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Post by Mighty Darci on Jan 13, 2018 20:43:00 GMT -5
mao, has offered to shares his spells with us and I am dreading err looking forward to what he has to offer. (kidding, really just kidding)
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Post by mao on Jan 14, 2018 8:37:45 GMT -5
mao , has offered to shares his spells with us and I am dreading err looking forward to what he has to offer. (kidding, really just kidding) This is a re posting of my spells, if you read the thread in my section youve already read these As both a player and a DM I am obsessed with creating new spells for Wizards. The spells you will see here are mostly very powerful for their Level. This is for the following reasons: I run VERY low level games, these spells will be for 1-7th L characters. They are NOT balanced for higher level games. You will need to adjust them for higher level characters. Since I run low level games , the wizards need more juice! Also I'm not big on details so they will be very basicly explained. If your still with me, stay tuned , I've got a bunch of cool ones coming in the future!
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Post by mao on Jan 14, 2018 8:43:30 GMT -5
New Cantrip, Power Word Swear
This cantrip is emptied from slot when used
Does d10 necrotic damage to caster and two other targets. Damage is rolled separately for all targets. although casting is a free action the caster can't cast another spell in same round. This spell is considered evil and may attract some unwanted attention from the nameless god whose name you invoke.........
Cardiac Extraction L3 evocation evil descriptor
Casting time is full round, range 50' +10' L Does D8 per L. ( save fort for half)if target reaches -4 hp then you rip his/her beating heart out of their chest Spell does not work on undead/constructs/ oozes etc. Max of 7D8.
"Leach" spells are added to other spells memorized for example: Xur the Not-So-Humble is a 3rd L wiz. one of the second L spells he has memorized is "Flaming Sphere" He adds the Leach spell "Leach Magic Missile" to it. He can cast either Flaming Sphere or Magic Missile from that slot. I suggest a limit on how many Leach spells you may attach, prob 1 per Levels you can cast, thus Xur can attach 1 Leach spell to a first L spell and 1 to a second. " Leach Jump" makes a good a good one to attach to a first L spell
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Post by mao on Jan 14, 2018 8:44:42 GMT -5
Speed
Speed Spell
L3 Divination(cause div school needs love) and Metamagic schools This spell is cast attached to any other spell. It allows the second spell to be cast as a free action. This cannot be combined with Time spells(some to follow). This spell is totally for low level games(max of 7th L caster) It is very unbalanced for higher L campaigns. User takes 2d6 back lash at end of round, this does not effect any other casting in round
Healing spells for wizards
Gem Healing L2 Conjuration Good descriptor Heals d6 +L HP(max D6 +7) material component 100 GP gem that is consumed by casting(double this if a 500 gp gem is used)
Flying Bandages L1 Conjugation Holy descriptor creates healing bandages that fly and wrap at a range of 20' Heals as Cure Light. Target loses 2d3 DX and suffers -1/-1 ro melee attacks for 1 hour, if bandages are removed before the hour is up, healing is lost Caster must be pious worshiper of good or neutral deity
Hitram Dringles Highly Restricted Yet Mostly Useful Healing Spell This may be memorized as a cantrip, L1 , L 2 or L3 spell, granting 1,4 , 6 or 10 rolls respectively) Roll indicated number or D6 , each one that comes up 6, a single point is cured
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Post by mao on Jan 14, 2018 8:45:25 GMT -5
Flesh Cloak
L0 Necromancy this cantrip is consumed in casting
When cast with in 90" feet of a corpse ,the caster is granted 2D2 Temporary Hp. Healing spells may not be cast on caster for # of temp HP gained Min. If the corpse in question is undead it gets a fort save or takes same number in damage. Does not work on undead controlled by caster or with more than 5 HD.
