Elements of Magic - Spell Creation and Critique

I am creating this thread for people to post their spell ideas, so that others can see them, use them, or correct any possible mistakes. Eventually I would love to have a large collection of premade spells, to help gamers see the system in action and to make it so that those who don't want to create all their own spells can just borrow some from here.

Any spells posted on this thread may some day be used in an Elements of Magic compilation. If you would prefer not to have your spells used in such a way, please just mention that in your post.

Thanks.
 

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Eloy

First Post
A few spells from old (but good) fantasy novels...

Hi! First of all, congratulations on a job well done to RangerWickett for a great book. Much improved from the original. And congrats on the graduation. Good luck on the job hunt situation. AND get to work on that Lycean Arcana. My credit card and me are getting restless… :)

Anyways, here are a few spells based on some of my favorite fantasy books. Please review them and double check my math. Comments and criticism are welcomed.



Werelight
Create light 1/ Move Force 1/ Gen 1
Total MP: 3
Range: 30 feet
Area of effect: point in space (20’ radius light)
Target: A point in space
Duration: Concentration

This spell creates a globe of colored light, which moves as the caster wishes within the 30’ range, at a base speed of 30 feet.

Costs: 0MP create light effect, 0MP duration effect, 1MP Move Force (spell) effect


Variations: 1) Range increase to 150 ft, add +1MP
2) Duration increase to 10 minutes, add +1MP


Based on the spell of the same name in Ursula K. LeGuin’s A Wizard of Earthsea.


Transform Blade of Grass into Staff
Transform Nature 0
Total MP: 0
Range: Touch
Target: A blade of grass or other piece of vegetable matter.
Duration: 1 minute (D)

With this spell, the mage transforms an ordinary piece of grass into a normal quarterstaff.

Costs: 0MP transform nature spell


Help here would be useful. I am uncertain if the De-animate (2 MP) enhancement is necessary. That would make the spell a Transform Nature 2 spell, with a total MP cost of 2.

Based on a spell in Ursula K. LeGuin’s A Wizard of Earthsea.


Lord’s Fire
Create Fire 1
Total MP: 1
Range: Touch
Target: A staff
Duration: 1 minute (D)

Conjures blue flames around the mage’s staff, which do not harm the wielder, but add +1d6 fire damage to attacks.

Costs: 1MP elemental weapon effect

Based on spell in Stephen R. Donaldson’s Chronicles of Thomas Covenant the Unbeliever




Banefire
Create Fire 1 / Infuse Force 2
Total MP: 3
Range: Touch
Target: A staff
Duration: 1 minute (D)

Conjures red flames around the mage’s staff, which do not harm the wielder, but add +1d6 fire damage to attacks. Additionally, the staff is reinforced and strenghthened, adding +2 to to hit and damage with each attack.

Costs: 1MP elemental weapon effect, 2 MP enhance attack effect


Variations:
1) increase fire damage by 1d6 for each additional MP spent on Create fire.
2) increase to hit and damage bonus by +1 for each MP spent on Infuse Force.


I came up with this variant of the Lord’s Fire spell, which I think is much more useful.


The Wrath of Fenris
Transform Life 2
Total MP: 2
Range: Touch
Target: Self
Duration: 1 minute (D)

The mage assumes the shape of a wolf (CR 1), usually as a last resort, to engage in melee combat.

Costs: 2MP Strong Creature enhancement


Variations:
1) Add +2 MP, assumes the shape of a worg (CR 2). Total MP cost: 4
2) Add +4 MP, assumes the shape of a dire wolf (CR 3). Total MP cost: 6


This one is mine. Just something I've always wanted my wizard to do, but as a 1st or 2nd level spell. 4th level always seemed too high to me for polymorph. And people always wind up shape changing into four armed ogrillons and such, just for the number crunched attacks...
 

lord_banus

First Post
Shouldn't The Wrath of Fenris be a Transform Animal rather than Transform Life. Transform life is used for animation of inanimate objects.

Other than that, these are some interresting spells.
 

