halfling spells

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    Homesteader (Priest of Cyrrollalee)

    Favored Weapon: Club/ Quarterstaff

    Recommended Skills: Diplomacy (Etiquette),Knowledge (Local), Knowledge (Religion),Profession (Cook), Profession (Tailor/

    Seamstress), Survival.

    Comforts of Home(Cyrrollalee)Illusion [Phantasm]

    Level: 1

    Components: V, S, M

    Casting Time: 3 rounds

    Range: Touch

    Target: Creature touched

    Duration: 8 hours

    Saving Throw: None

    Spell Resistance: None (harmless)

    This simple spell allows a willing recipient topamper himself or herself with all the comforts ofhome. For the duration of the spell, even the mostmeager trail rations warm the belly like a favoritehome-cooked meal, the hard-packed ground feelslike a soft, warm bed, upon awakening therecipient feels like he or she has bathed andchanged into a fresh, clean set of clothes, etc.While this spell doesn't alter the reality of therecipient's current environment, it does alter his orher perception of that environment, mitigating thepsychological rigors of travel.

    This spell does provide two tangible benefits:

    Any night's sleep had while under the effects ofthis spell is equivalent to complete bed rest,allowing the recipient of comforts of home to heal 3points of damage for the day and be fully rested forthe purposes of praying for spells.

    Material Component: The priest's holy symbol.

    Improved Sancturary (Cyrrollalee)Abjuration

    Level: 2

    Components: V, S, M

    Casting Time: 3 rounds

    Range: Personal

    Area:Friendly creatures in a 30-foot radiusDuration: 2 rounds + 1 round/level

    Saving Throw: None

    Spell Resistance: Yes

    When the priest casts an improved sanctuaryspell, those friendly creatures in the area of effectthe instant the spell is cast receive the benefits ofthe 1st level priest spell sanctuary. Any opponentattempting to strike or otherwise directly attack a

    protected creature must roll a saving throw vs.spell at a -1 penalty. (this penalty increases by -1per every four levels the caster is above 7th levelto a maximum of -3; -2 at 11th, -3 at 14th, etc.) ifthe saving throw is successful, the opponent canattack normally and is unaffected by that castingof the spell. If the saving throw fails, theopponent loses track of an totally ignores thewarded creatures for the duration of the spell.Those not attempting to attack the subjectremain unaffected. Note that this spell doesn'tprevent the operation of area attacks (fireball, icestorm, and so on) nor effect spells (summonmonster). While protected by this spell, subjectsmay use non-attack spells or otherwise act inany way that doesn't violate the prohibitionagainst offensive action. This allows a wardedpriest to heal wounds, for example, or to bless,perform an augury, chant, cast a light in the area(not upon an opponent!), and so on.

    Matieral Component:: The priest's holy symboland a small silver mirror.

    Seal of Cyrrollalee(Cyrrollalee)Transmutation

    Level: 3

    Target: Two or more creatures

    Casting Time: Special

    Components: V, S, M

    Duration: Special

    Range: Touch

    Saving Throw: No

    Spell Resistance: No

    This spell can only be cast on two or more willingcreatures who wish to make a pledge or contractwith each other overseen by Cyrrollalee. A sealof Cyrrollalee ceremony requires eachparticipant to swear an oath governing his or herfuture behavior or deeds (thus the variablecasting time), and if the oaths so sworn areacceptable to all participating parties during thecasting of the spell, requires each participant touphold his or her oath or face very severeconsequences. This spell fails if any party is nota willing participant, is under the influence of a

    charm spell (or similar ability or effect), or isn't inhis or her right mind, as adjudicated by the DM.

    If any party should fail to meet the terms of thesuccessfully cast seal of Cyrrollalee due tofactors beyond his or her control and despite hisor her own best efforts, the participant who brokehis or her oath suffers from the effects of a banespell until such time as she or he receives anatonement by a clergyman of Cyrrollalee.

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    If any party should deliberately fail to meet theterms of the successfully cast seal of Cyrrollalee,Cyrrollalee's wrath afflicts the oathbreaker byreducing one ability score of the victim to 3 (theDM randomly determines which ability), as ifvictimized by a bestow curse. Cyrollalee's wrathpersists until such time as the oath breaker makesamends for his or her broken pledge and receivesan atonement cast by a priest of Cyrrollalee.

