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Marauding Cipher

Marauding Cipher

School conjuration [force, ink]; Level sorcerer/wizard 3

CASTING

Casting Time 1 standard action
Components S, M; see text

EFFECT

Range long (400 ft. + 40 ft./level)
Effect one 5-ft.-by-5-ft. glyph
Duration 10 min./level
Saving Throw none; Spell Resistance yes; see text

DESCRIPTION

This spell functions as harrying cipher, but with the following statistics:

Marauding Cipher N Small construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +3 DEFENSE AC 17 (+4 Dex, +2 natural,+1 size), touch 15, flat-footed 13 hp 3d10 + 1 hp per caster level Fort +1, Ref +5, Will +1 Defensive Abilities camouflage; Immune construct traits OFFENSE Speed 40 ft., climb 20 ft.

Melee jolt +6 (2d4+3 force damage) Space 5 ft.; Reach 5 ft.

Special Attacks jolt, trip STATISTICS Str 16, Dex 18, Con 0, Int 2, Wis 12, Cha 1 Base Atk +2; CMB +4 (+6 to trip); CMD 16 (18 vs trip) Feats Alertness, Improved Trip Skills Perception +3, Stealth +18, Survival +4; Racial Modifiers +8 Stealth

A marauding cipher attacks by delivering a jolt of force energy in melee combat. A marauding cipher may also blend in with its surroundings and camouflage itself by remaining motionless against a surface for 1 round without moving, after which it gains a +10 circumstance bonus to its Stealth check. This bonus is lost if the cipher moves onto different looking terrain, requiring another full round to camouflage itself upon the new terrain. A marauding cipher can follow up to three simple commands at once and can report all that it has seen and heard to the caster (using rudimentary words and phrases).

Casting summon monster in conjunction with a marauding cipher produces a construct that resembles and acts in all ways as the summoned creature, gaining the ink subtype (see the inkblot spell).

Combining this cipher with illusory script makes a marauding cipher construct invisible.

This spell requires material components that consist of ink mixed with your own fresh blood, which you must obtain by dealing 6 hp damage to yourself. This damage cannot be healed as long as the cipher exists.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.