Sith Magic

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SITH Magic

0 Level
Wound
Necromancy

Level: Blg 2, Clr 2

Components: V, S

Casting time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per
caster level (maximum +10).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather
than harming it.

Choke
Enchantment (Compulsion) [Mind-
Affecting]

Level: 0

Components: v,s

Casting time: 1 standard action

Range: 30ft

Target: one target

Duration: 1 round/level with concentration check to maintain

Saving Throw: Will save/negates

The subject becomes panicked, but frozen in place. It is suffocating and cannot take any actions. Each round on its turn, the
subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of
opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

If the subject doesn't breathe then it does not suffocate, it just can not speak.

Note: This suffocation is forced and without warning the subject had no time to hold breathe, DC for this save is 10 + casters
Charisma mod
Kill
Necromancy [Death]

Level: Clr 5, Death 5, Repose 5

Components: V, S

Casting time: 1 standard action

Range: Touch

Target: Living creature touched

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a
successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

1st Level
Slow
Transmutation

Level: Brd 3, Sor/Wiz 3

Components: V, S, M

Casting time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One creature/level, no two of which can be more than 30 ft. apart

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or
standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC,
and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the
creature’s jumping distance as normal for decreased speed.

Multiple slow effects don’t stack. Slow counters and dispels haste.

Contagion
Necromancy [Evil]

Level: Blg 3, Clr 3, Destruction 3, Drd 3, Sor/Wiz 4


Components: V, S

Casting time: 1 standard action

Range: Touch

Target: Living creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is
for the subsequent saves (use contagion’s normal save DC for the initial saving throw).

Disease DC Damage

Blinding sickness 16 1d4 Str1

Cackle fever 16 1d6 Wis

Filth fever 12 1d3 Dex and 1d3 Con

Mindfire 12 1d4 Int

Red ache 15 1d6 Str

Shakes 13 1d8 Dex

Slimy doom 14 1d4 Con

1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude
save (using the disease’s save DC) or be permanently blinded.

Plague

Necromancy [Disease]

Level: 4

Casting time: 1 standard action

Range: 100ft area

Targets, Effect, or Area: targets within the area

Duration: 1 round/level

Saving Throw: see description

Those within the area are affected with a disease from the table below, Will save of DC 10 + caster's charisma mod to negate
infection, Fortitude save of DC 10 + caster's charisma mod to negate illness.

Those within the area or enter area during duration must make their saves or roll a d20 to see what illness they are infected with.
These disease last until cured or death.

Table: Diseases

Disease Damage

Blinding sickness 1d4 Str1

Cackle fever 1d6 Wis

Common Cold 1 Str

Bubonic Plague see description

Demon fever 1d6 Con2

Devil chills3 1d4 Str

Filth fever 1d3 Dex, 1d3 Con

Mindfire 1d4 Int

Mummy rot4 1d6 Con, 1d6 Cha

Red ache 1d6 Str

Shakes 1d8 Dex

Slimy doom 1d4 Con2

Somnucide 1d4 Str, 1d4 Con, 1d6 Int

Scarlet Fever Nauseated

Rabies see description

Pneumonia see description

Orc Flu see description

Malaria see description

Fossilflesh 1d3 Str, 1d3 Dex

Pregnancy5 1d6 Str, -4 to attack rolls

1. Each time the victim


takes 2 or more
damage from the
disease, he must make
another Fortitude save
or be permanently
blinded.

2. When damaged,
character must
succeed on another
saving throw or 1
point of damage is
permanent drain
instead.

3. The victim must make


three successful
Fortitude saving
throws in a row to
recover from devil
chills.

4. Successful saves do
not allow the
character to recover.
Only magical healing
can save the character.

5. This can affect even


males or none genders
as though it was
through a wish.

2nd Level
Force Push

Transmutation [Force]

Level: Sor/Wiz 2

Components: S

Casting time: 1 standard action

Range: Close (25 ft + 5 ft/2 levels)

Duration: Instantaneous

Saving Throw: Reflex partial; see text

Spell Resistance: No

Creatures affected by this spell may add +2 to their Reflex save if they are exceptionally stable (by having three or more legs or
being a dwarf), and receive an additional +1 bonus for every size category larger than Medium they are. Creatures receive a -1
penalty per size category smaller than Medium size. Each creature takes force damage equal to your caster level (maximum 10).
If a creature fails the Reflex save, they also take 1d4 bludgeoning damage per two levels (maximum 5d4) and are pushed 20 feet
away from you and knocked prone. If they succeed on their Reflex save, they take half damage and they are only pushed 10 feet
and not knocked prone. Objects take no damage and are automatically pushed 20 feet.

