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Accusation Spells + Chanting Spells 1.2 (SSDK Materials)

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  1. ACCUSATIONS SPELLS + CHANTING SPELLS 1.2 [Spells and feats by SSDK Materials]
  2.  
  3. ::FOREWORD::
  4.  
  5. The new spells introduced here all work off a similar mechanic referred to as accusations. An accusation is verbal, and requires the caster to be able to speak and be heard by the target in order to function; additionally the spell itself is dependent on sound to function for most of its components, and while not strictly an incantation, the spells still require its caster to speak across multiple turns in order to make use of their abilities. For this reason, I thought it was prudent to use the Chanting descriptor for them, rather than create several more wonky clauses on when and how they can be used. Additionally, this gives me reason to revisit and reprint some of the changes that have been made to Chanting Spells in the errata. Note that only the feats and the Chanting descriptor of Chanting Spells have been changed; the spells themselves are untouched (besides some added flavor text and adding some of them to the Shaman and Unchained Summoner spellist), but will be reprinted at the bottom of this document for the sake of completion.
  6.  
  7. I hope you enjoy using these new magic options!
  8. //SSDK
  9.  
  10.  
  11.  
  12. ::DESCRIPTOR::
  13.  
  14. [Chanting]
  15. This descriptor is added to spells that use long incantations or litanies, often cast over multiple turns. All Chanting spells have a mandatory vocal component. Chanting spells cannot be affected by Silent Spell or any other effect that would let a spellcaster remove the vocal component of the spell. Casters that normally use psychic magic add an additional vocal component to their casting, which is not affected by normal replacement rules.
  16.  
  17.  
  18.  
  19.  
  20. ::FEATS::
  21.  
  22. -/-/-/
  23.  
  24. Concurrent Chanting
  25. Prerequisite: Character level 5, ability to cast at least one spell with the Chanting descriptor
  26.  
  27. Benefit:
  28. You are able to weave your chanting together with other actions, reducing the time you spend vulnerable preparing to cast. You gain a +2 bonus to concentration checks, which increases to +4 when casting spells with the Chanting descriptor. When casting a spell with the Chanting descriptor, you gain an extra move action that you may use during a 1 round or Full-round action to cast a spell. You may also make a concentration check with an additional +2 bonus (+6 total) to pause the casting of the spell; you may not cast any other spells (or use Spell-like abilities) while the spell is paused, but you may attack, use other abilities and move as normal, you do not provoke attacks of opportunity for casting, and you do not need to make concentration checks on taking damage or the like (as you are not currently casting the spell). To resume the spell, you must make another concentration check, with the same bonus as pausing minus 2 for every turn beyond the first the spell has been paused. Pausing and resuming is a free action. If you cast another spell while a spell is paused, you lose the paused spell but do not suffer any of the consequences you would suffer by losing control of it.
  29.  
  30. SPECIAL: If you have the Superior Summoning feat, you may also use Concurrent Chanting with Conjuration (Summoning) spells, counting them as having the Chanting descriptor for the purpose of this feat.
  31.  
  32. -/-/-/
  33.  
  34. Feat: Quick Chanting
  35. Prerequisite: Character level 7, ability to cast at least one spell with the Chanting descriptor
  36.  
  37. You are practiced at chanting your incantations quickly, to reduce the time you need to fire your strongest spells. When using a spell with the Chanting descriptor that has a casting time of at least 1 Full-round action, you may reduce each action in the casting time by 1 step - 1 Round to Full-round action, Full-round action to Standard action, Standard action to Move action and Move action to Swift action. You can still not reduce the number of turns needed to cast the spell, even if you have enough actions in one turn to complete the casting.
  38.  
  39. -/-/-/
  40.  
  41. Feat: Curved Beams
  42. Prerequisite: Character level 3, ability to use at least one spell, Supernatural ability or Spell-like ability with a Line effect
  43.  
  44. You are capable of altering the shape of your linear spell effects, increasing both your versatility, your range and the difficulty of dodging your spells. When casting a spell or using a Spell-like ability or Supernatural ability (such as a breath weapon) with a Line effect, you may change its shape once as per the Spellbender ability of the Spell Specialist Arcanist archetype. An effect altered this way has the DC of its Reflex Saving Throw increased by 1.
  45.  
  46. SPECIAL: If you have both this feat and the Spellbender ability, the abilities stack, letting you alter the shape of your effect as per Spellbender multiple times (as long as the ability is of a valid type for both this feat and Spellbender).
