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离线 金闪Shiradan

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城市主题咒语开放
« 于: 2016-06-01, 周三 01:18:46 »
Alchemist Formulae
1st-Level Alchemist Formulae
Astute Appraiser: Gain +4 insight bonus to Appraise checks for 10 minutes per level.
Unarmed: Alter the appearance of your weapons.

2nd-Level Alchemist Formulae
Roof Runner: Gain +4 competence bonus to some Acrobatics, Climb and Perception checks.
Sewer Rat: Gain +4 competence bonus to Climb, Stealth and Swim checks.

3rd-Level Alchemist Formulae
All the Best Deals: You find great deals on magic items.
Blasphemous Aura: It is difficult for others to cast di-vine spells or channeling energy near you.
Into the Sewers: Recipient gains a +2 resistance bonus on saves against poison and disease, and a +4 resistance bonus against saves to avoid or overcome the sickened and nauseated conditions.
Nondescript: You appear utterly unremarkable for hours; others fail to remember encountering you.
Tiefling’s Resistance: You gain resist cold 5, resist electricity 5 and resist fire 5.

4th-Level Alchemist Formulae
Quasit Escape: Limited shapechanging ability and multiple resistances.

5th-Level Alchemist Formulae
Blasphemous Aura, Greater: You produce a very powerful blasphemous aura.


Cleric/Oracle Spells
0-Level Cleric/Oracle Spells
Citedie’s Memory: Creature briefly cannot recall some fact; Knowledge checks briefly become more difficult.
Dry Clothes: You and your clothes remain dry despite rain or being sprayed by water.

1st-Level Cleric/Oracle Spells
Prepare Magic Mirror: Create a magic mirror for use with other spells requiring a mirror as a focus.

2nd-Level Cleric/Oracle Spells
Ameliorate Disease: Remove one disease with a touch.
Counteract Poison: Render one poison harmless with a touch.
Into the City: +2 on Diplomacy, Perception and Sense Motive checks, and on saves v. enchantments and illusions.
Protect House from Faeries: A residence’s entrances are protected from unwanted entrance by fey.
Punishing Incompetence: Target is rendered less competent in skills and combat.

3rd-Level Cleric/Oracle Spells
Into the Sewers: Recipient gains a +2 resistance bonus on saves against poison and disease, and a +4 resistance bonus against saves to avoid or overcome the sickened and nauseated conditions.
Invisibility Curse: Subject cannot see or hear its allies whenever it becomes invisible.
Scents of Home: Gain +4 insight bonus on any Knowledge check when you perceive odors.
Verbosity Marks Deception: Target becomes long-winded whenever it attempts to deceive.

4th-Level Cleric/Oracle Spells
Apotropaic Eye: An eye painted on a mirror protects the mirror from being used by other spells including scrying.
Alight upon Holy Terrace: Teleports you to a nearby church or temple.
Compelled Mercifulness: Target is compelled to make nonlethal attacks within a settlement except against evil creatures.
Disperse Crowd: Cone of air and force buffets, staggers and pushes those in its area.
Fortify Dwelling: Increase a building’s hardness and hit points, and grant it resistance to energy damage.
Fortune Teller’s Curse: Subject gains uncanny insight into others’ futures and can aid them but doing so reveals dark secrets about their pasts and burdens the subject terribly.
Griffonage Revelation: Gain divinatory insight by reading the hidden messages in others’ writing.
Into the City, Mass: As into the city but for multiple subjects.
Mend Arms and Armor: As a very fast mending, but only arms and armor and affecting multiple items at once.
Moonwatch: You protect a site or your residence from intrusion by lycanthropes.
Navigationally Challenged: Touched creature finds getting around to be a challenge.
Reduce Ambient Light: Reduce light in a very large area.
Scry via Mirror, Lesser: Observe others by looking into your mirror and out of another mirror.
Wererat Curse: Target is transformed to appear to be a wererat (but is not in fact a lycanthrope).

