Spells of the Blood War I

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Spells of the Blood War I

Greetings. For quite some time I've been making material that is primarily oriented towards developing The Abyss as I see it. I hope that it will prove enjoyable to read and potentially useful.

For the first installment, here are some spells of The Blood War.

Dimensional Eruption
Abjuration
Level:
Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 portal or gate
Duration: 10 minute/level
Saving Throw: Ref half
Spell Resistance: Yes (see below)

Portals and gates already represent a form of instability in that they are places where two very disparate Realms Beyond can be joined. Using dimensional eruption this instability itself be turned into a deadly weapon. A dimensional eruption spell can be cast upon any portal, gate, or similar connection between two planes or layers of Creation and initially lays dormant during the spell's duration. However, once the next being attempts to use the portal or gate the dimensional eruption triggers. The resulting explosion deals 1d6 points of force damage/caster level (maximum 20d6) as the dimensional eruption takes place in a 30 foot radius on the caster's side of the portal and then seals the portal for the remaining duration of the spell. dimensional eruption can also be cast upon already open portals or gates but doing so automatically triggers the eruption in addition to sealing the gate or portal.

Dretch Bomb
Transmutation
Level:
Demonic 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One dretch
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Although dretches are the lowliest of the low within The Abyss demons have still found ways of making them far more formidable within the context of The Blood War. Through the use of this spell the caster can destabilize the Bile of which a dretch is composed. If the dretch fails a Reflex save then they are killed instantly and their corpse explodes, damaging everything within their immediate surroundings. All creatures within a 5 foot radius of the exploding dretch must make a Reflex save at the same DC or else take 1d6 points of untyped damage per caster level (maximum 15d6). The Reflex save for creatures that are grappling or holding the dretch is made with a -4 penalty.

Dretch Bomb, Mass
Transmutation
Level:
Demonic 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One dretch/2 caster levels
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell functions as dretch bomb except that one dretch per two caster levels is affected with each successful casting. All of the dretches to be affected must be within 5 feet (one square) of each other and any dretches that are further away than this are unaffected by the spell.

False Beacon
Illusion (Glamer)
Level:
Clr 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 round
Range: 10 ft./level radius
Duration: 1 hour/level
Saving Throw: Yes
Spell Resistance: No

A false beacon spell projects a magical signal to all creatures that enter its radius that a portal to a destination set by the caster exists within the center of the area affected. False beacons are often used to provide noise to lure opponents that are attempting to retreat into ambushes, or misdirect specific beings so they can be more effectively picked off by opposing troops.
Focus: A small coil of metal twisted in the form of a snare. This is laid down at the focal point where the false beacon signal is set to originate.

Halt Summoning
Abjuration
Level:
Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Radius: 5 ft./level
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: Yes (see below)

A spell of great applicability for all sides in The Blood War, halt summoning alters reality in a subtle manner that temporarily prevents summoning in a region. Beyond disallowing summoning spells from being cast in the region affected, halt summoning also blocks the innate ability of most forms of fiends and other outsiders to call reinforcements, requiring a caster level check for any summoning attempt to succeed. Summoned creatures may enter a halted region freely.

Window Across The Realms
Divination
Level:
Cleric 6, Sor/Wiz 6
Components: V, S, Location
Casting Time: 1 round
Range: 5 ft./caster level radius
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

One of the best ambush tactics for all sides in The Blood War is to attack their foes immediately after they emerge from portals within The Depths Below. As a defense against this tactic the spell known as the window across the realms was devised. When the spell is successful cast upon a portal a single, brief flash illuminates the positions of any sentient beings that are within a 5 ft./caster level radius of the other side of the portal. Other divinatory abilities such as true seeing cannot be used in conjunction with this spell and it does not indicate the presence of adverse environmental conditions, active spells, or passive traps. Window across the realms can be blocked by nondetection and also counts as scrying for the purposes of spells such as detect scrying and analogous psionic powers.

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