Templates
Acid template
Air template
Blessed template
Corrupted template
Cold template
Earth template
Electricity template
Fire template
Sonic template
Subdual template
War template
Water template
Actual Campaign Links
Map of World
Regions
Races
-Languages
Dieties
-> Magic
Starting Area
Characters
Feats
DnD Home
Other Links
CloerScape
Jay's Page
Dnd Updates
Kasmiur.net
Back to Top
.
. . . . .
. . . . .
. . . . . .
. . . . .
. . . . .
.
Back to Top
.
. . . . .
. . . . .
. . . . . .
. . . . .
. . . . .
.
Back to Top
.
. . . . .
. . . . .
. . . . . .
. . . . .
. . . . .
.
Back to Top
|
All spell templates taken from Monte Cook's book called Arcana Unearthed. Published by Swords and Sorcery.
Acid template
Caustic casters use spells that are purely destructive. A foul, eye-watering odor accompanies the casting of spells with this template.
This template can be added to any spell that can inflict damage upon an object. If casting it at an object, the character can ignore the object's hardness for the purpose of the spell and destroy twice as much nonliving matter as normal. (A disintegration spell, for example, could affect two 10-foot cubes.) Spells with this template gain the acid descriptor. If the spell already has the acid descriptor, the target is stunned for 1 round per 20 points of damage inflicted. Cost: material component (20gp worth of a caustic substance). Gained: from the energy mage feat.
Air template
The subtle spell effects of air mages travel on a whisper of wind. A mysterious, brief gust of wind or the breath of a breeze accompanies spells with this template.
The air template can be added to any spell with a range other than touch or personal. It doubles the spell's range. Further, if the spell allows a saving throw and has no obvious physical effect (a blast of fire, for example), a target that succeeds at the saving throw must make a Will saving throw against the spell's normal DC to even realize that a spell was cast upon them. For example, if an air mage casts Dominate, the victim makes a Will saving throw as normal. If they succeed, a second Will save is made. If this second save fails they never realize that the caster tried to cast a spell upon them. Spells with this template gain the air descriptor. If the spell already has the air descriptor, the range triples. Cost: material component (15gp worth of incense). Gained: from the elemental mage feat.
Blessed template
As a gift of angelic beings from the higher realms, characters learn to cast benevolent spells on their friends with greater ability. Evil characters cannot use this template.
Characters can add this template to spells that have beneficial effects, such as healing spells, buffs, and so on. A caster who knows the truename of the target can double the range of the spell. Further, the caster can use this template to affect allies (who's truename they know) within 25 feet with touch only spells. Spells with this template gain the positive energy descriptor. If the spell already has the positive energy descriptor, its range triples or it affects allies within 50 feet instead of 25 feet. Cost: Verbal component (specific beautiful and pleasant sounds, which cannot be modified). Gained: from the blessed mage feat.
Corrupted template
Using methods taught by demons, certain evil casters learn how to corrupt any spell with the taint of black magic. Spells of this template are accompanied by wisps of black and red energy and require a verbal component that includes chanting demon names and calling upon infernal powers.
Characters can add this template to any attack spell. If cast upon a living creature, the spell also uses vile energies to corrupt the target - causing them to flirt with insanity. This spell inflicts 1 point of wisdom damage in addition to its normal effects. This spell allows a Will saving throw to negate this damage (if the spell already allows a save, the corrupted spell requires two). The spell takes on the negative energy descriptor. If it already has the negative energy descriptor, it inflicts 2 points of Wisdom damage instead of just 1 point. Cost: verbal component (specific guttural and evil sound, which cannot be modified). Gained: From the corrupt mage feat.
Cold template
Ice wizards cast spells that draw heat and steal life. A cold chill accompanies the casting of a spell with this template. You can see the caster's breath as he speaks the intonations.
