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View Full Version : Contest Iron Mage: let's brew some awesome spells!



Thealtruistorc
2014-08-26, 12:36 PM
Welcome, playgrounders, to the Iron Mage competition. Inspired by the popular game show from the OotS universe (See "On the origin of PCs", page 47), the object of this game is to use a material component (selected by your truly) to create a unique new spell for casters everywhere to use. This spell may be of any level or school, and can have any effect you desire (provided it fits with the component). You may create up to five spells for submission, and can also have up to three magic items based around the spells (wondrous items, magic armor or weapons, etc.)

Spells will be judged on the following criteria:
-Originalityl: We want to see something unique and inventive! Use your imagination on this competition! Plagarism is strictly prohibited.
-Flavor: A spell has to fit with the component. You won't be conjuring up lighting using a rock.
-Functionality: Your spell should be fun to use. Make players want to add it to their spellbook.

Without further ado, I give you the first component:

An Apple Core


Submissions are due September 2nd at 12:00 AM Central Time. Good luck to you all and happy brewing!

Syne
2014-08-26, 01:52 PM
This is tempting. I assume submissions will be held to the same rigorous standards of bad humor as official material?

Xefas
2014-08-26, 01:56 PM
This is tempting. I assume submissions will be held to the same rigorous standards of bad humor as official material?

Lets hope so.

Obfuscate Value
Enchantment (Mind-Affecting)
Level: Sorcerer/Wizard 0
Components: M
Casting Time: Standard Action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will
Spell Resistance: Yes

With a touch, you cloud the target's mind with a simple enchantment, causing them to believe objects are more valuable than they actually are. For the duration, the target takes a -5 penalty on Appraise checks and always overestimates an item's value with a failed Appraise check, rather than underestimating.

Material Component: The central processing unit from a Macintosh product (aka, An Apple Core)

Zaydos
2014-08-26, 02:03 PM
Tree of Vitality:
Transmutation/Conjuration (Healing)
Level: Druid 5
Components: V, S, M
Casting Time: 10 minutes.
Range: 0-ft
Effect: 1 magically fueled tree with 1 apple per 2 caster levels.
Duration: 10 minutes.
Saving Throw: None.
Spell Resistance: No.

Praying for 10 minutes and planting an apple core into the ground you cause the magically fueled growth of a tree (large sized) which quickly grows one full, ripe, red-gold apple per two caster levels you possess. Any creature eating a whole apple from this tree heals 3d8 + caster level hit points and 1d4 points of damage to each ability score, as well as curing diseases in those that eat the apple (as remove disease), curing blindness/deafness (as Remove Blindness/Deafness), lose one negative level (as if they had successfully saved against it), cure any fatigue or exhaustion they are suffering, and remove any penalties they are suffering to ability scores.

This tree, and its apples, wither to nothing after 10 minutes. You must cast this spell in a location with enough soil to plant an apple core.

Material Component: An apple core.

Delay Starvation:
Necromancy
Level: Druid 0, Sorcerer/Wizard 0
Components: V, S, M
Casting Time: 1 Standard action.
Range: Touched.
Target: Creature touched.
Duration: 24 hours.
Saving Throw: Fort negates (Harmless).
Spell Resistance: Yes (Harmless).

The touched target does not suffer the effects of starvation for 24 hours. This does not count as being fed, and still counts as a day for starvation, but the target does not need to make a Constitution check and does not suffer nonlethal damage from starvation during this duration. A creature may only have this spell cast on them a number of times equal to the caster level of the spell before being unable to benefit from its effects until they eat fully for 1 week. When this spell's effect ends, unless a second iteration of the effect has already begun, the target must immediately make a Constitution check for starvation for every check this spell prevented, taking the nonlethal damage as normal for each failed check; this happens even if the target has managed to eat fully since the effect was applied (but not if the target did not starve at all during the duration) although in that case the damage can be healed as normal for starvation damage after the target has eaten fully.

Apple of Life:
Conjuration (Creation)/Necromancy
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour.
Range: 5-ft.
Effect: A magically charged apple.
Duration: 1 hour.
Saving Throw: None.
Spell Resistance: No.

