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Simple Spells for Mage Blades, Runethanes, and Witches
For Monte Cook's Arcana Unearthed
The
following spells are specifically intended for mage
blades, runethanes and witches: They affect athames,
runes, and witchery powers. Also included are a few
new touch spells for use with the new spells lesser
spell's edge and greater spell's edge.
Spell
List
0 Level
Touch of WeaknessTouch attack temporarily
damages Strength by 1 point
2nd
Level
Spell's Edge (Lesser)Athame has touch-attack
spell stored within it, inflicting it with
one strike
Startling Touch [MA, Ps]Touch attack
inflicts 1 Wisdom damage and stuns for one round
3rd
Level
Earth's Clutches [E]Stone hands reach
up and grasp at touched foe
Enhance WitcheryWitch gains additional
use(s) or increased level for witchery power
Weary TouchTouch attack makes target
exhausted
4th
Level
Blooded AthameAthame becomes a wounding
weapon
Dancing RuneTouch-trigger rune animates
and attacks
Living AthameAthame becomes a dancing
weapon
Touch of the Tempest [A,W]Touch
attack inflicts 1d8 points of damage/caster level
and
dazes foe for 1 round/4 caster levels
5th
Level
Touch of Dire DoomTouch attack inflicts
1d3 ability score damage on all scores
6th
Level
Spell's Edge (Greater)Athame has touch-attack
spell stored within it, inflicting it with
each strike
Blooded
Athame
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You
give your athame the wounding quality as described
in the DMG, dealing 1 point of Constitution damage
with each strike.
Diminished
Effects: The weapon's wounding ability has only
a 50 percent chance of working with each strike.
Heightened Effects: The weapon's wounding ability
inflicts 2 points of Constitution damage with each
strike.
Magic
Item Creation Modifier: Constant
N/A
Dancing
Rune
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: One password-protected rune
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You
make one touch-trigger rune that you have inscribed
with the password quality rise up to dance in the
air as a glowing symbol made of energy. It orbits
around you for the duration (or until triggered).
The rune never moves beyond 3 feet from you, but it
moves as you direct it, striking at foes adjacent
to you with a melee touch attack that uses your base
attack bonus as its attack bonus. Directing such an
attack is a standard action. Once triggered, the dancing
rune disappears.
You
cannot make runes created by others dance.
You
cannot have more than one dancing rune in effect at
a time.
Diminished
Effects: This spell affects only minor or lesser
runes.
Heightened Effects: You can have up to one
dancing rune/four caster levels in effect, if they
are all heightened.
Magic Item Creation Modifier: Constant x5
Earth's
Clutches
Conjuration (Creation) [Earth]
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your
touch causes a creature standing on earthen or rocky
ground to be gripped by stony hands that come out
of the earth. The creature is held in place until
the hands suffer any damage (they have hardness 8)
or the creature makes a Strength check (DC 15). Casting
this spell multiple times on a single target does
not alter the effects.
A
caster using the earth template with this spell adds
a +6 bonus to the hardness and requires the hands
to suffer 3 points of damage. The template adds +6
to the Strength check Difficulty Class as well.
Diminished
Effects: The hands are brittle, with a hardness
of only 3. The trapped creature need only make a Strength
check (DC 12).
Heightened Effects: The hands are stronger than
normal and have hardness 10. The Strength check Difficulty
Class is 18.
Enhance
Witchery
Transmutation
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature with witchery powers
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You
infuse a witch (a creature able to use witchery powers)
with energy. The effect of the spell depends on the
nature of the ability it is used with.
1.
If the ability can be used once per day, such as hail
of metal, this spell allows a single, additional use.
2.
If the ability can be used multiple times per day
(but still a limited number of times), such as icefire,
the spell allows 1d4+1 additional uses.
3.
If the ability can has a constant or ongoing effect,
or no limit to its uses, such as nature's warding
word, the witch uses the ability as if he or she were
two levels higher than actual level, or enough levels
higher as to improve the witchery ability, whichever
increase is smaller. For example, a 5th-level wind
witch would need to gain three levels to increase
the deflection bonus from a wind blade.
Any
additional use must take effect within the spell's
duration, and any increase in effect due to virtual
level increase (as described in option 3) lasts only
as long as the spell's duration. For example, an AC
bonus increase from the spell affecting armor song
ends when the spell ends, but the armor gained from
armor song remains at its normal AC bonus.
Diminished
Effects: The spell's range is Personal and the
target is You.
Heightened Effects: In effect 1, the spell
grants two additional uses, in 2; the spell allows
1d6+2 additional uses; and in 3, the spell increases
the effective witch level in the ability by five levels.
