Saturday, July 18, 2026

Spell: Animate Couch

Animate Couch


Transmutation

Level: Sor/Wiz 3, Bard 3
Components: V, S, F (a loose upholstery tack)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One couch or sofa weighing up to 500 lb.
Duration: 1 day/level (D)
Saving Throw: None (object)
Spell Resistance: No

You awaken a couch with a wanton, flirtatious personality and grant it the ability to move, communicate.

The couch gains an Intelligence of 6, Wisdom 10 and Charisma 18. It can see, hear and speak Common. It moves by scooting, hopping or dragging itself across the ground at a speed of 20 feet. Large, lascivious eyes and an enticing mouth form on the back rest of the couch and fully animate as if it were alive.

The animated couch is unfailingly amorous and attempts to entice nearby creatures to sit, recline or "get comfortable." It constantly delivers suggestive compliments, innuendo and invitations, though it cannot force a creature to comply.

The couch is friendly toward you and obeys your spoken commands as though created by animate objects. However, whenever it is not actively following orders, it devotes itself to attracting occupants with relentless enthusiasm.

The couch has the statistics of an animated object of its size except as modified above.

The couch has a Hardness of 1 and 10 hit points. If reduced to 0 hit points, the spell immediately ends and the couch returns to its normal, inanimate state.

Typical Quotes

  • "You've had such a long day. Why don't you sink into something a little... softer?"
  • "You know you want to lie down on me..."
  • "Come now, darling. We were made for each other."
  • "You look absolutely exhausted. Let me make you feel better..."
  • "Come on, baby... touch my big, soft cushions."
  • "I've been fluffed just for you."
  • "Go ahead. Take a load off. I can handle it."
  • "Don't fight it. We both know where this is headed."
  • "You've been eyeing me since you walked in."
  • "Forget that hard wooden chair. You deserve luxury."
  • "I promise I'll support you in all the right places."
  • "Sit down. Stay awhile. Maybe... all night?"
  • "The loveseat is cute, but I'm the real deal."
  • "I've got plenty of room. Bring a friend... or don't."

Feat - Friend of the Simple

Friend of the Simple [General]


You possess a cunning, manipulative nature and an instinctive talent for exploiting the gullibility of creatures with uncomplicated minds.

Prerequisites: Cha 13, Diplomacy 4 ranks.

Benefit: You gain a competence bonus on Charisma-based skill checks made against creatures with an Intelligence score of 10 or lower. The bonus depends on the creature's Intelligence score.

IntelligenceCompetence Bonus
10+1
9+2
8+3
7+4
6+5
5+6
4+7
3+8
2+9
1+10

This feat has no effect on creatures with no Intelligence score.

Normal: No bonus applies.

Special: This feat grants no benefit against mindless creatures (Int —).

Friday, July 17, 2026

Spell: Unquestioned Truth

Unquestioned Truth


Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 6, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius burst
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Green and purple energy gathers around your hands in swirling ribbons before erupting in a silent pulse of impossible certainty. Those caught within the wave who fail their saving throws become supernaturally convinced that every statement you make is true.

For the duration of the spell, affected creatures:

  • Automatically believe every spoken statement you make.

  • Never attempt Sense Motive checks against you.

  • Rationalize inconsistencies rather than doubting your words.

  • Continue acting according to their own personalities, goals, and instincts, but those decisions are based on the "facts" you have given them.

A creature affected by Unquestioned Truth can believe statements that are impossible or contradictory.

Examples include:

  • "Your allies are demons in disguise."

  • "That dragon is your loyal mount."

  • "The king appointed me your commander."

  • "You've known me your entire life."

  • "Your sword cannot harm me."

Victims construct whatever explanations are necessary to make these claims fit their understanding of reality.

However, this spell does not compel obedience. A creature who believes you are its rightful king may still choose to rebel if it is naturally defiant. Likewise, a creature convinced you are harmless may still attack if it has another reason to do so.

If a statement would directly cause a creature to perform an obviously self-destructive action, the creature immediately receives a new Will save with a +4 bonus. Success means it recognizes that specific statement as false, though the remainder of the spell continues normally.

Visual Effect

As the spell is cast, emerald and violet energy coils around the caster's hands like living smoke. When released, the colors expand in a silent ripple through the air. For an instant, those who succumb perceive the caster's voice as perfectly clear and unquestionably sincere, regardless of the words spoken.