Eloy

First Post
OOOps! That's right. Wrath of Fenris should be Transform Animal 2.

Thanks.

How about transform blade of grass to staff? Does it need the Deanimate enhancement? Is a blade of grass plucked from the ground considered alive, or is it dead, having been torn from its root? This makes a difference from a 0 MP spell to a 2MP spell.

I would say the grass is dead. This would be an interesting point to clear, as one may want to transform, say a dead orc's corpse into an inanimate object, for example, to hide the body... or does that require Deanimate as well?
 

lord_banus

First Post
I think it is pretty much a DM call but I would say that a plucked blade of grass is dead so it would be usable. I would also say that there would be a number of dead blades of grass on the average lawn that could used without plucking. For balance reason I think it matters little.
 

Hot foot!
Evoke Lava 5/ Move Death 6/ Gen 2
Total mp: 13
Range: 30 ft.
Duration: 10 minutes

By melting the ground with a combination of gravitational and thermal manipulation, this spell anchors the target to the ground, which is itself, baked. The target cannot be moved from this spot at all, and everyone in 5 ft. of the target (including the target itself) take 2d6 damage per round. 1 Mp duration, 5 mp Major side effect, 1 mp range.
 

astriemer

First Post
New Spells

These are some spells I whipped up for a 6th level mage I'm playing. They are inspired from the Dr. Strange comic book series.

I'm not sure if I did the Hook of Hoggoth correctly. I was trying to simulate the spell in the comic, while combining the game effects of Spiritual Weapon. Any suggestions on that spell or any of the others for that matter?

Hook of Hoggoth
Evoke Force 4/Create Force 1/Gen 1
Total MP: 6
Range: Close
Area: one scythe
Duration: Concentration (up to 1 minute)
Save: none
Spell Resistance: yes
Description: This spell summons a large mystical scythe made of pure force that the caster can wield as a weapon attacking opponents at a distance as directed dealing 2d6 force damage per hit (x4 on a critical). It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus plus your Intelligence modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the hook to a new target. If you do not, the weapon continues to attack the previous round’s target.
The hook cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. It’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. Costs: 4 MP enduring damage, 1 MP elemental weapon, 1 MP range.

Hand of Hoggoth
Move Force 4/Gen 2
Total MP: 6
Range: Medium
Area: one hand of force
Duration: Concentration
Save: special
Spell Resistance: yes
The caster’s hand bursts into non-damaging flames which harden into a large gauntlet of force. The caster can manipulate objects with the hand as well as use the following combat maneuvers with the hand: trip, disarm, grapple, and bull rush. Its attack bonus to make contact equals your caster level + your Intelligence + 12 for the hand’s Strength score (35) + 0 for being Medium sized. The hand holds but does not harm creatures it grapples. The bonus for bull rushing an opponent is +14 (+12 for Strength 35, +2 bonus for charging). The hand can affect creatures of up to size Huge and objects weighing up to 50,000 lbs. Creatures (who are grappled) and objects can be picked up and moved at a speed of 30’ per round. As an object of force the hand can affect incorporeal creatures just as easily as corporeal ones. The hand has as many hit points as you do when you’re undamaged, and its AC is 20 (+10 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. The hand makes saving throws as its caster. Costs: 4 MP effective strength, 2 MP range.

Hosts of Hoggoth
Dispel Magic 6/Gen 0
Total MP: 6
Range: 0
Area: one spell
Duration: Instantaneous
Save: special
Spell Resistance: No
Description: The Hosts of Hoggoth is a standard dispel magic spell used to remove or counter any previously cast spells. Costs: 6 MP dispel power.

Alter Appearance
Illusion Shadow 1/Gen 3
Total MP: 4
Range: 0
Area: creature touched
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The caster creates a visual illusion that disguises the creature touched as anything of a similar size. The affected creature gets a +10 on its disguise checks. Costs: 1 MP standard visual illusion, 3 MP duration.

