NeoExodus Magic of NeoExodus.pdf

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Magic of NeoExodus.indd
LPJ9702
Magic of
Neoexodus
Written By Leland Schaidle with
Sara Barlow and Dan Pitzer
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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magic of neoexodus
NEW SPELLS
treated, the subject will die in one hour. Coalescence
can be negated by a Fortitude save ( DC 10 + ½ your
caster level + your Wisdom modifier ). Remove Curse
will reverse the effects. This spell will also reverse
the affects of Blood Quickening.
Aquatic Zone
Abjuration
Level: Brd 4, Clr 4, Drd 4, Pal 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 25ft
Area: 50ft + 10ft/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Arcane Material Component: A one-inch cube of
sponge.
Crystal Forging
Transmutation [ Earth ]
Level: Clr 5, Drd 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Targets: Crystal touched
Duration: Instantaneous
You imbue an area with magical energy that prevents
water in that zone from evaporation or freezing.
Aquatic Zone can be made permanent with a perma-
nency spell.
You can form an existing piece of crystal into any
shape that suits your purpose. This includes armor
and weapons.
Blood Quickening
Necromancy
Level: Clr 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Dispersing Wind
Evocation [ Air ]
Level: Drd 4; Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Effect: A gust of severe wind emanating out from you
in all directions to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your successful melee touch attack causes the
subject’s blood to thin. If the subject is wounded
this doubles the rate of blood flow from the wound.
Until the wounded is treated this will double the rate
at which hit points are lost. Blood Quickening can be
negated by a Fortitude save ( DC 10 + ½ your caster
level + your Wisdom modifier ). This spell will also
reverse the affects of Coalescence.
This spell creates a severe blast of air that originates
from you, affecting all creatures in its path. A Tiny or
smaller creature on the ground is knocked down and
rolled 1d6×10 feet, taking 1d6 points of non-lethal per
10 feet. If flying, a Tiny or smaller creature is blown
back 2d8×10 feet and takes 2d8 points of nonlethal
damage due to battering and buffeting.
Coalescence
Necromancy
Level: Clr 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
A small creatures is knocked down, and rolled 1d4×10
feet, taking 1d4 points of non-lethal per 10 feet. or
if flying are blown back 1d6×10 feet and takes 1d8
points of nonlethal damage due to battering and
buffeting.
Medium creatures are knocked prone by the force of
the wind, or if flying are blown back 1d6×10 feet.
Large or larger creatures may only move at half of
normal rate within a dispersing wind effect.
Your successful melee touch attack causes the
subject’s blood to coagulate in its veins; unless
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magic of neoexodus
A gust of wind can move a creature up to twice the
limit of its range.
For example, if your caster level is 5 and the target’s
caster level is 6 this would increase the target’s caster
level to 8 ( 5/2 = 2 + 6 = 8 ).
Any creature, regardless of size, takes a -5 penalty
on ranged attacks and Listen checks in the area of a
dispersing wind.
Khayne’s Corruption
Necromancy
Level: Clr 6, Drd 6
Components: V, S, DF, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude; see text
Spell Resistance: Yes
The force of the wind automatically extinguishes
candles, torches, and similar unprotected flames. It
causes protected flames, such as those of lanterns,
to dance wildly and has a 75% chance to extinguish
those lights.
In addition to the effects noted, a dispersing wind
can do anything that a sudden blast of wind would be
expected to do. It can create a stinging spray of sand
or dust, fan a large fire, overturn delicate awnings or
hangings, heel over a small boat, and blow gases or
vapors to the edge of its range.
Your successful melee touch attack infects the subject
with an extremely powerful poison. The poison deals
3d4 points of temporary Constitution damage immedi-
ately and another 1d4 points of temporary Constitution
damage for each of the next 3 rounds. Each instance
of damage can be negated by a Fortitude save ( DC 10
+ ½ your caster level + your Wisdom modifier ).
Empowering Will
Enchantment ( Compulsion ) [ Mind-Affecting ]
Level: Brd 6, Wiz/Soc 7
Components: V,S
Casting Time: 1 Standard Action
Area: 100 ft radius
Target: All friendly subjects in area
Duration: 1 min/level
Saving Throw: Will negates ( harmless )
Spell Resistance: Yes ( harmless )
Arcane Material Component: One ounce of dried
violet fungus.