You create a single magically charge apple when you cast this spell. Anyone eating the entire apple does not age for 24 hours; this period of time does not count as having passed for their maximum lifespan, or for aging. If the apple is not eaten within 1 hour it rots becoming inedible and losing its magical properties.
Material Component: A single apple core and 500 GP of aromatic oils used for preserving the dead.

Apple of Desire:
Conjuration (Creation)/Enchantment (Compulsion) [Mind-affecting]
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: Standard action.
Range: 0-ft
Effect: 1 golden apple.
Duration: 1 minute/caster level.
Saving Throw: Will negates (see below).
Spell Resistance: Yes (see below).

When you cast this spell you create a golden apple which sits in the palm of your hand. This apple produces a sweet fragrance which can be smelled 60-ft away, or 240-ft away by creatures with scent. Any creature, other than yourself and up to 1 creature/3 caster levels which you designate when you cast this spell, which smells this apple must make a Will save or be drawn towards it (spell resistance applies against this effect). Creatures which fail their Will save may take no action which is not in some way to move closer to the source of this scent and claim it for themselves and must take whatever action they can to do so. This effect lasts as long as they can smell the apple and for 1 round thereafter, or until they have it for themselves.

Material Component: An apple core, a drop of honey, and a minute sprinkle of gold dust.

Will finish the spells later, but just getting down ideas for now.

Syne
2014-08-26, 03:21 PM
Prison of Wood and Bark
Transmutation
Level: Druid 9
Components: V, S, M
Casting Time: Full-round action
Range: Touch
Target: Creature touched
Duration: Instantaneous; see text.
Saving Throw: Will negates
Spell Resistance: Yes

If the target fails its Will saving throw, an apple tree begins to grow in its square, consuming its body in the process. The tree grows for 1 minute. The target is mentally and physically imprisoned in the tree, immediately after casting this spell, and even before the tree has fully grown. The target is still conscious, and can passively observe its surroundings, but cannot take any action. It feels what the tree experiences, as though the tree’s bark was its own skin, and its branches were its limbs. The target feels any damage the tree takes as though it was inflicted on its own body.

The tree is an average example of its kind, and may easily be destroyed, such as by lightning or by man. The destruction of the tree doesn’t free the target; it remains trapped, its mind shattered and divided across the fragments that remain, and it retains a dim awareness of each fragment. If this happens, the target also feels constant and excruciating pain.

The target may be freed if a powerful spell, such as Freedom, Wish, or Miracle is cast in the place in which it was imprisoned. Alternatively, the spell may be cast on the tree itself, or on a large fragment or collection of fragments. The caster of this spell may specify a regular time interval, such as every 100 years, after which the target gets another Will save to escape the tree.

If the target is freed, it materializes near the place in which it was imprisoned, its state unchanged (save for any psychological trauma is has undergone during its imprisonment).
Material Component: An apple core, which is planted in the ground.

Devouring Darkness
Illusion (Shadow) [Darkness]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: Standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-foot radius
Duration: 1 round/level
Saving Throw: Will disbelief (if interacted with); Fortitude partial; see text
Spell Resistance: Yes

You create a portal into the darkest depths of the plane of shadow, and summon a host of amorphous, nightmarish beings of unending, ravenous hunger.

The target area becomes shrouded in deep, magical darkness. Unlike the spell darkness, this darkness is total darkness, rather than shadowy illumination. In addition, living creatures in the area take 2d6 points of damage per round (on your turn), and also suffer 1 point of Constitution damage as the nightmarish beings feast on their flesh. A successful Fortitude save negates the Constitution damage.

However, these beings are made of shadowstuff, and so aren’t entirely real. Creatures who first enter the area can make a Will save to disbelieve the effect, in which case they suffer no damage from that Devouring Darkness, although the magical darkness persists. Creatures who can see in magical darkness also take no damage.

A light spell of 6th level or higher suppresses Devouring Darkness in its area, as with any other darkness spell.

Devouring Darkness counters and dispels light spells of 5th level or lower.
Material Component: An apple core.

Wrath of Nature
Transmutation
Level: Druid 3, Sor/Wiz 3
Components: V, S, M
Casting Time: Standard action
Range: See text
Area: 10-foot burst; see text
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

You effuse an apple core with magical force, and throw it at your enemies.

