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.
Last week, I introduced some new concepts for bar brawlers to liven up your next dustup. I said I’d present all three if I got enough comments, and you folks delivered. It’s time to pay up! Join me after the jump for your brawler crunch.
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).
Advanced Races 4: Dragonkin gives you everything you need to play a descendant of the greatest and most terrible monsters in fantasy roleplaying. Use it in the Midgard Campaign Setting or in the setting of your choice.
Compatible with the Pathfinder Roleplaying Game, this 14-page book by designer Amanda Hamon includes:
The dragonkin PC race, and the draconic Mharoti Empire
8 new alternate racial traits, and 7 new dragonkin feats
5 new archetypes including Edjet Warrior, Dragonkin Elementalist and World Serpent’s Chosen
New spells and new armor and weapon abilities
Fiery art by Rick Hershey, Guido Kuip and Aaron Riley
And much more!
Advanced Races 4: Dragonkin is available at DriveThruRPG (with Paizo coming soon.) Take up your weapon and show the “hairy ones” what courage really is! Join the ranks of the dragonkin, and remember—one day, the world will be yours!