EDIT OOPS if undead makes saving throw, spell has no effect, does not effect skeletons
Implosion
L3 Evocation
range= Fireball D6 per L to single target Spell is at -3 to save or +3 DC (Fort for 1/2) 25% reduction in Spell Resistance untyped magic damage Full round action to cast +3 to spellcraft to detect what is being cast +2 DC to concentration checks to resist spell failure(very difficult spell to cast)
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Post by mao on Jan 14, 2018 14:58:55 GMT -5
Exhilaration
L2 Transmutation This spell allows the subject to go over max hp w/ healing spells. for L rounds. If the subject is 5 or more Hp over max, they get +1 hit,damage AC and move for as long as these excess hp last(up to L rounds total) REMEMBER these spells are designed for low level play, this should NOT be used in games that go over 7th L
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Post by mao on Jan 14, 2018 15:00:14 GMT -5
Time Gait
L2 Time and Transmutation cast as a free action, allows the caster an extra move action that must be an actual move (not a concentration or other action) May not be combined w/ Fly, spider climb etc. casting two time spells in same round is always a BAD idea..... Soften
Mercy
L0 Metamagic this cantrip is consumed when cast This cantrip is cast with another spell making it a full round action, damage done is converted to subdual damage. save/DC is -1/+1
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Post by mao on Jan 15, 2018 10:52:01 GMT -5
Augmenting Firebrand
0L Metamagic school
This cantrip is consumed by casting
This cantrip is cast with another spell, that spell must have fire descriptor, the attached spell adds D6 to it's damage. The combined casting takes a full round action
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Post by mao on Jan 15, 2018 10:53:15 GMT -5
Time Step L2 Time and divination Once you memorize this spells it needs not be cast, it is just "on" for as long as you choose to keep it in memory. You can always take an extra 5' step, this can be done at any time during your action for the round and is only not possible if you are not standing on your feet. It may be used if you are stunned, slowed etc. If you take this step in a round when you cast another time spell you run the risk of nasty time creepies bothering you..........(dm discretion)
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Post by mao on Jan 15, 2018 10:54:47 GMT -5
Who doesn't love fireball let's look some at some variants (all are exact specs as FB unless otherwise noted)
Rain of Spiders-poison, Violent Hallucination-psychic, will save Stone Eruption-stones rise from ground, ignores spell resistance Thunderball-thunder,sonic, fort save creatures with keen or bad hearing will have save modified by -2 or +2 respectively
(remember all my spells are for casters topping out at about 7th so these would all prob be 4th L spells in higher L game, VH would prob be 5th)
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Post by mao on Jan 16, 2018 10:08:43 GMT -5
Tomorrow
L3 MU, L3 cleric, metamagic, time and divination
Casting this spell right before you go to sleep , your dreams will give you clues to what would be the best choices as to what you memorize next morning
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Post by mao on Jan 16, 2018 19:48:08 GMT -5
Dreamsend L2 wiz, divination
You cast this spell in your sleep and as long as the recipient is also asleep, you can send a 25 word message. This message can go anyplace at all. The recipient must also have Catch Dreamsend cast on them previously, this spell is contained inside the Dreamsend but must be memorized separately. It is said there are spells that can intercept the message.
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Post by mao on Jan 17, 2018 6:23:46 GMT -5
Summon indestructible goblin
L2 Conjuration
The rare goblin is born that is COMPLETELY indestructible, when encountered must be grappled and tied up.specific summons like this must only be used as stated. Otherwise it is a totally normal goblin.
As a huge fan of the spell memorization type of magic I did a lot of thinking on it. One of my first concepts was the idea of "pits"
The idea is that spell slots are divided into compartments that are filled when you memorize spells, a cantrip takes up 1 pit , a first L spell takes up 4 a second L spell takes up 6 a third L spell takes up 8 and so on by two. This also explains what can be substituted for what.This a first L spell can be turned into 4 cantrips and a third L spell can be turned into 2 first.
This also led me to create 1/2 L spells or as I like to call them petty spells, they fill in two pits, but they are not on the spells allowed list. In the lore of my world they are not popular and there are not that many of them. The only one that caught on with my players is Shout, it allows you to yell super loud for L rounds.
Another aspect of spell memorization that is mostly of use in RPing situations is I attached emotions to the spell schools that you must place your mind into in order to memorize spells of that school. All mage carry around a book that is filled with very short stories that enable you to create the emotional state to memorize. For example , you would read a story about your birthday party when you were young, it would lead you to wonder what was in the brightly covered box in front of you. This would evoke the curiosity necessary to memorize a divination spell. I know, I know its both kinda cool and mostly useless.
