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Lost Magic: Desiccating Breath

Lost Magic LogoThis simple spell entry from the Lost Magic contest might fill a flavorful niche in your Pathfinder game. Take a look at Mark Martin’s desiccating breath spell.

Desiccating Breath

School necromancy; Level cleric 4, sorcerer/wizard 5, witch 4
Casting Time 1 standard action
Components V, S, M (bone dust)
Range 25 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw no; Spell Resistance yes

You exhale a breath of the driest air, instantly drawing water from flesh and bone. Each target in the burst takes 1d4 Strength damage as muscle, flesh, and bone become dry and brittle. This spell targets living creatures only.

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Lost Magic: Thicken Time

Lost Magic LogoOne of the crafters of magic who entered our Lost Magic contest provided us with a time-oriented spell that you might find interesting. Take a peek at Michael McCarthy’s thicken time spell.

Thicken Time

School transmutation; Level sorcerer/wizard 4
Casting Time
 1 standard action
Components V, S, M (a pinch of cornstarch)
Area 30-ft. radius sphere centered on a point in space
1 round/level
Saving Throw
Fortitude partial (harmless); Spell Resistance yes

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Lost Magic: Healer’s Sacrifice

La Miseria by Cristóbal Rojas One of the entries in our Lost Magic contest provides you with an interesting way to heal others. Just be mindful: Casters of this spell need to be very careful about their own health when they do this or suffer a dire fate.

Healer’s Sacrifice

School necromancy; Level cleric/oracle 3, druid 3, witch 3

Casting Time 1 full-round action

Components V, S

Range touch

Target other creature touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

By ritually tracing the wounds on your target’s body and your own, you accept upon yourself a portion of her injuries and afflictions. Her wounds begin to close and fade, while matching ones erupt on your own body. She is healed of half her current hit point damage and half the damage to each of her ability scores. Additionally, half her temporary negative levels are dispelled. You suffer the damage and negative levels that you removed from her. Reduce hit point damage you suffer this way by your caster level. Reduce the number of negative levels and each kind of ability damage you suffer this way by 1 for every five caster levels you have (to a maximum reduction of 3).

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Spell Workshop: Iceburst

William Turner - SnowstormSpell designer Robert H. Nichols provided us with this chilly spell for your next game session. If you want your spellcaster to give your foes a frigid reception, this might just be the magic you need. Even better: If you have suggestions for tweaking the spell, please do provide suggestions in the comments below. We can all learn something from each other!


School evocation [Cold]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (drop of mercury)
Range 10 ft.
Effect burst of cold extending 10 ft. from you
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

With a grand circular gesture, you fill the air around you with ice and cold. An instant later, the cold explodes outward, engulfing everything close to you.

Iceburst causes a powerful explosion of cold to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your 5-ft. square, take 1d8 cold damage per caster level (maximum 5d8).

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Blood of the Gods Groups

Circe Invidiosa by John William WaterhouseUntil Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look…

The Divine Right

In society, it is often the case that there is a ruling class, a normal class, and… well, a low class. Some individuals out there believe that they have a higher purpose in the world. Literally descended from the gods of the world (which faction depends on the setting of the campaign and their place in it), the Divine Right seek to supplant secular rule with religious. In the case of the gods of good being the focus, this is the creation of a church-run state with the godlings at the helm. If it’s a group of evil deities instead, well, it’s pretty much the same thing, but with more blood sacrifices and religious overtones to the evil state. Neutral godlings mostly avoid this sort of thing because they’re more likely to seek harmony and cooperation than outright conquest and rule, but it does happen from time to time, particularly if they feel they have no other options.

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