I HATE Sleep and Color Spray, far, far too powerful BUT if your going to ignore Rant 11 ,they HAVE to stay, if your only going to get one spell it might as well be a doozy!
The more modern "Magic Weapon" is VERY suitable to OSR play(makes weop +1/+1 magic for a moderate amount of time) should be available to MUs and Clerics both
adding DOOM to clerics list will not kill you either(save for -2 to hit and saves, short duration)
Showing posts with label new spells. Show all posts
Showing posts with label new spells. Show all posts
Thursday, September 22, 2016
DM Rant 11(?) a message for OSR DMs
For goodness sake help out low level casters! One or Zero spells is NO WAY to PLAY!!!!!! Lots of great ideas are available. I know all about "wizards dominate at high level and they must PAY!"
C'mon! Would 4 LOUSY cantrips kill you? Bonus spells for high Int? Some sort of "ZAP" mechanic that functions basically as a short bow!
You can EASILY rule that any sort of bonus goes away at say 5th!
HAVE A HEART!!!!!!!!!!!
C'mon! Would 4 LOUSY cantrips kill you? Bonus spells for high Int? Some sort of "ZAP" mechanic that functions basically as a short bow!
You can EASILY rule that any sort of bonus goes away at say 5th!
HAVE A HEART!!!!!!!!!!!
Thursday, May 19, 2016
New Spell: Pushed Fortune
(Ok the spells are prob the LEAST popular of my posts so I will only do them every couple of days)
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
Edit 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
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
Edit 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
Sunday, May 15, 2016
A look at Memorization and a new spell type.
As a huge fan of the spell memorization type of magic I did a lot of thinking on it. One of my first concepts was the idea of "pits"
The idea is that spell slots are divided into compartments that are filled when you memorize spells,
a cantrip takes up 1 pit , a first L spell takes up 4 a second L spell takes up 6 a third L spell takes up 8 and so on by two. This also explains what can be substituted for what.This a first L spell can be turned into 4 cantrips and a third L spell can be turned into 2 first.
This also led me to create 1/2 L spells or as I like to call them petty spells, they fill in two pits, but they are not on the spells allowed list. In the lore of my world they are not popular and there are not that many of them. The only one that caught on with my players is Shout, it allows you to yell super loud for L rounds.
Another aspect of spell memorization that is mostly of use in RPing situations is I attached emotions to the spell schools that you must place your mind into in order to memorize spells of that school. All mage carry around a book that is filled with very short stories that enable you to create the emotional state to memorize.
For example , you would read a story about your birthday party when you were young, it would lead you to wonder what was in the brightly covered box in front of you. This would evoke the curiosity necessary to memorize a divination spell. I know, I know its both kinda cool and mostly useless.
The idea is that spell slots are divided into compartments that are filled when you memorize spells,
a cantrip takes up 1 pit , a first L spell takes up 4 a second L spell takes up 6 a third L spell takes up 8 and so on by two. This also explains what can be substituted for what.This a first L spell can be turned into 4 cantrips and a third L spell can be turned into 2 first.
This also led me to create 1/2 L spells or as I like to call them petty spells, they fill in two pits, but they are not on the spells allowed list. In the lore of my world they are not popular and there are not that many of them. The only one that caught on with my players is Shout, it allows you to yell super loud for L rounds.
Another aspect of spell memorization that is mostly of use in RPing situations is I attached emotions to the spell schools that you must place your mind into in order to memorize spells of that school. All mage carry around a book that is filled with very short stories that enable you to create the emotional state to memorize.
For example , you would read a story about your birthday party when you were young, it would lead you to wonder what was in the brightly covered box in front of you. This would evoke the curiosity necessary to memorize a divination spell. I know, I know its both kinda cool and mostly useless.
New Spell: Exhilaration
L2 Transmutation
This spell allows the subject to go over max hp w/ healing spells. for L rounds. If the subject is 5 or more Hp over max, they get +1 hit,damage AC and move for as long as these excess hp last(up to L rounds total)
REMEMBER these spells are designed for low level play, this should NOT be used in games that go over 7th L
This spell allows the subject to go over max hp w/ healing spells. for L rounds. If the subject is 5 or more Hp over max, they get +1 hit,damage AC and move for as long as these excess hp last(up to L rounds total)
REMEMBER these spells are designed for low level play, this should NOT be used in games that go over 7th L
Saturday, May 14, 2016
New Spell: Surge of Fortune
L3 Divination, Time
cast as immediate interrupt, this spell forces a re roll of any D20 within 60 feet, results of roll are substituted for first roll, you may not cast this spell in the same round as another time spell is operating for you. heavy use of this spell will lead to increasingly random bad luck on the part of the caster. No save but spell resistance must be checked
cast as immediate interrupt, this spell forces a re roll of any D20 within 60 feet, results of roll are substituted for first roll, you may not cast this spell in the same round as another time spell is operating for you. heavy use of this spell will lead to increasingly random bad luck on the part of the caster. No save but spell resistance must be checked
New Spell: Saved Fortune
L1 Divination
Casting time one Min.
subject rolls 1 die twice, taking best roll(normally a d20) That roll can be used in the next six hours substituting it for any roll of same dice type, if you are using it to make a save for example , you must choose to use saved number BEFORE you roll that save
This is both arcane and clerical
Casting time one Min.
subject rolls 1 die twice, taking best roll(normally a d20) That roll can be used in the next six hours substituting it for any roll of same dice type, if you are using it to make a save for example , you must choose to use saved number BEFORE you roll that save
This is both arcane and clerical
Friday, May 13, 2016
New Spell Magnetic Ray
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.
