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Ishior Arcana

June 3rd, 2015

Joshua Zaback

Obscure Arcana Archive

                Ishior Week rolls on with some new spells inspired by the new race we introduced on Monday in this week’s Exotic Encounters. The Ishior have a natural gift for telekinesis and are from birth experts in moving things around with their minds. However over the years many great Ishior mages have desired to do more and created spells which allow for more subtle and direct manipulation of physical objects and people allowing them to do so much more with their minds than most wizards. See for yourself.

 

ISHIOR TELEKINESIS
School transmutation Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S,
Range medium 100 ft. + 10 ft./2 levels
Effect several telekinetic forces
Duration 1 round/level
Saving Throw will negates (object) ; Spell Resistance no

                The ultimate magic spell of the Ishior people is similar in most respects to telekinesis but affects many more characters. Each round you may make a number of combat maneuvers with this spell equal to ¼ your caster level without ending the effect. Additionally you can use the grappling force of the telekinetic force to crush any grappled creature when you succeed on a combat maneuver check to maintaining the grapple dealing 1d6 + your primary spell casting ability score modifier points of damage to the target, finally when you use the violent thrust ability the spell is niot expended but its remaining duration is reduced by 2rounds.

 

TELEKINETIC MANIPULATION
School evocation [force] Level bard 2, sorcerer/wizard 3, summoner 2, witch 3
Casting Time 1 standard action
Components V, S,
Range medium 100 ft. + 10 ft./2 levels
Effect telekinetic force which can manipulate objects
Duration concentration
Saving Throw none; Spell Resistance yes (harmless)

               You use your mind to create a persistent telekinetic force which can manipulate objects in a fashion similar to a human hand. The telekinetic force open doors pull levels hold object s or perform any other task which could be done one handed. This force is easy to control even to perform delicate and complex tasks and you can use the Disable Device and Slight of Hand skills with the force. If you do the telekinetic force uses your caster level + your primary spell casting ability score modifier as its skill bonus. The telekinetic force can attempt to disable locks and mechanical traps but not magical traps, and cannot find traps on its own. Once cast you can move the hand to any point within the spells range at the time of casting, moving the force is a free action made as apart of concentration on the spell.

 

UNSEEN SOLDIER
School conjuration (creation) Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S,
Range medium 100 ft. + 10 ft./2 levels
Effect one unseen warrior
Duration 1 round/level
Saving Throw none ; Spell Resistance no

                You throw forth your mental energies to form a telekinetic force given to the shape and might of a demiurge. This spell functions like unseen servant except that the force created by the spell can make attacks and perform combat maneuvers. The unseen soldier has a strength of 22 and a base attack bonus equal to your caster level for these purposes. The unseen soldier has no natural attacks and is in capable of making unarmed strikes however it is proficient with all types of weapons and can use any weapon it acquires to make weapon attacks. The unseen soldier can perform combat maneuvers even while unarmed. The invisible force has an AC equal to your caster level + your primary spellcasting ability score modifier. While the unseen force is indestructible any attack which hits it disrupts it for one round causing it and any weapon it wields to be treated as though it did not exist for 1 round/ An unseen soldier cannot make attacks of opportunity and any attempt to pass through its ware is automatically successful.