  47.  
  48.  
  49.  
  50.  
  51. ::ACCUSATION SPELLS::
  52.  
  53. -/-/-/
  54.  
  55. Violent Accusation
  56. School: necromancy [sonic, language-dependent, chanting]
  57. Level antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, mesmerist 1, paladin 1, witch 1
  58.  
  59. Casting Time: 1 standard action
  60. Components V, S
  61. Range: Close
  62. Target: 1 intelligent creature
  63. Duration: 1 minute/level, see text
  64. Saving Throw: Will partial; Spell Resistance: yes
  65.  
  66. Description
  67. Your spell opens small cracks in the very soul of the target, that leaves them vulnerable to hurtful words. A number of times equal to your caster level, you or an ally within Close range of the target may spend a Standard Action to make an accusation against the target. This manifests to them as a wicked shout that lashes them with physical injury, dealing Sonic damage equal to 1d6 plus your INT, WIS or CHA modifier, whichever is higher. You may make one accusation as part of casting this spell. The spell expires when you have made your accusations, or when the duration expires, whichever comes first.
  68.  
  69. While this spell has the language-dependent descriptor, the spell does not fail if cast on a target you do not share a language with. However, accusations made by characters who do not share a language with the target only deal half damage. Always use the caster's ability score to determine the damage dealt by an accusation. This spell has no effect if cast on a creature with an intelligence score lower than 3, or a creature that lacks an intelligence score, and such creatures cannot make accusations against a target affected by the spell. If the target makes its saving throw against the spell, it is still affected by the accusation made as part of the casting.
  70.  
  71. -/-/-/
  72.  
  73. Frightening Accusation
  74. School: necromancy [fear, sonic, language-dependent, chanting]
  75. Level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, paladin 2, witch 2
  76.  
  77. Your spell cracks the target's courage as well as their soul, turning your enemy into cowards.
  78.  
  79. This spell works as Violent Accusation, except you may make an Intimidate check against a DC of (10+the creature's Hit Dice+any bonuses against fear effects the target has), as part of as part of making your accusation; if you succeed, the target is Shaken for 1d4 rounds, and the damage dealt is increased by half. This spell ignores immunities (but not bonuses to saves; for the purpose of DCs, an immunity to fear counts as a +4 bonus against fear instead) against Fear effects, and a target that becomes Shaken from this spell loses any immunity to fear effects for the duration of the Shaken effect inflicted by this spell. If the target becomes Shaken from another accusation while already Shaken from this spell, the duration stacks rather than increase the severity of the condition. Conditions gained from this spell do not expire when the spell ends (commonly due to using up all your accusations), but last their normal duration.
  80.  
  81. If you make an accusation against a creature affected by multiple spells with "Accusation" in the name at the same time, it counts as an accusation for both affected spells and the conditions inflicted stack, but the damage does not - use the highest value only. When making accusations against targets afflicted by multiple spells with "Accusation" in the name that uses different skills for their accusations, you may use any one of the relevant skills for your accusation; a successful check counts as a successful accusation for all active spells with "Accusation" in the name. Accusations against a creature you do not share a language with have the duration of any lingering effects they inflict reduced by 1 round.
  82.  
  83. For example, a 6HD creature who normally has immunity against fear effects is instead treated as a 6HD creature with a +4 bonus against fear effects for the purpose of the accusation's Intimidate check, giving a DC of 20. If you succeed on your Intimidate check, however, the creature loses his immunity temporarily, and thus only has a DC of 16 as long as the Shaken effect of from this spell persists.
  84.  
  85. -/-/-/
  86.  
  87. Provocative Accusation
  88. School: Necromancy [mind-affecting, sonic, language-dependent, chanting]
  89. Level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, paladin 2, witch 2
  90.  
  91. Your spell cracks the target's resolve, and you sicken your enemy with the sheer audacity of your accusations.
  92.  
  93. This spell works as Frightening Accusation, except you make a Bluff check against a DC of (10+the creature's Hit Dice+any bonuses against mind-affecting effects the target has) rather than an Intimidate check, the target becomes Sickened rather than Shaken, the spell ignores and makes the target lose its immunities against mind-affecting effects and the sickened condition rather than fear effects.
  94.  
  95. -/-/-/
  96.  
