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.

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.