5th-Level Cleric/Oracle Spells
Defend the Homeland: Allies roll a d20 and a d12 whenever a d20 is called for, increasing their odds of suc-cess.
Feed on Crowd’s Fear: You gain Charisma and the ability to use suggestion on those ruled by fear.
Into the Sewers, Mass: As into the sewers but affect-ing multiple creatures.
Scroll Adept: You can cast spells from any magic scroll as though those spells were on your spell list.
Unholy Projection: You project an incorporeal spirit body that has half your hit points and delivers a touch at-tack that causes 1d4 Constitution damage on a hit.

6th-Level Cleric/Oracle Spells
Scry via Mirror: Observe others by looking into your mirror and out of another mirror, you can see as with low-light vision and darkvision.
Transfer Possessor: A possessing being is forced out of the entity it inhabits and into another.

7th-Level Cleric/Oracle Spells
Army of Filth: Conjure several filth fiends from piles of garbage in range.
Awaken Object: Give sentience to a constructed object.

8th-Level Cleric/Oracle Spells
Scry Via Mirror, Greater: Observe others by looking into your mirror and out of another mirror, you can see as with low-light vision and darkvision; you can use many detection spells through the mirror.

具体描述见2楼
鉴于术士法师法术表太多,懒得复制了,以上法术中部分法术术士/法师亦可以使用
« 上次编辑: 2016-06-01, 周三 06:55:07 由 Shiradan »

离线 金闪Shiradan

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Re: 城市主题咒语开放
« 回帖 #1 于: 2016-06-01, 周三 01:30:54 »
Astute Appraiser
School: Divination; Level: Alchemist 1, Bard 1, Sor-cerer/Wizard 1
Casting Time: 1 standard action
Components: V, S, M (a raven’s eye)
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration of the spell you gain a +4 insight bonus to all Appraise checks. You may end the spell early on your turn by using a standard action to give yourself a one-time +20 insight bonus to a single Appraise check. If you’re in a settlement with an economy modifier higher than +4, your insight bonus is equal to that settlement’s economy modifier while you remain within that settle-ment.

Unarmed
School: Illusion (glamer); Level: Alchemist 1, Antipala-din 1, Bard 1, Inquisitor 1, Magus 1, Ranger 1, Sor-cerer/Wizard 1, Witch 1
Casting Time: 1 standard action
Components: S
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Will disbelieve (see text); Spell Re-sistance: No
You alter the appearance of your weapons and any other items carried as part of your gear such that they appear to others to be something other than what they are. The extent of the change is up to you; you may affect some or all of your weapons and gear. Unlike disguise self your own appearance does not change.
A creature that interacts with your weapons or gear gets a Will save to recognize the illusion. If you attack a crea-ture with one of your weapons while it is disguised as something else, the target of your attack automatically saves immediately after you attack. Others witnessing the attack gain a +4 on their save.

Roof Runner
School: Transmutation; Level: Alchemist 2, Bard 2, Bloodrager 2, Inquisitor 2, Magus 2, Ranger 2, Sor-cerer/Wizard 2
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration of the spell you gain a +4 competence bonus to Acrobatics checks made to jump or keep your balance, Climb checks made to scale walls, sides of build-ings and the like, and Perception checks to notice dangers or opportunities associated with traversing the spaces be-tween buildings (or similar structures). Other uses of those checks (such as Perception checks that might be called for to notice someone trying to hide in an area that has nothing to do with your moving from rooftop to roof-top) are not modified by roof runner.

Sewer Rat
School: Transmutation; Level: Alchemist 2, Bard 2, Bloodrager 2, Druid 2, Magus 2, Ranger 1, Shaman 2, Sor-cerer/Wizard 2, Witch 2
Casting Time: 1 standard action
Components: V, S, M (a rat’s tail)
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration of the spell you gain a +4 competence bonus to Climb, Stealth and Swim checks.
If you cast sewer rat in the sewers of a settlement and you are familiar with those sewers (as determined by the GM), the competence bonuses are +6 instead of +4.