Force Whirlwind

Evocation [Force]
Level: Barrier Mage 1, Sorcerer/Wizard 2, Warmage 1

Components: V, S, M

Casting time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Area: A 15 ft. spiral/level

Duration: As determined by spiral (see above)

Saving Throw: None (See below)

Spell Resistance: Yes

At the time this spell is cast, you create a spiral of invisible walls. When any creature attempts to cross one of these walls, they
are immediately hurled directly backwards 1d4 x 5 ft. and suffer 1d4 hit points of damage for every 5 ft. of distance they are
thrown back. A Reflex save is required for those thrown back to land on their feet, otherwise they fall prone and drop anything
they are holding.

Force Wave
Evocation [Force]

Level: Sor/Wiz 3

Components: V, S, M

Casting time: 1 standard action

Range: 60 ft.

Area: 60 ft. line

Duration: Instantaneous

Saving Throw: Reflex half; see text

Spell Resistance: Yes

As you clap your hands together you send a wave of scarlet energy to blast its way through your target area.

You release a powerful wave of force that deals 1d6 points of force damage per caster level (maximum 10d6) to each creature
within its area. In addition, a failed Reflex save forces any of the subjects to make a Fortitude save or be knocked prone (size and
stability modifiers apply to the saving throw as if the spell were a bull rush).

3rd Level
Fear
Necromancy [Fear, Mind-Affecting]

Level: Brd 3, Sor/Wiz 4

Components: V, S, M
Casting time: 1 standard action

Range: 30 ft.

Area: Cone-shaped burst

Duration: 1 round/level or 1 round; see text

Saving Throw: Will partial

Spell Resistance: Yes

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If
cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Horror
Necromancy [Fear, Mind-Affecting]

Spellcraft DC:

Components: V, S, M

Casting time: 1 Standard Action

Range: Large (400 ft. +40 ft./level)

Area:

Duration: See description

Saving Throw: Will partial

Spell Resistance: Yes

To Develop:

The spell functions as fear, except as noted below: This spell targets all enemies in range. If save is successful, targets are shaken
for 2D4 rounds.

Insanity
Enchantment (Compulsion) [Mind-Affecting]

Level: Charm 7, Madness 7, Sor/Wiz 7

Components: V, S

Casting time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Target: One living creature

Duration: Instantaneous
Saving Throw: Will negates

Spell Resistance: Yes

The affected creature suffers from a continuous confusion effect, as the spell.

Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature

4th Level
Shock
Evocation
[Electricity]

Level: Sor/Wiz 2

Components: V, S

Casting time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One or two creatures or objects, neither of which can be more then of 30 ft. apart.

Duration: Instantaneous

Saving Throw: No

Spell Resistance: Yes

Electricity arcs from the ground into your targets.

One or two arcs of lightning arc at your opponent or opponents. You must succeed at a ranged touch attack to hit your target. If
used as a one-target spell it deals 1d4 points of electricity damage per caster level (10d4 points of electricity damage max) to the
target of the spell. If used as a two-target spell it deals 1d4 points of damage per two caster levels (5d4 points of electricity
damage max) to each of the two targets.

Lightning Bolt
Evocation [Electricity]

Level: Sor/Wiz 3

Components: V, S, M

Casting time: 1 standard action

Range: 120 ft.

Area: 120-ft. line

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes


You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to
each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as
lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may
continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Force Storm
Evocation [Electricity]

Level: Druid 8, Elemental Caster 8, Sorcerer/Wizard 8, Warmage 8

Components: V, S, M

Casting time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Targets: One target per level per round

Duration: 1 round/level

Saving Throw: Reflex negates

Spell Resistance: No

At your direction, knots of crackling lightning erupt from mystical portals created by this spell. When the spell is cast, you select
a number of targets equal to your level that are within the spell’s range. Any targeted creature that fails its Reflex save suffers 4d8
hit points of damage. The nerve disruption caused by the electricity also stuns its targets for 1d4 rounds. As a free action, the
caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in
two consecutive rounds.

Material Component: A diamond vial (worth 800 gp) filled with bottled lightning or electrolytes.

