Following are new spells usable by members of the Gnoll Crocuta prestige class, which appears in the updated and expanded version OGL book
Tests of Skill that Skirmisher Publishing LLC just released. It is available through a number of online retail sites, including DriveThruRPG (
http://rpg.drivethrustuff.com/product_info.php?products_id=59861&affiliate_id=200677) and RPGNow (
http://www.rpgnow.com/product_info.php?products_id=59861&affiliate_id=200677).
All of these spells originally appeared in Skirmisher’s OGL book
Warriors but have been thoroughly updated and revised here. These spells are available in PDF format as a free download from the same place where other Skirmisher books can be found, including DriveThruRPG.com (
http://rpg.drivethrustuff.com/product_info.php?products_id=60014&affiliate_id=200677) and RPGNow (
http://www.rpgnow.com/product_info.php?products_id=60014&affiliate_id=200677).
Battle RunesSeveral of the spells described here are classified as “Battle Runes” and were created by Skirmisher Game Development Group member Sharon Daugherty. The simplicity and cheap components of Battle Runes make them favorites of Adepts, Crocutaea, and primitive tribes with few technological achievements or resources. Actual rune shapes may vary according to local traditions.
Every variation of this spell requires the caster to have previously prepared a thick paint of animal lard and one or two other elements; if the materials are at hand but the paint is not yet prepared, the caster may compound it in one full round. This paint will keep for a week in a suitable closed container. In general, 1 gp worth of ingredients will make enough paint to cast any given Battle Rune 10 times (subject to the DM’s judgment on local item rarity).
Any Battle Rune may be voluntarily dispelled by the wearer, by willing its destruction and wiping off the pattern. The caster may also remove the rune, but must make a successful touch attack roll to do so if the wearer is unwilling. Only one casting of a particular Battle Rune can be in effect on a character at any given time, but different types can be used simultaneously.
Arms of the HecatoncheiresTransmutation
Level: Clr 4, Sor/Wiz 4, War 4
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Arms of the Hecatoncheires allows its recipient to grow additional arms, starting with one for a 7th level caster and one more for every two caster levels thereafter (e.g., two additional arms at 9th level). This spell is only effective on creatures that are actually supposed to have arms (e.g., it will not grow arms on a snake, extra paws on a wolf, etc.). It also bestows all the benefits of the Multiweapon Fighting feat, regardless of whether the recipient has the prerequisites for it.
Such arms function like normal limbs in all ways. Each one can be used to wield a one-handed weapon or a shield, and each pair can be used to wield a two-handed weapon. All arms granted by this spell are considered off-hands, meaning they only deal one-half their Strength bonus to damage rolls (or their full Strength bonus to damage rolls with two-handed weapons). Creatures under the effects of this spell are considered to have the Multiweapon Fighting feat, meaning that attacks made with their primary hand and their off-hands take a -4 penalty to attack rolls. This penalty is reduced to -2 if all of the off-hands use light weapons.
Characters making grapple checks (“grapple,” PHB) receive a +2 bonus for each additional arm they have.
Additional arms will not bestow weapon or shield proficiencies that a character does not already have, nor will they allow a recipient to both cast spells and attack in a round or to cast more than one spell per round.
Focus: An arm bone from a humanoid creature.
Battle Rune: BoldheartTransmutation
Level: Adept 1, Clr 1, Zealot 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 30 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell gives a +1 resistance bonus to Will saving throws, and adds an additional + 1 to saves versus any type of fear spells or effects.
Material Component: A previously prepared thick blue paint of animal lard and woad or powdered brass. The rune is drawn on the target’s chest (runes depicting fierce beasts such as lions are favored by many casters).
Battle Rune: HardboneTransmutation
Level: Adept 1, Clr 1, Zealot 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 30 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell adds a +2 resistance bonus to the target creature’s Fortitude saves.
