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Magic

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Witch Craft


Spell Descriptions

Detect Heretic

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Divination
Level: Clr 0, God’s Eye 1, Inq 0, Pal 1
Casting Time: 1 action
Components: DF
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Chapter Eight provides a number of spells that allow priests to mark enemies of their faith. This simple ritual allows you to sense whether anyone in your vicinity bears the mark of heresy. By casting the spell, you can detect the presence of anyone who has been affected by anathema, ban, or excommunicate — provided that the original spellcaster was a member of your faith. Everyone has different views on heresy, and you can only identify those who have been cut off from your church. The effects of the spell depend on how long you study a particular Area:

1st round — The presence or absence of marked individuals.

2nd round — The number and location of marked individuals, along with the level of mark (ban, anathema, or excommunicate?). If a heretic is out of your line of sight, you get a general sense of direction but not a precise location.

3rd round — By studying an individual target you can learn where and when he was marked, who cast the spell, and a brief (approximately one paragraph) description of the nature of his crimes against the church (as set by the caster of the marking spell). Each round, you can turn to examine a new area. The spell can penetrate barriers, but will be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or three feet of wood or dirt.

DETECT MYSTICAL STREAMS

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Universal
Level: Diviner 3, Inq 3
Casting Time: 1 action
Components: V, S
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

A highly specialized form of detect magical residue, this spell allows you to trace streams of mystical energy that are linked to your current location. This includes the residual effects of clairvoyance/clairaudience, Greater Scrying, Prying Eyes, scrying, and any form of teleportation.

The effects of the spell depend on how long you study a particular Area:

  • 1st round — You can sense if teleportation or scrying has occurred in the area of effect within the last 24 hours. You can distinguish between teleportation and scrying, but you cannot identify the specific nature of a spell.
  • 2nd round — You can sense the number of instances of teleportation or scrying that have occurred within the last 24 hours, and the approximate time of each event.
  • 3rd round — You can identify the specific spell that was used in each instance. By studying a specific trace, you can follow the mystical stream to get a sense of the connected location — the point which a caster teleported from or to, or the location of a scrying mystic.

This requires a successful Spellcraft check, as shown on the following table.

Information Spellcraft DC
Determine rough location20
Determine general location25
Determine precise location30

Determine rough location gives you a vague sense of distance and direction, but there is a margin of error of a few miles on the distance.

Determine general location provides all of the above information, but narrows the margin of error down to a single mile and adds a rough description of the area —the city of Fellvale” or“Berkannon Wood.”

Determine precise location gives you an exact sense of the destination point and a clearer description“The Black Eagle Inn in the city of Fellvale.” A basic check requires 2 minutes, and has a range of up to 50 miles; if the destination point is not within that area, you can take an extra minute to extend the range by another 50 miles; you can continue extending the range until the duration of the spell expires.

It takes three minutes to study a stream in enough detail to allow a Spellcraft Check. If you fail the check you can’t gain any information, but you are not given false information. As long as you continue to maintain the spell you can retry failed checks; if the spell expires you must begin from scratch.

DIRECT CONVERSATION

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Enchantment (Compulsion)
[Mind-Altering]
Level: Brd 0, Inq 0
Casting Time: 1 action
Components: S
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level or until discharged, whichever comes first
Saving Throw: Will negates
Spell Resistance: Yes

This subtle spell helps you to encourage your target to unburden her thoughts. It provides you with a +4 on the next Gather Information check that you make against the target, provided that the check is made within the time limit of the spell’s duration.

ENDURE PAIN

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Illusion (Figment)

Level: Clr 0, Sor/Wiz 0
Casting Time: 1 action
Components: V, S
Range: Touch
Target: One living creature
Duration: 30 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

If you know that you will be tortured in the near future, this spell may allow you to resist the machinations of your enemy long enough to feed him false information. This minor ritual reduces the target’s sensitivity to pain; it does not block the sensations entirely, but it helps to mitigate the agony. This has two effects. First, the target receives a +4 bonus to any Fortitude save he makes to resist torture. Second, he receives Damage Reduction 1/— against nonlethal damage. This stacks with other forms of Damage Reduction, but provides no defense against lethal damage.

