Monthly Archives: April 2015

Lost Spells of the Sun Cycle: Denier Spells

Continuing with sharing some of the spells I have created for the Sun Cycle setting, I delve into some of the Denier Spells.

As a reminder, some ideas on how to incorporate Lost spells can be found with the Hermit spells I revealed last time.

Class: Denier

Deniers are a type of unSunned spell casters. Their primary spell casting attribute is Wisdom, and they draw power from four realms of of power (broad categories their spells fit into). Deniers can access celestial (dealing with the Moon and stars), foundational (dealing with the elements and forces of the world), spiritual (dealing with spirits), and totemnic (dealing with animal totems). Their class abilities deal with surviving on their own, and standing in opposition to Sun worshipers which they “Deny” hence “Deniers”. Deniers could cast spells up to 9th level originally.

Denier Spells

1st level
Moon’s Touch: Heals with the light of the moon.
Rising Tides of Salt: Raises salt content in arc of targets, causing dehydration damage,
Rushing Wind: Pushes one creature back and deals 1d8 damage.

3rd level
Cooling Wind: A gentle breeze cools one creature.

Cooling Wind
School:
Transmutation (Foundational realm) Level: Denier 3 (Wind)
Components: S
Casting Time: 1 standard action
Range: 10 ft.
Effect: One Creature
Duration: One hour
Saving Throw: None
Spell Resistance: No

The Denier blows a gentle wind at the target while cupping his hands over his mouth.  The target treats the heat category as one less for all purposes.
Special: By investing a first level spell the spell duration is doubled.  By investing a second level spell the range is doubled.  By investing a third level spell the spell lowers the heat category by two categories.

Moon’s Touch
School: Conjuration (healing; Celestial realm) Level: Denier 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: One Creature
Duration: Instantaneous
Saving Throw: Will Half (Harmless)
Spell Resistance: No (Harmless)

Upon casting this spell the Denier imbues the touched creature with the healing power of the moon.  The amount of healing depends on the time and illumination conditions:

New Moon/ day outside: 1d6
Crescent Moon/clouded: 1d8
Half moon/inside, well lit: 1d10
Full moon/inside, no illumination: 2d6

Add the Denier’s class level to the amount healed regardless of illumination.

Rising Tides of Salt
School: Evocation (Foundational Realm) Level: Denier 1
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: 10 ft arc.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

The Denier waves his hand in an arc in front of him and all creatures in a 10 ft. arc instantly feel the salt in their bodies multiplying, draining the precious life giving water from their systems.  Affected creatures take 1d8 damage, save for half.  In addition triple any damage taken directly reduces the creature’s current Water Reserve.

Rushing Wind
School:
Evocation (Foundational realm) Level: Denier 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Effect: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates, Reflex Partial
Spell Resistance: Yes

The Denier summons a quick, strong burst of wind aimed at a single creature.  Any creature failing its fortitude save is pushed back 15 ft. in one direction.  It may attempt a tumble check to avoid attacks of opportunity, but otherwise provokes attacks as per normal movement.  In addition it must make a reflex save or take 1d8 damage.  If this movement would push the target off the edge of a cliff or similar obstacle it stops just short thereof.

This post contains Pathfinder compatible material.

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Lost Spells of the Sun Cycle: Hermit Spells

As some of you may know, the Sun Cycle story series that I write on this blog started as a OGL game world. It went through several revisions and partial revisions, through two editions, and then was abandoned when 4th Edition D&D came out. It turns out, for even an aspiring game designer like me the size of the setting/system rewrites were massive– and the need for art to support a full Core Rules sized release were simply out of my budgetary means.

But I put a substantial amount of work in, and there is a lot of material– 12 classes, and about half the total spells to support those of these which are spell casting, plus a big chunk of new feats. So, this is as good a place as any to share some of these spells, you may be able to find a few gems to use in current games.

How to Introduce Lost Spells

The spells presented here are for classes that do not currently exist. As such, they would not be readily accessible to any specific spell casting class. You can include these spells as special rewards for your players– perhaps a handful of scrolls (or a wand) could be found that with research allow a Wizard or Magus to add the spell to their spellbook. Perhaps a deity grants one of these as a special boon to a Cleric or Druid. Shamans may learn these spells from ancient spirits, or a witch from their mysterious Patron.

Class: Hermit

Hermits a a type of unSunned spell casters. Their primary casting attribute is Charisma, and they draw power from three realms of power (broad categories their spells fit into). Hermits can access foundational (dealing with the elements and forces of the world), spiritual (dealing with spirits), and totemnic (dealing with animal totems). Their class abilities deal with spirits, the spirit world, and wilderness. Hermits could cast spells up to 6th level originally.

Hermit Spell

1st Level
Capture Hearth Spirit: Imprisons a Hearth Spirit
Corpse Walk: Temporarily binds a spirit to create a Walking Corpse.

2nd level
Sprouting Potential: Use a sapling to create a wooden structure.

Capture Hearth Spirit
School Conjuration (Spiritual Realm) Level Hermit 1
Components: V, S, M
Casting Time: 1 Full round action, Special
Range: Special
Effect: One hearth spirit
Duration: Special
Saving Throw: None
Spell Resistance: No

This spell captures a hearth spirit, imprisoning it in the material component that can be a jar, box, vial, or other container.  If no material component is available, the Hermit may imprison the spirit beneath their tongue.  Any fire has a 10% chance to contain a hearth spirit; fires in dedicated fire places such as are found in homes or other buildings have a 25% chant to contain a hearth spirit.  If there is no hearth spirit present the spell is not consumed upon completion.
Once captured the spirit remains in the container until released in one of three ways:

  • The Hermit may use the spirit to start a fire regardless of any conditions.
  • The Hermit may use the spirit to inhabit a fireplace.  Fires started in this fireplace from then on grant those within 10 feet of them a 1-point bonus to constitution while the fire burns.
  • The Hermit may throw, or spit the spirit out, causing 1d6+Charisma modifier damage to a 10-foot cone.

Corpse Walk
School: Necromancy (Spiritual Realm) Level: Hermit 1 (Binding)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: One fleshy dead creature of medium or smaller size.
Duration: One round/level
Saving Throw: None (Harmless)
Spell Resistance: No (Harmless)

This spell temporarily forces a nearby spirit into a body, animating it as a Walking Corpse.  The link to the body is tenuous and can be severed by physical damage.  The Walking Corpse has 2 hit dice, regardless of its physical form.  The Walking Corpse follows the Hermits commands for the duration of the spell to the best of its abilities.  The material component for this spell is a dose of deadman’s powder.  Special: By investing a second 1st level spell the Walking Corpse has a bonus feat and +1 BaB.

Sprouting Potential
School: Transmutation (Foundational realm) Level: Hermit 2
Components: S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: One tree seed
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The Hermit throws a tree seed into the air and as it falls it grows unto a wooden structure of the Hermit’s choosing.  The possible structures include:

A fortified Wall 15 ft high, 20 ft. long with a 5 ft. wide platform and a ladder to the top.
A Tower with a 10 ft by 10 ft room atop a 15 ft pole, with a ladder, a bottom facing door and windows on two sides.
A Sledge that can be drawn by a single horse over snowy terrain, with room for up to 4 medium creatures.
A Long Canoe with room for up to 4 medium creatures.

This post contains Pathfinder Compatible Material.