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Ing
2006-10-29, 05:15 PM
So I'm just messing around with a few magic systems around here mostly spells but eventually some ideas on non-class spell system (switching venue more to John Constantine than Dr. Strange), right now I'm just trying to flesh out elemental type spells

Please tell me what everyone things, I'm a bit sketchy on the spell levels and like so any help would be appriciated.


Tremor

Conjuncture (Earth)

Level: Clr 1, Drd 1, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: within 20 feet
Target:area effect
Duration: 1 minute per level
Saving Throw: none
Spell Resistance: none (area effect)

Calling upon the mystic force of the very earth bellow your feet you cause the ground to shack and rumble, moving in pulsating shockwaves akin to a small minitureized earthquake. All creatures moving by land through the area must make a balance check versus your spell DC or fall prone. Getting back to their feet requires a full action. A successful tumble check of (20 or spell DC whichever higher) allows one to pass unhindered. The area of the effect can be a minimum 20 feet in diameter or at max 20+10 per spell caster level.

Ing
2006-10-29, 05:24 PM
Crack
Envocation (Earth)

Level: Clr 3, Drd 2, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Area effect around you
Target:Self/area effect
Duration: none
Saving Throw: none
Spell Resistance: none (area effect)

With a mighty burst of mystical energy you send a shock wave rippling through the earth around you. in it's wake the earth and land is upheaved and dishelved, leaving the terriane cracked, uneven and cumbersome. In underground and caves, if the area of effect is larger than the tunnel or room the effect extends up to the walls and possible ceiling. If it extends to the ceiling there is a chance of cave in and rocks falling. All creatures on the land caught within the range of the spell upon casting must make a balance check of (28) or fall prone. Those on the walls or a ceiling must make a climb check (30) or fall off). The area is now considered cumbersome terrian and most creatures can only move at half land speed over it. the range of the shock wave is 20 feet +an additional 10 per caster level.

Ing
2006-10-29, 05:28 PM
Terrafirma
Enchantment (Earth)

Level: Clr 1, Drd 1, Pal 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: none
Target: touch (1)
Duration: 1 minute per level
Saving Throw: none
Spell Resistance: Yes (harmless)

The souls of your feet or other limbs glow a slight green, a warm tingling sinsation burns through them. By chaneling the magic of the earth and stone your become temporarily enchanted and your feet become as durrable as the ground you stand on. your land speed increases by 5 feet, you are no longer effected by, cumbersome terrian, entangle or similar area of effect spells, or caltraps.

Ing
2006-10-29, 05:32 PM
Boom

Envocation (Earth)

Level: Clr 1, Drd 1, Pal 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: within 40 feet
Target: 1 target
Duration: instant
Saving Throw: Reflex (half)
Spell Resistance: none

Chaneling mystic energy beneath the earth you build up enough pressure to cause a small gyser of rock and dust to come shooting out of the ground. the hight of the gyser is 5 feet plus an additional 5 per caster level. It deals 1d6+caster level damage (reflex half) and the rock and soot gives a -1 penalty on the target for attack and dexterity based defense. The target can take a full round action to remove the dust from their eyes and thus remove the effect. obviously creatures without eyes or with blindsight are not effected.

Calling upon the mystic force of the very earth bellow your feet you cause the ground to shack and rumble, moving in pulsating shockwaves akin to a small minitureized earthquake. All creatures moving by land through the area must make a balance check versus your spell DC or fall prone. Getting back to their feet requires a full action. A successful tumble check of (20 or spell DC whichever higher) allows one to pass unhindered.

Ing
2006-10-29, 05:38 PM
Stone Fist
Conjuncture (Earth)

Level: Clr 2, Drd 2, Pal 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: touch
Target:Self
Duration: 1 minute per level
Saving Throw: none
Spell Resistance: none (harmless)

You send your fist deep into the living earth/rock. when you pull it back out it is covered in a fine armor of stone and gravel. The armor makes the same of a over sized hand. The Fist gives you an unarmed attack of 1d8+str, and grants a +2 AC bonus. when using the enchanted hand your gain a +2 to str checks. The spell can be cast twist one on either hand if the target wishes and the AC and str stacks but not damage.