  97. Deafening Accusation
  98. School: Necromancy [mind-affecting, sonic, language-dependent, chanting]
  99. Level: antipaladin 3, bard 3, cleric/oracle 3, inquisitor 3, mesmerist 3, paladin 3, witch 3
  100.  
  101. Your spell deafens the target, as the words of your accusation drown out all other sounds.
  102.  
  103. This spell works as Provocative Accusation, except the target is also immediately Deafened for the duration of the spell if he fails his saving throw. They are still able to hear accusations, but nothing else. Additionally, when the spell ends they take additional sonic damage equal to your caster level. If the deafened condition is removed, the spell ends immediately.
  104.  
  105. -/-/-/
  106.  
  107. Accusation of Heresy
  108. School: Necromancy [fear, curse, sonic, language-dependent, chanting]
  109. Level: antipaladin 4, cleric/oracle 4, inquisitor 4, paladin 4
  110. Components V, S, DF
  111. Saving Throw: Will partial, Fortitude partial
  112.  
  113. Your accusations call upon the gods to punish your enemies for their transgressions.
  114.  
  115. This spell works as Frightening Accusation, except it also ignores immunities against Curse effects, and the target is cursed with bad luck; while under the Shaken effect created by this spell, he is affected as per the Misfortune Witch Hex, and loses any immunities against Curse effects he has. Additionally, when the spell ends he must make a fortitude save, or gain 1d4 temporary negative levels as per Enervation. If your target is a member of your own religion that has not committed any serious transgressions against the faith that you are aware of, you must make a Bluff check against a DC of (10+your own Sense Motive modifier) as part of casting the spell, or the spell fails. If you successfully use this spell against any member of your own religion, your first successful accusation against them brands them upon their forehead as per Greater Brand, allowing any member of your faith to easily identify them as a heretic.
  116.  
  117. -/-/-/
  118.  
  119. Enraging Accusation
  120. Level: antipaladin 4, bard 4, cleric/oracle 5, inquisitor 4, mesmerist 4, paladin 4, witch 5
  121.  
  122. Your accusations make the target of your spell fly into an incoherent rage.
  123.  
  124. This spell works as Provocative Accusation, except the damage increases by 1d6, and is doubled on a successful Bluff check rather than increased by half. Additionally, the duration of the Sickened effect increases to 1d4+1 rounds, and the target also cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration, as if under the effects of Rage, for the duration of the Sickened effect.
  125.  
  126. -/-/-/
  127.  
  128. Fearsome Accusation
  129. Level: antipaladin 4, bard 4, cleric/oracle 5, inquisitor 4, mesmerist 4, paladin 4, witch 5
  130.  
  131. Your spell completely shatters the target's courage, and cowardly enemies flee in terror from your accusations.
  132.  
  133. This spell works as Frightening Accusation, except the damage increases by 1d6, and is doubled on a successful Intimidate check rather than increased by half. Additionally, the duration of the Shaken condition is increased to 1d4+1 rounds, and subsequent successful accusations both stack the duration of the effect and increase its severity (up to Frightened). This spell cannot make a target Panicked.
  134.  
  135. -/-/-/
  136.  
  137. Grievous Accusation
  138. Level: bard 6, cleric/oracle 7, inquisitor 6, mesmerist 6, witch 7
  139. Saving Throw: Will partial, Fortitude partial
  140.  
  141. Your magic wreaks havoc upon the target, with every accusation inflicting grievous wounds - both physical and mental.
  142.  
  143. This spell works as Frightening Accusation, except the spell violently flays the target's body and soul with every accusation. The damage increases by 3d6, and is doubled on a successful Intimidate check rather than increased by half. Additionally, every successful accusation forces the target to make a Fortitude save, or take 1d4 points of damage to a random ability score (roll 1d6 to determine). When the spell ends, the target takes additional sonic damage equal to your caster level.
  144.  
  145. -/-/-/
  146.  
  147. Hideous Accusation
  148. Level: bard 6, cleric/oracle 7, inquisitor 6, mesmerist 6, witch 7
  149.  
  150. Your magic reveals the disgusting truth of the world to the target, making them unable to perceive anything but your accusations.
  151.  
  152. This spell works as Deafening Accusation, except the damage increases by 3d6, and is doubled on a successful Bluff check rather than increased by half. Additionally, every successful accusation forces the target to make a Will save or be struck Blinded for the duration of the Sickened effect. When the spell ends, the target takes additional sonic damage equal to your caster level.