Treat this as an attack with a thrown splash weapon. The apple core has a range increment of 20 feet. When the apple core strikes a solid surface, it explodes in a shower of supernaturally sharp seeds. It deals 1d6 points of magical piercing damage per caster level on a direct hit (max 10d6), and as splash damage to any creature in a 10-foot burst around the target. Creatures in the burst can make a Reflex save to take half damage.
Material Component: An apple core.

Curse of Mindless Hunger
Enchantment reduces creature to an animalistic state, compels it to attempt to eat creatures and objects around it, as well as its own body.
Might not do this one because it just ends up being too disturbing...

Blessing of the Harvest
A large area becomes unusually fertile, producing exceptionally bountiful and delicious harvests. Plants, animals, and others in the area gain morale bonuses.
Might not do this one because I can't base any interesting mechanics around it.

Inevitability
2014-08-26, 03:26 PM
Just a question: Does the apple core have to be the only spell component, or can there be others?

1pwny
2014-08-26, 03:49 PM
Xefas has already surpassed me in every way I can think of, but I'll try for second. :smallsmile:

Seed Housing
Conjuration (Creation)
Level: 3
Components: V,S,M
Casting Time: One standard action
Range: Short (25ft. + 5ft / 2 levels)
Target: *See below
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

You summon blocks of seeds, stuck together by a mystical force. When casting this spell, choose 4 + 1/2 CL squares on the ground, within the spell's range. The squares must each be adjacent or diagonal to another square you chose. Those squares become filed with bundles of seeds, functioning as a wall that reaches 10 feet into the air, and is 1 inch thick per 2 caster levels.

Each section of the wall has 10 HP per inch of thickness.

Material Components: An apple core.

Thealtruistorc
2014-08-26, 03:50 PM
Just a question: Does the apple core have to be the only spell component, or can there be others?

I'll allow others. As long as the Apple Core is used.

Stiq
2014-08-26, 03:58 PM
Vengeful Hunger
Conjuration
Level: Drd 6
Components: V, S, M (a rotting apple core)
Casting Time: 1 standard action.
Range: Close (25 + 5ft/2 lvls)
Effect: 1 Shambling Mound.
Duration: 1 round/level
Saving Throw: Fortitude partial (see text).
Spell Resistance: Yes (see text).

This spell was created by druids seeking vengeance on humanoid settlements who grow fat off the land at the expense of the natural world. You cast the rotten fruit core at the ground and nature answers your call in great force, summoning a creature embodying torturous hunger and decay as an antithesis to the natural bounty that civilization has taken for granted.

This spell creates a Shambling Mound. In addition to the normal abilities of this creature, the Shambling Mound radiates an aura in a 5 foot radius around its body; any living Humanoid or Monstrous Humanoid within the aura must make a Fortitude save at your spellcasting DC or become sickened for 1 minute as they are assaulted with the disgusting stench of rotting vegetation mixed with a painful, cloying hunger. A creature that has beat the DC of this aura is immune to its effects for 24 hours. The aura effect can be negated by Spell Resistance.

The Shambling Mound is not under your direct control; instead, the creature attempts to attack the nearest Humanoid creature and will persistently assault it until one is dead, or the spell ends. If there are multiple humanoid creatures equally close nearby, it will attack the one with the highest Constitution score, or otherwise select a target at random.

Zaydos
2014-08-26, 04:29 PM
Do the spells have to be Sor/Wiz spells or can they be Druid spells that are not also Wizard spells?

Thealtruistorc
2014-08-26, 04:52 PM
Do the spells have to be Sor/Wiz spells or can they be Druid spells that are not also Wizard spells?

I never said anything about wizards. Make it Shugenja-exclusive for all I care!

Xefas
2014-08-26, 04:55 PM
...the object of this game is to use a material component (selected by your truly) to create a unique new spell for wizards everywhere to use.


I never said anything about wizards. Make it Shugenja-exclusive for all I care!

:smallconfused:

Jormengand
2014-08-26, 05:14 PM
False Beauty
Illusion (Glamer)
Level: Sor/Wiz 1, Bard 1, Beguiler 1
Components: V, S, M
Casting time: 1 standard action.
Range: Close (25 ft + 5 ft/level)
Target: 1 willing creature.
Duration: 1 minute/level.
Save: Will disbelief
Spell Resistance: No

You make the target seem more beautiful or handsome than they are, as appropriate for their gender presentation. This negates the penalty for disguising as the opposite gender and may grant bonuses to disguise.

