INCANTATIONS in theory and practice by Scott Scott Gable Gable & Troy Taylor
W
hat are incantations? They are ritualized formulae that let you bring about about a wide variety of mystical effects. If you know the right words, the right ingredients, the right signs and sy mbols, mbols, the right gestures and movements, then great power can be yours.
Incantations in Theory and Practice
Credits Design Scott Gable, Troy Taylor Editing Troy Taylor, Scott Gable Illustration James Keegan Graphic Design Scott Gable Incantations in Theory and Practice is compliant with the Open Game License (OGL).
Product Identity for this product is identied as artwork, characters, dialogue, locations, plots, proper names (characters, deities, etc.), storylines, tradedress, and trademarks. Open Content for this product is identied as the game mechanics, except for material designated as Product Identity, as dened in the Open Gaming License version 1.0a. No portion of this work other than material designated as Open Game Content may be reproduced in any form without prior written permission. Compatibility with the Pathnder Roleplaying Game requires the Pathnder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathnderRPG for more information on the Pathnder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathnder is a registered trademark of Paizo Publishing, LLC, and the Pathnder Roleplaying Game and the Pathnder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathnder Roleplaying Game Compatibility License. See http://paizo.com/pathnderRPG/compatibility for more information on th e compatibility license.
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Though similar to spells, incantations have some important differences. Foremost, they can be cast by anyone—even by those not considered spellcasters. You don’t use spell slots for incantations or require 8 hours of sleep to prepare them, and there is no limit to the amount you can know or use in a day. There are drawbacks, however. Incantations are time consuming to cast, and there is no guarantee of your success. They may be quite expensive, require stra nge components or additional participants, or even work only during very specic conditions. Most importantly, incantations are not forgiving. They typically demand a high price for success, perhaps requiring riches or blood or promises. More so, failed incantations rarely simply fade away; they often have very serious repercussions, their effects often lashing out at you and others. Incantations allow both spellcasters and nonspellcasters to supplement their abilities with mystical power. To prevent incantations from introducing too much power into a game and disrupting the balance, they tend to be costly, dangerous, and very specic in effect . They allow any type of character a chance to access forbidden and powerful rituals. In some campaigns, they exist alongside spells and other character class abilities, each providing characters with a slightly different experience. In other
campaigns, especially those inspired by horror, they might actually replace spells. Each incantation is often an event in itself, opening new possibilities for further adventure within the campaign world. Perhaps characters need to nd a special location or ingredient, conduct research in distant libraries to nd a complete version of the incantation, or even negotiate with otherworldly entities?
Discovering Incantations Incantations come in many forms: the magical theory contained within an old grimoire, the mystical ramblings of a crazy hermit, the schematics for a wondrous machine, the complex movements taught in a hidden monastery, or the mysterious sheet music tucked away on an abandoned library shelf. These are the instructions—the recipes—for great power. Incantations might be given as treasure, or they might be sought intentionally, perhaps as the object of a quest.
Incantations in Theory and Practice
Performing an Incantation Incantations are ritual. You must have the required components to perform them successfully. Then, you must succeed on a number of skill checks. Though the exact requirements for different incantations can vary greatly, there are some general guidelines: ❖
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Each incantation’s description details how many successful skill checks are required to cast it. Unless otherwise specied, you make a skill check every 10 minutes. If a skill that normally has a parenthetical component is presented w ithout it, such as Perform, any variety of that skill can be used. Unless a sequence is specied, when checks involving more than one skill are required, they may be made in any order. Failing one skill c heck means that 10 minutes elapsed, and the incantation is i n danger of failing. Two consecutive unsuccessful skill checks means the incantation fails. Even if the incantation fails, the performance
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still consumes all material components. Most incantations have a backlash that affects you upon the conclusion of the ritual whether the incantation was successf ul or not (see Backlash, below). Every incantation has consequences associated with failure.