  153.  
  154. -/-/-/
  155.  
  156. Accusation of Anathema
  157. School: Necromancy [fear, death, curse, sonic, language-dependent, chanting]
  158. Level: cleric/oracle 9, witch 9
  159. Saving Throw: Will partial, Fortitude partial
  160.  
  161. You invoke the most forbidden of magic in an attempt to utterly destroy your enemy with your words.
  162.  
  163. This functions as Accusation of Heresy, except it also ignores immunities against Death effects and Energy drain, and causes the target to lose any immunities against Death effects and Energy drain while he is Shaken, Frightened or Panicked. Additionally, accusations deal an extra 4d6 damage, deal double damage on a successful accusation, and a successful accusation forces the target to make a Fortitude save or gain 1 temporary negative level. The target is affected as per Greater Brand regardless of his faith, and when the spell ends, he takes additional damage equal to twice your caster level; this additional damage is pure damage and cannot be reduced or resisted in any way. If the target dies to this spell, or dies while affected by this spell and lacking immunity to death effects (either by being unprotected or from this spell removing it), their corpse bursts into cold, purple flames for a few seconds, turning it into an unrecognizable tar-black polished skeleton; this is a death effect.
  164.  
  165. -/-/-/
  166.  
  167. Violent Accusation, Mass
  168. Level: antipaladin 3, bard 4, cleric/oracle 4, inquisitor 4, mesmerist 4, paladin 3, witch 4
  169. Target: One intelligent creature per level, no two of which may be more than 30ft apart
  170.  
  171. This functions as Violent Accusation, except it affects multiple creatures. When making an accusation against a creature affected by this spell, all creatures within Close range of the target who are affected by a spell with "Accusation" in the name are also affected by your accusation; if the target of your accusation is also currently affected by another spell with "Accusation" in the name that inflicts additional effects upon making a successful skill check (such as Frightening Accusation), you may make an appropriate skill check for that spell and compare it to the DCs of any targets affected by your accusation. A successful check counts as a successful accusation for the purpose of any spells with "Accusation" in the name currently affecting them. They suffer the normal effects of the spells affecting them. The number of accusations you can make is tracked for the entire spell, not per target.
  172.  
  173. -/-/-/
  174.  
  175. Frightening Accusation, Mass
  176. Level: antipaladin 4, bard 5, cleric/oracle 6, inquisitor 5, mesmerist 5, paladin 4, witch 6
  177. Target: One intelligent creature per level, no two of which may be more than 30ft apart
  178.  
  179. This works as Frightening Accusation, except it affects multiple creatures, and the duration of the effects caused by an accusation increases to 1d4+1 rounds. When making an accusation against a creature affected by this spell, all creatures within Close range of the target who are affected by a spell with "Accusation" in the name are also affected by your accusation; make one Intimidate check and compare it to the DC of each target. A successful check counts as a successful accusation for the purpose of any spells with "Accusation" in the name currently affecting them. They suffer the normal effects of the spells affecting them. The number of accusations you can make is tracked for the entire spell, not per target.
  180.  
  181. -/-/-/
  182.  
  183. Provocative Accusation, Mass
  184. Level: antipaladin 4, bard 5, cleric/oracle 6, inquisitor 5, mesmerist 5, paladin 4, witch 6
  185. Target: One intelligent creature per level, no two of which may be more than 30ft apart
  186.  
  187. This works as Provocative Accusation, except it affects multiple creatures, and the duration of the effects caused by an accusation increases to 1d4+1 rounds. When making an accusation against a creature affected by this spell, all creatures within Close range of the target who are affected by a spell with "Accusation" in the name are also affected by your accusation; make one Bluff check and compare it to the DC of each target. A successful check counts as a successful accusation for the purpose of any spells with "Accusation" in the name currently affecting them. They suffer the normal effects of the spells affecting them. The number of accusations you can make is tracked for the entire spell, not per target.
  188.  
  189. -/-/-/
  190.  
  191. Deafening Accusation, Mass
  192. Level: bard 6, cleric/oracle 7, inquisitor 6, mesmerist 6, witch 7
  193.  
  194. This works as Mass Provocative Accusation, except all targets that fail their save are also struck Deafened for the duration of the spell and become unable to hear anything except accusations, and take additional sonic damage equal to your caster level upon the end of the spell.
  195.  
  196. -/-/-/
  197.  