Material Component: A previously prepared thick black paint of animal lard, fine powdery wood ashes, and charcoal, used to draw a rune on the target’s abdomen (runes depicting strong beasts are favored by many casters).
Battle Rune: HornskinTransmutation
Level: Adept 2, Clr 2, Zealot 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 30 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell provides a +3 deflection bonus to AC. It requires the caster to draw a rune upon the target’s face, usually across the cheekbones.
Material Component: A previously prepared thick red paint of animal lard, dried blood (any kind), and red clay.
Battle Rune: MindbrightTransmutation
Level: Adept 1, Clr 1, Zealot 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 30 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell bestows a +2 competence bonus on Listen, Search, Spot, Smell*, and Taste* skill checks rolled by the target creature. It requires the caster to draw a rune upon the target’s forehead.
Material Component: A previously prepared thick paint of animal lard and powdered silver.
Battle Rune: SharpeyeTransmutation
Level: Adept 2, Clr 2, Zealot 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell adds +2 competence bonus to all of its recipient’s attack rolls.
Material Component: A previously prepared thick paint of animal lard and powdered copper, used to draw a large “mask” around the target’s eyes.
Battle Rune: StrongarmTransmutation
Level: Adept 1, Clr 1, Zealot 1
Components: V, S, M
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell adds a +2 enhancement bonus to the target creature’s Strength.
Material Component: A previously prepared thick black paint of animal lard and powdered iron, and draw the rune on the target’s upper arm or forelimb (runes depicting strong beasts such as elephants are favored by many casters).
Battle Rune: SurehandTransmutation
Level: Adept 1, Clr 1, Zealot 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Casting Time: 1 action
Application of this rune gives the recipient a +2 enhancement bonus to its Dexterity score.
Material Component: A previously prepared thick silverywhite paint of animal lard and powders of chalk and lodestone, used to draw a rune upon the target’s lower arm, wrist, or hand/paw/foreclaw.
Battle Rune: SwiftfootTransmutation
Level: Adept 2, Clr 2, Zealot 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell provides an enhancement increase of +30 to its recipient’s base movement rate. This increase applies to all movement modes that the creature has (e.g., Swim). As with any effect that increases your speed, this spell affects the recipient's jumping distance (see the Jump skill).
Material Component: A previously prepared thick golden-red paint of animal lard, sulphur, and powdered cinnabar, and draw the rune on the target’s lower leg or foot (bird and wing runes are favored by many casters).
Eye of ShivaTransmutation
Level: Clr 3, Sor/Wiz 3, War 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
When this spell is cast, an additional, fully-functioning eye forms on the forehead of the recipient and grants him darkvision. It also gives the character enhanced depth perception, bestowing upon him a +2 competence bonus on ranged attacks and Search and Spot skill checks while it is in effect. Furthermore, if the caster uses the dust of a crushed garnet during the casting, the recipient will be empowered to fire a gout of flame — once during the duration of the spell — from the eye. This flame takes the form of a 10-foot long, five-foot wide line that inflicts 1d4 damage for each level of the caster (maximum 10d4, Reflex save for half damage). It requires a standard action to fire the flame.
Variations on this spell that allow other sorts of elemental attacks to be launched from the eye (e.g., cold) are known to exist.
Material Component: The dried and powdered eye of an animal or other creature, plus crushed garnet of not less than 30 gp value if the caster decides to make the eye capable of firing a gout of flame.
Flesh WoundsAbjuration
Level: Clr 3, Zealot 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell makes its recipient resistant to normal damage, all of which is automatically converted to nonlethal damage as it is inflicted. Such damage remains nonlethal and does not revert back to normal damage when the spell ends. If cast upon a wounded character, this spell will convert into nonlethal damage all normal damage suffered up to that point by the recipient and then continue to function normally for its duration. If rendered unconscious while under the effects of this spell, a creature can be killed with a coup de grace (PHB).
