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).
The yellow planet Temperos is a testament to the inscrutability of the gods. Who can say what brought Gades the Titan to this dusty, primitive world millennia ago? And who can even begin to explain his carnal rampage through the planet’s unsuspecting megafauna? And if some sense of responsibility motivated him to birth a horde of colossal offspring from his own brow, to act as shepherds for an imminent generation of bestial godlings, how did it all go so horribly wrong?
The greedy and cruel titans wasted no time enslaving and breeding their animalistic half-siblings, killing or driving off beasts too powerful to subjugate. Now they spend much of their time fighting among themselves over the planet’s mineral resources, the victors driving armies of elephantine and saurian slaves in the construction of obscene, vain monuments with the spoils. While the arrogant titans have nothing but contempt for their “dull animal” brethren, they quietly tremble at rumors of ancient kaiju with the blood of Gades and at stories of other unique monstrosities that could easily bring their middling empires tumbling down.
The rune magic appearing in the hands of rare haunted giant shamans in Midgard’s Wasted West comes by way of powerful titans so bold (or foolish) as to lure cults of worshipers away from their father. The runes were originally necromantic brands used to mark and dominate the titans’ bestial slaves and now are rich with the essence of the creatures that wore them for so long.
The flat world of Midgard sits in the center of a vast ethereal ocean called the Celestial Sea. Dizzying wonders and unspeakable terrors await those travelers with the bravery and means to take a leap past Veles the World Serpent and into the starry void. From visiting other worlds barely visible in the night sky to making an ally of a gregarious living star to avoiding the attention of a dreaded void dragon, the Celestial Sea is a realm rich with potential for adventure. Beginning at the Star Citadel (from To the Edge of the World), this series will explore several of the exotic magical traditions native to the Celestial Sea, as well as some of the beings and locations with which they are associated.
Few travelers are not awestruck by their first view of the Star Citadel, an enormous fortress in the shape of a six-pointed star, drifting calmly through the void. The citadel bustles with creatures both strange and familiar, most in the service of King Ioratas and Queen Astrakia, the King and Queen of Stars. Although the citadel has many wonders that visitors are free to explore, its catacombs are decidedly not among those. Far larger and deeper than the structure’s geometry would suggest, the catacombs are home to beings that the King and Queen prefer kept secret, some of their own volition and some not. Of all those in the former category, the Ether Mages have the greatest presence in the citadel proper. Led by a wizened half-angel under the influence of a permanent blink spell, the Ether Mages are a collective of wizards retained by the King and Queen to plumb the depths of ethereal magic. While the King would have their research kept secret for his own reasons, the mages themselves are generally gregarious scholars and surprisingly unguarded about discussing their work with wizardly visitors. As such, bits of their exotic ether magic have crossed the Celestial Sea, even turning up in Midgard.
We have so much gratitude for each and every backer out there, and we hope that you all had fun being part of the process. Even better, we cannot wait to get all of these fun projects into your hands so that you can start enjoying them at your gaming table. If you want to see what all is being made a part of this project, the Kickstarter page has an excellent summary of the material.
But, what happens if you didn’t back this project?
Back on June 10th, the Deep Magic Kickstarter began its interesting and rather spectacular adventure into the realms of Pathfinder magic.
As of this writing, it’s nearly at 1,000 percent of its original funding goal. That means that this is going to happen—this project is already funded. And it’s going to happen BIG because of all our current backers. To each of you backing this project: a heartfelt thank you!
But, this isn’t over yet. The casting time has not ended.