d20 Silverthorne Games Kressmer's Bizarre Grimoire 10 - Seven Illusions.pdf

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SEVEN ILLUSIONS
Fool’s Gold
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1
Components: S
Casting Time: 1 standard action
Range: Item touched
Effect: Seemingly turns one item to gold
Duration: 1 hour/level (D)
Saving hrow: Will negates (object)/Will
disbelief (if interacted with)
Spell Resistance: Yes (object)/No
Sometimes used by unscrupulous
wizards, hucksters, and other would-be
confidence men, this spell has the ability to
give any mundane (non-magical) weapon,
armor, or item the appearance of being
crafted from solid gold. Other characters
and creatures receive a saving throw to see
through the illusion if the caster attempts to
use the item as gold in any way. If the save
is failed, the item is believed to be made of
gold with no questions asked. If the save is
successful, the target realizes the true nature
of the item and cannot be fooled again by
a fool’s gold spell for a period of 24-hours,
even if a new spell is cast on a different
item.
combat or has less than total cover or total
concealment. Specific parts of a creature
can’t be singled out. Inanimate objects are
not damaged by the spell.
For every two caster levels beyond 1st,
the caster gains an additional bolt—two
at 3rd level, three at 5th, four at 7th, and
the maximum of five bolts at 9th level or
higher. If the caster fires multiple bolts, he
can have them strike a single creature or
several creatures. A single bolt can strike
only one creature. he caster must designate
targets before checking for spell resistance
or rolling damage.
Unlike magic missiles , however, the
bolts are only 20% real. While this means
that they can assume any appearance the
caster desires (i.e., small flaming skulls,
pulsing orbs of electricity, globs of acid,
shards of ice, etc.), each target receives a
Will save to resist the damage they inflict.
If the save fails, the target suffers 1d8 points
of damage per bolt. If the save is successful,
the target only suffers 1 point of damage per
bolt.
Bellamy’s Monstrous Musk
Illusion (Glamer)
Level: Drd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature/2 levels
Duration: 1 hour/level
Saving hrow: Will disbelief (if interacted
with)
Spell Resistance: Yes
By means of this spell, the caster
imbues each target touched with an odor
that mimics that of another specific type
of creature, such as. Creatures subjected
to the spell’s effects receive a Will save
to “disbelieve” the smell. Otherwise, the
affected targets are assumed to be creatures
of the type intended (unless other means of
detection besides smell are possible). he
odor mimicked is limited to odors the caster
has personally experienced, although an
approximation can be created from detailed
descriptions or a clever imagination. In
the latter cases, other creatures gain a +2
circumstance bonus is to disbelieve such
invented scents.
Material Component: A drop of
perfume or musk, whose smell is subsumed
by the spell’s effects.
Introduction
he following excerpt is taken
from the pages of Kressmer’s
Eclectic Grimoire of Spells, Arcana ,
and Miscellaneous Enchantments ,
Compiled by the gnome wizard,
Kressmer C. Brownburrows (better
known as “Kressmer the Odd”),
the metal-bound book itself is
a marvelous and disorganized
hodgepodge of missing and hidden
pages, looseleaf parchments, and
hovering sigils, accompanied by
scribbled, almost incomprehensible
margin notes in the old wizard’s
spidery handwriting. he tome has
innumerable pages and grows each
year by another several dozen. he
only known copy of the Eclectic
Grimoire is currently located in
Kressmer’s Tower, somewhere to the
west of the Elyrian capital city of
Gannelel.
For over one hundred years,
Kressmer has collected spells from
the far reaches of Evernor and
created many of his own – becoming
the world’s foremost creator and
curator of unique, unusual, and
sometimes useful spells. What
follows is a small section from that
legendary book.
DM’s Option: Fun with Illusory Bolts
At the DM’s discretion, creatures with
a specific energy subtype, such as fire
elementals, that fail the initial Will save
against an illusory bolts spell may be required
to make an additional Will save (same DC)
or suffer double damage from a bolt that is
perceived to be of an opposite energy type
or a type that preys on the creature’s known
vulnerabilities (i.e., cold). If this secondary
save is successful, however, the creature does
not “believe” the bolts to be of the type they
appear to be and is no longer required to
make saves against illusory bolts spells from
that caster for 24 hours.