All the Best Deals
School: Divination; Level: Alchemist 3, Bard 2, Sor-cerer/Wizard 3
Casting Time: 2 rounds
Components: V, S, M (a loaded die)
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You gain an uncanny knack to find extraordinary deals. The likelihood of finding an item and the value of the items you might find are modified by your extraordinary luck. The base value of a magic item you might find is in-creased by 50% (see the Available Magic Items table). The likelihood of finding what you’re hoping to find increases as well; add your Charisma modifier and one-half your caster level as modifiers to the base chance (your base chance is normally 75%, so if you have a 16 Charisma and are 7th level, your chance of finding what you’re looking for is 81% instead). Your chance of finding an item with the assistance of this spell can never exceed 99%. See the Pathfinder Roleplaying Game GameMastery Guide for information about what items are available in settle-ments. This spell does not compel anyone, it simply changes your luck.
Just because you can find a great deal doesn’t mean the transaction might not be complicated. There is probably a reason why the seller is willing to part with whatever it is that you’ve just found. Further, your tremendous luck might also get you noticed.
The spell ends as soon as you complete a transaction for an item that would normally not be available but for your great luck. If you do successfully complete a transaction, you may not cast the spell again for 24 hours.

Blasphemous Aura
School: Transmutation; Level: Alchemist 3, Bard 3, Bloodrager 3, Magus 3, Sorcerer/Wizard 3, Witch 3
Casting Time: 1 standard action
Components: V, S, M (a gold coin once contained within a monaciello gremlin’s magic bag)
Range: Personal
Area: 20-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will partial; see text; Spell Re-sistance: Yes
Divine spells cast within the area of blasphemous aura are difficult to cast, requiring a successful concentration check (the DC is equal to the saving throw DC of this spell plus the level of the spell being cast). Channeling energy in the aura is challenging as well; anyone attempting to do so must succeed on a Will save against this spell to channel energy (the use of channel energy is not lost if the save fails, but the action used to attempt it is wasted).
If your aura is in the same settlement as the settlement where the gold coin used as a component for the spell was acquired, then all the DCs of the effects of this spell are increased by +2.

Into the Sewers
School: Abjuration; Level: Alchemist 3, Cleric/Oracle 3, Druid 3, Inquisitor 3, Ranger 2, Shaman 3, Witch 3
Casting Time: 1 standard action
Components: V, S, M/DF (a drop of oily secretion from a creature with stench)
Range: Touch
Targets: Creature touched
Duration: 10 minutes/level; see text
Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
The recipient of into the sewers gains supernatural resil-ience to the hazards typically found in sewers. For the du-ration, the recipient gains a +2 resistance bonus on all saves against disease and poison and a +4 resistance bo-nus on all saves to prevent or overcome becoming sick-ened or nauseated.
If a creature’s, trap’s or hazard’s poison (for example) also causes nausea, then if there is an initial saving throw against the poison, that would be at +2, and if there is then an additional save against the nausea, that would be at +4. In unclear or ambiguous cases, into the sewers should provide the higher bonus if the effect has some ca-pacity to produce sickness or nausea.
If the caster casts into the sewers in familiar sewers (for example, from the caster’s home city), the recipient also gains the benefit of delay poison while within those sew-ers.
Alchemists can only target themselves with this spell.