More importantly, the target gains a +5 bonus to diplomacy and bluff checks against anyone who fails to disbelieve the illusion, but takes a -5 penalty to intimidate checks against such creatures.

Spell component: An apple core, and an eye.

The apple of someone's eye? Geddit?

Thealtruistorc
2014-08-26, 06:19 PM
:smallconfused:

Curses. Foiled by poor word choice. Will edit that.

MrNobody
2014-08-26, 06:26 PM
I like this contest!! It's fun and challenging but less demandig than brewing an entire class, monsters and so! We should do this more often!

An Apple a Day

Abjuration
Level: Cleric 7, Sor/Wiz 7
Components: S, M
Casting Time: 1 Standard Action
Range: 10 ft.
Area: 10 ft radius emanation, centered on you.
Duration: 1 min/level
Saving Throw: No
Spell Resistance: Yes

This spell, originally created by undead casters to keep their most feared foes (good-aligned clerics) at bay, has the power of protecting the caster by those who can channel healing magic.
Upon casting the spell, the caster is surrounded by a mobile, hemispherical energy field that work like Antilife Shell, except that it works only against creatures that are able to cast spell of Conjuration (Healing) school including: casters that have one or more of those spells among those prepared for the day, spontaneous casters that have one or more of those spells among their known spells, clerics that can convert their spells in "cure" spells, creatures that can cast one or more of those spells as a spell-like ability.

As a secondary effect, this spell gives to the caster protection from positive energy: the spells absorb the first 10 points of damage coming from any Conjuration (Healing) spell or a positive energy effect. When the spell has prevented 10 points of cure/damage times the caster level (up to 150 poinst), this particular effect discharges but the energy field continues working.

Special: An undead casting this spell also receives +3 turn resistence until the end of the spell.

Material Component: An apple core, which is put inside the caster's mouth (not necessarily eaten) upon casting.

Oldpound's Gravitational Core

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close.
Area: 30 ft. radius.
Duration: Istantaneous
Saving Throw: Reflex partial
Spell Resistance: No

As the caster completes the spell, the apple core is magically hurled at the chosen square, shimmering with golden light.
When it reaches destination, it implodes with a golden flash, generating a gravity pull that drags all the creature caught in the radius toward that square.

Creatures that fail their saving throw travel in straight line from their current position to the center of the radius of the spell, taking falling damage as appropriate while they clash one against the other and fall prone. If a dragged creatures has armor spikes, all the other creature take additional damage equal to the base damage of the spikes. If more than a creature has armor spikes apply armor spikes damage multiple time.
Once prone, the creatures occupy all the same square, piled one on the other: a creature that tries to stand up from prone position must also make a DC 15 Escape Artist check or remain stuck in the pile of bodies.
All the creature in the pile can ready an action to stand up altogether without needing the Escape Artist Check.

Creatures that make their saving throw move toward the center of the radius only for half the distance (minimum 5 ft) and take only half the damage and are not prone if this movement would lead them there anyway.

A creature affected by feather fall travels to the center of the spell slowly so, even if it fails its save, it takes no damage and is not prone.

Material Component: An apple core bathed in 25 gp precious oil and gold filings.

Old-pound / New-ton anyone?... no?... it was a really bad joke!:smallfrown:

Apple-marked Target

Conjuration
Level: Ranger 3
Components: V, M
Casting Time: 1 Swift Action.
Range: Close.
Target One creature.
Duration: 1 round/ level
Saving Throw: No
Spell Resistance: Yes

You mark a chosen enemy with a red apple on his head, making it more vulnerable to your ranged attacks. As you complete the spell, you make a ranged touch attack against a chosen enemy as you cast the material component at it.
If you succede, the material component vanishes and a bright red apple grows on the target's head. The apple cannot be physically removed from the target's head by any means though it can be normally dispelled.

You gain a +4 competence bonus to your ranged weapon attack roll made against that target and you also deal 2d6 extra damage with every successful ranged weapon attack.
If you have any precision attack option (such as sneak attack) its range limitation doesn't apply against the marked target.
Once during the effect of this spell, when you make a successful ranged weapon attack against that target, you can use a swift action to make your arrow (or other ranged weapon) hit the apple instead of the marked enemy.
Doing this destroys the apple and ends the spell but the target becomes stunned until the next round.

