsword 0, Warlock 0, Hemomancer 0, Bard 0
Spell School: Necromancy
Descriptor: [Negative] [Evil]
Components: Verbal, somatic
Range: Long
Area of effect: Single
Subject of effect: A single creature.
Duration: Instant
Save: Will negates
Spell Resistance: Yes
Description: The caster creates a ghostly, skeletal hand in the space of a creature within range. They must make a ranged touch attack against the ceature to assail it with the chill of the grave. On a hit, the target takes 1d2 Entropic and 1d2 Cold damage per 3 caster levels and is sent into a shivering frenzy, receiving a -2 penalty to their Heal and Concentration skills for every 9 caster levels for 1d3 rounds. If the target is undead, it must succeed a Will save or receives a -1 penalty to its Attack bonus per 9 caster levels for 1d3 rounds. The debuff is not applied if caster level is lower than the HD of the target.
=== Vengeful Mount ===
Code: Select all
Spell Level: Wizard / Sorcerer 3, Spellsword 3, Warlock 3, Cleric / Favored Soul 3, Bard 3, Druid 3, Shaman 3, Hexblade 2, Paladin 2
Spell School: Enchantment
Descriptor: [Mind]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: A mounted creature.
Duration: Instant
Save: Special
Spell Resistance: Yes
Description: The caster tests the emotional bond between rider and mount. Targeting a mounted creature, they attempt to disrupt their mount's focus. The rider must roll a Ride + d20 check versus the caster's Animal Empathy, 1/2 Spellcraft, or 1/2 Intimidate (whichever comes out highest) + d20 or be thrown from their horse.
=== Greater Chromatic Orb ===
Code: Select all
Spell Level: Wizard / Sorcerer 4, Spellsword 4, Warlock 4, Elementalist 4
Spell School: Conjuration
Descriptor: [Fire][Acid][Cold][Sonic][Electrical]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: A single enemy creature.
Duration: Instant
Save: Fortitude partial
Spell Resistance: No
Description: An elemental orb launches from the caster's palm towards its target. The caster must succeed on a ranged touch attack to hit. Enemies struck take 1d6 elemental (based on the type of element: Acid, Fire, Cold, Electric, Sonic) damage per caster level (up to a maximum of 15d6).
The target is given a fortitude save. If they fail the save, they suffer an additional effect based on the element used and take full damage. If they pass the save, there is no additional effect and they only take half damage.
Acid: Blinded for 1 round
Cold: -10% Movement Speed for 2 rounds
Fire: -2 to all attack rolls for 2 rounds
Electrical: Stunned for 1 round
Sonic: Deafened and dazed for 1 round.
=== Power Word: Blind ===
Code: Select all
Spell Level: Wizard / Sorcerer 6, Warlock 6, Shaman 6
Spell School: Divination
Descriptor: None
Components: Verbal
Range: Short
Area of effect: Single
Subject of effect: A single creature.
Duration: Special
Save: Will negates
Spell Resistance: Yes
Description: The caster utters a single word of power. A target with more than 150 current HP must pass a will save or be blinded for a duration according to their HP. Additionally, there is a small bonus DC relevant to the HP.
HP above 300: No bonus. Duration is 1+1d4 rounds.
251 to 300: +1 DC. Duration increases to 2+1d4 rounds.
201 to 250: +2 DC and duration changes to 4+1d4 rounds.
151 to 200: +3 DC and duration changes to 5+1d4 rounds.
101 to 150: Automatic success and duration changes to 6+2d4 rounds.
Less than 101: Automatic success and duration changes to 7+2d4 rounds.
=== Greater Mage Armor ===
Code: Select all
Spell Level: Wizard / Sorcerer 6, Spellsword 8
Spell School: Conjuration
Descriptor: None
Components: Verbal, somatic
Range: Touch
Area of effect: Single
Subject of effect: One friendly creature.
Duration: 1 hour / level
Save: Harmless
Spell Resistance: No
Description: The target receives +8 to their Armor Class bonus (+2 Deflection, +2 Armor, +2 Natural, +2 Dodge). Does not stack with other sources of Mage Armor. This spell confers no effect when cast from a scroll, but it may be scribed for the purpose of learning.
=== Negative Energy Flood ===
Code: Select all
Spell Level: Wizard / Sorcerer 5, Spellsword 5, Warlock 5, Cleric / Favored Soul 5
Spell School: Necromancy
Descriptor: [Negative]
Components: Verbal, somatic
Range: Long
Area of effect: Single
Subject of effect: A single creature.
Duration: Instant
Save: Fortitude for half
Spell Resistance: Yes
Description: The caster sends ribbons of Negative energy at a single target, striking them with 1d8 damage per 3 caster levels. If the target fails the fortitude save, they also lose 1 point of Strength per 4 Caster Levels. Strength bonuses from spells of similar types (such as Negative Energy Burst) will not stack when granted to an undead creature. If a target is killed by this spell, it rises as an uncontrolled zombie. This spell has a reverse effect on undead, healing them instead of harming them.
