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Spells from the Darkwoods

by Aoz

A few magic-user spells created by the Archmage of the Darkwoods and some have been passed through and beyond the Fey Realms.

 
Chaos Overload
1st-level Wizard or Witch Spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

The spellcaster channels a surge of chaos power at a creature or object within range. The spell automatically and instantly deals damage to the target taking 2d4 chaos damage per three levels (At 30th level maximum damage: 10d4).

As spellcaster casts this spell, the spellcaster suffers a backlash of chaos energy. The spellcaster takes 1d4 chaos damage and must succeed on a Constitution saving throw or be stunned until the end of your next turn. Certain Fey, Witches and Chaos beings are healed by the backlash and receive a + 1 to saves until the end of their next turn (instead of being stunned).

 

Bone Swarm
Level: 2
Range: 120 yds.
Duration: 1 rd./level
Area of Effect: One 10-ft. cube
Components: V, S, M
Saving Throw: Special

You create a swarm of animated bones in a 10-ft. cube within range. The swarm has a number of hit points equal to 5 times your level. The swarm occupies its space and can move through any opening large enough for a tiny creature. The swarm can’t regain hit points or gain temporary hit points.

As a bonus action on each of your turns, you can mentally command the swarm to move up to 30 yds. and attack any creature within 5 ft. of it. The swarm deals 2d6 damage to any creature that starts its turn in the swarm’s space or that the swarm moves into its space. A creature that takes damage from the swarm must make a saving throw vs. paralyzation or have its movement rate reduced by 10 ft. until the start of your next turn.

The material component for this spell is a handful of bones.

 

Tick of Siphoning
Level: 3
Range: 30 yds.
Duration: 1 turn
Area of Effect: One creature at a time
Components: V, S
Saving Throw: Neg.

This spell allows the spellcaster to create a magic tick that flies 10 feet per round. The tick lands on a creature then the target fails a saving throw vs. death, or suffers 2d4 points of damage and the caster heals half amount in hit points. The caster cannot exceed his or her normal maximum hit points with this spell. If the target makes the saving throw, it suffers half damage, and the caster gains no hit points.

The tick can drain once per round or move to another target within 30 yards. The tick vanishes if hit with dispel magic, anti-magic area, a protection verse Chaos, or goes beyond the 30 yards.

This spell has no effect on undead or constructs.

 

Elemental Bone
Level: 4
Range: 10 yds./level
Duration: 1 rd./level
Area of Effect: One skeleton
Components: V, S, M

This spell allows you to infuse a skeleton with the power of one of the four elements: air, earth, fire, or water. You must have a skeleton within range that is not currently animated or controlled by another spell or creature. The skeleton becomes an elemental skeleton of the chosen element, gaining new abilities and weaknesses as follows:

Air: The skeleton can fly at a speed of 18 and gains immunity to electricity. It is vulnerable to cold and takes double damage from it.
Earth: The skeleton gains a +2 bonus to Armor Class and can burrow through earth or stone at a speed of 6. It is vulnerable to acid and takes double damage from it.
Fire: The skeleton is wreathed in flames and deals an extra 1d6 points of fire damage with its attacks. It is immune to fire and heat. It is vulnerable to cold and water and takes double damage from them.
Water: The skeleton can breathe underwater and swim at a speed of 12. It gains immunity to cold and poison. It is vulnerable to fire and electricity and takes double damage from them.
The elemental skeleton is under your control and will obey your verbal commands. You can have no more than one elemental skeleton per level under your control at any time. If you exceed this limit, the excess skeletons become free-willed and may attack you or flee.

The material component for this spell is a pinch of dust, ash, sand, or salt, depending on the element chosen.

 
Zombie Troll
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: One troll corpse
Components: V, S, M
Casting Time: 1 hour

This spell allows you to create a zombie troll from the corpse of a troll. The zombie troll retains the physical abilities of a normal troll, such as its claws, bite, and regeneration, but loses its intelligence and alignment. The zombie troll is under your control and will obey your verbal commands. You can have no more than one zombie troll under your control at any time. If you exceed this limit, the excess zombie troll becomes free-willed and may attack you or flee.

The material component for this spell is a black pearl worth at least 500 gp. The pearl is consumed in the casting.

 

Daywalker Zombie
Level: 6
Range: Touch
Duration: Permanent
Area of Effect: One corpse
Components: V, S, M
Casting Time: 2 hours

This spell allows you to create an intelligent zombie from the corpse of a humanoid. The zombie retains the memories and personality of the original creature, but is loyal to you and will obey your verbal commands. You can have no more than one daywalker zombie under your control at any time. If you exceed this limit, the excess zombie becomes free-willed and may attack you or flee.

The daywalker zombie has the same abilities and statistics as a normal zombie, except that it can speak any languages it knew in life and has an Intelligence score of 10. In addition, the daywalker zombie has a special trait that allows it to blend in with the living:

Daylight Disguise: The daywalker zombie looks like a normal, living version of itself when exposed to natural sunlight or bright light. It can pass as a living creature with a successful Deception check contested by the Insight check of any observer. However, when in dim light or darkness, the daywalker zombie reveals its true, undead nature, losing its disguise and becoming vulnerable to effects that target undead.
The material component for this spell is a golden pearl worth at least 1000 gp and a drop of blood from a living creature of the same race as the corpse. The pearl and the blood are consumed in the casting.

