(c) Jerry Harris, 2012
Published here as Open Game Content.
Urban Cultist Spells
Cultists
have written spellbooks, but they are also written in a secret language. (Any other Cult documents are also in this
language.) Understanding any of their written
spells would require a Read Magic spell and a Comprehend Language spell (DC 16
Caster Check in this case).
0-LEVEL
URBAN CULTIST CANTRIPS (DC 10 to cast)
Arcane
Mark: Inscribes a
personal rune (visible or invisible).
Permanent unless removed by Dispel Magic. (Caster Check, all members are marked by the Cult
Leader and are at DC 17)
Detect
Magic: Detects
spells and magic items within 60 ft.
Ghost
Sound or Lights:
Figment sounds or lights. (DC 12 Will Sv
to distract)
Read
Magic: Roll when
the spellcaster is reading scrolls, spellbooks, and other magical writings for
the first time. Permanent
1ST-LEVEL
URBAN CULTIST SPELLS (DC 13 to cast)
Alarm: Wards an area for 2
hours/level. (Caster Check to disarm.)
Cause
Fear: One creature
of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm
Person: Makes one
person your friend. 1 turn/level. (Will Sv)
Comprehend
Languages: You
understand all spoken and written languages. 1 turn/level.
Detect
Secret Doors:
Reveals hidden doors within 60 ft.
Disguise
Self: Changes your
appearance. 1 turn/level. Disrupted if
injured, Will Sv to see through it, but only if suspicious.
Hold
Portal: Holds door
shut. 1 turn/level. (Caster Check to dispel.)
Identify: Determines properties of magic
item.
Magic
Missile: 4 +
Spellcheck impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into
magical slumber, 1 turn. (Fort
Sv )
2ND-LEVEL
URBAN CULTIST SPELLS (DC 14 to cast)
Acid
Arrow: 4 +
Spellcheck acid damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage)
Short range.
Arcane
Lock: Magically
locks a portal or chest. Permanent. (Caster Check)
Darkness: 20-ft. radius of supernatural
shadow. 1 turn/level.
Darkvision: See 60 ft. in total darkness. 1
turn/level.
Detect
Thoughts: Allows
"listening" to surface thoughts. 10' range. 1 rd/level.
Fog
Cloud: Fog
obscures vision. Fills confined area or 40' sq. 1 turn/level.
Invisibility: Subject is invisible for 1
rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving
Throws vs spells. Disrupted by any hit.
Knock: Opens locked or magically sealed
door. (Caster Check)
Locate
Object: Senses
direction toward object (specific or type) within 1 mile. Requires a Sympathy
(this can include a similar object).
Scare: Panics targeted creatures of less
than 6 HD. All non-allies in immediate
area. 1 turn/level. (Will Sv)
See
Invisibility:
Reveals invisible creatures or objects. Encounter.
3RD-LEVEL
URBAN CULTIST SPELLS (DC 15 to cast)
Animate
Dead: Creates
undead Skeletons and Zombies 2/level. Can permanently control up to 4 HD/level
undead total. Forbidden spell. Ceremony Spell. Requires corpses or full
skeletons.
Clairaudience/Clairvoyance: Hear or see at a distance for 1
rd./level. Line of sight, through 1
wall.
Displacement: Successful attacks miss subject
50%. Encounter. Disrupted by a successful hit.
Gaseous
Form: Subject
becomes insubstantial and can fly slowly. 1 turn/level.
Hold
Person: Paralyzes
one humanoid for 1 round/level. (Will Sv) Disrupted by any hit.
Suggestion: Compels non-hostile subject to
follow stated course of action. 1 turn/level. (Will Sv)
Tongues: Speak any language. 1 turn/level.
4TH-LEVEL
URBAN CULTIST SPELLS (DC 16 to cast)
Arcane
Eye: Invisible
floating eye moves 30 ft./round. 1 turn/level
Create
Undead: Creates 1
Ghoul or Wight. Can permanently control
up to 4 HD/level of undead total. Forbidden
spell. Ceremony
spell. Requires a human sacrifice (willing or unwilling) and 100 gp/HD in
materials.
Invisibility,
Greater: As
Invisibility, but subject can attack and stay invisible. 0 Bonuses to hit by
melee or ranged, +4 Saving Throws vs spells, disrupted by any hit. Encounter.
Locate
Creature:
Indicates direction of creature (specific or type within 1 mile. Requires a Sympathy.
Scrying: Spies on subject from a distance
(1 mile). Requires a Sympathy. 1 turn/level.
5TH-LEVEL
URBAN CULTIST SPELLS (DC 17 to cast)
Create
Greater Undead:
Create 1 Shadow, Wraith, or Spectre. Can
permanently control up to 4 HD/level of undead total. Forbidden
spell. Ceremony
spell. Requires an unwilling sacrifice
and 100 gp/HD in materials.
Discern
Location: Reveals
exact location of creature or object, no range limit. Requires a Sympathy.
Dominate
Person: Controls
humanoid telepathically. 1 turn/level. (Will Sv)
Horrid
Wilting: 10 +
Spellcheck magical damage + Stunned 1 rd to all within 30 ft. (Fort Sv
½ damage) Medium range.
Mage's
Private Sanctum:
Prevents anyone from viewing or scrying an area for 24 hours.
Seeming: Changes appearance of one person
per ½ level. 1 turn/level. (Will Sv to viewers)
True Seeing: Lets you see all
things as they really are.
Encounter/turn.
No comments:
Post a Comment