Interrupting Incantations. Incantations take a long time to perform, but t hey aren’t as delicate and exacting as spells. You don’t provoke attacks of opportunity while performing them, and you can even pause the ritual for a short time in order to ght, cast spells, or take other actions. However, for each round the incantation is interrupted, the DC of all subsequent skill checks to complete the performance increases by 1. Time spent during the interruption of an incantation does not count toward it’s casting ti me. Saving Throws. If an incantation allows a save, the formula to calcul ate the save is included in the incantation’s description. Spell Resistance. When making caster level (CL) checks to overcome spell resistance (SR), divide the inca ntation’s skill check DC by 2 to nd its effective CL. (For opposed checks, use the default DC for the incantation’s school modied by any bonuses or penalties listed in the incantation for the opponent’s roll. Divide this value by 2.) Use this value even if you are a spellcaster. The incantation is the power, and you are simply the conduit. Taking 10. As long as you are not threatened or distracted, you may take 10.
However, incantations w ith backlash components or similarly harmful aspects count as threats, preventing you from taking 10. You may never take 20 when attempting to complete an incantation.
Skill Checks Often, an incantation’s required skill checks can be performed in any order. Occasionally, however, a particular sequence is required either in total or in part. In this case, the required skill checks will be labeled with “in order” in the incantation description. Any of the checks listed after this label must be performed in the same sequence listed; any listed before this label may be performed in any order either before or after the entirety of the sequenced checks. For example, in the case of “ Skill Checks Knowledge (arcana) DC 20, 1 success; in order— Sense Motive DC 20, 1 success; Bluff DC 20, 3 successes; Survival DC 20, 3 successes,” you must make 1 Sense Motive check, followed by 3 Bluff checks, and then by 3 Survival checks. However, the lone Knowledge (arcana) check may be performed either before the Sense Motive check or after the last Survival check.
Incantation Components Most incantations require some variety of components, such as focus, material, somatic, and verbal components. In addition, some require secondary performers (abbreviated SP in an incantation’s description). Secondary Performers (or Secondary Casters). Incantations often require multiple participants to successfully complete them. However, only one participant ca n be the primar y performer. Secondary performers can make
Incantations in Theory and Practice skill checks in place of the primary performer. However, performers cannot use the a id another action to assist in required skill checks. Incantations can be performed with more performers than necessary, so if certain participants cannot continue, others can replace them.
Backlash When performing an incantation, you and other performers are often adversely affected, even if not the incantation’s primary targets. This is a backlash and may consist of damage, negative levels, or some other effect. You experience a backlash regardless of the success or failure of the incantation.
Failed Incantations If two consecutive skill checks are unsuccessful— even if made by different performers—the incantation fails. If an effect is listed in an incantation’s description specically for failure, it targets the performer that failed the second check (in addition to a po ssible backlash). There are many possibilities for the consequences of failure. These are just a few. (The incantation’s description provides a ny additional necessary details.) Attack. A summoned creature attacks you— and likely ever yone else nearby. Augment. Instead of destroying the target as it was supposed to, the incantation makes the target more powerful. Betrayal. Though the incantation seems to succeed, the subject of t he incantation—or even you—actually undergoes a dramatic alignment change. For the next 1d6 minutes, the subject’s alignment becomes the extreme opposite of
what it was previously (for instance, lawful good becomes chaotic evil, or chaotic neutral becomes lawful neutral; a neutral subject randomly becomes lawful good, lawf ul evil, chaotic good, or chaotic evil). The subject generally tr ies to keep its new outlook a secret. Damage. You or the target takes damage as the consequence of failure. Death. Someone dies. This is usually you or the target. Some incantations allow a saving throw to avoid this consequence of failure. Delusion. You believe the incantation worked, but actually, it had no effect—or a very different one from that i ntended. Falsehood. The incantation (typically a divination) provides you with false results, but you believe it is true. Hostile Spell. You are targeted by a harmful spell, specied in the incantation’s description. Mirrorcast. The incantation has the opposite effect of what was intended. Reversal. The incantation affects you rather than the intended target.
