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  1. - Top - End - #1
    Ogre in the Playground
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    Default Extraordinary Spells

    So I'm working on a class that would basically pretend to be a spell caster(Found here). No actual magic exists in the whole class but they get casting comparable to a wizard. My question is what spells do you guys think could be reasonably reproduced through mundane means?

    This is what I've got so far and the skills that I feel could justify them. Also the class is based off of stage magic so these are mostly flashy illusions and fire. Some of them have numbers by them because I was sorting all this mess out by spell level. The crafted ones where the most important to the feel of the class. The others I'm not so sure about.
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    Disguise
    Alter Self
    Blur
    Disguise Self
    3-Displacement
    2-Invisibility
    4-Invisibility, Greater
    7-Invisibility, Mass
    5-Seeming
    6-Veil

    Escape Artist
    3-Blink
    4-Dimension Door
    Feather Fall
    Freedom of Movement
    Pass without Trace

    Bluff <- These are the ones I'm least sure of. But they fit the idea of a mentalist.
    Aid
    Bane
    Calm Emotions
    1-Cause Fear
    4-Charm Monster
    8-Charm Monster, Mass
    1-Charm Person
    Command
    Command, Greater
    4-Confusion
    Confusion, Lesser
    4-Crushing Despair
    9-Dominate Monster
    5-Dominate Person
    Doom
    Enthrall
    4-Fear
    Good Hope
    3-Heroism
    6-Heroism, Greater
    5-Hold Monster
    9-Hold Monster, Mass
    3-Hold Person
    7-Hold Person, Mass
    8-Irresistible Dance
    7-Power Word Blind
    Power Word Kill
    8-Power Word Stun
    3-Rage
    2-Scare
    3-Suggestion
    6-Suggestion, Mass

    Craft
    0-Acid Splash
    0-Dancing Lights
    0-Daze
    0-Flare
    0-Light
    0-Ray of Frost

    1-Alarm
    1-Burning Hands
    1-Chill Touch
    1-Color Spray
    1-Faerie Fire
    1-Grease
    1-Obscuring Mist
    1-Produce Flame
    1-Shocking Grasp
    1-Silent Image

    2-Acid Arrow
    2-Blindness/Deafness
    2-Continual Flame
    2-Darkness
    2-Daze Monster
    2-Flame Blade
    2-Flaming Sphere
    2-Fog Cloud
    2-Glitterdust
    2-Gust of Wind
    2-Minor Image
    2-Mirror Image
    2-Scorching Ray
    2-Shatter
    2-Sound Burst
    2-Spider Climb
    2-Web

    3-Daylight
    3-Explosive Runes
    3-Fireball
    3-Flame Arrow
    3-Invisibility Sphere
    3-Lightning Bolt
    3-Major Image
    3-Slow
    3-Stinking Cloud
    3-Water Breathing

    4-Black Tentacles
    4-Fire Shield
    4-Fire Trap
    4-Hallucinatory Terrain
    4-Ice Storm
    4-Illusory Wall
    4-Rainbow Pattern
    4-Shadow Conjuration
    4-Shout
    4-Solid Fog
    4-Wall of Fire
    4-Wall of Ice

    5-Cone of Cold
    5-Flame Strike
    5-Mind Fog
    5-Mirage Arcana
    5-Persistent Image

    6-Acid Fog
    6-Disintegrate
    6-Chain Lightning
    6-Freezing Sphere
    6-Guards and Wards
    6-Mislead
    6-Permanent Image
    6-Programmed Image
    6-Sympathetic Vibration

    7-Delayed Blast Fireball
    7-Fire Storm
    7-Prismatic Spray
    7-Project Image
    7-Shadow Conjuration, Greater

    8-Incendiary Cloud
    8-Meteor Swarm
    8-Polar Ray
    8-Prismatic Wall
    8-Scintillating Pattern
    8-Shout, Greater

    9-Prismatic Sphere
    9-Shades
    9-Weird


    These are from the SRD. If you guys can think of any good spells from other source books I'd definitely appreciate it.

    TL;DR
    What spells could be mimicked without magic?
    Last edited by zabbarot; 2013-05-17 at 06:55 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Hanuman's Avatar

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    Default Re: Extraordinary Spells

    SORC / WIZ FROM SRD

    0-Level Sorcerer/Wizard Spells (Cantrips)
    Abjur

    Resistance: Subject gains +1 on saving throws.

    Div

    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.

    1st-Level Sorcerer/Wizard Spells
    Abjur

    Endure Elements: Exist comfortably in hot or cold environments.

    Conj

    Summon Monster I: Calls extraplanar creature to fight for you.

    Div

    Comprehend Languages: You understand all spoken and written languages.
    Detect Secret Doors: Reveals hidden doors within 60 ft.
    Detect Undead: Reveals undead within 60 ft.
    True Strike: +20 on your next attack roll.

    Ench

    Charm Person: Makes one person your friend.
    Hypnotism: Fascinates 2d4 HD of creatures.

    Illus

    Disguise Self: Changes your appearance.
    Ventriloquism: Throws voice for 1 min./level.

    Trans

    Expeditious Retreat: Your speed increases by 30 ft.
    Jump: Subject gets bonus on Jump checks.

