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Review These Spells--Please
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<blockquote data-quote="VirgilCaine" data-source="post: 1769009" data-attributes="member: 17083"><p>I'd appreciate some feedback on these spells, thanks. </p><p></p><p>Lighten Load</p><p>Transmutation</p><p>Sor/Wiz 1</p><p>Comp: V,S,M</p><p>Time: 1 minute</p><p>Range: self</p><p>Effect: lightened weight</p><p>Duration: 3 hours/ level (D)</p><p>Save: None </p><p>SR: No</p><p></p><p>This spell lightens the weight a character feels is in a backpack or other object (living or animate creatures cannot be affected) so that the perceived weight is 1/4 of the actual weight. </p><p></p><p></p><p>Familiar Eyes</p><p>Sor/Wiz 0, Adp 2</p><p>Divination</p><p>Comp: V, S</p><p>TIme: Special</p><p>Effect: See through you rfamiliars eyes</p><p>Duration: Special</p><p>Save: No SR: No</p><p>THis spell allows the caster to see through his familiar's eyes for up tom one minute per level. THe caster resceives only visual input. The caste rmust emditate for the amount of time the epsll will last. Only the casters own familiar can be the target of this spell.</p><p></p><p>Eluth's Ophidian Transformation</p><p>Trans</p><p>Drd 4, Sor/Wiz 4</p><p>Comp: V, S, M</p><p>Time: 1 action</p><p>Range: Self</p><p>Effect: Arms turn to snakes, several effects</p><p>Duration: 1 rnd/lvl</p><p>Save: None SR: N/A</p><p></p><p>This spell turns the caster's arms from the shoulders down to snakes, with two snake-heads with the hands and fingers should be. </p><p>THese snake-arms and approx. the same thickness as the casters arms are normally. Any equipment such as magic rings, bracers, etc. are harmslessly abssorbed into the snakes and is non-functional. THe snakes that are formed can further be changed into either a wriggling mass of finger-think snakes that continually move and writhe in the air around the caster, providing a delfction bonus to AC equal to the caster level of the spell and a 20% miss chance or the snake-arms previously described.</p><p>The caster can attack with the snake-arms as natural weapons at BAB equal to caster level, doing 1d6 piercing damage with two attacks.</p><p></p><p>In addition, the caster can select one addition al feature from this leist for every two levels above 7th. </p><p></p><p>-Snake-arms also deal poison (1d6/1d6 Dex Dc= 10 + casters Con mod)</p><p>-Provide 10' reach and lengthen appropriately.</p><p>-allow use of Improved Grab feat, dealing 1d6 piercing constrict damage</p><p>-deliver poison while Constricting</p><p>-in the wriggling mass form the snakes can block arrows, bolts, etc. with a Reflex save equal to the attack roll minus ten and can do this once per round per point of Dex bonus ot the caster.</p><p>-improved poison (2d6/2d6 Dex)</p><p></p><p>In either form, casting a spell with a somatic component is impossible. This spell can be changed from mode to mode (wriggling mass to snake arms) with a full round action.</p><p>Material component: Scales from a snake of at least Large size and poison from 3 different varieties of poisonous snakes.</p><p></p><p>Detect Malice [mind-affecting]</p><p>Divination</p><p></p><p>Sor/Wiz 2</p><p>Comp: V,S</p><p>Time: 1 action</p><p>Range: Self</p><p>Effect: 60' quarter circle</p><p>Suration: 1 min./lvl, COncentration</p><p>Save: WIll negates</p><p>SR: Yes</p><p></p><p>Detects criminal intent against the caster or his allies, including gathering information for a crime on same. "Crime" is defined as bodily harm or property damage or loss; slander, libel, etc. are not detected. Whether by force, magic or fraud, any property damage or loss is detected.</p><p></p><p>Pepper Spray</p><p>Evocation</p><p>Sor/Wiz 1, Brd 2</p><p>Comp: V, M</p><p>Time: 1 action </p><p>Area: 30' cone</p><p>Duration: 1 rnd/lvl</p><p>Save: Fort negates</p><p>SR: Yes</p><p>This spell blasts an area with pepper, nauseating any non-ooze, undead, elemental, construct, aberration, or plant creature caught in the blast for one minute per level.