biscuit_powered: (Asmodia | smile | wicked laughter)
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What you need to know if Asmodia is casting a spell or hexing your character:
Most of the spells and hexes listed below can be negated or reduced through a combination of ability and luck. In tabletop roleplaying this is accomplished through a saving throw (adding a dice roll to an ability modifier); to keep it simple I've listed the type of saving throw that would be needed and players may decide how well they think their characters would do on each type (it's possible for any creature to critically fail or critically succeed on a save, so it's fine to have someone powerful succumb to a spell, or someone relatively weak escape its effects). The higher the spell's level, the harder it should be to resist its effects. A hex has a save similar to a mid-level spell.

Types of saves
  • Fortitude save: A fortitude save is based on a creature's Constitution score, defined as "your character's health and stamina."
  • Reflex save: A reflex save is based on a creature's Dexterity score, defined as "agility, reflexes, and balance."
  • Will save: A will save is based on a creature's Wisdom score, defined as "a character's willpower, common sense, awareness, and intuition."

TL;DR:

The type of save listed for each spell or hex tells you what your character needs to be good at (health, agility, or wisdom) in order to have a better than average chance to resist its effects, but all characters are capable of succeeding or failing to resist her magic if they get lucky/unlucky.


Understanding spell descriptions:
Each of the spell summaries below includes a link to its full description according to the official Pathfinder rules. Even though we're not playing crunchy rule-based RP here, it may be helpful to consult the descriptions to understand each spell's effects and limitations. Here are the definitions of some common terms.
  • Standard Action / Full Round Action
    • Combat in Pathfinder is played in rounds, each of which takes place over the course of 6 seconds from the characters' perspectives. A character is normally capable of taking a single standard action and one move action (running, standing up from having fallen down, digging something out of their backpack, etc) per round, OR a single full round action.
    • Therefore, a spell with a casting time of a standard action can be cast in six seconds while Asmodia is also running around like an idiot. Also, any spell or hex with a duration of one round lasts for six seconds, two rounds for twelve seconds, etc.
  • Level
    • If the range or duration of the spell depends on the caster's level, Asmodia's level should be assumed to be 14. Therefore, she can cast Ventriloquism at a distance of 60 feet (25 ft. + 5 ft. per 2 levels) and it will have a duration of 14 minutes (1 min. per level).
  • Components
    • Most spells require specific types of materials or actions in order to be successfully cast. The needed components for each are listed in the spell description; if Asmodia is unable to provide the listed components she will not be able to cast the spell.
    • V: Verbal - Asmodia must be able to speak in a clear, strong voice in order to cast the spell.
    • S: Somatic - Asmodia must have at least one hand free in order to gesture.
    • M: Material - One or more physical items that will be annihilated in the course of casting the spell. Asmodia carries a small bag full of common components of little monetary value.
    • F: Focus - A material object that is not consumed in the course of casting the spell.
  • Saving Throw
    • See the first section of this post.
  • Spell Resistance
    • A creature with spell resistance is harder to affect with certain spells whether or not that creature is actively resisting (or even aware of) the spell. If "Spell Resistance" is followed by "no" in the spell description, this ability does not do the spell's target any good.
    • Normal human beings are unlikely to have spell resistance. If your character is a powerful/magical being we can talk about whether Asmodia would have a hard time casting against them.
    • Aside from spell resistance, some creatures are simply immune to one or more types of magic. This would be listed in the information for those creatures rather than in the spell description, though, so that's another thing we'll simply talk about if it seems like it should come up.

Seriously, TL;DR!

Anything listed as lasting for a standard or full-round action should be assumed to take place in 6 seconds, Asmodia is a level 14 witch for purposes of calculating effects and distances, and she can only cast a spell if she has the components listed in its description. Spell Resistance isn't relevant if you're playing a normal, mortal person, and we can talk it out if you believe your character should be resistant or immune to magic.

But what are the underlying rules for how this works?
Asmodia gained her magical abilities by channeling power from an unidentified otherworldly being through her familiar, Biscuit. Biscuit is a living spellbook and Asmodia must meditate with him for an hour each morning in order to prepare a set number of spells she will be able to cast that day. Normally she would have a number of "spell slots" for each level of spells on the list below and that would be how many spells of that level she could prepare in a day, but....

Reductions to Asmodia's spellcasting abilities
The Rift giveth and the Rift taketh away, and in Asmodia's case it's pretty much all the latter. On arriving in Manhattan she and Biscuit lost contact with the Patron of Deception; she's still able to pull from the ambient arcane magic of the world to use her powers, but Biscuit is unable to help Asmodia prepare any spells other than a handful of very basic spells and the core spells specially granted to her by said patron, and even those can each be prepared and cast only once per day.

TL;DR:
Asmodia can only cast each of the spells listed below once per day, and that's only if she has spent an hour meditating with Biscuit. This is a big reduction in firepower for her.


