New Pathfinder Spell: Breath of The Night

Sunday Spell!

Breath of The Night

School Necromancy [evil]; Level  Cleric 5, Oracle 5
Casting Time 1 full-round action
Components V, S, DF (an urn or bowl of black blood)
Area 100 ft spread, centered on you
Duration 1 round/level
Saving throw: none  Spell Resistance: yes

This powerful magic causes creatures in its area that you consider allies to gain the abilities of horrible monsters of darkness and shadow.  Each round for the duration of this spell, you and each of your allies can choose any two of the following bonuses for that round at the beginning of its turn:

  • Darkvision 60 ft and the Scent special ability
  •  DR 5/silver
  • Gain +3 natural armor as an enhancement bonus
  • Gain Fast Healing 2
  • Gain a +8 bonus to Stealth in areas of shadow
  • +4 bonus on saves against Fear effects and a +4 bonus to Intimidate checks
These effects are not cumulative with similar effects.
A spell of impressive power that can win a fight by virtue of increasing the effectiveness of the whole party. The downside to this spell is the lack of increased damage output: most “buff” spells directly affect the danger of your group (making spells like haste and blessing of fervor incredibly powerful!). This one, however scary thematically, mainly grants defensive bonuses, ensuring your party has a nigh-supernatural ability to survive a fight. Turn everyone into werewolves!
-Max Porter-Zasada

2 responses to “New Pathfinder Spell: Breath of The Night

  1. Pointing out that +3 enhancement bonus to natural armor becomes less attractive as the players level up since there will be a greater chance they already have something like an amulet of natural armor.

  2. That’s absolutely true, and somewhat intentional. Not every character in the party is going to have a +3 natural armor enhancement amulet however, and it will take some time before even that part of the spell begins to lose its savor.


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