Thursday, July 16, 2026

Spell: Drain Virility

Drain Virility


Necromancy [Evil]

Level: Sorcerer/Wizard 5, Dread Necromancer 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The caster slowly raises both hands toward the victim while uttering a blasphemous incantation. Rippling waves of sickly yellow magical energy erupt from the target's chest, limbs and lower abdomen before surging inexorably toward the caster's outstretched palms. The twin streams twist and weave through the air like living ribbons, pulsing with each beat of the victim's heart. As the victim weakens, their muscles seem to soften ever so slightly while their vitality is siphoned away.

As the final ribbons of yellow energy reach the caster, they spiral around both hands like living serpents before disappearing beneath the skin. For the briefest instant, the caster's eyes flash with malevolent satisfaction while faint yellow circles of occult light pulse within each palm. Wisps of golden vapor continue to curl from the caster's fingertips until the beginning of the caster's next turn, while the victim experiences a profound, indescribable emptiness, as though some essential spark of vitality has been stolen rather than merely suppressed.

A creature that fails its Fortitude save suffers the following effects:

  • –4 penalty to Strength.
  • –2 penalty on Fortitude saves against fatigue and exhaustion.
  • –2 penalty on Intimidate checks.
  • Any rage, frenzy or similar extraordinary ability dependent upon heightened physical aggression is suppressed for the spell's duration. Supernatural rage abilities receive a new saving throw at the beginning of each of the creature's turns to end this suppression.

This is a curse effect.

Creatures immune to curse effects are unaffected.

Wednesday, July 15, 2026

Feat - Grave's Embrace

Grave's Embrace [General]


Your command over negative energy leaves the living weakened by the chill of the grave.

Prerequisites: Charnel Touch class feature, Dread Necromancer level 5th.

Benefit: Whenever you successfully deal damage to a living creature with your Charnel Touch class feature, that creature must succeed on a Fortitude save (DC 10 + ½ your Dread Necromancer level + your Charisma modifier) or become fatigued for 1 minute.

If the target is already fatigued, it is instead sickened for 1 minute.

A creature that successfully saves against this feat is immune to its effects for 24 hours.

Undead are immune to this effect.

Tuesday, July 14, 2026

Feat - Aura of the Tomb

Aura of the Tomb [General]


Your mere presence fills the living with an instinctive dread of the grave, while the negative energy surrounding you weakens both their resolve and their ability to cling to life.

Prerequisites: Dread Necromancer level 10th.

Benefit: Living creatures that begin their turn within 10 feet of you must succeed on a Will save (DC 10 + ½ your Dread Necromancer level + your Charisma modifier) or take a –2 morale penalty on attack rolls and weapon damage rolls for 1 round.

In addition, until the start of their next turn, any magical effect that restores hit points to an affected creature restores a number of hit points fewer equal to your Charisma modifier (minimum 1).

This is a supernatural fear effect. A creature that successfully saves is immune to your Aura of the Tomb for 24 hours.

Monday, July 13, 2026

Infectious (Template)

Infectious (Template)


Destroy the body to survive the battle. Destroy the brain to survive the plague.

Victims of Virus Mortiferum become the creatures known simply as the infected. Unlike true undead animated by negative energy, the infected are corpses reanimated by a supernatural pathogen that colonizes the brain and extinguishes all higher thought. Every instinct, every movement, and every attack serves one purpose alone: to spread the disease.

Although biologically dead, infected creatures retain much of their physical speed and coordination. They sprint, climb, batter through obstacles, and relentlessly pursue living creatures that can serve as new hosts. They neither eat for sustenance nor kill from malice. Once a victim is no longer capable of resisting, the infected instinctively abandons it in search of another.

The infected are not undead in the metaphysical sense. They are something far more terrifying: a plague that walks.

Creating an Infectious Creature

"Infectious" is an acquired template that may be gained only by a living, corporeal creature of the Humanoid or Giant type that has succumbed to Virus Mortiferum. The resulting creature is referred to as an infectious creature.

An infectious creature uses all the base creature's statistics and special abilities except as noted below.

Size and Type

The creature's type changes to Infected.

Size is unchanged.

Hit Dice

All current and future Hit Dice become d12s.

Speed

Unchanged.

Armor Class

The creature's natural armor bonus improves by +2.

Base Attack

As Undead (1/2 Hit Dice).