Material component: the core of a red apple preserved inside a Truestrike potion.

Amechra
2014-08-26, 08:58 PM
Inflict The Seeds Of Death
Transmutation
Level: Druid/Wu Jen(Wood) 5
Components: M, S
Casting Time: Standard Action
Range: Close
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes
You consume an apple core, paying careful attention so as to eat all of the seeds.

Your target must make a Fortitude save or take a dose of sorcerously-enhanced Arsenic (http://www.giantitp.com/forums/showsinglepost.php?p=13868271&postcount=2); unlike normally, the save DC for the Arsenic is equal to that of this spell, the time before the initial save is 5 rounds, the time between saves is 1d4 minutes, and the subject must make a number of saves equal to 1 + your Caster level before the Arsenic's duration ends.

Additionally, each time they fail a save against this enhanced Arsenic, they are considered to have ingested a dose of Fat Man's Mercy. (http://www.giantitp.com/forums/showsinglepost.php?p=13868271&postcount=2) Much like the 'Arsenic', this version of Fat Man's Mercy acts in rounds rather than minutes.

Material Component: An apple core, which is consumed upon casting.

...that apple seeds contain Cyanide, not Arsenic. But the above is more or less close enough. You are probably dead from catastrophic amounts of Con damage in 15-25 minutes. A nasty, nasty way to kill someone.

gr8artist
2014-08-26, 09:44 PM
Making mine with Pathfinder in mind, but figured I'd give it a go from the theology angle.


Downfall

School abjuration; Level cleric / oracle 5, druid 5, inquisitor 5, antipaladin 4

Casting
Casting Time standard action
Components V, S, M (an apple core), F (a profane or sacrilegious talisman worth at least 500 gp), DF

Effect
Range touch
Target living creature touched
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes

DescriptionDownfall burdens the victim with inappropriate thoughts and the weight of old mistakes. The creature targeted by this spell must have committed some act in their life for which they are ashamed or feel regret, or which is forbidden by their new or current set of ethics. This act may be one previously forgiven with an atonement spell.
If the defending creature fails its save, the consequences of this past mistake are made manifest again, likely causing the following effects. These effects happen simultaneously and last for the duration of the spell, though the defending creature may attempt a new save each day to end the effect.


Magical alignment change: Creatures that fail their save against a downfall spell have their alignment shifted one step in a direction chosen by the caster. A LG paladin, for example, could temporarily be made LN or NG by this spell.

Loss of class features or divine spellcasting: Creatures that belong to a class with a particular code of conduct may lose their class features or spellcasting ability as a result of their failed save against this spell. If the class is one whose features or spells are lost with an alignment change, then no additional change is necessary. If, however, the class is one which does not require a specific alignment but requires that certain actions must be taken or avoided, then the features and spells of that class are lost as though the defending creature had engaged in the activity forbidden by their class. Features and spells lost in this way are returned when the spell's duration ends.

Downfall counters atonement and can undo or reverse its benefits.

dragonjek
2014-08-26, 10:14 PM
Mythology, folklore, urban legend... I don't think it is possible not to love these as they affect gaming. Maybe the the core ideas are centuries and millennia old, but if you put the right spin on it even the cliche can be seen in a whole new light (I wouldn't say I accomplished that, but I'd like to think I came close).
(Behold as I use science, metaphor, and urban legend to unexample the example in your opening post!)



Golden Gift of Youth
Necromancy
Level: Sorcerer/Wizard 9, Cleric 9
Components: M
Casting Time: 1 hour
Range: Hand (or suitable grasping tool)
Target: None
Duration: 1 year/2 caster levels
Saving Throw: No
Spell Resistance: No

Upon casting this spell you produce an apple, seeming to any examination to be made of gold. Those biting into the apple find that it is as soft as a normal apple and infinitely more delicious, despite being composed of gold. Upon eating the apple, the consumer will not age for as long as the spell duration lasts, effectively granting a soft form of immortality.

Any magical effect that would prematurely age the consumer fails.

Material Components: An apple core evenly cut from an apple, an apple core roughly torn from an apple, and a golden figure of an apple with runic engravings worth 50,000 gp.



