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#1zombiegleemaxNov 09, 2005 7:50:30 | As previously posted at Dragonsfoot, but the readership here isn't entirely the same as that forum so I'll post them here too. Previous lists (1st, 2nd and 3rd level spells) have already made it over to the Vaults, so I shan't re-post them here. To the best of my knowledge, these spells (developed my players in my campaign over the years) are novel. All of the spells here are fourth level magic user. As a background note, these have all been developed within my Mystara campaign, using Classic (Rules Cyclopedia/Mentzer) D&D over a number of years. Bang Range:240' Duration: Instantaneous Effect:40 sphere of sound Upon completion of this spell, a ball that in all respects resembles a fireball flies from the casters hand to a target within range. However, it does not release any heat or light when it explodes, instead it produces an ear-shattering bang. The noise can be heard for a huge distance (DM's judgement, but this may attract or scare off wandering monsters), and all within the 40' sphere area of effect must make a saving throw versus spells or be deafened for 1d4 hours. All windows, bottles, pottery, etc. (including potion bottles) are automatically destroyed. Air Hose Range: 50' Duration:2-4 rounds Effect: One constant stream of air By creating a tiny wormhole to the elemental plane of air, the caster of this spell controls a powerful and dangerous stream of fast flowing air. This forms a cone, 50' long and 20' wide at its terminus. Any airborne creatures will be blown away from the caster, and all within the cone will take 4d6 damage per round (save for half). The direction of the cone can be changed by the caster once per round, by concentration. Seductresses Aid Range: 120' Duraton: 1 round per level of the caster Effect: One set of blankets, drapes, ropes, carpet, etc. Essentially a more complex version of the entangle spell (see RC), with the additional commands grab, enfold and trip, and also working on a range of materials such as blankets, rugs, curtains, bed sheets, etc. Save vs. spells, possibly modified by -2 if the target is surprised. Gaseous Form Range: Touch Duration: 3 Turns Effect: One individual This handy, embarassing spell turns one willing recipient into a cloud of gas for the duration of the spell, but unfortunately does not turn any worn or carried posessions into gas. The cloud is visible but hard to notice (unless someone is looking for it, they see it only on a 5-6 on 1d6) and can be moved by will at up to 120' per round. Abandon Hope All Ye Who Enter Here Range: 30' Duration: 1 turn per level of the caster Effect: 10' square per level of the caster This spell creates an area of pure, sheer, dark, depressing, diabolical evil. All attempts to detect evil (by spell effect or a paladin concentrating) will automatically fail to detect any one source of evil in the area, as the entire zone radiates an intense evil. Lawful or good characters will feel a little uncomfortable in the area. This spell can be permanenced, allowing the discerning dark wizard to make a real metaphysical architectural statement. Lightning Sands Range: 120' Duration: 1 turn per level of the caster Effect: 2' diameter per level of he caster When cast, the ground beneath a targetted foe and an area of 2' diameter per caster level around him become quicksand. All creatures in the area must make a save vs, paralysis or start sinking at a rate of 1' per round, until only their heads protrude. At the end of the spell duration, all victims are safely placed back on the surface of the ground. Mist of the Leech Range: Special Duration: 1 round per level of the caster Effect: 6' diameter cloud This spell creates a 6' diameter black cloud, which can be moved by concentration at walking speed. It will, unless the caster concentrates, envelop the nearest living organism with blood and start bleeding it, inflicting 1d6hp per round; the victim must also save vs. paralysis or be made unconscious by the spell. After inflicting 40 points of damage, the cloud is sated, and will dissipate. |