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Financial Wizardry

October 4th, 2012

Joshua Zaback

Obscure Arcana Archive

            Hello everyone, and welcome to another excellent edition of Obscure Arcana, where we unveil a handful of the highest-quality spells each and every week. Its Gold Week here at Necromancers of the Northwest, and as you know, gold has a major role in spellcasting, especially if, like many players, you’re too lazy to go out and purchase whatever the actual costly material component of the spell is, and (after clearing it with your GM) just deduct the gp you need to cast the spell. Well, this week I’ve decided to create a new group of spells that actually use gold coins as their material cost.

 

 

Bribery

Bribery

            Gold vanishes from your pouch without fanfare as the target is overcome by the spell, bowing to your will. With this spell, you can force the target to behave in a fashion you designate. Choose one of the following effects:

            Stand Down: If you issue this command, the target takes no action on its turn, though he is not considered helpless or to have gained the paralyzed condition. If the target is attacked or targeted by a spell not designated as harmless, bribery is immediately dispelled and the target may act normally. If you use this command, the target suffers a -2 penalty to his saving throw.

            Perform Task: You may designate a single task which the target must make its best efforts to perform within the spell’s duration. This task cannot be obviously harmful to the target, and the command cannot be longer than 25 words.

            Guard Duty: You force the target to lay down his life, attacking the opponents you designate and serving as your bodyguard. As a swift action, you may designate a single creature the spell’s target can see, and on his turn he attacks that creature to the best of his ability, using physical attacks or spells at his own discretion. If you use this command, the target of this spell gains a +2 bonus on his saving throw to resist this spell.

 

Extra Space

Extra Space

            Your words hang dead in the air as the coin purse makes contact with the container, and the space magically extends, even as the precious wealth implodes with a pop.

            By means of this spell, you can create additional space in a container equal to one 5-foot cube of space per 2 caster levels. The extra space is extradimensional in nature, and this expansion has no effect on the physical space outside of the spell’s area. No air or other gasses are created in this extradimensional space, though air can flow into the space by natural means. The space created is featureless, though it appears to have borders of the same sort as the affected container. The opening of the container is also magically affected by this spell, allowing you to fit an object of any size that the new space in the container could fit, even if the opening would normally be too small. Living creatures within the container may exit at any time as a free action, so long as they are touching at least one surface of the created space. Objects and creatures within the extra space at the end of the spell’s duration appear adjacent to the container without harm.

 

Fiscal Wrath

Fiscal Wrath

            You extend your hand, and your coins accelerate to near imperceptible speeds to strike their mark. You make a ranged touch attack, which, if successful, inflicts damage based on the amount of gold you expend when casting this spell. The damage dealt by this spell is equal to 1d8 + 1 for every 250 gp expended. You may not spend more than 250 gp per caster level when casting this spell.

 

Molten Beast

Molten Beast

            As you wave your hands over the heap of coins, the gold melts, rolling forth in a seething mass of molten metal before forming a roughly humanoid shape.

            This spell creates a creature made from living gold to serve you. The creature has 1 Hit Dice (d10) for every 100 gp you expend when casting this spell, a base attack bonus equal to its Hit Dice, no good saves, and a natural armor bonus to AC equal to your caster level.  Its ability scores are the same as your own, except that it does not have a Constitution or an Intelligence score. The creature has a slam attack which deals 1d6 points of bludgeoning damage plus 1d6 points of fire damage on a successful hit. The creature serves you willingly and to the best of its ability so long as it lives. It cannot speak, but understands your verbal command. Creatures created from this spell are unable to gain feats or learn skills. At the end of the spell the creature cools and hardens into lead.

 

Winds of Fortune

Winds of Fortune

            You toss the golden coins into the air and watch as they vanish without so much as a sound; a moment later, a powerful wind begins to roar in behind you.

            By means of this spell, you cause a strong wind (25 mph) to blow in the area about you. The wind follows you as move and always blows in the direction you are currently facing. Because the wind is magical, it has no affect on any ranged attack or Fly checks you make. In conditions of wind stronger than 25 mph, this spell increases the wind speed in the spells area by 25 mph possibly raising it to a different wind category if you are facing in the same direction as the wind is currently blowing (or if the wind is blowing all about), or reduces the wind speed by 25 mph if you are facing into the wind.