Feast of Orchards
Transmutation
Level: Druid 4, Cleric 5, Bard 6
Components: V, M
Casting Time: 10 minutes
Range: 100 ft.
Target: 1 tree/ level
Duration: Instantaneous/1 week/2 levels
Saving Throw: No
Spell Resistance: No

You cause a tree to grow plentiful amounts of fruit; if this is a fruiting tree it grows what is suitable to its species, but if the tree normally does not bear fruit then it grows apples of wild colors. If there are other trees within range, up to 1 tree per caster level is similarly affected. Any given tree will grow 5d10 fruits, each of which functions as a Goodberry produced by the spell. Each week for the remainder of the duration ever try will produce 1d4 fruits of similar power.

This spell does not interfere in the fruiting cycle of the trees, and does not draw nutrients from the plant itself.

If cast upon a plant creature, this spell heals 8d10 damage.

Material Components: A core of wood taken from an apple tree.



Golden Gift of Discord
Enchantment (Compulsion) [Chaotic]
Level: Sorcerer/Wizard 6, Bard 6, Druid 7, Beguiler 6
Components: M, F, S
Casting Time: 1 standard action
Range: Touch (50 ft)
Target: 1 portable inanimate object
Duration: 1 minute/caster level
Saving Throw: Will negates
Spell Resistance: No

You give an object an unearthly appeal that lures all within 50 ft. of the object and with a line of sight to it to desire it above all things. Those who fail their saving throw are overcome with a need to possess the subject of the spell. Should someone else own the object, or should another attempt to claim the object for their own, the victims of the spell persist. They do not immediately resort to violence to take the object (unless they were already violent to begin with), but if they do not get the item in their possession within (a number of minutes equal to the victim’s Wisdom modifier) they will take any extreme measure necessary to take the object for their own, as though under the influence of Suggestion. No one who falls prey to this spell is capable of moving more than 50 ft. away from the target of this spell.

Material Components: The core of an apple and a drop of farmer’s blood
Focus: A gold figure of an apple inscribed with runes with a value of 13,666 gp.



Apple of Inspiration
Enchantment/Evocation
Level: Wizard 5, Archivist 5
Components: M
Casting Time: 1 standard action
Range: Touch (20 ft.)
Target: 1 apple
Duration: 1 hour/caster level (1 round/caster level)
Saving Throw: Will negates/Reflex negates (see text)
Spell Resistance: Yes/No (see text)

You imbue a humble apple with the concept of knowledge, which holds this spell for 1 hour per caster level. Whoever comes into firm contact with the apple (grasping it firmly, getting hit on the head, biting it, etc., but not lightly holding or brushing against it) activates its effects as its physical form fades into the illuminating light of knowledge. The individual gains a +8 insight bonus to Intelligence for 1 round per caster level, and may spend a swift action to cancel the spell to make a single Knowledge check with a +20 insight modifier, regardless of whether he/she is trained in the skill or not.

This spell may alternatively be used offensively; with a ranged touch attack a target within 20 ft. can be struck with the apple and overwhelmed by its offerings. The target makes a saving throw vs. confusion as though affected by the Confusion spell. The target is blinded for 1 round, and must make a Reflex save or be blinded for a further 1d6 turns.

Those with a line of sight to either effect must make a Reflex save or be blinded for 1d4 rounds.

Material Components: An apple, a cored sample of a triboluminescent rock such as sphalerite or tremolite, a copy of a teacher’s lecture



Gracious Guest
Enchantment (Compulsion)/Necromancy [Death]
Level: Sorcerer/Wizard 5/6, Druid 5/6
Components: M, S, V
Casting Time: 1 minute
Range: Touch (50 ft.)
Target: 1 non-magical edible object of 2 pounds or less
Duration: 1 day/level
Saving Throw: Will negates/Fortitude negates
Spell Resistance: Yes

You make a food seem unnaturally delicious to all who can see or smell it. Anyone within 50 ft who fail their Will save and are physically capable of eating are compelled to consume it and will do so as soon as possible. The effects of the spell at this point vary depending on whether you prepared this spell as a 5th level spell or a 6th level spell.

With a 5th level spell, the first person to eat the food is affected by poison (if they failed their Will save, they have metaphorically “accepted” the spell, and do not gain a Fortitude save). This inflicts 2d6 damage to an ability score of your choice as primary damage, and 1d6 more as secondary. Constitution damage is only 2d4/1d4, however.

