Hello everyone, and welcome to another exciting installment of Obscure Arcana, your source for cool new spells each and every week. This is the conclusion of Monster Week here at Necromancers of the Northwest, and I’ve decided to capture the flavor of some of the most iconic monsters of all time in this week’s selection of spells.
When you consume this extract, you become more in tune with the effects of your mutagen, causing you to undergo a more powerful and more dangerously unstable transformation. For the spell’s duration, the alchemical bonuses of your mutagen are doubled and the penalties to your mental ability score are negated. However, the extract does have a negative impact on your impulse control, and every minute you are under the extract’s effect, you have a 25% chance of losing control and becoming confused for 1 minute. If at the end of the extract’s duration your mutagen would still be affecting you, it has its normal effects.
Call From the Pit
When you cast this spell, you call the spirits of one or more demons, whose total CR cannot exceed your caster level, into a number of lifeless corpses within the spell’s area (the number of demons called must be equal to or less than the number of corpses within the spell’s area). The effect is similar to that of magic jar, using the statistics that the corpses had when they were alive, except that, as the corpses are lifeless, there is no need for the “jar” in question; additionally, the demons called in this way cannot return to their bodies until the spell’s duration is complete, nor may they possess another body, though the demons do not die at the end of the spell’s duration or if the body they are possessing is destroyed, even though the demons’ own bodies are on another plane. You may attempt to force the demons to do your bidding while possessing these corpses, but doing so requires you succeed on an opposed Charisma check. Success indicates that the demons obey the letter of your commands to the best of their ability for the duration of the spell, while failure indicates that they may do as they please until the spell’s duration ends. Even demons bound to your will may attempt to thwart you or otherwise do you harm if you do not take strict caution in your commands.
When you cast this spell, your voice becomes enchanting, causing any creature who hears you speak to be drawn towards you. Any creature who hears your voice must succeed on a Will saving throw or spend one round doing nothing other than moving towards you. Affected creatures move in a straight path directly towards you without stopping, regardless of the danger. This doesn’t cause affected creatures to do things which will not help them reach you, such as falling off of a cliff in the way, but would force them to attempt to cross the chasm as quickly as possible, or may cause them to swim through shark-infested waters or wade through a pit of acid. A creature that ceases to hear your voice is no longer affected by the spell, and may do as he pleases. Affected creatures adjacent to you do nothing but prepare actions to move towards you if you move.
By consuming the heart of a fallen foe, your eidolon can absorb its power, healing a number of hit points equal to that creature’s Hit Dice. Additionally, if the creature possessed any special attacks or special qualities that the eidolon could gain by spending evolution points, the eidolon gains those attacks or qualities for the duration of this spell. This spell has no effect on the maximum number of attacks an eidolon can make in round. Consuming a creature’s heart in this way is a standard action, and the creature in question must not have been dead for more than one minute.
When you cast this spell, you cause the target to undergo a monstrous transformation, becoming half-man, half-beast. Unless the target succeeds on a Fortitude save, his form becomes twisted and vile, as hair covers his skin and his hands grow wicked claws. This grants the target a +2 bonus to his natural armor as well as the use of two claw attacks, which each deal 1d6 points of damage (for a Medium creature) and overcome damage resistance as though they were magic and silver weapons. The claws are large and bulky, preventing the use of manufactured weapons, and preventing the affected creature from using his hands for fine manipulation. Additionally, the target becomes incapable of human speech, and instead everything he says comes out as wild howling and bellowing growls.
Unless the target succeeds on a secondary Will saving throw, the spell damages his mind as well, turning him into a violent killer compelled to attempt to murder the nearest living creature, until he collapses from exhaustion. A remove curse spell is sufficient to remove the physical transformation, but has no effect on the mental transformation. On the other hand, a break enchantment spell removes the metal transformation but has no effect on the physical change. If the target is dealt at least 1 point of damage from a silver weapon, he is immediately freed from the spell.