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Post by Uathach Blackmantle on Feb 1, 2006 0:14:43 GMT -5
Here's some spell ideas I've been playing around with, so yeah, if there's something you like/dislike, agree with/feel that needs to be changed, or whatever, please drop your comments here. I appreciate anyone's feedback and constructive criticism. VEIL[Grey Necromancy/Illusion] [Wizard/Sorcerer spell. Level: ?] Range: Touch Area of Effect: Creature touched [must be humanoid, size S-L.] Casting Time: Duration: 1 turn +1 round/level. Components: V,S,M. Saving Throw: None Spell Description: Veil confers apon the spell target [either the caster or one humanoid of the caster's choosing] protection from Undead, similar to that of the Dustmen's Dead Truce, by shrouding him/her beneath the illusion of Undeath. In all respects [except to the caster] the target appears to be one of the undead, equal or lesser in Hit Dice than the caster [for instance, a Level 6 wizard could disguise himself or another as a Wraith or lesser type of undead.]. Necromancers cast this spell as though 1 level higher. Such spells/items [and exceptional intelligence] as True Seeing dispel the illusion of undeath. Material components consist of a black silk or linen burial shroud, the teeth, finger bones, nails or piece of flesh from a corpse, and the dust from a grave. Mimicking other more powerful undead [such as a Mummy, Vampire or Lich] requires of piece from the undead mimicked. ------------------------- ROTTING GRASP[Black Necromancy] [Wizard/Sorcerer Spell. Level: 2] Range: Touch Area of Effect: Creature touched. Casting Time: 2 Duration: 1 round/2 levels Components: V,S,M. Saving Throw: Half Spell Effects: This hideous spell literally kills and rots the living flesh of the target touched, as if the victim were struck by a fast acting necrosis. The hand of the wizard glows a dull bluish-green color when he/she casts this spell. He/she muct succeed at a touch attack [ignoring armor and shield bonuses] to initiate contact, and for the spell to continue taking effect, he/she must maintain contact with the target. Damage inflicted is 1d6 +1/Caster level [to a maximum of +15], per round the hold is maintained, for a maximum of 10 rounds. Additionally, the target has a base chance equal to the caster's level, doubled at the end of the second round, so long as the touch is maintained, of contracting a Rotting Disease, like Mummy Rot, Gangrene or Leprosy. A saving throw vs Death Magic [or Fortitude save] negates this additional effect. Note that Black Necromancers cast this spell as if 2 levels higher, whereas White Necromancers cast this spell as if 1 level lower. Material components consist of the flesh or wrappings from a Mummy, or the flesh from a corpse slain by a Rotting Disease. -------------------------
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Post by feq on Feb 1, 2006 10:21:48 GMT -5
I like Veil a LOT. I think its very well written.
I find that Rotting Grasp seems like a decent spell, but it seems to me that the Rotting Desease effect is pretty strong for a second level spell. Have you considered making it % equal to caster's level, doubled after the second round?
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Post by Uathach Blackmantle on Feb 1, 2006 12:51:02 GMT -5
I like Veil a LOT. I think its very well written. I find that Rotting Grasp seems like a decent spell, but it seems to me that the Rotting Desease effect is pretty strong for a second level spell. Have you considered making it % equal to caster's level, doubled after the second round? Thanks for the compliment. That's actually a pretty cool idea. Thanks for your suggestion. ;D I'll probably be posting some more spell concepts a bit later on today [just have to think up some funky names for them].
