Errata for Spells & Spellcraft
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Spells & Spellcraft is the fourth volume in Fantasy Flight’s Legends & Lairs line of d20 System sourcebooks. This 176-page hardcover book will offer scores of new arcane and divine spells, new feats, rules for alchemical research and arcane libraries, and rules for new magical traditions. Spells & Spellcraft will be an invaluable resource for both players of spellcasting characters and DMs looking to expand the boundaries of magic in their campaigns.
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Sorcerous Feats
Bloodburn [Metamagic]
You may cast spells at a higher level than your caster level.
Prerequisite: Must be able to cast arcane spells without preparation
Benefit: A wizard summons power from outside himself, binds it with ritual, and then releases it. Sorcerers and bards, however, draw power into themselves, focusing it into a spell at the time it is called. This dynamic drawing and shaping of power allows such casters to sometimes increase the potency of a spell, though at some risk.
Using this feat, a spontaneous caster can increase his effective casting level when casting a spell, adding up to his Charisma bonus in levels. When he does so, though, he takes 1d6 points of damage per effective caster level increase.
Example: Thrug, a 6th-level sorcerer, is facing down a white dragon. His comrades are badly wounded, and he knows he has to kill it now or die. He begins to unleash his fireball spell, but uses the Bloodburn feat to increase his caster level by 3. The fireball is cast as if he were a 9th-level sorcerer, and he takes 3d6 points of damage.
Compose Song of Power [Item Creation]
You can write a song that duplicates a single magical spell.
Prerequistes: Spellcaster level 3rd+, Perform 8 ranks.
Benefit: You can compose a song of power that duplicates any single spell that you know. Composing a song of power takes 1 day. It has a base price of spell level times caster level times 50 gp. You must also expend 1/25 of this base price in XP. Any song of power that duplicates a spell with costly material components or an XP cost carries a commensurate cost to be paid by you.
A song of power is stored in your memory until activated by singing it. This is a standard action that does not provoke attacks of opportunity. You can have no more songs of power memorized at any given time than your Intelligence modifier. You can teach a song of power to another person that meets the prerequisites of this feat. Teaching a song of power takes 1 hour of instruction, after which the song passes from your memory to your pupil's, counting against his limit of songs of power. A song of power counts as a use-activated item for all purposes.
Improvise Counterspell [General]
The character may cast a counterspell even if he is not capable of casting the spell he wishes to counter.
Prerequisites: Ability to cast arcane spells without preparation
Benefit: This feat allows a sorcerer to cast a counterspell without being able to cast the spell that he is trying to counter. To do this, the sorcerer must follow all the normal rules for casting a counterspell, except that he may use any spell he knows, provided the spell is at least two levels higher than the spell being countered.
The sorcerer must still have an unused slot of that level available. Thus, if a sorcerer wishes to counter a fireball spell, and has a 5th-level spell slot unused, he may use that slot to cast an improvised counter-fireball.
Normal: A character may only attempt to counter a spell by casting the same spell.
Divine Ceremonies
Atonement for a Fallen Paladin of Sulis
If a paladin of Sulis, goddess of healing, loses sight of her duties and performs an evil and hurtful action, the deity may strip the paladin of her holy powers. Such a blow sometimes drives the paladin to become a blackguard or a worshiper of the dark arts. However, the ex-paladin may attempt the more difficult path and attempt to atone for her sins.
Caster Requirements: Only a fallen paladin can conduct this ceremony.
Time Requirements: This ceremony lasts only one night but the preparations can take months or years.
Place Requirements: A temple to the deity of the fallen paladin.
Material Components: Three symbols* (one each of strength, honor, and love), a pair of white gloves, an expensive outfit (200 gp), a pitcher of black ink, and a pitcher of holy water.
* Symbols: After being stripped of her power, an ex-paladin must seek out a priest of her deity and confess her sins and crime. After hearing the confession, the priest directs the paladin to complete three unique quests. She must return from these quests with three items: a symbol of strength, a symbol of honor, and a symbol of love.
Preparations: Before performing the ceremony, the paladin must confess to a priest, complete three unique quests, and abstain from food or drink for one day before the ceremony.
