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Shadow Spells

Jul 21st, 2018
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  1. Phantasmal Shock
  2. School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/wizard 4, witch 4, magus 4, bloodrager 4
  3. CASTING
  4. Casting Time 1 standard action
  5. Components V, S
  6. EFFECT
  7. Range medium (100 ft. + 10 ft./level)
  8. Targets one living creature
  9. Duration instantaneous
  10. Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
  11. DESCRIPTION
  12. You create a phantasm of the most horrifying image subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal shocker. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or fall unconscious from fear for 2d4 hours.
  13. Even if the Fortitude save is successful, the subject takes 4d6 points of non-lethal damage and are nauseated for 1d4 rounds.
  14. If the subject of a phantasmal shock attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the image can be turned upon you. You must then disbelieve it or become subject to its fear attack.
  15.  
  16. Horrific Disguise
  17. School illusion (glamer) [fear, Mind-affecting]; Level sorcerer/wizard 4
  18. Casting Time 1 standard action
  19. EFFECT
  20. Ranger Personal, 100ft + 25ft/caster level
  21. Targets self, 1 creature/caster level
  22. Duration 1 minute/caster level
  23. Saving Throw: See text
  24. DESCRIPTION
  25. You make yourself appear horrifying to the selected creatures, tapping into their subconscious mind to find what things they fear the most. The targets of this spell can attempt a will save to see through the illusion While under the effect of this spell the selected targets take a -2 to all intelligence based checks so long as they can see the caster. The targets must make a will save when they perform any action that require direct eye contact with the caster, including attacking or casting spells that require aiming, or become nauseated for one round.
  26.  
  27. Shadow Puppet
  28. School illusion (shadow) [mind-affecting, shadow]; Level bard 4, shaman 5, sorcerer/wizard 4, witch 5; Subdomain slavery 5
  29. CASTING
  30. Casting Time 1 round
  31. Components V, S
  32. EFFECT
  33. Range close (25 ft. + 5 ft./2 levels)
  34. Target one humanoid
  35. Duration 1 day/level
  36. Saving Throw Will negates; Spell Resistance yes
  37. DESCRIPTION
  38.  
  39. Shadowy strings manifest on the targets shadow, binding them to your will. Those who see the target can make a perception check with a DC of 15+the casters level to see that they are being manipulated. The effect of the spell ends if the target enters an area with dark lighting and the spell automatically fails if the target doesn’t cast a shadow.
  40. When this spell is cast the target gets a will save to disbelieve, if successful there Is only a 20% chance that this spell will work.
  41. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
  42. Once you have given a puppeted creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by a spells effect (see the Sense Motive skill description).
  43. Changing your orders or giving a dominated creature a new command is a move action.
  44. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
  45. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
  46.  
  47. Shadow Imprisonment
  48. School illusion (shadow) Level sorcerer/wizard 3
  49. Range Range close (25 ft. + 5 ft./2 levels)
  50. Target one humanoid
  51. Duration 1 hour/level
  52. Saving throw: Reflex negates, Will for partial see text Spell Resistance yes
  53. You can create quasi-real prison out of shadowstuff. The prison prevents all movement save what the caster permits. The caster can prevent the target from casting spells which require material components, foci and somatic component, but not those which only require verbal components or which have been prepared with still casting or similar effect. The target gets a Reflex save to jump out of the way before the prison forms around them, they may also make a Will save to disbelieve making the structure only 20% likely to affect them.
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