Author Topic: Spells, Powers, etc. [supplemental]  (Read 1394 times)

Offline TheGeometer

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Spells, Powers, etc. [supplemental]
« on: July 31, 2014, 04:40:54 AM »
Spells, Powers, and the Remnant Domain

Remnant-Based Spells

Form of Water
Transmutation
  • Level: Clr 4, Drd 4, Sor/Wiz 4
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Personal
  • Duration: 1 minute/level
  • Target: You
Your body and everything on your person changes into a less dense, translucent liquid, granting you DR 10/magic and causing you to grow to 2 stages above your normal size, but with no penalties or bonuses associated with normal size change. As a swift or move action, you may change shape, moving the squares of your form in any way such that at least one square is still in the same place as it was before and every square is connected laterally to at least one other square. You can occupy less squares than your aqueous size, fitting your entire form into as little space as a single 5-by-5-foot space, if you wish. You may change back and forth from your corporeal form as a swift or move action, occupying at least one of the same squares before and after each such transformation.

In liquid form, you may pass through any barrier that isn't watertight. You can make use of your shape-changing abilities to reach high or far places. For instance, a medium creature using this spell would have her space grow to 9 squares (3x3). Thus, in liquid form, she could use a swift action to morph into a 45-foot line with an endpoint at the square in which she began, make a touch spell against a creature that had been 40 feet away, and then morph back as a move action, ending up wholly within the 5x5 foot square in which she began the round.

Remnant Magic, Lesser
Universal
  • Level: Brd 2, Sor/Wiz 2
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close
  • Duration: See text
  • Target: See text
This spell divides itself upon casting into a number of smaller magical effects, each of which requires an individual target (multiple effects may target the same creature) and saving throw. One creature takes 1d6 fire damage (Ref half, counts as Evocation [Fire]), one creature becomes dazed for one round (Fort negates, counts as Necromancy), and one creature becomes confused for 1 round (Will negates, counts as Enchantment (Compulsion) [Mind-Affecting]). Creatures targeted by this spell gain a +1 bonus to their saves. These effects occur in sequence, and not necessarily in the order described here. After each effect occurs, you may choose which of the indicated effects follows it.

Remnant Magic
Universal
  • Level: Brd 5, Sor/Wiz 5
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close
  • Duration: See text
  • Target: See text
This spell divides itself upon casting into a number of smaller magical effects, some of which require an individual target (multiple effects may target the same creature) and/or saving throw. One creature takes 5d6 fire damage (Ref half, counts as Evocation [Fire]), one creature becomes stunned for one round/level (Fort negates, counts as Necromancy), and one creature becomes confused for 1 round/level (Will negates, counts as Enchantment (Compulsion) [Mind-Affecting]). In addition, this spell brings into being a stinking cloud, as the spell of the same name (creatures within it attempt saves at +2) and grants one willing creature the effect of the spell Fly. Creatures affected by this spell gain a +2 bonus to their saves, if any. These effects occur in sequence, and not necessarily in the order described here. After each effect occurs, you may choose which of the indicated effects follows it.

Remnant Magic, Greater
Universal
  • Level: Sor/Wiz 8
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Medium
  • Duration: See text
  • Target: See text
This spell divides itself upon casting into a number of smaller magical effects, some of which require an individual target (multiple effects may target the same creature) and/or saving throw. One creature takes 9d6 fire damage (Ref half, counts as Evocation [Fire]), one creature becomes paralyzed for 1 minute/level (Fort negates, counts as Necromancy), and one creature becomes confused for 1 minute/level (Will negates, counts as Enchantment (Compulsion) [Mind-Affecting]). In addition, one willing creature becomes affected by the spell Overland Flight, one creature becomes affected by the spell Stoneskin, and one willing creature becomes affected by the spell Greater Invisibility. Finally, this spell brings into being a wall of iron, as the Wall of Iron spell. Creatures affected by this spell gain a +3 bonus to their saves, if any. These effects occur in sequence, and not necessarily in the order described here. After each effect occurs, you may choose which of the indicated effects follows it.

Time Shift
Transmutation
  • Level: Sor/Wiz 3
  • Components: V, S, M
  • Casting Time: Swift action (see text)
  • Range: Medium
  • Duration: 1 round
  • Target: One creature
Your magic transfers time from you to the target creature. The target creature gains an additional standard action on its next turn, but you lose a standard action and a move action this round. This spell must be cast before any other actions are taken on your turn.

The Remnant Domain

Granted Power: Once per day (or one additional time per day if you already have this ability), you may make a Prayer action, as the Divine Shard class feature, except that instead of exchanging a prepared remnant for a different one, you instead change the spell in one of your spell slots to a different one of the same or lower effective level (after accounting for effects like metamagic feats). This does not grant other class abilities that pertain to Prayer such as Prayer (Divine Connection).

Remnant Domain Spells
1st - Magic Stone
2nd - Remnant Magic, Lesser
3rd - Tongues
4th - Form of Water
5th - Remnant Magic
6th - Bear's Endurance, Mass
7th - Cure Serious Wounds, Mass
8th - Remnant Magic, Greater
9th - Storm of Vengeance

Remnant-Based Powers

Combine Psionics
Metacreativity
  • Level: Psion/Wilder 4 (7 PP)
  • Display: Auditory, Visual
  • Manifesting Time: 1 standard action
  • Range: See text
  • Duration: See text
  • Target: See text
This power acts as up to 3 1st-level Psion/Wilder powers that you know, manifested in sequence within a single standard-action time span. These powers may be the same or different, but none of them may be augmented or have material or XP components. You do not have to pay the power point cost of these powers or create the corresponding displays.

Augment
You can augment this power in one or both of the following ways.
 - For every 6 additional power points you spend, you may increase the level of the 3 manifested powers by 1.

Florescent Cascade
Psychokinesis
  • Level: Psion/Wilder 5 (9 PP)
  • Display: Visual
  • Manifesting Time: 1 standard action
  • Range: Medium
  • Duration: 5 rounds
  • Target: A point in space
You generate a point of light that grows larger and brighter with each passing moment until its intensity becomes searing. At the time of manifesting, the chosen point emits bright light, which cannot be seen into, out of, or through, in a 10-foot radius and regular light in a 10-foot radius beyond that. The bright light deals 1d6 damage to anything inside it times the number of rounds (rounded up) that this power has been in effect. In addition, every round, the circle of bright light expands by 10 feet in each direction and the circle of regular light grows by 20 feet. The duration of this power cannot be changed by any means, including metapsionic feats.

Augment
You can augment this power in one or both of the following ways.
 - For an additional 4 power points, you gain the ability to see through the bright light as clearly as you can see through the regular light.
 - For every 4 additional power points you spend, this power deals an extra 1d6 damage per round.

Time Shift, Psionic
Psychoportation
  • Level: Psion/Wilder 3 (5 PP), Psychic Warrior 2 (3 PP)
  • Display: Auditory, Visual
  • Manifesting Time: Swift action (see text)
  • Range: Medium
  • Duration: 1 round
  • Target: One creature
You transfer time from you to the target creature with the power of your mind. The target creature gains an additional standard action on its next turn, but you lose a standard action and a move action this round. This spell must be cast before any other actions are taken on your turn.
« Last Edit: August 02, 2014, 07:41:12 AM by TheGeometer »