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Post by Uathach Blackmantle on Feb 1, 2006 20:37:01 GMT -5
LIFE-SURGE [White Necromancy] [Wizard/Sorcerer spell. Level: 4]
Range: Touch Area of Effect: Creature touched. Casting Time: 3 rounds Duration: Permanent Components: V,S,M. Saving Throw: Special [see below]
Spell effects: Life-surge taps into the Positive Energy Plane, creating a temporary conduit between that plane and the spell target, long enough for a small portion of posivtive matter to pass through. The body of the Necromancer acts as the anchor and channel for this spell. As such, because this spell taps into an Inner Plane it requires Planar Pathways to work, and so it will not function on any of the Outer Planes. But it will function on the Inner Planes, the Ethereal Plane and the Prime Material Plane. With this spell, the Necromancer can "heal" the spell target with positive energy, permanently restoring 1d6 hit points/Necromancer level [starting at 1d6 from 7th level, to a maximum 8d6 at 14th level +]. But this spell is cast at great risk to both the caster and spell recipient, since it taps into raw life energy. First, for every 1d6 hit points restored to the spell target, the Necromancer loses 1d3 hit points [which can be healed by normal or magical means.]. Secondly, the spell target is at risk, since the Necromancer has no control over how much she can channel. If Hit points restored exceeds that of twice the target's healed total, the target combusts and dies. Otherwise these "temporary" hit points persist for a number of rounds equal to these phantom hit points, fading at a rate of 1 hit point per round. It is important to note that the spell takes 3 rounds to cast; 1 round to initiate contact, 1 round to open a conduit, and the final round to start and complete the transfer. Contact with the target and concentration on the channel must be maintained throughout the casting. If the spell is interrupted prematurely in the first or second rounds, the link is severed with no effect. If the link is interrupted in the third round, the link is severed with a backlash of positive energy, inflicting 2d6 points of energy damage on both caster and spell recipient, unless they save vs spells [Fortitude] for none. The material component of this spell is a special Plane Disruptor or Plane Bore, constructed through Miscellaneous Magical Item creation [Craft Wondrous Item/Craft Construct] specifically for this spell, which isn't consumed in the casting. -------------------------
WHITE-LIGHT AURA [White Necromancy/Abjuration] [Wizard/Sorcerer Spell. Level: 4]
Range: 0 Area of Effect: The Caster Casting Time: 4 Duration: 1 Day, or 1 hour +1 Turn/2 levels [see below] Components: V,S,M Saving Throw: Special [see below]
Spell effects: This spell surrounds the Necromancer in a shield of pure white light, drawn from the energies of the Upper Planes, or the Positive Energy Plane/Quasi-Elemental Plane of Radiance, depending on where the Necromancer is in the Multiverse. Casting this spell has several special effects. First, the spell surrounds the Necromancer in "layers" of white light [not unlike Stone Skin]. Each layer will negate the harmful effects of any spell, breath weapon, device and attack drawing upon the Negative Energy Plane, regardless of how much damage is inflicted, or how many "levels" are lost. The spell protects the Necromancer with a base of 4 layers, + 1 extra layer/Caster level. Secondly, so long as at least 1 layer remains, White-Light Aura offers protection from Undead. Attacks/damage and Initiative rolls made by an undead are penalized by 2, and additionally it suffers 2d4 points of damage per round of attacking the shielded Necromancer. Just looking at the shield is enough to permanently blind and stun an Undead creature for 2d4 rounds, unless it makes it's saving throw vs Spells [Reflex] at a penalty of 2. Success indicates penalties of 2 to attack/damage and initiative rolls. Undead especially susceptible to bright light [i.e Vampires and Shadows] suffer double damage and double penalties. Lastly, this spell has a second effect, confering complete protection from Negative Energy on the Negative Energy Plane, for a base of 1 hour +1 Turn/2 levels. It does not confer any other ability for surviving on that plane, and nor does this application provide protection from undead, though so long as the shield remains, she's completely immune to the Negative Energy attacks of the Undead. Either application of this spell requires the following material components: Diamond dust of 100 gp value, tossed in a clock-wise circle around the Necromancer, a length of white silk ribbon looped into three circles and knotted thrice-fold, and a feather from the wing of an Aasimon or Archon. -------------------------
REQUIEM [Grey Necromancy/Enchantment-Charm] [Wizard/Sorcerer spell. Level: 2]
Range: 10 yards + 5 yards/level Area of Effect: 1 target + 1 extra target/2 spell levels. Casting Time: 1 round/Caster level Duration: Same as Casting Time Components: V Saving Throw: Negates [Spells, or Will saving throw, modified by Wisdom bonus]
Spell effects: With this spell, the Necromancer chants or sings a powerful and sonorous threnody which affects all those creatures within range, capable of hearing the mournful song. Note that a Silence spell or impediment of the Necromancer's voice cancels the spell, and likewise Deafened creatures suffer no effect from the song. Singing ability [Singing Proficiency or at least 2 ranks in Performance/Singing] is a requirement to cast this spell, since the spell effects are delivered via this method. Effects of this spell varies according to the Necromancer's level, as shown below:- Level 3-4: Sadness [Suffer a penalty of 2 to all dice rolls and skill/proficiency checks from a deep, overwhelming sadness.] Level 5-6: Fear [Creatures of Hit Dice/Level equal to the Caster's level, or less flee in panic for the duration of the threnody, so long as the chant is maintained, then for a further 1d4 rounds.] Level 7-8: Despair/Hopelessness [Creatures of Hit Dice/Level equal to or less than Caster level sink into a deep melacholia for the duration of the threnody, then for a further 2d4 rounds afterwards.] Level 9-10: Dire Curse [Permanent Curse. Varies from a penalty of 4 to dice rolls and skills/proficiencies, ability score reduced by 4 points, 1 saving throw category reduced by 4, blindness, deafness, muteness or catalepsy.] Level 11-12: Madness [Randomely determined permanent form of madness, ranging from Melancholia, Horror, Phobias, Amnesia, Obsession/Compulsion and so forth.] Note that the song must be maintained for continuing effects, so while the caster can take other actions, like moving and attacking, she cannot do anything else that requires concentration or speach [like further spellcasting.]. -------------------------
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Post by Uathach Blackmantle on Feb 2, 2006 5:56:26 GMT -5
DARK-SURGE [Black Necromancy/Conjuration-Summoning] [Wizard/Sorcerer spell. Level: 9]
Range: 90 yards Area of Effect: Special [see below] Casting Time: 9 Duration: Instantanous Components: V,S,M Saving Throw: Special [see below].
