This week’s Obscure Arcana focuses on some very unusual spells, which I took the spellbook of a vile and evil wizard who was most noted for his wicked ways. The spells, however, are special for not only being frighteningly evil, but also for the unique way in which they are cast.
BLOOD BRAND
School transmutation; Level antipaladin 3, sorcerer/wizard 5, witch 6
Casting Time 1 free action; see text
Components V, S
Range see text
Target one living creature
Duration 1 round/level and 1 hour/level; see text
Saving Throw Fortitude negates; Spell Resistance no
In order to cast this spell, you must deal damage to the target with a slashing or piercing weapon. If you do, you may immediately cast this spell as a free action that does not provoke attacks of opportunity. When you cast this spell, it fills the target’s blood with a dark brand which keeps the target’s wound open and causes profuse bleeding. The target suffers an amount of bleed damage equal to 1d6 + 1/2 your caster level. This bleed damage cannot be stopped with a Heal check, and can be stopped by magical healing (such as cure light wounds) only if the caster succeeds on a caster level check (DC 11 + your caster level).
If the target dies as a result of this bleed damage, his body is immediately reanimated as a vampire spawn under your direct control. The spawn created by this ability are marked by a vile brand. Spawn created by this ability last for 1 hour/level before crumbling to dust.
Whenever you cast blood brand, you cannot cast another spell this turn.
NIGHT MIST
School transmutation; Level sorcerer/wizard 4
Casting Time 1 free action; see text
Components V, S
Range personal
Target you
Duration 1 round/level
Night mist can only be cast in areas of darkness. Whenever you enter an area of darkness, you may cast night mist as a free action which doesn’t provoke attacks of opportunity. If you do, you cannot cast another spell this round. If cast when you are already in an area of darkness, night mist’s casting time is 1 standard action.
With an arcane gesture, you transform your body into a living, black, poisonous mist. This has several effects. You lose all your normal forms of movement, as well as all your normal attacks, and you cannot speak or cast spells for the spell’s duration. You gain a fly speed of 30 feet with perfect maneuverability, and can occupy the squares of other creatures without impeding either your actions or their actions. If another creature enters or begins its turn within a square that you occupy, that creature must succeed on a Fortitude save (DC equal to night mist’s DC) or suffer 1d2 points of Constitution damage. Characters immune to poison are immune to this effect as well.
Additionally, for the duration of the spell, you gain a number of defensive qualities. You become immune to normal weapons for the spell’s duration, and you ignore an amount of damage from magical weapons and spells equal to your caster level. You additionally gain immunity to bleed damage and magic sleep effects, and to the following conditions: blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, paralyzed, petrified, staggered, and stunned. Because of your amorphous form, you can flow into spaces as small as 1 inch in diameter. Strong winds in excess of 15 mph deal 2d8 points of damage to you each round that you remain exposed to them. While in this form, if you become exposed to bright light, you suffer 1d10 points of damage and the spell immediately ends.
At the end of the spell’s duration, you return to your original form. If, when the spell ends, you are occupying a space that could not accommodate your original form, you instead appear in the nearest unoccupied space.
STONY RESOLVE
School transmutation; Level sorcerer/wizard 5
Casting Time 1 free action; see text
Components V, S
Range personal
Target you
Duration see text
In order to cast stony resolve, you must fail a saving throw. If you do, you may immediately cast stony resolve as a free action which does not provoke attacks of opportunity. You transform your body into a magical statue of yourself, and you gain the petrified condition for 1 round/level, or the duration of the effect which caused you to make the failed saving throw, whichever is longer. If the duration of the effect was permanent or instantaneous, you remain petrified indefinitely. While petrified in this way, you gain an amount of spell resistance equal to 11 + your caster level and gain hardness equal to your caster level. A stone to flesh spell can be used to counter this spell and can end its effects prematurely.