</p><p>Material component: a pinch of pepper.</p><p></p><p>Glittering Crystal [mind-affecting]</p><p>Enchantment</p><p>Sor/Wiz 6, Brd 5</p><p>Comp: V, S, M</p><p>Time: 1 action</p><p>Range: Close (25'+5'/ 2 lvl)</p><p>Area: 40' radius</p><p>Duration: 1 min./lvl</p><p>Save: Will negates (special)</p><p>SR: Yes</p><p></p><p>This spell enspells an entrancing spherical crystal that you throw with perfect accuracy to its destination. The crystal sparkles so that all enemies within a 50' radius are entranced in its depths. They are stunned and helpless until they succeed in a Will save against the effect or until the duration expires. Any hostile action (spellcasting, drawing weapons, etc.) against one of the subjects immediately grants all the subjects a new Will save. </p><p>Material component: A crystal or gem with 500 or more GP.</p><p></p><p>Mirror of Disguise</p><p>Divination</p><p>Sor/Wiz 5, Brd 4, Assassin 4</p><p>Com: V, S, M, F</p><p>Time: 10 minutes</p><p>Range: Personal</p><p>Effect: Mirror aids disguise as type or specific person</p><p>Duration: 10 minutes per level</p><p>Save: no SR: no</p><p></p><p>The spell enspells a mirror that assists the caster with creating a disguise. The caster can name a type of peson, such as "a courtier in the Kings court" or "a member of the Assassin's Guild" or a specific person (in which case the caster must have seen the person and be somewhat familiar with them and have a piece of hair, nail, etc.) such as "Baron Blackburn" or "Rudolph Cairn, innkeeper at the Red FoX." The mirror then presents an image of the desired sibjects. The caster receives enough information to gain +10 on a disguise check to disguise himself as the desired person. </p><p>Also, the caster is informed of the proper posture, speech and similar habits to gain +2 to any appropriate Bluff checks or other opposed rolls to successfully maintain the disguise.</p><p></p><p>Focus: A mirror at least 2' by 2' costing 100 gp.</p><p>Material component: A masterwork disguise kit or (if applicable) a piece of nail, hair, etc. fom the target.</p><p></p><p>Pycen's Personal Security</p><p>Abjuration</p><p>Sor/Wiz 2</p><p>Comp: V, S, M, F</p><p>Time: 1 min</p><p>Effect: Electrical shock to anyone touching you</p><p>Duration: 1 hour/lvl until discharged</p><p>Save: Fort half</p><p>SR: Yes</p><p></p><p>If a creature attempts to grapple or pickpocket you, they must save or take 1d8 damage per round for up to 5 rounds. After one minute of grappling or pickpocket attampts, the spell ends.</p><p></p><p>Pycen's Deadly Snake</p><p>Abjuration</p><p>Sor/Wiz 2, Clr 2</p><p>Comp: V, S, M/f</p><p>Time: 10 minutes</p><p>Range: You</p><p>Effect: Snake protects an item from theft</p><p>Duration: 1 day per caster level or until triggered.</p><p>Save: Fort Neg </p><p>SR: Yes</p><p></p><p>THis spell is cast on a portable item, such as a book, chest, piece of jewelry, backpack, belt, etc. Whenever anyone tries to steal the item a snake emerges from the item and bites the third. The snake poisons the thief with a dose of poison you supply when you cast the spell. Alternately you can supply a special scroll of the Contagion or Poison spells instead of actual poison. If this spell is triggered, the poison is used turned inert. If the spell is not triggered in the duration of the spell, the poison can be used again as the focus.</p><p></p><p>Pycen's Lethal Surprise</p><p>Abjuration</p><p>Sor/Wiz 4 Clr 4</p><p>Effect: Variety of effects can guard an item</p><p>Save: Special SR: Yes</p><p>As Pycen's Deadly Snake, except the caster can specify that an arm grapples the thief, keeping him in place (treat the arm as having 18 Str and +4 BAB) or that any touch spell of 4th or lower level be delivered, as Pycen's Deadly Snake. A scroll of the spell to be triggered must be provided.