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.
New Spell: Magnetic Defelection
L1
Stone Elemental and conjuration
Cast as an immediate action creating a magnetic wave that gives your opponent -3 to their to hit roll, -5 if it is a steel or iron weapon.
Somatic only
You cannot cast this if you have a steel or iron object in your casting hand.
Stone Elemental and conjuration
Cast as an immediate action creating a magnetic wave that gives your opponent -3 to their to hit roll, -5 if it is a steel or iron weapon.
Somatic only
You cannot cast this if you have a steel or iron object in your casting hand.
Thursday, May 12, 2016
New Specific Summons: Call Minor Djinn Laborers
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
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
New Specific Summons: Summon Cherub
L2
Conjuration, good descriptor
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)
Conjuration, good descriptor
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)
New Cantrip: Time Hiccup
L0
Time and transmutation
This cantrip is consumed in casting
as a free action , you may take an extra 5" step
Time and transmutation
This cantrip is consumed in casting
as a free action , you may take an extra 5" step
Wednesday, May 11, 2016
Tell me what to post?!?!
That is all
New Spell: Cantrip Volley
L1
transmutation
standard action
For L +2 rounds you may cast any cantrip that is a standard action as a free action, only one cantrip per round may be cast this way (cantrips like Detect Magic will be of only very minor use)
transmutation
standard action
For L +2 rounds you may cast any cantrip that is a standard action as a free action, only one cantrip per round may be cast this way (cantrips like Detect Magic will be of only very minor use)
New Cantrip: Soften
L0
Metamagic
this cantrip is consumed when cast
This cantrip is cast with another spell making it a full round action, damage done is converted to subdual damage. save/DC is -1/+1
Metamagic
this cantrip is consumed when cast
This cantrip is cast with another spell making it a full round action, damage done is converted to subdual damage. save/DC is -1/+1
New Spell Time Gait
L2 Time and Transmutation
cast as a free action, allows the caster an extra move action that must be an actual move (not a concentration or other action) May not be combined w/ Fly, spider climb etc. casting two time spells in same round is always a BAD idea.....
cast as a free action, allows the caster an extra move action that must be an actual move (not a concentration or other action) May not be combined w/ Fly, spider climb etc. casting two time spells in same round is always a BAD idea.....
New Spell: Time Step
L2 Time and divination
Once you memorize this spells it needs not be cast, it is just "on" for as long as you choose to keep it in memory. You can always take an extra 5' step, this can be done at any time during your action for the round and is only not possible if you are not standing on your feet. It may be used if you are stunned, slowed etc.
If you take this step in a round when you cast another time spell you run the risk of nasty time creepies bothering you..........(dm discretion)
Once you memorize this spells it needs not be cast, it is just "on" for as long as you choose to keep it in memory. You can always take an extra 5' step, this can be done at any time during your action for the round and is only not possible if you are not standing on your feet. It may be used if you are stunned, slowed etc.
If you take this step in a round when you cast another time spell you run the risk of nasty time creepies bothering you..........(dm discretion)
Repeat Post: A note on New Spells you find here
Just a notice for new viewers, the mage spells here are for 7th L casters and below. The spells are NOT balanced for higher L casters(My new focus is balancing them for 4-5 L)
Tuesday, May 10, 2016
New Spells: Fireball Reskinned
Who doesn't love fireball let's look some at some variants (all are exact specs as FB unless otherwise noted)
Rain of Spiders-poison, fort save
Violent Hallucination-psychic, will save
Stone Eruption-stones rise from ground, ignores spell resistance
Thunderball-thunder,sonic, fort save creatures with keen or bad hearing will have save modified by -2 or +2 respectively
(remember all my spells are for casters topping out at about 7th so these would all prob be 4th L spells in higher L game, VH would prob be 5th)
Rain of Spiders-poison, fort save
Violent Hallucination-psychic, will save
Stone Eruption-stones rise from ground, ignores spell resistance
Thunderball-thunder,sonic, fort save creatures with keen or bad hearing will have save modified by -2 or +2 respectively
(remember all my spells are for casters topping out at about 7th so these would all prob be 4th L spells in higher L game, VH would prob be 5th)
New spell
Summon indestructible goblin
L2 Conjuration
The rare goblin is born that is COMPLETELY indestructible, when encountered must be grappled and tied up.specific summons like this must only be used as stated. Otherwise it is a totally normal goblin.
L2 Conjuration
The rare goblin is born that is COMPLETELY indestructible, when encountered must be grappled and tied up.specific summons like this must only be used as stated. Otherwise it is a totally normal goblin.
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