Spell List

  • Darkness
    • Causes a touched object to radiate darkness out to 20 feet for 14 minutes, reducing bright light to normal light, normal light to dim light, or dim light to darkness. Nonmagical light sources do not brighten this darkness, but if the object is placed in a lightproof covering its effects are blocked. No save.
  • Light
    • Causes a touched object to glow like a torch, raditating light out to 20 feet for 140 minutes and increasing darkness to dim light, dim light to normal light, or normal light to bright light. No save.
  • Detect Magic
    • For as long as Asmodia concentrates (up to 14 minutes), she can sense magical auras within 60 feet of herself in the direction in which she is facing. If she continues to concentrate she can discern more information about said magical auras. This sense can be blocked by physical barriers. No save. Relevant to Big Applesauce: extraplanar (read: celestial) beings do not automatically give off auras that can be sensed by this spell (we can talk about whether it would sense miracles, because I don't know).
  • Mending
    • Enacts minor repairs on a damaged object that weighs 14 lbs or less and is within 10 ft. of Asmodia. Does not work on living things or on constructs (e.g. golems).
  • Message
    • Allows Asmodia to send and receive whispered messages with someone up to 240 ft. away for up to 140 minutes. Physical barriers can block this spell and she has to know where the person is and point at them, but the message does not have to travel in a straight line. People listening very closely nearby can overhear the messages.
  • Ventriloquism
    • Allows Asmodia to make her voice seem to emanate from any spot within 60 ft. for up to 14 minutes (she can also cast it on Biscuit, but that would just be silly). Will save to recognize it as an illusion, though one will still hear it even so.
  • Invisibility
    • Causes Asmodia or another creature or object weighing up to 1400 lbs to become invisible for 14 minutes. All of the creature's gear also becomes invisible; see the official description for full rules regarding carrying, dropping, and picking up objects. Attacking any creature directly causes the invisible creature to become visible. Will save negates an attempt to turn someone invisible against their will.
  • Blink
    • Causes Asmodia (or Biscuit if she casts it on him instead) to blink back and forth between the Material Plane and the Ethereal Plane, meaning she will appear to rapidly wink in and out of existence. While she is in this state, there is a 50% chance anyone trying to hit her will miss (20% if they're able to see ethereal creatures), but it also increases the chance that any spell she attempts to cast will misfire. She also has the ability to walk through solid objects in this state, though for every 5 ft of material she walks through there's a 50% chance she'll become material at the wrong time and be injured and shunted into the nearest open space.
  • Confusion
    • Causes all creatures within a 15 ft. radius burst (one edge of which must be within 240 ft. of Asmodia) to become confused for 84 seconds. While confused, a creature has an equal chance of acting normally, babbling incoherently, hitting itself, or hitting the nearest creature. Will save negates.
  • Passwall
    • Asmodia creates a passage through a wooden, plaster, or stone wall she touches (this does not work on metal or similarly dense materials). The passage is a 5 ft. by 8 ft. opening up to 15 ft. deep; if the material she is trying to pass through is thicker than 15 ft. she merely creates a dead-end tunnel of that length. The passage lasts up to 14 hours or until she dismisses it; if anyone is inside when the spell ends they are ejected out the far end (or the sole exit, if it's a dead end) without being hurt. No save.
  • Programmed Image
    • Creates an illusion up to 160 cubic ft. in size to be activated when a specific condition occurs. Asmodia sets the triggering condition when she casts the spell, and the spell is permanent and dormant until the condition is fulfilled and the illusion manifests. The illusion lasts for 84 seconds and can include elements for all the senses. Casting this spell requires the expenditure of an amount of jade dust worth a significant sum of money. Will save to recognize the illusion as an illusion upon interacting with it.
  • Invisibility, Mass
    • Same as Invisibility, except it affects any number of people within 30 ft. of each other (and within 960 ft. of Asmodia). They all remain invisible for 14 minutes or until they attack someone directly or move more than 180 ft. from the nearest member of the group. Will save negates an attempt to turn someone invisible against their will.

Hexes:

Back home, Asmodia would be able to use each of her hexes as many times per day as she wanted, though some could not affect the same creature more than once in twenty-four hours. While some of her hexes may still be used more than once each day, others have been reduced to a single use per day like her remaining spells; see each hex's description for clarification.The full descriptions of these hexes can be found on this page; my descriptions have the math already done re: length of effect, etc.
 
  • Healing
    • Heals minor wounds via touch. This hex can be used multiple times per day, but each creature may only benefit from it once per day. Will save halves the effect if you're a masochist and don't want to be healed.
  • Misfortune
    • Causes a creature within 30 feet to suffer grave misfortune for the next 6 seconds. Anything the creature does in those six seconds has double the normal opportunity for failure. This hex can be used multiple times per day, but each creature may only be affected by it once per day.  Will save negates.
  • Cackle
    • By cackling so hard she literally cannot walk at the same time, Asmodia causes any creature within 30 feet that is already  under the effects of a Misfortune hex to remain under the hex for an additional 6 seconds. This hex can be used multiple times per day, but she'll run out of breath if she tries to do it more than twice in a row. No save.
  • Retribution
    • Causes a creature within 60 feet to experience terrible wounds opening across its flesh whenever it injures another creature in melee combat. The creature takes half as much damage as it just dealt, immediately after dealing it. This effect lasts for 30 seconds, and this hex may only be used once per day. Will save negates.
  • Agony
    • A quick incantation causes a creature within 60 feet to suffer pain intense enough to prevent it from attacking, casting a spell, or basically doing anything that requires any level of concentration/attention (it can, however, still move). The effect lasts for 84 seconds and may only be used once per day. Fortitude save negates.
  • Weather Control
    • Asmodia can spend an hour chanting and dancing with Biscuit to generate the weather pattern of her choice in a 2-mile radius centered on herself. She can only generate weather appropriate to the climate and season, and controls only its general tendencies (no telling the lightning where to strike). Works like the spell Control Weather apart from taking longer to cast; once she has generated the weather it lasts between 4 and 48 hours and she is able to change it as often as she likes during that time (though it takes 10 minutes for her commands to have an effect). This hex may only be used once per day.

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Asmodia Antarion

April 2015

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