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TempusCCK
2008-03-17, 05:54 PM
Presenting some sweet new spells for your enjoyment.

Animate Weapon

Transmutation

Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Effect: One Animated Weapon
Duration: 1 minute per level
Saving Throw: Will Save (object)
Spell Resistance: --

When cast on a creature, this spell causes a weapon to become animate and is able to defend the creature. It floats around their body, threatening all opponents within reach. Once per round per 5 caster levels (two at level 6, three at 11 and so forth), the animated weapon can make a normal attack roll against any opponent within range, or it can automatically defend the subject against anyone who attempts to make a melee attack roll against the caster by attacking or counter attacking. When attempting to attack a person with Animate Weapon cast on them, the weapon automatically attacks (using the casters caster level as it‘s bonus to hit). The weapon deals it’s normal damage, plus the casters key ability score modifier (INT for Wizards and CHA for Sorcerors.) The subject of the spell can choose to prevent the weapon from attacking defensively to instead use the weapons attack against a specified target for as many attacks in that round as it has available. A weapon animated by this spell keeps all of it’s masterwork or magical enhancements, including reach and damage.

A weapon animated by this spell is immune to disarm attempts.

Focus: The weapon to be animated, which then takes it’s place around the body of the target.

Animate Shield

Transmutation

Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: Any Creature
Effect: One Animated Shield
Duration: 1 minute/ level
Saving Throw: Will (object)
Spell Resistance:--

This spell temporarily grants a subject a shield that magically floats around them. The shield functions just as if it were being held by the subject, but does not require any hands to use. The shield grants all the normal bonuses of cover and armor class to the person as if they were wielding it, as well as any masterwork or magical bonuses the shield has. The subject of the spell can move the shield slowly at will .

A shield animated by this spell is immune to disarm attempts.

Focus: The Shield to be animated, which then floats around the target of the spell.



Holleman’s Baleful Ballistics

Necromancy

Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft. / level)
Target: Up to five creatures, of which no two can be more than 15 feet apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions exactly as Magic Missiles, except it deals 1D4+1 points of negative energy damage, rather than pure force damage. As such, it can also heal creatures who are healed by negative energy, such as undead.

(Magic Missile for Batman)

Holleman’s Manifested Magic Missiles

Evocation (Force)

Sorc/Wiz 1
Components: V,S, F
Casting Time: 1 Standard Action
Range: Short (25 ft. + 5 ft. per 2 levels)
Target: See Text
Effect: 1 Dagger of Force + 1 per 2 levels, up to a maximum of 5
Duration: See Text
Saving Throw: None
Spell Resistance: Yes

“As you complete the spell you wave the dagger before your face, as it quickly passes it seems to leave an image behind, which quickly manifests into a solid force energy, it floats up into the air and starts to slowly bob, moving as you do, waiting for you to grab it and toss it into combat.”

This spell functions almost exactly as “Magic Missile.” You merely cast the spell and touch the subject, and instead of missiles that veer unerringly toward their target, many replica throwing weapons are created from as a representation of the missile weapon you chose as your focus. They float around the targets body within arms reach, allowing them to open their hand and grab one as a free action. When thrown, they must make a ranged touch attack to hit a target, dealing 1D4+1 damage on a successful hit, the magical missile then disappears.

As well, the missiles can be directed and moved around within five feet of the subjects body defensively by merely concentrating on them. If the subject of the spell maintains concentration, the missiles will spin around their body very quickly, automatically hitting an opponent with a missile for every melee attack they make on you up to the number of missiles you have left. When concentration ends, the missiles immediately resume the slow, ponderous float they had before.

Because you make a ranged touch attack with the missiles, the effects of this spell ignore the blocking effect of a Shield spell.

Any magical missile that is created by this spell is treated as a weapon of it’s normal type, with modified damage and the [Force] descriptor, and such characters are susceptible to the -4 penalty for non-proficiency.

Focus: Any Weapon that can be thrown, comparable in size to a dagger or other small projectile.


Cantermeir’s Collegiate Copier

Transmutation

Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Minute
Range: See Text
Target: See Text
Duration: 24 hours
Saving Throw: Will (Object) or None
Spell Resistance: --

This spell can be cast on any book, scroll, or set of parchments that has blank pages. At the time of casting you designate two words, a start word and a stop word. For the spells duration, while the book is within 30 feet, any time you speak the start word, the enchanted paper will automatically recording any word spoken within earshot (roughly 15 feet for normal talking, longer if yelling) either until the duration runs out, it runs out of space to write, or the stop word is spoken. The spell will fill both front and back of any blank pages but will not write over already scribed words. This spell is used mostly for wizards to take quick and concise notes while in the middle of experiments or in study. It can record the verbal components of spells, but does not have the capability to record the actions of creatures, so any spells cast in it’s area that have somatic components, foci, or material costs are not fully apparent to the item and cannot be scribed from such. However, if a spell is cast in the presence of a object enchanted with Cantermier’s Collegiate Copier, it will record the verbal components of the spell and as such allows the text to be used as a basis for further research into the spells purpose and for the spell identification. If anyone attempts to identify a spell cast by looking at what was scribed by a Collegiate Copier, a spell craft attempt may be made of with a DC 19 + the Level of the Spell to reflect the difficulty in identifying spells without all the components apparent. The ability of this spell is limited by the amount of free space in the object, for greatest effect, casters usually have journals dedicated to simply allowing them to do research on various topics, but the spell can also be used in application for scribing spells into spell books, but does not cut down on the time it takes to scribe spells, only negates the cost of inks and pens, and the spell cannot be used to scribe scrolls.

Focus- A small vial of Ink and a Quill