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Post by tmao on Jul 23, 2016 21:44:24 GMT
Magnetic Protection L1 Stone Elemental and evocation make a ranged touch(or attack at +4 if you are using OSR stuff) on subject, subject gets -2 to hit and saves as the iron in their blood is slightly magnetized for L+2 rounds. If subject is wearing metal armor , they also suffer -1 to AC.
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Post by tmao on Jul 23, 2016 21:49:37 GMT
Superior Spells
Superior spells are existing ones that you add a minor bonus to. Most often I have done this with clerical spells. For example I have given out Superior Bless in 2 versions, one that gives +1 to damage too and another that gives plus one to all saves. Superior Clerical spells that you have memorized can never be used as spontaneously cast cures. A Mage example is Superior Magic Weapon, it stacks w/ any other enhancement(first L version only). Give these out as "treasure" only, never let PCs learn them from other NPCs for money(unless that's HOW you want to give it out). Superior spells always have a casting time of one full round and cannot be further modified.
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Post by tmao on Jul 26, 2016 8:28:58 GMT
Thunder Kick L0 Trans When you miss w/ a melee attack, you may followup w/ an attack at same bonuses to hit but with a fixed d6 damage
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Post by tmao on Jul 26, 2016 8:30:28 GMT
Augment Magic Missle L0 metamagic this cantrip is consumed in use (Metamagic school) Casting this on another magic wielder as a standard action allows your target to cast 1 extra missile when they next cast Magic Missile. Commonly the second cantrip learned by apprentices, as up to 2 of these may be cast on the target at one time. Also very effective when a number of low level mages take turns cast this in an army type situation
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Post by tmao on Jul 26, 2016 8:31:36 GMT
Voor Sign This cantrip is consumed when used Metamagic school, evil descriptor
You may cast this as a free action, accompanying another spell that requires a saving throw. That spell now gives a -1 on its saving throw, -2 if the target is Cthulhu Mythos related (you can substitute aberrations) Mythos related beings will often go directly for the caster of this spell as it enrages them.
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Post by tmao on Jul 26, 2016 8:32:48 GMT
Golden Lash L1 Evocation, Evil Descriptor
Cast as a standard action, this spell does 4d6 at a range of 30 feet, going over anything in it's path. Every time you cast it after the first time, it has a cumulative -2 to damage. If the spell does 6 or less damage it gets "stuck" in the spell slot for 1-6 days and can never be cast again.(it does not function on the "stuck" days.) It appears as a large glowing Golden whip. You must invoke Hastur to cast this. Dangerous.
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Post by tmao on Jul 26, 2016 8:33:50 GMT
Call Hero L9 conjuration and divination Casting time 3 rounds This spell will contact a historical figure from your campaigns past. You can try to pay.bribe or cajole him/her to come and aid you. Will not work on individuals who are deities now or in the active employ of deities(example: now they are angles/devas). Will contact named hero at the peak of their prowess, former PCs can only come if player agrees. after casting time hero will stay for 10 rounds if they agree to come. Material component : a possession or bone of individual to be contacted
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Post by tmao on Jul 26, 2016 8:34:46 GMT
Telepathic Rape L2 Divination school This spell does 4d6 at short range ( save for half) caster takes 2d4 backlash (save for half) This unleashes horrible "goblins" in the targets brain that can have temporary brain damage. Any target with Int 13 or higher is spared the brain damage
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Post by tmao on Jul 26, 2016 8:36:36 GMT
Evisceration L3 D8 per L short range-50' live mammal must be sacrificed(cannot be summoned creature by cantrip) Necromancy, Evil descriptor
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Post by tmao on Jul 26, 2016 8:37:30 GMT
Time Jump L2 Metamagic divination, Time you cast this as a standard action you may take two standard actions Don't cast more than one time spel in a round, very BAD idea.........
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Post by tmao on Jul 26, 2016 8:38:47 GMT
Razor Ray L2 Stone Elemental and Evocation Creates ray of shuriken like stars that do 4d6 on a ranged touch at 50' Plus 10' L, as the stars are non-magical ignores spell resistance but will not harm creatures that you need magic to harm.
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Post by tmao on Jul 26, 2016 8:39:48 GMT
Wall of Dust L1 Stone elemental and Conjuration
Creates 30 x 10 x3 wall of dust, Missiles are at -3 to shoot through. Passing through wall does d6+l damage unless you hold your breath. Spells are at -1 DC through wall, except for caster , lasts for 5 +L rounds.
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Post by tmao on Jul 26, 2016 8:40:53 GMT
Earth Vault L2 Stone Elemental and Conjuration schools Creates 10' cube (1 foot thick) of earth around targets. fairly easy for target to break out of (DMs discretion based on ST, tools available etc normally about 2-3 rounds) save to avoid being trapped is Reflex at +2 to DC
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Post by tmao on Jul 26, 2016 8:41:54 GMT
Perm B spells are memorized and then function continuously until you empty the slot and memorize a new spell. These spells get "stuck" in the slots if memorized for long periods of time( 1 month or more) requiring clerical help to extract from brain. (NOTE again these spells are for 7th L and under play and I do not allow multi classing)
L1 Pusilance you are +1 to hit in melee (there is a second L version you may memorize that also adds +1)
L1 Hog skin +1 Natural armor untyped)
L2 Rhino Skin you get 2 damage reduction that does not stack w/ any other damage resistance
L3 Mazarinan's Spell of Over All Excellence +1 to all your physical stats, +1 to Fort saving throws and +1 movement( these bonuses are untyped and stackable w/ any other buffs) May only be memorized once a day
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Post by tmao on Jul 26, 2016 8:44:06 GMT
Summon Minor Djinn Workers L1 conjuration casting time 10 min. duration 1 hour Summons 1 Djinn laborer per your ECL, laborer has 14 St and are equipped w appropriate tools to the task at hand, will flee from combat automatically Material component, 1 25 GP gem or 50 gp in coins per laborer summoned, consumed
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Post by tmao on Jul 26, 2016 8:45:42 GMT
Summon Cherub L2 Conjuration, good descriptor L2 Summons angelic baby w/ a bow(damage D4), slow flyer St 7 has one random cleric spell and one random mage spell(L1) You must be working directly in a good deities' will to memorize this spell Material /Focus: Holy symbol of patron god and used baby diaper(diaper is consumed) Full round action to cast (IF you are REALLY on the good side of god/patron , spells will be less random and more useful)
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Post by tmao on Jul 26, 2016 8:47:55 GMT
Pushed Fortune
L1 Time and Divination instant interrupt Add or subtract one to any d20 roll after die is rolled 60 foot range No save but spell resistance works this spell may not alter a critical hit or miss
NOTE:I'm going to do some tweaking on spells ignore comments if you don't want to see tweak
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Post by tmao on Jul 26, 2016 8:49:11 GMT
Looks likes this is it for the reposted spells from my blog, but more will be forthcoming
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Post by tmao on Jul 26, 2016 12:21:40 GMT
Preserve, L2, Evocation, duration 24 hours, The next damage target takes is negated, be it 2 HP or 50. A counter to it has led to the following spell being far more popular Practice Fireball L1 as Fireball but damage is d6+ 1 per L. Mage duels have become punctuated by low L apprentices casting Practice FB and being prepared to counterspell with it
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