Astral Projection
Move Life 3/Gen 3
Total MP: 6
Range: Long
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The casters spirit travels forth to explore the area within the range of the spell. The caster can become manifest or incorporeal as desired (changing state is a full round action). While incorporeal the caster cannot be seen. When manifest the caster appears as a slightly translucent version of himself. With a full round action the caster can return to his body, but must otherwise travel using his normal modes of movement. If the spirit body is slain, the spirit returns to the caster’s body which is reduced to 0 hit points. Costs: 3 MP spirit projection, 3 MP range.

Cleansing Rains of Raggador
Heal Life 5/Gen 1
Total MP: 6
Range: 0
Area: 10 foot radius centered on caster
Duration: Instantaneous
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: These mystical rains are extremely cleansing and can destroy most diseases and plagues, almost instantly. The effect is to provide cure disease in the area. Costs: 5 MP curing, 1 MP area.

Crimson Bands of Cyttorak
Create Force 2/Move Force 2/Gen 1
Total MP: 5
Range: Close
Area: 5 foot square
Duration: 1 minute
Save: None
Spell Resistance: No
Bands of crimson energy surround the square entrapping a medium sized creature (or two small, or four tiny, or 8 diminutive creatures) with a successful grapple check (Effective Strength 25, Size Medium), this check does not provoke an attack of opportunity for grappling (though it might have for casting the spell as normal). The bands do not do grappling damage nor does the caster have to move into the captured creature's square (the bands are there already). The caster does not suffer the normal grappling consequences (no threat, no dex, no move) as the spell is doing the grappling. The only grappling action the bands can perform is to pin the opponent. The captured creature can try to break free each round by making a successful Strength check (DC 25) or by using Escape Artist skill to defeat the grapple as normal. Costs: 2 MP elemental object, 2 MP effective strength, 1 MP range.

Crimson Crystals of Cyttorak
Evoke Crystal 2/Gen 3
Total MP: 5
Range: 0
Area: 30 foot Cone
Duration: Instantaneous
Save: Reflex ½
Spell Resistance: yes
Shards of crimson crystal fly from the casters outstretched hands causing 3d6 piercing physical damage to creatures and objects in the area (Reflex save ½). The shards are considered magical for purposes of damage reduction. Costs: 2 MP damage, 3 MP cone area.

Cyttorak’s Crimson Band
Move Force 4/Gen 2
Total MP: 6
Range: Close
Area: whip shaped force
Duration: 10 minutes
Save: special
Spell Resistance: yes
A crimson whip-like force is created that can be used to snatch things, grab creatures, or perform trip attacks. Its attack bonus to make contact equals your caster level + your Intelligence + 12 for the whip’s Strength score (35) + 0 for being Medium sized. The whip holds but does not harm creatures it grapples. The whip can affect creatures of up to size Huge and objects weighing up to 50,000 lbs. Creatures (who are grappled) and objects can be picked up and moved at a speed of 30’ per round. As an object of force the whip can affect incorporeal creatures just as easily as corporeal ones. The whip cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. It’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the whip strikes it. If the whip is successfully resisted, the spell is dispelled. If not, the whip has its normal full effect on that creature for the duration of the spell. Costs: 4 MP effective Strength, 1 MP range, 1 MP duration.

Eldritch Bolt
Evoke Force 4/Gen 2
Total MP: 6
Range: Medium
Area: one creature
Duration: Instantaneous
Save: None
Spell Resistance: yes
Description: The caster shoots a bolt of force at the target doing 5d6 damage with a successful ranged touch attack. Costs: 4 MP damage, 2 MP range.

Eldritch Beam
Evoke Force 4/Gen 2
Total MP: 6
Range: 0
Area: 30 foot long line
Duration: Instantaneous
Save: None
Spell Resistance: yes
Description: The caster creates a beam of force doing 5d6 damage to all creatures in the area with a successful ranged touch attack. Costs: 4 MP damage, 2 MP line area.

Fabulous Flames of the Faltine
Create Force 6/Gen 0
Total MP: 6
Range: 0
Area: 5 foot square
Duration: 1 minute
Save: none
Spell Resistance: yes
A wall of transparent green flames of force springs up around the caster blocking most attacks. The wall has hardness 50, energy resistance 50 and 50 hit points. As a force effect it fully blocks incorporeal creatures and their attacks. Costs: 6 MP elemental object.