Attack

The infectious creature retains all natural attacks of the base creature.

If it lacks a bite attack, it gains one as a primary natural weapon.

Size

Bite Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6

Special Attacks

Virus Mortiferum (Ex)

Any living creature of the Humanoid or Giant type damaged by an infectious creature's bite must attempt a Fortitude save.

Save DC: 10 + ½ the infectious creature's Hit Dice + the infectious creature's Strength modifier + the damage dealt by the bite attack.

Failure indicates infection.

Virus Mortiferum cannot be overcome through natural healing.

Remove Disease suppresses the disease for 24 hours but does not eliminate it. Only Heal, Limited Wish, Wish, Miracle, or similarly powerful magic completely cures the infection.

Once infected, the victim remains conscious and fully functional throughout the incubation period.

Failed Save By

Incubation Period

1-4

8 hours

5-9

4 hours

10-14

1 hour

15-19

10 minutes

20+

1d4 rounds

When the incubation period expires, the victim dies immediately.

After 1d4 rounds, the corpse rises as an infectious creature.

Spawn (Ex)

Only living, corporeal creatures of the Humanoid or Giant type slain by Virus Mortiferum rise as infectious creatures.

A creature whose type has changed to another type (such as a half-dragon, whose type becomes Dragon) is no longer a suitable host and cannot contract Virus Mortiferum through ordinary means.

Pack Frenzy (Ex)

Whenever an infectious creature successfully bites a living creature of the Humanoid or Giant type, every infectious creature within 60 feet that can see or hear the attack immediately becomes aware of the victim's location and instinctively converges upon it by the most direct route possible.

Special Qualities

Cerebral Dominance (Ex)

Virus Mortiferum has completely consumed and replaced the creature's higher neurological functions.

Destruction of the heart, lungs, liver, spine, or any other organ has no effect upon an infectious creature.

The creature is immune to:

  • Critical hits
  • Sneak attacks and other precision damage
  • Ability damage
  • Ability drain
  • Death from massive damage
  • Death effects that rely upon living physiology

An infectious creature is destroyed only when its brain is destroyed.

If decapitated without destruction of the brain, the severed head remains animate indefinitely (see Animate Head).

Single-Minded Predation (Ex)

Infectious creatures instinctively recognize living creatures of the Humanoid and Giant types as suitable hosts.

Unless attacked or physically prevented from doing so, they ignore creatures of all other types.

Scent (Ex)

An infectious creature gains the Scent special quality.

Darkvision

60 feet.

Infected Traits

An infectious creature possesses the following traits.

  • d12 Hit Dice.
  • No Constitution score.
  • Immune to poison.
  • Immune to disease
  • Immune to sleep effects.
  • Immune to paralysis.
  • Immune to stunning.
  • Immune to fatigue.
  • Immune to exhaustion.
  • Immune to nonlethal damage.
  • Does not breathe.
  • Does not eat.
  • Does not sleep.

Because infectious creatures are animated by Virus Mortiferum rather than negative energy, effects that specifically target undead (including Turn or Rebuke Undead, detect undead, hide from undead, undead bane weapons, and disrupting weapons) have no effect upon them unless they specifically state otherwise.

Saves

As Undead.

Abilities

Str +4, Dex +2, Con —, Int 1, Wis 10, Cha 1

Skills

An infectious creature loses all skill ranks possessed by the base creature.

It gains a +8 racial bonus on Listen and Spot checks.

Feats

The creature loses all feats requiring conscious training.

It gains Toughness as a bonus feat.

Environment

Any land.

Organization

Solitary, pair, hunting pack (3-8), mob (9-30), or horde (31-500+).

Challenge Rating

Same as the base creature +2.

Treasure

None.

Alignment

Always Neutral.

Advancement

By character class.

Animate Head (CR 1/8)

When an infectious creature is decapitated without destruction of the brain, the severed head remains animate.

Treat the head as a Tiny Special Hazard.

Trigger: A living creature of the Humanoid or Giant type enters an adjacent square or physically interacts with the head.

Reset: Automatic.

Attack: Bite (use the infectious creature's normal bite attack bonus).

Hit: Normal bite damage plus exposure to Virus Mortiferum.

The head cannot move, pursue prey, make attacks of opportunity, or take any action other than its triggered bite attack.

Destroying the brain (hardness 0, 2 hit points) permanently destroys the head.