=== Wraith Stride ===
Code: Select all
Spell Level: Wizard / Sorcerer 4, Spellsword 4, Warlock 4, Shaman 4, Ranger 4, Hexblade 4
Spell School: Necromancy
Descriptor: None
Components: Verbal, somatic
Range: Personal
Area of effect: Self
Subject of effect: The caster.
Duration: 1 round + 1 round / 5 levels
Save: Harmless
Spell Resistance: No
Description: The caster suffuses themselves with necromantic power, briefly gaining the traits of an incorporeal undead. They are rendered invisible, granted a 30% Movement Speed increase, Freedom of Movement, and are able to move freely through other creatures. Making a combat action while within the Wraith Stride will break the effect. This spell can be breached.
=== Create Blood Homunculus ===
Code: Select all
Spell Level: Wizard / Sorcerer 9, Hemomancer 9
Spell School: Transmutation
Descriptor: [Blood Arcana]
Components: Verbal, somatic
Range: Personal
Area of effect: Self
Subject of effect: The caster.
Duration: 1 turn / level
Save: Harmless
Spell Resistance: No
Description: The caster divides their current hitpoints in half to produce a homunculus constructed of blood. The homunculus will respond to commands as if a summon. Transmutation focuses will empower the summon beyond its basic capabilities similar to Conjuration focuses or Necromancy focuses for their corresponding summons.
The strength of the Homunuculus is further increased by the amount of HP consumed upon casting the spell. It can also be decreased if the amount of HP is too little.
- Tier 3: 240+ HP
- Tier 2: 160-239 HP
- Tier 1: 90-159 HP
- Weakened: Less than 90 HP
=== Pacifying Shackle ===
Code: Select all
Spell Level: Paladin 4
Spell School: Abjuration
Descriptor: [Law]
Components: Verbal, somatic
Range: Short
Area of effect: Single
Subject of effect: A single creature.
Duration: Concentration, 3 rounds + 1 round / level
Save: Special
Spell Resistance: Yes
Description: The paladin attempts to materialize shackles made of light to pacify the target. The mode of the spell is based on a few factors.
Non-PC Target: A hostile target must make a Reflex save and, if they fail, they are restrained and unable to cast spells or perform actions for the duration.
PC Target: If the target is a PC and both target and caster are not in combat, they are instead given a chance to allow themselves to be shackled.
- If the PC chooses not to resist, no checks are made and the duration is extended to 1 turn / level. While shackled, the subject is permitted to move at a decreased rate of speed, but may not cast spells or perform actions.
- If the subject chooses to resist, it will roll the save as normal.
The DC of this spell takes into account the higher of either the Paladin's Strength modifier or their Charisma modifier and Abjuration spell focuses apply. Additionally, if the caster attempts to do anything else while the spell is active, their concentration may break and the spell may end.
=== Eagle Sight ===
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Spell Level: Ranger 4
Spell School: Divination
Descriptor: None
Components: Verbal, somatic
Range: Personal
Area of effect: Self
Subject of effect: The caster.
Duration: Special
Save: Harmless
Spell Resistance: No
Description: This spell can only be cast in a natural environment.
The ranger calls upon the eyes of an eagle on high, granting them True Seeing for 2 rounds. They also receive immunity to blindness and a +15 bonus to Spot (does not count against disguises) for 1 turn.
=== Solipsism ===
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Spell Level: Wizard / Sorcerer 7, Spellsword 7, Warlock 7
Spell School: Illusion
Descriptor: [Mind Affecting]
Components: Verbal, somatic
Range: Medium
Area of effect: Single
Subject of effect: A single creature.
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes
Description: The caster manipulates the senses of one creature so that it perceives itself to be the only real creature in all of existence and everything around it to be merely an illusion.
If the target fails its save, it is convinced of the unreality of every situation it might encounter. It takes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The subject becomes effectively helpless and takes no steps to defend itself from any threat, since it considers any hostile action merely another illusion.
=== Phantom Wound ===
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Spell Level: Wizard / Sorcerer 6, Spellsword 6, Warlock 6, Shaman 6
Spell School: Illusion
Descriptor: [Mind Affecting]
Components: Verbal, somatic
Range: Short
Area of effect: Single
Subject of effect: A single creature.
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes
Description: The target creature must succeed a Will save or suffer a Phantom Wound: a grievious wound that only they can see. Subjects affected by a Phantom Wound are convinced that their hitpoints have been reduced to 5d4 for the duration.
=== Mass Phantom Wound ===
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Spell Level: Wizard / Sorcerer 9, Spellsword 8, Warlock 8, Shaman 9
Spell School: Illusion
Descriptor: [Mind Affecting]
Components: Verbal, somatic
Range: Short
Area of effect: Large
Subject of effect: All creatures in the radius.
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes
Description: All targets in the area of effect must succeed a Will save or suffer a Phantom Wound: a grievious wound that only they can see. Subjects affected by a Phantom Wound are convinced that their hitpoints have been reduced to 5d4 for the duration.