    Matieral Component: The priest's holy symbol.

    Hornguard(Priest of Yondalla)

    Favored Weapon: Short Sword

    Armor Note: Hornguards must always carry ashield of some sort with them, regardless of whatarmor they wear.

    Recommended Skills: Knowledge (Geography),Knowledge (History), Knowledge (Religion),

    Profession (Farmer), Profession (Constable)Survival.

    A Day in the Life (Yondalla)Transmutation

    Level: 5

    Target: Creature Touched

    Casting Time: 3 rounds

    Components: V, S, M

    Duration: 1 day

    Range: Touch

    Saving Throw: Yes (will negates)

    Spell Resistance: Yes

    This spell transforms a living, sentient, intelligentcreature touched by the caster (successful attackroll required) into a normal halfling with nocharacter class abilities (see the MonstrousManual tome) provided the creature fails a savingthrow. The creature transformed retains itsalignment, its memory and mental capacity, itsnormal saving throws, and its hit points. It doesn'tgain any bonuses that halflings normally possess,but the spell does grant halfling form, -2 strengthand +2 dexterity. Items carried or worn aren'tchanged with the spell's target, who may now beawash in ill-fitting or unusable armor or holding aweapon too big to wield effectively. Magical itemsusable only by a certain race no longer function forthe target. The spell doesn't require a systemshock roll for the target creature when it'stransformed or when it assumes its normal form atthe spell's expiration.

    Material component: The priest's holy symboland a hair from a halfling's foot.

    Curse of Yondalla(Yondalla)Transmutation

    Level:6

    Target: 1 creature

    Casting Time: 1 round

    Components: V,S, M

    Duration: SpecialRange: 60 feet

    Saving Throw: Yes (will negates)

    Spell Resistance: Yes

    The curse of Yondalla is reserved for creatureswho have greatly offended Yondalla--forexample, by completely destroying a halflingcommunity or killing innocent and defenselesshalflings, such as the aged or very young. Acreature afflicted by the curse of Yondalla isstunnedand unable to act offensively if it fails asaving throw. It then returns to infancy over the

    period of a turn, growing younger slowly at firstand then rapidly until it's once again an infantspecimen of its species. The infant has nomemory of its previous life. Commonly, a halflingcommunity or the priest then raises the target torespect halflings and the ways of Yondalla. Aninfant of a species inherently unsafe for such folkto raise, (say, a troll or dragon), it's placed with afoster parent of a species able to properly raise itin a positive moral and ethical fashion.

    An undead creature of less than divine statusthat fails its saving throw is destroyed by thespell, but a creature of extraplanar origin thatfails its saving throw is merely banished back to

    its home place and unable to return to the PrimeMaterial Plane for 10d10 years. A creature withspell resistance has it reduced by a -25% penaltyagainst the effects of the curse. A creature thatsuccessfully saves still suffers 3d8+3 points ofdamage or half its remaining hit points indamage, whichever is less.

    The bestowed curse of Yondalla cannot bedispelled. It can be countered by a remove cursefrom the same priest of Yondalla who cast it orany good priest whose level exceeds the originalcaster's level; it can also be negated by a fullwish. When the curse is removed, the creature

    returns to its normal age over the course of aturn, but it remembers any events that took placeduring its second youth in addition to those of itsprevious older life. Destroyed undead creaturescan be restored or extraplanar creatures allowedto return before the end of the alloted time onlyby a full wish or divine intervention.

    Priests of Yondalla do not cast this spell lightly.Yondalla's divine servitors or Yondalla herselfare said to watch over its use and will prevent it

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    from being successfully cast if they feel it's beingmisused.

    Material Component: The priest's holy symbol.