Nondescript
School: Illusion (pattern) [mind-affecting]; Level: Al-chemist 3, Bard 3, Inquisitor 3, Magus 3, Ranger 2, Sor-cerer/Wizard 3, Witch 3
Casting Time: 1 minute
Components: V, S, M (skin of a chameleon)
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Will disbelieve (see text); Spell Re-sistance: No
When others encounter you they treat you as one of the many nameless people they might encounter every day. You are utterly unremarkable to everyone. People who do encounter you will have no memory of it.
Anyone who directly and purposefully interacts with you is granted a Will save after the exchange. For every 4 ranks in Bluff you have, the DC of the save is increased by +1. If the target succeeds on the save, it remembers some features about the encounter. For every 2 points by which the save succeeds, the target remembers one additional fact. Only if a target succeeds by 10 or more, or rolls a natural 20, does it remember enough to be able to pro-vide an account of you that is accurate enough for another to recognize that the target encountered you and not someone else.
Certain behaviors may override your tendency to blend into the background. In order for nondescript to be max-imally effective, your own behaviors shouldn’t arouse suspicion. Suspicious behavior (as determined by the GM) alter the saves of those with whom you interact.
If you cast nondescript in a settlement you know very well (as determined by the GM), the save DC is increased by +2. Add the settlement’s society modifier to the DC of the save (whether that modifier is positive or negative).

Tiefling’s Resistance
School: Abjuration; Level: Alchemist 3, Bloodrager 3, Sorcerer/Wizard 3
Casting Time: 1 standard action
Components: V, S, M (a drop of tiefling blood)
Range: Personal
Target: You
Duration: 1 minute/level
Tiefling’s resistance functions as resist energy except that you gain resist cold 5, resist electricity 5, and resist fire 5.
If you cast this spell in a settlement or area where tieflings are normally prevalent (per GM adjudication) the effect of the magic of their presence increases the duration of your spell to 10 minutes/level.

Quasit Escape
School: Transmutation (polymorph); Level: Alchemist 4, Magus 4, Sorcerer/Wizard 4, Witch 4
Casting Time: 1 standard action
Components: V, S, M (a quasit’s claw)
Range: Personal
Target: You
Duration: 1 round/level (D)
You take on the form of a bat, toad or wolf. Regardless of the form you choose, you gain darkvision 60 ft., DR 5/cold iron or good, immunity to both electricity and poi-son, and resist acid 10, cold 10, and fire 10. Each round, once on your turn, you may assume a new form from among the three as a swift action.
If you take the form of a bat, your size is Diminutive, you suffer a -4 penalty to Strength and gain a +4 size bonus to Dexterity. You gain a fly speed of 40 ft. and are treated as though trained in the Fly skill; you gain blindsense 20 ft. and low-light vision. You do not have an attack in this form.
If you take the form of a toad, your size is Diminutive, you gain a -4 penalty to Strength and gain a +2 size bonus to Dexterity. Your speed is reduced to 5 ft. You gain a +8 bonus to Stealth checks. You gain low-light vision and scent. You do not have an attack in this form.
If you take the form of a wolf, your size is Medium, you gain a +2 size bonus to Strength, Dexterity and Constitu-tion. You gain low-light vision and scent, and have a base speed of 50 ft. You gain a bite attack (1d6 plus Strength).
You may not cast spells while in any of these forms.

Blasphemous Aura, Greater
School: Transmutation; Level: Alchemist 5, Bard 5, Magus 5, Sorcerer/Wizard 5, Witch 5
Casting Time: 1 standard action
Components: V, S, M (a gold coin once contained within a monaciello gremlin’s magic bag)
Range: Personal
Area: 30-ft.-radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: Will partial; see text; Spell Re-sistance: Yes
This spell works as blasphemous aura except as noted here.
If your aura is in the same settlement as the settlement where the gold coin used as a component for the spell was acquired, then all the DCs of the effects of this spell are increased by +4.

Citedie's Memory
School: Enchantment (compulsion) [mind-affecting]; Level: Bard 0, Cleric/Oracle 0, Inquisitor 0, Magus 0, Sorcerer/Wizard 0, Witch 0
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance: Yes
The target creature briefly has trouble remembering some fact he’s trying to recall. In addition, for the dura-tion, whenever the subject attempts a Knowledge check, the DC is increased by +5 and making the Knowledge check requires a full-round action.