    2nd-Level Sorcerer/Wizard Spells
    Conj

    Summon Monster II: Calls extraplanar creature to fight for you.
    Summon Swarm: Summons swarm of bats, rats, or spiders.

    Div

    Detect Thoughts: Allows “listening” to surface thoughts.
    See Invisibility: Reveals invisible creatures or objects.

    Ench

    Hideous Laughter: Subject loses actions for 1 round/level.

    Illus

    Blur: Attacks miss subject 20% of the time.
    Misdirection: Misleads divinations for one creature or object.
    Phantom Trap M: Makes item seem trapped.

    Necro

    Scare: Panics creatures of less than 6 HD.

    Trans

    Alter Self: Assume form of a similar creature.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    Knock: Opens locked or magically sealed door.
    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    Spider Climb: Grants ability to walk on walls and ceilings.

    3rd-Level Sorcerer/Wizard Spells
    Abjur

    Nondetection M: Hides subject from divination, scrying.

    Conj

    Summon Monster III: Calls extraplanar creature to fight for you.

    Div

    Tongues: Speak any language.

    Ench

    Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
    Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
    Suggestion: Compels subject to follow stated course of action.

    Trans

    Flame Arrow: Arrows deal +1d6 fire damage.
    Keen Edge: Doubles normal weapon’s threat range.

    4th-Level Sorcerer/Wizard Spells

    Conj

    Summon Monster IV: Calls extraplanar creature to fight for you.

    Ench

    Charm Monster: Makes monster believe it is your ally.
    Confusion: Subjects behave oddly for 1 round/level.

    Evoc

    Shout: Deafens all within cone and deals 5d6 sonic damage.

    Necro

    Contagion: Infects subject with chosen disease.
    Fear: Subjects within cone flee for 1 round/level.

    Ench

    Dominate Person: Controls humanoid telepathically.

    Illus

    Seeming: Changes appearance of one person per two levels.

    6th-Level Sorcerer/Wizard Spells

    Conj

    Summon Monster VI: Calls extraplanar creature to fight for you.

    Div

    Analyze Dweomer F: Reveals magical aspects of subject.
    Legend Lore M F: Lets you learn tales about a person, place, or thing.
    True Seeing M: Lets you see all things as they really are.

    Ench

    Geas/Quest: As lesser geas, plus it affects any creature.
    Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

    Trans

    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
    Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.

    7th-Level Sorcerer/Wizard Spells

    Ench

    Insanity: Subject suffers continuous confusion.
    Power Word Blind: Blinds creature with 200 hp or less.

    Necro

    Control Undead: Undead don’t attack you while under your command.
    Finger of Death: Kills one subject.

    8th-Level Sorcerer/Wizard Spells
    Abjur

    Mind Blank: Subject is immune to mental/emotional magic and scrying.

    Conj

    Summon Monster VIII: Calls extraplanar creature to fight for you.

    Div

    Discern Location: Reveals exact location of creature or object.
    Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

    Ench

    Antipathy: Object or location affected by spell repels certain creatures.
    Charm Monster, Mass: As charm monster, but all within 30 ft.
    Irresistible Dance: Forces subject to dance.
    Power Word Stun: Stuns creature with 150 hp or less.
    Symbol of Insanity M: Triggered rune renders nearby creatures insane.
    Sympathy F: Object or location attracts certain creatures.

    Evoc

    Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

    9th-Level Sorcerer/Wizard Spells
    Abjur

    Freedom: Releases creature from imprisonment.

    Div

    Foresight: “Sixth sense” warns of impending danger.

    Ench

    Dominate Monster: As dominate person, but any creature.
    Power Word Kill: Kills one creature with 100 hp or less.

    Necro

    Wail of the Banshee: Kills one creature/level.



    This is just a list of some things that could be done without any tech, include tech and materials and the list skyrockets up.

    If you found this helpful feel free to PEACH this http://www.giantitp.com/forums/showt...php?p=15228355

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: Extraordinary Spells

    Half of those are ones I already had and the other half are things I wasn't sure I could justify. My basis for what I could justify was what a stage magician could pull off in real life. Smoke and mirrors kinds of stuff.

    I'm not sure how you could literally make someone next to you stronger ala bull's strength, or actually summon an extraplanar creature. I mean I'm sure you could keep one around for pulling out of a hat with some work, but actually summoning a celestial creature in combat should be real magic. Do you see where I'm coming from? I just want effects that I could literally go outside and duplicate with sleight of hand and the right tools for the most part.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Hanuman's Avatar

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    Default Re: Extraordinary Spells

    Quote Originally Posted by zabbarot View Post
    \I'm not sure how you could literally make someone next to you stronger ala bull's strength,
    Drugs or level 15-25 psychological effects.
    Quote Originally Posted by zabbarot View Post
    or actually summon an extraplanar creature


    But I understand, why use spells at all then?

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    Titan in the Playground
     
    Prime32's Avatar

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    Default Re: Extraordinary Spells

    Undead creation spells could justified as advanced surgery (see Franken Fran). Because you had to move so many things around, repurpose so many organs and graft on foreign tissue, healing magic will kill the subject as it tries to "fix" the things keeping them alive.

    Or, y'know, you could use voodoo zombies.

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