    Horn of Plenty (Yondalla)Conjuration [Creation]

    Level: 4Target: The hollowed out horn of a ram

    Casting Time: 2 rounds

    Components: V, S, M

    Duration: 1 hour

    Range: Touch

    Saving Throw: None

    Spell Resistance: No

    This spell temporarily transforms a hollowed outhorn into a magical cornucopia. In the first 5rounds after the spell is cast, fresh vegetables,fruits, and grains tumble forth from the horn of

    plenty, in quantities sufficient to feed up to sixhuman-sized creatures or two horse-sizedcreatures for one day. In the second 5 rounds,wine, water, or ale gushes forth from the horn ofplenty sufficient to quench the thirsts of up to 6human-sized creatures or two horse-sizedcreatures per level of the caster for one day.During the casting, the caster must specify thetypes of fruits, vegetables, and grains, and the typeof liquid to be dispensed. It's up to the caster todetermine how, if at all, the food or beverages is tobe contained so that it doesn't spill all over theground; casters often arrange to have containersplaced on the ground to catch the bounty. The

    enchantment of the horn of plenty fades once thespell expires, but any food or drink created bymeans of this spell is permanent and nonmagicalin nature (and spoils and decays normally).

    Material Component: The priest's holy symbol.

    Grimwarden (Priest of Urogalan)

    Favored Weapon: Flail

    Recommended Skills: Craft (Gem Cutting), Craft(Pottery), Craft (Stonemasonry), Knowledge(Genealogy), Knowledge (History), Knowledge(Religion), Profession (Archivist), Profession(Gravedigger).

    Earth Anchor(Urogalan)TransmutationLevel:

    Area: 30 foot radius

    Casting Time: 1 round

    Components: V, S, M

    Duration: 3 rounds + 1 round/ level

    Range: 30 feet

    Saving Throw: Yes (Fort negates)

    Spell Resistance: Yes

    This spell causes creatures within the area ofeffect who are in contact with the ground to be

    magically bonded to the earth or stone on whichthey stand. thereafter, while it's possible to slideforward or backward at one-third normalmovement rate, it's impossible to lift any bodypart in contact with the ground away from theearth to which it's anchored. Any being exitingthe spell's area of effect is no longer bound bythe effects of the earth anchor. Beings enteringor re-entering the area of effect after the castingof the spell are affected, however. Likewise, anybeing within the area of effect who brings otherparts of its body into contact with the ground findthose parts similiarly anchored as well. Onlyliving, corporeal creatures in physical contact

    with the ground are affected by this spell. Boots,clothing, armor, and the like do not count as agap between an individual and the ground.

    Any creature within the area of effect when thespell is cast or any creature that enters (or re-enters, even if it's already succeeded at a savingthrow vs. spell) must succeed at a saving throwvs. spell to avoid the effects of the earth anchor.Targets of this spell can willingly forgo theirsaving throw vs. spell if desired.

    The material components of this spell are thepriest's holy symbol and a small amount of mud.

    Doomhound(Urogalan)Illusion [Phantasm]Level: 4

    Target: 1 creature

    Casting Time: 1 action

    Components: V, S, M

    Duration: Special

    Range: 30 feet

    Saving Throw: Will negates (see text)

    Spell Resistance: Yes

    This spell creates a shadowy mastiff visible onlyto the caster and the intended target of the spell.

    Once created, a doomhound inexorably stalks itstarget, never approaching closer than 10 feet orfalling more than 300 feet behind, creating anunshakeable premonition of death.

    The initial appearance of a doomhound causesthe target creature to become panicked, as ifcaused by the spell fear. A successful savingthrow negates the panicked effect, but it doesn'tdispel the doomhound. Regardless of whether ornot the target of this spell attempts to flee, the

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    doomhound when it first appears, for as long asthe doomhound stalks the target, the victim rolls allsubsequent saving throws with a -2 morale penaltyon saving throws.

    Creatures immune to magical fear areunaffected by this spell. Only one doomhound canstalk a target at any time. the effects of this spellcan be ended at any time by a remove curselimited wish, or wish, or by the death of the target,but physical or magical attacks are otherwiseineffective against a doomhound.

    Material Component: The priest's holy symbol.

    Call Hounds(Urogalan)Conjuration [Summoning]

    Level: 2

    Area: 10 foot radius

    Casting Time: 1 round

    Components: V, S, M

    Duration: 1 round/level

    Range: 25 feet + 5 ft./2 levels

    Saving Throw: None

    Spell Resistance: No

    When this spell is cast, a pair of jet-black houndsappear within the spell's range, as desired by thecaster. The hounds are completely loyal to thecaster and attempt to carry out the caster's everycommand so long as such actions don't contradictthe tenets of Urogalan's faith. If ordered toundertake a task contrary to the tenets ofUrogalan, the hounds simply vanish, ending thespell. The caster's control over the hounds is

    nearly absolute; only a full wish or divineintervention is sufficient to divert the hounds'loyalty to the caster.

