1st level magic user. Plenty of fun as is, however, I've been thinking about a way to let starting wizards make temporary magic items. How's this...
1. cast a Nystul's magic aura on an object, lasts 1 day/level
2. cast a Find Familiar (doesn't count against the 'once a year' stipulation). Casting time is 1-24 hours. The familiar is bound to the object with the aura on it.
3. cast whatever spell you want the object to store or use after that.
It will have as many charges as the caster's intelligence-level (diminishing returns)
kinda cute.
Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts
Wednesday, June 9, 2010
Wednesday, July 29, 2009
Dark Static Demon
Dark Static Demon
MV 9" AC 4 HD 3 Attack 1(1d8+special)
SA metal armor provides no protection, on hit save vs Hold Person(d4 rounds)
From a far removed plane (4 planes removed, for those who desire Contact), a place of high energies, strange states of matter, and esoteric sentiences, comes the Dark Static Demon - among the easier of its denizens to summon. Though called a 'demon', they are not thought to be evil. They appear as a 4' tall cloud-like mass of writhing strands or cords - one of these cords can strike out swiftly to attack, and this attack ignores the presence of metal armors. The summoner will have effortless mental contact with the demon up to 100' away, and it will obey commands with intelligence, but will never itself communicate. Illusion and invisibility are meaningless to these creatures, and they are unaffected by mind-influence spells. Dark Static Demons cannot be maintained away from their home plane for longer than d6x10 minutes.
MV 9" AC 4 HD 3 Attack 1(1d8+special)
SA metal armor provides no protection, on hit save vs Hold Person(d4 rounds)
From a far removed plane (4 planes removed, for those who desire Contact), a place of high energies, strange states of matter, and esoteric sentiences, comes the Dark Static Demon - among the easier of its denizens to summon. Though called a 'demon', they are not thought to be evil. They appear as a 4' tall cloud-like mass of writhing strands or cords - one of these cords can strike out swiftly to attack, and this attack ignores the presence of metal armors. The summoner will have effortless mental contact with the demon up to 100' away, and it will obey commands with intelligence, but will never itself communicate. Illusion and invisibility are meaningless to these creatures, and they are unaffected by mind-influence spells. Dark Static Demons cannot be maintained away from their home plane for longer than d6x10 minutes.
Monday, July 6, 2009
Crude PDFS
I posted a link to some small PDF files that I've made and thought I should offer an explanation.
They're beside the top post of this page.
First off, a set of tables for hex-occupant generation. I went through Holmes D&D and extracted those creatures listed with treasure types, put in a dash of personal bias, and made tables for lair generation. Each table is rolled with 2 20-siders. There's two tables, the first contains races, the second, monsters.
The second is a list of the spells I've recently been posting here. Yay! More spells!
Anyway - coming to understand how easy PDFs are - albeit, crude ones.
They're beside the top post of this page.
First off, a set of tables for hex-occupant generation. I went through Holmes D&D and extracted those creatures listed with treasure types, put in a dash of personal bias, and made tables for lair generation. Each table is rolled with 2 20-siders. There's two tables, the first contains races, the second, monsters.
The second is a list of the spells I've recently been posting here. Yay! More spells!
Anyway - coming to understand how easy PDFs are - albeit, crude ones.
Labels:
Dungeons and Dragons,
Holmes,
PDF,
spells
Saturday, July 4, 2009
Further researches of Ghanto Manuscript...
Curse of Cowardice
Casting Time 1 minute
Duration 1 day/level
Target gets initial saving throw. If failed, target must save vs spells to enter melee, or to undertake other actions that call for an excessive bravery.
Curse of Hiltbite
Casting Time 1 minute
Duration 1 day/level
Target gets initial saving throw. If failed, target takes 1 damage each round for each hand holding a weapon.
Enduring Symbol
Casting Time 1 hour
After casting this spell, caster places gold ingots or bars on the symbol, of a worth no less than 14,000 coins, which suffuses into the pre-existing symbol and vanishes. The symbol from then on must be dispelled twice in one hour to be removed.
Liquefy Metal
Casting Time 1 minute
Duration 10 seconds/level
Range 5'/level
The caster can effect one non-magical object composed of metal (1 pound/level). If the item is heavier than the caster can effect, the spell fails. If the metal object is held or worn, a save vs spells is allowed. Otherwise, the metal becomes a liquid without changing temperature. If not contained it will spill to the floor. At the end of the spell's duration, the metal returns to its natural hardness.
(*should probably allow normal metal things a save too...)
Casting Time 1 minute
Duration 1 day/level
Target gets initial saving throw. If failed, target must save vs spells to enter melee, or to undertake other actions that call for an excessive bravery.
Curse of Hiltbite
Casting Time 1 minute
Duration 1 day/level
Target gets initial saving throw. If failed, target takes 1 damage each round for each hand holding a weapon.
Enduring Symbol
Casting Time 1 hour
After casting this spell, caster places gold ingots or bars on the symbol, of a worth no less than 14,000 coins, which suffuses into the pre-existing symbol and vanishes. The symbol from then on must be dispelled twice in one hour to be removed.
