A small selection of spells

RickVigorous

First Post
Three spells partially inspired by M:TG's Charms, and a variant on Summon Swarm. I seem to recall another poster doing his own version of the charms a while back; I apologize if my versions look the same. "Wrm" abbreviates Warmage.

EDIT: C&P errors.
EDIT 2: Added spell schools. Can't believe I missed that.

Defensive Charm
Abjuration
Level: Clr 1, Pal 1, Wrm 1
Components: S, F/DF
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
You touch a creature and infuse it with defensive energy. You channel positive energy into the target, curing 1d4 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. The target also gains a +2 divine bonus to its Armor Class for one round, and a +2 divine bonus to its next saving throw. If this spell is cast on target still under the any of the effects of a defensive charm, it fails.
Focus: An iron ring with a diamond inset (50 gp minimum value).

Endless Swarm
Conjuration (Summoning)
Level: Drd 3, Sor/Wiz 4
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more swarms of bats, rats, or spiders
Duration: 2 rounds/level. (D)
Saving Throw: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
If the swarm is destroyed during the duration of the spell, you may summon another swarm of the same type as a standard action. You may continue to summon additional swarms if this replacement swarm is destroyed and the spell’s duration has not expired. Summoning additional swarms does not extend the duration of this spell.

Mind Charm
Transmutation
Level: Sor/Wiz 1
Components: S, F
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless); see text
You touch a creature and empower it with mental energy. The target gains a +2 insight bonus to its next two Concentration or Knowledge checks. The target’s caster level is increased by 1 for the next spell it casts. If this spell is cast on target still under the any of the effects of a mind charm, it fails.
Focus: A silver ring with a quartz inset (50 gp minimum value).

Offensive Charm
Transmutation
Level: Clr 1, Pal 1, Wrm 1
Components: S, F/DF
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless); see text
You touch a creature and infuse it with offensive energy. The target gains a +2 divine bonus to its next attack and damage rolls. The save DC of the target’s next spell or special attack is increased by 2. If this spell is cast on target still under the any of the effects of an offensive charm, it fails.
Focus: A brass ring with a ruby inset (50 gp minimum value).
 
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Cool spells I can't see any major problems with them. Excellent.

One minor thing, what kind of action is it to re summon the swarm.
 

I would suggest a duration for the charm spells; you can't cast it on a person one day and have them use the benefits the next day.

1 round/level would be mean, 1 hour might be too generous.

Oh! And you should list the schools the spells belong to.
 

Ferret said:
Cool spells I can't see any major problems with them. Excellent.

One minor thing, what kind of action is it to re summon the swarm.

A standard action. The text already says that, though I was debating making it a free action.
 

Cheiromancer said:
I would suggest a duration for the charm spells; you can't cast it on a person one day and have them use the benefits the next day.

1 round/level would be mean, 1 hour might be too generous.

Oh! And you should list the schools the spells belong to.

I can't believe I forgot to include the spell schools.

As for the durations, I don't think it's problematic that the spell can (theoretically) last forever. The effects are minor, and they are single-use. So perhaps the party will start each adventure with a bunch of charm effects; they'll all likely vanish in the first combat (maybe two combats) anyway. I don't see that as particularly abusable.
 

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