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Carnifex's Story Hour (Updated January 20th, "The Union")
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<blockquote data-quote="Carnifex" data-source="post: 62301" data-attributes="member: 227"><p><strong>Some Spells</strong></p><p></p><p>Well, I thought I'd post some of the special spells I've created for the campaign onto the Story Hour thread; some of the low level Cryomancer and Manipulator spells. Sadly the file with most of the spells on it is currently somewhat incapacitated - I wrote it on a word processor, and for some reason the computer I'm on at the moment doesn't like it one bit. I'll have to wait for my laptop to get back from being mended before I can detail the rest of the cryomancer spells, like Ice Spray (a level 1 cryomancy staple). I wont post the higher level spells here - I want to keep them a surprise!</p><p></p><p>Please, I'd love to hear comments and suggestions!</p><p></p><p><strong>Two Low-Level Cryomancy Spells:</strong></p><p></p><p><strong>Frostglobes</strong></p><p>Conjuration [Cold]</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft + 10 ft / level)</p><p>Duration: 1 minute / level, or until all globes are expended</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>The Frostglobes spell conjures up one globe of icy white cold per caster level, which can then be hurled at targets within range. The caster can attack with Frostglobes instead of a normal weapon each round until she runs out or the spell duration expires, requiring a ranged touch attack to hit with each globe. On a successful hit, a globe deals d6+1 cold damage to the target.</p><p></p><p><em>Now that I look at this one again, one globe per level seems a bit powerful, especially since I put no upper limit on the number of globes. Maybe one globe every two levels might be more balanced.</em></p><p></p><p><strong>Ice Armour</strong></p><p>Abjuration [Cold]</p><p>Level: Sor/Wiz 1</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: Self</p><p>Duration: 1 minute / level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (Harmless)</p><p>This spell creates an armour made of sparkling, translucent ice around the wearer, that can absorb damage and fend off fire. The Ice Armour weighs nothing, and does not encumber or restrict the wearer in any way. It provides damage resistance 5/ +1 and absorbs the first 5 points fo fire damage each round. However, after it has absorbed a total of 25 damage from fire or attacks the ice armour shatters and melts away.</p><p></p><p><em>I've already significantly modified this one in the campaign so far - the corsair mage cast it on the sahuagin captain, whereas this original version of the spell has only 'self' range> I also screwed up with how much damage it could absorb - I seemed to remember it being only 5 points of physical damage, whereas this says 25. On reflection, 25 points of damage seems a bit much for a level 1 spell, so perhaps ten or fifteen?</em></p><p></p><p><strong>Some Manipulator Spells:</strong></p><p></p><p>These spells are mostly still just vague, unlike the cryomancy spells which I wrote a while back. The inclusion of Manipulation into the campaign was a much more recent decision. In game, the bio-thaumaturgical alteration of living things is done via a combination of the Knowledge (Manipulation) skill and the appropriate spells - but these spells also have battle-field applications...</p><p></p><p><strong>Agonise</strong></p><p>Sor/Wiz 1</p><p>Inflicts d6+1 subdual damage on a target within Medium range. Like Magic Missile, it increases at 3rd, 5th, 7th and 9th level, each time by another d6+1. Agonise works by simply jacking straight into the nervous system and flodding it with pain signals. It has laboratory applications in testing the pain threshold of subjects.</p><p></p><p><strong>Bonewrench</strong></p><p>Sor/Wiz 1</p><p>This spell requires a ranged touch attack to hit - it emits a pulsing white ray. If it hits the target, they're afflicted with agony as their bones wrench and attempt to deform. This inflicts a –1d6 enhancement penalty to Dexterity, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Dexterity score cannot drop below 1. It has laboratory applications in the long-term alteration and manipulation of a subjects bone structure (albeit a very painful method, but then Manipulators rarely care about the comfort of their subjects).</p><p></p><p><em>A sort of Ray of Enfeeblement for Dex instead of Strength <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></em></p><p></p><p><strong>Boneshatter</strong></p><p>Sor/Wiz 2</p><p>A more brutal form of the Bonewrench spell, this one pulses so much power through the subjects bones that they begin to shatter and deform, badly injuring the subject. As well as the enhancement penalty to Dex that Bonewrench inflicts, Boneshatter also inflicts d6 damage per two levels of the caster (max 5d6).</p><p></p><p><strong>Flesh No Barrier</strong></p><p>Sor/Wiz 3</p><p>When this spell has been cast, the Manipulator can push his hand through flesh as though it were dough to be kneaded between his fingers. With obvious laboratory applications, it also makes for an effective - and gruesome - attack spell.</p><p></p><p>Once cast, the wizard need merely make a touch attack to sink his hand into the subject. On a success he can thrust his hand into the body of the target, rending and disrupting muscles and grabbing hold of bones. This touch attack deals d6 damage/2 levels to a max of 5d6, and in addition may choose to deal either d6+1 Dexterity damage or d6+1 Strength damage to the target, Should the wizard have this spell active and attempt to make a grapple attack, they can simply grab hold of a bone and anchor themselves with it until they want to let go, giving them a +4 circumstance bonus to the grapple check!</p><p></p><p><em>Inspired by 'Perdido Street Station' where the bio-thaumaturge attacks the main character like this... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></em></p><p></p><p>There are plenty more bio-thaumaturgy spells in the works (such as Bio-Shutdown, Nerve Surge, Adrenal Imbalance and Bio-Acclimatisation), along with some other cryomancer spells (such as Freezing Fog and Frost Field), plus lots of other spells I've just created myself anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (such as Baatorian Barb Blast or Deflect). They'll turn up at various points during the campaign, and as they do so I'll probably provide stats for them. At some point I may also post some of the special PrC's onto the board, such as the Cryomancer and Flame Guildsman.</p></blockquote><p></p>
