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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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A small selection of spells
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<blockquote data-quote="RickVigorous" data-source="post: 2323150" data-attributes="member: 5141"><p>Three spells partially inspired by M:TG's Charms, and a variant on <em>Summon Swarm</em>. 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.</p><p></p><p>EDIT: C&P errors.</p><p>EDIT 2: Added spell schools. Can't believe I missed that.</p><p></p><p><strong>Defensive Charm</strong></p><p>Abjuration</p><p>Level: Clr 1, Pal 1, Wrm 1</p><p>Components: S, F/DF</p><p>Casting Time: 1 swift action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: See text</p><p>Saving Throw: Will half (harmless); see text</p><p>Spell Resistance: Yes (harmless); see text</p><p>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 <em>defensive charm</em>, it fails.</p><p>Focus: An iron ring with a diamond inset (50 gp minimum value).</p><p></p><p><strong>Endless Swarm</strong></p><p>Conjuration (Summoning)</p><p>Level: Drd 3, Sor/Wiz 4</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One or more swarms of bats, rats, or spiders</p><p>Duration: 2 rounds/level. (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>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.</p><p>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.</p><p></p><p><strong>Mind Charm</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 1</p><p>Components: S, F</p><p>Casting Time: 1 swift action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: See text</p><p>Saving Throw: Will negates (harmless); see text</p><p>Spell Resistance: Yes (harmless); see text</p><p>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 <em>mind charm</em>, it fails.</p><p>Focus: A silver ring with a quartz inset (50 gp minimum value).</p><p></p><p><strong>Offensive Charm</strong></p><p>Transmutation</p><p>Level: Clr 1, Pal 1, Wrm 1</p><p>Components: S, F/DF</p><p>Casting Time: 1 swift action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: See text</p><p>Saving Throw: Will negates (harmless); see text</p><p>Spell Resistance: Yes (harmless); see text</p><p>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 <em>offensive charm</em>, it fails.</p><p>Focus: A brass ring with a ruby inset (50 gp minimum value).</p></blockquote><p></p>
[QUOTE="RickVigorous, post: 2323150, member: 5141"] Three spells partially inspired by M:TG's Charms, and a variant on [i]Summon Swarm[/i]. 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. [b]Defensive Charm[/b] 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 [i]defensive charm[/i], it fails. Focus: An iron ring with a diamond inset (50 gp minimum value). [B]Endless Swarm[/B] 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. [B]Mind Charm[/B] 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 [i]mind charm[/i], it fails. Focus: A silver ring with a quartz inset (50 gp minimum value). [B]Offensive Charm[/B] 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 [i]offensive charm[/i], it fails. Focus: A brass ring with a ruby inset (50 gp minimum value). [/QUOTE]
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