Spell effects: Contrary to the name, this spell is not a reverse application of Life-Surge. When the Necromancer casts this spell, she draws upon the darkness and life-leeching cold of the Negative Energy Plane, generating effects similar to Wail of the Banshee and a Sphere of Annihilation. Negative energy gathers in her hands, releasing black tongues of flame and lightning and producing a weird purple/blue blow, which forms into an unstable sphere of total destructive darkness. When this sphere is hurled at the intended target [up to 90 yards away], it shrieks like a mad banshee as it soars through the air. Anyone within a 20 feet radius of the shrieking must make an immediate saving throw vs Death Magic [Fortitude] or lose 1d4 Energy Levels, which are then added to the destructive sphere's damage potential [every 1d4 "levels" absorbed increases damage capacity by a further damage dice]. Success indicates temporary deafness [persisting for a 10 turns] and a loss of 2d8 hit points from burst ear drums, and leeking sinuses [mostly bloody tears and nose-bleeds]. When the sphere strikes the ground [or an intended target, calling for a saving throw vs spells [Reflex] for half damage], it implodes, inflicting 10d8 points of damage, +1d8/1-4 Energy Levels drained by the sphere PRIOR to implosion, to anyone within a 40ft radius of impact. Additionally, the implosion creates a sinkhole effect, or a rift to the Negative Energy Plane, ripping 2d4 energy levels from anyone within the blast radius. Those reduced to level 0 in this manner are instantly slain, their bodies withering to dust and their souls irrevocably sucked into the vortex. A saving throw vs Death Magic [Reflex] at a penalty of 4 reduces damage suffered by half, and negates loss of energy levels. The material component of this spell is a fist-sized lump of black "spirit" glass, a very rare substance found only on the Negative Energy Plane, the deepest layer of Carceri, or in the Soul Cage, which is consumed in the casting. ------------------------
WOUNDING [Black Necromancy/Conjuration-Summoning] [Wizard/Sorcerer spell. Level: 3]
Range: 20 yards +10 yards/level [To a max. of 120 yards.] Area of Effect: 1 target Casting Time: 3 Duration: 1 round/level [max. 10 rounds at level 15] Components: V,S,M Saving Throw: Half/Negates
Spell effects: As the name implies, Wounding inflicts desiccation and slashing wounds that bleed profusely, until bound or treated with healing magic. By making guestures with his hands and fingers that mimic the tearing, jabbing or slashing motions of claws or sharp blades, the Necromancer can injure the spell target/s from a distance. But first he must succeed at a Ranged Touch Attack, ignoring armor and shield bonuses. Each round he can make a number of these "phantom" attacks at a rate equal to a specialised fighter of the same level. Damage inflicted per successful strike is 2d4, +2 points of bleeding damage. In second and subsequent rounds each unbound/untreated wound continues to bleed for a further 1d2 points of damage, for a number of rounds equal to HALF the Necromancer's current level [rounded down]. The spell persists for 1 round/level, starting from 5th level, to a maximum of 10 rounds for a 14th level Necromancer. A successful saving throw vs Death Magic [Fortitude] reduces damage by half and negates bleeding effects. Material components consist of eight razor sharp tiny blades crafted from a rare "magical metal" like Mirthril, Adamantium or Baatorian Greensteel, clasped between the fingers during the casting of the spell, and as each attack is made. These blades are consumed with the final attack, or when the spell expires from other means [like Dispel Magic]. Since these blades must be grasped in a particular fashion, no other attacks or spells can be made, without cancelling the spell prematurely. ------------------------
CONTORT [Grey Necromancy/Alteration] [Wizard/Sorcerer spell. Level: 3]
Range: 30 yards Area of Effect: 1 target Casting Time: 3 Duration: Instantaneous Components: V,S,M Saving Throw: Negates.
