The Guild of the Damned Spell Repository – Level Four LEVEL 4 NEZZARRON DARKRUNNER’S SHEET LIGHTNING Range: 30 yards + 1 yard per level Duration: Instantaneous Casting Time: 4 Area of Effect: 10-foot per level long by 10 foot wide sheet Saving throw: Special This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area receive 4d4 electrical damage with no saving throw. In addition, those within must save versus petrification to avoid being blinded for 1d3 rounds and must save versus breath weapon to avoid being stunned for 1d3 rounds. Those carrying large, mostly metallic weapons (for example, swords or battle axes) or wearing partial metal armor (studded chain) save at -2 versus the stunning and suffer +1 per die of damage. Those in full metal armor (splint mail or better) save at -4 versus the stunning and suffer double damage. The material component is a bit of fur and a sheet of fine crystal worth at least 50 gold pieces. The sheet of crystal is consumed in the casting. RAVEN’S AMULET COMMUNICATOR Range: Special Duration: Permanent Casting Time: 1 hour Area of Effect: 1 amulet Saving throw: None This is the spell with which Raven creates his communication devices that he loans to his most trusted underlings when they go on missions that take them far from Guild territory. To start with, the caster must craft (if he is capable) or have crafted a fine gold amulet worth a minimum of 500 gold pieces. The amulet must be inscribed with specific runes of power to hold the enchantment that is to be cast upon it, and these runes must be inscribed by someone who is skilled either in Gold Working or Jewelry Making. This amulet must have a ruby of a value no less than 2000 gold pieces set securely into it. This portion of the preparation must be performed by someone with a Jewelry Making proficiency or something similar, as it must be done with absolute precision. The spell is then cast into the gem. From that point on, unless destroyed or dispelled (though it is particularly resistant to dispelling, gaining a saving throw versus crushing blow at +5) it can be carried or worn on a chain by any individual, who can, at any time, simply touch it and send a simple message to the caster from anywhere on the same plane. This message must be short, being no more than 20 words or so. The caster of the spell will clearly and flawlessly hear the message in his head as soon as it is sent. No spells can be cast through this connection between the amulet, and only verbal messages may be transmitted. RAVEN’S CIRCLE OF THAUMATURGIC PROTECTION Range: 0 Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving throw: None By means of this spell, the caster inscribes a circle of protection (usually with magically prepared chalk) to which he "ties" a thaumaturgic triangle into which a demon or spirit or elemental may be summoned by other spells. Once the summoned demon or creature is Inside the circle, the wizard cannot be hurt by the creature, nor can that creature be loosed except by the wizard's will. An Intelligence check must be made to determine if the circle was properly inscribed. The Guild of the Damned Spell Repository – Level Four The circle (along with any other merged inscriptions) may be temporarily neutralized by simply rubbing a break. In this way, no creatures may find their way into the wizard's plane, though the circle may be easily restored by casting a restore circle spell and inscribing out the break. This spell can be made more durable by inscribing it instead with gold or silver inlay, using at least 1500 gp worth of gold or silver work, and it must be inlaid into an exceptionally clean and flat stone surface. If a Circle of this nature is made, rather than rubbing out a portion of it to nullify it, it can instead be cast to activate and deactivate by means of a secret command word spoken by the caster. Note that exceptionally powerful demons or creatures summoned into this Circle are likely to break free of its boundaries if they are not properly subjugated with a Spiritwrack or similar dweomer. The material component for this spell is some incense to be burnt, worth at least 100 gp plus whatever the circle is to be inscribed with. RAVEN’S DEATH TOUCH Range: Touch Duration: Instantaneous Casting Time: 2 Area of Effect: One creature touched, of 4 HD or less Saving throw: See Below This necromantic spell, if the saving throw fails, will instantaneously kill the touched target as long as the target creature is less than 4 hit dice. For creatures over 4 HD, the spell merely does 1d6 HP of damage per level of caster. Paladins are immune to this spell. If the saving throw succeeds, the spell does 1d8 damage to the target, regardless of their Hit Dice. In Ravenloft campaign settings, casting this spell requires a Ravenloft Powers Check. RAVEN’S INTERNAL FIRE Range: 5 yards per level Duration: Special Casting Time: 4 Area of Effect: 1 person within range per 5 levels Saving throw: Special This spell causes the recipients innards to become consumed in a magical fire. The victim suffers one point of damage per level of the caster, regardless of whether he saves versus spell or not. In addition, if the intended victim misses his saving throw roll, he becomes racked with intense pain and falls to the