FINAL VISION

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Necromancy
Level: Clr 3, God’s Eye 2, Inq 1, Nec 2
Casting Time: 1 action
Components: V, S
Range: Touch
Target: One dead creature
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

A more powerful version of testimony of the broken window, this spell allows you to touch a corpse and relive the last few minutes of the victim’s life. You may concentrate for up to one round per caster level; for each round of Concentration, you relive an additional round in the victim’s life, slowly rewinding from the moment of death. Every time you cast the spell, the vision begins again at the moment of death, so you cannot reach deeper into the past by casting the spell multiple times.

While you are reliving the life of the victim, you are completely unaware of your surroundings in the real world; during this time you are considered to be flatfooted. While you perceive the world through the eyes and ears of your target, you use your own ranks in Spot, Listen, and Search, and may notice details that your victim missed. This is a recorded experience; the mind of the victim is not involved in any way.

This spell cannot be used on a corpse that has been turned into an undead creature or targeted by the absorb revenant spell.

FORM BLOODSTONE

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Conjuration (Creation)
Level: Inq 1
Casting Time: 1 action
Components: V, S, M
Range: Personal
Effect: One stone
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This ritual imprints a ruby with a record of a bloodtrace. You must first cast detect bloodtrace; once you have isolated a particular trace, you may cast this spell to store the trace within the stone. From that point on, you may use detect bloodtrace to gain information from the stone, just as if you still had access to a fresh bloodstain. This is typically used in conjunction with the Confirm Identity function of detect bloodtrace; an investigator will take a blood sample from a suspect and compare it to the aura of the stone. It is also required for follow the bloody trail, which allows an inquisitor to Track a creature using the stored trace.

Material Component: The material component of this spell is a small ruby with a minimum value of 25

gp. A ruby can only hold one imprint.

LIGHT OF TRUTH

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Divination
Level: Clr 4, Inq 3,
Justice 3, Pal 4
Casting Time: 1 action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: Concentration, up to 3 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

The trouble with most spells that reveal the truth like discern lies and detect thoughts is that only the spellcaster can perceive the information revealed by the spell. zone of truth has the opposite effect; if it works, the effects are apparent to all but as it is an area effect spell, you can’t
tell if the target has resisted the effect.

Discern lies allows you to spot falsehoods by noticing shifts in the target’s aura. Light of truth makes this aura visible to observers. If the spell is successful, the target is surrounded by a pale blue glow; if she lies while under the influence of the spell, this briefly shifts to an aura of red and black. If the target succeeds in the initial Will save, the aura never becomes visible. Light of truth has a longer duration than discern lies, but it has a shorter range and the drawback of being obvious to the victim as well as to onlookers. In addition, unlike discern lies, once the spell is cast the target cannot be altered. Another problem with light of truth is that the effect can be mimicked using silent image or any similar spell; as a result, the caster must still be known or trusted by her audience in order for the results of the spell to be trusted.

A god of Knowledge will offer both light of truth and discern lies to his followers. However, another deity may only offer one or the other, based on her nature; this decision is up to the GM. discern lies could be argued as being more appropriate to a goddess of Trickery or Chaos, while light of truth may be more appropriate for a god of Good or Protection.

See the Face

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Divination
Level: Brd 2, God’s Eye 2, Inq 1, Sor/Wiz 2
Casting Time: 1 action
Components: V, S
Range: Touch
Effect: One object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This useful divination allows you to study the aura of an object and pluck out images of the people who have handled it most recently. Receiving an image of the last person to hold the object requires a Spellcraft roll with a DC of 10. If you make the roll, you may continue back into the history of the object; each subsequent holder adds 3 to the DC of the check, so the second most recent holder requires a check at DC 13, the third a check at DC 16, and so on. You may continue until you fail a check, at which point the connection is lost. You do not receive any personal information about the people that you see, but you receive a clear visual image, sufficient to allow you to recognize the target should you cross paths with him. In addition, this image is strong enough that you could attempt to draw a picture (making a Craft check) or use Disguise, alter self, or similar effects to mimic the person you saw.

New Epic Spell Seeds

Grimoire of Cosmic Entities Volume One

By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Charm
Enchantment (Charm) [Mind-Affecting]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Target: One living creature
Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes

Charm makes a creature regard you as a trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. This spell does not allow you to control the charmed creature as if it were an automaton, but it perceives your words in a most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

To charm a target so that it neither gains a bonus on its saving throw if being threatened by you or your allies, increase the Spellcraft DC by 4.

