Flesh Hardening Spell in Pondera | World Anvil

Flesh Hardening

Flesh Hardening is the practice of turning ones skin into a different material for the purposes of protecting the body. Considered essential for those who follow Olännas his clerics, this spell is vital for those who wish for a great defense by magical means.

Effect

Once the spellcaster has finished their final verse, their skin begins to shimmer, and transform before ones very eyes.
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Duratae

School:Transmutation/Abjuration

Level:1, 2, 4, 5, 8

Components: V, S, DF/F

Casting Time: Standard

Range: Personal

Area:Single Target

Duration: 10 min/level

Saving Throw: None

Spell Resistance: Yes (Harmless)

Cast using a 1st level spell slot. Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your AC.

Augment: Unlike other Augments, Duratae can be used as an additional augment on spells from this list. If you cast this spell at a minimum of 3rd level as an augment, you may treat the augmented spell as if you were also casting the enhanced Duratae (with a -1 AC penalty). Note, Duratae is only usable on the caster, even if they are casting a spell on a different creature.

Enhance:For every 2 spell slots above 1st level, increase the AC by 1 additional point.


Barkskin

Range: Touch

Area: Creature Touched

Cast using a 2nd level spell slot. Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.

The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Augment: --

Enhance:By casting a spell slot at 3rd level or higher, you may increase the range of the spell. 3rd=Close, 4th=Medium, 5th=Long, 6th=Sight. 7th=Unlimited. Enhancing above 7th level grants no additional benefits.

Quest (Bronzeskin):Normally, Barkskin is only able to be used by those closey attuned to nature. Druids and rangers both enjoy this version of the spell entirely on their own. However, rumor has it that there is a lost temple that may give arcane spellcasters of any type the ability to coat their skin in bronze. Upon learning the secrets of the ritual needed, Bronzeskin works exactly as barkskin does, but with the added benefit that the user also gains electricity and fire resistance equal to the armor bonus. However, they gain an equal vulnerability to cold and acid if they choose to apply these effects.

The ritual for this ability takes 1 hour, and from that point onwards Bronzeskin will be permanently available to a character.

Bronzeskin may appear as a solid sheet of bronze skin, or as bronze dragon scales coating the body at the casters discression.


Cactus Skin

Components: V, S, M, Special

Range: Touch

Area: Creature Touched

Cast using a 3rd level spell slot. This spell grants a living creature the toughness, resilience, and needles of a cactus.

The effect grants a +3 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases to +4 at caster level 10th and to a maximum of +5 at caster level 13th.

In addition to the enhancement bonus, cactus skin causes the subject to grow needles from its skin, clothing, or armor. Any creature grappling the subject or striking it with natural weapons takes 1d6 points of piercing damage from the needles.

Finally, the subject of this spell is protected from nonlethal damage due to dehydration. Skin of the cactus provides the subject with a +4 bonus on saves to resist becoming dehydrated from heat or exposure, but it offers no protection against dessication damage or spells that cause a target to become dehydrated.

The enhancement bonus provided by skin of the cactus stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.

A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.

Material: Cactus spine. It is spat upon and placed on bare skin, which then grows over the body, giving the subject a cactus like appearance.

Quest (The Cactus Trial):This spell is not normally available to spellcasters. Druids, Rangers, and Clerics with a desert background do have access to this spell without issue. However, should other divine spellcasters outside of the desert background wish to obtain access to this spell, they must perform a 1month long ritual quest. They must traverse, alone, into a desert without food or water. Participants of the cactus trial are able to use spells, but for every spell they use, the DC of the ritual is increased by 1.

Upon dawn of the 28th day, the caster must pass a Magicraft check, and cast Duratae as a 3rd level spell. If they cannot cast a 3rd level spell, each spell sacrificed for the ritual adds +2 to the total DC. Casting in a grove of cacti decreases the DC by 1. Unlike other rituals, this check can be attempted daily at dawn after the 28th day until successful.

DC=15

Once successful, the divine caster will understand the intensity of the desert, and be able to call upon the spell as neccessary.

Note: only rangers can cast this spell as a 3rd level spell. All other casters cast this spell as a 4th level spell, but unlock it as if it were a 3rd level spell/ritual.


Stoneskin

Components: V, S, M

Range: Touch

Area: Creature Touched

Saving Throw: Will Negates (harmless)

Cast using a 5th level spell slot. The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Material: 250gp worth of Diamond Dust for each affected creature. A bit of rock

Augment: For each augment, you may reduce the total cost of the material component by 50gp.

Enhance:By casting a spell slot of 6th level or higher, you may increase the range of the spell. 6rd=Close, 7th=Medium, 8th=Long, 9th=Sight.


Iron Body

Components: V, S, M/DF

Casting Time: --

Range: --

Area: --

Duration: --

Saving Throw: --

Spell Resistance: --

Cast using an 8th level spell slot. You gain DR 15/admantine, and the construct type. Gain Low-Light Vision, Darkvision. Immunity to poison, blindness, deafness, sleep, paralysis, stunning, disease, death effects, necromancy effects, conjuration (healing) spells other than ones that heal construct damage, nonlethal damage, ability damage/drain, fatigue, exhaustion, energy drain, spells with Fortitude save, and finally water pressure at the bottom of the ocean.

1/2 damage from acid and fire. Vulnerable to special attacks that affect iron golems.

While this spell is in effect you do not need to breathe or eat.

Gain DR 15/Admantine, +6 STR enhancement bonus. -6 penalty to dex (minimum 1), -8 AC penalty, 1/2 all speeds other than swim (which is no longer usable) & Arcane spell failure 50%. Treat this as if you were wearing plate armor for all intents and purposes. Gain +1 unarmed damage per size category over small & are considered armed when making unarmed attacks.

Material: A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine.

Enhance:Casting this spell as a 9th level spell turns the AC penalty to -6, and the DR to 20/admantine.


Side/Secondary Effects

When a spellcaster uses Durate in any fashion, there is a translucent sheen, and a coppery smell that permiates the area for an hour per spell level.

Upon earning the Bronzeskin spell, arcane casters may find that the bindings of books they touch turn a slight sheen of bronze while they are holding them, even when not affected by the spell.

Discovery

After a long fought battle against The Wasting, an independent scholar found that the disease had magical properties. His research was smuggled out of his home by members of Orzhovwishing to learn as much about the process as possible.

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