Some New Spells.... Not Fully Fleshed Out

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serleran
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Some New Spells.... Not Fully Fleshed Out

Post by serleran »

I posted these somewhere else but decided some of you might want to see too. Full details have not yet been decided/detailed and there has been no playtesting.


Apportion Magic -- by means of this spell, the caster and recipient share the effects of another spell which must otherwise have a single target. There is no change to duration. The target of this spell must be touched and must be willing. Only spells which normally affect a single creature and those which can be dispelled are possible to apportion. Level 5.

Adjure Incantation -- the caster gains knowledge of a single command word for a voice-activated magic item if it fails a save against its greatest vulnerability (that is, if it needs a 16 to save vs. fire but a 4 against everything else, it saves vs. fire.) Doing this drains the item of 3 charges, if it has them, or one daily usage if it has such a limit (at will items with no usage limits suffer no ill effect.) If the item makes its save, it still loses one charge (only charged items are thus affected.) Level 5.

Taxing Hex -- all magic items within a 30 foot mobile area of the caster which require the use of charges need an additional charge to perform their selected ability; if this means the item needs more charges than it has, it cannot be used until the spell lapses. Level 7.

Transfer Enchantment -- by means of this spell, one magical item is depleted and its magic imbued into another object. The target object must be of the same sort (for example, if transferring magic from a shield the selected new object can be armor, bracers, or other defense item) and must be valued at least twice as much as the source. The original item is allowed a save and if successful, there is no effect; failure causes the new item to gain the ability of the source, although 25% less effective (items with only a + enchantment loses one modifier, for each such modifier.) If the source is affected,it can never again be enchanted nor subject to this spell though it remains a well-crafted item of value. There is no effect on artifacts or relics (and those which the DM rules should be unaffected such as near-artifacts) and attempting to do so results in the caster being drained of all spellcasting ability for 3 days (all spell slots are lost and cannot be recovered.) Level 9.

Jinx -- the caster selects a spell level which is currently available. Should another spellcaster in the area of effect cast a spell or use a magic item mimicking the spell level, that spell is reflected back at them as by a ring of spell turning. Level 7.

Sorcerous Redistribution -- all spells with a duration greater than one round and which are single-target are reassigned to another target at random, their duration reduced by half. All changes must be possible (for example, a charm person spell could not be assigned to a creature not designated a "person") and must be within the area of effect when the spell occurs. There is no save for this spell as the effects are already present -- they are merely changing who/what is affected. Level 9.

Augment Cantrip -- after casting this spell, any cantrip subsequently cast during the 1 turn duration, is treated as if it were a 1st level spell and therefore capable of inflicting damage, causing spell interruption, or like effect. As cantrips do not normally deal damage, any the DM feels might, should inflict 1d2 points. Other effects should be similar to 1st level spells of the same nature, but reduced in effect by 50% (for example, an ignite cantrip might work as a burning hands spell at reduced ability.) Level 3.

Bookmark -- through application of this spell, the caster marks a written document with a sigil only they can see and understand (that it, it may become visible but it is not in a language and has no actual meaning.) This sigil speeds the reading process, reducing by a factor of 1 for each sigil so present (for example, if an unmarked scroll would require 3 rounds to read, having two bookmarks would reduce it to 1). This spell may be cast upon a scroll or other magical writing; if used on a spellbook, the preparation time is reduced by 25% but there must be at least 2 bookmarks present per spell level being prepared. No item can have more bookmarks than the sum of its spell levels doubled (if magical) or 5 (if not magical) regardless of the number of casters who have made one. Use of this spell does not cause any additional magic to be detected on the work. All bookmarks are instantly removed if affected by erase. Level 2.

Missile Mastery -- at spell completion the caster chooses one of the following effects to apply to a missile attack within range -- 1) the range is decreased to short regardless of actual distance to the target thereby also reducing any to hit penalty; 2) the attack ignores cover or concealment (except that caused by invisibility) but all other modifiers are normally applied; 3) penalties for firing into or out of melee are ignored though all others are applied as necessary; 4) damage dealt is doubled as if a second attack roll were made (if the missile weapon misses its mark, a second attack roll is made to see if normal damage with all attendant adjustments is still made though specific unique properties such as slaying arrows do not retain that trait on the second shot); 5) an effect identical to the shield spell is produced but it covers 3/4 the target rather than front only (the caster chooses which direction is exposed); 6) the effect is akin to an invisible solid wall such that effects like lightning bolt rebound off it, this being front-facing only, affecting missile or ranged attacks (including magical ones) but having no impact against melee. Only one effect can function at a time and the spell cannot have its duration extended in any way. Level 5.

