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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="astriemer" data-source="post: 1883852" data-attributes="member: 19771"><p><strong>New spells</strong></p><p></p><p>Ok and here is the last part of the original long post containing only the new spells.</p><p></p><p></p><p><strong>NEW SPELLS</strong></p><p></p><p>0 MP Spells</p><p>Hide</p><p>Illusion Shadow 0/Gen 0</p><p>Total MP: 0</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The affected creature is concealed by a simple illusion granting a +5 bonus to Hide checks. Costs: 0 MP simple visual illusion.</p><p></p><p>Variable MP Spells</p><p>Dispelling Gaze (x)</p><p>Dispel Magic x/Gen 1</p><p>Total MP: x+1</p><p>Range: Close</p><p>Area: spells in a 5 foot cube</p><p>Duration: Instantaneous</p><p>Save: special</p><p>Spell Resistance: yes</p><p>Description: This weak spell is a standard dispelling effect effective in aiding your allies. Costs: x MP dispel power, 1 MP range.</p><p></p><p>Healing Dose (x)</p><p>Heal Life x/Gen 0</p><p>Total MP: x</p><p>Range: Touch</p><p>Area: creature touched</p><p>Duration: Instantaneous</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The subject of this spell heals (x+1)d6 points of damage. Costs: x MP curing.</p><p></p><p>1 MP Spells</p><p>Armor</p><p>Abjure Nature 0/Gen 1</p><p>Total MP: 1</p><p>Range: Touch</p><p>Area: one humanoid</p><p>Duration: 1 hour</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: You get a +1 enhancement bonus to AC for the duration. Costs: 0 MP free cantrip effect, 1 MP duration.</p><p></p><p>Quick Armor</p><p>Abjure Nature 0/Gen 1</p><p>Total MP: 1</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Caster quickly gets a +1 enhancement bonus to AC for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat.</p><p></p><p>Quick Save</p><p>Abjure Force 0/Gen 1</p><p>Total MP: 1</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Caster quickly gets a +1 enhancement bonus to all saves for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat.</p><p></p><p> </p><p>2 MP Spells</p><p>Light Trap</p><p>Evoke Light 1/Gen 1</p><p>Total MP: 2</p><p>Range: Touch</p><p>Area: one 5-foot square</p><p>Duration: Delayed up to 10 minutes, then one round</p><p>Save: Reflex half or negates</p><p>Spell Resistance: yes</p><p>Description: You touch the ground or wall, and charge it with light energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of light damage and is blinded for 1 round then dazzled for 1 round. A successful Reflex save halves the damage and prevents the blindness and dazzling. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP light side effect, 0 MP free cantrip effect.</p><p></p><p>Lightning Trap</p><p>Evoke Lightning 1/Gen 1</p><p>Total MP: 2</p><p>Range: Touch</p><p>Area: one 5-foot square</p><p>Duration: Delayed up to 10 minutes, then one round</p><p>Save: Reflex half, Fortitude partial</p><p>Spell Resistance: yes</p><p>Description: You touch the ground or wall, and charge it with electrical energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of lightning damage (Reflex save for half), and must succeed on a Fortitude save or be stunned for 2 rounds. If the creature fails its Fortitude save, it may make another one in the second round to end the stun. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP lightning side effect, 0 MP free cantrip effect.</p><p></p><p>Shield (Iron)</p><p>Create Metal 1/Move Force 1/Gen 0</p><p>Total MP: 2</p><p>Range: 0</p><p>Area: tower shield</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Creates an iron tower shield that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 1 MP gear, 1 MP effective strength.</p><p></p><p>3 MP Spells</p><p>Arcane Aim</p><p>Infuse Force 2/Gen 1</p><p>Total MP: 3</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: yes (harmless)</p><p>Description: The caster’s senses are enhanced for combat granting him a +4 enhancement bonus on attacks. Costs: 2 MP infuse force, 1 MP duration.