Tuesday, August 4, 2026

Spell: Awaken Bayou

Awaken Bayou


Transmutation

Level: Druid 9
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Area: One contiguous area of natural bayou, marsh, swamp, fen, or wetland with a radius of up to 2 miles per caster level, centered on the caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Description

You awaken the latent consciousness of a natural wetland, granting it intelligence, memory, awareness, and a unique personality. The affected area becomes a single sentient entity while retaining its natural ecology.

The affected area must consist entirely of naturally occurring wetlands. Artificial canals, cultivated land, buildings, roads, and similar developed areas are excluded from the awakened consciousness, though they may exist within its boundaries.

Once awakened, the bayou gains the following ability scores:

Intelligence 18, Wisdom 24, Charisma 16

The bayou possesses memories stretching back as far as the oldest living organisms within its boundaries. Every native plant, fungus, animal, insect, and naturally occurring body of water within the affected area becomes part of its awareness.

The awakened bayou instantly knows the location, movement, and general activities of every creature within its boundaries. In addition, it instinctively perceives the prevailing intent of each creature toward the wetland and its inhabitants. It recognizes whether a creature enters in peace, seeks only passage, hunts for sustenance, desires to preserve the ecosystem, or intends exploitation, destruction, or other significant harm. This awareness reveals only intent, not specific thoughts, memories, or secrets.

The bayou possesses perfect awareness within its boundaries. Beyond those limits, it senses activity only as vague impressions extending approximately 300 feet, much as a humanoid might hear distant voices through a wall.

The awakened bayou may subtly influence travel within its domain. It cannot directly attack, restrain, or magically compel creatures. Instead, it encourages or hinders movement through entirely natural means.

Creatures whose intentions are beneficial or harmless to the wetland may find firm footing where none seemed possible, unusually navigable waterways, abundant game, favorable weather, or conveniently timed animal behavior.

Creatures whose intentions threaten the bayou or its inhabitants may instead encounter deep mud, concealed sinkholes, tangled roots, dense fog, swarming insects, territorial wildlife, fallen trees, difficult currents, confusing paths, or similar natural obstacles.

These manifestations never violate the laws of nature, but occur with uncanny frequency and apparent purpose.

At the Dungeon Master's discretion, the awakened bayou may grant circumstance bonuses or impose circumstance penalties of up to ±10 on Survival, Hide, Move Silently, Knowledge (Nature), Search, Spot, Listen, Swim, Balance, Climb, and similar skill checks performed within its boundaries whenever doing so reflects the bayou's wishes. Likewise, overland movement through the affected area may be increased or decreased by as much as one-half.

The bayou cannot physically move, manipulate objects, or make attacks unless another spell or supernatural effect specifically enables it to do so.

The awakened bayou may communicate empathically with druids, rangers, creatures possessing the woodland stride class feature, or any creature currently under the effects of speak with plants, speak with animals, or similar magic. Its communication is slow, deliberate, and often conveyed through emotions, memories, scents, sounds, and symbolic imagery rather than spoken words.

The awakened bayou develops its own personality over time. It is not automatically loyal to its creator, though it generally favors the preservation of natural balance. It remembers acts of kindness and injury indefinitely and may form lasting opinions of individuals, settlements, or even entire peoples.

Only the flora, fauna, and natural waterways within the spell's area become part of the awakened consciousness. Plants and creatures outside the affected area remain independent, even if they belong to the same larger wetland system.

If more than 75% of the awakened area is permanently destroyed through draining, burning, pollution, magical devastation, or similar means, the bayou suffers immense agony before its consciousness fades forever.

The awakened bayou is considered a unique magical creature for the purposes of divination and communication spells but cannot perceive or communicate beyond the boundaries of its domain except through creatures or magic capable of carrying its messages.

XP Cost: 5,000 XP.

Designer's Notes

I think this feels like a true 9th-level druid spell because it doesn't solve an encounter - it changes the world.

An awakened bayou becomes a permanent character in the campaign. Centuries later, people may no longer remember the druid who performed the ritual, but everyone knows that certain stretches of marsh are alive.

Rather than being a curse or a monster's lair, the bayou itself has become an ancient intelligence that has watched generations come and go. It has developed preferences, grudges, and perhaps even a sense of justice. Whether it welcomes travelers or quietly ensures they never find their way back out depends entirely on why they entered its waters in the first place.

Thursday, July 30, 2026

Spell: Vitriolic Sphere

Vitriolic Sphere


Conjuration (Creation) [Acid]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A shimmering sphere of emerald acid approximately 3 inches in diameter materializes above your outstretched hand. At your command, the sphere streaks toward the point you designate, trailing wisps of acrid green vapor.

Upon reaching its destination, the sphere rapidly expands into a massive globe of roiling acid. Rather than erupting outward in an explosion, the sphere itself grows in all directions until it fills a 20-foot-radius spread, engulfing every creature and object within the area. The conjured acid exists for only the briefest instant before collapsing into a cloud of harmless green vapor.

