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Chanting Spells (SSDK Materials)

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Jul 16th, 2017
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  1. Chanting Spells (SSDK Materials)
  2.  
  3. Special: Chanting (new descriptor)
  4. This descriptor is added to spells that use a long incantation, cast over multiple turns with a mandatory vocal component. It cannot be affected by Silent Spell or any other effect that would let one 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.
  5.  
  6. ::SPELLS::
  7.  
  8. Explosion
  9. Evocation [Fire] [Chanting]; Sorcerer/Wizard 5
  10.  
  11. Casting Time; 1 Round, 1 Full round action
  12. V, S
  13. Range: Long
  14. Effect: 50ft radius Superdestructive Black Magic Explosion
  15. Saving Throw: Reflex half, Fortitude partial SR: partial
  16.  
  17. 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.
  18. 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.
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  20. 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.
  21. 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.
  22. 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.
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  24.  
  25.  
  26. Demon Slave
  27. Conjuration [Evil, Chaotic, Chanting]
  28. Cleric/Oracle 4, Witch 4, Sorcerer/Wizard 4, Summoner 3
  29. Casting time: 2 rounds (1 round, 1 full round action)
  30. Duration: Instantaneous
  31. Components: V, S
  32. Range: Medium
  33. Effect: Line and 30ft radius destructive burst
  34. Saving Throw: Reflex half, Will partial (see text) SR: yes
  35.  
  36. 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 abyssal 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.
  37. 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.
  38.  
  39. 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.
  40. 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.
  41. 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.
  42. 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.
  43.  
  44. Abyss Slave
  45. Conjuration [Evil, Chaotic, Chanting]
  46. Cleric/Oracle 7, Witch 7, Sorcerer/Wizard 8, Summoner 6
  47. Duration: Instantaneous
  48. Range: Long
  49. Saving Throw: Reflex half (see text) SR: no
  50. 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).
  51.  
  52.  
  53. Abyss
  54. Conjuration [Evil, Chaotic, Chanting]
  55. Cleric/Oracle 9, Witch 9, Sorcerer/Wizard 9
  56. Duration: Instantaneous or see text
  57. Saving Throw: Reflex half, Fortitude partial, Will partial (see text) SR: no
  58. 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 Kn:Arcana, Kn: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).
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  60. 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).
  61.  
  62.  
  63. ::FEATS::
  64.  
  65. Feat: Concurrent Chanting (PRQ: Character level 5, ability to cast at least one spell with the Chanting descrpitor)
  66. 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 even 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 while the spell is paused, but you may attack and move as normal, you do not provoke AOOs 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.
  67.  
  68.  
  69. Feat: Quick Chanting (PRQ: Character level 7, ability to cast at least one spell with the Chanting descrpitor)
  70. 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, you may reduce each action in the casting time by 1 step - 1 Round to Full-round action, FRA to Standard, Standard to Move and Move to Swift. 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.
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  72.  
  73. Feat: Curved Beams (PRQ: Character level 3, ability to use at least one Spell or Su/Sp ability with a Line effect)
  74. You are capable of subtly altering the shape of your linear spell effects. When casting a spell, spell-like ability or using a Supernatural ability (such as a breath weapon) with a Line effect, you may curve the line up to 30 degrees in one direction (to determine 30 degrees, draw a straight line the length of your line effect, then another line half the range of your line effect at a right angle from the end of your first line, then connect the end of your second line with the start of your first to form a triangle). You may curve your line effect once within this area; this may be a sharp turn or a smooth arc. Your spell ends when it reaches the edge of the 30-degree-angle triangle, or when it reaches a square more than 40 feet away from where you cast the spell. Your spell can never arc more than 90 degrees so it affects more than 1 square in width; a horizontally cast Line effect may never affect squares in a vertical line, and vice versa.
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