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zabbarot
2013-05-17, 06:54 PM
So I'm working on a class that would basically pretend to be a spell caster(Found here (http://www.giantitp.com/forums/showthread.php?p=15217398#post15217398)). No actual magic exists in the whole class but they get casting comparable to a wizard. My question is what spells do you guys think could be reasonably reproduced through mundane means?

This is what I've got so far and the skills that I feel could justify them. Also the class is based off of stage magic so these are mostly flashy illusions and fire. Some of them have numbers by them because I was sorting all this mess out by spell level. The crafted ones where the most important to the feel of the class. The others I'm not so sure about.

Disguise
Alter Self
Blur
Disguise Self
3-Displacement
2-Invisibility
4-Invisibility, Greater
7-Invisibility, Mass
5-Seeming
6-Veil

Escape Artist
3-Blink
4-Dimension Door
Feather Fall
Freedom of Movement
Pass without Trace

Bluff <- These are the ones I'm least sure of. But they fit the idea of a mentalist.
Aid
Bane
Calm Emotions
1-Cause Fear
4-Charm Monster
8-Charm Monster, Mass
1-Charm Person
Command
Command, Greater
4-Confusion
Confusion, Lesser
4-Crushing Despair
9-Dominate Monster
5-Dominate Person
Doom
Enthrall
4-Fear
Good Hope
3-Heroism
6-Heroism, Greater
5-Hold Monster
9-Hold Monster, Mass
3-Hold Person
7-Hold Person, Mass
8-Irresistible Dance
7-Power Word Blind
Power Word Kill
8-Power Word Stun
3-Rage
2-Scare
3-Suggestion
6-Suggestion, Mass

Craft
0-Acid Splash
0-Dancing Lights
0-Daze
0-Flare
0-Light
0-Ray of Frost

1-Alarm
1-Burning Hands
1-Chill Touch
1-Color Spray
1-Faerie Fire
1-Grease
1-Obscuring Mist
1-Produce Flame
1-Shocking Grasp
1-Silent Image

2-Acid Arrow
2-Blindness/Deafness
2-Continual Flame
2-Darkness
2-Daze Monster
2-Flame Blade
2-Flaming Sphere
2-Fog Cloud
2-Glitterdust
2-Gust of Wind
2-Minor Image
2-Mirror Image
2-Scorching Ray
2-Shatter
2-Sound Burst
2-Spider Climb
2-Web

3-Daylight
3-Explosive Runes
3-Fireball
3-Flame Arrow
3-Invisibility Sphere
3-Lightning Bolt
3-Major Image
3-Slow
3-Stinking Cloud
3-Water Breathing

4-Black Tentacles
4-Fire Shield
4-Fire Trap
4-Hallucinatory Terrain
4-Ice Storm
4-Illusory Wall
4-Rainbow Pattern
4-Shadow Conjuration
4-Shout
4-Solid Fog
4-Wall of Fire
4-Wall of Ice

5-Cone of Cold
5-Flame Strike
5-Mind Fog
5-Mirage Arcana
5-Persistent Image

6-Acid Fog
6-Disintegrate
6-Chain Lightning
6-Freezing Sphere
6-Guards and Wards
6-Mislead
6-Permanent Image
6-Programmed Image
6-Sympathetic Vibration

7-Delayed Blast Fireball
7-Fire Storm
7-Prismatic Spray
7-Project Image
7-Shadow Conjuration, Greater

8-Incendiary Cloud
8-Meteor Swarm
8-Polar Ray
8-Prismatic Wall
8-Scintillating Pattern
8-Shout, Greater

9-Prismatic Sphere
9-Shades
9-Weird


These are from the SRD. If you guys can think of any good spells from other source books I'd definitely appreciate it.

TL;DR
What spells could be mimicked without magic?

Hanuman
2013-05-17, 08:05 PM
SORC / WIZ FROM SRD

0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur

Resistance: Subject gains +1 on saving throws.

Div

Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.

1st-Level Sorcerer/Wizard Spells
Abjur

Endure Elements: Exist comfortably in hot or cold environments.

Conj

Summon Monster I: Calls extraplanar creature to fight for you.

