Sunday Spell: Devastating Echoes

Devastating Echoes

School Echantment;
Level sorcerer/wizard 5, bard 4
Casting Time 1 standard action
Components V, S, M (black gold dust worth 25 gp)
Range medium (100 ft + 10 ft / level
Area 40-foot radius emanation
Duration 1 round/level
Saving throw: none or Will negates
Spell Resistance: yes

Creatures within the area of this spell take 1 Con damage/round if they suffer from any of the following conditions that round: fatigued, exhausted, sickened, staggered, nauseated, or stunned. Creatures do not suffer more than 1 con damage even if suffering from multiple effects. Creatures without a Con score instead are affected differently by this spell, and must make a Will save each round or suffer 2d12 + level damage.


A spell designed to combine with other abilities, as it really doesn’t do anything on its own. If you prepare properly, use it cleverly, and don’t get your allies caught in it, this spell can be as devastating as its name implies. Mix with effects for a really dangerous ability in drawn-out fights! Note that creatures without a con score generally can’t be affected by any of the effects, so they just take some damage.

-Max Porter-Zasada


Sunday Spell: Paladin’s Plea

Paladin’s Plea

School echantment [charm, language-dependent, mind-affecting]; Level Paladin 1
Casting Time 1 standard action
Components V, S,
Range close (25 ft +5 ft per level)
Target 1 creature that can understand you
Duration instantaneous

Saving throw: none Spell Resistance: yes

You beg  a creature with all the compassion you can muster to follow a particular course of action in line with your alignment. You make either a Diplomacy check or an Intimidate check (your choice) against the target with a +5 bonus to try and get them to do as you would in their situation. You can attempt to inspire, cajole, plead, or convince them into acting. Highly reasonable suggestions may grant you an additional +2 bonus on the check, at GM’s discretion.


Here’s a way to get Paladins to stop killing teammates and laying waste to random stubborn people with little provocation. You may not be able to change the mind of the big bad guy, but Paladins should be able to convince the local captain of the guard to stop bringing corrupt charges forward, or get a goblin to take his family and leave in peace. Paladins should not resort to violence as a first option, but as a last. This spell is an attempt to help fight against “lawful stupid.”

This spell reflects the more functional uses of Diplomacy and Intimidate rather than the strict rules-as-written versions. You’ll also notice that Paladin’s Plea allows for the possible existence of paladins of alignments other than Lawful Good, should that ever be necessary.