</p><p></p><p>Flare</p><p>Evoke Light 1/Gen 2</p><p>Total MP: 3</p><p>Range: 0</p><p>Area: 30 foot line</p><p>Duration: Special</p><p>Save: Special</p><p>Spell Resistance: yes</p><p>Description: Creatures take 1d6 damage (Reflex save for ½) and are blinded for 1 round, then dazzled for 1 minute (Reflex save negates). Costs: 1 MP blinding, 2 MP line area, 0 MP cantrip.</p><p></p><p>Shield (Force)</p><p>Create Force 2/Move Force 1/Gen 0</p><p>Total MP: 3</p><p>Range: 0</p><p>Area: tower shield</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Creates a tower shield of force that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 2 MP elemental object, 1 MP effective strength.</p><p></p><p>4 MP Spells</p><p>Air Ward</p><p>Abjure Air 2/Gen 2</p><p>Total MP: 4</p><p>Range: 0</p><p>Area: 10 foot radius around caster</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Air damage. They gain energy resistance 10 (air, lightning, mist, sound). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning.</p><p></p><p>Fire Ward</p><p>Abjure Fire 2/Gen 2</p><p>Total MP: 4</p><p>Range: 0</p><p>Area: 10 foot radius around caster</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Fire damage. They gain energy resistance 10 (fire, lava, lightning). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning.</p><p></p><p>Forceblast</p><p>Evoke Force 2/Gen 2</p><p>Total MP: 4</p><p>Range: 0</p><p>Area: 10 foot radius around caster</p><p>Duration: Instantaneous</p><p>Save: Reflex ½ </p><p>Spell Resistance: yes</p><p>Description: Waves of force emanate from the caster damaging foes for 3d6 force damage (Reflex save ½), allies are not affected. Costs: 2 MP damage, 1 MP area, 1 MP discerning.</p><p></p><p>Quick Long Armor</p><p>Abjure Nature 0/Gen 4</p><p>Total MP: 4</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 hour</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Caster quickly gets a +1 enhancement bonus to AC for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat.</p><p></p><p>Quick Long Save</p><p>Abjure Force 0/Gen 4</p><p>Total MP: 4</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 hour</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Caster quickly gets a +1 enhancement bonus to all saves for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat.</p><p></p><p>5 MP Spells</p><p>Claws of Force</p><p>Create Force 3/Gen 2</p><p>Total MP: 5</p><p>Range: Close</p><p>Area: one creature</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The creature’s unarmed attacks are filled with force energy doing an extra +2d6 force damage with each hit. Costs: 3 MP elemental weapon, 1 MP range, 1 MP duration.</p><p></p><p>Force Arrows</p><p>Create Force 1/Infuse Force 1/Gen 3</p><p>Total MP: 5</p><p>Range: Touch</p><p>Area: 50 missiles touching each other</p><p>Duration: 1 hour</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: Charges a group of missiles with force energy. Each missile gains a +1 enhancement bonus on attacks and damage and does an extra 1d6 force damage with a successful hit. Costs: 1 MP elemental weapon damage, 1 MP infuse force, 3 MP duration.</p><p></p><p>Summon Blue Wyrmling Dragon</p><p>Summon Dragon 3/Gen 2</p><p>Total MP: 5</p><p>Range: Close</p><p>Area: one dragon</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: None</p><p>Description: The caster summons a Wyrmling Blue Dragon. The dragon is under no obligation to obey the caster and is even likely to attack the caster if he is the closest irritant. It behoves the caster to have either payment for the dragon or some means of controlling it. Costs: 3 MP summon dragon, 1 MP duration, 1 MP range.</p><p></p><p>Swift Fire Shield</p><p>Abjure Fire 2/Gen 3</p><p>Total MP: 5</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: None</p><p>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.