Ing
2006-10-29, 06:28 PM
Rock Throw
Conjuncture (Earth)

Level: Clr 3, Drd 3, Pal 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 50 feet
Target:1
Duration: instant
Saving Throw: Reflex
Spell Resistance: none

Calling upon the power of the earth you summon forth a chunk of rock that levitates in the air until you hurl it at your enemies. the rock is of M size and deals 2d6+damage. If hit the target is pinned under the rock and must make a strength check 20 to unburry themselves. at level 6 the rocks size increases to large and it deals 2d8 damage and requires a strength 25. at level 10 it increases to huge size an ddeals 2d12 damage and requires a strength check 35.

Ing
2006-10-29, 06:31 PM
Scaring flame
Necromancy (fire)

Level: Clr 4, Drd 4, Pal 5, Sor/Wiz 4
Components: V, S,
Casting Time: 1 standard action
Range: 30 feet
Target:one creature
Duration: none
Saving Throw: none
Spell Resistance: yes
A brilliant blue white flame manifests from your hand, as your hurl the flame at your enemies the magic held within burns away flesh and tissue far more potently than normal. Upon making a ranged touch attack Scaring flame deals 1d6+caster level fire damage and 1d4 Cha damage. The cha damage does not heal normally can only be recovered through a restorative magic.

Material components: Chared remains of a cremated corpse.

Ing
2006-10-29, 06:36 PM
Aura of Will
Enchantment

Level: Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: touch.
Target:Self
Duration: 1 round per caster level
Saving Throw: none
Spell Resistance: none (harmless)
Summoning forth all the mystic knowledge at your disposal you enter a trance of heightened eldrich awareness. Becoming entuned to the mystical forces around you, you become adapt and recognizing and countering changes made to them in your general area. Durring the spell duration, whenever a spell or spell effect is cast or enters within a 20 square foot radius of you, you can make a will save vs the DC to cancel the effect. Spells are considered to have failed, enchanted objects loose their potency until the spell ends or they leave your area of influence.
If the will is failed the spell acts normally. Due to the intense concentration required to guard agianst such spells when you are in a trance and are considered flat footed and move at only half speed

Ing
2006-10-29, 06:42 PM
Mind Leech
(Necromancy)

Level: Clr 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: one creature
Duration: none
Saving Throw: Will
Spell Resistance: Yes
Using great and dangerous dark magics you psychicly peer deep within another spell casters mind and voilate the sanctity of their very life force. You may choose a spell prepared by the target that is level 2 or bellow. If they fail the DC save the spell is forceably torn from their minds and stored within your own. You gain that spell as a temporary filled spell slot and the opponent is dazed for 1 round. You can attempt to steal a higher level spell but they gain a bonus (+1 per spell level) on the will save.
You can cast spells that you do not know or have not prepared but you cannot cast spells you would not normally be able to cast.

Ing
2006-10-30, 05:53 PM
Earth Sheild
Conjuncture (Earth)

Level: Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 5 feet
Target: Area
Duration: none
Saving Throw: none
Spell Resistance: none (harmless)

With a stomp of your foot you rise a small, flat plane of rock and earth up from the ground next to you. The wall is three inchs thick, five feet wide and 10 feet high. the plane gives you full cover from attacks on that side. The plane is considered to have harndess 6 and hp 50. At anytime you can as a partial move action, dismiss the wall and send it sinkng back into the earth.

Ing
2006-10-30, 05:57 PM
Fire Ring
Envocation (fire)

Level: Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 20 feet +10 for every further 2 levels
Target:Self
Duration: instant
Saving Throw: reflex half
Spell Resistance: yes

the ground around you is scorched and singed as a wave of intense heat and flame radiate in a ring around your body. the flames move as a wave sweaping arcoss the ground, any thing caught in their wake must make a reflex save or take 3d6 fire damage (this increases by one die every 3 levels) . If they are hit by the wave they are knocked prone unless they can make a balance check vs the DC.