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A Dozen Effects of Lingering Spell Energy

A Dozen Effects of Lingering Spell Energy by Philip Reed

Requires the use of the Dungeons & Dragons® Player’s Handbook

When a spell is successfully cast, the arcane or divine energy released during the process leaves a faint, invisible aura that is ignored by all but the most powerful of spellcasters. This invisible aura is often referred to as lingering spell energy by those spellcasters

versed in its existence. The number of spellcasters with knowledge of lingering spell energy is small and, smaller still, is the number of spellcasters who have learned how to tap into this invisible aura of magical power.

Spotting Spell Energy In the round after a divine or arcane spell is cast all characters within sight of the caster of the spell may make a Spellcraft check (DC 30 + spell level). On a successful check the lingering spell energy is “seen” by the spellcaster. Lingering spell energy appears as a faint, glowing cloud of pure arcane energy and is only spotted by those who make a successful Spellcraft check. This check is a free action and any spellcaster who devotes the entire round to searching for the spell energy gains a +5 bonus to his roll but he also provokes an attack of opportunity from any opponent within 5 feet.

Open Game Content All of the text of this PDF is presented as open game content. While this means absolutely nothing to your campaign it does give other publishers permission to use this material as long as they follow the open game license (see the end of this PDF).

About The Author Philip Reed has been working professionally in the roleplaying game industry since 1995. In that time he has worked for such companies as Atlas Games, Privateer Press, and Steve Jackson Games. Today Philip spends his days at home running Ronin Arts, writing and designing new games, and reading whatever books interest him at the time. To learn more about Philip Reed – and Ronin Arts – please visit www.philipjreed.com and www.roninarts.com.

Tapping into Spell Energy Once the energy is spotted, all who have seen it may attempt to tap into the energy. The energy lingers for 1d4 rounds x the level of the spell cast and tapping into requires the character to be within the ener-

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A Dozen Effects of Lingering Spell Energy

gy’s cloud. A spell energy cloud extends a number of feet from the original caster equal to the spell’s level. To tap into the spell energy requires a Spellcraft check (DC 15 + the level of the spell cast). Only one character may tap into the energy from a single cast spell; if more than one character attempts to tap into a single cloud of lingering spell energy an opposed Spellcraft check must be made. The

highest roller, as long as he equals or exceeds the DC required to tap into the energy, has successfully tapped the spell energy. As soon as lingering spell energy is tapped the cloud is absorbed into the spellcaster’s body. Those who had successfully “spotted” the spell energy now see a faint magical glow surrounding the character that successfully tapped the energy.

Using Tapped Spell Energy Once the energy is tapped it must be released within one minute or the character may suffer permanent damage (see below). There are a number of ways in which tapped spell energy may be used, a few of which finish out this short PDF. DMs and players are encouraged to create their own new uses for tapped spell energy – as always, the DM has the final say in what is and is not official in his campaign.

To place some control on the use of tapped spell energy, the many uses have been broken down by level of the spell tapped. If creating completely new uses DMs and players should consider the uses presented in this PDF a guide. NOTE: A spellcaster may not attempt to tap the energy released by these various effects.

DAMAGE FROM UNUSED SPELL ENERGY

ARCANE AND DIVINE LINGERING SPELL ENERGY

If a caster has not released tapped spell energy within one minute (possibly due to be rendered unconscious or otherwise unable to act) there is a chance that the caster will be permanently harmed by the spell energy. The caster must make a Will save (DC 20 + the level of the tapped spell). If this check succeeds the tapped spell energy has dissipated without harm and is gone forever. If the check fails, the caster suffers 1 point of hit point damage per level of the spell tapped – there is a 5% chance per level of the tapped spell that this damage is permanent.

The basic rules introduced in this PDF treat spell energy, no matter the source, the same. DMs and players with an eye for detail and complexity may choose to differentiate between arcane and divine spell energy when using these rules. To do so, just pair like with like. Divine spellcasters can spot and tap into divine spell energy while arcane spellcasters can spot and tap into arcane spell energy. It’s actually amazingly simple to implement in a game session but it’s an extra level of detail (which is why this is being presented as a variant to the basic system).