Khayne’s Depletion
Necromancy
Level: Clr 9
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: None
Spell Resistance: Yes
This spell imbues a group with bravery and morale in
battle. The spell grants a +3 morale bonus on attack
rolls, saves, and skill checks.
Kaga’s Channeling
Transmutation
Level: Wiz 2, Soc 2
Components: V, S
Casting Time: 5 minutes
Range: Touch
Target: Caster touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes ( harmless )
Your successful melee touch attack drains 1 point
of constitution each round. The caster must make a
successful melee touch attack each round with a +1
attack bonus per round after the first. Attacks on the
caster require him to make a concentration bonus in
addition to the melee touch attack. If either fails, the
spell fails.
This ability loss is permanent.
Kaga’s Channeling increases the caster level of the
target caster by half your caster level rounded down.
The target retains the extra levels only for the next
spell cast and may not exceed an accumulated +5
bonus to caster level.
Duration: Until the melee touch attack fails, the
target’s constitution reaches 0, the caster attempts any
other action or the caster fails a required concentration
check.
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magic of neoexodus
Symbol of Hope
Enchantment ( Charm ) [ Mind-Affecting ]
Level: Clr 6, Sor/Wiz 6
Saving Throw: Will negates ( harmless )
spout, when this happens must make a reflex save or
be swept away and suffer 2d6 points of damage.
Zone of Blight
Necromancy
Level: Drd 8, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Long ( 400 ft. + 40 ft./level )
Area: 20-ft.-radius spread + 10 ft/level
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
This spell functions like symbol of death, except that
all creatures within the radius of a symbol of hope
instead become instilled with a sense of courage by
the caster for 1 hour per caster level.
Unlike symbol of death, symbol of hope has no hit
point limit; once triggered, a symbol of hope simply
remains active for 10 minutes per caster level.
Material Component: Mercury and phosphorus, plus
powdered diamond and opal with a total value of at
least 5,000 gp.
This spell withers all plants of any size in the affected
area. An affected plant creature takes 1d6 points of
damage per level ( maximum 15d6 ) and may attempt a
Fortitude saving throw for half damage. A plant that
isn’t a creature doesn’t receive a save and immediately
withers and dies.
Waterspout
Evocation [ Water ]
Level: Water 8; Drd 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long ( 400 ft. + 40 ft./level )
Effect: Waterspout 10 ft. wide at base, 30 ft. wide at
top, and 30 ft. tall
Duration: 1 round/level ( D )
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
NEW SPELLBOOKS
Manual of Burials
The Manual of Burials is a plain black leather book
with no further markings. The cover and binding are
worn but the fine vellum pages contained within are in
perfect form. The handwriting within shows the effect
of age upon the writer, the beginning of the book
shows a clear and enthusiastic hand, the middle shows
writing strong and clear, while the ending passages of
the book make clear example of a palsied and with-
ered hand.
This spell creates a powerful waterspout that moves
over water at a speed of 60 feet per round. You can
concentrate on controlling the waterspout’s every
movement or specify a simple program. Directing the
waterspout’s movement or changing its programmed
movement is a standard action for you. The water-
spout always moves during your turn. If the water-
spout exceeds the spell’s range, it moves in a random,
uncontrolled fashion for 1d3 rounds and then dissi-
pates. ( You can’t regain control of the waterspout,
even if it comes back within range. )
The priest turned wizard Adolphus Marakos began
writing the Manual of Burials over ninety years ago.
The Manual details the funerary rites and practices of
more than three dozen religions and civilizations and
over the course of fifty years.
As Adolphus grew older, his obsession with death, or
the actual process of, grew more apparent, but not in
the manner that most wizards do. Instead of trying to
cheat death, or even stave it off, he sought to embrace
the physical effects of aging and its effect on the
body. He studied the effects of necrosis and decay, of
aging and the actual process of death. His knowledge
of the thing arcane, religious, and scientific gave his
mind the most basic tools to which unravel the secrets
of death. Adolphus interviewed morticians, priests,
gravediggers, and tomb robbers in his quest to under-
stand the actual processes.