Liquefy Metal
Casting Time 1 minute
Duration 10 seconds/level
Range 5'/level
The caster can effect one non-magical object composed of metal (1 pound/level). If the item is heavier than the caster can effect, the spell fails. If the metal object is held or worn, a save vs spells is allowed. Otherwise, the metal becomes a liquid without changing temperature. If not contained it will spill to the floor. At the end of the spell's duration, the metal returns to its natural hardness.
(*should probably allow normal metal things a save too...)
Labels:
Dungeons and Dragons,
spells
Tuesday, June 30, 2009
& more trickeries
Aery Vantage
Casting Time 1 minute
Duration 1 minute/level
Caster must close eyes and stand still for duration of spell or it is broken. Caster's vision is centered at a point up to 100'/level directly above his position. The view can rotate in all directions, and be repositioned on the vertical axis at will.
Feral Spell
Casting Time 10 seconds
Range 10'/level
Duration 1 minute/level
Target domesticated animal must save or revert to a wild or non-domesticated state. The animal's rider or handler may make this saving roll if present and of higher level. Some particularly well-trained animals may gain a bonus to the saving roll. The animal returns to its normal condition when the spell ends. This spell has no effect on creatures of greater than animal intelligence.
Ferrous Charm
Casting Time 1 minute
Duration 10 minutes/level
Cast on an iron object, the object then protects the holder/wielder/wearer, granting a +1 to saving throws/3 levels of caster.
Namelessness
Casting Time 10 seconds
Range 10'
Duration 10 minutes/level
Target saves or cannot remember own name. Nothing else about target's memory is altered.
Riddle
Casting Time 30 seconds
Duration Varies
With this spell, the caster presents a riddle to 1 target/3 levels within hearing range. The caster must use a language the targets understand – but the spell has the peculiar quality of transmitting the voice through ambient noise of volumes that would normally impair the communication. Targets are allowed a saving roll. Those that fail suffer a -1 to all rolls for a number of rounds equal to their intelligence score divided by 2.
Symbol/Ward of Passivity
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level
All who enter the AOE (except caster) must save or suffer a reduction of 1 on to hit rolls, damage and armor class while in AOE.
Symbol/Ward of Weaponlessness
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level
Any who enter the AOE must save vs spells or immediately sheathe, sling, or stow any weapons in hand. All within area of effect must save vs spells to draw a weapon. These effects do not apply to the caster of the Symbol or Ward
Casting Time 1 minute
Duration 1 minute/level
Caster must close eyes and stand still for duration of spell or it is broken. Caster's vision is centered at a point up to 100'/level directly above his position. The view can rotate in all directions, and be repositioned on the vertical axis at will.
Feral Spell
Casting Time 10 seconds
Range 10'/level
Duration 1 minute/level
Target domesticated animal must save or revert to a wild or non-domesticated state. The animal's rider or handler may make this saving roll if present and of higher level. Some particularly well-trained animals may gain a bonus to the saving roll. The animal returns to its normal condition when the spell ends. This spell has no effect on creatures of greater than animal intelligence.
Ferrous Charm
Casting Time 1 minute
Duration 10 minutes/level
Cast on an iron object, the object then protects the holder/wielder/wearer, granting a +1 to saving throws/3 levels of caster.
Namelessness
Casting Time 10 seconds
Range 10'
Duration 10 minutes/level
Target saves or cannot remember own name. Nothing else about target's memory is altered.
Riddle
Casting Time 30 seconds
Duration Varies
With this spell, the caster presents a riddle to 1 target/3 levels within hearing range. The caster must use a language the targets understand – but the spell has the peculiar quality of transmitting the voice through ambient noise of volumes that would normally impair the communication. Targets are allowed a saving roll. Those that fail suffer a -1 to all rolls for a number of rounds equal to their intelligence score divided by 2.
Symbol/Ward of Passivity
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level
All who enter the AOE (except caster) must save or suffer a reduction of 1 on to hit rolls, damage and armor class while in AOE.
Symbol/Ward of Weaponlessness
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level
Any who enter the AOE must save vs spells or immediately sheathe, sling, or stow any weapons in hand. All within area of effect must save vs spells to draw a weapon. These effects do not apply to the caster of the Symbol or Ward
Labels:
Dungeons and Dragons,
spells
Monday, June 29, 2009
Antimagics & other trickeries
Ethereal Room
Casting Time 1 second
Duration 1 hour/level
Transports caster to an extra-dimensional space. Caster may touch others to bring 1 target/3 levels – magic resistant targets may resist. Every hour that the Ethereal Room is occupied by a sentient being, there is a 1% chance that an Ethereal encounter will occur. The spell leaves a magical anchor point where the spell was cast, and this point is where the caster will be returned at the end of the spell. Casting an Ethereal Room spell while in an Ethereal Room serves to add an hour to its duration. Note that duration applies to the amount of time the Ethereal Room can be inhabited – the room itself is persistent and unique to each caster. The room is a cube, 10' a side/caster level. The caster (and any other targets of caster's choosing) may leave the room before the duration expires.
