Peregrine
2008-01-28, 09:03 AM
Here's a random bunch of spells I've had kicking around in notes for some time. I've finally gotten around to fleshing them out and posting them up here. All comments welcome. :smallsmile:
[hr]
This just makes sense in a world with magic but without printing presses...
Copy
Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S, F, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One or more surfaces touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell copies any writing you make with the focus onto a surface you touch. At any time during the spell’s duration, you may touch another surface and designate it as the new site for the copied writing. The writing consumes ink or other writing material sufficient for the two copies. The copied writing is nonmagical, even if you imbue the original with magical effects (such as scribing a scroll or inserting explosive runes).
The target surface may be an unattended object, one in the possession of a willing creature, or even the skin of a willing creature. If targeted at an unwilling creature or an object attended by one, the copying fails (but the spell is not ended and copying resumes if a valid target is designated). The target surface need not be one on which you could normally write; for instance, you could target rough stone, sand, or even water, but the writing would soon mix with water or be blown away with the sand.
Focus
A pen or other writing implement
Arcane material component
A pinch of ground charcoal
[hr]
In a fantasy game, there just has to be something to model divine intervention in this sort of situation.
Trial by Combat
Enchantment (Compulsion) [Mind-Affecting, Lawful]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Two willing creatures
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You call upon divine intervention into a cause between two willing subjects. Based on a challenge issued between the parties, one subject receives your deity’s favour, gaining a +4 bonus on weapon attack and damage rolls, while the other subject takes a -4 penalty on the same rolls. These bonuses and penalties only apply to attacks against the other subject of the spell, or against a commonly agreed object (such as an archery target). These are sacred bonuses and penalties if your deity is non-evil, or profane bonuses and penalties if your deity is evil.
[hr]
An odd idea I had some time ago. Should it affect all weapons, not just metal? (In that case, I'd probably have to rename it.)
Magnetic Hide
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell turns the target’s formerly protective hide into a liability, as it draws metal towards it. The target takes a -4 circumstance penalty to its natural armor bonus, but only against weapons made at least partially of metal. This can even reduce the creature’s effective natural armor bonus below 0.
Magnetic hide fails if cast on a creature that lacks natural armor. If the target only has natural armor due to a temporary effect (such as a barkskin spell), magnetic hide is dispelled when that effect ends.
[hr]
And this is because I don't want wizards who ban evocation to be completely without light spells.
Glowing Sphere
Conjuration (Creation) [Light]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Effect: One glowing sphere
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You create a spherical ball of glassy material that glows from within, shedding as much light as a torch. The sphere hovers within 5 ft. of you, following you as you move, or you can set it down on a surface. (Setting the sphere down, or picking it up to start it hovering near you again, takes a move action.)
The sphere has hardness 5 and 10 hit points. If it is broken, the spell ends immediately.
[hr]
This just makes sense in a world with magic but without printing presses...
Copy
Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S, F, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One or more surfaces touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell copies any writing you make with the focus onto a surface you touch. At any time during the spell’s duration, you may touch another surface and designate it as the new site for the copied writing. The writing consumes ink or other writing material sufficient for the two copies. The copied writing is nonmagical, even if you imbue the original with magical effects (such as scribing a scroll or inserting explosive runes).
The target surface may be an unattended object, one in the possession of a willing creature, or even the skin of a willing creature. If targeted at an unwilling creature or an object attended by one, the copying fails (but the spell is not ended and copying resumes if a valid target is designated). The target surface need not be one on which you could normally write; for instance, you could target rough stone, sand, or even water, but the writing would soon mix with water or be blown away with the sand.
Focus
A pen or other writing implement
Arcane material component
A pinch of ground charcoal
[hr]
In a fantasy game, there just has to be something to model divine intervention in this sort of situation.
Trial by Combat
Enchantment (Compulsion) [Mind-Affecting, Lawful]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Two willing creatures
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You call upon divine intervention into a cause between two willing subjects. Based on a challenge issued between the parties, one subject receives your deity’s favour, gaining a +4 bonus on weapon attack and damage rolls, while the other subject takes a -4 penalty on the same rolls. These bonuses and penalties only apply to attacks against the other subject of the spell, or against a commonly agreed object (such as an archery target). These are sacred bonuses and penalties if your deity is non-evil, or profane bonuses and penalties if your deity is evil.
[hr]
An odd idea I had some time ago. Should it affect all weapons, not just metal? (In that case, I'd probably have to rename it.)
Magnetic Hide
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell turns the target’s formerly protective hide into a liability, as it draws metal towards it. The target takes a -4 circumstance penalty to its natural armor bonus, but only against weapons made at least partially of metal. This can even reduce the creature’s effective natural armor bonus below 0.
Magnetic hide fails if cast on a creature that lacks natural armor. If the target only has natural armor due to a temporary effect (such as a barkskin spell), magnetic hide is dispelled when that effect ends.
[hr]
And this is because I don't want wizards who ban evocation to be completely without light spells.
Glowing Sphere
Conjuration (Creation) [Light]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Effect: One glowing sphere
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You create a spherical ball of glassy material that glows from within, shedding as much light as a torch. The sphere hovers within 5 ft. of you, following you as you move, or you can set it down on a surface. (Setting the sphere down, or picking it up to start it hovering near you again, takes a move action.)
The sphere has hardness 5 and 10 hit points. If it is broken, the spell ends immediately.