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Post by mao on Jan 17, 2018 6:24:51 GMT -5
Surge of Fortune L3 Divination, Time cast as immediate interrupt, this spell forces a re roll of any D20 within 60 feet, results of roll are substituted for first roll, you may not cast this spell in the same round as another time spell is operating for you. heavy use of this spell will lead to increasingly random bad luck on the part of the caster. No save but spell resistance must be checked
Saved Fortune L1 Divination Casting time one Min. subject rolls 1 die twice, taking best roll(normally a d20) That roll can be used in the next six hours substituting it for any roll of same dice type, if you are using it to make a save for example , you must choose to use saved number BEFORE you roll that save This is both arcane and clerical
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Post by mao on Jan 17, 2018 6:25:46 GMT -5
Magnetic Protection L1 Stone Elemental and evocation make a ranged touch(or attack at +4 if you are using OSR stuff) on subject, subject gets -2 to hit and saves as the iron in their blood is slightly magnetized for L+2 rounds. If subject is wearing metal armor , they also suffer -1 to AC. Superior Spells
Superior spells are existing ones that you add a minor bonus to. Most often I haMagnetic Protection L1 Stone Elemental and evocation make a ranged touch(or attack at +4 if you are using OSR stuff) on subject, subject gets -2 to hit and saves as the iron in their blood is slightly magnetized for L+2 rounds. If subject is wearing metal armor , they also suffer -1 to AC.ve done this with clerical spells. For example I have given out Superior Bless in 2 versions, one that gives +1 to damage too and another that gives plus one to all saves. Superior Clerical spells that you have memorized can never be used as spontaneously cast cures. A Mage example is Superior Magic Weapon, it stacks w/ any other enhancement(first L version only). Give these out as "treasure" only, never let PCs learn them from other NPCs for money(unless that's HOW you want to give it out). Superior spells always have a casting time of one full round and cannot be further modified.
Thunder Kick L0 Trans When you miss w/ a melee attack, you may followup w/ an attack at same bonuses to hit but with a fixed d6 damage
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Post by mao on Jan 18, 2018 6:34:32 GMT -5
Pushed Fortune
L1 Time and Divination instant interrupt Add or subtract one to any d20 roll after die is rolled 60 foot range No save but spell resistance works this spell may not alter a critical hit or miss
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Post by mao on Jan 18, 2018 6:35:38 GMT -5
Summon Cherub
Summon Cherub L2 Conjuration, good descriptor L2 Summons angelic baby w/ a bow(damage D4), slow flyer St 7 has one random cleric spell and one random mage spell(L1) You must be working directly in a good deities' will to memorize this spell Material /Focus: Holy symbol of patron god and used baby diaper(diaper is consumed) Full round action to cast (IF you are REALLY on the good side of god/patron , spells will be less random and more useful)
Summon Minor Djinn Workers L1 conjuration casting time 10 min. duration 1 hour Summons 1 Djinn laborer per your ECL, laborer has 14 St and are equipped w appropriate tools to the task at hand, will flee from combat automatically
Material component, 1 25 GP gem or 50 gp in coins per laborer summoned, consumed
Perm B spells are memorized and then function continuously until you empty the slot and memorize a new spell. These spells get "stuck" in the slots if memorized for long periods of time( 1 month or more) requiring clerical help to extract from brain. (NOTE again these spells are for 7th L and under play and I do not allow multi classing)
L1 Pusilance you are +1 to hit in melee (there is a second L version you may memorize that also adds +1)
L1 Hog skin +1 Natural armor untyped)
L2 Rhino Skin you get 2 damage reduction that does not stack w/ any other damage resistance
L3 Mazarinan's Spell of Over All Excellence +1 to all your physical stats, +1 to Fort saving throws and +1 movement( these bonuses are untyped and stackable w/ any other buffs) May only be memorized once a day
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Post by Mighty Darci on Feb 8, 2018 0:53:19 GMT -5
mao, you have some good stuff here, but I am having trouble understanding how some of these are to played/adjudicated.
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Post by mao on Feb 8, 2018 8:38:23 GMT -5
mao , you have some good stuff here, but I am having trouble understanding how some of these are to played/adjudicated. Point out the ones you want more on and I'd be happy to fix.
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Post by Mighty Darci on Feb 9, 2018 12:15:47 GMT -5
mao , you have some good stuff here, but I am having trouble understanding how some of these are to played/adjudicated. Point out the ones you want more on and I'd be happy to fix. Ok, let's start with this one Explain how this works, extra step while you are stunned, slowed etc.? Two time spells at the same time? Time creepies?
