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Magic: Spells

Magic in Eyru Domains Spells Items Artifacts

Chariot of Sustarre

Conjuration (Summoning)
Level:
Drd 9, Equine 9
Components:
V,S,M
Casting Time:
One Round
Range:Close
(25ft.+5ft./2 levels)
Effect:
One Summoned Chariot and two horses from the Elemental Plane of Fire
Duration:
1 hour/Level
Saving Throw:
None
Spell Resistance:
No

When cast, this spell summons a fiery chariot pulled by flaming horses. These horses appear anywhere within range at the precise location designated by the caster. The vehicle hovers effortlessly above the ground and can fly at great speeds. The chariot flies at a rate of 90 ft with Poor maneuverability.

The chariot and horses are natives of the plane of fire. The horses are equivalent to Large Fire Elementals with the same weaknesses/abilities as these creatures. The exception is their increased movement speed and ability to fly. The caster commands these horses (and thus the chariot) by verbal command. Most commands can be free actions, however complex maneuevers (weaving through trees or a narrow canyon) may require standard or full round actions and be just as intense as if the character were driving a standard chariot. (at the DM’s discretion.)

If the chariot itself is the target of attacks, it is a magical vehicle shaped from pure fire. It is immune to fire attacks and suffers normal damage from cold attacks. It has the hit points of a huge fire elemental, an AC of 16, and damage reduction 10/+3.

The chariot can hold a number of like sized creatures (using the caster's typical form as a base) equal to one third of the caster’s level. In any case, the chariot will not accommodate creatures larger than one size category above that of the caster. Anyone wishing to ride in the chariot must first be touched by the cleric. In combat, this can be accomplished using standard touch spell rules (one friend per standard action or up to six friends per full round action.) Those who are not touched, suffer the effects of intense heat when approaching the chariot.

The heat radiated by the chariot inflicts 2d4 points of heat damage per round for all within ten feet. Those who try to enter the chariot or engage in melee combat with those protected in the chariot will suffer 2d4+caster level in fire damage. This fire will also Burn (as the special ability, DC 22. See the Monster Manual or Dungeon Master’s Guide for details) unprotected creatures/objects that make contact with its flames.

The chariot provides the equivalent of one-half cover for those occupants who are standing in the chariot (and who are of the same size as the caster) versus reach and missile weapons. (This may be greater if the chariot is above an attacker and the sides of it further block an attackers view.) For attacks which miss due to cover, the weapon or missile will suffer the fire damage. This is not hard cover, (and not concealment--a special case here.) Any attacks which miss due to cover may still cause damage to the occupants if they survive passing through the intense flame. Attacks which are immune to fire ignore this cover and attacks which are especially susceptible to fire take double damage. Due to space restrictions in the chariot, this cover provides no reflex bonus to saving throws unless the attack is cold based.

The material component for this spell is a collection of holly berries, a fire source at least the size of a torch, and a piece of wood.

Covetous Curse

Transmutation

Level: Drd 8, Sor/Wiz 8, Vengeance 8
Components: V,S,M
Casting Time: One Round
Range: Close ( 25ft. +5ft./2 levels)
Target: One HD or level per caster level
Duration: Permanent
Saving Throw: Fortitude Negates
Spell Resistance: Yes

This dreaded spell causes the recipient to be changed into a cursed animal form. Immediately upon completion of the spell, the target is forced into an animal form of the caster’s choosing. The form must be that of a small, non-predatory animal or insect. If a group of creatures is targeted, each one will assume the same form.

The most famous example is that of the Children of Lir who were turned into swans by their jealous stepmother, Aoife (See Session 7). Other examples include a similar curse placed upon the legendary beauty, Etain who was transformed into a fly by a suspicious wife. The target, once transformed, is subject to a host of other restrictions (see the Swanmay template for more details on the nature of the transformation, restrictions and the like.) Victims of this curse do not retain their own type (as in Polymorph) but instead become Shapechangers.

The material component for the spell is a properly prepared Rowan wand. The wand must be a masterwork crafted item (carved and worked with druidic symbols). It must have been in the possession of a druid for a number of days equivalent to the highest level victim’s HD or level. 

