* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : 'New' Fifth Level Magic User Spells Started at 01-30-06 11:07 AM by Cab Visit at http://forums.gleemax.com/showthread.php?t=577849 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Cab Date : 01-30-06 11:07 AM Thread Title : 'New' Fifth Level Magic User Spells I don't know whether I've posted these here or not. All of them are to the best of my knowledge novel, from my Mystara campaign, and developed by players therein over the years. Acid Arrows Range: 240' Duration: Instantaneous Effect: Up to 20 gobs of acid An invaluable attack spell, which creates 1 bolt of acid per level of experience of the caster. The bolts fly in a straight line, each striking a target to which the caster has line of sight. All of thebolts can be aimed at one target, or they can be split between multiple foes any way the caster wishes. Each target takes 1d6 damage per bolt, although a save versus spells is allowed for half damage. Flame Bolts Range: 240' Duration: Instant Effect: Up to 20 fiery bolts As for acid arrows, but with fire damage instead of acid. Chuck You! Range: 5' per level of the caster Duration: Instant Effect: One opponent is hurled away An unusual and quite versatile combat spell, effective on giant sized or smaller opponents. Said creature will be bodily hurled up to 80' from the caster, suffering 2d6 damage (plus another 5d6 if it hits a solid obstruction), and inflicting 2d6 damage to any creature hit by the flying victin (DM's judgement whether said creatures stop the target; a kobold will be stopped by hitting an ogre, but an ogre should be hurled straight through a cloud of kobolds). If the target makes a save versus spells, it will completely avoid the spell. A hurled foe must roll equal to or under their dexterity score on 1d20 to land on their feet, otherwise they will fall and be considered prone until they can stand up. Swaps Range: 30' Duration: Instant Effect: Swaps the caster and another creature An unusual spell which causes the caster and target to be swapped; the caster ends up where the target was, and the target is transported to where the caster was standing. Usefulto get out of a tight spot. If the target is unwilling, he or she may make a saving throw to negate the spells effect. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Cab Date : 01-30-06 11:11 AM Thread Title : New Sixth Level Mage Spells Ethereality Range: Touch Duration: Up to 24 hours Effect: 1 recipient The recipient of this spell can choose to enter the ethereal plane once, any time until 24 hours after the spell is cast, and must return during the same period. The spell also provides movement on the plane at walking speed. Bailriggs Butchery Range: 30' Duration: Instant Effect: 1 creature/corpse Bailrigg, beastmaster of the Great Zoo of thothia, created this spell to allow him to rapidly portion up monsters that had died, to separate out useful components in the heat of the desert before decomposition set in. Upon casting, any chosen dead body within range will instantly become dissected, ordered, and labelled; each bone, muscle, organ, gland etc. will be neatly separated out and identified. While an invaluable spell for removing useful components for magical research, it is also an unpleasant attack spell. Any living creature not totally immune to cutting damage will take 1d6 points of damage per level of the caster, with a save versus spells allowed to reduce damage to half. Wormhole Range: Touch Duration: Instant Effect: up to 2 targets plus caster A handy transportation spell, effectively the same as dimension door but also affecting up to two willing recipients along with the caster. Hydrax Range: 0 Duration: Special Effect: Summons 1 hydrax This spell draws one hydrax to the prime plane, the hydrax being compelled to complete a single task for the caster to the best of its ability. A water version of invisible stalker. Contain Range: Touch Duration: 1 day Effect: 1 Container An unusual spell that turns any container into a magical, extradimensional space, rather like a bag of holding, for the duration of the spell. The capacity of the container is equal to the casters level x 500cn. Any items in the container when the duration ends (or the spell is dispelled) will spill out, possibly at high speed. Resist Turning Range: 10' Duration: 1 day/level of caster Effect: 1 undead Any undead upon whom this spell is cast will receive a saving throw (death ray) versus any attempt by a cleric to turn or destroy them. Familiar Spirit Range: 240' Duration: 2 turns per caster level Effect: 1 illusionary familiar This illusion spell creates a single illusionary familiar (halfling sized or smaller), the appearance of which is determined by the caster (although no specific creature can be imitated).It is a believable illusion, with a rdimentary intelligence of its own. It can obey simple commands, it can scout areas for the caster, and carry messages. Mort Rouge Range: touch Duration: Special Effect: Special The victim of this spell must make a save versus spells or sart bleeding, slowly, through minor cuts and pores in the skin. 1d4hp are lost per day, until a cure disease, cureall or heal spell is cast. No healing due to rest can be gained while suffering from the disease. Anyone touching the victim must in turn make a save versus spells or start suffering a similar effect. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Cab Date : 01-30-06 11:14 AM Thread Title : New Seventh Level Spells Spear Range: 240' Ruration: 1 round per levels. Effect: Creates one flying spear. This spell creates a spear, the appearance of which varies according to the caster (some spellcasters create a glowing red spear, others may create something resembling a ballista bolt, etc.). The spear floats in the air, and can attack one foe per round (by the caster concentrating), up to a range of 240'. A normal hit roll (using the casters base chance to hit) is required. The spear returns at the end of the round to the caster. Damage is 1d10 (as a pike), and the spear can hit targets immune to magical weapons, striking as a +3 magical weapon. Planar Rekoning Range: Special Duration: Instant Effect: Tells the caster the bias and address of a plane An invaluable spell for the discerning planar explorer, the spellcaster immediately gains knowledge of sphere bias on the plane of existence he is on, along with a planar address (i.e. the names of planes that must be crossed from the Astral to reach the plane). Astral Leap Range: Touch Duration: 24 hours Effect: Transport to the Astral plane The recipient of this spell may, once in a 24 hour period, travel to the astral plane, and must return within te spells duration. Arctic Blast Range: Special Duration: Instant Effect: Cone 100' long, 60' wide at end. This spell creates a cone of cold air, 100' long and 60' long at the far end. All creatures caught in the area take 1d6 damage per caster level (save for half). In addition, a second save is needed to avoid being blown away by the wind. Target size Distance Blown Tiny (to 1') 1d10x10' Small (to 4') 1d8x10' Medium (to 8') 1d6x10' Large (up to 20') 1d4x10' Huge (20' plus) None Damage taken from being thrown is 2d6, plus 5d6 if the victim hits a solid object, or 2d6 if it hits another creature (that creature also suffering 2d6 damage). A successful dexterity check (rolling equal or less than dex on 1d20) allows a victim to land on his feet. Saved Range: Caster only Duration: 1 hour per level of the caster Effect: Caster only An invaluable spell that allows the caster to pre-cast protective spells. A total number of proptective spell levels, equal to half the casters level, are cast immediately after casting this spell. At any time until the spells duration ends, all of the spells thus stored can be activated in a single round. Until that time, those spells are not available for use, unless of course the caster has chosen to memorise such spells more than once. All of the protective spells can affect only the caster; no area of effect spells are allowed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:24 AM.