Friday, June 5, 2026

Spell: Harvey's Declaration

Harvey's Declaration


Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 4, Cleric 4
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing creature/level, no two of which may be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your words inspire others to stand openly and confidently before the world.

Affected creatures gain a +4 morale bonus on Charisma checks, Diplomacy checks, Intimidate checks and saving throws against fear.

Whenever an affected creature would become shaken, frightened or panicked, it may ignore the effect for 1 round. If the effect persists, it applies normally thereafter.

Additionally, once during the spell's duration, each affected creature may reroll a failed saving throw against a mind-affecting effect. The second result must be used.

Those empowered by this spell radiate unusual confidence. Allies who witness an affected creature succeeding despite adversity gain a +1 morale bonus on attack rolls and saving throws for 1 round.

This spell embodies the principle that visibility itself can become an act of courage.

Spell: Sylvia's Shelter

Sylvia's Shelter


Abjuration [Good]
Level: Cleric 5, Bard 5
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You call forth a sanctuary for those who have been overlooked, abandoned or persecuted.

All allies within the area gain a +2 morale bonus on saving throws against fear, charm and compulsion effects. In addition, any ally who is currently suffering from a fear effect may immediately attempt a new saving throw with a +4 bonus.

Whenever an ally within the area falls below one-half their maximum hit points, they gain temporary hit points equal to your caster level (maximum 15). This benefit may occur only once per creature during the spell's duration.

Finally, creatures within the area may not be magically compelled to attack an ally unless they succeed on a caster level check (DC 11 + your caster level).

Material Component: A small silver key wrapped in a strip of brightly colored cloth.

This spell is named for the tireless efforts of those who fought to provide shelter and protection for society's most vulnerable members.

Thursday, June 4, 2026

Feat - Legacy of Service

Legacy of Service [General]


Your example inspires others to stand proudly and serve with honor.

Prerequisites: Cha 13, Diplomacy 5 ranks, Veteran's Resilience.

Benefit: Allies within 30 feet who can see or hear you gain a +1 morale bonus on saving throws against fear effects. Whenever you successfully use the aid another action, the recipient gains an additional +1 bonus beyond the normal benefit.

Once per day, as a swift action, you may grant a single ally within 30 feet a morale bonus equal to your Charisma modifier (minimum +1) on their next attack roll, saving throw, skill check, or ability check made before the end of your next turn.

Special: If you possess leadership responsibilities within a military organization, veterans' association, civic guard, or similar group, members under your direct supervision gain a +2 circumstance bonus on Diplomacy checks made to improve attitudes with individuals familiar with your reputation.

Feat - Veteran's Resilience

Veteran's Resilience [General]


You have learned to endure hardship, prejudice, and adversity without surrendering your sense of self.

Prerequisites: Base Will save +4, character level 3rd.

Benefit: You gain a +2 bonus on saving throws against fear effects and mind-affecting effects that would compel you to act against your core beliefs or identity. In addition, once per day when you fail a Will save, you may immediately reroll the save and must accept the second result.

Special: A fighter may select Veteran's Resilience as one of his bonus feats.

Tuesday, June 2, 2026

Feat - STAR House Mentor

STAR House Mentor [General]


Some people possess a remarkable gift for helping vulnerable young people discover safety, confidence and belonging.

Prerequisites: Diplomacy 8 ranks, Sense Motive 8 ranks, Cha 13.

Benefit: Whenever you successfully use the aid another action to assist an ally, the ally gains a +3 bonus instead of the normal +2 bonus.

As a full-round action, you may provide encouragement and guidance to a willing creature within 30 feet. That creature gains a +2 morale bonus on saving throws against fear and despair effects for 10 minutes. A creature may benefit from this ability a number of times per day equal to your Charisma modifier (minimum 1).

In addition, whenever you successfully remove or suppress a fear effect affecting another creature through a spell, class feature or magical item, both you and the affected creature gain temporary hit points equal to your character level. These temporary hit points last for 1 hour.

Normal: Aid another grants a +2 bonus, and removing fear effects grants no additional benefit.

Special: Characters with Leadership may treat all followers within 60 feet as having a +1 morale bonus on Will saves against fear effects. This bonus stacks with most other morale bonuses granted by this feat.