Dry Clothes
School: Transmutation; Level: Bard 0, Cleric/Oracle 0, Shaman 0, Sorcerer/Wizard 0, Witch 0
Casting Time: 1 standard action
Components: V, DF
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
The dry clothes spell keeps you and your clothes (includ-ing robes, cloaks, armor, headgear, boots, etc.) dry in rain, snow, or similar conditions of precipitation. You could walk through a small waterfall or be sprayed by the ocean’s waves and remain dry. Dry clothes does not pro-tect you from complete submersion in water or other liq-uids. In ambiguous cases, GM adjudication determines the degree of effect.
If you cast dry clothes in a settlement where precipitation is common, the duration is tripled.

Prepare Magic Mirror
School: Transmutation; Level: Bard 1, Cleric/Oracle 1, Inquisitor 1, Sorcerer/Wizard 1, Summoner 1, Witch 1
Casting Time: 1 day
Components: V, S, F (mirror; see text)
Range: Close (25 ft. + 5 ft./level)
Target: One mirror
Duration: Permanent
Saving Throw: See text; Spell Resistance: No
Prepare magic mirror permits you to prepare a mirror for other spells requiring a magic mirror as a focus. The details of the mirror vary by caster and circumstance. For instance, any of the following might, subject to GM adju-dication, suffice as a magic mirror: a secluded pond, a specially prepared silver bowl that will function as a mir-ror when filled with appropriate liquids, a full-length dressing mirror, a mirror on a vanity, a portrait-sized mirror used decoratively on a wall, a hand-held mirror, etc. The value or quality of the mirror can affect its use-fulness (see accompanying table).

You may cast prepare magic mirror using a higher level spell slot or you may complement it with feats making it a higher level spell. In either case, the level of the spell used affects the modifier (see table). The materials you use (both in terms of their cost and their quality) also modify the overall power of the mirror. A mirror can be used as a focus for a spell equal to its total modifier or lower. For example, a caster purchases a masterwork quality mirror (+2), for 1,500 gp (+1) and uses a 3rd level spell slot (+1) from which to cast prepare magic mirror when preparing her mirror. This mirror, when finished, can be used as a focus for spells of 4th level or lower.
Mirrors prepared with this spell are permanent, but, they are magical items and subject to being dispelled, dis-joined, or otherwise deactivated; as such, they are pro-tected and prized.
The size of the mirror does limit its overall effectiveness (then again, a very large mirror will be exceedingly costly, difficult to transport, and a larger target by those wishing to damage it). If a magical mirror is found and used as the mirror for purposes of this spell, it is treated as master-work quality, and its value is used for the material value on the table above. A caster might be able to create a mir-ror able to be used as a focus for more powerful spells than she can cast.
You may prepare more than one such mirror.

Ameliorate Disease
School: Conjuration (healing); Level: Cleric/Oracle 2, Druid 2, Inquisitor 2, Ranger 2, Witch 2
Casting Time: 10 minutes
Components: V, S, M (2 gp worth of herbs and oint-ments)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
Ameliorate disease cures any one disease from which the subject is suffering. For the long casting time, you mas-sage the herbs and ointments into the skin of the affected creature. You must make a caster level check (1d20 + caster level) against the DC of the disease affecting the target. For every 5 ranks in Heal you possess you add +1 to your caster level check. The spell does not kill hazards or parasites and has no effect on green slime or similar afflictions.
This spell does not prevent reinfection after a new expo-sure to the same disease at a later date.
If you cast ameliorate disease within a settlement, add the settlement’s size modifier (if positive) to the caster level check.

