Good location spells

EricNoah

Adventurer
I need some ideas for spells that affect an area in unusual/interesting ways. Obvious examples that come to mind are Guards & Wards, Hallow/Unhallow, and Glyphs of Warding. Anything that could be used as a trap or an interesting feature, and just about any source (core rules, BoVD, the Eldritch Might books, etc.) would do fine.

The reasoning: My PCs are going to be visiting the long-abandoned fortress of a dead evil god, and there will not only be some critters still around, there should be some cool lingering magical effects for them to discover or endure.

Fire away!
 

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an area of consicration is neat to use for combats in places like grave yards, especially if you'd like to give thge party cleric a little extra help against an undead foe.

You can also have fun if you tweek spell not nessasrily ment for area's of effect, such as Random action. That ones fun but not too harmful. If you want to get nasty you can trap rooms with spells like divine storm, blade barrier, the various word spells. I like the fact that they add word of chaos, it spices things up a bit. I do addmit to a foundness for traps useing clerical spells, i think they tend to get over looked.

Also what about stratigically placed glyphs that hold spell benefical to the party and or thier enemies. It's a nasty thing when the villian steps on the glypgh the PC's carefully avioded and gets hasted or healed.
 

Actually was thinking of a maze-like area with several prominently marked glyphs. These would trigger cause serious wounds spells; and running around in the maze would be some fun undead -- using the glyphs to heal themselves. :)
 

EricNoah said:
Actually was thinking of a maze-like area with several prominently marked glyphs. These would trigger cause serious wounds spells; and running around in the maze would be some fun undead -- using the glyphs to heal themselves. :)

nice, very dasterdly.


I also like using concealing effects on monsters, invis + silence = bad day for the party spell casters. Darkness works good in pkace of invis too.
 

Some spells that go well with glyphs:

Summon Monster I-IX. And then the monsters start stepping on glyphs...and they get progressively worse.

Maybe teleport to a room full of glyphs...some safe, some not. It might work like mine sweeper. When you get to the goal, it teleports you to an area of treausre or safety. Logic: a secret path meant only for one who knew the code (of course, what the villain/dead god might consider treasure, or safety, might be different from the PCs ideas!)
 

Nasty glyph spell: Spirit Weapon. You can't fight it! I'm not sure it follows the letter of the spell, but it's a pretty bitchin effect.

And the big daddy, Forbiddance.

PS
 

Well since you asked Eric, I'll give you a list of spells I think would make for NASTY effects/wards.

From R&R 1:
Blackflame, Vangal's Wounding, Belsameth's Blessing, Belsameth's Strife, Animate Shadow, Shadow Twin, Bloodstorm, Bottomless Pit, Chardun's Torments, Condemned (use in combo with Healing Interdiction, makes for nice effect), Curse of Terror, Daggers of Vaul, Dar'Tan Shadow Bolt, Declaration of Death, Dirge of Woe, (put on harp! :) ) Doom Wail, Enkili's Luck, Enkili's Prank, Flash, Freezing Curse, Gas Cloud, Gluttony, Gloom, Gutroot, Ilajam Fire, Imbue Shadow, Intoxicate, Iron Storm, Leech Field, Phantom Howl, Pillar of Attration and Replusion (think BIG pinball machine!) Purifying Flames, Rapid Journey (better than teleportation field! :) ) Rend the Soverign Soul (lots of these!) Rune of Darkness, Fire, Poison, and Sleep. Salamar's Quiet Contemplation, Sacrifical Heart, Sever, Shadow Storm, Shadow Smash, Shadow Strike, Shadow Twin, Soulstrike, Thorn Throw, Transmute Flesh to Shadow, Unbuckle (just to embarrass your players), Wall of Hornets, Verminplague.

That's just the start but I'm sure a lot of those will give you some ideas Eric.
 

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