Div

Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
True Strike: +20 on your next attack roll.

Ench

Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.

Illus

Disguise Self: Changes your appearance.
Ventriloquism: Throws voice for 1 min./level.

Trans

Expeditious Retreat: Your speed increases by 30 ft.
Jump: Subject gets bonus on Jump checks.

2nd-Level Sorcerer/Wizard Spells
Conj

Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.

Div

Detect Thoughts: Allows “listening” to surface thoughts.
See Invisibility: Reveals invisible creatures or objects.

Ench

Hideous Laughter: Subject loses actions for 1 round/level.

Illus

Blur: Attacks miss subject 20% of the time.
Misdirection: Misleads divinations for one creature or object.
Phantom Trap M: Makes item seem trapped.

Necro

Scare: Panics creatures of less than 6 HD.

Trans

Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Sorcerer/Wizard Spells
Abjur

Nondetection M: Hides subject from divination, scrying.

Conj

Summon Monster III: Calls extraplanar creature to fight for you.

Div

Tongues: Speak any language.

Ench

Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Suggestion: Compels subject to follow stated course of action.

Trans

Flame Arrow: Arrows deal +1d6 fire damage.
Keen Edge: Doubles normal weapon’s threat range.

4th-Level Sorcerer/Wizard Spells

Conj

Summon Monster IV: Calls extraplanar creature to fight for you.

Ench

Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.

Evoc

Shout: Deafens all within cone and deals 5d6 sonic damage.

Necro

Contagion: Infects subject with chosen disease.
Fear: Subjects within cone flee for 1 round/level.

Ench

Dominate Person: Controls humanoid telepathically.

Illus

Seeming: Changes appearance of one person per two levels.

6th-Level Sorcerer/Wizard Spells

Conj

Summon Monster VI: Calls extraplanar creature to fight for you.

Div

Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
True Seeing M: Lets you see all things as they really are.

Ench

Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

Trans

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.

7th-Level Sorcerer/Wizard Spells

Ench

Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.

Necro

Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.

8th-Level Sorcerer/Wizard Spells
Abjur

Mind Blank: Subject is immune to mental/emotional magic and scrying.

Conj

Summon Monster VIII: Calls extraplanar creature to fight for you.

Div

Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Ench

Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.

Evoc

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

9th-Level Sorcerer/Wizard Spells
Abjur

Freedom: Releases creature from imprisonment.

Div

Foresight: “Sixth sense” warns of impending danger.

Ench

Dominate Monster: As dominate person, but any creature.
Power Word Kill: Kills one creature with 100 hp or less.

Necro

Wail of the Banshee: Kills one creature/level.



This is just a list of some things that could be done without any tech, include tech and materials and the list skyrockets up.

If you found this helpful feel free to PEACH this http://www.giantitp.com/forums/showthread.php?p=15228355

zabbarot
2013-05-17, 08:56 PM
Half of those are ones I already had and the other half are things I wasn't sure I could justify. My basis for what I could justify was what a stage magician could pull off in real life. Smoke and mirrors kinds of stuff.

I'm not sure how you could literally make someone next to you stronger ala bull's strength, or actually summon an extraplanar creature. I mean I'm sure you could keep one around for pulling out of a hat with some work, but actually summoning a celestial creature in combat should be real magic. Do you see where I'm coming from? I just want effects that I could literally go outside and duplicate with sleight of hand and the right tools for the most part.

Hanuman
2013-05-17, 09:48 PM
\I'm not sure how you could literally make someone next to you stronger ala bull's strength,
Drugs or level 15-25 psychological effects.

or actually summon an extraplanar creature
http://images1.fanpop.com/images/quiz/756_1209487965446_500_163.jpg

But I understand, why use spells at all then?

Prime32
2013-05-18, 09:59 AM
Undead creation spells could justified as advanced surgery (see Franken Fran (http://tvtropes.org/pmwiki/pmwiki.php/Manga/FrankenFran)). Because you had to move so many things around, repurpose so many organs and graft on foreign tissue, healing magic will kill the subject as it tries to "fix" the things keeping them alive.

Or, y'know, you could use voodoo zombies.