Creating New Incantations Creating new incantations is a tricky balancing act. Incantations are intentionally constructed to
be much more idiosyncratic than spells are, and because they hinge on skill checks, it’s possible for characters to access powerful magic before they—or the campaign—are ready for it. These guidelines will help you build balanced incantations.
Determine School When creating an incantation, rst decide which school or schools it would t into if it were a spell. Each of the schools has a specic DC associated with it that serves as the base skill check DC. If you’re unsure which school is most appropriate, compare the effects with existing spells. For incantations with multiple schools, choose the most important one to determine the incantation’s base DC. Those additional schools, however, add 1/3 of their DC to the total D C.
Incantations in Theory and Practice Each summary below species the range, target, duration, and other aspects of an incantation associated with a particular school. Abjuration—Skill Check DC 32; Range close; Target one or more creatures, no two of
which can be more than 30 ft. apart; Duration minutes; Saving Throw Will negates; SR yes Conjuration—Skill Check DC 30; Range close; Target one creature; Duration hours (instantaneous for teleportation subschool);
Saving Throw Will negates (harmless); SR yes (harmless) Divination—Skill Check DC 30; Range long; Target personal; Duration minutes; Saving Throw none; SR no Enchantment—Skill Check DC 32; Range close; Target one living creature; Duration minutes; Saving Throw Will negates; SR yes Evocation—Skill Check DC 34; Range medium; Area 5-ft.-wide bolt or 20-ft.-radius burst; Duration instantaneous; Saving Throw Reex half; SR yes Illusion—Skill Check DC 32; Range touch; Target one living creature or 20 c ubic ft. of matter; Duration minutes; Saving Throw Will disbelief; SR no Necromancy—Skill Check DC 34; Range close; Target one or more creatures or corpses; Duration instantaneous; Saving Throw none; SR no Transmutation— Skill Check DC 32; Range medium; Target one creature or 20 cubic ft. of matter; Duration rounds; Saving Throw Fortitude half (or harmless); SR yes
Modify DC For the next step, determine wh at adjustments, if any, are required of the base DC, factoring in the specics of your incantation (see Table 1: Modifying Incantations for a list of how certain factors change the skill check DC). For example, increasing t he incantation’s range would also increase the DC while reducing its duration would reduce the DC. Use this list as a guideline for modications that aren’t listed, such as new backlash effects.
Incantations in Theory and Practice Set Level Finally, set the effective level of the incantation. Incantations are comparable to spells levels 6-9, so set the effective level of the incantation to that of a similar spell. This effective level determines a number of aspects of the incantation, such a s how many total successes are required, save DCs, and sometimes its range and duration. Total Successes. Equal to the incantation’s effective level. Save DC. 10 + incantation’s effective level + your Charisma modier. Duration and Range. These details are often specied in an incantation’s description. If not, assume a CL of tw ice the incantation’s level and use the same formula a similar spell would. For example, an incantation with a duration of “minutes” would last 12 minutes if it’s effectively a 6th-level spell. The same incantation with a range of medium can affect a target up to 220 ft. away.
Lesser Incantations If incantations are comparable to spell levels 6-9, then lesser incantations are comparable to spell levels 1-5. Lesser incantations are built the same way as standard incantations with the exception that, for each level they are less than 6th level, you apply a -2 adjustment to the starting DC. For instance, let’s say you want to make a lesser incantation that mimics summon monster I. Your starting DC would be 30 (for conjuration school). From there, the default values match those of the spell except for duration, and modifying the duration from hours to rounds grants us a -4 adjustment to the DC for a DC 24. Because this would be a 1st-level lesser incantation, we also make a -10 adjustment (-2 adjustment for each of 5 levels) for a DC 14. Now we h ave a lesser
incantation that does the exact same thing as summon monster I, except anyone can perform it, it takes 10 minutes to complete, and it has a chance of failure. There’s probably not many that will get excited over that, but it gives us a baseline. Now, you can go back to increase the duration and provide some sort of cost or backlash (modifying the DC as you go). In a short time, you might have a avorful lesser incantation that su mmons a specic, awakened dog that agrees to track someone for you in return for a favor. While incantations shouldn’t have DCs less than 20, lesser incantations often do. The minimum DC for a lesser incantation is 8 + (2 x level of lesser incantation): that is DC 10 for 1st level, DC 12 for 2nd level, DC 14 for 3rd level, DC 16 for 4th level, and DC 18 for 5th level.