 

Summon Chimera Lord
Level: 7
Range: 10 yds.
Duration: 1 turn/level
Area of Effect: One chimera
Components: V, S, M

This spell allows you to summon a chimera, a monstrous creature with the heads of a lion, a goat, and a dragon, and the body of a lion with goat and dragon parts. The chimera lord has the following abilities and statistics:

Size: Large
Type: Monstrosity
Alignment: Chaotic evil
Armor Class: 4
Hit Dice: 13+13 (84 hp)
THAC0: 7
Number of Attacks: 3
Damage/Attack: 2d4+6 (bite), 1d12+6 (horns), 2d4+6 (claws)
Special Attacks: Fire breath (8d8, save for half)
Special Defenses: Nil
Magic Resistance: Nil
Intelligence: Low
Morale: Elite
XP Value: 9,000

The chimera is loyal to you and will obey your verbal commands. You can have no more than one chimera under your control at any time. If you exceed this limit, the excess chimera becomes free-willed and may attack you or flee.

The material component for this spell is a lion’s claw, a goat’s horn, and a dragon’s scale. The components are not consumed in the casting.

You can send the chimera on a mission that does not require more than one hour of travel time from your location. The chimera will attempt to complete the mission to the best of its ability and return to you if possible.

When the chimera drops to 0 hit points or when the spell ends, the chimera disappears in a puff of smoke, leaving no trace of its existence.

 

 
Summon Greater Phoenix
Level: 8
Range: 10 yds.
Duration: Special
Area of Effect: One greater phoenix
Components: V, S, M
Casting Time: 1 round

This spell allows you to summon a greater phoenix, a majestic and powerful bird of fire and light. The greater phoenix has the following abilities and statistics:

Size: Large
Type: Celestial
Alignment: Neutral good
Armor Class: 2
Hit Dice: 16+16 (88 hp)
THAC0: 5
Number of Attacks: 2
Damage/Attack: 1d10+6 (beak), 2d8+6 (claws)
Special Attacks: Fire aura, fire blast, rebirth, and possible grant special wish
Special Defenses: Immune to fire, resistant to cold and electricity, regenerate 3 hp/round
Magic Resistance: 50%
Intelligence: Very
Morale: Fearless
XP Value: 14,000

Special Abilities:

Fire Aura: The greater phoenix is surrounded by a fiery aura that deals 2d6 points of fire damage to any creature that starts its turn within 10 feet of it or that touches it. A successful saving throw vs. breath weapon halves the damage.
Fire Blast: The greater phoenix can unleash a blast of fire in a 60-foot cone. Each creature in that area must make a saving throw vs. breath weapon or take 10d6 points of fire damage, or half as much damage on a successful save. The greater phoenix can use this ability once every three rounds.
Rebirth: If the greater phoenix is reduced to 0 hit points, it bursts into flames and turns into an egg. The egg has an AC of 10 and 20 hit points. After one hour, the egg hatches and the greater phoenix emerges with full hit points and abilities. This ability can be used once per day.
The greater phoenix is neutral to you and will not attack you unless you harm it or its allies. However, it is not under your control and will act according to its own will and alignment. You can communicate with the greater phoenix telepathically and try to persuade it to help you with your goals.

The material component for this spell is a ruby worth at least 1000 gp and a feather from a lesser phoenix. The ruby and the feather are consumed in the casting.

The duration of this spell depends on the relationship between you and the greater phoenix. If you offer something that the greater phoenix values or respects, such as a worthy cause, a rare treasure, or a sincere friendship, the greater phoenix may agree to stay with you for as long as you need its aid. If you offer something that the greater phoenix dislikes or despises, such as an evil deed, a mundane item, or a false promise, the greater phoenix may leave immediately or even turn hostile. If you offer something that the greater phoenix is indifferent or curious about, such as a neutral task, a common object, or a vague offer, the greater phoenix may stay with you for one hour per level of the caster before departing. The DM has the final say on how the greater phoenix reacts to your offer.

 

 
Eternal Guardian
Level: 9
Range: Touch
Duration: Permanent
Area of Effect: one ogre corpse
Components: V, S, M
Casting Time: 8 hours

This spell allows you to create a mummy guardian from the corpse of a ogre. The mummy retains the memories and personality of the original creature, but is loyal to you and will obey your verbal commands. You can have no more than one Eternal Guardian under your control at any time. If you exceed this limit, the excess Eternal Guardian becomes free-willed and may attack you or flee.

The Eternal Guardian has the following abilities and statistics:

Size: Large
Type: Undead
Alignment: Lawful evil
Armor Class: -1
Hit Dice: 16+16 (105 hp)
THAC0: 5
Number of Attacks: 2
Damage/Attack: 1d10+7 (fist), special (gaze)
Special Attacks: Gaze, rotting fist, and possible spellcasting.
Special Defenses: Immune to turning, immune to fire, resistant to cold and electricity, regenerate 4 hp/round, and immune to 1st to 4th level spells even beneficial spells.
Anti Magic: 50%
Intelligence: Varies
Morale: Fearless
XP Value: 14,000

Special Abilities:

Gaze: The guardian can use its gaze to cause fear or paralysis in a creature within 30 feet that meets its eyes. The creature must make a saving throw vs. paralyzation or become frightened or paralyzed for 2d4 rounds, depending on the guardian’s choice. A creature that succeeds on the saving throw is immune to the gaze of all mummies, mummy lords and guardians for the next 24 hours.
Rotting Fist: The guardian’s fist attack deals an extra 3d6 points of chaos damage. If the target is a creature, it must make a saving throw vs. death or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Spellcasting is possible if the ogre was a Shaman, Witchdoctor, or similar class.

The material component for this spell is a black diamond worth at least 5000 gp, finest linen to wrap the Guardian along with two pound of Great Crater meteor ore.