Tuesday, May 26, 2026

Feat - Pride Without Apology

Pride Without Apology [General]


You have learned that identity is neither weakness nor performance - it is endurance. In a world filled with necromancers, tyrants, inquisitors, bloodlines, curses, and rigid social expectations, you have become extraordinarily difficult to shame, manipulate, or emotionally dominate. Whether through surviving rejection, defending others like yourself, or simply refusing to allow the world to define you, your confidence has become armor all its own.

Prerequisites: Wis 11 or Cha 11

Benefit: You gain a +2 bonus on saving throws against fear effects, charm effects, and attempts to intimidate you through the Intimidate skill.

In addition, once per day, when you would become shaken, frightened, or charmed, you may immediately attempt a second saving throw against the effect at the same DC. This second saving throw is made after the initial failure and represents a moment of emotional clarity and self-affirmation.

Special: Characters with this feat gain a +2 bonus on Diplomacy checks made to improve the attitude of creatures who are marginalized, oppressed, socially outcast, or otherwise treated as “lesser” within their culture. This bonus does not apply universally and is intentionally situational at the DM’s discretion.

A fighter may select Pride Without Apology as one of his fighter bonus feats.

Designer’s Note: This feat is intentionally written to represent resilience, self-knowledge, and social survival rather than caricature, fashion, seduction, or identity as spectacle. Its mechanics are grounded in emotional endurance and the ability to resist coercion - something that fits naturally into many adventuring narratives regardless of setting.

Wednesday, May 20, 2026

Spell - Spider Swarm Missile

Spider Swarm Missile


Evocation [Force]

Level: Sorcerer/Wizard 1
Components: V, S
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

Upon completion of this spell, writhing masses of spectral black spiders erupt from the caster’s fingertips with horrifying speed. Each spider is no larger than a coin, yet their legs twitch and flex with unsettling realism as they skitter through the air toward their victims. Though formed from magical force rather than true flesh, their fangs drip with luminous green venom that evaporates moments after striking.

This spell functions identically to magic missile except as noted here. The caster creates one spider missile at 1st level, plus one additional spider at every two caster levels beyond 1st (to a maximum of five spiders at 9th level). Each spider unerringly strikes its designated target and vanishes immediately after biting.

Each spider deals 1d4+1 points of force damage. The wounds manifest as venomous bites despite the spell’s force-based nature. Creatures struck often experience a brief burning sensation, localized numbness, or phantom itching for several seconds afterward, though these effects are purely cosmetic and carry no mechanical penalty beyond the damage itself.

Unlike true poison, the venom created by Spider Swarm Missile possesses no lingering toxic effect. The spell’s destructive power is entirely magical force shaped into the illusion of predatory arachnids.

Lore

Among apprentices, this spell is infamous for causing panic disproportionate to its actual lethality. More than one young noble wizard reportedly abandoned formal magical training altogether after witnessing a classmate casually loose a handful of screaming spectral spiders across a lecture hall. Veteran adventurers, by contrast, often find the spell darkly amusing, particularly when used against arrogant duelists unprepared for the deeply undignified spectacle of frantically swatting at imaginary spiders.

The spell first appeared in the marsh academies surrounding Ville des Marais, where hedge mages and swamp witches delighted in reshaping conventional arcane formulas into forms more reflective of local fears and superstitions. Scholars continue to debate whether the spell was intended as practical intimidation, satire of academic wizardry, or merely the result of a deeply eccentric conjurer with far too much free time.

Kelwyn’s Notes

There exists a particular category of magic whose purpose is not merely harm, but humiliation. One may survive a fireball with dignity intact. One may even endure lightning with a degree of stoicism if sufficiently stubborn. Yet there is something profoundly destabilizing about watching fist-sized spiders erupt from empty air and descend upon one’s person with impossible certainty. Civilization teaches people that fear should possess proportion. Spider Swarm Missile exists specifically to mock that assumption.

The remarkable thing is that the spell is, mechanically speaking, almost pedestrian. It is no more destructive than the humble Magic Missile from which it descends. The body suffers little beyond several sharp punctures of force-made venom. The mind, however, proves considerably less resilient. I once observed a hardened mercenary captain leap bodily into a drainage canal while screaming that the spiders had entered his boots. They had not. The illusion of infestation had simply colonized his imagination faster than reason could reclaim it.

One eventually realizes that fear is rarely democratic. Humanity will calmly negotiate with demons, bargain with necromancers, and construct entire cities beside haunted swamps, only to lose all composure when confronted by too many legs moving too quickly. There is a lesson hidden somewhere within that contradiction, though I confess I remain uncertain whether it reflects wisdom or merely the fragile absurdity of being alive.