The Neoclassic
2010-04-18, 10:35 PM
I haven't been posting here for months. Those of you who remember me may recall that I've been pretty enthusiastic about spells, particularly ones for my homebrew setting of Vere. Well, I've finally been hit with inspiration again, and I'd love some constructive feedback for some more of my spells!
Harm Animal
Evocation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of force. You must make a ranged touch attack to hit, and if the ray hits an animal, it deals 1d6 points of damage to it. This spell only harms creatures with the animal type and doesn’t affect magical beasts.
Context: While this spell has some use for low-level mages in areas with vicious, dangerous, or diseased animal populations, it finds most of its use amongst evil students and apprentices.
Conjure Meat Pie
Conjuration (Creation)
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One meat pie
Duration: See below
Saving Throw: None
Spell Resistance: No
This spell creates a meat pie or similar meat-focused dish. It's enough food for one meal for a human. The value of the meat pie summoned cannot be worth more than 2 sp, and it is not enough to feed more than one person. After one hour, the meat pie spoils and becomes inedible if it hasn't yet been consumed.
Melancholy
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: One hour/level
Saving Throw: Will negates (see below)
Spell Resistance: No
You strike one creature with severe melancholy. He or she takes a -4 penalty on all saves and suffers -2 to Wisdom and -4 to Charisma for the duration of the spell To make an ability check, skill check, or attack roll, or to cast a spell, he or she must make another Will save. If it's successful, he or she can act as planned. If not, he or she automatically misses and suffers a -1 penalty on his next Will save to make such a check or roll. This penalty is cumulative until he or she succeeds the Will save, as his or her self-doubt and sadness builds every time he or she fails.
This spell can be dispelled by break enchantment.
Misery
Necromancy [Mind-Affecting]
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
You strike one creature with crushing misery and remove his or her will to live, prosper, and enjoy life. He or she loses all will to live and becomes catatonic, unwilling to move on his or her own. It takes a Diplomacy check (DC 30) to convince a creature affected by misery to eat, drink, or perform other simple, necessary functions. The check can only be attempted once an hour. The creature can fall asleep and wake up naturally, but cannot be persuaded to enter combat, read, cast spells, or perform anything other than the most basic acts necessary for survival. The creature automatically fails all future Will saves and takes a -6 penalty to Fortitude and Reflex saves.
The creature refuses to speak; under the influence of misery, he or she is entirely consumed by depressing thoughts and a dissatisfaction with everything. Without successful coaxing to eat and drink, he or she will eventually die of dehydration or starvation. The creature is helpless against attack and will not even defend him or herself.
This spell can only be dispelled with greater restoration or miracle. Casting resurrection on a creature affected by misery is also effective, as it fully restores the creature's soul and sense of self.
Context: This spell is not widely known or used; it originates amongst the clergy of Brenyx, goddess of sadness.
Summon Festering Bramblewood Bush
Conjuration (Creation)
Level: Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One festering bramblewood bush
Duration: One hour
Saving Throw: See below
Spell Resistance: No
You create a 5' by 5' patch of festering bramblewood. Any individual walking through it must make a Reflex save or take 2d4 damage. One can run or charge through the bush, but doing so deals 2d4 damage with no opportunity for a save.
Harm Animal
Evocation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of force. You must make a ranged touch attack to hit, and if the ray hits an animal, it deals 1d6 points of damage to it. This spell only harms creatures with the animal type and doesn’t affect magical beasts.
Context: While this spell has some use for low-level mages in areas with vicious, dangerous, or diseased animal populations, it finds most of its use amongst evil students and apprentices.
Conjure Meat Pie
Conjuration (Creation)
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One meat pie
Duration: See below
Saving Throw: None
Spell Resistance: No
This spell creates a meat pie or similar meat-focused dish. It's enough food for one meal for a human. The value of the meat pie summoned cannot be worth more than 2 sp, and it is not enough to feed more than one person. After one hour, the meat pie spoils and becomes inedible if it hasn't yet been consumed.
Melancholy
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: One hour/level
Saving Throw: Will negates (see below)
Spell Resistance: No
You strike one creature with severe melancholy. He or she takes a -4 penalty on all saves and suffers -2 to Wisdom and -4 to Charisma for the duration of the spell To make an ability check, skill check, or attack roll, or to cast a spell, he or she must make another Will save. If it's successful, he or she can act as planned. If not, he or she automatically misses and suffers a -1 penalty on his next Will save to make such a check or roll. This penalty is cumulative until he or she succeeds the Will save, as his or her self-doubt and sadness builds every time he or she fails.
This spell can be dispelled by break enchantment.
Misery
Necromancy [Mind-Affecting]
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
You strike one creature with crushing misery and remove his or her will to live, prosper, and enjoy life. He or she loses all will to live and becomes catatonic, unwilling to move on his or her own. It takes a Diplomacy check (DC 30) to convince a creature affected by misery to eat, drink, or perform other simple, necessary functions. The check can only be attempted once an hour. The creature can fall asleep and wake up naturally, but cannot be persuaded to enter combat, read, cast spells, or perform anything other than the most basic acts necessary for survival. The creature automatically fails all future Will saves and takes a -6 penalty to Fortitude and Reflex saves.
The creature refuses to speak; under the influence of misery, he or she is entirely consumed by depressing thoughts and a dissatisfaction with everything. Without successful coaxing to eat and drink, he or she will eventually die of dehydration or starvation. The creature is helpless against attack and will not even defend him or herself.
This spell can only be dispelled with greater restoration or miracle. Casting resurrection on a creature affected by misery is also effective, as it fully restores the creature's soul and sense of self.
Context: This spell is not widely known or used; it originates amongst the clergy of Brenyx, goddess of sadness.
Summon Festering Bramblewood Bush
Conjuration (Creation)
Level: Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One festering bramblewood bush
Duration: One hour
Saving Throw: See below
Spell Resistance: No
You create a 5' by 5' patch of festering bramblewood. Any individual walking through it must make a Reflex save or take 2d4 damage. One can run or charge through the bush, but doing so deals 2d4 damage with no opportunity for a save.