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Diaghilev

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Dec 23rd, 2019
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  1. Lengthen Limbs
  2. R: touch T: willing creature D: [sum] minutes
  3. Up to [dice]x2 of the target's limbs double in length. If all a creature's walking limbs are affected, the creature's move speed is also doubled for the duration of the spell. Weapons wielded in a lengthened limb can reach farther than normal. This effect does not change the structure or form of the limbs. It merely affects one of the many dimensions surrounding them, which also causes the limbs to appear farther away than usual. If you invest 3 or more [dice] the spell's duration becomes [sum] hours.
  4.  
  5. Roiling Polymorph
  6. R: 10' T: willing creature, or unwilling creature of [dice]x2 HD or less D: [sum] rounds
  7. For the next [sum] rounds, target creature transforms through a wide variety of shapes. Save once at the start of the spell to negate. Roll on the list below at the start of each round: 1-2: no change from current form, 3: small mammal, 4: small amphibian, 5: small bird, 6: small crustacean, 7: medium mammal, 8: medium bird, 9: creature of the same size and species as the target, but of different appearance, 10: creature of the same size as the target, but different species and appearance. The creature's Stats and HP are quartered when transformed into a small creature and halved when transformed into a medium creature. When the spell's effect ends, the creature is stunned for 1d6 rounds.
  8.  
  9. Negasonic Ray
  10. R: [dice]x20‘ cone T: area D: concentration
  11. Rippling rings of purple light pour from the caster's forehead. All sounds are cancelled within the area of this spell. Creatures are deafened until the spell ends or they leave the spell's area.
  12.  
  13. Hone
  14. R: touch T: object D: permanent
  15. You run your hands over a metal or wooden edge and hone it. The object becomes razor sharp. Blunt objects deal 1d6 damage. Weapons deal an extra 1d6 damage for the next [dice]x2 hits. The edge must be smaller than your outstretched arms.
  16.  
  17. Embed Memory
  18. R. touch T: creature D: varies
  19. You pull a single memory out of your head and transfer it to another creature. Unwilling creatures may Save to negate. The memory must be short, and it must be distinct. The memory is perfectly vivid for [sum] days but begins to fade after that. If [sum] is greater than 12, the memory will never fade, even if the target loses all other memories.
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