As a 6th level spell, the first person to eat the food dies (similarly to the above, if they failed their Will save they do not get a Fortitude save against his effect).

Upon being bitten the spell negates and the food possesses no magical residue that would identify it as having been subject to any spell.

Material Components: An apple core, a broken mirror, and a dead venomous vermin.

spikeof2010
2014-08-27, 12:49 AM
Festering Core
Necromancy
Level: Sorcerer/Wizard 8, Cleric 7
Components: M
Casting Time: 1
Range: Touch
Target: 1 Creature
Duration: 1 round/2 caster levels
Saving Throw: No
Spell Resistance: No

Created by a spiteful noble in attempts to over throw her more popular rivals in a act of sabotage. You sow many tiny seeds into one area of your target, rotting them to the core.

When you place a hand on your victim, they immediately take 1d6 CON Damage and 5d6 Untyped Damage. Each round they suffer 1d4 CON damage as they appear to wither away, lose weight, and become skin and bones. If at the end of the spell they are not killed, they must make a Fort Save or be drained 1d4 levels.

Material Component: An Apple Core and a Ruby worth 100 Gp

Synar
2014-08-27, 02:42 AM
Apple of Knowledge
Divination
Level: Cleric 6, Sorcerer/Wizard 7
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will partial (see text)
Spell Resistance: Yes

You confer on the subject the ability to see all things as they actually are, as per the spell true seeing. Additonally the subject gains the ability to reveal every condition affecting any creature it can see : doing so is a move action. Such an action also reveals the general health level of the creature examined : unscratched (no hp lost), affected (between and two-third its hps left), wounded (between two third and one third its hps left), grievely wounded (between two third and one hp left), staggered, dying, or dead (the total is always rounded up), and uncover any undead or construct traits. Simply detecting if a creature is still alive is a free action.
However, such a powerful divination comes with a hefty price : for each creature examined in this manner, the subject must make a Will save or suffer corruption of its mind. For each failed save, the condition worsen. At the first failed save, the subject becomes fatigued for the duration of the spell. At the second failed save, the subject becomes exhausted and suffers one point of wisdom loss for the duration of the spell. If the subject fail a third save, it immediatly fall uncounscious as its unlethal damage total comes to equal its current hps and suffer 1d4 point of wisom loss that do not disappear with the effects of the spell (but otherwise heals normally).
Additionally, if the subject fails at least a will save due to an examining attempt, he is forced to make at least one such attempt each minute of he spell duration as his spirit came to be corrupted by the raving for knowledge. The subject may try to resist by performing a Will save, but each save previously failed due to the effects of this spell (be it to avoid corruption or resist temptation) icrease the DC by 2.


Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat, and a reen apple.

Kamai
2014-08-27, 02:52 AM
Worm Curse
Transmutation (curse)
Level: Wizard/Sorcerer 6, Druid 6
Components: V,S,M
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 caster levels)
Target: 1 creature
Duration: 1 min/level
Saving Throw: Fort Partial

You pull out an apple core, already with holes as worms have eaten through it. The apple core disappears as worms grow out of the target at first slowly, and then quickly as they attempt to eat through the creature.

If the target fails a Fortitude save, they are immediately suffocating as worms spew out of their mouth. A heal check DC 11 + your caster level will keep the target from suffocating for the duration of the spell, however the target still cannot talk clearly, needing a DC 15 + 2* spell level concentration check in order to cast any spells with a verbal component, and taking -20 on all Charisma checks that require the use of any words (usually including Use Magic Device). The worms also pour out of the skin, doing 4d6 damage per round, and doing 8 Charisma damage when the spell is first cast (but this cannot reduce the target below 1 Charisma). Finally, the target is staggered for the duration of this spell.

If he succeeds on the Fortitude save, the target takes a -4 penalty to Charisma for the duration of the spell, and takes -2 on all d20 rolls in any round where he takes more than a single move or standard action.

Material component: An apple core.

Special: A Nature Oracle can take this spell instead of her 12th level Mystery Spell. A caster with access to the Animal Domain, can, when they first gain the ability to cast 7th level domain spells, choose to replace their 7th level domain spell permanently. This choice cannot be undone.

