MORE SPELLS for GREAT JUSTICE ~ ~ ~ ~ ~ WITH A POWER LEVEL OVER 9OOO
Woody growths sprout all over targets head, these do not block eyes or other senses.
Overall the look is like the target had donned a helmet made of thick tree bark, but it is fused to the head, and is not easily removed.
The benefit is that the target gains +6 on will-power saving throws, and +6 on AC attacks that target the head.
it is abjuration, lasts 1d4 hours plus 10 minutes per level.
spell is harmless; range touch; Domains: Liberation, Protection, Thought
targets: one creature per 2 levels of caster.
components are verbal, somatic, and material is topaz powder, 40 credits worth, and rare tree bark, 6 square inches worth.
The catch is that when the spell ends, the mental protection fades immediately, and the AC bonus drops to 2.
Because the bark does not fall out naturally. It can be trimmed off any time the target wishes. It wears off naturally in 2d4 days plus 1 day per level. so the duration is actually special
This spell is either funny or vicious, and depends on what the caster does beforehand.
He is expanding his consciousness into that of his targets,
and they will share his outlook and state for a while, or possibly be confused.
Also the targets will feel somewhat the same as the caster: sleepy, moody, jazzed, super-hungry, stupefied, etc.
Caster will conjure-craft up 1 jacket per level for himself and his allies. They are loud, unfashionable, odd smelling fur jackets. But they are useful, comfortable, and warm, and protective. Material component is a 3x3 inch swatch of beast, alien, or animal fur (from a cold environment or arctic adapted) per target needed.
The jackets will be randomly colored, oddly styled, and will have varied abilities. They are 1 Bulk each.
each jacket gives : DR: 2d6, SR:2d8, EAC: +2d4, KAC:+1; Cold Resist 2d12,
Energy Resist (Cold, 2d4 + Caster Level) (roll each jacket differently)
The non-armor bonuses are low-mana, and do not stack with any other flavor of magic; the KAC and EAC do.
(+4 circumstance bonus to Fortitude saves against environmental cold dangers), and also
+3 bonus on saves versus cold, ice, cryo, or winter based spells and effects.
Each jacket lasts permanently, BUT the bonuses above fade after 24 hours.
After the magic fades, the jacket is +1 only on EAC,KAC, and Cold ER 1.
The circ. bonus drops to +1.
The jackets can be sold for 3d6 credits each later on, or more if a PC makes job-related skill rolls, or even more if sold to persons in a cold place, or traveling to one.Puijune was a Kasatha Shaman-Adept; who was trapped on a frigid planet. He was a hippie, and had a harem of Ryphorian cheerleaders (from the crashed liner) on the planet with him. Sadly he drank himself to death before a rescue ship arrived months later. They memorialized him in a song video that went super-viral on the holonet.
DESCRIPTION: Grove has different effects depending on the targets in the area .
This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within range to become bigger, thicker and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of plant growth. The spell works best on a Class-M planet, not in the winter season. The GM will adjust for other times and places.
At caster's option, the area can be a 75-foot-radius circle, a 125-foot-radius semicircle, or a 175-foot-radius quarter circle. Caster may designate places within the area that are not affected, so as to make paths, mazes, or clearings.
Herbs, Blossoms, Fruits and Veggies in the area produce 5-50% more of their product that season.
Xenodruids in the grove are +2 on all skills outside of combat. They and their allies heal at 150% rate while inside.
Creatures from the First World operate at 2 levels higher in the grove for most purposes. They and their allies heal at 150% rate while inside.
Xenowardens gain +2 on morale, mental, and charisma skills in the area. They and their allies heal at 150% rate while inside.
Wild Wardens may re-roll all failed checks in the area.They and their allies heal at 150% rate while inside.
Worshippers of Oras, the Green faith, and Shub-Niggurath all cast this spell at 150% effects.
The "permanent" duration depends on the plants, planet, and seasons. Like if the area is wiped out next month by a blizzard, the spell subsides and fades as the plants die normally. The plants do not become immortal.
School : CONJURATION Casting Time: 1hour
Range : 50 feet Targets: one square
Duration : 1 minute or more Saving Throw : N/A
Spell Resistance: N/A Classes: M/T 5
VELEMERT was the most advanced cosmographer in the galaxy (before the Gap, before the invention of drifting. He was conceivably the smartest Ysoki ever born. STATS HERE He was the man. The strange circumstances of his death, and the release of his real name into the Akashic record made a strange exception to the usual rules for resurrection or reincarnation. Long story short, summoners can call up his shade to ask for services. This is not an evil act, unlike other similar spells. When he appears, if the summoner or his party just ask him for mundane help (heal us, help us travel, slay our enemies,etc) he will be upset with them and take treasure from them equivalent to the work and energy he's expending on their behalf. He is an immortal genius, The main way to seriously get on his good side is to proffer knowledge new to him, share a spell design, or summon him to someplace off the beaten path, like a star nursery, or sudden wormhole, drift malfunction, etc. In other words, he's been summoned to the Pact Worlds 99 times to kill Vesk Privateers, so if you do that again, he will grudgingly kill them for you, but then cheerfully leave you naked and floating in an air bubble.
