Magic

General Notes

Magic Items

  • Magic Items will be more rare and special in this campaign. Expect treasure more in valuable goods or gold than in magical items.

Magical Traditions

  • Various magical traditions can exist. Some might chant in Sylvan, Draconic, a mixture of both, etc. Some draw strange symbols in the air. Others may use complicated movements or prayers. Spellcraft let’s you recognize the basics to identify the spell being cast.

Wild Energy

  • Know that where Magic and Psionics are concerned, nothing is guaranteed.
  • If the DM tells yous nothing or something strange happens when you use a psionic power, spell or magic/psionic item, please accept it graciously.

Effect Changes

Returning the dead to life.

  • While such feats are not known to have happened IC save for “undead that walk the land”, OOCly be prepared that returning the dead to life will be a difficult and rare event. It is more likely not to work, than work. Even when it does work, you may not like the entirety of the result.

Calling / Summoning

  • Sometimes things don’t go home when they are supposed to. Sometimes they are furious and want to attack you, as after the deal or spell duration is finished they have no compulsion or reason to listen to you.

New Powers

Dream Lock

Discipline: Telepathy [Mind-Affecting]
Level: Dread 2, psion / wilder 2, psychic warrior 2, vitalist 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One living creature
Duration: 1 round / level
Saving Throw: Will negates; Power Resistance: Yes
Power Points: 3

  • If successfully activated, the target is placed in a state of a waking dream for the duration. Treat the creature as dazed for the duration of the spell as it attempts to navigate in a false dream terrain. Creatures that immune or incapable of dreaming are automatically immune to this effect.

Dream Lock, Psionic Mass

Discipline: Telepathy [Mind-Affecting]
Level: Dread 4, psion / wilder 4, vitalist 4
Range: Close (25’ + 5’ / 2 levels)
Target: 1 living creature / level, no two of which are more than 30’ apart
Power Points: 7

  • This infusion functions exactly like Dream Lock, Psionic except that it affects multiple creatures.

Suppress Schism

Discipline: Telepathy [Mind-Affecting]
Level: Psion / wilder 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25’ + 5’ / 2 levels)
Target: One crease (see text)
Duration: Instantaneous and 1 round / level
Saving Throw: Will partial, see text; Power Resistance: Yes
Power Points: 9

  • This power can only target a creature that is either using the Schism power, is possessed (willingly or otherwise) or has abilities allowing it to act as more than one mind at once. Assuming that power resistance is breached and a Will save is unsuccessful, the following events occur, based on the nature of the target.
  • If the target is using the Schism power, that power immediately ends along with any and all effects that the Schism mind was responsible for initiating or controlling. This includes psionic powers, spells, psi-like and spell-like abilities, use of a item, etc. The target is then prevented from using the Schism power for 1 round per level.
  • If the target is possessed, then the invader is forced back into the Rider mode, thus immediately ending any effect (beneficial or otherwise) that is being applied by the invader to the host. The invader is forced to stay in this mode for 1 round per caster level, effectively preventing the invader from acting. This is considered an exorcism attempt, even if the invader isn’t actually forced out.
  • If the target has some other abilities to act as more than one mind at once, those abilities are immediately ended, negating their benefit, and are prevented from being reused or reactivated for 1 round per caster level.
  • If more than one of the above scenarios applies to the target, then all appropriate scenarios would apply. Thus a person, possessed by a Quori spirit, and manifesting a Schism power, would have both the Schism power dispelled and the quori spirit immediately forced to the Rider mode.
  • Augment: 1. For every 2 additional power points you spend, the DC is increased by 1.

Thoughtsoothe

Discipline: Telepathy [Mind-Affecting]
Level: Psion / wilder 3, tactician 3, vitalist 3
Display: Mental
Manifesting Time: 1 full round
Range: Close (25’ + 5’ / 2 levels)
Target: 1 creature / level
Duration: 10 min. / level (see text)
Saving Throw: Will negates (harmless); Power Resistance: Yes (harmless)
Power Points: 5

  • You establish a subtle telepathic connection with each creature affected, reassuring them and guiding them mentally, even in the heat of battle. Each creature affected gains a +4 morale bonus to saving throws against confusion or fear effects. You can choose to prematurely end this affect as a swift action that does not provoke by sending the telepathic version of a slap across the face to every affected creature. While this does immediately end the morale bonus to saving throws for all affected creatures, it also immediately removes any confusion, shaken, frightened or panicked conditions that any of the affected creatures might be experiencing.