Darkness
Evocation [Darkness]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 20 days (D)
Saving Throw: None
Spell
Resistance
: No

This seed causes an object touched to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with Darkvision or Low-Light Vision) have the miss chance in an area shrouded in magical darkness.

Magical light produced by a spell with the epic seed light is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of effect.

Drain
Necromancy
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous, or see text
Saving Throw: Fortitude half
Spell Resistance: Yes

You deal the target 4 points of ability score damage to any one ability score, although a successful fortitude save reduces the damage by half. For each additional point of ability score damage to be dealt, increase the Spellcraft DC by +4.

You can instead afflict the character with ability drain; in such a case the base Spellcraft DC is 23. Whether the damage is ability damage or ability drain, a character cannot take Constitution damage or drain that reduces him to a Constitution score of 0.

Alternatively, the caster can deal energy drain by means of this seed; in such a case the base Spellcraft DC is 23. The creature touched takes four negative levels; each additional negative level to be bestowed increases the Spellcraft DC by +6. Negative levels bestowed in this manner disappear after 20 hours; if a factor is used to increase the duration, the target must successfully save after 24 hours if the negative levels have not been re-moved, otherwise they automatically convert to actual level loss. Any creature that gains negative levels equal to his current levels or hit dice dies with no save.

Epic Spells

Incantations

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Rite of the Diabolical See
Transmutation [Evil]
Effective Level: 9 th
Skill Check: Knowledge (religion) DC 33, 9 successes
Failure: Death
Components: V, S, M, XP, Special
Casting Time: 90 minutes
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An ancient incantation, the purpose of the Rite of the Diabolical See is to unlock in the caster truly fiendish power. Attempted (successfully, at least) only by the most powerful Cardinals of Asmodeus, the incantation is a private affair, the secrets of which are unlocked as the caster advances in the unholy priesthood of the King of Hell.

The Lord of the Nine does not make it easy to seek his favor by means of this rite. For those who fail to cast the incantation precisely (or who do not gain the favor of Asmodeus), death awaits (although a successful Fort save DC 23 means that the caster instead takes 9 points of Constitution drain and is exhausted). Furthermore, the incantation can only be cast in the midnight hour during a new moon. The sky must be wreathed in cloud, and the invocant must conduct the rite in a desecrated area. Nine fires are lit in a circle surrounding the caster, while the invocant stands within a shallow pit (3 feet deep) exactly central to these pyres. The invocant appeals to Asmodeus for his blessing nine times, each time calling on the King of Hell by one of his nine titles.

Upon uttering his final appeal, the caster is caught up in dark flames that leap from within the pit. It is at this time that he knows whether his prayers have been answered or not; for those whom Asmodeus approves take no harm at the flames, instead finding themselves imbued with great power (see Chapter 3 for further details). All others are harmed as detailed above.

Material Components: Rare incense and the blood of celestial creatures to the value of 33,300gp

XP Cost: 500 XP

Special Requirement: The caster of the incantation must have at least 10 levels in the Cardinal of Asmodeus prestige class. Usually, this is the only way that a character can discover the exact phrasings and so forth to cast the incantation. Those without the prerequisite level of advancement in the unholy priesthood can still attempt the invocation, but there is no chance of success (i.e. the incantation will automatically fail, with consequences as detailed above).

Unholy Supplication
Divination [Evil]
Effective Level: 6 th
Skill Check: Knowledge (the planes) DC 21, 6 successes
Failure: Attack
Components: V, S, M, SC, B
Casting Time: 60 minutes
Range: See text
Target: Personal
Duration: 12 minutes
Saving Throw: None
Spell Resistance: No

This incantation is used to contact and speak with a particular Courtier of Perdition. The rite must be performed in the hours before dawn, so that upon completion of the necessary protocols, the chief supplicant has less than 33 minutes before the sun rises. Eight additional casters are required for this incantation, and each caster (including the primary one) must burn 66 gp worth of incense in unholy censors during the invocation.

No image is formed of the devil being sought; however, successful casting of the unholy supplication enables communication between the primary caster and the Courtier for 12 minutes. This tête-à-tête is most often used to enable the supplicant to swear oaths of fealty to the Courtier (see the Devotee of Darkness feat in Chapter 3), but is also used to ask questions of the Courtier or to report on services performed for the Courtier. At the end of the duration, the primary caster is exhausted and automatically contracts the disease devil chills.

