A civil service group, the Right Hand has the express goal of leading people to destinations—whether it’s personal development or literally getting to a particular goal of some kind, however twisted the path might be. Most members are Lawful Good, but may be up to one alignment away (or true neutral) and still function well within the society. While their skills are for hire, and many of them have wilderness survival talents, they shouldn’t be confused with mercenaries—they’re guides at heart and happy to remain that way.
Do you need some more magic in your game? Perhaps a damage-dealing spell with some metal flavor to it is up your alley? Take a peek at this spell submitted by L. Scott Collins.
Metal Wind, Lesser
School conjuration (metal) Level sorcerer/wizard 2, druid 3
Casting Time 1 standard action
Components V, S, M (a coin’s weight of metal)
Range 15 ft.
Area cone-shaped burst
Saving Throw Fortitude for half or none (see text); Spell Resistance No
A sudden shower of metal slivers erupts from your fanned fingers. Any creature in the area takes 1d6 per caster level (5d6 max). At the GM’s discretion, fragile materials may be shredded to dust and surfaces scoured clean and free of rust or pigment. If a creature has any weakness to the metal used as the material component, such as a damage resistance that is overcome by it, that creature gets no save. Though the traditional material component for this spell is a silver piece, any small amount of metal may be used. When cast as a divine spell, the effect is considered to be of the same alignment as the caster for purposes of special immunities and overcoming damage resistance. At GM’s discretion this spell may be available as cleric 3 to clerics with a Metal, Forge, or similar domain.
Do you need some more magic in your game? Perhaps you want your character to temporarily hinder an opponent? Steven’s curse of man spell could give you a flavorful option for imposing humanity upon a humanoid.
Curse of Man
School transmutation [polymorph]; Level cleric 2, druid 2, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S, M (a single gray hair) Range short (25 ft. plus 5 ft./2 levels) Target one living humanoid creature Duration 1 min/level Saving Throw Fort negates; Spell Resistance yes
You force the fragile nature of humanity on your target. If the target fails the save, it succumbs to three effects. First, the target loses the low-light and darkvision special senses for the duration of the spell if it has them. Second, it appears to age instantly and suffers a -2 penalty to its physical ability scores for the duration of the spell. Multiple castings of this spell do not stack with one another, and no ability score can be reduced below 1 because of this spell. Finally, any racial skill bonuses the target had are lost for the duration of the spell.
A relatively small order, the Walkers of the Ways are a lawful group dedicated to exploring the dimensions. Its members have a particular interest in discovering new places and gathering information about them, and they can often exchange information on new areas at a guild house. They mostly keep to themselves and try to avoid drawing attention to their chapter houses, which are almost always located at major trading hubs and similar regions that function as local crossroads. Some of the more cautious members have taken to hiring adventurers to explore an area, while the more forthright tend to stride boldly ahead and travel alone (or in a group) to see for themselves what wonders they’ll uncover.
A bet binds the fate of the bard to that of his or her enemy. One of them will be slowed while the other will be hasted.
School transmutation; Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (a pinch of sand) Range medium (100 ft. + 10 ft./level) Targets one creature Duration 1 round/level (D); see text Saving Throw Will negates; Spell Resistance yes
The subject becomes slowed and you become hasted (as per the slow and haste spell effects). Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a free action that does not provoke attacks of opportunity.
If the subject makes its saving throw, you become slowed for 1 round (no saving throw).