</p><p></p><p>6 MP Spells</p><p>Force Trap</p><p>Evoke Force 3/Gen 3</p><p>Total MP: 6</p><p>Range: Touch</p><p>Area: 10’ radius</p><p>Duration: Delayed up to an hour, then one round</p><p>Save: Reflex 1/2</p><p>Spell Resistance: yes</p><p>Description: You touch the ground or wall, and charge it with force energy that discharges on the next creature to touch the surface. Any creatures within a 10’ radius of the triggering creature take 4d4+4 force damage. A successful Reflex save halves the damage. If no creature comes by within 1 hour the spell dissipates. Costs: 2 MP medium contingency, 3 MP force damage, 1 MP area.</p><p></p><p>7 MP Spells</p><p>Arcane Aim, Greater</p><p>Infuse Force 7/Gen 0</p><p>Total MP: 7</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: yes (harmless)</p><p>Description: The caster’s senses are enhanced for combat granting him a +12 enhancement bonus on attacks. Costs: 7 MP infuse force.</p><p></p><p>Control Dragon</p><p>Compel Dragon 5/Gen 2</p><p>Total MP: 7</p><p>Range: Close</p><p>Area: one dragon (up to 10 HD)</p><p>Duration: 10 minutes</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>Description: The caster speaks a simple command of a sentence or two that the dragon carries out to the best of its abilities. It does not get a new save every round. Costs: 2 MP standard language command, 3 MP subtle, 1 MP range, 1 MP duration.</p><p></p><p>Lightning Ward, Greater</p><p>Abjure Lightning 7/Gen 0</p><p>Total MP: 7</p><p>Range: touch</p><p>Area: creature touched</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>Description: The touched is protected from Lightning damage. They gain energy resistance 20 and +5 resistance bonus to all saves versus lightning, air, fire, and light attacks. Costs: 4 MP energy resistance, 3 MP save bonus.</p><p></p><p>Summon Medium Air Elemental</p><p>Summon Elemental 6/Gen 1</p><p>Total MP: 7</p><p>Range: 0</p><p>Area: one creature</p><p>Duration: 10 minutes</p><p>Save: none</p><p>Spell Resistance: yes</p><p>Description: This spell summons an obedient medium air elemental to server the caster. Costs: 3 MP summon loyal, 3 MP obedient, 1 MP duration.</p><p></p><p>Super-Strength</p><p>Move Force 6/Gen 1</p><p>Total MP: 7</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: A field of force surrounds the caster and boosts his strength to Strength 40 (gaining a +15 modifier) for the combat actions: trip, disarm, grapple, and bull rush. Additionally, the caster can lift and throw (up to 30 feet) creatures and objects of up to Gargantuan size weighing no more than 400,000 lbs. Costs: 6 MP effective strength, 1 MP duration.</p><p></p><p>Scorching Vision</p><p>Evoke Fire 5/Gen 2</p><p>Total MP: 7</p><p>Range: Medium</p><p>Area: one creature</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: yes</p><p>Description: The caster can emit a beam of fire from his eyes each one doing 3d6 fire damage to a creature he successfully hits with a ranged touch attack. If targeting a single creature stack the damage (6d6). If targeting two creatures, they must both be within 5 feet of each other. Costs: 5 MP fire damage, 2 MP range.</p><p></p><p>8 MP Spells</p><p>Conjure Wyste</p><p>Summon Aberration 7/Gen 1</p><p>Total MP: 8</p><p>Range: Close</p><p>Area: two creatures</p><p>Duration: 1 minute</p><p>Save: none</p><p>Spell Resistance: yes</p><p>Description: Two angry wyste are summoned by the caster. Costs: 7 MP 2 CR 5 creatures, 1 MP range.</p><p></p><p>Compel Aberration</p><p>Compel Aberration 5/Gen 3</p><p>Total MP: 8</p><p>Range: Medium</p><p>Area: up to 12 HD of aberrations in 10 foot radius sphere</p><p>Duration: 10 minutes</p><p>Save: Will negates</p><p>Spell Resistance: Yes</p><p>Description: Telepathically send a slightly complex command to the aberrations in the area of effect. Costs: 3 MP standard telepathic command, 2 MP Increase threshold, 2 MP range, 1 MP area</p><p></p><p>Fallback Healing</p><p>Heal Life 4/Gen 4</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: Special</p><p>Save: none</p><p>Spell Resistance: yes</p><p>Description: This spell heals the caster of 5d6 damage when a set condition is met. Usually this is when the caster reaches ½ full hit points. Costs: 4 MP healing dice, 4 MP contingent.