Flames of the Faltine
Evoke Force 5/Gen 1
Total MP: 6
Range: Close
Area: one creature
Duration: Instantaneous
Save: none
Spell Resistance: yes
Small emerald balls of energy streak towards the target and strike with eldritch force doing 6d6 damage. The caster must make a successful ranged touch attack to target the spell. As a force effect, the spell damages incorporeal creatures fully. Costs: 5 MP damage, 1 MP range.

Freeing Flames of the Faltine
Dispel Magic 6/Gen 0
Total MP: 6
Range: 0
Area: creature touched
Duration: Instantaneous
Save: Will negates (harmless)
Spell Resistance: Will (harmless)
Primarily used as a counterspell, green flame-like force surrounds the caster preventing entrapment spells (usually Create Force or Evoke Ice) from affecting him or her. The non-damaging flames can also be used to try to “burn off” any charm or compel spells affecting a creature touched. Costs: 6 MP dispel power. (Spell works best, of course, if the caster knows the spell lists used in the entrapment effect). Signature version of the spell knows the following lists for purposes of dispel: Create Force, Move Force, Evoke Ice, Compel Humanoid, Charm Humanoid, Move Death.

Levitation
Move Air 3/Gen 1
Total MP: 4
Range: Close
Area: one creature
Duration: Concentration
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Creature levitates up or down at a speed of 20 feet as a move action. Costs: 3 MP fly speed, 1 MP range.

Mesmerism (Suggestion)
Compel Humanoid 4/Gen 2
Total MP: 6
Range: Close
Area: one humanoid creature
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
HD Threshold: 10 HD
Description: Caster gives one humanoid creature (up to 10 HD) a telepathic command (of one to two sentences) that it carries out for the duration. Creatures with more than 10 HD get a +1 bonus on their saves for every HD over 10. Costs: 3 MP standard telepathic command, 1 MP increase threshold, 1 MP range, 1 MP duration

Oshtur’s Gentle Hands
Move Force 3/Gen 3
Total MP: 6
Range: 0
Area: Line 150 feet long
Duration: Concentration
Save: Will negates
Spell Resistance: yes
A mystical force gently, but firmly (Strength 30) parts crowds, foliage, even water (anything that could be lifted with a 30 Strength). It will not move creatures greater than Large sized nor will it move materials with a hardness of 10 or more unless there is room for them to slide out of the way. Creatures that do not wish to be pushed out of the area of effect may make a Will save to stay in the area. Costs: 3 MP effective strength, 3 MP line area.

Roving Rings of Raggador
Dispel Magic 5/Gen 1
Total MP: 6
Range: Close
Area: one creature
Duration: 1 minute
Save: special
Spell Resistance: yes
Description: Mystical rings float over the target and descend and contract around it. The rings prevent the creature from using its magical abilities creating an antimagic effect with an SR of 27. Costs: 5 MP dispel power, 1 MP range.

Royal Rains of Raggador
Evoke Force 3/Evoke Life 1/Gen 2
Total MP: 6
Range: Close
Area: 10 foot radius sphere
Duration: Instantaneous
Save: Fortitude ½
Spell Resistance: yes
Description: A rain of force fills the area damaging doing 4d6 non-lethal damage to most creatures in the area. Undead take 4d6 normal damage. Costs: 3 MP damage, 1 MP mild life side effect, 1 MP range, 1 MP area.

Secrets of the Seraphim
Move Air 5/Gen 1
Total MP: 6
Range: Touch
Area: creature touched
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
The creature touched gains the ability to fly (at good maneuverability) at its base speed as a move action for the duration. Costs: 5 MP fly speed, 1 MP duration.

Seven Bands of Cyttorak
Create Force 2/Move Force 2/Gen 2
Total MP: 6
Range: Close
Area: one net shaped force
Duration: 10 minutes
Save: None, special
Spell Resistance: yes
Description: A net shaped field of crimson force in created that the caster can use to trap creatures. The net functions as a normal net with the exception of it being made of force, a range of close, and it being able to be used by the mental command of the caster (Strength 25). Costs: 2 MP elemental object, 2 MP effective strength, 1 MP range, 1 MP duration.

