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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="torem13" data-source="post: 1714925" data-attributes="member: 11311"><p><strong>Additional Spells for review and comment.</strong></p><p></p><p>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.</p><p></p><p>BITTER AIR</p><p>Evoke Acid 3/Gen 2</p><p>DC: 12</p><p>Total MP: 5 + 1 cantrip</p><p>Range: Short (30 ft.)</p><p>Duration: Two rounds</p><p>Area: 15-ft. radius circle</p><p>Saving Throw: Reflex half</p><p>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.</p><p></p><p>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:</p><p></p><p>BITTER AIR</p><p>Evoke Acid 3/Gen 2</p><p>DC: 12</p><p>Total MP: 5</p><p>Range: Short (30 ft.)</p><p>Duration: Two rounds</p><p>Area: 10-ft. radius circle</p><p>Saving Throw: Reflex half</p><p>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.</p><p></p><p>BLADED LIGHTNING</p><p>Create Lightning 1/Infuse Force 1/Gen 0</p><p>Total MP: 2</p><p>Range: Touch</p><p>Duration: 1 minute</p><p>Enhanced weapon is +1 to hit and +(1d6+1) for damage. Costs: 1 MP Force enhancement, 1 MP elemental weapon.</p><p></p><p>FOG OF WAR</p><p>Compel Humanoid 1/Gen 2</p><p>DC: 12 </p><p>Total MP: 3</p><p>Range: Medium (150 ft.)</p><p>Duration: One minute</p><p>HD Threshold: 6 HD</p><p>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. </p><p></p><p>Note: The creature gets a plus for every HD above the HD threshold.</p><p></p><p>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.</p><p></p><p>HEALING MISSILE</p><p>Heal Life 1/Gen 1</p><p>Total MP: 2</p><p>Range: short (30 ft.)</p><p>Duration: 1 minute</p><p>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.</p><p></p><p>LEAP OF FAITH</p><p>Move Space 1/Gen 0</p><p>Total MP: 1</p><p>Range: Touch</p><p>Duration: 1 minute</p><p>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.</p><p></p><p>NIGHT’S BLESSING</p><p>Illusion Shadow 1/Gen 3</p><p>Total MP: 4</p><p>Range: Touch</p><p>Duration: One hour</p><p>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.</p><p></p><p>RAZOR’S KISS</p><p>Evoke Metal 2/Gen 1</p><p>DC: 12</p><p>Total MP: 3</p><p>Range: Short (30 ft.)</p><p>Duration: One round</p><p>Area: One Creature or Object</p><p>Saving Throw: None</p><p>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.</p><p></p><p>SLEEPING CIRCLE</p><p>Charm Humanoid 0/Gen 5</p><p>DC: 13</p><p>Total MP: 5</p><p>Range: Short (30 ft.)</p><p>Duration: One minute</p><p>Area: 10 ft radius burst</p><p>HD Threshold: 5 HD</p><p>Saving Throw: Will negates</p><p>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.</p><p></p><p>CAT’S LUCK</p><p>Abjure Nature 0/Gen 2</p><p>Total MP: 2</p><p>Range: Touch</p><p>Duration: 1 day</p><p>Adds +1 enhancement bonus to AC of creature touched for an entire day. Costs: 2 MP discounted duration, 0 MP free cantrip effect.</p><p></p><p>EVIL’S BANE</p><p>Hex Evil 0/Gen 4</p><p>DC: 13 (Will negates)</p><p>Total MP: 4</p><p>Range: Touch</p><p>Duration: 1 day</p><p>Area: 20 ft radius affect</p><p>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.</p><p></p><p>GLITTERDUST</p><p>Create Metal 0/Gen 3</p><p>DC: 11</p><p>Total MP: 3</p><p>Range: Medium (150 ft.)</p><p>Duration: 1 minute</p><p>Area: 10 ft. radius effect</p><p>Saving Throw: Will negates (blinding only)</p><p>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.</p><p>Any creature covered by the dust takes a –40 penalty on Hide checks</p></blockquote><p></p>
[QUOTE="torem13, post: 1714925, member: 11311"] [b]Additional Spells for review and comment.[/b] 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 [/QUOTE]
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