    The hounds are the equal of riding dogs, asdescribed in the Monster Manual, with maximumhit points (20 hp) and lawful neutral alignment.They're more intelligent than normal war dogs (lowintelligence) and can understand complexinstructions.

    Call hounds ends if the hounds are slain orsubject to a banishment spell, if the caster is slainor rendered unconscious, or if the caster wills thespell to cease. Dispel magic has no effect on the

    hounds. Protection from good,protection from evil,and similiar powers can keep the hounds at bay,however.

    Material Components: The caster's holy symboland a silver dog whistle (worth at least 50 gp) thatthe caster sounds during the casting. Neither areconsumed in the casting.

    Misadventurer (Priest of Brandobaris)

    Favored Weapon:

    Recommended Skills: Bluff, Climb, DecipherScript, Disable Device, Disguise, Hide,Knowledge (Religion), Listen, Move Silently,Open Lock, Profession (Gambler), Sleight ofHand, Spot, Tumble

    Charm of Brandobaris(Brandobaris)Enchantment [Charm]

    Level:

    Target: 1-4 beings

    Area: 30 foot radius

    Casting Time: 1 action

    Components: V

    Duration: 1 day/level

    Range: 10 feet

    Saving Throw: Will negates

    Spell Resistance: Yes

    This spell is useful when the caster has beencaptured. The spell convinces one to four targetcreatures that the caster is too valuable a prizeto execute (or eat) out of hand. It createslingering doubts in the targets' minds that makethem think that the caster is worth ransoming,that higher authorities should be consulted, or inthe case of evil beings, that it might be more funto forcibly interrogate the caster later. In anycase, the net effect is that the caster isn'timmediately killed, thus allowing for a possibleescape. Even creatures of animal intelligence orless are more easily distracted from the caster--for example, other creatures available forconsumption will be eaten first.

    Charm of Brandobaris does not affect thecaster's ability to communicate with his or hercaptors, nor does it otherwise alter theirbehavior: It does not, for example, make guardsless watchful than usual.

    The effect is centered on the caster, and itaffects beings selected by the caster within thearea of effect. If the spell is cast at three or fourbeings, each gets a normal saving throw. If onlytwo beings are to be affected, each has a savingthrow penalty of -1. If the spell is cast at one

    being, the saving throw has a -2 penalty.Verbal Component: Varies according to the

    situation, but typically Charm of Brandobaris isinvoked with an apropos along the lines of:This isn't exactly what it looks like" or "Let meexplain...."

    Daydream(Brandobaris)Enchantment

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    Level:1

    Target: 1 creature

    Casting Time: 1 action

    Components: S, M

    Duration: 1 round/level

    Range: 60 feet + 30 ft./level

    Saving Throw: Will negatesSpell Resistance: Yes

    This spell causes the target's thoughts to driftaway from the task at hand, diminishing his or herchance of noticing anything unusual. For theduration of the daydream effect, small clues ordiscrepancies are blithely ignored, and onlyobvious events are noted, as adjudicated by theDM. A successful saving throw vs. spell negatesthe daydream. If the casting of the daydream wasdone discreetly, regardless of whether the savingthrow was made or not, the target does not evenrealize that a spell was cast.

    While under the effects of a daydream, thetarget is penalized by -10 on any skill checksrelated to perception or observation (includingspot, listen, and forgery checks). Thus, checks forsurprise are made with a -1 penalty. If and whenthe target does notice anything unusual, thedaydream effect comes to an immediate end.

    Material Component: The priest's holy symboland a pinch of fine sand.

    Stealth of Brandobaris(Brandobaris)Transmutation

    Level:2

    Target: The casterCasting Time: 1 action

    Components: S, M

    Duration: 1 round + 1 round/level

    Range: Self

    Saving Throw: None (harmless)

    Spell Resistance: Yes

    When this spell is cast, the priest temporarily gainsthe a +5 bonus to her Hide and Move Silentlychecks for the duration of the spell. Stealth ofBrandobarisis canceled if exposed to a successfuldispel magicor similar power.

    Material Component: The priest's holy symbol.