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The Demented One
2008-08-08, 01:51 PM
Child of the Moon
Transmutation
Level: Druid 4, Ranger 4
Components: V, S, DF
Casting Time: Standard action
Range: Touch
Target: Willing creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You transform an ally, imbuing it with aspects of an animal. When you cast this spell, you choose a particular animal to invoke. The subject of child of the moon gain a +2 enhancement bonus to Wisdom, and a +4 enhancement bonus to the two highest physical ability scores of that animal. If there is a tie, you choose which scores are granted a bonus. If the animal has a primary natural attack, the ally gains it. It deals 1d6 damage is the subject is Medium, 1d4 if it is Small, and so on. They gain an enhancement bonus to their natural armor equal to one-quarter your caster level, rounded down, though the bonus cannot exceed the natural armor bonus of the chosen animal. If the animal has any special movement forms, the subject gains them, at a speed of 20 ft. If they gain a swim speed, the gain the ability to hold their breath for a number of rounds equal to 8 times their Constitution score. If they gain a fly speed, the maneuverability of it is poor. They gain any special senses (blindsense, blindsight, darkvision, low-light vision, scent, or tremorsense) that the animal possesses, with any darkvision being out to 60 ft., and any blindsense, blindsight, or tremorsense out to a range of 30 ft. No other benefits are conferred.

Hunter’s Harvest
Transmutation
Level: Druid 0, Ranger 1
Components: V, S
Casting Time: Standard action
Range: Touch
Target: See text
Duration: Permanent
Saving Throw: None (object)
Spell Resistance: No (object)

This spell calls on nature itself to arm her guardians. This spell allows you to transform plants and trees into weapons. When cast, you may choose one of two options. You may either transform a handful of grass into arrows or crossbow bolts, creating one arrow/level, or you may transform a tree branch into a melee weapon made entirely of wood, such as a quarterstaff or club. The weapon or ammo created is never masterwork, magical, or made of a special material. If you go more than 10 ft. away from the transformed weapon, it reverts to its original form at the end of the round.

Leomund’s Vanishing Pocket
Conjuration (Teleportation)
Level: Bard 0, Sorcerer/Wizard 0
Components: S
Casting Time: Standard action
Range: Touch
Target: Unattended object weighing 1 lbs. or less touched
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No

You seemingly vanish an item, disappearing it in a puff of smoke. In reality, you actually create a miniature demiplane, perfectly sized to fit the object, and teleport it into the demiplane. You can discharge this spell as a swift action, causing the vanished item to reappear in your hand. If your hands are both full, it falls harmlessly to your feet.

Mead of Friendship
Enchantment and Transmutation (Compulsion) [Mind-Affecting]
Level: Bard 0
Components: V, M
Casting Time: Standard action
Range: Touch
Target: Alcoholic beverage touched
Duration: Permanent until discharged, then one minute per level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

You imbue an alcoholic drink with a mild enchantment, loosening the tongue and lifting the spirits of its drinker. If a creature drinks the beverage, the spell is discharged. If the drinker fails its Will save, they are filled with a spirit of friendliness and contentment, becoming more willing to hear a stranger’s words. Any Bluff, Diplomacy, or Gather Information checks made to influence or gain information from them is made with a +2 enhancement bonus.

Material Component:
A vial of dew and honey, poured into the drink.

Memory of Adamant
Transmutation
Level: Artificer 2, Sorcerer/Wizard 2
Components: V, S
Casting Time; Standard action
Range: Touch
Target: Object of up to 50 lbs./level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You sense the original, perfected form of a broken item, and call it back into the item. For the duration of this spell, the item may be used as if it were whole and undamaged, even if it has been sundered, broken, or otherwise destroyed. This spell cannot restore magical or psionic functions of items. The spell does not repair the item or change its appearance, but merely allows it to be used as if normal. At least half of the item must remain intact for memory of adamant to affect it.

Sleight of Gaze
Illusion
Level: Bard 2, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
Duration: One minute /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create an illusory perception filter, an illusion that does not render its subjects invisible, but rather makes it difficult for a creature to focus on them. As long as the subject does not draw attention to itself, other peoples’ gazes simply slip off of them, and their words fade into silence. Whenever a creature makes a Listen or Spot check to notice a subject, they must make two rolls, taking the lower result. In addition, if they roll less than 5, the check automatically fails. However, characters that have already noticed the subject are not affected by the perception filter. If a subject draws attention to itself (for example, attacking a creature, casting a spell with obvious or visible effects, or directly addressing or touching another creature), it loses the benefits of this spell. You may cast this spell as a standard action, but if you do, its range changes to touch, its target changes to one creature, and its duration changes to one round/level.

Song of the Wall
Transmutation
Level: Bard 1
Components: V, S, M
Casting Time: Standard action
Range: Touch
Area: One 5-ft. square section/level of wall touched
Duration: 10 minutes/level (D)
Saving Throw: None (object)
Spell Resistance: No (object)

With this spell, a bard can call on a wall to “sing” to him, allowing him to hear what is on the other side of the wall as if it were not there. Whenever a character makes a Listen check through that wall, sections of the wall under the effect of song of the wall are not counted when determining the penalty on Listen checks for listening through them.