Magic Item Creation Modifier: Constant x3
Living
Athame
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your
athame attacks on its own like a weapon with the dancing
quality, as described in the DMG. This ability allows
it to attack on its own for 4 rounds using your base
attack bonus.
Diminished
Effects: The weapon suffers a -4 attack penalty.
Heightened Effects: The weapon dances for 8
rounds rather than 4.
Magic Item Creation Modifier: Constant N/A
Spell's
Edge (Lesser)
Transmutation
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/level or until used
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You
infuse your athame with an Instantanous spell that
requires a melee touch attack to deliver. You must
cast the infused spell immediately after you cast
this one. Then, the first opponent you strike with
the blade has the spell cast upon him, as well as
suffering whatever damage you normally would deal.
The infused spell is resolved normally, with saving
throws and spell resistance, if any, still applicable.
For
example, you could infuse your athame with touch
of weakness or touch of fear, or, if you
had access to 1st-level complex spells, touch of
pain. You could not infuse your athame with destructive
grip, since it is not Instantaneous (unless you
used the diminished version).
Diminished
Effects: You can only infuse a melee touch spell
of 0 or 1st level.
Heightened Effects: The duration of the spell
becomes 10 minutes/level.
Magic Item Creation Modifier: Constant x5
Spell's
Edge (Greater)
Transmutation
Level: 6 (Simple)
Casting Time: Standard action
Range: Touch
Target: Your athame
Duration: 1 round/level or until used
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You
infuse your athame with a 0- to 4th-level spell that
requires a melee touch attack to deliver. You must
cast the infused spell immediately after you cast
this one. Then, for the remaining duration, each time
you strike an opponent with the blade, you cast the
spell upon him as well as inflicting whatever damage
you normally would deal.
Diminished
Effects: You can only infuse a melee touch spell
of 0, 1st, or 2nd level.
Heightened Effects: You can infuse a melee
touch spell of any level into your athame.
Magic Item Creation Modifier: Constant x5
Startling
Touch
Enchantment (Compulsion) [Mind-Affecting, Psionic]
Level: 2 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With
a sudden mental jolt passed through your touch, you
inflict 1 point of Wisdom damage on a creature and
stun it for 1 round. A stunned creature drops everything
held, can't take actions, suffers a -2 penalty to
Armor Class, and loses all Dexterity bonus to Armor
Class (if any).
Diminished
Effects: The creature suffers only the Wisdom
damage and is not stunned.
Heightened Effects: The creature is stunned
for 1d3 rounds.
Touch
of Dire Doom
Evocation
Level: 5 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your
hand fulgurates with wild energy. When you touch a
creature, that creature suffers 1d3 points of ability
score damage to all ability scores. Those making a
successful saving throw still suffer 1 point of damage
to two random ability scores.
Diminished
Effects: The creature suffers only 1 point of
damage to all scores, and a successful saving throw
negates the effect.
Heightened Effects: The creature suffers 1d6
points of damage to all scores.
Touch
of the Tempest
Evocation [Air, Water]
Level: 4 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Your
hand suddenly is surrounded by churning air and water.
Your touch inflicts 1d8 points of damage per caster
level to any creature touched, half of which is air
damage and the other half is water damage. Further,
those failing the saving throw are also dazed for
1 round per four caster levels. Dazed characters cannot
take actions but suffer no penalty to Armor Class.
Diminished
Effects: The spell inflicts 1d6 points of damage.
Heightened Effects: Those failing their save
are dazed for 1 round/two caster levels.
Touch
of Weakness
Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You
inflict 1 point of Strength damage on a creature you
touch. The damage is healed when the duration ends.
Heightened
Effects: The damage heals normally. The duration
of the spell becomes Instantaneous.
Weary
Touch
Transmutation
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
With
a touch attack, you exhaust one creature. An exhausted
character moves at half speed and takes a -6 penalty
to Strength and Dexterity. After one hour of complete
rest, an exhausted character becomes fatigued. A fatigued
character becomes exhausted again by doing something
else that would normally cause fatigue. A fatigued
character can neither run nor charge and takes a -2
penalty to Strength and Dexterity. After eight hours
of complete rest, fatigued characters are no longer
fatigued.
Characters
who make a successful saving throw are only fatigued,
and only for one hour.
Diminished
Effects: The creature touched becomes fatigued
rather than exhausted. A successful Fortitude save
negates the effect.
Heightened Effects: A creature with fewer Hit
Dice than the caster failing its saving throw falls
unconscious for 1 round/four caster levels and cannot
be revived by nonmagical means. Afterward, he remains
exhausted.
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Simple Spells for Mage Blades, Runethanes, and Witches"
©2004 Monte J. Cook. All rights reserved.
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