Opposed Checks Some incantations and lesser incantations use opposed ability or skill checks instead of checks with static DCs. Creating these is almost identical to creating those with static DCs. You still choose the school, using t he same default values: however, replace the starting DC in this case with an opposed check, perhaps Bluff vs. Sense Motive. Now, when you modify your incantation or lesser incantation, instead of applying adjustments to a static DC, you apply adjustments to the target’s check result. For example, let’s stick with our Bluff vs. S ense Motive opposed check for an incantation of the enchantment school. If you increase the default duration from minutes to hours, you would then apply a +4 adjustment to the ta rget’s check result: it would be your Bluff result vs. the target’s Sense Motive result +4. If you, instead, reduced t he duration from minutes to rounds, you would apply a -2 adjustment to the target’s Sense Motive check.
In an incantation description, using the current example, an opposed check would be designated “Bluff vs. Sense Motive +4.” The skill or other quantity that you use is the rst listed, or Bluff in this case. The one you’re opposing, whether against a hostile target or a summoned creature, uses the second skill or other quantity listed, in this case Sense Motive. Any modier listed for you or your opponent is applied to the respective checks.
Incantations Here are just a few sa mple incantations.
Corpse Dancer You plunge your hands into the open abdomen o the corpse laid out in font o you. You slowly work the medium—the blood and innards—making sickening squelching noises the entire time. It is only as you finish, when the creature opens its eyes and stares up at you, its master, that the ull reality o what you’ve done becomes apparent. School necromancy; Effective Level 3rd Skill Checks Heal DC 20, 2 successes; Spellcraft DC 20, 1 success Casting Time 30 minutes Components M, S Material Components—corpse of sentient creature, recently deceased (within 2 weeks of death); exotic unguents for preparing corpse (worth at least 500 gp) Range touch Target dead creature touched Duration instantaneous Saving Throw none; SR no DESCRIPTION
You create a homunculus. With a fresh corpse in hand, you begin the work of molding some of its esh and organs into your homunculus. Slowly, the tiny form takes shape, and with luck, it begins to take on a life of its own
Incantations in Theory and Practice as it pulls away from your sticky hands and corpse incubator. The creature is a homunculus (see Pathnder Roleplaying Game Bestiary). You supply the creature’s vitality wit h your own blood (or 1d10 of its total 2d10 hp). You are its creator, possessing the standard bond between homunculus and master. A secondary Craft (sculpture) skill check is required to determine how well crafted the homunculus is. (This check doesn’t affect the actual success or failure of this lesser incantation, simply the quality of the homunculus.) Craft (sculpture) Check 9 or lower
10-19 20 or higher
Result The homunculus is poorly shaped, possessing ugly deformities and no wings (or useless wings). It cannot y. The homunculus is appropriately formed. It can y. The homunculus is exper tly crafted. It appears as a tiny replica of whatever or whomever you wish: perhaps of yourself or another individual.
BACKLASH
Half of the total hp of the homunculus, or 1d10 hp, are permanently drained from you to fuel the tiny, necrotic construct. You cannot heal this damage unless the homunculus is destroyed. FAILURE
If you fail two consecutive skill checks, the homunculus animates as normal, but you are not its master. You still suffer the backlash, fueling the creature, and you still develop a telepathic link with it, but you cannot control it. It makes its own choices. You do not realize the failure until the
homunculus says or does something to clue you in: it may threaten you, attack you, run away, or something else as appropriate. The homunculus resents you for dredging it into existence, and it wants to ruin you for it. It may attempt to do so openly or secretly. It may even play along, feigning that it’s under your control, but you never actually control it.