  198. Accusation of Heresy, Mass
  199. Level: cleric/oracle 8, inquisitor 6
  200.  
  201. This works as Accusation of Heresy, except it affects multiple targets as per Mass Frightening Accusation, and the duration of effects caused by an accusation are increased to 1d4+1 rounds.
  202.  
  203.  
  204.  
  205.  
  206. ::CHANTING SPELLS::
  207.  
  208. -/-/-/
  209.  
  210. Explosion
  211. Evocation [Fire] [Chanting]; Sorcerer/Wizard 5
  212.  
  213. Casting Time; 1 Round, 1 Full round action
  214. V, S
  215. Range: Long
  216. Effect: 50ft radius Superdestructive Black Magic Explosion
  217. Saving Throw: Reflex half, Fortitude partial SR: partial
  218.  
  219. The immense power required for this spell forces the caster to spend two rounds casting it. The first round is spent completely on incantation and concentration. On the second round, the caster aims the spell and unleashes its terrifying power. It deals 1d6 fire damage per caster level (max 20d6), plus an amount of d8s equal to the level of the spell slot used to cast it; this is pure damage, and not subject to energy resistance, immunity or spell resistance. Casting the spell requires line of sight to the target, but not line of effect.
  220. Creatures reduced to 0 HP by this spell must make a Fortitude save or be blown into 1d8 pieces scattered across the radius of the spell. Creatures killed by this spell must make a Fortitude save or be destroyed as per Disintegrate. Creatures that survive the spell must make a Fortitude save or be Stunned for 1 round. A Reflex save halves the Fire damage portion of the spell only.
  221.  
  222. Creatures within 50 feet of the explosion's radius (including allies and the caster) must make a Fortitude save or be affected by a Bull Rush, made using the caster's CL+casting stat in place of BAB+STR; for targets inside of the spell's radius, use CL+(casting stat*2). Additionally, for 1d4 rounds after casting the area within the explosion's radius is filled with a cloud of dust and debris, affecting it as a Fog Cloud; this effect is not magical, and depending on where the spell is cast, it may linger longer, shorter or not appear at all, up to GM's discretion.
  223. While a powerful spell on its own, a caster may choose to further increase its power by burning his own lifeforce to fuel the spell. By taking damage to any one physical ability score (burn), he may create a number of effects; increase the radius of the spell by 5ft per point of burn, increase the spell's pure damage by 1d8 for every 1d8 of burn, or apply the effects of metamagic feats you know to the spell by taking burn equal to 4*their spell level adjustment (8 points of burn for Empower Spell). This ability score damage cannot be negated or reduced in any way, and the empowerment fails if one attempts to damage an ability score that cannot be damaged (such as an Undead attempting to empower the spell by taking CON damage, despite not having a CON score). You can stack multiple types of bonuses gained from this empowerment, including multiple metamagic effects.
  224. After casting, the caster must make a Fortitude save or be exhausted and lose 1 random prepared spell or spell slot; on a successful save the caster is Fatigued instead, and gets to choose which spell slot is lost. If you took any ability damage to enhance the spell, you must make one additional save, plus another for every 2 points of burn (1+1 for 1 point of burn, 1+2 for 2 points of burn, 1+3 for 4 points of burn, etc). As taking ability score damage makes you have to save twice and at least become Fatigued, you automatically become Exhausted by doing so; even if you are immune to the Fatigued condition (but not to the Exhausted condition) you are Exhausted after casting this spell and accepting burn.
  225.  
  226. -/-/-/
  227.  
  228. Demon Slave
  229. Conjuration [Evil, Chaotic, Chanting]
  230. Cleric/Oracle 4, Witch 4, Sorcerer/Wizard 4, Shaman 4, Summoner 3, Unchained Summoner 3
  231. Casting time: 2 rounds (1 round, 1 full round action)
  232. Duration: Instantaneous
  233. Components: V, S
  234. Range: Medium
  235. Effect: Line and 30ft radius destructive burst
  236. Saving Throw: Reflex half, Will partial (see text) SR: yes
  237.  
  238. This spell draws power from a specific powerful destructive outsider of at least 15 HD - commonly a demon - and channels it into a beam of destruction that explodes with violent force upon its target, capable of annihilating even formidable foes. However, invoking the forces of evil is fraught with danger; if the spellcaster is not careful, she may lose control of the spell and suffer grave consequences. Occasionally one may be able to find a suitable source of power for this spell that is not a demon, such as a daemon or outsider dragon. In such instances, change the name of the spell as appropriate (Daemon Slave or Dragon Slave for the previous examples). The incantation to cast the spell always contains the name of the spell. Other suitable sources of power for this spell may be found on the Negative Energy Plane, the Maelstrom, or more exotic locations.
