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    Troll in the Playground
     
    The Demented One's Avatar

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    Default A Fistful of Magic [Spells]

    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.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    dyslexicfaser's Avatar

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    Default Re: A Fistful of Magic [Spells]

    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.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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    Troll in the Playground
     
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    Default Re: A Fistful of Magic [Spells]

    Quote Originally Posted by dyslexicfaser View Post
    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.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Troll in the Playground
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    Default Re: A Fistful of Magic [Spells]

    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.

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    Default Re: A Fistful of Magic [Spells]

    Soul Proxy's an awesome spell. And as usual, you make quality stuff =P.

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    Bugbear in the Playground
     
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    Default Re: A Fistful of Magic [Spells]

    Quote Originally Posted by The Demented One View Post
    Memory of adamant would be a good one for Beyond the Sea, natch.
    To the Alter Altar!
    Last edited by dyslexicfaser; 2008-08-09 at 05:21 PM.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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    Pixie in the Playground
     
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    Default Re: A Fistful of Magic [Spells]

    Leomund's Vanishing Pocket would be a pretty dang useful spell in Middle Earth.

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    Default Re: A Fistful of Magic [Spells]

    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.
    my own diabolical experiments (homebrew)

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