Force Majeure -- any compulsion, charm, suggestion, mind-affecting enchantment, or external obligation that requires the recipient to perform some action (this even includes doing "nothing" such as petrification and spells such as geas) which are not divine in magnitude are immediately ended; the target of this spell is allowed a saving throw if they wish and a successful save reduces the duration of such effects on them by half but a failed save results in expiration of the effect and the original caster, if on the same plane, to become befuddled for 3 days (this reduces their Intelligence and Wisdom by 3 points.) Level 8.

Shift Attitude -- this spell may only be cast on a group composed of at least 4 individuals. A single save is made using the modifiers, if any, of the least likely to succeed. If it fails, the reaction roll for the encounter is modified one column of the caster's choice so that a hostile meeting can be made less threatening, for example. If the save is made, the encounter is automatically hostile but not necessarily violent - this depends on the alignment and other traits of those met. Level 2.

Minimorph Self -- the caster selects one of their own appendages (which can include the head) which takes on the appearance of another living corporeal creature; should the caster choose, they can gain a limb they do not normally possess. The limb bestows half normal non-magically enhanced mobility for a creature of the chosen type (for example, if a giant eagle wing is gained, the caster can fly at half the usual speed; if flight is gained in this way, the maneuverability class is reduced by one category) and also gives natural attack capability but without any magical function (for example, a caster could take on the arm of a troll and gain a claw attack but would not get any regeneration.) The attack damage is standard for the creature. The chosen creature cannot exceed the caster's own unmodified height or weight by 250%. There is no system shock or mental instability concern with this spell (reference polymorph self.) The creature being mimicked must be known to the caster and cannot exceed 7 HD. Level 3.

Forestall Miscibility -- after the spell is cast, the target can safely consume any number of magic fluids without needing to check on the miscibility table during this spell's duration. Once it has ended, the liquids become a toxin in their imbiber and a save vs. poison must be made (it is made at a penalty based on the number of drinks consumed):

Drinks Consumed ... Penalty
1 - 3 .... --
4 - 5 ... -1
6 - 7 ... -2
8 - 9 ... -3
10+ ... -4

If this save is failed, the target must make one check on the miscibility table with a modifier (positive or negative, at the DM's discretion) equal to the number of drinks taken doubled. Level 4.

Power Word, Sunder -- by concluding the spell, a wave of force spreads out from the front of the caster causing all locked or sealed objects to open, including doors, portcullises, manacles, belt buckles, closed pouches, sealed scroll tubes, and the like. This is 3' at the base and expands outward in a cone to 20'. Any magically sealed item such as those affected by hold portal or wizard lock are also opened. A gate (as the spell) may be closed by use of this spell but there is only a 5%, +2% per level difference that it will work. Level 5.

Physical Alchemy -- the recipient is granted each of these effects: 1) the first physical attack upon them that scores a hit deals minimum damage (this is a one-time effect and does not occur each round of the duration); 2) a bonus of +4 is given to all saves against any form of physical state-alteration such as paralysis, blindness, petrification or poison (as examples); and 3) for one round per turn, either an additional movement (equal to base rate) or an additional single melee attack can be made. The higher level version of this spell also grants regeneration at the rate of 1 HP per 3 rounds. It is not possible to extend the duration of either version. Level 6 / 8.

Niggling Worm -- by touch, the caster infects a rival with a parasite preventing their regaining of a single spell slot of up to 3rd level. It can be healed as a disease but the healer must be of 4 levels higher than the caster of niggling worm. No damage is dealt and it does not interfere with natural healing - only the restoration of a spell slot. Level 5.

Safety Dance -- this spell provides the following adjustments to the recipient who must move (by dancing) at least half their movement each round to retain them: 1) +1 Armor Class, 2) +1 bonus on all saves, 3) +1" of land movement (that is, it does not apply to swimming, burrowing, flying, etc), 4) +1 initiative. The higher level version also provides the recipient with the effects of protection from good/evil and resist elements. Level 3 or level 6.

Contagious Injury -- the caster touches the victim who is granted a save vs. spells. If made, there is no effect; on a failed save, when the victim suffers damage, the next person they touch (except the caster of contagious injury) also suffers the same amount of damage with a save allowed to reduce it by half. This continues for as long as those affected touch someone not currently affected by this spell. It is not considered a disease or poison and therefore cannot be cured as one although a healing spell of 4th level or greater will stop a single instance (though this likely means the healer must make their own save to avoid being afflicted by the treatment.) Level 7.

Automap -- similar to find the path, this spell presents the caster with knowledge to gain access or egress to a location or dungeon but it does not provide all information -- for example, if doors are locked or need special means of entry, that will not be revealed. It also only works for a 3 square mile area outside or one dungeon floor (or level). Unlike find the path, there is no immediate escape from spells such as maze. If the area is populated with numerous complications such as teleport areas that lead back, this spell is foiled though the caster will know such devices exist -- just not where or precisely how they function. Level 4.