  239. To be able to invoke a particular outsider with this spell at all, one must beforehand make a Knowledge check to determine a suitable incantation; this research is similar to discerning the True Name of a particular outsider; use the same rules to determine the Knowledge DC, but the time needed is reduced to 1 week plus 1 day per HD the outsider has above 15. If you already know a particular outsider's True Name, the DC to create an incantation is reduced by 10. You may write down this incantation in a spellbook or similar magical document without extra cost, but transcribing it follows the same rules as a scroll of the appropriate spell level.
  240.  
  241. Upon completing the incantation and casting the spell, the caster fires a beam of destructive energy in a line towards its intended target; this line damages and pierces through any creatures, unattended objects or cover between the caster and the target, as long as the damage is enough to kill the creature or break the object/cover in question. Creatures that make their reflex save do not block the beam. Upon reaching its target or failing to pierce through an obstruction, the beam explodes in a 30ft radius burst that deals 1d6 per caster level (max 15) of damage, plus 1x 1d10 per 5 HD above 15 the outsider invoked using the spell's incantation has. All damage dealt by this damage is pure damage and not affected by resistances or immunities. The beam deals the same damage as the burst, and creatures and objects that take damage from the line only take half damage from the burst, and no damage on a successful save; the intended target (or whatever blocks the beam's path and triggers the burst) takes damage from both the beam and the burst.
  242. This spell can be overcast by a spellcaster with access to higher-level spells. This requires the invoked Outsider to be powerful enough to provide this power, as well as carrying additional risks for the caster if the spell fails. For every spell level above the minimum, the outsider invoked must have an additional 5 HD. This includes adjustments from metamagic - the minimum for a Witch to cast a Still Spell Demon Slave without rods or other alterations is spell level 5, for example. For every spell level above the minimum, you may increase the damage dealt by increasing the multiplier (originally 1x) applied to the extra damage for invoking an outsider with a high HD, and increases the maximum damage dice from caster levels by 2. For example, a level 6 Demon Slave invoking a 25HD outsider deals an extra 6d10 (3x 2d10) damage, and can maximally gain 19d6 of damage from caster levels.
  243. This spell cannot deal damage to the outsider invoked with the spell's incantation. If this spell is used to damage an outsider of the same type (demon, daemon, etc; alignment subtypes do not qualify) as the invoked outsider, and that outsider has more HD than the invoked outsider, reduce the damage take by 1d6 per HD they have above the invoked outsider, and ignore any extra damage from invoking a high HD outsider. For example, a 22 HD demon struck by a lv4 Demon Slave cast by a Witch with CL 13 invoking a 20 HD demon would take only 11d6 damage, and ignore the extra 1d10 from the invoked demon having 5 HD over 15.
  244. If the caster fails a concentration check while casting this spell and loses control of it, he must immediately make a Will save against the spell's level+the invoked outsider's HD. If he fails, he takes 1d6 points of damage to his casting ability score, and the outsider he attempted to invoke immediately learns his name and location (the second effect can be negated normally using any means that blocks divination spells of the appropriate level, such as Mind Blank). When overcast, the danger is even greater; for every spell level above the minimum to cast the spell, you take 1d10 damage in a burst centered on yourself. The minimum radius of the burst is 10ft. Additionally, the the risk you take increases with the power of the outsider you attempt to invoke; for every 2 HD above 15, increase the size of the burst by 5ft and the damage dealt by 1d10. For example, a Witch losing control of a Demon Slave overcast to lv5 drawing power from a 23 HD demon, must make a DC 28 (spell lv5+23hd) Will Save, or create a 30ft(10ft+4x5ft) burst dealing 5d10 (1d10+4d10) damage centered on herself, in addition to taking 1d6 Intelligence damage and revealing her name and location to the demon in question. Creatures other than the caster may save against this burst using the DC of the spell. For the sake of abilities that reduce damage taken from allies, the burst created from losing control of this spell is not considered an effect produced by an ally.
  245.  
  246. -/-/-/
  247.  