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Post by mao on Feb 9, 2018 16:32:58 GMT -5
Point out the ones you want more on and I'd be happy to fix. Ok, let's start with this one Explain how this works, extra step while you are stunned, slowed etc.? Two time spells at the same time? Time creepies? This spell is actually extremely simple, No matter what your condition, you can take a free 5" step, once per round when it is your action. When you memoize this spell it stays in your memory for as long as you keep it in your head. creepies= Time monsters (Hounds of Tindalos for example).
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Post by Mighty Darci on Feb 10, 2018 10:02:06 GMT -5
Ok, let's start with this one Explain how this works, extra step while you are stunned, slowed etc.? Two time spells at the same time? Time creepies? This spell is actually extremely simple, No matter what your condition, you can take a free 5" step, once per round when it is your action. When you memoize this spell it stays in your memory for as long as you keep it in your head. creepies= Time monsters (Hounds of Tindalos for example). This would make you extremely hard to hit, and seems like it should be a much higher spell to me. L2 if you can do the free 5" step once, but multiple times, potentially many multiple times seems more like a L9 spell to me.
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Post by hengest on Feb 10, 2018 13:42:29 GMT -5
Very suggestive spells here, and I can see how they're pretty powerful for their level. I like how in tone they're bested somewhere between "dungeon delving" and "story" stuff, I can see how some could easily be used in a one-shot or in a bigger campaign. Do you think Time Step could be cast on someone else, mao? Now that's crazy powerful.
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Post by mao on Feb 10, 2018 15:19:03 GMT -5
Very suggestive spells here, and I can see how they're pretty powerful for their level. I like how in tone they're bested somewhere between "dungeon delving" and "story" stuff, I can see how some could easily be used in a one-shot or in a bigger campaign. Do you think Time Step could be cast on someone else, mao ? Now that's crazy powerful. Yea, that wold be!
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Post by hengest on Feb 10, 2018 15:22:21 GMT -5
Very suggestive spells here, and I can see how they're pretty powerful for their level. I like how in tone they're bested somewhere between "dungeon delving" and "story" stuff, I can see how some could easily be used in a one-shot or in a bigger campaign. Do you think Time Step could be cast on someone else, mao ? Now that's crazy powerful. Yea, that wold be! Some of these spells could be combined with my super-brilliant White Wolf idea here for a cheap twist on magic that would be familiar enough to adapt to but different enough to feel pretty gonzo. Edit: tagging Mighty Darci
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Post by mao on Feb 10, 2018 16:45:27 GMT -5
Mage Gift L2 Transmutation You become paralyzed and are unable to do anything at all(cant even talk). Spell target can make an extra attack or cast an extra spell for as long as you concentrate.
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Post by mao on Jul 26, 2018 10:55:31 GMT -5
Enhanced Detect Magic
This spell is a lost treasure of the elves, it will be found in a single lost even city.. This Superior spell can function as Detect Magic From the common spell list or It will slice a small amount of arcane energy found in any living being(d6 damage) at a range of 20 feet.
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Post by colinouchou on Jul 26, 2018 14:24:11 GMT -5
Enhanced Detect Magic This spell is a lost treasure of the elves, it will be found in a single lost even city.. This Superior spell can function as Detect Magic From the common spell list or It will slice a small amount of arcane energy found in any living being(d6 damage) at a range of 20 feet. Why are you making a detect magic spell into an attack spell? If you have to be within 20 feet you are in melee range. I am not understanding the need or utility in this unless you are using it for a sneak attack on your own party.
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Post by mao on Jul 26, 2018 15:12:01 GMT -5
Enhanced Detect Magic This spell is a lost treasure of the elves, it will be found in a single lost even city.. This Superior spell can function as Detect Magic From the common spell list or It will slice a small amount of arcane energy found in any living being(d6 damage) at a range of 20 feet. Why are you making a detect magic spell into an attack spell? If you have to be within 20 feet you are in melee range. I am not understanding the need or utility in this unless you are using it for a sneak attack on your own party. The idea is to give another reason to memorize Detect Magic
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Post by mao on Aug 7, 2018 8:54:25 GMT -5
Surge of Power Wiz 1, cleric 2
The target of this touch spell gains an instant one time use, melee attack, The clerical version makes the attack +2/+2
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