Seven Rigorous Rings of Raggador
Compel Humanoid 7/Gen 1
Total MP: 8
Range: Close
Area: one humanoid creature
Duration: 1 minute
Save: Will negates
Spell Resistance: yes
HD Threshold: 14 HD
Bands of blue energy reach into a humanoid creature’s mind and allow the caster to control the creature’s actions. You can control a creature of up to 14 HD which it will carry out for the duration. Creatures of more than 14 HD get a +1 bonus on their save for every HD over 14. Costs: 7 MP telepathic domination, 1 MP range.

Seven Rings of Raggador
Create Force 2/Move Force 3/Gen 1
Total MP: 6
Range: Close
Area: one creature
Duration: 1 minute
Save: Reflex negates
Spell Resistance: yes
Bands of blue energy surround one large sized or smaller creature. The creature trapped is considered grappled and pinned, thus is not able to move. The creature can try to break free each round by making a successful Strength or escape check (DC 30). Costs: 2 MP elemental object, 3 MP effective strength, 1 MP range.

Shades of the Seraphim
Scry 5/Move Force 1/Gen 0
Total MP: 6
Range: Unlimited
Area: one creature or location
Duration: Concentration
Save: Will negates (special)
Spell Resistance: yes
The shades part to reveal the creature or location you are scrying (with a successful Scry check). You can move the field of vision to follow any creature during the duration. Anyone who enters your field of vision receives a Will save (based on your Scry check) to notice they’re being watched. Costs: 5 MP second hand knowledge target, 1 MP move force.

Shield - Individual
Abjure Crystal 6/Gen 0
Total MP: 6
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: None
Description: A shimmering shield of force appears and protects the caster from crystal attacks, providing damage reduction 10 versus all crystal-based attacks. It additionally provides a +3 AC versus crystal creatures. Remember friendly elements for crystal are ice and light. Note: An abjure specialist can modify the spell as cast to provide damage resistance 10 and +3 AC versus another element if they have the appropriate spell list. Costs: 5 MP abjure crystal damage reduction, 1 MP abjure crystal AC.

Shield of the Seraphim
Abjure Force 6/Gen 0
Total MP: 6
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: None
Description: A shimmering shield of force appears and protects the caster from energy attacks, providing energy resistance 15 versus all attacks. Note: An abjure specialist can modify the spell as cast to provide energy resistance 30 versus a specific energy type if they have the appropriate spell list. Costs: 6 MP abjure force energy resistance.

Shining Circle of the Seraphim
Abjure Nature 4/Gen 1
Total MP: 5
Range: Creature touched
Area: one creature
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
This spell creates a ring of “anti-force” around any character the caster touches acting as a defense. This ring prevents any creature from attacking the defended creature, including ranged and spell attacks. Each minute a creature can make a Will save to be able to attack the protected creature. Costs: 2 MP hedging nature, 2 MP greater hedging, 1 MP duration.

Spell of Silence
Compel Humanoid 3/Gen 3
Total MP: 6
Range: Touch
Area: one humanoid creature
Duration: 1 hour
Save: Will negates
Spell Resistance: yes
HD Threshold: 9 HD
Description: You command the creature (up to 9 HD) not to speak about a particular subject and for the duration they are unable to do so. Creatures with more than 9 HD get a +1 bonus on their saves for every HD over 9. You must share a common language for this spell to work. Costs: 2 MP standard language command, 1 MP increase threshold, 3 MP duration.

Swift Shield of the Seraphim
Abjure Force 2/Gen 3
Total MP: 5
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: None
Description: The caster can quickly (as a quickened free action) put up a minor shield to protect himself providing energy resistance 5 versus all attacks. Note: An abjure specialist can modify the spell as cast to provide energy resistance 10 versus a specific energy type if they have the appropriate spell list. Requires the Quicken Spell feat. Costs: 2 MP abjure force energy resistance, 3 MP quickening.

