Skip to main content

Back in the Saddle! Flower of the Heart a Spell for S&W, Next and Pathfinder

Well my wedding/honeymoon/vaction went great. got a tan, learned to surf (kind of) and enjoyed the time with my new wife in a place far enough away from home that the stresses and bothers of home life vanished ... if even for a short time.

now, however, I am back and I have a deadly spell for everyone who wants to inflict some death unto their players!

Swords & Wizardry - Flower of the Heart (NPC only)

Spell Level: Magic-User, 9th Level
Range: 1 mile
Duration: Immediate

The caster speaks a word of power while holding a particle of the target’s blood. If
The target has 100 hit points or fewer, its heart begins to beat extraordinarily fast and the target’s heart explodes with such force that it rips open the chest in such a way as to resemble a budding flower. If it has more than 100 hit points it is not affected by the spell. No saving throw is permitted.

Next - Flower of the Heart (NPC only)
9th-­level Necromancy

CastingTime:
1 round
Range:
1 mile
Duration:
3 Rounds

An intense pain overtakes the target creature's chest and increases in intensity over the next 3 rounds during the caster's turn. Each round starting with the first, the target creature attempts a new saving throw at the start of the caster's turn to resist that round's effect. A successful DC 20 Constitution Save does not end the spell effect, but does prevent that round's effect. On the round that this spell is cast, the target becomes fatigued. On the next round, as the pain begins to become intolerable the target begins to bleed for its ears, nose, and eyes dealing 1d6 points of Constitution damage. On the third and final round, the target's heart begins to beat extraordinarily fast; if the final save was unsuccessful the target’s heart explodes with such force that it rips open the chest in such a way as to resemble a budding flower and dealing 2d6 points of damage per caster level. If the final save was successful the target remains fatigued and loses 4d6 hit points.

Pathfinder - Flower of the Heart (NPC only)

School
necromancy; Level magus 7, sorcerer/wizard 7, witch 7
CASTING
Casting Time
1Full Round Action
Components V, M (a drop of Target’s Blood)
EFFECT
Range
1 mile
Target one living creature
Duration 3 rounds
Saving Throw Fort negates (see text); Spell Resistance yes  

DESCRIPTION
An intense pain overtakes the target creature's chest and increases in intensity over the next 3 rounds during the caster's turn. Each round starting with the first, the target creature attempts a new saving throw at the start of the caster's turn to resist that round's effect. A successful save does not end the spell effect, but does prevent that round's effect. On the round that this spell is cast, the target becomes fatigued. On the next round, as the pain begins to become intolerable the target begins to bleed for its ears, nose, and eyes dealing 1d6 points of Constitution damage. On the third and final round, the target's heart begins to beat extraordinarily fast; if the final save was unsuccessful the target’s heart explodes with such force that it rips open the chest in such a way as to resemble a budding flower and dealing 2d6 points of damage per caster level. If the final save was successful the target remains fatigued and loses 4d6 hit points.

Comments

  1. As it's a 9th level spell, what's the point of making it an NPC only spell?

    ReplyDelete
    Replies
    1. From a roleplaying perspective it is excellent. A stealth mission or tailing a target to get that is excellent. From a play perspective I think the distance and lack of danger on the pc's part make it a bit OP.

      Delete
  2. Still have to obtain the target's blood. ;)

    Maybe not as difficult as a stealth mission, but potentially could be.

    ReplyDelete

Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.