Enumerate Capacity -- by spending one charge from an item possessing them, the caster is able to determine an accurate approximation (within 1d4+1) of the remaining charges. No save is allowed. Functions of the charge or the item are otherwise not revealed. Level 4.

Knowledge Exchange -- the caster selects a subject matter known to the victim (if the target does not have any such knowledge, the spell fails) and attempts to gain it by sacrificing some of their own knowledge. The victim is entitled to a saving throw which negates the effect. The exchange must always be equal so that, for example, if the caster wishes to learn a password for entry, they must give a secret phrase in return; if the caster learns a new spell, they must also forget one as if the initial check for success had failed (in this case, the spell remains in their spellbook but cannot be prepared anew; any instance in memory is lost as well, becoming an open spell slot) and so forth. The DM has final say in what constitutes an equal trade and the depth of knowledge one can exchange. This spell does not allow the transfer of experience or abilities though it can transfer memory. Level 5.

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Go0gleplex
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Re: Some New Spells.... Not Fully Fleshed Out

Post by Go0gleplex »

Those are some rather interesting ones Serl.

Safety Dance! :ROFLMFAO: love it!
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mgtremaine
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Re: Some New Spells.... Not Fully Fleshed Out

Post by mgtremaine »

And now the song is stuck in my head... DOH!

-Mike

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Re: Some New Spells.... Not Fully Fleshed Out

Post by Lurker »

Nice, thanks for sharing !
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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spudeus
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Re: Some New Spells.... Not Fully Fleshed Out

Post by spudeus »

mgtremaine wrote:And now the song is stuck in my head... DOH!
Yep, I figure the spell's 'verbal component' is pretty difficult: "S-S-S-S--A-A-A-A--F-F-F-F--E-E-E-E. . ."

serleran
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Re: Some New Spells.... Not Fully Fleshed Out

Post by serleran »

A few more rough ideas...


Firespout -- the caster designates up to 3 fixed locations within the area of effect from whence a gout of flame is spewed, this extending out 10 feet and igniting any flammable object caught in the line (it is 1 foot wide.) A creature caught in the spout suffers 2d6 damage (and may suffer from multiple spouts at once) with a save allowed to reduce by half for each exposure. The fixed point must be a solid object such as a wall, floor, or ceiling but can also include creatures (for example, the caster could select his own mouth as the origin or the fingertips of a floating comrade.) Level 4.

Undead Doubles -- this spell may only be cast on a group of undead no larger than 8 individuals and whose HD, individually, do not exceed 3. It creates a mirror image of each, as the spell of the same name, but with a slight twist -- the image is a functional, lesser, creature of the same type but with only 1 HD and no supernatural abilities except movement (that is, if the source undead can pass through walls, so can its double; the double would not, however, gain any special attacks like level drain or fear.) These doubles are not subject to turning and remain should their source be destroyed; should this happen, the double no longer functions as a mirror but is capable of making its own actions. Level 4.

Enchant Component -- by casting this spell, the caster enhances a material component used for the casting of a separate spell so that, when it is used (and consumed) that spell is resolved as if cast at 2 levels higher than usual. The caster may not have more than 3 components enhanced in this way at any time and the component is always consumed (even if the spell says it is not) when the second spell is cast. Level 6.

serleran
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Re: Some New Spells.... Not Fully Fleshed Out

Post by serleran »

A couple more as I was bored at work...

Truthgeyser -- by means of this spell, all within the area of effect except the caster, are afflicted with an overwhelming desire to speak the truth, any truth, for doing so otherwise randomly causes a physical unwellness such as suffering damage (suggested as 1d2 points), becoming temporarily blind or deaf (but never mute), feeling nauseous, etc. Each round, the victim(s) must speak a different truth than the round prior. The spell persists until the caster speaks a truth of their own or 5 turns, whichever comes first. Note: the victim(s) do not necessarily respond to directed questions and therefore cannot be made to speak a specific truth but, if a compelling presentation is made (at the DMs discretion), a save is made -- if it fails, the subject must respond to that single query. The clerical version of this spell is only granted to those serving a deceitful deity. Level 3 (cleric), level 5 (illusionist)

Fox News -- similar to commune with nature, the caster gains intimate knowledge of the area in which the spell is cast at the rate of one fact per level; however, this information is not always accurate and may be misleading or even dangerous. The chance the information is accurate is 5% per level; on failure, something is still learned but it may be wildly off and the DM is encouraged to use any rumors developed for the area. If there are no foxes native to the territory in which it is cast, the spell fails. Level 3 (druid)

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Go0gleplex
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Re: Some New Spells.... Not Fully Fleshed Out

Post by Go0gleplex »

:LMAO:
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

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