</p><p></p><p>Pycen's Aquatic Hallucination</p><p>Illusion </p><p>Sor/Wiz 5</p><p>Components: V, S, M</p><p>Time: 10 minutes</p><p>Range: Medium (100' + 10'/lvl)</p><p>Area: 1 10' square / lvl</p><p>Duration: 1 day/lvl</p><p>Save: Will negates</p><p>SR: No</p><p></p><p>This spell enspells a portion of a body of water to appear to have 1 monster per three caser levels in it whenever a boat or swimmer enters one of the targeted squares. These monsters appear as low, dark shapes in the water with glowing red eyes and long, twisted arms. When a craft or swimmer enters the water, the monsters approach and climb into the craft and throw any occupants into the water. These monsters are weapon-less, armorless, girallons, who do not attack, they grapple combatants and toss them into the water. </p><p>Once all the boaters are off the crafts, the girallons leave the craft and swim within 30', repeating the performance if the boaters try and continue through the squares.</p><p>Creatures swimming udnerwater or on the surface are grappled and moved 50' from the square they enteredthey entered. </p><p></p><p>Gurney's Donation</p><p>Transmutation</p><p>Sor/Wiz 3</p><p>Comp: V, S, M</p><p>Time: 1 action</p><p>Range: Touch</p><p>Effect: target receives casters HP</p><p>Duration: Instantateous</p><p>Save: None SR: No</p><p></p><p>The caster transfers HP from himself to the subject. The subjects HP cannot go above the subjects normal HP total. </p><p></p><p>Shard Spray</p><p>Conjuration (creation)</p><p>Sor/Wiz 2</p><p>Components: V, S, M</p><p>Time: 1 action</p><p>Range: Close (25' + 5'/2 lvls)</p><p>Area: 30' cone</p><p>Duration: 1 round/lvl</p><p>Save: Special</p><p>SR: Yes</p><p></p><p>This spell creates a blast of crystal shard in a 30' cone dealing 1d6 piercing damage per 3 caster levels. This damage can be halved by a Ref save. Any creature who takes damage from the shards must make a Fort save or take 1 damage per round for one round per caster level. </p><p>Multiple castings of this spell do not causing more progressive damage. Damage resistance applies to this spell. The progressive damage can be stopped with a Heal check DC 15 or the application of any cure spell.</p><p></p><p>Gurney's Somno-Accelerated Healing </p><p>Enchantment/Transmutation</p><p>Sor/Wiz 3</p><p>Comp: V, S, M</p><p>Time: 1 minute</p><p>Range: Touch</p><p>Effect: Sleep-accelerated healing</p><p>Duration: 1 hour</p><p>Save: Will (beneficial)</p><p>SR: Yes</p><p></p><p>This spell causes the subject to go into a deep sleep for one hour, during which only a dispel magic spell or greater magic can wake the sleeper. t the end of one hour, the subject awakes, having gained the amount of hitpoints they could heal naturally with complete bed rest.</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 1769009, member: 17083"] I'd appreciate some feedback on these spells, thanks. Lighten Load Transmutation Sor/Wiz 1 Comp: V,S,M Time: 1 minute Range: self Effect: lightened weight Duration: 3 hours/ level (D) Save: None SR: No This spell lightens the weight a character feels is in a backpack or other object (living or animate creatures cannot be affected) so that the perceived weight is 1/4 of the actual weight. Familiar Eyes Sor/Wiz 0, Adp 2 Divination Comp: V, S TIme: Special Effect: See through you rfamiliars eyes Duration: Special Save: No SR: No THis spell allows the caster to see through his familiar's eyes for up tom one minute per level. THe caster resceives only visual input. The caste rmust emditate for the amount of time the epsll will last. Only the casters own familiar can be the target of this spell. Eluth's Ophidian Transformation Trans Drd 4, Sor/Wiz 4 Comp: V, S, M Time: 1 action Range: Self Effect: Arms turn to snakes, several effects Duration: 1 rnd/lvl Save: None SR: N/A This spell turns the caster's arms from the shoulders down to snakes, with two snake-heads with the hands and fingers should be. THese snake-arms and approx. the same thickness as the casters arms are normally. Any equipment such as magic rings, bracers, etc. are harmslessly abssorbed