Creatures within the area take 1d6 points of acid damage per caster level (maximum 10d6). A successful Reflex save halves the damage.

The acid is magical in nature and dissipates immediately after dealing damage. It does not continue to corrode unattended objects or terrain after the spell ends.

Material Component: A drop of concentrated acid sealed within a tiny glass bead.

Tuesday, July 28, 2026

Spell: Acorn Volley

Acorn Volley


Evocation

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

By speaking an ancient druidic blessing over a single acorn, you cause it to split into glowing, emerald-veined acorns that streak unerringly toward their targets.

The spell creates one acorn missile. For every two caster levels beyond 1st, you create an additional missile, to a maximum of five missiles at 9th level or higher. Each missile deals 1d4 + 1 points of bludgeoning damage. The missiles strike unerringly, even if the target is in melee combat or has concealment short of total cover. Specific parts of a creature cannot be singled out.

You may direct the missiles to strike a single target or divide them among multiple targets. Damage from the missiles is resolved simultaneously.

Agricultural Use

Although adventurers know Acorn Volley as a modest offensive spell, it was originally developed by woodland druids and orchard keepers to aid in reforestation.

When cast upon suitable soil instead of at creatures, each missile plants an acorn with perfect depth and spacing, gently embedding it in the earth without damaging the seed. Druids commonly use the spell to rapidly sow oak groves over large areas after forest fires, logging operations, or natural disasters. A single experienced druid can plant hundreds of acorns in a matter of minutes.

Because of its humble origins, many circles consider using Acorn Volley as a weapon to be faintly amusing. It is not uncommon to hear an elder druid remark, "Every mighty oak begins as ammunition."

Saturday, July 25, 2026

Feat - Warmonger's Rhetoric

Warmonger's Rhetoric [General]


Your speeches inspire confidence in force while leaving little room for diplomacy.

Prerequisites: Cha 13, Diplomacy 5 ranks or Bluff 5 ranks.

Benefit: Whenever you successfully improve a creature's attitude using Diplomacy or successfully influence a creature with Bluff, you may instead choose to inflame its appetite for armed conflict. For the next 10 minutes, that creature takes a –4 penalty on Diplomacy checks made to negotiate peaceful resolutions and gains a +2 morale bonus on Intimidate checks made to threaten or coerce others.

In addition, once per day as a standard action, you may deliver a forceful speech to allies within 30 feet who can hear and understand you. For the next minute, those allies gain a +1 morale bonus on attack rolls against opponents with whom they have not attempted Diplomacy during the current encounter.

Normal: Diplomacy is normally used to encourage cooperation and peaceful resolution.

Special: A character with 5 or more ranks in Knowledge (nobility and royalty) gains a +2 bonus on Bluff checks made to justify military action.

Wednesday, July 22, 2026

New Flaws - Nebbish, Obsequious and Socially Incompetent

NEW FLAWS


Please look here for additional flaws

Nebbish [Flaw]

You have no force of personality. Whether from crippling shyness, poor social instincts, or simply being forgettable, you consistently fail to make favorable impressions. Others rarely take you seriously, and even your best attempts at diplomacy often fall flat.

Prerequisite: Charisma 3+

Effect: You take a –4 penalty on all Charisma-based skill checks, except Use Magic Device.

This penalty applies to:

  • Bluff
  • Diplomacy
  • Disguise (when attempting to act in character)
  • Gather Information
  • Handle Animal
  • Intimidate
  • Perform
  • Use Magic Device is unaffected.

Special: This flaw does not reduce your Charisma score and does not affect spellcasting, turning attempts, saving throw DCs, bonus spells, or any other class features based on Charisma. It affects only Charisma-based skill checks.

~~~

Obsequious [Flaw]

You have an overwhelming need to curry favor with others, especially those you perceive as your superiors. You find it difficult to refuse requests, assert yourself, or project confidence when dealing with others.

Effect: You take a –4 penalty on Bluff, Intimidate, and Sense Motive checks.

In addition, whenever you are the target of a successful Diplomacy check that improves your attitude toward the speaker, you take a –2 penalty on opposed Charisma checks made to refuse or resist a reasonable request from that individual for the next 24 hours.

Special: This flaw does not affect magical compulsions, charm effects, or other mind-affecting abilities. It applies only to ordinary social interactions.

~~~

Socially Incompetent [Flaw]

You have an uncanny knack for saying the wrong thing at the wrong time. You miss social cues, misunderstand etiquette, and somehow manage to make awkward situations even worse. Even when you mean well, your attempts to help usually have the opposite effect.

Effect: You cannot use the Aid Another action to grant a bonus on another creature's Charisma-based skill check. Likewise, other creatures never gain a circumstance bonus on Charisma-based skill checks as a result of your assistance.

In addition, you never gain bonuses on Charisma-based skill checks from skill synergies.

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.