Reincarnate

I've modified the Reincarnate table for the Eyru campaign. The modifications include replacing some races which do not exist in Eyru with several that do. It also includes some game balance changes (which other DM's may or may not agree with.) Some high CR creatures were removed and replaced with lower CR creatures. Also, the stats may not perfectly match stat bonuses extrapolated from the monster manual (these were also altered to further balance the table for my type of game.)
 

Roll

Type

ST

DX

CN

SZ

AB

AC

AT

DAM

Spd

Special

01- 03

Badger

-2

6

4

Tiny

Sz:+2

Sz:+2

2 Claw

1 Bite

d2/d2 

d3

30, Burrow 10

Rage (Ex): +4 Con and Str and -2 AC. Will fight until you or opponent is dead.

04- 09

Bear, Black

6

0

4

Medium

-

-

2 Claw

1 Bite

d4/d4 

d6

40

-

10- 13

Horse, Heavy

5

2

5

Large

Sz:-1

Sz:-1

2 Hoof

d6/d6

50

Increased Encumbrance (200 pounds light, 2-400 med, 4-600 heavy, drag 3000)

14- 17

Boar

4

0

6

Medium

-

Nat: +6

Gore

d8

40

Feocity (Ex): Melee without penalty when disabled or dying

18- 20

Centaur

4

0

2

Large

Sz:-1

Sz:-1 Nat:+2

2 Hoof

d6/d6

50

-

21- 28

Fomorian

-2

0

0

Medium

-

-

Wpn

Wpn

30, Swim 30

Change Self (Sp), Water Breathing, Swim +8

29- 30

Eagle

0

4

2

Small

Sz:+1

Sz:+1 Nat: +1

2 Claw

1 Bite

d3/d3 

d4

10, Fly 80 (Avg.)

Fly, Spot +8 in Daylight

31- 40

Elf

0

2

-2

Medium

-

-

Wpn

Wpn

30

Low-Light Vision, +2 Listen/Search/Spot

41- 46

Gnome, Forest

-2

2

0

Small

Sz:+1

Sz:+1

Wpn

Weapon

20

Low-Light Vision, +2 Listen/Alchemy, Pass w/o Trace

47- 48

Snake, Huge Viper

0

8

2

Huge

Sz:-2

Sz:-2 Nat: +3

Bite

d4+

Poison

20, Climb 20, Swim 20

DC 13 Poison (d6 Con damage Init and secondary) +4 Hide/Listen/Spot, +8 Balance,

49- 54

Bugbear

4

2

0

Medium

-

Nat: +3

Wpn

Wpn

30

Darkvision, -4 Charisma, +4 Move Silently

55- 73

Human

0

0

0

Medium

-

-

Wpn

Wpn

30

1 extra skill point per level, one extra feat

73- 74

Krenshar

0

4

0

Medium

-

Nat: +3

2 Claw

1 Bite

d4/d4 d6

40

Scare (Ex or Su) (Bluff +3 or Scare a spell DC 12)

75- 76

Owl

-4

6

0

Tiny

Sz:+2

Sz:+2 Nat:+2

2 Claw

d2/d2

10
Fly 40 (Avg.)

Spot in the Dark: +8, +14 Move Silently, +8 Listen

76- 82

Half-Ogre

4

-2

2

Medium

-

-

Wpn

Wpn

30

Darkvision, -2 Charisma

83- 88

Grig

-6

6

0

Tiny

Sz:+2

Sz:+2 Nat: +3

Wpn

Wpn

20

Salmon Leap Feat, +2 Search/Spot/Listen, +8 Jump

89- 90

Nixie

-4

6

0

Small

Sz:+1

Sz:+1

Wpn

Wpn

20, Swim 30

Water Breathing (Ex), +2 Search/Spot/Listen, +5 Hide in Water

91- 96

Wolf

2

4

4

Medium

-

Nat:+2

Bite

d6

50

Scent (Ex): +4 Wilderness Lore checks while tracking

97- 99

Dog, Hunting

0

4

4

Small

Sz:+1

Sz:+1 Nat:+2

Bite

d6

40

Scent (Ex): +10 Wilderness Lore checks while tracking

100

DM's Choice

 

 

               

 

 


All original content is © 1999-2002 by Russell Linton.