Emissary of the Old Stone You ramble on with the prescribed litany o courtesies. On and on, you’re not sure i you’ll collapse fom e xhaustion or boredom first. But eventually, the periodic and equally rambling gravelly responses seem satisfied, meaning the emissary has deigned to hear you out. Now, you just have to try to coax the inormation out o it. School conjuration (calling) [earth]; Effectiv e Level 6th Skill Checks Diplomacy vs. Diplomacy -4, 6 successes Casting Time 6 hours Components M, S, V (must speak Terran) Material Components—the name of a designated emissary; precious gems and minerals as gift (worth at least 2,000 gp) Range close (40 ft.) Target one called creature Duration see text Saving Throw none; SR no DESCRIPTION
You call a specic earth elemental from the ancient realms of stone, buried far below t he common lands. With the name of a designated emissary on your lips, you beseech the earth for assistance. However, the slow, deliberate mind of dirt and rock demands delicacy. You must negotiate with the emissary, honoring the rich traditions and following the tedious protocol. Only with
successful negotiations can you hope to appease the stone. You summon a large earth elemental (see Pathnder Roleplaying Game Bestiary) and must negotiate with it. With successfu l negotiations, the emissary will become a willing and considerate guide for you and your part y. While a guide, the emissary wil l travel with you for a designated time (see below). Though it is travelling with you, you must still negotiate for any information or specic action. This is accomplished by making requests using the Diplomacy skill (see Pathnder Roleplaying Game). The emissary will defend itself, but it will not otherwise enter combat without a successful request. The emissary is bound by custom to travel with you and assist in good faith as it can (according to the rules of Diplomacy), but it is not under your control. The values of the initial 6 opposed Diplomacy checks have bearing on the incantation’s effects, so keep track of them. It is the amounts that you won or lost by that are important. If you succeeded in negotiations, determine the greatest value that you won by: that is, subtract your opponent’s result from yours for each success a nd record the highest value. This determines the incantation’s duration. A lternately, if you lost, do the same for each lost check. This determines the extent of failure. Won by… 4 or less
Emissary stays for… 1 hour
5-9
2 hours
10-14
3 hours
15 or higher
4 hours
Lost by… 9 or less
Result Failure
10 or more
Failure, and emissary attacks
Incantations in Theory and Practice BACKLASH
Those of the air realms are offended by your entreaties to the earth. Creatures with the air descriptor are hostile toward you. FAILURE
If you fail two consecutive skill checks, you insult the emissary. If all of your failed checks missed by 9 or less, the emissary departs and you are considered hostile to the lands of stone. Any creature with the earth descriptor that you encounter from now on is hostile toward you. At the GMs discretion, the very land may become hostile toward you, such as by occasionally altering terrain to your detri ment and other similar effects. If any of your failed checks was failed by 10 or more, the emissary also attacks you. You can redeem a previous failure by performing this incantation again, but each performance after a failure doubles the cost and provides an additional +2 to your opponent’s opposed Diplomacy checks.
Reaping th e Whirl wind Te windmill looms behind, its great sails motionless in the still air. In�oking the wind, you be gin to recite the ancient rhyme, stirring the sky. Darker and darker clouds gather abo�e as you find yoursel taking the first slow, tentative dancing steps in sync with the chant. Amid the increasingly violent collisions o hot and cold air abo�e, the charged atmosphere unleashes gusti ng winds and chilled rain. You are turning now, in a circular motion, mimick ing the cyclone. Faster and aster, you can no longer hear yoursel ove r the howling winds. Exhausted fom the fenzy, you are lost in the rapture o the moment. Ten, fom churning sky, the whirlwind descends.
