Laquiamorta Spell in Pondera | World Anvil

Laquiamorta

Effect

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Laquiamorta

School: Necromancy [Demonic]

Level:2, 5, 6, 7, 8

Components: V, S

Casting Time: 1 Minute

Range: Touch

Effect: One Rune/Glyph

Duration: Permanent until discharged

Saving Throw: Fortitude Partial

Spell Resistance: Yes

Cast using a 2nd level spell slot. You inscribe a glyph, 1ft across, that paralyzes any living creature of large or smaller size that comes within 5ft of the glyph. You can scribe the glyp to be visible as faintly glowing lines, or invisible. You can inscribe this glyph on a portable object, but if the object is moved more than 5ft away, the glyph fades.

You can only activate the glyph by any creature other than yourself moving within 5ft of the glyph. It affects invisible creatures normally, but is not triggered by those that travel past it ethereally. Only a single glyph can be inscribed within 5ft of one another.
Glyphs cannot be affected or bypassed by means such as physical or magical probing, though they can be dispelled. Some spells may be able to fool a glyph.
When the glyph activates, the target is paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fort save, the subject exudes a stench that causes distress in all creatures within 10ft. Those in the radius, must make a fort save or take a -2 penalty on Attacks, Damage, Saving throw rolls, skill checks, and ability checks until the paralysis effect wears off.

Augment: For each augment, add +2 rounds to the paralysis.

Enhance:For every additional level that Laquamorta is cast, the glyph can move +5 more feet away from its original spot before dissipating.


Laquiadolor

Components: V, S, M

Casting Time: 10 Minutes

Duration: See Text

Saving Throw: Fortitude Negates

Cast using a 5th level spell slot. This spell allows you to scribe a potent rune of enchantment upon a surface. When triggered, the rune causes each creature to suffer from wracking pain, imposing a -4 penalty on attack rolls, skill and ability checks. These effects last for 1 hour after the creature moves farther than 60ft from the rune.

The rune lasts for 10 minutes per caster level. Until the rune is triggered, the rune is inactive (Though visible and legible at a distance of 60ft). To be effective, it must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the spell inaffective, unless a creature removes the covering, in which case the rune works normally.
By default, the rune is triggered whenver a creature does one or more of the following as you select:
  • Looks at the Symbol
  • Reads the Symbol
  • touches the symbol
  • Passes over the symbol
  • Passes through a portal bearing the symbol

Regardless of trigger method, a creature more than 60ft away from the rune can't trigger it. Once the spell is cast, a runes triggering conditions cannot be changed.
In the case of "reading" the rune, this means an active attempt to study, identify, or fathom the rune or its meaning. Throwing a cover over a rune to render it inoperative triggers it if the symbol reacts to touch. You can't use a rune offensively.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class HD and HP don't qualify.
When scribing a rune, you may specify a password or phrase that prevents a creature from triggering the effect. Anyone using the password remains immune to that particular rune's effect so long as the creature remains within 60ft of the rune. If the creature leaves the radius and returns later, it must use the password again.
You can also attune any number of creatures to the rune, but doing so can extend the casting time. Attuning 1-2 creatures takes no additional time. Attuning up to 10 creatures increases the casting time to 1 hour. Attuning up to 25 creatures takes 24 hours. Attuning larget groups takes proportionely longer. Any creature attuned to a rune cannot trigger it and is immune to its effects, even if within the radius when triggered. You are automatically considered attuned to your own symbol, and thus always ignore the effects and cannot inadvertently trigger them.
Material Component:The dust of three different powdered gemstones, totaling in value of 1000gp.

Enhance:When cast at 7th level or higher, the rune becomes permanent, but the material component doubles in cost.


Laquiaphobia

School:Necromancy [Fear, Mind-Affecting]

Components: V, S, M

Casting Time: 10 Minutes

Saving Throw: Will Negates

Cast using a 6th level spell slot. This spell allows you to scribe a potent rune of enchantment upon a surface. When triggered, all creatures within 60ft of the rune become panicked for 1 round per caster level.

Until the rune is triggered, the rune is inactive (Though visible and legible at a distance of 60ft). To be effective, it must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the spell inaffective, unless a creature removes the covering, in which case the rune works normally.
By default, the rune is triggered whenver a creature does one or more of the following as you select:
  • Looks at the Symbol
  • Reads the Symbol
  • touches the symbol
  • Passes over the symbol
  • Passes through a portal bearing the symbol

Regardless of trigger method, a creature more than 60ft away from the rune can't trigger it. Once the spell is cast, a runes triggering conditions cannot be changed.
In the case of "reading" the rune, this means an active attempt to study, identify, or fathom the rune or its meaning. Throwing a cover over a rune to render it inoperative triggers it if the symbol reacts to touch. You can't use a rune offensively.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class HD and HP don't qualify.
When scribing a rune, you may specify a password or phrase that prevents a creature from triggering the effect. Anyone using the password remains immune to that particular rune's effect so long as the creature remains within 60ft of the rune. If the creature leaves the radius and returns later, it must use the password again.
You can also attune any number of creatures to the rune, but doing so can extend the casting time. Attuning 1-2 creatures takes no additional time. Attuning up to 10 creatures increases the casting time to 1 hour. Attuning up to 25 creatures takes 24 hours. Attuning larget groups takes proportionely longer. Any creature attuned to a rune cannot trigger it and is immune to its effects, even if within the radius when triggered. You are automatically considered attuned to your own symbol, and thus always ignore the effects and cannot inadvertently trigger them.
Material Component:The dust of three different powdered gemstones, totaling in value of 1000gp.