Material Component
A key wrapped around with a silk ribbon.

Soul Proxy
Conjuration, Divination, Enchantment, Illusion, and Transmutation (Creation)
Level: Sorcerer/Wizard 9
Components: V, S, F, XP
Casting Time: 1 week
Range: 0 ft.
Effect: Created proxy
Duration: Instantaneous

The soul proxy spell is a defense for the desperate, a spell to render one’s self truly unseekable by magical means. You create a living being that serves as a proxy for yourself, using a fragment of your magical essence to serve as its soul. The proxy is a creature of the same race as you. There is a strong resemblance between you and it. You may increase or decrease its heigh and weight by up to one-tenth of your own, and alter is eye, hair, and skin color, but otherwise, it is like you in all ways. A creature that has seen you can notice the resemblance between you and your proxy by making a DC 40 Spot check if you have changed the proxy’s appearance. If not, the DC is lowered to 10. The proxy has a 10 for every ability score, and you may distribute any additional 12 points among all its ability scores. You cannot raise any score above 16, nor can you lower any below 10. It has class levels equal to half your class level, and you may choose which classes it has levels in. You choose the proxy’s skills and feats, as well as spells or any similar abilities known for it. You determine the proxy’s alignment, and fabricate its memories, dictating all that it knows of itself. Any gaps in your narration are simply filled in by the proxy’s mind, as it fabricates memories. The proxy is not created with any items.

Because of the nature of this spell, the proxy can never see or perceive you. You are essentially invisible to it, nor can you be detected by any other sense. Only epic magic, an artifact, or the direct and personal intervention of a deity could allow a proxy to perceive its creator. You cannot insert yourself into the proxy’s memories when you create it. If another character tells the proxy anything about you, the proxy almost immediately forgets it, not even realizing it has forgotten anything. You have no control over the proxy, nor can you ever control it or communicate with it via magic, as a result of its inability to perceive you.

The magic of this spell causes reality to perceive the proxy as being you. Any divination that targets you or would reveal information about you is instead redirected towards your proxy. Any spell that would reveal the true nature of the proxy similarly fails automatically. In addition, whenever a character casts a spell that targets you when they cannot see you, they must make a caster level check, DC 20 + your caster level, or have the spell redirected to your proxy. If the proxy is not a valid target for the spell (for example, a cleric attempts to cast true resurrection on you while the proxy remains alive) and fails the caster level check, the spell simply fails. Only epic magic, artifacts, and the intervention of deities can bypass this protection. When you cast this spell, you may designate up to eight other characters. Any spell they cast bypasses this protection, always targeting you.

If your proxy dies, it cannot be resurrected. In addition, you suffer considerable backlash. You gain 1d6 negative levels. These negative levels never result in permanent level loss, but cannot be removed. They go away naturally at a rate of one negative level per week. You also take 1d10 points of ability burn to Intelligence, Wisdom, and Charisma.

If your proxy should ever cast the soul proxy spell itself, it does not function normally. It instead severs the link between you and it, causing you to suffer backlash as if it had died. The magical soul duplicate you implanted in the proxy is transformed into an actual soul, rendering the proxy nothing more than a real character of its race. It can be resurrected, and is in all ways treated like a normal character. Spells targeting you are no longer redirected to the proxy. You may only have one soul proxy at a time.

Focus
A sarcophagus of jade and obsidian, worth 10,000 gp.

XP Cost
1000 XP.

dyslexicfaser
2008-08-08, 04:43 PM
Some very neat stuff, here. In no particular order: Child of the Moon, Memory of Adamant, Song of the Wall and Soul Proxy are all spells I'd have my characters use.

Also: when I read Leomund's Vanishing Pocket, my mind immediately jumped to how to play a viable D&D stage magician. A real over-the-top, top-hat-and-cape-wearing sort of guy.

The Demented One
2008-08-09, 01:24 PM
Some very neat stuff, here. In no particular order: Child of the Moon, Memory of Adamant, Song of the Wall and Soul Proxy are all spells I'd have my characters use.

Also: when I read Leomund's Vanishing Pocket, my mind immediately jumped to how to play a viable D&D stage magician. A real over-the-top, top-hat-and-cape-wearing sort of guy.
I could see some of those working for Hector. Memory of adamant would be a good one for Beyond the Sea, natch.

Adumbration
2008-08-09, 02:01 PM
I love the Soul Proxy spell. I would love to play a Soul Proxy of some great wizard. A lot of potential, there, on both the DM's side as well as the player's.

KKL
2008-08-09, 02:31 PM
Soul Proxy's an awesome spell. And as usual, you make quality stuff =P.

dyslexicfaser
2008-08-09, 05:21 PM
Memory of adamant would be a good one for Beyond the Sea, natch.

To the Alter Altar!

Pollip
2008-08-09, 10:39 PM
Leomund's Vanishing Pocket would be a pretty dang useful spell in Middle Earth.

Stycotl
2008-08-11, 01:16 AM
there are some very cool spells here. the soul proxy is very similar to the entire subplot to a whole series of campaigns that i ran a few years ago, and that i am now trying to write up as credible fiction.

and the pocket is just uber cool.