This spell has been long used by holy men to survive apparently lethal wounds (e.g., St. Sebastian).
Focus: A pin cushion.
Self AwarenessAbjuration
Level: Clr 3, Pal 2, Ranger 3, Zealot 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Preferred by religious warriors, this spell's offers greater protection to those of great insight. The subject gains damage reduction equal to its Wisdom modifier plus 1 (minimum 1), which may be overcome by magic weapons. The subject also gains energy resistance equal to its Wisdom modifier plus 1 (minimum 1) against all forms of energy (e.g., acid, cold, electricity, fire, sonic).
Transformation of JebusTransmutation [Evil]
Level: Sor/Wiz 6, War 5, Zealot 5, Destruction 5, Evil 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target: Up to one humanoid creature/caster level, all of whom must be touched during the casting
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
Formulated by a powerful spellcaster of antiquity, this spell can be used to effect a profound transformation upon its targets, with results that vary depending on the level of the subjects upon whom it is cast. While it can be used by many sorts of casters, the Transformation of Jebus is especially favored by witches, practitioners of black magic, and priests of war deities.
All beneficiaries of this spell will gain a +4 enhancement bonus to each of Strength, Constitution, and Dexterity and will acquire a bloodthirsty desire to immediately kill their enemies by whatever means are available (if a subject wishes to resist this urge, he is entitled to a Will save).
Many other characters will enjoy bonuses to their levels and ACs, depending on their levels of experience, as indicated below.
Level HD AC1 +3d8 +3
2-3 +2d8 +2
4-6 +1d8 +1
7+ +0d8 +0
Hit Dice bestowed by this spell are levels of Warrior, each of which gives its beneficiary 1d8 hit points (plus Constitution bonus) and proficiency in light, medium, and heavy armor, shields, and all simple and martial weapons. Effects of this spell can manifest themselves dramatically, even horrifyingly, especially in the lower-level characters who are most greatly affected (e.g., natural AC bonuses from thickened, hardened skin, increased Strength from grotesque muscular growth, etc.).
If cast upon recipients that are blind, lame, or members of NPC classes, this spell can have even more profound effects, regardless of level, as indicated below. These conditions are cumulative (i.e., a blind, lame member of an NPC class would receive three levels of Warrior, +3 to AC, etc.). These effects stack with the level-based effects.
Condition HD ACBlind +1d8 +1
Lame +1d8 +1
NPC Class +1d8 +1
After a subject’s total number of bonus levels has been determined, he will gain all appropriate benefits (e.g., attack bonuses, saving throw bonuses, level-based feats). Blind characters will receive Blindsight (described in the DMG) for the duration of the spell. Lame characters — those with at least one missing or non-functioning limb — will either regain full use of their limbs or grow stout, new, but inhuman-looking limbs while the spell is in effect. Members of NPC classes are those that have advanced only as Adepts, Aristocrats, Commoners, Experts, or Warriors.
Subjects of this spell do not have to be of the same levels, classes, or conditions, and are all affected individually. Those who do not wish to be affected are entitled to a Will saving throw.
Hit points gained from this spell go away when the spell ends, they are not lost first the way temporary hit points are. Similarly, characters who were lame or blind have those conditions return when the spell ends. Finally, all subjects of this spell are exhausted when it ends, moving at half speed and taking a -6 penalty to Strength and Dexterity (if they rest for an hour, they will become merely fatigued).
Material Components: An appropriate living sacrifice (e.g., a ram for Clerics of the war god Ares) and a small amount of blood from a doppelganger or other creature naturally capable of transforming its physical form.
Focus: A bronze or iron cauldron, a fire large enough to heat its contents, and a thaumaturgic triangle (either permanent or specially drawn for this spell) large enough to hold all subjects of the spell simultaneously.
Note: The effects of this spell can be fairly complex and it is recommended that players or DMs planning on using it adjust the stats of the recipient creatures in advance rather than trying to do so in the course of a game.