into the snakes and is non-functional. THe snakes that are formed can further be changed into either a wriggling mass of finger-think snakes that continually move and writhe in the air around the caster, providing a delfction bonus to AC equal to the caster level of the spell and a 20% miss chance or the snake-arms previously described. The caster can attack with the snake-arms as natural weapons at BAB equal to caster level, doing 1d6 piercing damage with two attacks. In addition, the caster can select one addition al feature from this leist for every two levels above 7th. -Snake-arms also deal poison (1d6/1d6 Dex Dc= 10 + casters Con mod) -Provide 10' reach and lengthen appropriately. -allow use of Improved Grab feat, dealing 1d6 piercing constrict damage -deliver poison while Constricting -in the wriggling mass form the snakes can block arrows, bolts, etc. with a Reflex save equal to the attack roll minus ten and can do this once per round per point of Dex bonus ot the caster. -improved poison (2d6/2d6 Dex) In either form, casting a spell with a somatic component is impossible. This spell can be changed from mode to mode (wriggling mass to snake arms) with a full round action. Material component: Scales from a snake of at least Large size and poison from 3 different varieties of poisonous snakes. Detect Malice [mind-affecting] Divination Sor/Wiz 2 Comp: V,S Time: 1 action Range: Self Effect: 60' quarter circle Suration: 1 min./lvl, COncentration Save: WIll negates SR: Yes Detects criminal intent against the caster or his allies, including gathering information for a crime on same. "Crime" is defined as bodily harm or property damage or loss; slander, libel, etc. are not detected. Whether by force, magic or fraud, any property damage or loss is detected. Pepper Spray Evocation Sor/Wiz 1, Brd 2 Comp: V, M Time: 1 action Area: 30' cone Duration: 1 rnd/lvl Save: Fort negates SR: Yes This spell blasts an area with pepper, nauseating any non-ooze, undead, elemental, construct, aberration, or plant creature caught in the blast for one minute per level. Material component: a pinch of pepper. Glittering Crystal [mind-affecting] Enchantment Sor/Wiz 6, Brd 5 Comp: V, S, M Time: 1 action Range: Close (25'+5'/ 2 lvl) Area: 40' radius Duration: 1 min./lvl Save: Will negates (special) SR: Yes This spell enspells an entrancing spherical crystal that you throw with perfect accuracy to its destination. The crystal sparkles so that all enemies within a 50' radius are entranced in its depths. They are stunned and helpless until they succeed in a Will save against the effect or until the duration expires. Any hostile action (spellcasting, drawing weapons, etc.) against one of the subjects immediately grants all the subjects a new Will save. Material component: A crystal or gem with 500 or more GP. Mirror of Disguise Divination Sor/Wiz 5, Brd 4, Assassin 4 Com: V, S, M, F Time: 10 minutes Range: Personal Effect: Mirror aids disguise as type or specific person Duration: 10 minutes per level Save: no SR: no The spell enspells a mirror that assists the caster with creating a disguise. The caster can name a type of peson, such as "a courtier in the Kings court" or "a member of the Assassin's Guild" or a specific person (in which case the caster must have seen the person and be somewhat familiar with them and have a piece of hair, nail, etc.) such as "Baron Blackburn" or "Rudolph Cairn, innkeeper at the Red FoX." The mirror then presents an image of the desired sibjects. The caster receives enough information to gain +10 on a disguise check to disguise himself as the desired person. Also, the caster is informed of the proper posture, speech and similar habits to gain +2 to any appropriate Bluff checks or other opposed rolls to successfully maintain the disguise. Focus: A mirror at least 2' by 2' costing 100 gp. Material component: A masterwork disguise kit or (if applicable) a piece of nail, hair, etc. fom the target. Pycen's Personal Security