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...Playtest
for Malhavoc!
The
following spells are slated to appear in Book
of Eldritch Might II: Songs and Souls of Power,
due out as an electronic release in mid-February (print
version in May). While they serve as an early preview
for the sort of material you will find in the book,
what we'd really like is for some of you to take this
opportunity to put them into play.
Here's
what we'd like you to do. Insert one or more of the
following spells into your next game. See how it works
out, and then let us know. If your feedback proves
insightful, valuable, and timely, we'll list your
name among the playtester credits.
To
provide playtest feedback, email me at this address.
[Sorry, playtesting now over.] You must
use this address, or your comments will get lost in
the shuffle. Include your name with your feedback
if you want to be listed in the credits. Here's the
really hard part, however: We need to hear from you
by February 6.
Keep
in mind that you don't have to find something wrong
to provide valuable information. A brief discussion
of your analysis or play experience with a spell is
what we're looking for, regardless of the ultimate
results.
So,
with all that understood, here are the spells:
Gestalt
Transmutation
Level: Wiz/Sor 6
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet/2 levels)
Area: Two living creatures, both of which are
no farther apart than 10 feet
Duration: 1 minute/level (D)
Saving Throw: Fortitude and Will partial
Spell Resistance: Yes
This
strange spell fuses two creatures together for a time.
If either creatures (or both) is not willing, they
must make both Fortitude and Will saving throws. The
effects of the spell depend on which saving throws
fail.
All
four saving throws fail: The two subjects fuse
into one creature. It has a bizarre appearance, with
all the limbs of both creatures, a two-sided head
with both faces (if applicable), and the rest a strange
amalgam. It is the size of the larger of the two subjects.
This new creature has the higher of the two subjects'
hit points, ability scores, saving throw bonuses,
Armor Class, and skill bonuses. It has all the special
abilities, spells, feats, and knowledge of both creatures.
Redundant abilities, such as both creatures possessing
the feat Cleave, produce no special effect beyond
the fact that the gestalt creature has the feat. The
new creature has all the gear of both subjects, although
in the case of redundancy (two sets of armor, two
rings of protection or two cloaks, for example)
only the better of the two remains, while the other
becomes subsumed into the creature's form for the
duration. Since the gestalt creature has multiple
arms, multiple weapons are not redundant.
When
the spell ends, spell effects placed on the single
creature end with it, whether beneficial or detrimental.
Damage dealt to the single creature is evenly divided
between the two creatures where possible. Damage that
cannot be equally divided (such as 1 point of drained
Strength) is ignored. Each creature remembers some
details of the other's thoughts and memories (DM's
discretion).
If
the gestalt creature dies, both individuals are dead.
One
Fortitude saving throw fails and all others succeed:
The creature failing the saving throw suffers 4d6
points of damage. The other creature remains unaffected.
One
Will saving throw fails and all others succeed:
The creature failing the saving throw suffers 4d6
points of damage. The other creature remains unaffected.
One
creature fails just the Fortitude saving throw, one
fails just Will save: The creature failing the
Fortitude saving throw disappears, his mind transported
into the other creature. The mind of the creature
that failed the Fortitude save now controls the other
creature's body for the duration. The controller keeps
its Intelligence, Wisdom, Charisma, level, class,
base attack bonus, base save bonuses, alignment, and
mental abilities. The body retains its Strength, Dexterity,
Constitution, hit points, natural abilities, and automatic
abilities. For example, a fish's body breathes water
and a troll's body regenerates. A body with extra
limbs does not allow the controlling creature to make
more attacks (or more advantageous two-weapon attacks)
than normal. The controlling creature can't choose
to activate the body's extraordinary or supernatural
abilities. The controlled creature's spells and spell-like
abilities do not stay with the body.
Both
Fortitude saving throws fail: The creatures fuse
into one creature, as described above, but they have
no control over the new body. They spend the entire
duration of the spell paralyzed.
Both
Will saving throws fail: Both creatures are stunned
for the duration, their minds fused together in a
confusing jumble. When the spell ends, both creatures
remember some details of the other's thoughts and
memories (DM's discretion).
One
creature fails both saves, other succeeds at both:
The creature failing the saving throws suffers 8d6
points of damage. The other creature remains unaffected.
Jevicca's
Fourfold Ostracism
Enchantment
Level: Wiz/Sor 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet/2 levels)
Targets: One to four creatures or objects
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You
send one to four creatures or objects into the Ethereal
Plane for a very short time. At the end of the duration,
the subjects return to the exact location from which
they left, unless that spot is no longer safe (if
it has been filled with stone, a fire has been set
there, and so on); in that case, they appear in the
nearest safe spot. During their time on the Ethereal,
creatures can take whatever actions are available
to them -- if they have the power on their own, they
can even return to the Material Plane. Unless the
creatures ostracized to the Ethereal take actions
against each other, however, they should be assumed
to be safe on that plane for the duration. The point
of the spell is to simply get rid of them for a short
while, so that actions can be taken in their absence.
Unattended
objects gain no saving throw unless they are magical.
The object must be smaller than a 10-foot cube to
be affected. Creatures, however, can be of any size.
