Squaring the Circle

Squaring the Circle

Thursday, December 18, 2014

DM Entry: New Spells in Aryathan Jiil Libram of Magic IV (updated and uploaded to Google Drive)

Augment Skeleton I
New Spell.
Necromancy
Level: Cleric 3, Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead skeleton touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
                You temporarily add one of the following effects to an undead skeleton that you touch. You need not be in control of the skeleton at the time of casting, and it may even attack you with the enhancements from this spell if you don’t control it in some way.
                An affected target cannot benefit from another casting of this spell (or augment skeleton II) until the first casting ends.
                Choose of the following effects to enhance the target:
                Fiery Skeleton: The touched creature’s natural attacks deal an additional +1d6 points of fire damage. The target also gains immunity to fire.
                Frost Skeleton: The touched creature’s natural attacks deal an additional +1d6 points of cold damage. The target also gains immunity to cold.
                Lightning Skeleton: The touched creature’s natural attacks deal an additional +1d6 points of electricity damage. The target also gains immunity to electricity.
                Nimble Skeleton: The touched creature gains a climb speed equal to its base land speed. The target also gains a +4 bonus to its Dexterity score.

Augment Skeleton II
New Spell.
Necromancy
Level: Cleric 5, Sorcerer 5, Wizard 5
Duration: 1 hour/level
                This spell functions as augment skeleton I, except as noted above, and that you may choose any of the effects from augment skeleton I, or one of the following effects to enhance the target:
                Soldier Skeleton: The touched creature gains a +1 circumstance bonus to its attack rolls and Armor Class for each other soldier skeleton that is adjacent to it. Also, if a soldier skeleton flanks an opponent, it gains an additional +1 circumstance bonus on attacks against that opponent. If a soldier skeleton wields a weapon, it gains Weapon Focus in that weapon as a bonus feat. It also gains Combat Reflexes as a bonus feat.
                Vicious Skeleton: The touched creature’s claws deal damage as if the skeleton were one size category larger than normal (a skeleton without claws cannot gain this benefit). Also, if the target hits with at least two claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals extra damage equal to twice the normal damage of a claw plus 1½ times its Strength bonus. The vicious skeleton also gains Improved Critical (claw) as a bonus feat.

Augment Zombie I
New Spell.
Necromancy
Level: Cleric 3, Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead zombie touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
                You temporarily add one of the following effects to an undead zombie that you touch. You need not be in control of the zombie at the time of casting, and it may even attack you with the enhancements from this spell if you don’t control it in some way.
                An affected target cannot benefit from another casting of this spell (or augment zombie II) until the first casting ends.
                Choose of the following effects to enhance the target:
                Diseased Zombie: Any successful melee attack by a diseased zombie exposes the target to a disease (filth fever). Any creature making a successful unarmed or natural attack against a diseased zombie is similarly exposed (a character who grapples with a diseased zombie gets a -4 penalty on the save made to resist infection).
                Fast Zombie: Add 30 ft to the base land speed, up to a maximum of twice the zombie’s normal base land speed. Fast zombies can run. Fast zombies add a +2 dodge bonus to Armor Class. And the fast zombie is not restricted in taking single actions only, however it still cannot attack more than once per round.
                Hunting Zombie: Hunting zombies gain the scent ability, Track as a bonus feat, and a +4 racial bonus to Spot and Listen checks. A hunting zombie has a Wisdom score of 14 (unless it already had a higher score).

Augment Zombie II
New Spell.
Necromancy
Level: Cleric 5, Sorcerer 5, Wizard 5
Duration: 1 hour/level
                This spell functions as augment zombie I, except as noted above, and that you may choose any of the effects from augment zombie I, or one of the following effects to enhance the target:
                Bloodthirsty Zombie: A bloodthirsty zombie gains a bite attack that deals the same damage as its slam attack (or its normal bite damage, whichever is more). If a bloodthirsty zombie scores a critical hit with its bite attack against a living creature, that creature takes 1 point of Constitution damage. Bloodthirsty zombies also gain Improved Critical (bite) as a bonus feat.
                Unkillable Zombie: An unkillable zombie gains +2 hp per HD and fast healing 5.


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