Counteract Poison
School: Conjuration (healing); Level: Cleric/Oracle 2, Druid 2, Inquisitor 2, Paladin 2, Shaman 2, Witch 2
Casting Time: 10 minutes
Components: V, S, M (2 gp worth of herbs and oint-ments)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless); Spell Re-sistance: Yes (harmless)
Counteract poison eliminates any one poison in the crea-ture touched. During the long casting time, you massage the herbs and ointments into the skin of the affected crea-ture. You must make a caster level check (1d20 + caster level) against the DC of the poison affecting the target; a successful check renders the poison harmless. Any tem-porary effects of that poison are ended, but the spell does not reverse instantaneous effects, such as hit point dam-age, temporary ability damage, or effects that don’t go away on their own.
If you cast counteract poison within a settlement, add the settlement’s size modifier (if positive) to the caster level check.

Into the City
School: Abjuration; Level: Bard 2, Cleric/Oracle 2, Druid 2, Inquisitor 2, Ranger 2, Shaman 2, Witch 2
Casting Time: 1 standard action
Components: V, S
Range: Touch
Targets: Creature touched
Duration: 8 hours/level (maximum 48 hours)
Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
Newcomers and outsiders are commonly victims of urban criminals and swindlers. Into the city provides important protections and defenses for those entering towns or cit-ies, especially for the first time. The recipient gains con-fidence and a +2 morale bonus on Diplomacy, Perception and Sense Motive checks and gains a +2 morale bonus on all saves against enchantments and illusions.
These bonuses apply within one settlement, which is de-termined upon casting. The spell can be cast before the target enters that settlement, but the bonuses do not ap-ply until the target enters the settlement. If the target leaves the settlement for any reason, the spell ends.
If into the city is cast on someone’s first visit to a partic-ular settlement, the morale bonus on Diplomacy, Percep-tion and Sense Motive checks are +4 instead of +2 throughout the first 12 hours of that person’s time in the settlement.

Protect House from Faeries
School: Abjuration; Level: Bard 2, Cleric/Oracle 2, Sor-cerer/Wizard 2, Witch 2
Casting Time: 1 minute
Components: V, S, F (a four-leaf clover, a bell, or a piece of dry bread)
Range: 30 ft.
Effect: Up to 1 sealed entrance/level
Duration: From dusk until dawn
Saving Throw: None; see text; Spell Resistance: No; see text
You carefully recite a ward of protection and place the spell focus in the building to be protected. When you fin-ish casting the spell, all the sealed entrances identified during the casting and within 30 ft. of the focus become warded against unwanted entrance by fey creatures. For the duration, a fey creature cannot enter through one of those entrances without explicit permission (which can be given by you or by someone you authorize; you may identify specific fey creatures by name during the casting and grant them permission to enter) so long as those sealed entrances remain sealed. If people leave the resi-dence by the front door, then, while that door is open, protect house from faeries does not protect that door and so a fey creature could sneak in while the door is open. A fey creature with spell resistance might be able to over-come the protection.
All those currently in the place of residence who have your explicit permission to be there (including fey crea-tures who are there with permission) gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks from fey while they remain within the 30-ft. ra-dius of the spell focus.
For purposes of this spell a sealed entrance includes any door, window, trap door, or other means of ingress or egress that normally can be shut, closed, sealed or other-wise rendered typically inaccessible. An opening in a wall with no door or shutter is not a sealed entrance. For something to be sealed it must be closed in whatever way is normal (i.e. if a window has shutters, the shutters must be closed for this spell to work on that window).
This spell does not have any effect on temporary resi-dences such as tents. If a window or door itself has open-ings (such as bars on a window or windows in a door), then those openings also must be shut for this spell to be fully effective.