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.

 

Monday, June 29, 2026

Spell: Echo of the Fallen

Echo of the Fallen


Divination

Level: Bard 2, Cleric 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One object once personally owned by a deceased creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster gently touches an object that once belonged to a deceased creature and speaks a few quiet words of remembrance. The spell does not contact the spirit of the deceased, nor does it communicate with the afterlife. Instead, it awakens the emotional impressions left upon the object by years of companionship and use.

For the duration of the spell, the caster experiences fleeting impressions of the object's former owner. These impressions consist of emotions, habits and defining memories rather than precise historical events. The caster may learn details such as the individual's personality, greatest joy, deepest regret, strongest conviction or the ideals by which they lived.

As these memories unfold, the caster draws strength from the individual's example. At the beginning of the spell, the DM selects one quality that best reflects the remembered individual. For the spell's duration, the caster gains one of the following benefits.

  • Courage: +2 morale bonus on attack rolls.

  • Resolve: +2 morale bonus on Will saving throws.

  • Skill: +2 competence bonus on one skill appropriate to the remembered individual's life or calling.

  • Endurance: Damage Reduction 2/-.

  • Fortitude: 5 temporary hit points.

The spell never reveals passwords, secret locations, hidden treasures, spell formulas or other information intended to bypass adventures or mysteries. Likewise, it cannot expose crimes committed by or against the deceased unless those events fundamentally shaped who they became.

The impressions are always truthful but incomplete, resembling memories shared by a close friend rather than a complete account of a life.

The spell automatically fails if cast upon an object whose owner still lives or upon an object that held no meaningful significance to its former owner.

Material Component: A single white flower petal, which crumbles into dust as the spell is completed.

Sunday, June 28, 2026

Feat - Unshakable Identity

Unshakable Identity [General]


You possess an unwavering sense of self that resists attempts to bend your mind or redefine your will.

Prerequisites: Wisdom 13.

Benefit: You gain a +4 bonus on saving throws against all mind-affecting spells and effects of the charm and compulsion subschools. In addition, whenever you succeed on such a saving throw, you are aware that an attempt was made to influence your thoughts or behavior, even if you do not know the source.

Normal: A creature that succeeds on a saving throw against a mind-affecting effect is not always aware that magic was used against it.

Special: A fighter may select Unshakable Identity as one of his fighter bonus feats.

Spell: Shared Understanding

Shared Understanding


Divination [Mind-Affecting]

Level: Bard 2, Cleric 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one willing creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You establish a gentle empathic bond with a willing creature. For the duration of the spell, each participant instinctively perceives the other's broad emotional state. Feelings such as joy, fear, sorrow, determination, uncertainty, affection, anger, grief, or hope are understood without words.

This spell does not transmit thoughts, memories, images, intentions, languages, or specific information. It cannot be used to interrogate a creature, reveal secrets, determine truthfulness, or communicate detailed plans. It merely allows each participant to experience the emotional context behind the other's actions and expressions.

If either participant becomes unconscious, unwilling, or moves beyond the spell's range, the spell immediately ends.

This spell has no effect upon creatures immune to mind-affecting effects.

Spell: Circle of Mutual Aid

Circle of Mutual Aid


Abjuration

Level: Clr 8, Drd 8
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature/level, no two of which may be more than 30 ft. apart
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You forge a powerful magical bond among willing allies, creating a network through which aid may freely flow. While the spell lasts, each participant remains an individual, yet all are connected by a shared purpose.

As an immediate action, a participant may voluntarily provide aid to another participant in any of the following ways:

  • Healing: The donor may transfer any number of hit points from itself to another participant. This transfer cannot reduce the donor below 1 hit point.

  • Spell Energy: A prepared spellcaster may expend one prepared spell to allow another willing prepared spellcaster in the circle to prepare that spell in an empty spell slot of the same level after 10 minutes of study. A spontaneous spellcaster may instead expend one unused spell slot, allowing another spontaneous spellcaster to regain one expended spell slot of the same level. Neither transfer allows a spellcaster to exceed his normal number of prepared spells or spell slots.

  • Skill: Before a participant attempts a skill check, one other participant may grant a +4 aid bonus to that check as an immediate action, even if that participant could not normally use the aid another action or is not adjacent to the recipient. Only one participant may grant this benefit to any single check.

  • Equipment: As a move action, a participant may cause one unattended object weighing no more than 10 pounds per caster level that it carries to instantly appear in the possession of another willing participant, provided both are carrying no more than their maximum load. Magic items receive a Will saving throw (using their holder's save bonus if higher) to resist this transfer.

All transfers are entirely voluntary. No participant may be compelled to give hit points, spell energy, skill assistance, or equipment, nor may any participant receive aid unwillingly.

If a participant leaves the spell's range, it immediately ceases to be part of the network but may rejoin if it returns to a legal position before the spell expires. The spell ends for all participants if the caster dismisses it or its duration expires.