Cyanide
2014-08-29, 08:25 AM
As the nectar, so the poison
Level: Druid 3, Blighter 3, Cleric 4, Wizard/Sorcerer 4
Conjuration (healing) (evil)
Components: V, S, M
Casting time: 1 minute
Range: touch
Target: one apple core touched
Duration: 1 day/level
Saving Throw: will negates
Spell Resistance: No

This spell was first developed by a Bhuka Druid hailing from a central oasis in the White Sand Dale. Her duty being keeping watch on the oasis and the small, hidden garden it hosted, and helping any traveller coming across, she found herself increasingly at odds with the attitude of the growing number of disrespectful merchant caravans using the oasis as little more than a refreshment spot. After one too many drove of traders leaving all manner of garbage in its wake, she grew furious and decided to defend her oasis with arms, thus attacking the next caravan that would have stopped there. After being electrocuted, slashed and pummeled by the caravan's hired mercenaries, she reconsidered her methods, deciding instead to punish disrespect to her oasis using a pretense of kindness and goodwill to direct disrespectful travellers to an agonizing death by exhaustion, thirst and hunger.

This spell transforms the core of a chewed apple into a delicious and refreshing treat, which hides a core infused with dangerous poison.
Upon casting, the spell transforms the apple core into a tiny fruit or a handful of edible berries of the caster's choosing. The initial effect upon eating the product of this spell is a feeling of sated hunger and refreshment, as the fruit provides sustenance for the entire day and cures whomever eats it of the fatigued condition. An exhausted creature does not benefit from this effect. A creature eating this fruit without being currently fatigued receives, instead, a +2 bonus on checks to resist fatigue, which lasts until the start of the following day.
Any creature eating said fruit must make a Will save upon taking the first bite, success means the creature resists both the initial and the secondary effect of this spell. A single creature may not be affected by more than one fruit's effects during a single day.
The following day the secondary effect of the spell-infused fruit manifests itself in full force. Any creature who, during the previous day, benefited from the initial effect of the fruit is considered fatigued for the whole day, and takes a -2 penalty on saves to resist fatigue, dehydration and environmental effects of extreme heat, cold or altitude. Eating another fruit created by this spell cancels these penalties and restores the +2 bonus to resist fatigue effects, but on the following day any creatures who opts for doing so will be considered instead exhausted, and the penalty to saves will be -4 instead of -2.
A creature may continue eating spell-infused fruits to stave off these negative effects for a number of continuous days equal to his Constitution modifier, up to the point where its body will reject said fruits. For every consecutive day a further -2 penalty is added on top of the former, until the first day in which said creature stops eating the fruits, at that point all penalties manifest full force. Consecutive days of eating these fruits may not worsen the condition past Exhausted.
For example, Amphahar, a Human Fighter with 18 constitution, can eat the spell-infused fruit for 4 consecutive days. At the start of the 5th day, Amphahar will suffer the exhausted condition and a -8 penalty to saves to resist fatigue, dehydration and environmental effects for the whole day.
These effects disappear after one full day of not eating the spell-infused fruit followed by a remove disease spell. Creatures immune to poison or disease are still vulnerable to this spell.

Special: a creature possessing the feat Scavenging Gullet are immune to the harmful secondary effect, but still benefit from the nourishment and save bonus effect.
A creature with the Scent ability can detect a very faint, sickly odour coming from the fruit, and benefit from a +2 bonus on their save against the fruit's effects.
Starving creatures receive a -2 penalty on their save against the fruit's effects.

Material Component: an apple core, which the spell transforms in a juicy fruit, a handful of berries or a variation appropriate to the environment.

Thealtruistorc
2014-09-02, 04:44 PM
This is your seven-hour warning. If you wish to submit a spell, do it soon.

Thealtruistorc
2014-09-03, 05:03 PM
And so our first round of Iron Mage comes to a close. This went much better than I expected, with tons of fun and creative entries that I greatly enjoyed reading. The winner this time would be Cyanide (http://www.giantitp.com/forums/member.php?76567-Cyanide), with the clever and rather disturbing druid spell As the Nectar, so the Poison (http://www.giantitp.com/forums/showsinglepost.php?p=18022577&postcount=22). Congratulations, and I hope to see you all again for round 2.