Illusory Bolts
Illusion (Shadow)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./levels)
Targets: Up to five creatures, no two of
which can be more than 15 ft. apart
Duration: Instantaneous
Saving hrow: Will partial
Spell Resistance: Yes
Bolts of energy seemingly spring from
the caster’s outstretched hands. Like magic
missiles , illusory bolts strike unerringly (since
the caster’s mind determines the flight path
of the bolts), even if the target is in melee
Distraction
Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One creature
Effect: An image in the target’s peripheral
vision
Duration: One round/level (D)
Saving hrow: Will negates
Spell Resistance: Yes
his spell creates a fleeting image of the
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caster’s choosing in the peripheral vision of
the intended target, creating confusion. No
matter which way the target looks or how
rapidly he or she turns the head, the image
is always there. his spell effect inflicts a
-4 penalty on all the target’s skill rolls and
attack rolls, but grants a +2 circumstance
bonus to Reflex saves due to the target’s
heightened sense for danger.
All specified targets are suddenly hit by an
image that evokes superstitious terror, most
commonly the image of a black cat suddenly
crossing their path.
For the duration of the spell, any of
those who fail their Will saving throw are
inflicted with one of the following “curses”:
• -4 effective decrease to an ability score
(minimum 1).
• -2 penalty on attack rolls, saving
throws, ability checks, and skill checks.
• 50% chance each attack of rolling a 1.
• Panicked (-2 morale penalty on saving
throws and must flee; 50% chance to drop
anything held, chooses random path and
flees any dangers; if cornered, the panicked
creature cowers).
• Nauseated (unable to attack, cast
spells, concentrate on spells, or do anything
else that requires attention; can only take
a single move, or move-equivalent action,
each turn).
he DM may alternately choose what
effects are taken, depending upon the race
and culture of the individual affected. Some
may prostrate themselves in order to try and
avert fate.
Arcane Component: An obsidian figurine
of a cat, worth at least 100 gp.
shadow puppet moves and acts as the
spellcaster desires, requiring the spellcaster
to maintain concentration upon the image.
To all intents and purposes, the shadow
puppet resembles the spellcaster almost
completely, except for seeming a bit darker
in complexion, as if it was standing in a
shadow.
he shadow puppet can move as far
away from the spellcaster as 400 feet. +
40 feet/level. he spellcaster can see what
the shadow puppet sees, and can speak
through the image, for as long as he
maintains concentration. Once he ceases
to concentrate upon the shadow puppet,
the image slowly fades away, while the
spellcaster’s shadow returns. While fading,
the shadow puppet obeys the last mental
instructions of the spellcaster, until it finally
disappears entirely.
If the shadow puppet is attacked, a
successful hit will destroy the image. he
shadow puppet’s AC is 10 + size modifier +
a deflection bonus equal to the Intelligence
bonus of the spellcaster. If struck, the image
disappears instantly and the spellcaster’s
shadow returns, as normal.
Arcane Component: An obsidian
figurine.
Bellamy’s Blathering Babble
Illusion (Glamer) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, AF
Casting Time: 1 action
Target: One creature touched/two levels
Duration: 1 minute/level
Saving hrow: Will negates (harmless)
Spell Resistance: Yes (harmless)
he speech of the target(s) is instantly
converted into incomprehensible gibberish.
hose listening must make a Will save to
understand what is being said. Willing
targets under the effects of the same
Bellamy’s blathering babble spell are able to
understand each other perfectly, provided
they have a common language. his spell is
a favorite of bards and spellcasters of secret
societies who wish to keep their confidential
dealings more private.
Arcane Focus: A pair of lips from a
gibbering mouther.
