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Alien Arcana

October 22nd, 2014

Alex Riggs

Obscure Arcana Archive

                As Alien Week rolls on here at Necromancers of the Northwest, I’m here to provide you with some new spells that are purely out of this world. As much as TV and movies might lead me to believe otherwise, when you get to the heart of the matter, I believe that aliens should have a, well, alien anatomy. Tentacles. Eyestalks. Air sacs. That sort of nonsense. And that’s why today’s spells are all about gaining such features yourself (or, in some clever corner cases, imposing them on your enemies).

 

ALIEN AIR SACS
School transmutation; Level alchemist 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 10 min./level
Saving Throw Fortitude negates; Spell Resistance yes

                One or more large, vein-covered, fleshy sacs of translucent skin develop on the target’s body, which immediately fill with an alien gas that is lighter than air. This makes the target exceptionally buoyant, granting a +5 bonus on all Acrobatics, Climb, and Swim checks. It also makes the target a particularly large target, and increases the target’s size penalty to AC by 2 (if the target does not normally have a size penalty to AC, it gains a size penalty of -2).

                If your caster level is 5th or higher, the air sacs created by this spell are strong enough to allow the target to fly, albeit poorly. The target gains a Fly speed of 10 feet (clumsy). Because the target is so light, however, he has extreme difficulty dealing with adverse wind conditions, and is treated as two size categories smaller for the purposes of the effects of strong winds.

 

ALIEN ARMS
School transmutation; Level alchemist 4, druid 7, magus 5, sorcerer/wizard 6, summoner 5
Casting Time 1 standard action
Components V, S, M (an appendage from an aberration or alien creature)
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Fortitude negates; Spell Resistance yes

                The target’s arms twist and mutate into a mass of writhing, fleshy tentacles. The target loses his arms, dropping any held items, and losing the ability to use his hands, but retaining any magic items on his arms (including anything in the wrist, hand, and ring slots). In place of hands, the target grows a number of tentacles equal to 2 + 1 per 3 caster levels you possess (to a maximum of 8 tentacles at 18th level). These tentacles are primary natural attacks, and they inflict 1d8 points of damage if the target is a Medium creature, or 1d6 if the target is a Small creature. Further, the tentacles have a reach 5 feet greater than the target’s normal reach (10 feet for most Medium or Small creatures), and the target may make one additional attack of opportunity per round per 4 caster levels you possess, though these extra attacks of opportunity must be made with one of the tentacles granted by this spell.

                Finally, the target does not provoke attacks of opportunity for disarm, grapple, or steal combat maneuvers made with these tentacles, and gains a +5 bonus on combat maneuver checks made to attempt such combat maneuvers.

 

ALIEN EYES
School transmutation; Level alchemist 2, inquisitor 3, sorcerer/wizard 4, summoner 2, witch 5
Casting Time 1 standard action
Components V, S, M (an eyeball from an aberration or alien creature)
Range touch
Targets up to one touched creature per 3 levels
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

                A pair of flexible, fleshy tentacles, about an inch in diameter and six inches long, emerge from the heads of each target, and on the end of each of these tentacles is a single, unblinking eyeball. Affected creatures are able to look in all directions simultaneously, granting a +8 bonus on sight-based Perception checks. Further, creatures flanking an affected target do not gain any benefits from flanking, and flanking the target in this way does not allow rogues to inflict sneak attack damage (unless the attacker’s rogue level is at least 4 higher than your caster level).

                Finally, when you cast this spell, choose one of the following senses or spell effects for every 5 caster levels you possess: darkvision 60 ft., detect magic, detect poison, detect secret doors, detect undead,orlow-light vision. Each target gains all of the chosen senses and spell effects for the spell’s duration.