Tuesday, July 21, 2026

Spell: Oculus Basilisci

Oculus Basilisci



Necromancy [Evil]

Level: Clr 6, Sor/Wiz 6, Blackguard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You fix the target with a baleful glare infused with vile necromantic power. Invisible supernatural force courses through its body, stiffening muscles, locking joints and gradually transforming living flesh into cold stone.

At the beginning of each of the target's turns for the next three rounds, it must attempt a Fortitude saving throw.

  • First failed save: The creature becomes entangled for the spell's duration as its movements become stiff and sluggish.
  • Second failed save: The creature is affected as though by the slow spell for the remainder of the duration.
  • Third failed save: The creature is petrified, as though affected by flesh to stone.

A successful saving throw prevents the next stage of the curse from progressing during that round, but does not remove penalties already suffered. Thus, a creature that has already become entangled remains entangled even if it succeeds on later saves, unless the spell ends before the final stage is reached.

A creature that succeeds on all three saving throws suffers no ill effects.

Material Component: The powdered scale of a basilisk mixed with a pinch of grave dust.

Spell: Morbus Areatus

Morbus Areatus


Necromancy

Level: Clr 5, Drd 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You invoke a wave of supernatural pestilence that sweeps through the designated area. Every living creature within the area must succeed on a Fortitude save or contract a disease chosen by you from the list of diseases available to the Cause Disease spell.

All affected creatures contract the same disease.

The disease begins its normal incubation period immediately after infection. Once the incubation period ends, the disease progresses exactly as described for that disease. This spell does not alter incubation periods, damage, frequency, or methods of recovery.

Creatures immune to disease are unaffected.

Material Component

A pinch of grave soil mixed with a drop of stagnant water.

Monday, July 20, 2026

Feat - Favored of the Pit

Favored of the Pit [Vile]


Prerequisites:
Evil Brand, nongood alignment.

Benefit: Evil creatures instinctively view you more favorably. Whenever an evil creature first encounters you, improve its starting attitude toward you by one step (Hostile to Unfriendly, Unfriendly to Indifferent, Indifferent to Friendly, Friendly to Helpful), provided it is capable of recognizing your Evil Brand.

You also gain a +4 vile bonus on Bluff, Diplomacy, Gather Information and Intimidate checks made against creatures of evil alignment.

This feat has no effect on mindless creatures, creatures acting under magical compulsion, or creatures whose actions are dictated by overriding goals or personal vendettas.

Special: Evil outsiders automatically recognize the significance of your Evil Brand unless it is magically concealed.

Sunday, July 19, 2026

Spell: Siphoning Missile

Siphoning Missile


Necromancy [Death]

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five living creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You conjure crackling bolts of sickly emerald and violet necromantic energy that unerringly strike their targets. These missiles require no attack roll and always hit, even if the target is engaged in melee or has concealment, though they cannot strike creatures with total cover.

The spell creates one missile at 1st caster level, plus one additional missile for every two caster levels beyond 1st (to a maximum of five missiles at 9th level). Each missile deals 1d4+1 points of negative energy damage to a living creature. A single missile can strike one creature or several missiles can be divided among multiple targets.

For every point of damage actually dealt by Siphoning Missile, you regain an equal number of hit points. This healing cannot raise your hit points above your normal maximum and provides no benefit if the target is immune to negative energy damage or if all damage is prevented.

Undead creatures are unaffected by Siphoning Missile, and constructs and other creatures immune to negative energy are likewise unaffected.


Design Notes

This spell is intended to occupy a niche between Magic Missile and Vampiric Touch.

Compared to Magic Missile, it exchanges reliable force damage for negative energy damage, making it ineffective against undead and certain other creatures. In return, it grants self-healing equal to the damage inflicted.

Compared to Vampiric Touch, it offers the safety of range and automatic hits but significantly less damage and no temporary hit points. At 9th level, the spell deals a maximum of 25 damage (5d4+5) compared to Vampiric Touch's average 17.5 damage (5d6), though Vampiric Touch continues scaling to 10d6 and grants temporary hit points beyond your normal maximum.

Overall, 4th level feels appropriate because the combination of automatic hits and guaranteed healing is considerably stronger tactically than either feature alone, while remaining limited by the lower damage output and the number of creatures immune to negative energy.

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.