Due
to the "fourfold" nature of this spell,
if the caster chooses to affect fewer than four targets,
she can force one or more of the subjects to make
multiple saving throws. If any of them fail, the spell
affects the subject. For example, if the caster affects
three targets, one (caster's choice) must make two
saving throws while the others make one, as normal.
If two targets are chosen, both must make two saving
throws, or one target must make three and the other
just one. If this spell is cast upon a single target,
that creature or object must make four saving throws
and succeed at all of them or experiences the spell's
effects.
This
spell has no effect if cast on the Ethereal Plane.
Material
Component: A bit of copper wire bent four times
into a square shape.
Sudden
Wave
Conjuration (creation)
Level: Drd 6, Wiz/Sor 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet/level)
Effect: A wave of water 20 feet high, 20 feet
wide, and 3 feet thick
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You
summon a tall wave of water that rests on the ground
and immediately moves away from you at a speed of
50 feet (so it moves 100 feet in a given round). If
a part of the wave strikes a secured object that it
does not destroy, that portion of the wave falls away.
In other words, the wave conforms to the shape of
its surroundings. For example, if the wave moves across
a room toward a corridor 10 feet wide and tall, it
becomes a wave 10 feet high and 10 feet wide, and
retains its 3-foot thickness. (The wave's remaining
mass splashes to the ground and goes wherever that
much water normally would go in the particular situation.)
If the entire wave crashes into a solid object it
cannot move or destroy (like a wall), the water splashes
to the ground and the wave stops. The wave leaves
a light trail of water wherever it goes.
The
wave deals 10d6 points of damage to anything it strikes
as it moves, and those creatures of Large size or
smaller failing their Reflex saving throw must also
make a Strength check (DC 20) or be swept along with
the wave. Each round, those swept up in the wave can
attempt Swim checks (DC 20) to break free. Unattended,
unsecured objects of Large size or smaller automatically
get swept along. The wave may strike an object and
fail to destroy it or sweep it along; should this
occur while the wave is carrying one or more creatures,
they each suffer 5d6 points of damage from the impact
(Reflex save for half) and have a 50 percent chance
of being knocked out of the wave. If the entire wave
strikes an object it cannot move or destroy, all within
suffer 5d6 points of damage (no save). If given room,
in the right circumstances, this spell can leave a
swath of destruction unlike most others.
If
the wave suffers at least 40 points of cold damage
in 1 round, it freezes solid, becoming a wall of ice
with the sudden wave's dimensions. Otherwise, only
spells that can stop it (such as a wall of iron or
wall of force) or completely destroy it (like disintegrate)
have any effect. Physical attacks of any kind accomplish
nothing. Fire elemental creatures suffer double damage
from this spell.
Material
Component: An ounce of sea water.
Threatening
Weapon
Evocation [Force]
Level: Wiz/Sor 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 feet + 10 feet/level)
Effect: A magical weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A
melee weapon made of pure force springs into existence
and attacks opponents when they provoke attacks of
opportunity, dealing 1d8 points of damage per hit.
The weapon takes the shape of any normal-sized simple
or martial weapon you desire and has the same critical
threat ranges and multipliers as a real weapon of
its form. It uses your base attack as its attack bonus.
It strikes as a spell, not as a weapon, so, for example,
it can strike incorporeal creatures.
The
weapon threatens the 5-foot area around it (unless
it is a reach weapon) and makes attacks of opportunity
to any within this area that provoke them. There is
no limit to the number of attacks of opportunity the
weapon can make in a round, but otherwise it takes
no actions. If in a position where it flanks an opponent
with another combatant, it provides a flanking bonus
for the other attacker and gets one itself, should
the opportunity to strike arise. Your feats (such
as Weapon Focus) or combat actions (such as charge)
do not affect the weapon. If the weapon goes beyond
the spell range, if it goes out of your sight, or
if you are not directing it, the weapon returns to
you and hovers.
Each
round after the first, you can use a standard action
to move the position of the weapon to threaten a new
target. If you do not, the weapon remains where it
is. The threatening weapon cannot be attacked
or damaged.
If
an attacked creature has SR, check for resistance
the first time the threatening weapon strikes
it. If the creature successfully resists the weapon,
the spell is dispelled. If not, the weapon retains
its normal full effect for the spell's duration.
Warding
Globes
Evocation [Force]
Level: Wiz/Sor 4
Components: V, S, M
Casting Time: 1 action
Range: 5 feet
Effect: One 2-inch globe/2 levels (maximum
6)
Duration: 1 minute per level or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes
You
create a number of small globes of force energy that
float around your body, within 5 feet of you. To the
ignorant, they might even be mistaken for ioun
stones. These globes hover protectively around
you, each granting a +1 defection bonus to AC. Further,
whenever a foe attempts to make an attack of opportunity
against you, a globe intercepts the attack (foiling
it) and explodes, dealing 2d6 points of force damage
to the attacker (a Reflex saving throw reduces this
damage by half). This action discharges and destroys
the globe. If the foe makes the attack with reach
greater than 5 feet, the attack is still foiled, but
no damage is inflicted, as the foe is out of the globe's
range.
Material
Component: A small glass sphere for each globe
to be created, each worth 10 gp.
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