The Ceremony: The ceremony begins at a time appropriate to the faith, at the temple of the paladin’s deity. The paladin first kisses the floor before the altar and then puts on the white gloves and dips them into the ink. For the rest of the night, the paladin kneels before the altar and prays for forgiveness. At dawn, the paladin stops praying and dips the ink-stained gloves into the pitcher of holy water. If the gloves come out completely clean, the paladin is forgiven and the paladin’s powers are restored. If the gloves remain stained with ink, however, the paladin is not forgiven.
Ritual DC: 20
Dance of the Shattered Moon
No curse is more difficult to remove than that of lycanthropy. On nights of the full moon, victims of this curse transform into powerful, raving beasts capable of great feats of murder and destruction. True lycanthropes are born with such powers and have no need for cures, but those tortured souls who become afflicted through some violent act cry nightly for an end to their cursed existence. A few scattered texts exist that detail this curse and offer some possible solutions. The Dance of the Shattered Moon is found in one such book, “The Madness of Camber Ridge.”
Caster Requirements: A 12th-level cleric that can cast break enchantment, remove curse, and remove disease. Two assistants of at least 5th level, one of which must be able to cast remove curse.
Time Requirements: This ceremony lasts six hours and must take place on the night of a full moon.
Place Requirements: A stone altar placed on a high hill with silver chains to contain the lycanthrope.
Material Components: A book of prayers (50 gp), seven torches and stands, a silver dagger, the heart of the creature that inflicted the victim with lycanthropy, a stone bowl, and a basin of water and a towel
The Ceremony: The ceremony can only begin after the victim has transformed into animal form. Around the altar, the seven torches are placed in a circle and lit. The head priest reads from a book of prayers while the first assistant casts remove curse on the victim. Upon completion of the spell, the lead cleric must set fire to the heart, which is placed in the stone bowl, and dip the silver dagger into it. Taking the blade, the head priest must stab the afflicted being in the chest, being careful not to strike the heart or lung. The head priest then casts dispel magic, remove curse, and cure disease on the afflicted, in that order. The second assistant then dresses the wound with a mixture of fresh belladonna and blessed honey (see MM 219 for the effects of belladonna upon the afflicted). One minute later the person transforms back into a human and the curse is lifted.
Ritual DC: 20
New Spells
Quakethrust
Evocation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: 20 ft.
Effect: Upheaval in a 20 ft. radius centered on you
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
This spell allows you to cause an upheaval in any solid ground around you. You must be standing on a stretch of ground at least 50 ft. deep for this spell to work, so you could not cast it on the deck of a ship or the second story of a home.
Upon casting this spell, all creatures of Large size or smaller within a 20 ft. radius must make Reflex saves or be thrown to the ground by the violent upheaval. Creatures with more than two legs or that are otherwise more stable than normal gain a +4 bonus on their Reflex saves. This spell does not affect flying creatures or creatures otherwise not standing on the ground.
Arcane Material Component: A staff, which must be struck on the ground at the conclusion of the spell’s casting.
Shadow Sight
Divination
Level: Brd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
This spell allows the caster to briefly see into the plane of shadow for the duration of the spell. This allows the caster to see the shadow image of an opponent. By doing so, the caster may detect invisible or hidden foes and ignore the miss chances created by the blur and displacement spells.
Shadow sight does not allow the caster to enter the plane of shadow in any way, nor does it create a portal of any kind. It merely allows the caster to see into it in a limited manner.
Arcane Material Component: A piece of coal wrapped in black silk.
Weightless Cube
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20 ft. cube in which gravity does not exist
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
This spell creates an invisible 20-ft. cube in which normal gravity does not exist. The cube completely negates all gravity effects in the affected area, allowing those within to float. A character that pushed off the ground would sail to the full height of the cube, where he would float half in and half out of the cube as if submerged in water. If placed over a pit, chasm, or other obstacle, the weightless cube would allow characters to sail across as if flying, landing on the other side of the cube harmlessly.
Any character entering the cube without knowledge of its presence must make a Reflex save or spin out of control, landing forcefully on the other side of the cube and sustaining 1d4 points of subdual damage. The creature also falls prone. A creature that runs or charges into the weightless cube automatically fails its Reflex save and is thrown 10 ft. past the cube’s edge on the opposite side, suffering 2d4 points of subdual damage and falling prone.
Arcane Material Component: An empty box.
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