Telepathy, Complex
Compel Humanoid 4/Gen 2
Total MP: 6
Range: Medium
Area: one creature
Duration: Concentration
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: You can communicate telepathically with one other creature regardless of language. Costs: 4 MP complex telepathic communication, 2 MP range.

Telepathy, Simple
Compel Humanoid 2/Gen 4
Total MP: 6
Range: Long
Area: one creature
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: You establish a telepathic communication with one other creature to whom you can speak if you share a common language or to whom you can communicate simple concepts if you do not share a common language. Costs: 2 MP standard telepathic communication, 3 MP range, 1 MP duration.

Unscathable Shield of the Seraphim
Abjure Nature 4/Abjure Force 1/Gen 1
Total MP: 6
Range: 0
Area: creature touched
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: A suit of shining golden armor made of force suffuses and surrounds the target granting +5 enhancement bonus to AC and a +2 enhancement bonus to all saves for the duration. Costs: 4 MP abjure nature AC, 1 MP abjure force save, 1 MP duration.

And then a few other spells that we've used in our game...

Conjure Ankheg
Summon Magical Beast 6/Gen 0
Total MP: 6
Range: 5 feet
Area: one ankheg
Duration: 1 minute
Save: None
Spell Resistance: No
Description: This spell summons an obedient ankheg to serve the caster for 1 minute. Costs: 3 MP summon, 3 MP obedient.

Conjure Blink Dog
Summon Magical Beast 4/Gen 2
Total MP: 6
Range: Close
Area: one blink dog
Duration: 10 minutes
Save: None
Spell Resistance: No
Description: This spell summons an obedient blink dog to serve the caster for 10 minutes. Costs: 3 MP summon, 3 MP obedient.

Conjure Celestial Rat Swarm
Summon Magical Beast 6/Gen 0
Total MP: 6
Range: 5 feet
Area: one swarm of celestial rats
Duration: 1 minute
Save: None
Spell Resistance: No
Description: This spell summons an obedient swarm of celestial rats to serve the caster for 1 minute. Costs: 3 MP summon, 3 MP obedient.

Conjure Celestial Stirges
Summon Magical Beast 6/Gen 0
Total MP: 6
Range: 5 feet
Area: three celestial stirges
Duration: 1 minute
Save: None
Spell Resistance: No
Description: This spell summons three obedient celestial stirges to serve the caster for 1 minute. Costs: 3 MP summon, 3 MP obedient.

Swift Fire Shield
Abjure Fire 2/Gen 3
Total MP: 5
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: None
Description: The caster can quickly (as a quickened free action) put up a minor shield to protect himself providing energy resistance 10 versus fire attacks. Note: An abjure specialist can modify the spell as cast to provide energy resistance 10 versus a specific energy type if they have the appropriate spell list or energy resistance 5 versus all energy if they have Abjure Force. Requires the Quicken Spell feat. Costs: 2 MP abjure fire energy resistance, 3 MP quickening.
 
Last edited:

torem13

First Post
Additional Spells for review and comment.

Here are some spell I use in my campaign, The mage in question just turned 5th level So all of the spells are 5 MP or below.

BITTER AIR
Evoke Acid 3/Gen 2
DC: 12
Total MP: 5 + 1 cantrip
Range: Short (30 ft.)
Duration: Two rounds
Area: 15-ft. radius circle
Saving Throw: Reflex half
Corrosive acid fills the area of effect, dealing 3d6 points of acid damage per round. Costs: 3 MP acid damage and extra duration, 1 MP + 1 cantrip circular area, 1 MP range.

NOTE: We use a house rule that allows a cantrip to be used to extend the area of a circle by 5 foot. At least one 1 MP must be use to to create a circular area and only 1 cantrip can be added per spell. Without this rule the above spell looks like this:

BITTER AIR
Evoke Acid 3/Gen 2
DC: 12
Total MP: 5
Range: Short (30 ft.)
Duration: Two rounds
Area: 10-ft. radius circle
Saving Throw: Reflex half
Corrosive acid fills the area of effect, dealing 3d6 points of acid damage per round. Costs: 3 MP acid damage and extra duration, 1 MP circular area, 1 MP range.