In the event that the incantation is not performed perfectly, the caster finds himself attacked by a summoned kyton (as if by summon monster VI as cast by a 12th level sorcerer).

Uncapped Spells and Epic Level Casters

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Epic levels present more problems than just challenge rating issues. One of the things that we came across whilst putting together creatures with caster levels higher than their challenge rating (and, under the official Wizards of the Coast system, this sort of situation is not unusual) was that certain spells were “too much”. The biggest offenders were mage’s disjunction, and the four Holy word type spells (Holy word, blasphemy, dictum and word of chaos). Although we believe that these can be intelligently dealt with without having to extrapolate rules that have not been clarified on for epic level gaming, we also happily advocate the following solutions for those who have concerns with the above spells.

Mage’s disjunction can be warded against with epic spells.

The four Holy word type spells are capped in terms of their power, with saves being added to ignore the various effects as hit dice increase. This is not a big stretch of the rules, considering that most non-epic spells are capped in terms of their power potential. Creatures with 21 Hit Dice
or more gain a save against the death effect of these spells. Creatures with 31 or more Hit Dice gain a save against the paralyzation aspect. Creatures with 41 or more Hit Dice gain a save against the weakening/blinding/slowing/stunning effect. The daze effect is always applicable, so long as the target creature would normally be affected by it. The new feat, Empower the Soul, along with these guidelines, should limit the problems faced at higher challenge ratings when creatures with very high caster levels cast these spells so as to affect PCs.

Additional Sacrifice Rules

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

The Book of Vile Darkness has rules for sacrifice as a means of gaining power (see from p.26). In that tome, the only types of sacrifice listed are those that involve the shedding of blood (killing) of a creature as a sign of devotion to an evil power.

Other types of sacrifice are also possible, depending on the nature of the Power being dealt with. For example, Amdusias advocates vile rites that mark a child his. Correct performance of such rites allow a servant of Amdusias to enter the Prime and steal the child away, leaving behind an unholy blessing on the invocant.

One of the most vile types of sacrifice is that espoused by Rosier, Duchess of Witchcraft. Her licentious rites involve the forceful stealing of virtue and innocence from the “sacrificial victims”, in nothing more than an aggrandized, celebratory excuse for rape.

In such a sacrifice (known as the Black Ritual), some of the Knowledge (religion) modifiers are no longer appropriate, and new modifiers must be introduced. Any element listed in the Book of Vile Darkness that hinges on the death of the victim should be removed or changed so that the focus is on allowing the victim to live on afterwards. Examples are given below, followed by new modifiers.

Note that at least three unwilling creatures must be involved in the Black Ritual. The witch conducting the rite may use either Knowledge
(religion) or Knowledge (nature) to determine the final check and the unholy blessings to follow (the modifiers in the table above can apply to either Knowledge (nature) or Knowledge (religion) at the invocant’s option). The check result should follow the results given in the Book of Vile Darkness where appropriate, except that where a single wish or miracle can be obtained, the nature of that reward allows the benefits shown under Rosier’s Black Ritual entry, save that the benefits are one degree worse (e.g. if the sacrificial victim is 6th to 10th level, the invocant gains the ability to cast Charm Person 1/day as a 5th level sorcerer, instead of suggestion 1/day and Charm Person 1/day as a 10th level sorcerer). Those forced to participate do not suffer Rites of the Flesh (see Rosier’s description), but do suffer sanity damage of 2d6/5d6, with any cases of insanity tending towards phobias or similar of a sexual nature. If you do not use sanity rules, the victim must instead make a Will save (DC = 10 + ½ Class levels + Charisma modifier) or suffer insanity as per the spell.

Black Ritual Sacrifice Modifiers
Sacrifice Element Knowledge (religion) Modifier
Sacrifice is tortured for 1 day prior to ceremony+1
Sacrifice is genuinely willing1+0
Conducted in a phallic grove2+2
More than 3 couples involved+1
More than 9 couples involved3+2 (overlaps with 3 couples benefit)
1
Willing creatures do not count towards the “sacrifice”
requirement of the Black Ritual
2 A phallic grove is a desecrated area with an abundance of obscene,
licentious fertility symbols.
3 Note that this benefit overlaps and does not stack with the
three couples benefit.
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