Showing posts with label new spells. Show all posts
Showing posts with label new spells. Show all posts

Friday, February 21, 2020

Skalag's Secret Sight

Level: 3
School/sphere: Divination
Range: Caster
Components: V, S
Duration: Inst.
Casting Time: 1 minute
Area of Effect: 10 foot radius
Saving Throw: Yes (see below)
Reverseable? No

This spell permits the caster to describe a ten-foot area and specify a single day (sunrise to sunset or sunset to sunrise) during its casting. The selected day may be up to 2 weeks prior for every experience level acquired by the wizard, for a maximum of 40 weeks in the past for a level 20 caster.

When the incantation is complete, the caster receives complete visual and auditory knowledge of the 10' region specified during that period of time; he sees every object from every angle that enters the space, hears all sounds, experiences all sources of heat, etc. It is as though the caster were present to examine each individual moment in its entirety, to move about through frozen time and get every possible view, etc. The caster may not interact with the recreation in any way.

As the spell pours this information into the caster's mind in the space of a few seconds, the caster must save vs. spell or else be rendered catatonic by the experience. This catatonia lasts for 1d4 hours.

Friday, March 9, 2018

Spells of Arunia: Blistering Boulder and Dry Matter

These spells were created in the year 512 by the wizard Arneth the Cautious in the town of Stock.

Blistering Boulder
Level 3
(Alteration/Enchantment)
Range: 0
Components: V, S, M
Duration: 1d4+1 rounds per caster level
Casting Time: 1 round
Area of Effect: 20-ft radius
Saving Throw: ½

This spell destabilizes a large stone object, laying an enchantment within it that waits, latently, for the duration of the spell. If the stone is hurled (by any means: magical, mechanical, or by giant), the enchantment will be triggered. When let loose, it causes the boulder or other masonry to rip itself to pieces, flinging dangerous shrapnel and stone dust in a twenty foot radius from wherever the missile impacts. This means the stone does not do regular damage as a siege weapon.

In order to cast this spell, the wizard must pace around the stone, tracing runes in glowing liquid fire with his fingertips. This process lasts for one full minute before the enchantment is complete, and if the wizard is interrupted during this time, the potency of the spell is lost. The runes vanish almost as soon as they are written, laying the magic into the stone.

The shattering, violently splintering stone, sends jagged pieces flying in all directions, doing 1d10 (to a max of 8d10) points of damage for every level of experience of the caster, meaning a wizard with six levels of experience would roll 6d10 for their damage. A save vs. breath weapon is made by anyone within the radius of the blast. A successful save lowers the damage by half. Even those who save will be temporarily stunned if they are caught within the blast, unable to act on their next action.

The material component is the boulder itself, which must generally be of a size equivalent to the ammunition used for a catapult, trebuchet, or giant-thrown stone.

Dry Matter
Level 2
(Alteration)
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: One object or creature
Saving Throw: Special

The spell Dry Matter removes the liquid content from a physical body. Typically, wizards would use this for tomes, scrolls or clothing. It could also be used to empty a glass or vial, potentially, if it were stoppered with cork. Something completely sealed, so as to not be porous, would not be effected by the spell, i.e. a bottle stopped with wax, a chitinous shell, etc.

The virtue of the spell is such that anything damaged by water within a certain amount of time (1 hour per level of the caster) can be successfully recovered; this includes ruined books, scrolls, etc. Inks are dehydrated into dust that can be later re-used. The spell can only affect matter up to one cubic foot per level of the caster.

Leather can be cured with the use of this spell, and its power is such that organic ingredients can be prepared instantly, drying them instead of pickling them, for later use by the wizard as components.

The spell effects living things as well, dehydrating them for 1d4 points of damage per caster level. Alcohol exacerbates the effect of this spell on the living, giving a +1 to damage.

Dry Matter does not remove smells.

Friday, March 2, 2018

Myrtle's Ribcracker


This spell was crafted in the year X.512 by Myrtle the Meddler, a wizard of Stock.

Level 3

School: Evocation
Range: 100 yds.                     Components: V, S, M
Duration: 1 rd/level               Casting Time: 4
Area of Effect: 40 ft radius    Saving Throw: Negate effect, not damage

When speaking the words of this spell, the caster must expend a handful of powdered giant’s flesh; this flesh must be prepared beforehand, by means of a special, laborious process. One frost giant can provide approximately 10 castings of this spell after their flesh is desiccated, boiled, pulped, and ground.

On the first round this spell is cast, the area in the chosen area of effect suddenly changes pressure; an invisible, but immense, force is called into being somewhere overhead. This force slams down like a tidal wave, smashing into everyone and everything in the area. Fragile objects must save or be destroyed. Most creatures in the area will be flattened, crushed to the ground. Those that save manage to throw themselves out of the area, taking the initial damage but not suffering the lasting effects.

Anyone and any creature within the area takes 1d4 points of damage per caster level, to a maximum of 12d4 points of damage at level twelve. They are then pressed by a powerful force from above. The strength of this force is determined at the time the spell is cast—it has a strength equivalent to 1d10+2/caster level. Each round the spell is in effect, creatures pressed to the ground may make a strength check to stand again, against that static strength score. Any creature that stands breaks the effect of the spell.

Once the creatures are pressed down, only those creatures are effected for the duration of the spell.