School : divination Casting Time: 1 action Range : 75 feet
Targets: 3/lvl, plus Stat Mod Duration : 1 minute Saving Throw : none, Touch AC
Spell Resistance: Yes Classes: T-3rd, M-4th
An odd spell, it summons a tiny energy being (drone like for technomancers, elemental-looking for mystics. This flits around the battlefield quickly and splats paint-spots rapid-fire (in one round) onto as many enemies are present and allowed by the limit above. Use the Casters attack mod with dex and stat to hit their Touch ACs. Roll for each nearest opponent up to max.
Depending on the color and speckle pattern of the paint, the caster can tell what's what. This will reveal their main abilities, weaknesses and and STR and level to the caster. So the caster can then advise his allies "kill that one probably the leader", or "be careful that one's regenerating", or "watch out the tall one is poisonous", etc.
While the splotches are present, the caster and his allies gain +2 to hit and damage versus each affected enemy. Incorporeals cannot be affected, Elementals, Oozes and similar shed the paint in one round, Dragons can scrape it off automatically with their breath weapons. Other creatures must spend an entire round to get the paint off. The GM will decide what happens specifically.
School : Transmute Casting Time: 1 round Range : 25 feet
Targets: one area Duration : specail Saving Throw : N/A
Spell Resistance: N/A Classes: T4
Pretty much an automatic dispel magic for Wall spells, Force Fields, etc. When used to destroy wall spells and similar magic effects (including hybrid items) make like a dispel check : BUT ITS (1d20 + your caster level+ your stat bonus) with a DC equal to 5 + the spell’s caster level. If the check is successful, the whole wall fizzles away. If the check fails, then only a 5 foot pentagonal hole rips into the field, allowing passage. Lasts one round.
When used to break into a technological force wall, or deflector shield, the spell makes a 5 foot square through it which lasts one round. The caster must concentrate fully to make it last one more round, up to his stat bonus in length of time.
When used to break into a fortress or building, it makes a 5 foot triangular hole through up to 3+level feet of wall. This hole is "permanent", but whether structurally sound or lasts long is up the GM.
School : astral Casting Time: 1 minute Range : 5 feet
Targets: 2 bulk of objects Duration : 1 day. Saving Throw : n/a
Spell Resistance: n/a Classes: T3
Not what you think it is. The words mean "Case of Speed" The spell conjures up a planar box. The box is as big as a smart-phone, 4 inches by 7 inches by half-inch. The caster may hide up to 2 bulk of items in it, and then either squirrel it away on his person, or teleport it back to where he's been sleeping lately and usually. (Bunk at spaceport, Quarters on Starship, Hotel, etc.)
If he shoves other dimensional items or beings into the space, bad things happen. (GM Call)
cannot be used into or out of the drift, warp, hyperspace, or other convenient parallel dimensions.
After 24 hours the items fall back out of the case. (like either next to holder or in his bunk)
School : Charm/Compulsion Casting Time: 1 Action Range : 75 ft + 5 per level
Saving Throw : None for 1 round, Targets: 1 humanoid Duration : 1 minute per level
then Will Negates the rest.
Spell Resistance: Yes Classes: Techno: 3 Mystic: 3
The Gamma Version of this spell inhibits bad language in the target. For one round the target cannot curse, use bad language, off-color words, blasphemy, profanity, or swearing. If they make their save the spell ends, on a fail they are limited for minutes per caster level. If the target MUST curse, they still cannot, and some complex or ornate words like Dulcinea, Melanogaster, or Terpsichorean will sub in for each swear word they were going to say.
The spell may hamper or aid their Charisma skills for the duration. GM's call. Usually minus the caster's level plus his stat bonus.
The Epsilon Version of this spell inspires bad language from the target. For one round the target (if they attempt to communicate) they can do nothing but curse, use bad language, say off-color words, utter profanity, or swear. If they make their save, then the spell ends in 1 round, but on a fail they are bound to curse (when talking) for minutes per caster level. Under the Omega Version, all their Charisma skills suffer. Usually reduced by 5 + the caster's level and stat bonus. Unless the target has 5 ranks or more of Intimidate, then that's +2.
Also if the target is a verbal spell caster, their ability to cast correctly is probably thwarted, or produces wild-magic side-effects, GM's call.
School : transmutation Casting Time: 1 minute Range : 25 feet
Targets: 1 humanoid Duration : Permanent Saving Throw : Harmless
Spell Resistance: If Needed Classes: Mystic 5th. Tech 6th.
A random gland expands and improves on the target. they gain benefits until the magic is dispelled, or until advanced medical serums or equipment purges their body of major alterations.
hypothalamus. +1 on survival, will saves, and stabilization rolls.
pituitary. +2 to STR and CON.
thyroid. +5 feet of movement.
parathyroids. +1 on fortitude saves.
adrenals. +2 on reflex saves
pineal body. +1 on all wisdom skills
sebaceous glands +2 on grappling and other martial maneuvers
testes. or ovaries. +2 on CHA skills
This spell cannot be cast twice on an individual. Even if the first one ends. On the second casting the target is instead sickened for 4-48 hours.
Caster must have 5 ranks in Life Sci, medical skills or other appropriate avenue.