[QUOTE="Carnifex, post: 62301, member: 227"] [b]Some Spells[/b] Well, I thought I'd post some of the special spells I've created for the campaign onto the Story Hour thread; some of the low level Cryomancer and Manipulator spells. Sadly the file with most of the spells on it is currently somewhat incapacitated - I wrote it on a word processor, and for some reason the computer I'm on at the moment doesn't like it one bit. I'll have to wait for my laptop to get back from being mended before I can detail the rest of the cryomancer spells, like Ice Spray (a level 1 cryomancy staple). I wont post the higher level spells here - I want to keep them a surprise! Please, I'd love to hear comments and suggestions! [b]Two Low-Level Cryomancy Spells:[/b] [b]Frostglobes[/b] Conjuration [Cold] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Medium (100 ft + 10 ft / level) Duration: 1 minute / level, or until all globes are expended Saving Throw: None Spell Resistance: Yes The Frostglobes spell conjures up one globe of icy white cold per caster level, which can then be hurled at targets within range. The caster can attack with Frostglobes instead of a normal weapon each round until she runs out or the spell duration expires, requiring a ranged touch attack to hit with each globe. On a successful hit, a globe deals d6+1 cold damage to the target. [i]Now that I look at this one again, one globe per level seems a bit powerful, especially since I put no upper limit on the number of globes. Maybe one globe every two levels might be more balanced.[/i] [b]Ice Armour[/b] Abjuration [Cold] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Personal Target: Self Duration: 1 minute / level Saving Throw: None Spell Resistance: Yes (Harmless) This spell creates an armour made of sparkling, translucent ice around the wearer, that can absorb damage and fend off fire. The Ice Armour weighs nothing, and does not encumber or restrict the wearer in any way. It provides damage resistance 5/ +1 and absorbs the first 5 points fo fire damage each round. However, after it has absorbed a total of 25 damage from fire or attacks the ice armour shatters and melts away. [i]I've already significantly modified this one in the campaign so far - the corsair mage cast it on the sahuagin captain, whereas this original version of the spell has only 'self' range> I also screwed up with how much damage it could absorb - I seemed to remember it being only 5 points of physical damage, whereas this says 25. On reflection, 25 points of damage seems a bit much for a level 1 spell, so perhaps ten or fifteen?[/i] [b]Some Manipulator Spells:[/b] These spells are mostly still just vague, unlike the cryomancy spells which I wrote a while back. The inclusion of Manipulation into the campaign was a much more recent decision. In game, the bio-thaumaturgical alteration of living things is done via a combination of the Knowledge (Manipulation) skill and the appropriate spells - but these spells also have battle-field applications... [b]Agonise[/b] Sor/Wiz 1 Inflicts d6+1 subdual damage on a target within Medium range. Like Magic Missile, it increases at 3rd, 5th, 7th and 9th level, each time by another d6+1. Agonise works by simply jacking straight into the nervous system and flodding it with pain signals. It has laboratory applications in testing the pain threshold of subjects. [b]Bonewrench[/b] Sor/Wiz 1 This spell requires a ranged touch attack to hit - it emits a pulsing white ray. If it hits the target, they're afflicted with agony as their bones wrench and attempt to deform. This inflicts a –1d6 enhancement penalty to Dexterity, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Dexterity score cannot drop below 1. It has laboratory applications in the long-term alteration and manipulation of a subjects bone structure (albeit a very painful method, but then Manipulators rarely care about the comfort of their subjects). [i]A sort of Ray of Enfeeblement for Dex instead of Strength :)[/i] [b]Boneshatter[/b] Sor/Wiz 2 A more brutal form of the Bonewrench spell, this one pulses so much power through the subjects bones that they begin to shatter and deform, badly injuring the subject. As well as the enhancement penalty to Dex that Bonewrench inflicts, Boneshatter also inflicts d6 damage per two levels of the caster (max 5d6). [b]Flesh No Barrier[/b] Sor/Wiz 3 When this spell has been cast, the Manipulator can push his hand through flesh as though it were dough to be kneaded between his fingers. With obvious laboratory applications, it also makes for an effective - and gruesome - attack spell. Once cast, the wizard need merely make a touch attack to sink his hand into the subject. On a success he can thrust his hand into the body of the target, rending and disrupting muscles and grabbing hold of bones. This touch attack deals d6 damage/2 levels to a max of 5d6, and in addition may choose to deal either d6+1 Dexterity damage or d6+1 Strength damage to the target, Should the wizard have this spell active and attempt to make a grapple attack, they can simply grab hold of a bone and anchor themselves with it until they want to let go, giving them a +4 circumstance bonus to the grapple check! [i]Inspired by 'Perdido Street Station' where the bio-thaumaturge attacks the main character like this... :)[/i] There are plenty more bio-thaumaturgy spells in the works (such as Bio-Shutdown, Nerve Surge, Adrenal Imbalance and Bio-Acclimatisation), along with some other cryomancer spells (such as Freezing Fog and Frost Field), plus lots of other spells I've just created myself anyway :) (such as Baatorian Barb Blast or Deflect). They'll turn up at various points during the campaign, and as they do so I'll probably provide stats for them. At some point I may also post some of the special PrC's onto the board, such as the Cryomancer and Flame Guildsman. [/QUOTE]
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