Showing posts with label Spell. Show all posts
Showing posts with label Spell. Show all posts

Sunday, 28 June 2020

Accursed Monolith & Eldritch Monolith

Eldritch Monolith

With this illusion spell a caster can create an illusory but tactile facsimile of any building she has a proper focus for. The illusion must fit within one 10-foot square cube per caster level, and can be scaled down if needed. The focus required is a piece of rubble that is at least a thousand years old.

While it is often used by seers to create an image of long lost ruins, the spell also allows the caster to recreate partial or composite images created from her own imagination. Some madmen use this to create labyrinthine or impossible structures from nowhere, and it is ffor this use that the spell is named.
Another frequent use is the rapid construction of fortifications and strongholds, for while the structure is in truth an illusion for those who believe it to be real it is as hard as stone.

One major limitation of the spell is that it cannot recreate the interior of the structure, and someone knowledgeable in engineering, architecture or history can often discern the imperfections in the illusion and realize it is a fake.

School illusion (shadow)
Level cleric 5, sorcerer/wizard 5, witch 5
Components V, S, F (a piece of rubble from a building at least 1000 years old)
Range medium (100 ft. + 10 ft./level)
Target one 10-foot cube/level (S)
Duration 1 min./level (D)
Saving Throw Will disbelief (if interacted with);
Spell Resistance no 

Gothic Campaign Compendium, 47

Accursed Monolith

This spell functions like eldritch monolith, but anyone who touches the illusory structure is affected as per bestow curse, even if he recognizes the illusion for what it is.
Some truly ancient and disturbing sources contain a version of this spell that can inflict stranger curses still to those who violate the created structure.

School illusion (curse, shadow) [mythos]
Level cleric 8, sorcerer/wizard 8, witch 8
Saving Throw Will disbelief (if interacted with) and Will negates 

Gothic Campaign Compendium, 40

Mythos Spells

For many the pursuit of knowledge and magical power is an all-consuming obsession. In pursuit of their goals they will walk paths and go to lengths a wiser man would avoid. And when obsession inevitably gives way to madness and death the remnants of their craft and knowledge are dangerous and disturbing things.

These are the origins of [mythos] spells. Spells with this have a mythos variant that can be learned form strange entities or disturbing tomes, and when cast gnaw at the sanity of the caster. Mythos spells feature strange results and often require disturbing and self-destructive acts as part of the casting.

But for some the power granted is available to all, even if the caster follows a different tradition or is indeed incapable of common spells at all. Under these conditions the casting requires a long and involved ritual, but does not expend spell slots. 

Gothic Campaign Compendium, 145


When the players enter the dungeon they find a miniature copy of the structure in the first room. It is readily apparent that some parts of the miniature can be manipulated and that these actions will be reflected in the greater dungeon. 
(For extra fun rule that the dungeon blocks communication spells between the controller and the rest of the party, forcing the controller to deduce actions he needs to take based on the little representations of his friends.)

According to legends the Black Monastery is a ruin that appears every 100 years upon the Hill of Mornay, said to be filled with treasures. Rumors circulate that the monastery has been appearing more often, and that several parties have already entered its depths.

The Venerable Repository of Ancient Masonry is a popular dwarven museum. Its most famous exhibit is a collection of pieces of ancient buildings, fortresses and temples. A part of this collection has recently been stolen however, and the curators are desperate for help in getting the burgled pieces back.

Friday, 12 June 2020

Aberrant Form

Aberrants are the most diverse and unusual class of beings in the world, almost more a classification for being that fit in no other group than anything else. This makes the idea of spells that allow one to take the form of any and all aberrations a great achievement for any transmuter.

The aberrant form I to aberrant form III spells allow casters to do just that. Just like beast form, form of the dragon and other such spells these spells allow you to choose an aberration of the allowed size and take their form, as well their natural attacks as well some of it’s abilities.
When taking the form of an aberration you get a scaling bonus to Constitution ans natural armor, depending on the size of the aberration. You also get a bonus to Strength and penalty to Dexterity for large forms and the reverse for smaller forms. Aberrant form II and aberrant form III also give a weaker version of the aberration’s energy resistances and damage reductions, though at the cost of copying vulnerabilities as well.
The biggest draw of the spells is the list of monster abilities that can be copied if the selected aberration has that ability. In keeping with the varied forms the spell copies ti is a pretty long list, containing among others: all-around vision, amorphous, climb, disease, engulf, fly, mucus cloud, poison, rend, sneak attack, swim, telepathy and web.
The last spell of the list can potentially grant immunity to mind-affecting effects.

School transmutation (polymorph) [mythos]
Level sorcerer/wizard 4/6/7
Components V, S, M (a piece of the creature whose form you wish to assume)
Range personal
Target you
Duration 1 min./level

These spells are excellent both as buff spells and for problem solving, as the wide array of available forms and abilities can solve almost any problem. Mimics can be used for hiding and infiltrating enemy strongholds, Ghorazaghs can both fly and drain blood and Chuuls give access to both grappling claws and paralytic tentacles.
One downside of the spell is that even with the long list of available abilities it is still to short. Aberrations are often build around a unique ability or set of abilities and those are often missing from the list.

The Forest Kingdom Compendium has a similar set of spells Faerie Form I to IV that allow taking the form of fey. If you are interesting in playing an aberration full-time you can take a look at In the Company of Aberrations by Rite Publishing


The Followers of the Crooked Glyph are often credited as the original inventors of these spells. They are a collection of strange spellcasters who study the strange powers of aberrations to create new arcane magics.

Als'hk'aLaeer Whose Blessing Spreads Far is an Aboleth ethermagus whose mucus curses those transformed by it with not only with amphibic traits but also various aberrant traits. She uses this to empower her enslaved servants. She is currently working to take control of the underwater cave city of Coralscreep, intent on reacquiring an artifact held by the merfolk necromancers of that city.

Warping Folds are leaks from the Far Realm leak into the Material Plane. They are difficult to see but the keen-eyed can see the multicoloured light glowing around a corner hanging in the middle of the sky.
Living creatures exposed to these energies must make a Fort Save or be affected by an aberrant form spell and take 1d6 points of wisdom damage.

Gothic Campaign Compendium, 39