ground, incapacitated for 1d4 rounds +1 round per level of the caster. The victim of the spell is unable to function in any coherent manner during this time period. Observers may notice a stench of burning flesh and see wisps of smoke emerging from the victims orifices during this period. After the effects of the spell expire, the victim may begin functioning coherently again, however, the pain does not completely subside for 24 hours, during which time the victim suffers from a –1 penalty to his/her Dexterity. If the victim made his saving throw versus spell, he is still in plenty of pain, but is able to avoid the incapacitation and work through the pain. The material component is a bit of rotten food which is tossed in the general direction of the intended victim (s) as a part of the casting. The Guild of the Damned Spell Repository – Level Four RAVEN’S MINOR LIFE FORCE TRANSFER Range: Touch Duration: Instantaneous Casting Time: 5 Area of Effect: One or two people Saving throw: None and see below This spell takes ¼ of the mage’s current hit points, and transfers them to a willing target. It can also be used with two targets to transfer ¼ of Target #1’s Current hit points to Target #2 (Target #1 gets a saving throw versus Death to negate). RAVEN’S PHOBIA CREATION Range: 180 Feet Duration: Until cancelled, either by the caster or a Remove Curse spell Casting Time: 2 rounds Area of Effect: One person Saving Throw: Neg. This spell can also be used as an opening for Raven’s Phobia Exploit (q.v.). The phobia, if successfully created in the target (i.e., if the target fails his saving throw), is permanent and very severe, unless a Remove Curse is cast upon the target. Roll 1d10 to figure out what phobia is created. 1: Arachnophobia (fear of spiders) 2: Agoraphobia (fear of wide-open spaces or fear of crowds) 3: Equinophobia (fear of horses) 4: Hydrophobia (fear of water) 5: Hematophobia (fear of blood) 6: Gynophobia/Androphobia (fear of the opposite sex) 7: Acrophobia (fear of heights) 8: Photophobia (fear of light) 9: Pediophobia (fear of children) 10: Claustrophobia (fear of closed-in spaces) RAVEN’S PORTAL PREPARATION Range: Special Duration: Special Casting Time: 1 day and special Area of Effect: Special Saving Throw: None This rather complex spell is used much like Enchant an Item to prepare a portal for enchantment. First the actual physical framework for the portal structures must be fashioned by the caster himself, though this is usually a fairly simple construction of a basic doorframe with three sides (the left, the right, and the top). Two must be made, one for each end of the portal once it is set up. The portal frameworks must be made of quality rare hardwood or fine metal containing no less than 10,000 gold pieces in materials and, and they must be very securely assembled with either nails or pegs, or rivets or welds in the case of metal. The frames are then inscribed with arcane runes describing the intended destination of the portal, as well as the required incantations and runes of power that will be needed to hold the power of the Portal Preparation spell. The Portal Preparation spell must then be cast on both frames, which prepares the frames to accept the enchantment that will actually create the conduit to the destination that the portal is being created for. The casting time for Raven’s Portal Preparation (not including the actual physical construction and inscription of the frames) is a base of one full day (8 hours) of undisturbed casting, at the end of which the caster makes a check for success or failure by rolling percentile dice. The base chance for success is 20%, adjusted The Guild of the Damned Spell Repository – Level Four upwards by 1% per level of the caster. This chance of success can be improved by 1% for every additional 1000 gold pieces spent on crafting the portal frames. If the check reveals success, the caster then has one day for each of his levels attained to cast the next required enchantment, Raven’s Permanent Portal (q.v.) on the frames before the Portal Preparation fades and must be re-cast. If the check reveals failure, then another full day must be spent re-casting the Portal Preparation on the frames, at the end of which the caster can make another check for success. This continues until success is achieved, or until the caster gives up and pursues other endeavors. THOTH-AMMON’S DEATHPROBE Range: Touch Duration: Special Casting Time: 1 turn Area of Effect: Corpse touched Saving throw: None This is essentially telepathy with a corpse, as the wizard probes the brain of the deceased for specific data. The DM must decide if the information sought is basic, well known, merely known, or forgotten. The table below lists the chance of finding the information and the amount of time required by the search (if location is in fact possible), but the DM can alter these numbers if the body is in a particularly advanced state of decomposition. Type of Chance of Time Required Examples Information Finding Basic 96% 1 Name and profession Well Known 70% 2d4 Relating to current mission Known 30% 3d4 Relating to previous missions Forgotten 2% 1d10+10 Overheard once This spell will continue as long as the wizard concentrates.
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