Header

Advertisement

Unicasting

October 26th, 2017

Joshua Zaback

Obscure Arcana Archive

Unicorns are fundamentally magical creatures, the stuff of stories and legends. Symbols of luck, prosperity, and power, they have grace and might and inspire other to greatness. In the game, unicorns have a natural magic all their own, but what few fail to realize is that there is an even greater magic of unicorns which is kept hidden from the common folk. These secrets I shall reveal to you now.

 

ALICORN ARROW
School conjuration (creation); Level druid 3, magus 2, paladin 2, ranger 2
Casting Time 1 standard action
Components V, S, F (a unicorn’s horn)
Range 100 ft.
Target one creature
Duration instantaneous 
Saving Throw none; Spell Resistance no

You conjure a magical unicorn horn that flies at high speed towards the target, erupting in a powerful blast of energy. This magical horn gains speed and power, much like a charging unicorn. The horn requires a ranged touch attack and is treated as a ranged weapon with a range increment of 20 feet. If it hits, the horn deals 2d8 points of piercing damage + 2d8 points of piercing damage for every range increment the horn travels beyond the first.

 

OTHERWORLDY MIST
School conjuration (creation, summoning); Level druid 8
Casting Time 1 standard action
Components V, S, M (eyelashes from a unicorn)
Range long (400 ft. + 40 ft. levels)
Effect cloud spreads in 60-ft. radius, 60 ft. high
Duration concentration 
Saving Throw Will partial; Spell Resistance yes

You create a thin silvery mist, which empowers magical creatures and calls forth creatures to aid you. When you cast this spell, you also summon 2d4 advanced celestial unicorns at any point within the mist. Good-aligned magical beasts gain fast healing equal to your caster level while within the mist. Additionally, such creatures gain a +4 morale bonus to attack and damage while within the mist. Evil-aligned magical beasts, evil dragons, and evil undead within the mist suffer 1 point of damage per caster level each round, and suffer a –2 morale penalty to attack rolls and damage rolls.

 

UNICORN HERD
School conjuration (summoning); Level cleric 6, druid 5, shaman 6, sorcerer/wizard 6, summoner 5
Casting Time 1 standard action
Components V, S, M (a strand of unicorn hair)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more summoned unicorns
Duration 1 minute/level or 1 hour/level, see text 
Saving Throw none; Spell Resistance no

You call forth a herd of unicorns to serve as mounts or soldiers for the pure of heart. When you cast this spell, you can call either guardians or mounts. If you call guardians, 1d6 unicorns are summoned and obey your commands. The summoned unicorns function as though called by summon monster I. If cast by a good character, the unicorns summoned by this spell are celestial, and if your caster level is 15 or higher, the unicorns are advanced. This version of the spell lasts for 1 minute/level.

If you summon mounts, you summon up to 1 unicorn per caster level. These unicorns can serve as mounts, but do not engage in combat unless attacked. These unicorn mounts are supernaturally strong and can run at full speed for the duration of the spell without need to make Constitution checks to continue running. The unicorns only allow non-evil creatures to mount them. This version of the spell lasts for 1 hour per caster level.