Punishing Incompetence
School: Necromancy; Level: Antipaladin 2, Cleric/Oracle 2, Inquisitor 2
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level; see text
Saving Throw: Will negates; Spell Resistance: Yes
You cause the target creature to become incompetent in areas it normally has expertise. A fighter specializing in agile combat would find herself suffering from penalties to Acrobatics checks and her melee attacks. A wizard would find spellcasting to be a challenge and may have difficulty remembering facts. A bard might end up with an annoying cough.
Choose one target-appropriate ability score: the target suffers a -2 penalty to that score. All of the target’s trained skills suffer a -2 penalty. All of the target’s class abilities that require a d20 roll when used suffer a -2 penalty on the rolls when the abilities are used. All of the target’s at-tacks and saves suffer an additional -2 penalty.
While the spell remains in effect, if you defeat the target in combat within a settlement and the target survives, news of the defeat spreads throughout the settlement. For 1 day per caster level, that target’s Diplomacy checks suf-fer a -4 penalty.

Invisibility Curse
School: Necromancy [curse]; Level: Cleric/Oracle 3, Sorcerer/Wizard 3, Witch 3
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: None; Spell Resistance: Yes
The creature touched bears a cruel curse such that when-ever it becomes subject to a spell, condition or effect which renders it invisible, it cannot see or hear its allies and friends while it is invisible. (In unclear cases of who counts as an ally or friend, GM adjudication prevails.)
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
This curse was produced to punish a group of malicious wizards and their friends who overused their talents for invisibility and thievery to wreak havoc on a populated area. As such, the spell carries a mark of the original cre-ators’ design and if the spell is cast in a settlement, the size modifier (if positive) is added to the difficulty of any check made to attempt to lift the curse.

Scents of Home
School: Divination; Level: Bard 3, Cleric/Oracle 3, Druid 3, Inquisitor 3, Ranger 2, Shaman 3, Sorcerer/Wiz-ard 3, Witch 3
Casting Time: 1 standard action
Components: V, S, DF
Range: Personal
Target: You
Duration: 8 hours/level
You gain supernatural insight based upon your familiar-ity with a place’s odors and the powerful connections be-tween memory and scents. Whenever you successfully make a Perception check to note odors in a settlement with which you are familiar (which may happen without your direct intention; the GM is encouraged to use this facet to divulge information), you automatically attempt a relevant Knowledge check with a +4 insight bonus to the check, to learn something about your perception.
For instance, you’ve been on the road for weeks and upon return to a large town you know well, you note the fara-way scent of a peculiar incense used at a temple in town. Your Knowledge (local) check reveals that this incense in-dicates the beginning of a festival (or marks the mourning of a revered dead leader, or is used to warn the inhabit-ants of an upcoming attack, etc.).
Druids, rangers, shamans and witches often gain the ben-efits of this spell in the wild (though perhaps not urban druids and urban rangers); however, if they spend sub-stantial time in cities, the benefits could apply there as well.
Characters with specific reasons may gain the +4 insight bonus to other skill checks. For instance, a multiclass rogue/sorcerer who spends a great deal of time chatting with folks to gather information may very well note odors on the clothing or in the hair of people and have an un-canny ability to know more than is being immediately re-vealed. This could translate into a bonus on a Diplomacy or other check.

Verbosity Marks Deception
School: Enchantment (compulsion) [curse, mind-af-fecting]; Level: Bard 3, Cleric/Oracle 3, Inquisitor 3, Sorcerer/Wizard 3, Witch 3
Casting Time: 1 standard action
Components: V, S, M (a drop of saliva)
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates; Spell Resistance: Yes
The touched target becomes exceptionally verbose when-ever it lies, and, the greater the extent of the lie, the more verbose the target becomes. The reverse is not necessarily true, a canny victim might attempt to hide the curse by simply being excessively loquacious all the time. The tar-get remains perfectly capable of lying, disguising the truth, or simply speaking honestly. However, when the target does stretch the truth, lie, or even attempt to de-ceive non-verbally, she finds herself compelled to ex-plain, elaborate, exaggerate, and the like.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
If the spell is cast in a settlement, add the higher of the settlement’s corruption or lore modifiers to the DC of the save and also to the DC whenever someone attempts to lift the curse (where applicable).

未完待续
« 上次编辑: 2016-06-01, 周三 01:42:06 由 Shiradan »