</p><p></p><p>Protection from Evil Dragons, Lesser</p><p>Abjure Dragon 7/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: creature touched</p><p>Duration: 10 minutes</p><p>Save: special</p><p>Spell Resistance: yes</p><p>Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 1 MP duration.</p><p></p><p>Summon Loyal Dretch</p><p>Summon Outsider 8/Gen 0</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: two creatures</p><p>Duration: 1 minute</p><p>Save: No</p><p>Spell Resistance: No</p><p>Description: This spell summons two dretch who are loyal to the caster. Costs: 4 MP summon outsider, 4 MP obedient.</p><p></p><p>Wyste Shield</p><p>Abjure Aberration 5/Gen 3</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: self</p><p>Duration: 1 hour</p><p>Save: No</p><p>Spell Resistance: No</p><p>Description: The spell protects the caster from attacks by aberrations. The caster gains DR 10/magic versus aberrations. Costs: 5 MP damage reduction, 3 MP duration.</p><p></p><p>Enhance Damage</p><p>Create Force 5/Gen 3</p><p>Total MP: 8</p><p>Range: Touch</p><p>Area: weapon touched</p><p>Duration: 1 hour</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The weapon touched is filled with force energy. Against creatures (including incorporeal creatures), but not objects, it gains +3d6 bonus damage with each successful hit. Costs: 5 MP elemental weapon, 3 MP duration.</p><p></p><p>Command Outsider</p><p>Compel Outsider 4/Hex Force 2/Gen 2</p><p>Total MP: 8</p><p>Range: Close</p><p>Area: one outsider of up to 9 HD</p><p>Duration: 10 minutes</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>Description: The caster implants a short telepathic command (one or two words) in the mind of an outsider which the outsider carries out to the best of its ability. The outsider receives a -4 penalty to its SR to resist (if it has any). HD Threshold 9 HD. Costs: 1 MP simple telepathic command, 3 MP subtle compulsion, 2 MP SR penalty, 1 MP duration, 1 MP range.</p><p></p><p>Bad Luck Trap</p><p>Hex Force 5/Gen 3</p><p>Total MP: 8</p><p>Range: touch</p><p>Area: 5’ square</p><p>Duration: Up to 1 hour then 10 minutes</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>Description: The caster sets a target area up to 5’ square that will trigger a spell trap anytime within 1 hour. Creature(s) triggering the trap must save or gain a -4 penalty to saves for 10 minutes. Costs: 5 MP saving throw penalty, 3 MP contingency.</p><p></p><p>Resistance, Greater</p><p>Abjure Force 6/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster gains a +6 resistance bonus to all saves for the duration. Costs: 6 MP save bonus, 1 MP duration.</p><p></p><p>Harden Skin</p><p>Abjure Nature 6/Abjure Metal 1/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster gains a +6 enhancement bonus to AC and a +3 deflection bonus to AC versus metal attacks. Costs: 6 MP abjure nature AC, 1 MP abjure metal AC, 1 MP duration.</p><p></p><p>Resist The Elements</p><p>Abjure Force 7/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster gains energy resistance 17 versus all forms of energy. Costs: 7 MP force energy resistance, 1 MP duration.</p><p></p><p>Resist Swords</p><p>Abjure Metal 7/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster gains DR 10/evil versus swords and other metal objects or creatures. Costs: 5 MP metal damage reduction, 2 MP special material, 1 MP duration.</p><p></p><p>Resist Damage</p><p>Abjure Nature 7/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster gains DR 5/adamantine against all attacks. Costs: 5 MP nature damage reduction, 2 MP special material, 1 MP duration.</p><p></p><p>Perfect Flight</p><p>Move Air 6/Move Fire 1/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster’s speed is increased by +20’ and gains flight (perfect) at his increased base movement speed. Costs: 6 MP perfect flight, 1 MP increased speed, 1 MP duration.