School evocation (air); Effective Level 8th Skill Checks in order—Knowledge (religion) DC 28, 1 success; Perform (act, comedy, oratory, or sing) DC 28, 1 success; Knowledge (nature) DC 28, 4 successes; Perform (act, comedy, or dance) DC 28, 1 success; Fly DC 28, 1 success Components DF, M, S, V Casting Time 80 minutes Range long (800 ft.) Ar ea cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall Duration 8 minutes Saving Throw Reex negates; SR yes DESCRIPTION
You call forth from the heavens a cyclone—or, if at sea, a waterspout—with all t he force and power of a whirlwind spell (see Pathnder Roleplaying Game), although it manifests for longer. The incantation begins by begging the powers of nature for forgiveness—or, if it is your desire, to raise their ire—by your request to evoke a cyclone. This must be done within 400 ft. of a structure that harnesses or otherwise expresses the power and majesty of wind. For example, this structure could be a windmill, a battlement sporting pennants, a tower anchoring a kite, or i f at sea, the unfurled canvas sails of a ship. (In the absence of such a structure, a agpole will sufce that can be constructed at a cost of 500 gp.) The rhythmic chanting (Perform check) must be done adequately to appease—or anger—the divine powers, but you must also have a thorough understanding of the natural lore underlying the words of the ancient rhyme to exploit the magic being released. After the Knowledge (nature) checks, the dark skies deliver a driving cold rain and gusts of wind—a harbinger of the whirlwind to be released. Wind conditions are severe, with wind gusts up to 50 mph: ranged attacks and ying creatures both suffer a -4 penalt y, small creatures are prevented
from moving against the wind (Strength DC 10), and tiny creatures are blown away; spellcasters must make a concentration checks when casting spells (DC = 5 + level of spell). The circular motion of the da ncing (Perform check) must be executed to stir the air in the proper direction: counterclockwise in the northern hemisphere, clockwise in the southern hemisphere. Finally, the Fly check infers knowledge of atmospheric conditions, such as how the collisions of hot and cold air, the heating of a ir in the upper atmosphere, and the convergence of high and low pressure systems all converge in the creation of cyclones. Making this check is crucial to controlling the whirlwind once it spawns. If the incantation is successful, the cyclone appears at a spot of your choosing within 400 ft. Within the range of the cyclone, the localized weather is a tornado with winds up to 300 mph: ranged attacks are impossible, huge creatures must make Strength checks to move forward, large creatures risk b eing knocked prone and rolled, and all ying creatures take a -16 penalty to Fly checks (see wind effects in Pathnder Roleplaying Game). Outside the immediate vicinity of the cyclone and stretching for 5 miles in all directions, weather conditions are as a thunderstorm with accompanying winds up to 74 mph (see Pathnder Roleplaying Game for more details on weather effects). Note, you have the option of approaching the winds with either respect or hostility. This may or may not have ramications for your character and the game world at the GM’s discretion. If you use Perform (comedy) for either of your Perform checks, however, you are automatically choosing an antagonistic or hostile approach. The w inds are not renowned for t heir sense of humor.
Incantations in Theory and Practice SECONDARY PERFORMERS
Though not required, secondary performers traditionally encircle the primar y performer, moving around the ring in rhythm to the chanting in a direct ion opposite of the primary performer. Because this incantation requires checks on ve different skills, it rarely is attempted without secondary performers. BACKLASH
Performing the ritual leaves you and any secondary performers exhausted. FAILURE
The consequences of failure depend on the point during the incantation it occurs. If the failure takes place before the Fly check, then the divine powers unleash their fury on the OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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impudence of the primary performer in the form of a lightning bolt spell that deals 1d6 electricity damage/skill check attempted. If the failure occurs after two unsuccessful Fly checks, then the cyclone is unleashed, but it cannot be controlled. It drops down on top of you, and you are subject to the full effect of the cyclone, as described in the whirlwind spell (see Pathnder Roleplaying Game). In all likelihood, secondary performers in the vicinity will also be swept up by the cyclone. The cyclone moves randomly from that point for the ful l duration of the incantation, unless it exceeds its range, whereupon it dissipates within 1d3 rounds. Regardless, you cannot regain control of the cyclone. Ω
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Incantaons in Theory and Pracce, Copyright 2010, Zombie Sky Press, www.zombiesky.com.