Hidden Mind
Casting Time 1 minute
Duration 1 hour/level
Caster does not register as sentient, intelligent, conscious, or possessing an identity for purposes of senses and detections that discriminate such points of perception. Empathy, ESP, and mind-affecting spells/abilities cannot target the caster of Hidden Mind.
Hindrance, Countercast, Foilspell
Casting Time 1 second
Range 20' + 10'/level
Duration 1 round/3 levels
Target saves or is at -1 to hit & damage, armor class is worsened one step, and attempts to cast spells fail.
Pact
Casting Time 1 minute
Duration 1 week/level
This spell targets at least two individuals – the caster may include an additional target for each level above the second. The caster need not necessarily be one of the targets. Unwilling targets may save to not be bound by the pact. It enforces an agreement between the targets. Either party that breaks the terms of the agreement suffers a negative modifier all rolls made for a full month after the pact is broken. This modifier is -1/3 levels the caster has attained.
Suppress Magic
Casting Time 1 minute
Range 10'/level
Duration 1 min/level
Target spell or magical effect must resist or be suppressed and inactive for duration of this spell. Resistance is based on caster level and the target's level. The spell has a 50% base chance of success, modified by +5% per level if the caster's level is higher than the target's, and -5% per level if the opposite is true.
Symbol/Ward of Exclusion (Minor)
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level
All magic items brought into AOE by anyone other than caster must resist or have their powers suppressed while in the AOE. All spells cast by anyone other than the caster of the Symbol or Ward (in AOE) must save vs. spells or the spell fails and is wasted.
Casting Time 1 second
Duration 1 hour/level
Transports caster to an extra-dimensional space. Caster may touch others to bring 1 target/3 levels – magic resistant targets may resist. Every hour that the Ethereal Room is occupied by a sentient being, there is a 1% chance that an Ethereal encounter will occur. The spell leaves a magical anchor point where the spell was cast, and this point is where the caster will be returned at the end of the spell. Casting an Ethereal Room spell while in an Ethereal Room serves to add an hour to its duration. Note that duration applies to the amount of time the Ethereal Room can be inhabited – the room itself is persistent and unique to each caster. The room is a cube, 10' a side/caster level. The caster (and any other targets of caster's choosing) may leave the room before the duration expires.
Hidden Mind
Casting Time 1 minute
Duration 1 hour/level
Caster does not register as sentient, intelligent, conscious, or possessing an identity for purposes of senses and detections that discriminate such points of perception. Empathy, ESP, and mind-affecting spells/abilities cannot target the caster of Hidden Mind.
Hindrance, Countercast, Foilspell
Casting Time 1 second
Range 20' + 10'/level
Duration 1 round/3 levels
Target saves or is at -1 to hit & damage, armor class is worsened one step, and attempts to cast spells fail.
Pact
Casting Time 1 minute
Duration 1 week/level
This spell targets at least two individuals – the caster may include an additional target for each level above the second. The caster need not necessarily be one of the targets. Unwilling targets may save to not be bound by the pact. It enforces an agreement between the targets. Either party that breaks the terms of the agreement suffers a negative modifier all rolls made for a full month after the pact is broken. This modifier is -1/3 levels the caster has attained.
Suppress Magic
Casting Time 1 minute
Range 10'/level
Duration 1 min/level
Target spell or magical effect must resist or be suppressed and inactive for duration of this spell. Resistance is based on caster level and the target's level. The spell has a 50% base chance of success, modified by +5% per level if the caster's level is higher than the target's, and -5% per level if the opposite is true.
Symbol/Ward of Exclusion (Minor)
Casting Time S: 1 hr/lvl, W: 1 min/lvl
AOE S: 30'R/level, W: 10'R/level
Duration S: Permanent, W: 1 hour/level
All magic items brought into AOE by anyone other than caster must resist or have their powers suppressed while in the AOE. All spells cast by anyone other than the caster of the Symbol or Ward (in AOE) must save vs. spells or the spell fails and is wasted.
Labels:
spells
Wednesday, February 25, 2009
Blessings
Blessing of Sustenance
The blessed target will not find need of food, drink or sleep for 1 day/caster level
Blessing of Aversion
The blessed target will be unable to touch cursed items and may have an improved 'sense traps' (if such a quantity exists...) for 1 day/caster level
Blessing of the War Spirit
Blessed target ignores the first source of successful physical damage dealt by weapon, animal or creature - that hit becomes a miss. This is applied to the first such attack in every 'encounter' for 1 day/caster level
The blessed target will not find need of food, drink or sleep for 1 day/caster level
Blessing of Aversion
The blessed target will be unable to touch cursed items and may have an improved 'sense traps' (if such a quantity exists...) for 1 day/caster level
Blessing of the War Spirit
Blessed target ignores the first source of successful physical damage dealt by weapon, animal or creature - that hit becomes a miss. This is applied to the first such attack in every 'encounter' for 1 day/caster level
Labels:
spells
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