CREDITS & BLAME
Authors: Ian S. Johnston & Christopher Coyle
Edito: Charles Greathouse
Cove Art: Lance W. Card
Cove Design & Layout: Ian S. Johnston
Realms of Everno Logo: Cari Buziak
Feedback: Bruce R. Tillotson
Pashaw’s Shadow Puppet
Illusion (Shadow)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: Concentration + 1 minute/level
(D)
Saving hrow: Special
Spell Resistance: No
With this spell, the spellcaster’s shadow
separates itself from the caster, forming itself
into a shadowy duplicate of the spellcaster,
under the wizard’s mental control. he
Jynx’s Black Cat
Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level
Duration: 1 hour/level
Saving hrow: Will negates
Spell Resistance: Yes
As the spellcaster casts this spell, she
designates specific targets within range.
For more details & latant, self-promoting propaganda, visit
www.silverthornegames.com
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APPENDIX: LICENSES & LEGAL
Designation of Open Gaming Content
his edition of Kressmer’s Bizarre Grimoire is produced under version 1.0, 1.0a, and/or draft
versions of the Open Game License, the d20 System Trademark Logo Guide, and System Reference
Document by permission of Wizards of the Coast. Subsequent versions of this product will
incorporate final versions of the license, guide, and document.
Designation of Product Identity: he following items are hereby designated as Product Identity
in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Silverthorne
Games logos and identifying marks and trade dress, including all Silverthorne Games product and
product line names including but not limited to the title of this work in its entirety, Kressmer,
Kressmer the Odd, Bellamy Prympax, Hedreth the Foul, Treffla Cedarspell, Kressmer’s Bizarre
Grimoire, Kressmer’s Eclectic Grimoire of Spells, Arcana , and Miscellaneous Enchantments, Template
Troves, Realms of Evernor, Murk & Shadows, Darkling Realms, Realms of Evernor, Races of Evernor,
he Book of Templates and he Book of Templates: Deluxe Edition, he Book of Templates 3.5,
he Kobold Hoard, Child of Destiny, Subjects of the Kingdom, the terms “Microplate”, “simplate”,
and “ethersight”, any and all proper names of characters, places, items, or events pertaining to the
Realms of Evernor setting; and all artwork, symbols, designs, depictions, trade dress, illustrations,
maps, and cartography, likenesses, poses, logos, or graphic designs; except such elements that already
appear in final or draft versions of the d20 System Reference Document or as Open Game Content
below and are already OGC by virtue of appearing there. he above Product Identity is not Open
Game Content. he names of the contributing authors, as well as the titles of works and the names
of their associated game companies listed in Section 15 of the Open Game License, above, are Closed
Content.
Designation of Open Game Content: Subject to the Product Identity and Closed Content
designation above, all game mechanics in Kressmer’s Bizarre Grimoire is designated as Open Game
Content.
Some portions of this book which are OGC originate from the System Reference Document
and are ©1999- 2005 Wizards of the Coast, Inc. he remainder of these OGC portions of this
book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT
NOTICE “ Kressmer’s Bizarre Grimoire, © 2004-2005 Silverthorne Games; Authors: Ian S. Johnston
and Christopher Coyle”. his material is protected under the copyright laws of the United States of
America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game
Content herein is prohibited without express written permission from Silverthorne Games, except for
purposes of review or use of OGC consistent with the OGL. he original purchaser may print copies
of the .PDF version of this work for his or her own personal use only. No reproduction of the print
version of this work is permitted.
his document is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental.
d20 License
“d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the
d20 System License version 6.0. A copy of this License can be found at <www.wizards.com/d20>.
OPEN GAME LICENSE Version 1.0a
he following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other
form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease,
sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is
an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. he License: his License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may
be applied to any Open Game Content distributed using this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
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indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
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of that Product Identity. he owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
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10 Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13 Termination: his License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 Copyright Notice
Open Game License v 1.0a , © 2000, Wizards of the Coast, Inc.
d20 System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
Kressmer’s Bizarre Grimoire , © 2004-2005 Silverthorne Games; Authors: Ian S. Johnston and Christopher Coyle.
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