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I have a question concerning the Mercurial Magic and Manifestations: do they reverse along with the spell? If your Mercurial Magic roll says Energy Burst (frost); does the reversed form of the spell get Energy Burst (fire), or do you roll separately for the reversed spell when you learn it? Manifestations: same question.
For anyone interested, here are a couple more off the list: the reverse spells for Choking cloud & Spider Climb...
Name: Butter Fingers Level: 1 Range: 30ft Duration: 1 turn per caster level; or, by spell check results Casting Time: 1 action Save: Willpower vs. Spell check Manifestation: casters eyes glow. The hands and feet of the target begin to ooze slimy and extremely slippery goo. General: the goop coating the hands and feet of the target replenishes itself continuously, so attempts to remove it are futile. The stuff smells vaguely of rancid butter and makes it nearly impossible to move or manipulate objects. Its taste is horrific…. 1-11: spell lost 12-13: Upon failing their save, the target applies a -5 penalty to all physical skills & to spell casting attempts; immediately drops any held items unless target is wearing gloves, and if they are barefoot they must make a Reflex Save verses a DC= the casters spell check or fall prone and lose their Agility bonuses to AC. The target may remain standing if their Reflex Save succeeds; but they may not move, and they still loose their Agility bonuses. The Reflex Save must be made each round of the spells duration and/or whenever the target attempts an action. The target may move without using hands and feet [elbows and knees] dropping their move to 10ft [5ft for Dwarves & Halflings], but target still loses Agility bonuses. 14-17: As entry 12-13, but the Skill penalty increases to -10. 18-19: As entry 14-17; but it no longer matters if the target has gloves or boots, as the goop oozes through such garments instantly and completely. 20-23: The caster may now target a number of creatures = their INT bonus. 24-27: The effect may now be spread by the targets physical contact with other living creatures though all are held to the original spell duration. The additional targets are allowed a Reflex Save vs. DC= 10+ the casters level to avoid being contacted 28- 29: Spell now lasts 1 hour per caster level 30-31: Spell now lasts 1 day per caster level 32+ Spell now lasts for 1d3+4 days per level
Name: Cloud of fresh air Level: 1 Range: varies Duration: varies Casting Time: 1 action Save: none Manifestation: Roll 1d8: (1) white cloud; (2) rainbow mist; (3) explosion of swirling rose petals; (4) bubbly geyser that erupts from the ground at the targets feet; (5) blue-red cloud; (6) green mist; (7) bilious, whirling fog; (8) orange cloud. General: You summon forth a refreshing blast of pure sweet air that has various effects upon those targeted. This spell doesn’t function under water or obscure the vision of its recipients in any of its forms. 1-11: spell lost 12-13: target is engulfed in a personal zone of clean, sweet air for 1d4 rounds. The target gains a +1 on saves verses damages from choking clouds, bad air, poison gasses, etc. 14-17: As above but caster effects 1d3+1 targets, or 1 target for 3d4 rounds.
18-23: Caster summons forth a single cloud of sweet, clean air with a radius of 20ft that lasts for 1d6 rounds. The zone of good air pushes outwards from the center, so it keeps noxious vapors away from those within the cloud until the spell duration expires. Those within the cloud gain +1 AC from attacks outside the cloud. Those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering of Cloud of fresh air spell with a +2 bonus. By concentrating, the caster may move the spell effect up to 50ft per round.
24-27: With this result, the cloud now lasts for 2d6 rounds. Additionally, those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering the Cloud of fresh air spell with a +3 bonus.
28- 29: With this result, the cloud now lasts for lasts for 3d6 rounds. Additionally ,those within the cloud gain +2 AC from attacks outside the cloud. By concentrating, the caster may move the spell effect up to 100ft per round.
30-31: Caster summons forth 2 clouds of sweet, clean air with radii of 40ft, each lasts for 3d8 rounds. These zones of good air push outwards from their centers, so they keep noxious vapors away from those within until the spell duration expires. Those within the cloud gain +2 AC from attacks outside the cloud. Those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering the Cloud of fresh air spell with a +3 bonus. By concentrating, the caster may move the clouds up to 100ft per round. The caster may only move 1 cloud per action.
32+ Caster summons forth a number of clouds equal to their caster level. These clouds of sweet, clean air with radii of 40ft that last for 3d6 turns. These zones of good air push outwards from their centers, so they keep noxious vapors away from those within until the spell duration expires. Those within the cloud gain +3 AC from attacks outside the cloud. Those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering the Cloud of fresh air spell with a +4 bonus. By concentrating, the caster may move the spell effect up to 150ft per round. The caster may move a number of clouds equal to their INT bonus per action.
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