</p><p></p><p>14 MP Spells</p><p>Protection from Evil Dragons</p><p>Abjure Dragon 7/Abjure Evil 4/Gen 3</p><p>Total MP: 14</p><p>Range: touch</p><p>Area: one creature touched</p><p>Duration: 1 hour</p><p>Save: special</p><p>Spell Resistance: special</p><p>Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 3 MP duration.</p><p></p><p>20 MP Spells</p><p>Protection from Evil Dragons, Greater</p><p>Abjure Dragon 13/Abjure Evil 4/Gen 3</p><p>Total MP: 20</p><p>Range: touch</p><p>Area: one creature touched</p><p>Duration: 1 hour</p><p>Save: special</p><p>Spell Resistance: special</p><p>Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 12/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks and gains a +3 on saves versus attacks from dragons. Costs: 7 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 1 MP saves dragon, 3 MP duration.</p></blockquote><p></p>
[QUOTE="astriemer, post: 1883852, member: 19771"] [b]New spells[/b] Ok and here is the last part of the original long post containing only the new spells. [B]NEW SPELLS[/B] 0 MP Spells Hide Illusion Shadow 0/Gen 0 Total MP: 0 Range: Touch Area: one creature Duration: 1 minute Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: The affected creature is concealed by a simple illusion granting a +5 bonus to Hide checks. Costs: 0 MP simple visual illusion. Variable MP Spells Dispelling Gaze (x) Dispel Magic x/Gen 1 Total MP: x+1 Range: Close Area: spells in a 5 foot cube Duration: Instantaneous Save: special Spell Resistance: yes Description: This weak spell is a standard dispelling effect effective in aiding your allies. Costs: x MP dispel power, 1 MP range. Healing Dose (x) Heal Life x/Gen 0 Total MP: x Range: Touch Area: creature touched Duration: Instantaneous Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: The subject of this spell heals (x+1)d6 points of damage. Costs: x MP curing. 1 MP Spells Armor Abjure Nature 0/Gen 1 Total MP: 1 Range: Touch Area: one humanoid Duration: 1 hour Save: Will (harmless) Spell Resistance: yes (harmless) Description: You get a +1 enhancement bonus to AC for the duration. Costs: 0 MP free cantrip effect, 1 MP duration. Quick Armor Abjure Nature 0/Gen 1 Total MP: 1 Range: 0 Area: caster Duration: 1 minute Save: None Spell Resistance: No Description: Caster quickly gets a +1 enhancement bonus to AC for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat. Quick Save Abjure Force 0/Gen 1 Total MP: 1 Range: 0 Area: caster Duration: 1 minute Save: None Spell Resistance: No Description: Caster quickly gets a +1 enhancement bonus to all saves for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat. 2 MP Spells Light Trap Evoke Light 1/Gen 1 Total MP: 2 Range: Touch Area: one 5-foot square Duration: Delayed up to 10 minutes, then one round Save: Reflex half or negates Spell Resistance: yes Description: You touch the ground or wall, and charge it with light energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of light damage and is blinded for 1 round then dazzled for 1 round. A successful Reflex save halves the damage and prevents the blindness and dazzling. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP light side effect, 0 MP free cantrip effect. Lightning Trap Evoke Lightning 1/Gen 1 Total MP: 2 Range: Touch Area: one 5-foot square Duration: Delayed up to 10 minutes, then one round Save: Reflex half, Fortitude partial Spell Resistance: yes Description: You touch the ground or wall, and charge it with electrical energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of lightning damage (Reflex save for half), and must succeed on a Fortitude save or be stunned for 2 rounds. If the creature fails its Fortitude save, it may make another one in the second round to end the stun. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP lightning side effect, 0 MP free cantrip effect. Shield (Iron) Create Metal 1/Move Force 1/Gen 0 Total MP: 2 Range: 0 Area: tower shield Duration: 1 minute Save: None Spell Resistance: No Description: Creates an iron tower shield that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 1 MP gear, 1 MP effective strength. 3 MP Spells Arcane Aim Infuse Force 2/Gen 1 Total MP: 3 Range: 0 Area: caster Duration: 10 minutes Save: None Spell Resistance: yes (harmless) Description: The caster’s senses are enhanced for combat granting him a +4 enhancement bonus on attacks. Costs: 2 MP infuse force, 1 MP duration. Flare Evoke Light 1/Gen 2 Total MP: 3 Range: 0 Area: 30 foot line Duration: Special Save: Special Spell Resistance: yes Description: Creatures take 1d6 damage (Reflex save for ½) and are blinded for 1 round, then dazzled for 1 minute (Reflex save negates). Costs: 1 MP blinding, 2 MP line area, 0 MP cantrip. Shield (Force) Create Force 2/Move Force 1/Gen 0 Total MP: 3 Range: 0 Area: tower shield Duration: 1 minute Save: None Spell Resistance: No Description: Creates a tower shield of force that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 2 MP elemental object, 1 MP effective strength. 4 MP Spells Air Ward Abjure Air 2/Gen 2 Total MP: 4 Range: 0 Area: 10 foot radius around caster Duration: 1 minute Save: None Spell Resistance: No Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Air damage. They gain energy resistance 10 (air, lightning, mist, sound). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning. Fire Ward Abjure Fire 2/Gen 2 Total MP: 4 Range: 0 Area: 10 foot radius around caster Duration: 1 minute Save: None Spell Resistance: No Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Fire damage. They gain energy resistance 10 (fire, lava, lightning). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning. Forceblast Evoke Force 2/Gen 2 Total MP: 4 Range: 0 Area: 10 foot radius around caster Duration: Instantaneous Save: Reflex ½ Spell Resistance: yes Description: Waves of force emanate from the caster damaging foes for 3d6 force damage (Reflex save ½), allies are not affected. Costs: 2 MP damage, 1 MP area, 1 MP discerning. Quick Long Armor Abjure Nature 0/Gen 4 Total MP: 4 Range: 0 Area: caster Duration: 1 hour Save: None Spell Resistance: No Description: Caster quickly gets a +1 enhancement bonus to AC for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat. Quick Long Save Abjure Force 0/Gen 4 Total MP: 4 Range: 0 Area: caster Duration: 1 hour Save: None Spell Resistance: No Description: Caster quickly gets a +1 enhancement bonus to all saves for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat. 5 MP Spells Claws of Force Create Force 3/Gen 2 Total MP: 5 Range: Close Area: one creature Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: The creature’s unarmed attacks are filled with force energy doing an extra +2d6 force damage with each hit. Costs: 3 MP elemental weapon, 1 MP range, 1 MP duration. Force Arrows Create Force 1/Infuse Force 1/Gen 3 Total MP: 5 Range: Touch Area: 50 missiles touching each other Duration: 1 hour Save: None Spell Resistance: No Description: Charges a group of missiles with force energy. Each missile gains a +1 enhancement bonus on attacks and damage and does an extra 1d6 force damage with a successful hit. Costs: 1 MP elemental weapon damage, 1 MP infuse force, 3 MP duration. Summon Blue Wyrmling Dragon Summon Dragon 3/Gen 2 Total MP: 5 Range: Close Area: one dragon Duration: 10 minutes Save: None Spell Resistance: None Description: The caster summons a Wyrmling Blue Dragon. The dragon is under no obligation to obey the caster and is even likely to attack the caster if he is the closest irritant. It behoves the caster to have either payment for the dragon or some means of controlling it. Costs: 3 MP summon dragon, 1 MP duration, 1 MP range. 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. 