5th Level
Drain Force
Necromancy

Level: Soul Magus 1

Components: V, S

Casting time: 1 Standard Action

Range: Close (25 + 5 ft/2 levels)

Duration: Instantaneous

Saving Throw: Fortitude(half)

Spell Resistance: Yes


You fire a ray of tainted soulstuff that harms its target, draining it of 1d4 hit points per caster level (maximum 10d4). A successful
Fortitude save halves this damage. This health is then returned to you and divided between you and any nearby creatures.

Improved Drain Force

Necromancy

Level: Soul Magus 4

Components: V, S

Casting time: 1 Standard Action

Range: Close (25 + 5 ft/2 levels)

Duration: Instantaneous

Saving Throw: Fortitude(half)

Spell Resistance: Yes

You fire a ray of tainted soulstuff that harms its target, draining it of 1d6 hit points per caster level (maximum 10d6). A successful
Fortitude save halves this damage. This health is then returned to you and divided between you and any nearby creatures.

Master Drain Force


Necromancy

Level: Soul Magus 8

Components: V, S

Casting time: 1 Standard Action

Range: Area (25 + 5 ft/2 levels)

Targets, or Area: all creature in within area

Duration: Instantaneous

Saving Throw: Fortitude(half)

Spell Resistance: Yes

You fire a ray of tainted soulstuff that harms its targets, draining it of 1d8 hit points per caster level (maximum 10d8). A
successful Fortitude save halves this damage. This health is then returned to you and divided between you and any nearby
creatures.

6th Level
Force Crush
Telepathy [Mind-Affecting]

Level: Psion/Wilder 5
Display: Auditory

Manifesting Time: 1 standard action

Range: Close (25 ft. +5 ft./2 levels)

Target: One creature

Duration: Instantaneous

Saving Throw: Will partial; see text

Power Resistance: Yes

Power Points: 9

Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a
Will save with a +4 bonus or collapse unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 3d6
points of damage.

Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

7th Level
Force Scream
Evocation [Sonic]

Level: Clr 8, Drd 8, Sor/Wiz 8

Components: V

Casting time: 1 standard action

Range: 300 ft.

Area: 300-ft. line

Duration: Instantaneous

Saving Throw: Fortitude half or Reflex negates (object);

Spell Resistance: Yes

This spell releases a terrible scream from the casters lips that remains focused and explodes forward 300 feet, at which point it
fades into bearable sound. Anything caught in this line becomes deafened and nauseous for 2d8 rounds as they experience
sensations of extreme vertigo, and takes 1d8 sonic damage per caster level (maximum 20d8). Additionally, objects caught in the
area that are fragile or crystaline take 1d4 sonic damage per caster level (maximum 20d4). A creature hit by this spell can halve
both the damage taken and the duration of the nausea and the loss of hearing with a successful Fortitude save. A creature holding
vulnerable objects who are caught in the area can attempt a Reflex save to negate the damage to those objects. If someone is
affected by this spell while trying to cast a spell of their own, then the DC of the Concentration check the character must make in
order to continue focusing on their spell is raised by 5.

A scream spell cannot penetrate a silence spell.


8th Level
Drain Life
Telepathy [Mind-Affecting, Death]

Level: Telepath 7

Display: Mental

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./ level)

Target: One creature

Duration: Instantaneous

Saving Throw: Fortitude partial; see text

Power Resistance: Yes

Power Points: 13

You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the
target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.

Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number
of additional points.

Death Field
Necromancy [Death]

Level: Sor/Wiz 6

Components: V, S, M

Casting time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Area: Several living creatures within a 40-ft.-radius burst

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected
first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or
more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.
9th Level
Fury
Evocation

Level: Sorcerer/Wizard 9, Warmage 9

Components: V, S, M

Casting time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Target: 20 ft. radius emanation

Duration: 1 round/spell casting level

Saving Throw: Fortitude half

Spell Resistance: Yes

This spell summons forth a shrieking maelstrom of magical force that completely fills the target area to a height of 30 ft. Any
creature caught in the initial burst suffers 5d6 hit points of damage, though a successful Fortitude save reduces this damage by
one-half. For each creature in the area of effect that is killed by the engulfing doom, the radius of the emanation increases by 5 ft.
at the beginning of the following round and the damage caused increases by 1d6. If 3 targets are killed by the spell then, at the
beginning of the next round, the radius increases by 15 ft. and the damage caused increases by 3d6 to cause a total of 8d6 hit
points of damage to all creatures caught in the area of effect. The maximum damage this spell can cause in a given round is 25d6
hit points, but there is no maximum to the area of effect.

Material Component: A globe of obsidian wrapped in alternating bands of gold, silver and copper (1,000 gp value).

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