Spell effects: As the name suggests, this particularly cruel spell twists and warps the body out of shape, dislocating joints, stretching muscles and ligaments, tearing tendons or even fracturing bones. Though damage inflicted is minimal [2d4 +2 hit points], pain is excruciating. Those who fail a saving throw vs spells [Fortitude] suffer full damage, promplty wracked with horrid pain, as 1d3 parts of their bodies are twisted out of place by this spell; 1-2: Left leg. 3-4: Right leg. 5: Abdomen. 6: Chest/Spine. 7-8: Left arm. 9-10: Right arm. The pain is so excruciating that attacking or casting spells is impossible, and movement is reduced by half. Additionally, afflicted areas are subject to penalties of 2 to all appropriate dice rolls [skills/proficiencies, attack rolls/damage, Strength/Dexterity, Initiative and so forth], until the dislocation/injury is healed with magic or an appropriate skill/proficiency. The pain effect, however, is temporary, lasting for only 1d6 +1 round/2 levels, to a maximum of +5 rounds. ***5 ranks in Knowledge/Anatomy or Anatomist Necromancers are treated as 1 level higher when casting this spell.*** Material components is a small humanoid effigy, and a length of barbed wire, twisted tight about the doll as the spell is cast. ------------------------
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Post by feq on Feb 2, 2006 10:03:24 GMT -5
These spells sound good. I have no particualr comment about them, other than to be wary of them being to powerful (such as the permanent blindness from simply looking at the white layers).
One suggestion to teh Requiem song. It says the effect is determined by caster level. Can the caster voluntarily perform a lower level song so as to get the lower level effects?
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Post by Uathach Blackmantle on Feb 2, 2006 16:03:50 GMT -5
These spells sound good. I have no particualr comment about them, other than to be wary of them being to powerful (such as the permanent blindness from simply looking at the white layers). Blindness applies only to undead. But I have to go through these concepts with a fine-toothed comb, so to speak, anyway. Thanks for your advice once again. One suggestion to teh Requiem song. It says the effect is determined by caster level. Can the caster voluntarily perform a lower level song so as to get the lower level effects? Yes. I wanted a set-up similar to Chromatic Orb. The Necromancer can generate Requiem effects of equal to, or lesser than his current level.
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Post by Uathach Blackmantle on Feb 4, 2006 6:12:45 GMT -5
BLOOD BOLTS [Black Necromancy/Invocation-Evocation.] [Wizard/Sorcerer spell. Level: 2.]
Range: Sight. Components: V,S,M. Casting Time: 2 Duration: Instantaneous. Area of Effect: Varies [1-5 targets]. Saving Throw: Special.
Spell effect: This spell, a variant of the widely popular Magic Missile, was researched by the Arch-Mage and leader of the Whispering Night, Lady Scathach SharpAxe. But now it has begun poping up in the grimoires of White Necromancers and Sanguine mages in her guild, and rumours claim that this spell has spread as far south and east as Silverwood City's Academy of Thaumaturgy, and supposedly the Oligarchs and the Barbed Vine have duplicated this spell without even seeing the original incantations. Like Magic Missile, Blood Bolts creates between 1-5 missiles of blood red energy which springs forth from the caster's fingertips, and unnerringly strikes the in tended target. 1 bolt for every three levels is created. 2-4: 1 bolt 5-7: 2 bolts *8-10: 3 bolts *11-13: 4 bolts *14+: 5 bolts.
*Additionally, as of 8th level, this spell causes minor to major haemorraghing, if a saving throw vs death magic [Fortitude] fails. This saving throw must be made for Each bolt. Though the haemorraghing effect only functions with one bolt per target [so three bolts to three targets may cause bleeding in each target. But if two bolts were cast at one target, the bleeding effect of the second bolt is wasted.] A successful saving throw means no additional effect. Haemorraghing occurs at a rate as follows:- level 8-10: 1hp/round for 3 rounds, per bolt that strikes. [total of 9 damage] level 11-13: 2hp/round for 4 rounds, per bolt that strikes. [total of 32 damage] level 14+: 3hp/round for 5 rounds, per bolt that strikes. [total of 75 damage] Naturally, binding the wound or a cure light/cure serious/cure critical wounds will reduce or negate the bleeding entirely [DM's discretion]. Otherwise this spell is almost identical to magic missile. The material components of this spell is 1 drop of blood per bolt created.
[This spell has been modified, after following the advice of a player on the forum for my own game, Arondell.]
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Post by celticguy on Apr 16, 2007 21:51:10 GMT -5
Cool spells Uathach . I just hope that you don't use them on me!
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Post by hatchets on Apr 4, 2008 1:15:30 GMT -5
The spells are nicely written. Some I am actually considering using in an upcoming adventure I will be running. Only one I see that might be to powerful for its current level setting is contort. I personally would set it at 5th or higher level. This is because of its afflictions on its target which rendures them useless for a decent time span in a battle aspect.
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