Pathfinder RPG Design – Sunday Spell: Consume Magic

Consume Magic

School Necromancy; Level sor/wiz 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft +10 ft./level)
Target 1 spellcaster, creature, or object
Duration instantaneous and 1 hour
Saving throw:  None or Will negates (see text); Spell Resistance: no

This spell functions like dispel magic, except that it allows a saving throw if used to target a spellcaster or an object held by a creature (in which case the creature’s will save is used), and when you successfully dispel an effect you gain temporary hit points equal to the caster level of the effect. These temporary hit points last for  1 hour. However, within this duration you can convert these temporary hit points (or whatever remains of them if you take damage) into bonus damage on a damaging spell you cast. Converting your temporary hit points in this way is a free action.

Created by the mad sorcerer Asarl, this spell wreaked havoc on the mage-soldiers sent to arrest him. He would follow it up with a blast of dark magic that left bones cracking and flesh turned to dust. They eventually gave up the mission, as the mad sorcerer always seemed too difficult to take down even when he wasn’t turning them all to undead slaves. 

Notes

I really wanted there to be a spell like this one. A necromancer plays with life forces and strange magics, and should always seem to be gaining benefits even as dark magic billows. I think the fact that it is higher level and allows a save is plenty to keep the standard abjuration version viable, while allowing the necromancers with Spell Focus and so on to deal with the save and seem special, unique, and deadly dangerous.

-Max Porter Zasada

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Sunday Spell: Death’s Breath

Death’s Breath

School Necromancy [death]; Level sor/wiz 5, witch 5
Casting Time 1 standard action
Range close (25 ft +5 ft. / 2 levels)
Components V, S, M (a bit of fog in a vial)
Target 1 creaturet
Duration 1 round/2 levels
Saving throw: none or Fortitude negates; Spell Resistance: yes

You curse a creature with weakness to death, causing an eerie greenish mist to hover around them and granting that creature concealment (20% miss chance). However, each round that the creature remains in the mist it must make a Fortitude save or have its spirit weakened, taking 1d8 damage/4 levels, and gaining a -4 penalty on saves against spells with the death descriptor and negative energy effects for one round.

Notes

I love combining spells to powerful effect. It’s a bit less cool when spells are specifically designed to work together (like this spell and finger of death), but I still think that makes me feel smart and powerful as a spellcaster. This is a very nasty spell for a necromancer player or villain!

Don’t forget the alternate use of this spell, which is a buff for undead minions! Enjoy overthrowing your enemies with the power of death.

Also: Yes David, you can add this to the Dread Necromancer spell list.

-Max Porter-Zasada

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.
Notes
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