6 MP Spells Force Trap Evoke Force 3/Gen 3 Total MP: 6 Range: Touch Area: 10’ radius Duration: Delayed up to an hour, then one round Save: Reflex 1/2 Spell Resistance: yes Description: You touch the ground or wall, and charge it with force energy that discharges on the next creature to touch the surface. Any creatures within a 10’ radius of the triggering creature take 4d4+4 force damage. A successful Reflex save halves the damage. If no creature comes by within 1 hour the spell dissipates. Costs: 2 MP medium contingency, 3 MP force damage, 1 MP area. 7 MP Spells Arcane Aim, Greater Infuse Force 7/Gen 0 Total MP: 7 Range: 0 Area: caster Duration: 1 minute Save: None Spell Resistance: yes (harmless) Description: The caster’s senses are enhanced for combat granting him a +12 enhancement bonus on attacks. Costs: 7 MP infuse force. Control Dragon Compel Dragon 5/Gen 2 Total MP: 7 Range: Close Area: one dragon (up to 10 HD) Duration: 10 minutes Save: Will negates Spell Resistance: yes Description: The caster speaks a simple command of a sentence or two that the dragon carries out to the best of its abilities. It does not get a new save every round. Costs: 2 MP standard language command, 3 MP subtle, 1 MP range, 1 MP duration. Lightning Ward, Greater Abjure Lightning 7/Gen 0 Total MP: 7 Range: touch Area: creature touched Duration: 1 minute Save: None Spell Resistance: No Description: The touched is protected from Lightning damage. They gain energy resistance 20 and +5 resistance bonus to all saves versus lightning, air, fire, and light attacks. Costs: 4 MP energy resistance, 3 MP save bonus. Summon Medium Air Elemental Summon Elemental 6/Gen 1 Total MP: 7 Range: 0 Area: one creature Duration: 10 minutes Save: none Spell Resistance: yes Description: This spell summons an obedient medium air elemental to server the caster. Costs: 3 MP summon loyal, 3 MP obedient, 1 MP duration. Super-Strength Move Force 6/Gen 1 Total MP: 7 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: A field of force surrounds the caster and boosts his strength to Strength 40 (gaining a +15 modifier) for the combat actions: trip, disarm, grapple, and bull rush. Additionally, the caster can lift and throw (up to 30 feet) creatures and objects of up to Gargantuan size weighing no more than 400,000 lbs. Costs: 6 MP effective strength, 1 MP duration. Scorching Vision Evoke Fire 5/Gen 2 Total MP: 7 Range: Medium Area: one creature Duration: Instantaneous Save: None Spell Resistance: yes Description: The caster can emit a beam of fire from his eyes each one doing 3d6 fire damage to a creature he successfully hits with a ranged touch attack. If targeting a single creature stack the damage (6d6). If targeting two creatures, they must both be within 5 feet of each other. Costs: 5 MP fire damage, 2 MP range. 8 MP Spells Conjure Wyste Summon Aberration 7/Gen 1 Total MP: 8 Range: Close Area: two creatures Duration: 1 minute Save: none Spell Resistance: yes Description: Two angry wyste are summoned by the caster. Costs: 7 MP 2 CR 5 creatures, 1 MP range. Compel Aberration Compel Aberration 5/Gen 3 Total MP: 8 Range: Medium Area: up to 12 HD of aberrations in 10 foot radius sphere Duration: 10 minutes Save: Will negates Spell Resistance: Yes Description: Telepathically send a slightly complex command to the aberrations in the area of effect. Costs: 3 MP standard telepathic command, 2 MP Increase threshold, 2 MP range, 1 MP area Fallback Healing Heal Life 4/Gen 4 Total MP: 8 Range: 0 Area: caster Duration: Special Save: none Spell Resistance: yes Description: This spell heals the caster of 5d6 damage when a set condition is met. Usually this is when the caster reaches ½ full hit points. Costs: 4 MP healing dice, 4 MP contingent. Protection from Evil Dragons, Lesser Abjure Dragon 7/Gen 1 Total MP: 8 Range: 0 Area: creature touched Duration: 10 minutes Save: special Spell Resistance: yes Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 1 MP duration. Summon Loyal Dretch Summon Outsider 8/Gen 0 Total MP: 8 Range: 0 Area: two creatures Duration: 1 minute Save: No Spell Resistance: No Description: This spell summons two