Any Large or smaller creature that comes in contact
with the spell effect must succeed on a Reflex save or
take 3d6 points of damage. A Medium or smaller crea-
ture that fails its first save must succeed on a second
one or be picked up bodily by the waterspout and held
suspended, taking 1d8 points of damage each round
on your turn with no save allowed. You may direct
the waterspout to eject any carried creatures whenever
you wish, depositing the hapless souls wherever the
waterspout happens to be when they are released. If
the waterspout moves from water onto land it imme-
diately dissipates. All those in the area of the water-
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magic of neoexodus
Though many of the spells contained within the book
are various necromancies that are well known, other
spells are not so common. In fact, the unique spells in
the Manual normally deal with replicating effects of
the death and its process done to the body and even a
few that affect the soul.
Corpse Flesh
Necromancy [ Death, Mind-Affecting ]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: The caster’s flesh takes on the resilience of the
dead to damage.
Target: You
Duration: 1 min./level
Bitter Ashes
Necromancy [ Death, Mind-Affecting ]
Level: Sor/Wiz 9, Drd 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close ( 25 ft. + 5 ft./2 levels )
Effect: Slays one living creature and separates the
soul from the body.
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial, Willpower partial
Spell Resistance: Yes
Corpse Flesh is just as twisted as the others contained
within the Manual, although its effects are greatly
beneficial. The caster gains a mere glimpse of what
it feels like to be amongst the living dead as this
spell causes him to take on the pallor and rigidity of
a corpse. While under the effects of the spell, the
target’s skin becomes rubbery and slack, while his
joints become rigid. This grants him a damage reduc-
tion of 5/slashing and a +2 natural armor bonus to his
AC. However, while under the effects of this spell, the
caster is considered to be encumbered for the purposes
of movement.
This is the most deadly spell contained within the
Manual of Burial, for its effect is two-fold. The
spell either ends the biological functions of a crea-
ture or forces the soul to be separated from the body,
reducing the target’s mind to nothing more than a
useless mass of grey flesh. Even if the unfortunate
target survives the casting with mind and body intact,
they will be haunted by its effects for days after the
encounter.
Arcane Material Component: A piece of flesh from
a zombie.
Deadman’s Gaze
Necromancy [ Death, Mind-Affecting ]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: Enhances the caster’s sight, but his eyes take
on the wan, unblinking gaze of a corpse.
Target: One living creature
Duration: 1 min./level
The first effect slays any one living creature within
range. The target is entitled to a Fortitude saving
throw to survive the attack. If the save is successful,
the creature instead takes 3d6 points of damage +1
point per caster level ( maximum +25 ).
The second effect of the spell is much more insidious,
but just as natural. The effect emulates the natural
course of the spirit leaving a corpse once the body
has died. The very soul of the creature is stripped
from the body and sent to its proper place within
the planes. The target is entitled to a Will save to
survive the attack. If the save fails, the target’s
Intelligence, Wisdom, and Charisma scores are reset
to 0. Restoring this damage can only be done with a
wish or miracle spell to call the soul back to the body,
something that even a raise dead, resurrection, or true
resurrection cannot do. If the save is successful, the
creature instead takes 1d3 points of Wisdom damage
as its mind recovers from the trauma of surviving such
a potentially horrific demise.
Deadman’s Gaze is a fine example of the Manual
of Burial’s list of unique spells. When one casts
this spell, his eyes simultaneously bulge while they
roll backwards. Dark pits form around the caster’s
optical organs while they then gain a ghastly film and
complete the ghoulish transformation. Deadman’s
Gaze grants the caster a circumstance bonus to all
his Spot and Search checks equal to +5/+1 for every
2 caster levels. Additionally, the caster gains a +5
circumstance bonus to his Intimidate score if he can
make eye contact with the creature being intimidated.
The spell does make more pleasant social contact
nearly impossible. Therefore, the gruesome nature
Arcane Material Component: A small portion of the
brain of a corpse.
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