Abjuration Sor/Wiz 2 Comp: V, S, M, F Time: 1 min Effect: Electrical shock to anyone touching you Duration: 1 hour/lvl until discharged Save: Fort half SR: Yes If a creature attempts to grapple or pickpocket you, they must save or take 1d8 damage per round for up to 5 rounds. After one minute of grappling or pickpocket attampts, the spell ends. Pycen's Deadly Snake Abjuration Sor/Wiz 2, Clr 2 Comp: V, S, M/f Time: 10 minutes Range: You Effect: Snake protects an item from theft Duration: 1 day per caster level or until triggered. Save: Fort Neg SR: Yes THis spell is cast on a portable item, such as a book, chest, piece of jewelry, backpack, belt, etc. Whenever anyone tries to steal the item a snake emerges from the item and bites the third. The snake poisons the thief with a dose of poison you supply when you cast the spell. Alternately you can supply a special scroll of the Contagion or Poison spells instead of actual poison. If this spell is triggered, the poison is used turned inert. If the spell is not triggered in the duration of the spell, the poison can be used again as the focus. Pycen's Lethal Surprise Abjuration Sor/Wiz 4 Clr 4 Effect: Variety of effects can guard an item Save: Special SR: Yes As Pycen's Deadly Snake, except the caster can specify that an arm grapples the thief, keeping him in place (treat the arm as having 18 Str and +4 BAB) or that any touch spell of 4th or lower level be delivered, as Pycen's Deadly Snake. A scroll of the spell to be triggered must be provided. Pycen's Aquatic Hallucination Illusion Sor/Wiz 5 Components: V, S, M Time: 10 minutes Range: Medium (100' + 10'/lvl) Area: 1 10' square / lvl Duration: 1 day/lvl Save: Will negates SR: No This spell enspells a portion of a body of water to appear to have 1 monster per three caser levels in it whenever a boat or swimmer enters one of the targeted squares. These monsters appear as low, dark shapes in the water with glowing red eyes and long, twisted arms. When a craft or swimmer enters the water, the monsters approach and climb into the craft and throw any occupants into the water. These monsters are weapon-less, armorless, girallons, who do not attack, they grapple combatants and toss them into the water. Once all the boaters are off the crafts, the girallons leave the craft and swim within 30', repeating the performance if the boaters try and continue through the squares. Creatures swimming udnerwater or on the surface are grappled and moved 50' from the square they enteredthey entered. Gurney's Donation Transmutation Sor/Wiz 3 Comp: V, S, M Time: 1 action Range: Touch Effect: target receives casters HP Duration: Instantateous Save: None SR: No The caster transfers HP from himself to the subject. The subjects HP cannot go above the subjects normal HP total. Shard Spray Conjuration (creation) Sor/Wiz 2 Components: V, S, M Time: 1 action Range: Close (25' + 5'/2 lvls) Area: 30' cone Duration: 1 round/lvl Save: Special SR: Yes This spell creates a blast of crystal shard in a 30' cone dealing 1d6 piercing damage per 3 caster levels. This damage can be halved by a Ref save. Any creature who takes damage from the shards must make a Fort save or take 1 damage per round for one round per caster level. Multiple castings of this spell do not causing more progressive damage. Damage resistance applies to this spell. The progressive damage can be stopped with a Heal check DC 15 or the application of any cure spell. Gurney's Somno-Accelerated Healing Enchantment/Transmutation Sor/Wiz 3 Comp: V, S, M Time: 1 minute Range: Touch Effect: Sleep-accelerated healing Duration: 1 hour Save: Will (beneficial) SR: Yes This spell causes the subject to go into a deep sleep for one hour, during which only a dispel magic spell or greater magic can wake the sleeper. t the end of one hour, the subject awakes, having gained the amount of hitpoints they could heal naturally with complete bed rest. [/QUOTE]
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