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<blockquote data-quote="Corbert" data-source="post: 3771281" data-attributes="member: 27772"><p>OK, I'll give it a go. Here's a couple spells I made when playing a 2nd edition mage/cleric, updated for 3E.</p><p></p><p>Shaemes's Shocking Critter</p><p>Level: Sor/Wiz 1, Drd 2 </p><p>School: Enchantment/Charm, Invocation/Evocation</p><p>Range: 10 yards per level</p><p>Component: V S M</p><p>Duration: 1 round per level</p><p>Casting Time: 1 action</p><p>Area of effect: 1 small animal</p><p>Saving Throw: Special</p><p>Spell resistance: Yes </p><p>Spell description</p><p>This spell can only be cast on small animals of intelligence 4 or lower which also weigh less then 15 pounds, such as birds, squirrels, house cats, etc. The animal gets a Will saving throw to resist, and if successful then the spell ends with no effect. If the animal fails its save, then it is completely under the mental control of the caster. </p><p>Usually the animal is directed to make its way to some target of the casters choosing where it then explodes in a small electrical explosion doing 1D6 damage + 1 point per caster level (max 1d6+5) to everything within 5 feet. Anything beyond 5 feet from the blast is unaffected. Creatures within the blast radius get a Reflex save for 1/2 damage. This spell will also work on a wizard's familiar, however the familiar uses its own save or the saving throw of its owner whichever is higher. The wizard will immediately know that his familiar has been affected by hostile magic regardless of the animal saving or failing its saving throw, and has at least one round to react. Usually the response is to cast Dispel Magic on the familiar which grants the animal a new save, again at the casters level. If the attempt to save the familiar is unsuccessful, the wizard will still get a +3 bonus to his save. </p><p>Animals under the influence of this spell do not appear any different from other animals of their type, however, if the charmed animal is acting differently then normal, then a Ranger or Druid can roll a Wilderness Lore check (DC 11) to notice that all is not as it should be. If successful, the Ranger or Druid gets a +3 bonus to their save. The material components are a magnet, a small glass rod and a copper piece.</p><p></p><p></p><p>Shaemes's Small Exploding Animal</p><p>Level Sor/Wiz 1, Drd 2</p><p>School: Enchantment/Charm, Invocation/Evocation</p><p>Range: 10yards per level</p><p>Component: V S M</p><p>Duration: 1 round per level</p><p>Casting Time: 1 action</p><p>Area of effect: 1 small animal</p><p>Saving Throw: Special</p><p>Spell resistance: Yes </p><p></p><p>Spell description</p><p>This spell can only be cast on small animals of intelligence 4 or lower which also weigh less then 15 pounds, such as birds, squirrels, house cats, etc. The animal gets a Will saving throw to resist, and if successful then the spell ends with no effect. If the animal fails its save, then it is completely under the mental control of the caster. </p><p>Usually the animal is directed to make its way to some target of the casters choosing where it then explodes in a small fireball doing 1D6 damage + 1 point per caster level (max 1d6+5) to everything within 5 feet. Anything beyond 5 feet from the blast is unaffected. Creatures within the blast radius get a Reflex save for 1/2 damage. This spell will also work on a wizard's familiar, however the familiar uses its own save or the saving throw of its owner whichever is higher. The wizard will immediately know that his familiar has been affected by hostile magic regardless of the animal saving or failing its saving throw, and has at least one round to react. Usually the response is to cast Dispel Magic on the familiar which grants the animal a new save, again at the casters level. If the attempt to save the familiar is unsuccessful, the wizard will still get a +3 bonus to his save. </p><p>Animals under the influence of this spell do not appear any different from other animals of their type, however, if the charmed animal is acting differently then normal, then a Ranger or Druid can roll a Wilderness Lore check (DC 11) to notice that all is not as it should be. If successful, the Ranger or Druid gets a +3 bonus to their save. The material components are a magnet, a small glass rod and a copper piece.</p></blockquote><p></p>
[QUOTE="Corbert, post: 3771281, member: 27772"] OK, I'll give it a go. Here's a couple spells I made when playing a 2nd edition mage/cleric, updated for 3E. Shaemes's Shocking Critter Level: Sor/Wiz 1, Drd 2 School: Enchantment/Charm, Invocation/Evocation Range: 10 yards per level Component: V S M Duration: 1 round per level Casting Time: 1 action Area of effect: 1 small animal Saving Throw: Special Spell resistance: Yes Spell description This spell can only be cast on small animals of intelligence 4 or lower which also weigh less then 15 pounds, such as birds, squirrels, house cats, etc. The animal gets a Will saving throw to resist, and if successful then the spell ends with no effect. If the animal fails its save, then it is completely under the mental control of the caster. Usually the animal is directed to make its way to some target of the casters choosing where it then explodes in a small electrical explosion doing 1D6 damage + 1 point per caster level (max 1d6+5) to everything within 5 feet. Anything beyond 5 feet from the blast is unaffected. Creatures within the blast radius get a Reflex save for 1/2 damage. This spell will also work on a wizard's familiar, however the familiar uses its own save or the saving throw of its owner whichever is higher. The wizard will immediately know that his familiar has been affected by hostile magic regardless of the animal saving or failing its saving throw, and has at least one round to react. Usually the response is to cast Dispel Magic on the familiar which grants the animal a new save, again at the casters level. If the attempt to save the familiar is unsuccessful, the wizard will still get a +3 bonus to his save. Animals under the influence of this spell do not appear any different from other animals of their type, however, if the charmed animal is acting differently then normal, then a Ranger or Druid can roll a Wilderness Lore check (DC 11) to notice that all is not as it should be. If successful, the Ranger or Druid gets a +3 bonus to their save. The material components are a magnet, a small glass rod and a copper piece. Shaemes's Small Exploding Animal Level Sor/Wiz 1, Drd 2 School: Enchantment/Charm, Invocation/Evocation Range: 10yards per level Component: V S M Duration: 1 round per level Casting Time: 1 action Area of effect: 1 small animal Saving Throw: Special Spell resistance: Yes Spell description This spell can only be cast on small animals of intelligence 4 or lower which also weigh less then 15 pounds, such as birds, squirrels, house cats, etc. The animal gets a Will saving throw to resist, and if successful then the spell ends with no effect. If the animal fails its save, then it is completely under the mental control of the caster. Usually the animal is directed to make its way to some target of the casters choosing where it then explodes in a small fireball doing 1D6 damage + 1 point per caster level (max 1d6+5) to everything within 5 feet. Anything beyond 5 feet from the blast is unaffected. Creatures within the blast radius get a Reflex save for 1/2 damage. This spell will also work on a wizard's familiar, however the familiar uses its own save or the saving throw of its owner whichever is higher. The wizard will immediately know that his familiar has been affected by hostile magic regardless of the animal saving or failing its saving throw, and has at least one round to react. Usually the response is to cast Dispel Magic on the familiar which grants the animal a new save, again at the casters level. If the attempt to save the familiar is unsuccessful, the wizard will still get a +3 bonus to his save. Animals under the influence of this spell do not appear any different from other animals of their type, however, if the charmed animal is acting differently then normal, then a Ranger or Druid can roll a Wilderness Lore check (DC 11) to notice that all is not as it should be. If successful, the Ranger or Druid gets a +3 bonus to their save. The material components are a magnet, a small glass rod and a copper piece. [/QUOTE]
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