  248. Abyss Slave
  249. Conjuration [Evil, Chaotic, Chanting]
  250. Cleric/Oracle 7, Witch 7, Sorcerer/Wizard 8, Shaman 8, Summoner 6, Unchained Summoner 6
  251. Duration: Instantaneous
  252. Range: Long
  253. Saving Throw: Reflex half (see text) SR: no
  254. This works as Demon Slave, with the following exceptions. The outsider invoked must be a Demon Lord, or an entity of comparable power (such as a Qlippoth Lord or one of the Horsemen) with at least 25 HD. You need not design a new incantation for this spell if you have a suitable one for use with Demon Slave. The spell's range increases to Long. The maximum damage from caster levels is increased to 25D6. The bonus damage from having a high HD is replaced by the following: 1x 2d10, and for every 2 HD above 25, increase the spell's damage by 1d10. If overcast, increase the multiplier by 1 per spell level. For example, a Witch using a lv8 spell to invoke Nocticula (who has 37 HD) would deal an extra 16d10 damage (2+6d10, x2). When losing control of the spell, you take 1d6 damage to your casting stat, reveal your name and location to the invoked outsider (this effect cannot be negated by any means), and the spell detonates in your square, dealing the normal burst damage (not the line damage) to everyone in the area (Reflex half).
  255.  
  256. As per Demon Slave, alter the name of this spell depending on the home plane of the invoked outsider (for example, Abaddon Slave when invoking one of the Horsemen, Oblivion Slave when invoking a creature from the Negative Energy Plane, and so forth).
  257.  
  258. -/-/-/
  259.  
  260. Abyss
  261. Conjuration [Evil, Chaotic, Chanting]
  262. Cleric/Oracle 9, Witch 9, Sorcerer/Wizard 9, Shaman 9
  263. Duration: Instantaneous or see text
  264. Saving Throw: Reflex half, Fortitude partial, Will partial (see text) SR: no
  265. This works as Abyss Slave, with the following exceptions. Rather than a specific outsider, you invoke the very plane of existence they exist on. To learn a plane's incantation for this spell, you must already know at least 5 incantations for outsiders native to that plane for use with Abyss Slave or Demon Slave. Then, spend one month of research into a new incantation before attempting one check each of Knowledge (Arcana), Knowledge (Planes) and Spellcraft, at DC 40. You must succeed all three at once to correctly create an incantation, and the GM makes these rolls in secret; if you attempt to cast the spell using a faulty or partially complete incantation, you suffer a 33% spell failure per check you failed; losing the spell due to this spell failure has the same effect as losing control of the spell due to a failed concentration check. When researching the incantation, you gain a +1 bonus on your checks for every incantation you can reference (such as by using a spellbook where you have them written down) that is usable with Abyss Slave. The damage dealt by the spell is 2d6+5 per caster level, and the main target takes full damage by both the line and the burst. Any creatures of less than 25HD native to the plane you are invoking are automatically destroyed by this spell. Any creatures of 25HD or more native to the plane you are invoking that are reduced to 0 HP by this spell must make a Fortitude save or be permanently killed by this spell regardless of any abilities or effects that might let them return to life normally or prevent them from dying. Anything killed or destroyed by this spell is absorbed by the invoked plane, and cannot be restored or resurrected by any means (including direct divine intervention) except by casting Abyss using the same incantation as was used in the spell that killed them, followed by Wish while the Abyss spell is still casting (either by using 2 casters or by one caster using Concurrent Chanting) to bring back their essence into the world so that True Resurrection can be used to return them from the dead. Upon using Wish to bring back the target's essence, the caster of the spell that was used to kill them is immediately alerted to the name and position of the caster of the Wish and the location of the killed creature's essence (this effect cannot be negated by any means).
  266.  
  267. If the caster loses control of this spell using a complete incantation, instead of the normal effects of losing control (see Abyss Slave) the caster must make a Will save against the DC of this spell +10. If she makes this save she counts as having successfully made the Reflex save against the blast resulting from losing control of the spell. If she fails the save, the consciousness of the plane she is invoking consumes her soul and takes over her body. The blast occurs normally, but the caster's body is immune to all effects of it. After 1 hour or upon returning to its home plane, the planar consciousness subsides and the caster's body is consumed as well (this counts as being destroyed by this spell, see above).
  268. After a successful casting of this spell, the caster's hair is drained of pigment and turned completely white (or transparent if it's already white) for 1d6 days.
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