Pages from the Mages - Arduin Spells for your Campaign
May 22, 2018 7:11:26 GMT -5
fearghus, bravewolf, and 3 more like this
Post by Deleted on May 22, 2018 7:11:26 GMT -5
I'm running a little late on this, but better late than never. Here are some First Level Arduinian Spells for your Campaign - you know I use them in mine ...
Dardringen’s Spell of Poison Detection
The mage can detect any poison or venom in any one specific area (not to exceed one cubic foot in volume) up to five feet distant. The mage sees the poison as an evil yellow glow.
Hardav’s Spell of Detection of Those Things Astral or Ethereal
This spell may be used to detect one or the other of the above kinds of things within a 30’ radius of the
mage. He casts the spell then slowly turns for one melee round, during which time all such Ethereal or
Astral (one at a time only) will show up to his eyes as a glowing red splotch.
Harwyn’s Bone Shaker Spell
This spell has a 75’ range, and causes man-sized victims (up to 45 HP in size) to have intense muscle spasms (and to shake uncontrollably) for 1D10 melee rounds. It causes 1D4 HP of damage per melee round of effect. All hand held objects are immediately dropped by the victim.
Ishorg’s Ink Finger
This spell lets the mage use his (choice) finger like a quill pen (with its own ink supply). The duration is 3 minutes. The ink is always a deep purple color and is not water resistant.
Karpethan’s Spell of Weapons Enchantment
This spell is an instant acting enchantment that takes 3 seconds (or half a melee round) to enact. Once done upon any true weapon, said weapon becomes “magik” and +1 to strike for 1D20 minutes. Thus a normal weapon can strike Undead, Demons, Were-creatures and others not ordinarily possible to hit. The spell works by touch.
Michbeth’s Spell of Detecting Gates and Other Magik Portals
The mage can become “aware” of the exact distance and direction (to 100’ away, regardless of obstruction) of all “gates” and other magikal portals.
Sardonyx’s Lock Jaw Spell
The mage can cause any single “man-sized” being (up to 45 HP in size) to a 60’ range to have his mouth spasm rigidly shut for one melee round.
Tegus’ Ritual of Self Healing
This 3 minute ritual may only be performed on one’s self, and not used to heal others for 2d8 +level of caster worth of healing.
Tiana’s Spell of the Detection of Curses
A mage can detect any curse put upon any single item or area (up to 10 feet square.)
Volkhun’s Ritual of Magikal Trap Detection
This two minute ritual will detect all traps of a magikal kind within a 30’ radius.
Voorhing’s Varmint Killer Spell
This instant firing spell is odd in that no one in the more than 2,000 years it’s been around has ever been able to figure out how to “up-gun” it (increase its effectiveness).The mage can gesture with the index finger of the left hand (only) at any vermin up to 20’ away. That living thing will then instantly die if it is 20 HP in size or less! Plants wither to dry husks, birds drop out of the sky, snakes curl up and die and so forth! A real mini-killer. It can also be used versus more than one target if the gesture is one where all four fingers and the thumb are outstretched towards the intended victims. In this way groups of, say, rats, hordes of small insects and the like may be done away with by a simple gesture (20 HP total though). This spell cannot be increased in any way.
Xadru’s Spell of Time Warp Detection
The mage can detect the presence of any magikal time-related field, aura, etc. (specifically those things that “shorten” or “lengthen” the time flow in the area).
The mage can detect any poison or venom in any one specific area (not to exceed one cubic foot in volume) up to five feet distant. The mage sees the poison as an evil yellow glow.
Hardav’s Spell of Detection of Those Things Astral or Ethereal
This spell may be used to detect one or the other of the above kinds of things within a 30’ radius of the
mage. He casts the spell then slowly turns for one melee round, during which time all such Ethereal or
Astral (one at a time only) will show up to his eyes as a glowing red splotch.
Harwyn’s Bone Shaker Spell
This spell has a 75’ range, and causes man-sized victims (up to 45 HP in size) to have intense muscle spasms (and to shake uncontrollably) for 1D10 melee rounds. It causes 1D4 HP of damage per melee round of effect. All hand held objects are immediately dropped by the victim.
Ishorg’s Ink Finger
This spell lets the mage use his (choice) finger like a quill pen (with its own ink supply). The duration is 3 minutes. The ink is always a deep purple color and is not water resistant.
Karpethan’s Spell of Weapons Enchantment
This spell is an instant acting enchantment that takes 3 seconds (or half a melee round) to enact. Once done upon any true weapon, said weapon becomes “magik” and +1 to strike for 1D20 minutes. Thus a normal weapon can strike Undead, Demons, Were-creatures and others not ordinarily possible to hit. The spell works by touch.
Michbeth’s Spell of Detecting Gates and Other Magik Portals
The mage can become “aware” of the exact distance and direction (to 100’ away, regardless of obstruction) of all “gates” and other magikal portals.
Sardonyx’s Lock Jaw Spell
The mage can cause any single “man-sized” being (up to 45 HP in size) to a 60’ range to have his mouth spasm rigidly shut for one melee round.
Tegus’ Ritual of Self Healing
This 3 minute ritual may only be performed on one’s self, and not used to heal others for 2d8 +level of caster worth of healing.
Tiana’s Spell of the Detection of Curses
A mage can detect any curse put upon any single item or area (up to 10 feet square.)
Volkhun’s Ritual of Magikal Trap Detection
This two minute ritual will detect all traps of a magikal kind within a 30’ radius.
Voorhing’s Varmint Killer Spell
This instant firing spell is odd in that no one in the more than 2,000 years it’s been around has ever been able to figure out how to “up-gun” it (increase its effectiveness).The mage can gesture with the index finger of the left hand (only) at any vermin up to 20’ away. That living thing will then instantly die if it is 20 HP in size or less! Plants wither to dry husks, birds drop out of the sky, snakes curl up and die and so forth! A real mini-killer. It can also be used versus more than one target if the gesture is one where all four fingers and the thumb are outstretched towards the intended victims. In this way groups of, say, rats, hordes of small insects and the like may be done away with by a simple gesture (20 HP total though). This spell cannot be increased in any way.
Xadru’s Spell of Time Warp Detection
The mage can detect the presence of any magikal time-related field, aura, etc. (specifically those things that “shorten” or “lengthen” the time flow in the area).