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A Dozen Effects of Lingering Spell Energy

Sample Effects Acidic Spit

Arcane Surge, Greater

Level: 1 Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes By making a successful ranged touch attack, as a free action, the caster spits a glob of acid that inflicts 1d4 points of damage on the target. The targeted creature, if it makes a successful Reflex save (DC 20), suffers only half damage.

Level: 8 Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Like arcane surge, except it inflicts 10d8 points of damage on the target.

Aura of Desecration Level: 4 Range: 10 ft. radius emanation, centered on you Duration: 5 rounds Saving Throw: None Spell Resistance: Yes As a free action you envelope yourself – and the area around you – in an aura of evil power that effects undead and turning attempts. All turn attempts make within the aura suffer a –4 profane penalty; all undead within the area gain a +1 profane bonus on all attack rolls, damage rolls, and saves.

Arcane Heart Level: 3 Range: Touch Target: Caster Duration: 30 minutes or until used, see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The caster fortifies his soul by completely absorbing the tapped spell energy, as a free action, melding its power with his own innate magical skills. The caster is immune to the effects of energy draining creatures or powers for 30 minutes or until an energy draining effect is thwarted by this effect.

Condemn Level: 6 Range: Close (25 ft. + 5 ft./2 levels) Target: One divine spellcaster Duration: 6 rounds Saving Throw: Will half (see text) Spell Resistance: Yes My making a successful ranged touch attack against the chosen target, the target’s ability to cast divine spells is eliminated for the spell’s duration. This effect severs the spellcaster’s connection with his deity for the duration. If the target makes a successful Will save (DC 26) the effect’s duration is cut in half. The target also loses all class abilities related to his divine class for the duration of this effect.

Arcane Surge Level: 1 Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes As a free action you unleash the tapped spell energy in a pinprick of bright white light that shoots forth from your hand and strikes one creature – of your choice – within range. The target of this spell suffers 1d4+1 points of arcane damage.

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A Dozen Effects of Lingering Spell Energy

Consume Undead Strength

Mindfeed

Level: 2 Range: Touch Target: One undead creature touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes My making a successful touch attack against any undead creature, as a standard action, the caster inflicts 4d4 points of damage to the undead creature. The caster also gains a +4 enhancement bonus to Strength for a number of rounds equal to the HD of the undead creature successfully damaged by this effect.

Level: 7 Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes By grasping the target’s head in your hands, as a standard action, you drain 1d4 points of the target’s Intelligence and gain a number of temporary hit points equal to 4x the number of Intelligence points drained. These hit points may raise you above your maximum number of hit points and they remain for 24 hours or until lost to hit point damage.

Divine Agent

Ray of Decay

Level: 5 Range: Touch Target: Caster Duration: 10 minutes Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The tapped spell energy, as a standard action, transforms the caster into an agent of the gods, granting a +2 enhancement bonus to all attributes and sheathing the caster visible divine energy that blinds all who look at him (Reflex save DC 20 to avoid the blindness effect). Additionally, upon transformation, a blade of fire appears in the caster’s hand (as per the flame blade spell) and lasts until the caster releases it or this effect ends.

Level: 2 Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes As a standard action, on his turn, you fire a magical ray. You must succeed a ranged touch attack with the ray to deal 5d4 points of damage to the target.

Temporary Healing Level: 0 Range: Touch Target: Caster Duration: Variable, see text. Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As a move-equivalent action, you may transform the spell energy into 2d4 temporary hit points – add these to your current hit points though you may not go over your maximum number of hit points. These points fade away at the rate of 1 hit point/round.

Immunity to Chaos Level: 9 Range: Touch Target: Caster Duration: 30 minutes Saving Throw: None Spell Resistance: Yes For the duration of this effect the caster cannot be harmed by any spell, spell-like ability, magic item, or supernatural effect that has the [Chaotic] descriptor.

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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. A Dozen Effects of Lingering Spell Energy copyright © 2004 Philip Reed, published by Ronin Arts – www.roninarts.com. Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferseon, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Web and Monte Cook.

For more PDFs please visit www.creationcrash.com and www.rpgnow.com. A Dozen Effects of Lingering Spell Energy is copyright © 2004 Philip Reed. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.

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