BLADED LIGHTNING
Create Lightning 1/Infuse Force 1/Gen 0
Total MP: 2
Range: Touch
Duration: 1 minute
Enhanced weapon is +1 to hit and +(1d6+1) for damage. Costs: 1 MP Force enhancement, 1 MP elemental weapon.

FOG OF WAR
Compel Humanoid 1/Gen 2
DC: 12
Total MP: 3
Range: Medium (150 ft.)
Duration: One minute
HD Threshold: 6 HD
You compel the target to attack the near creature. This will likely entail risk, so the creature will probably get a +2 bonus to resist. The creature gets a new save each round to break the spell. Costs: 1 MP simple telepathic command, 2 MP range.

Note: The creature gets a plus for every HD above the HD threshold.

Comment: this isn't as strong as the Turncoat spell in the handbook, The target only has to attack the nearest creature. If they are fighting an ally of the mage then it won't do much good.

HEALING MISSILE
Heal Life 1/Gen 1
Total MP: 2
Range: short (30 ft.)
Duration: 1 minute
Mage can send a ball of healing energy to any person within the range. It will heal 2d6 points of damage. Good for distance curing in combat.

LEAP OF FAITH
Move Space 1/Gen 0
Total MP: 1
Range: Touch
Duration: 1 minute
One time during the spell, the affected creature can teleport up to 30 ft., usually to send a person behind an enemy during battle. Costs: 1 MP teleport.

NIGHT’S BLESSING
Illusion Shadow 1/Gen 3
Total MP: 4
Range: Touch
Duration: One hour
Person touched is cloaked in shadow, blurring their outline so that any attack has a 20% chance of missing. If the affected creature deals damage to another creature, that creature is allowed to attempt to disbelieve automatically. Costs: 1 MP standard visual, 3 MP duration.

RAZOR’S KISS
Evoke Metal 2/Gen 1
DC: 12
Total MP: 3
Range: Short (30 ft.)
Duration: One round
Area: One Creature or Object
Saving Throw: None
You release a slashing ribbon of metal on one creature. Make a ranged touch attack on the creature to cause 3d6 points of damage. Attack counts as a magical slashing weapon for DR. Costs: 2 MP metal damage, 1 MP range.

SLEEPING CIRCLE
Charm Humanoid 0/Gen 5
DC: 13
Total MP: 5
Range: Short (30 ft.)
Duration: One minute
Area: 10 ft radius burst
HD Threshold: 5 HD
Saving Throw: Will negates
This spell creates an area of light sleep from which creatures effected can be easily awoken, however they do not get a save after the first. Count lower HD creatures first up to the maximum. If only a single creature is targeted and has more than 5 HD add +1 on save for each HD above 5. Costs: 1 MP range, 1 MP area, 0 MP weak sleep, 3 MP subtle charm.

CAT’S LUCK
Abjure Nature 0/Gen 2
Total MP: 2
Range: Touch
Duration: 1 day
Adds +1 enhancement bonus to AC of creature touched for an entire day. Costs: 2 MP discounted duration, 0 MP free cantrip effect.

EVIL’S BANE
Hex Evil 0/Gen 4
DC: 13 (Will negates)
Total MP: 4
Range: Touch
Duration: 1 day
Area: 20 ft radius affect
All evil creatures who fail their saving throw suffer an -2 to their AC while in the area of effect. They can leave the area, but if return suffer the same effect for the duration of the spell. They do not get an extra saving throw if they leave and reenter the area. Costs: 2 MP discounted duration, 2 MP area, 0 MP free cantrip effect.

GLITTERDUST
Create Metal 0/Gen 3
DC: 11
Total MP: 3
Range: Medium (150 ft.)
Duration: 1 minute
Area: 10 ft. radius effect
Saving Throw: Will negates (blinding only)
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a –40 penalty on Hide checks
 
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