New Spells

Dimension Leap

School: Conjuration (teleportation)
Level: magus 2, sorcerer / wizard 2, summoner 2, witch 2
Casting Time: 1 standard action
Components: V
Range: 10’ / level
Target: You
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No

  • You are able to teleport yourself up to 10 feet per caster level. You always arrive exactly at the desired location, either by visualizing it or stating range and direction. After using this spell, you cannot take any other actions except a single move action until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You can bring along one additional willing Medium or smaller creatures with you per three caster levels, but their distance traveled also factors against your maximum distance of 10 per caster level. A Large creature counts as two Medium, Huge as two Large and so on. All creatures must be in contact you at the time of the casting.
  • If you arrive in a place already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space within 100’ of the intended location. If there is no suitable place within 100’ of the intended location, you and each creature traveling with you takes 2d6 points of damage and the spell fails.

Nature’s Wrath

School: Evocation
Level: Druid (Special) 4
Casting Time: 1 standard action
Components: V,S
Range: Medium (100’ + 10’ / level)
Area: 20’ radius burst
Duration: Instantaneous and 1 round; see text
Saving Throw: Will partial or Will half; see text; Spell Resistance: Yes

  • By flooding the area of effect with the raw energy of nature, you smite all those who are not in tune with the natural world. This spell effects different creature types different as detailed below.
  • Animals, Constructs, Fey, Oozes, Plants, Vermin and inanimate objects: No damage dealt
  • Outsiders with an elemental subtype, but no alignment subtype: No damage dealt
  • Aberrations and Non-elemental Outsiders: All within the area of effect take 1d6 points of damage per caster level, to a maximum of 10d6, with a Will save to only take half damage. Those that fail their Will saving throw are also dazed for 1 round.
  • All other Creature Types: All other creature types take 1d8 points of damage per two caster levels, to a maximum of 5d8, with a Will save to only take half damage.

Return to Nature

School: Transmutation
Level: Druid (Special) 7
Casting Time: 1 standard action
Components: V,S,DF
Range: Close (25’ + 5’ / 2 levels)
Target: 1 living creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text; Spell Resistance: Yes

  • When cast on a living creature, Return to Nature forces the target into a state that is more akin to the natural world. Based on the creature type of the target, this spell has different results, but loss of any abilities return after 24 hours. If a creature would normally qualify for multiple effects from this spell, the caster gets to choose which one creature type the target would count as to determine the effect.
  • Animals, Fey, Humanoids that are not arcane spellcasters or psionic manifesters, Oozes, Outsiders with an elemental subtype, but no alignment subtype, Plants, and Vermin: These creatures are not affected by this spell.
  • Humanoids that are arcane spellcasters or psionic manfiesters, and Monstrous Humanoids: These creatures gain 1d4 negative levels. A successful saving throw halves the negative levels to a minimum of 1. They remain for 24 hours (unless removed) at which point another save prevents a permanent level drain as per the Energy Drain spell.
  • Giants: Giants are subject to a Reduce Person spell at the same caster level, but a successful Fortitude save halves the normal duration.
  • Dragons and Magical Beasts: Dragons and magical beasts take 1d6 points of Intelligence damage and loose the use of 1d4 supernatural or spell-like abilities, starting with those with the highest saving throw DC and then chosen at random. A successful saving throw negates the loss of abilities and halves the Intelligence damage.
  • Outsiders with an alignment subtype and Outsiders with no subtype: These creatures take 1d8 points of damage per two caster levels (maximum 10d8) and lose the use of 2d4 supernatural or spell-like abilities, starting with those with the highest saving throw DCs and then chosen at random. A successful saving throw negates the loss of abilities and halves the hit point damage.
  • Aberrations: Aberrations take 1d6 points of damage per caster level (maximum 20d6) and lose the use of all supernatural and spell-like abilities. A successful saving throw halves the hit point damage and negates the loss of abilities.

Wind’s Favor

School: Transmutation [air]
Level: druid 3, witch 3
Casting Time: 1 standard action
Components: V,S
Range: Medium (100’ + 10’ / level)
Effect: 10’ wide by 100’ tall by 100’ long area
Duration: 1 hour / level (D)
Saving Throw: None; Spell Resistance: No

  • This spell creates a strong breeze (30 mph) in the desired direction. The area is large enough to be commonly targeted immediately behind the sails of a ship, allowing you to always have a favorable wind for sailing. Redirecting the wind by more than 5 degrees requires a full round action per 45 degrees of change. This spell does not prevent other winds from affecting a ship; only the wind within the area of effect.

Zone of Natural Purity

School: Evocation
Level: Druid (Special) 2
Casting Time: 1 standard action
Components: V,S,M,DF (a bushel of ivy leaves and berries)
Range: Close (25’ + 5’ / 2 levels)
Area: 20’ radius emanation
Duration: 2 hours / level
Saving Throw: None; Spell Resistance: No

  • By sanctifying an area with the natural energies of the world, any fey or plant creature within the area of effect gains a +1 sacred bonus on attack rolls, damage rolls and saving throws, while aberrations within the area of effect take a -1 penalty to attack rolls, damage rolls and saving throws.

Magic

Echoes of Eternity silentinfinity valvaris