Character can add this template to any spell that inflicts damage. The target must make a fortitude save against the spell's original DC or be slowed (as the spell) by the cold for 1 round per 10 points of damage, in addition to the damage. Spells with this template gain the cold descriptor. If the spell already has the cold descriptor, the target is slowed for 1 round per 5 points of damage. Cost: Material component (25gp worth of diamond dust). Gained: from the energy mage feat.
Earth template
Earth Savants cast spells that are strong and resilient. Spells cast with this template release a deep, loamy smell.
Characters can add this template to any spell that conjures or creates a physical object (not an effect - so wall of iron can be effected but not wall of force). The template adds a +4 bonus to the object's hardness and doubles its hit points. Spells with this template gain the earth descriptor. If the spell already has the earth descriptor, the increase to the object's hardness becomes +6 bonus and its hit point's triple. Cost: material component (25gp worth of powdered steel). Gained: From the elemental mage feat.
Electricity template
The lightning mage's interests usually lie more in power than in precision. The caster's eyes and hands flash with bolts of lightning when he casts his spell.
Characters can add this template to any spell that inflicts damage. The target must make fortitude save against the spell's original DC or be stunned for 1 round, in addition to the damage. Spells with this template gain the electricity descriptor. If the spell already has the electricity descriptor, the target is stunned for 2 rounds. Cost: Material component (blue or yellow gem worth at least 30gp). Gained: From the energy mage feat.
Fire template
Fire mages cast spells that are wild and dangerous. The caster's hands flicker with flames, and the spell produces a distinctive smell of sulfur.
Characters can add this template to any spell that inflicts hit point damage. The spell inflicts +1d6 points of fire damage in addition to its normal damage. Spells with this template gain the fire descriptor. You cannot add this template to spells with the water descriptor. If the spell already has the fire descriptor, increase the extra damage by +2d6 points. Cost: Material component (a red gem worth at least 20gp). Gained: from the elemental mage feat or the energy mage feat.
Sonic template
Sound mages often carry tuning fork-like devices or musical instruments. Sonic template spells always have some auditory aspect.
Character can add this template to any spell that inflicts damage. The target must make fortitude save against the spell's original DC or be deafened for one minute per point of damage inflicted, in addition to the damage. Spells with this template have the sonic descriptor and do not work in an area of magical silence. If the spell already has the sonic descriptor, the target becomes deafened for two minutes per point of damage. Cost: Focus component (either a tuning fork-like device or a quality musical instrument; focus must be worth at least 100gp). Gained: from the energy mage feat.
Subdual template
Pacifist casters do not wish to kill with their spells. Many believe that to use magic to slay a living creature is to turn otherwise white magic to black. (This, however, is an extreme viewpoint.) Subdual spells create a momentary warm yellowish glow around both the caster and the targets.
Characters can add this template to any spell that inflicts hit point damage. All such damage becomes subdual damage. Cost: None. Gained: from the peaceful mage feat.
War template
War casters must have the ability to affect multiple targets with their spells. Their spells always make a loud noise when cast (this is a side effect, not a requirement).
Characters can add this template to any spell with a target or targets (as opposed to an area or an effect) the spell affects 1d3+1 times the normal number of targets for the spell. For example, a war charm spell (cast at 3rd level) could affect 1d3+1 humanoids rather than just one. Cost: The spell's level increases by +2. Spells of 8th level become laden 9th level spells, but 9th level spells cannot be affected. Gained: from the battle mage feat.
Water template
Sea caster's usually live near large bodies of water and pass on their secrets only to those whom they trust and who know the way of the sea (or river, or the lake, etc). Water template spells carry with them the smell of sea salt and brine.
If the caster casts a spell on the sea, in a boat (at sea), or even on (or in) any large body of water such as a lake (at least 2,000 feet across), all his spells are treated as Empowered or extended, even though he need not use a higher-level spell slot. Spells with this template gain the water descriptor. You cannot add this template to a spell with the fire descriptor. If a spell already has it, the caster also may double its range. Cost: in addition to the location requirement, the spell requires a material component (a blue or green gem worth at least 100gp). Gained: from the elemental mage feat.
|