dretch who are loyal to the caster. Costs: 4 MP summon outsider, 4 MP obedient. Wyste Shield Abjure Aberration 5/Gen 3 Total MP: 8 Range: 0 Area: self Duration: 1 hour Save: No Spell Resistance: No Description: The spell protects the caster from attacks by aberrations. The caster gains DR 10/magic versus aberrations. Costs: 5 MP damage reduction, 3 MP duration. Enhance Damage Create Force 5/Gen 3 Total MP: 8 Range: Touch Area: weapon touched Duration: 1 hour Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: The weapon touched is filled with force energy. Against creatures (including incorporeal creatures), but not objects, it gains +3d6 bonus damage with each successful hit. Costs: 5 MP elemental weapon, 3 MP duration. Command Outsider Compel Outsider 4/Hex Force 2/Gen 2 Total MP: 8 Range: Close Area: one outsider of up to 9 HD Duration: 10 minutes Save: Will negates Spell Resistance: yes Description: The caster implants a short telepathic command (one or two words) in the mind of an outsider which the outsider carries out to the best of its ability. The outsider receives a -4 penalty to its SR to resist (if it has any). HD Threshold 9 HD. Costs: 1 MP simple telepathic command, 3 MP subtle compulsion, 2 MP SR penalty, 1 MP duration, 1 MP range. Bad Luck Trap Hex Force 5/Gen 3 Total MP: 8 Range: touch Area: 5’ square Duration: Up to 1 hour then 10 minutes Save: Will negates Spell Resistance: yes Description: The caster sets a target area up to 5’ square that will trigger a spell trap anytime within 1 hour. Creature(s) triggering the trap must save or gain a -4 penalty to saves for 10 minutes. Costs: 5 MP saving throw penalty, 3 MP contingency. Resistance, Greater Abjure Force 6/Gen 1 Total MP: 8 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: Caster gains a +6 resistance bonus to all saves for the duration. Costs: 6 MP save bonus, 1 MP duration. Harden Skin Abjure Nature 6/Abjure Metal 1/Gen 1 Total MP: 8 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: Caster gains a +6 enhancement bonus to AC and a +3 deflection bonus to AC versus metal attacks. Costs: 6 MP abjure nature AC, 1 MP abjure metal AC, 1 MP duration. Resist The Elements Abjure Force 7/Gen 1 Total MP: 8 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: Caster gains energy resistance 17 versus all forms of energy. Costs: 7 MP force energy resistance, 1 MP duration. Resist Swords Abjure Metal 7/Gen 1 Total MP: 8 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: Caster gains DR 10/evil versus swords and other metal objects or creatures. Costs: 5 MP metal damage reduction, 2 MP special material, 1 MP duration. Resist Damage Abjure Nature 7/Gen 1 Total MP: 8 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: Caster gains DR 5/adamantine against all attacks. Costs: 5 MP nature damage reduction, 2 MP special material, 1 MP duration. Perfect Flight Move Air 6/Move Fire 1/Gen 1 Total MP: 8 Range: 0 Area: caster Duration: 10 minutes Save: Will negates (harmless) Spell Resistance: yes (harmless) Description: Caster’s speed is increased by +20’ and gains flight (perfect) at his increased base movement speed. Costs: 6 MP perfect flight, 1 MP increased speed, 1 MP duration. 14 MP Spells Protection from Evil Dragons Abjure Dragon 7/Abjure Evil 4/Gen 3 Total MP: 14 Range: touch Area: one creature touched Duration: 1 hour Save: special Spell Resistance: special Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 3 MP duration. 20 MP Spells Protection from Evil Dragons, Greater Abjure Dragon 13/Abjure Evil 4/Gen 3 Total MP: 20 Range: touch Area: one creature touched Duration: 1 hour Save: special Spell Resistance: special Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 12/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks and gains a +3 on saves versus attacks from dragons. Costs: 7 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 1 MP saves dragon, 3 MP duration. [/QUOTE]
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