Laquiainfirmitus

School:Necromancy

Components: V, S, M

Casting Time: 10 Minutes

Saving Throw: Fort Negates

Cast using a 7th level spell slot.This spell allows you to scribe a potent rune of enchantment upon a surface. When triggered, the creatures within 60ft of the rune take 3d6 points of Strength damage.

Once activated, the rune remains active for 10 minutes per caster level, affecting any creature that enters within 60ft line of sight of it.
Until the rune is triggered, the rune is inactive (Though visible and legible at a distance of 60ft). To be effective, it must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the spell inaffective, unless a creature removes the covering, in which case the rune works normally.
By default, the rune is triggered whenver a creature does one or more of the following as you select:
  • Looks at the Symbol
  • Reads the Symbol
  • touches the symbol
  • Passes over the symbol
  • Passes through a portal bearing the symbol

Regardless of trigger method, a creature more than 60ft away from the rune can't trigger it. Once the spell is cast, a runes triggering conditions cannot be changed.
In the case of "reading" the rune, this means an active attempt to study, identify, or fathom the rune or its meaning. Throwing a cover over a rune to render it inoperative triggers it if the symbol reacts to touch. You can't use a rune offensively.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class HD and HP don't qualify.
When scribing a rune, you may specify a password or phrase that prevents a creature from triggering the effect. Anyone using the password remains immune to that particular rune's effect so long as the creature remains within 60ft of the rune. If the creature leaves the radius and returns later, it must use the password again.
You can also attune any number of creatures to the rune, but doing so can extend the casting time. Attuning 1-2 creatures takes no additional time. Attuning up to 10 creatures increases the casting time to 1 hour. Attuning up to 25 creatures takes 24 hours. Attuning larget groups takes proportionely longer. Any creature attuned to a rune cannot trigger it and is immune to its effects, even if within the radius when triggered. You are automatically considered attuned to your own symbol, and thus always ignore the effects and cannot inadvertently trigger them.
Material Component:The dust of three different powdered gemstones, totaling in value of 5000gp.


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School:Necromancy [Ummortu]

Components: V, S, M

Casting Time: 10 minutes

Saving Throw: Fort Negates

Cast using an 8th level spell slot. This spell allows you to scribe a potent rune of enchantment upon a surface. When triggered, the the rune slays one or more creatures within 60ft line of sight (treated as a burst) with a combined total HP that does not exceed 100hp. The rune affects the closest creatures first, skipping creatures with too many HP to affect. Once triggered, the rune becomes active and glows, lasting for 10 minutes/CL, or until it has affecting 100HP worth of creatures, whichever comes first. Any creature that enters the area while the symbol is active is subject to the effect, weither or not the creature was in the area when it was triggered. A creature need save against the rune only once for each time it is in its area. If it leaves and re-enters the area, the creature must save again.

Until the rune is triggered, the rune is inactive (Though visible and legible at a distance of 60ft). To be effective, it must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the spell inaffective, unless a creature removes the covering, in which case the rune works normally.
By default, the rune is triggered whenver a creature does one or more of the following as you select:
  • Looks at the Symbol
  • Reads the Symbol
  • touches the symbol
  • Passes over the symbol
  • Passes through a portal bearing the symbol

Regardless of trigger method, a creature more than 60ft away from the rune can't trigger it. Once the spell is cast, a runes triggering conditions cannot be changed.
In the case of "reading" the rune, this means an active attempt to study, identify, or fathom the rune or its meaning. Throwing a cover over a rune to render it inoperative triggers it if the symbol reacts to touch. You can't use a rune offensively.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class HD and HP don't qualify.
When scribing a rune, you may specify a password or phrase that prevents a creature from triggering the effect. Anyone using the password remains immune to that particular rune's effect so long as the creature remains within 60ft of the rune. If the creature leaves the radius and returns later, it must use the password again.
You can also attune any number of creatures to the rune, but doing so can extend the casting time. Attuning 1-2 creatures takes no additional time. Attuning up to 10 creatures increases the casting time to 1 hour. Attuning up to 25 creatures takes 24 hours. Attuning larget groups takes proportionely longer. Any creature attuned to a rune cannot trigger it and is immune to its effects, even if within the radius when triggered. You are automatically considered attuned to your own symbol, and thus always ignore the effects and cannot inadvertently trigger them.
Material Component:The dust of three different powdered gemstones, totaling in value of 5000gp.

Augment: For each augmentation, increase the HP limit by 25.

Enhance:When cast as a 9th level spell, increase the HP limit to 150.


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