Showing posts with label spell. Show all posts
Showing posts with label spell. Show all posts

Saturday, November 13, 2021

New Spell: Beetle Curtain

"Nimble, I've seen wooden doors, steel doors, stone doors, doors made of force and even flesh..." Rathgar grumbled.

"Look, I don't know what to make of it either." Nimble whined. "I'm not sure how to get past it quietly."

"If it's noise we're worried about, I can make it silent." Feris offered.

"Yeah, that'd be great."

Feris wove the spell, and then nodded. "It'll be silent all around the doorway."

Nimble crept up to the double thickness heavy beaded curtain and began to carefully push his dagger through it to peer through to the other side, when the whole things just collapsed to the ground... Rathgar, Allianora, and Feris watched as the beads silently hit the floor, bounced, and rolled while Nimble froze. Then he began to flail as the beads became a swarm of angry beetles.

"Run!" Allianora yelled! 

 

Magic User Spell, Level 2

Beetle Curtain

Range: 10'
Duration: Permanent until triggered
Effect: creates an enchanted beaded curtain (or rug) that will turn into an insect swarm when triggered

Upon casting this spell, the magic user will create a beaded curtain or rug that can be placed where such a textile could be expected to be placed. Upon a set trigger, the curtain or rug will turn into in Insect Swarm. The strength of the swarm will be based upon the caster's level. A 3rd level caster will create a 2HD swarm, a 7th level caster a 3HD swarm, 11th level caster 4HD swarm. A 15th level caster can create two 4DH swarms. Every 4 levels beyond 15 adds an additional swarm. The higher the level of caster, the more intricate the pattern of the textile.

Wednesday, July 7, 2021

New Spell: Summon Slugs

The frogmen had them surrounded. Sheltering on a dry spot in the swamp that once held a cottage, they had nowhere to run to.

Rathgar grunted as the arrow glanced off his helmet. "Can you pull something out of your hat?" 

"I'm out of spells!" Feris yelled. 

"What about that scroll you found?" Nimble asked from behind a bit of crumbling wall.

"I don't have it in my spell book!"

"You won't get the chance to copy it if you're dead"

Feris groaned as more arrows clattered ineffectively around them. Pulling the stained vellum from the case, Feris read the arcane runes. The scroll dissolved into slime in his hands. The frogmen started croaking very excitedly, and lots of splashing could be heard. 

Rathgar dared to look over the edge of the wall. An impossibly large slug, bigger than the island they were on was currently munching on a frogman. An eye stalk swiveled around to look at the movement. "You have that thing under control, right?"

"Nope! Better run!" he replied, leaping up and running directly away from the monster.

Magic User Spell, Level 1

Summon Slug

Range: varies
Duration: 1 turn every 3 levels
Effect: Summons Slugs

When this spell is cast, the magic user must roll a d20, add their level to the result, and consult the following chart. 

1 (plus level) normal slugs fill the casters mouth for the next 1d4 rounds making any spell casting impossible
2-10 - 1d6 normal slugs appear on the caster
11-15 several hundred slugs appear within 30' of the caster taking up 10 square feet, making the area slippery (like grease spell)
16-20 - Summon 1 giant slug (9HD) within 30' (they are not under your control and are already pissed off)
21-25 - Summon 1 giant slug (12HD or a random slug from Slügs!) Within 45' (they are not under your control and are already pissed off)
26-30 - Summon 1 giant slug (15HD or a random slug from Slügs!) within 60' (they are not under your control and are already pissed off)
31+ - Summon either 1 giant slug (20HD or a random slug from Slügs!) within 90' (they are not under your control and are already pissed off)

Wednesday, October 14, 2020

New Spell: Ward

Lady Morgana looked over the pair of recovered spell books set out on the makeshift table before her, well away from Lady Eiric's manor house... just in case. Both radiated the unmistakable energy of active spells just waiting to be triggered. Protective magics, but what? And what trigger?

With little to go on, she began to cast analyze, and settled her hands on the red leather cover of the book on the right. Pain flared in her hands. Magic held them to the cover, and she watched in horror as they blistered and burned as a green energy flowed over them. Moments, that felt like hours, it was over, and she yanked her acid burned hands away from the book in time to see a glyph fade from the cover. 

 


Magic User Spell, Level 2

Ward
Range: 0
Duration: Permanent until triggered
Effect: Protects something from being opened

When cast upon an object capable of opening (a door, book chest, etc.) a magical glyph will be inscribed upon it. The caster may make the glyph visible or invisible. When the item is opened by someone other than the caster, the Ward is triggered, causing 2d8 points of damage (save for half) from the caster's choice of energy type. This damage may not be healed magically. Each casting of this spell requires the use of specially prepared inks that cost 50gp.



Image source: RFlowers

Thursday, April 25, 2019

New Spell: Terracotta Warrior

"We need a distraction." Nimble muttered.

"What sort of distraction." Feris asked.

"A quiet one. Something that'll focus the guards so that we can get up and over the wall. Something that won't immediately draw their attention to us, so... not a fireball."

"I think this'll work..." Feris dropped his satchel, and started rummaging through it. Down near the bottom was a long thin box. Removing the ties that held it shut revealed a reddish brown figure. "Ready?"

"I guess so... work your magic."

Feris mumbled a few arcane sounds, and the statue grew turning and running toward the guard post, spinning it's glave toward the nearest guard. The shouts of pain and surprise were enough, and Nimble and Feris made for the wall.




Magic User Spell, Level 3

Terracotta Warrior
Range: 0
Duration: 1 Round/level
Effect: Animates a terracotta warrior

To utilize this spell, a wizard must prepare a 6" tall terracotta warrior worth at least 100gp. This small statue is fragile, and can be easily broken if roughly handled. When enchanted by the spell, the statue will immediately grow to 6' tall, and for the duration of the spell act as the wizard wills it. At the end of the spell, the statue will shrink back to it's 6" tall form, instantly healing any damage it suffered. Should the statue be destroyed while enchanted, it will not revert to its smaller form, and a new statue will need to be made. Every wizards statue will be tied to them, and no other wizard may use another's statue.



Image by anderpeich

Spell inspired by one from Oriental Adventures from D&D 3.0

Thursday, February 28, 2019

Thursday Thaumaturgy: Esratsept Lens of the Mind

The tavern was quiet in the predawn hours, but Alianora sat alone near the freshly kindled fireplace, wrapped in a blanket, and looking like hell when Nimble slide through the door. Latching it softly behind him he stepped near the fire with a slight limp. "Rough night?" he asked.

She smiled weakly at him. "That was going to be my question..." She sighed deeply. "Nightmares. Ever since we rooted out that cult... and a spell... a prayer... I can't get rid of it."

"You were cursed?"

"Yes... no... I'm not sure. I woke up the next morning with a new spell in my head. I didn't ask for it, and it's not from The Light. But it's sitting there, like a toad in mud..." She shivered. "I don't want to cast it, but I don't know how else to be rid of it."



3rd level Cleric Spell
Esratsept Lens of the Mind
Range: 30’
Duration: Instantaneous
Effect: One Target

The caster opens a lens to the outer-dark in the target’s mind, giving the target a brief nightmarish glimpse of the One Who Slumbers Between The Stars. The target must make a saving throw vs spells with a penalty based on their intelligence modifier (higher modifier, greater penalty) or be incapacitated for 1d6 days.

Thursday, November 29, 2018

New Spell: Thorny Crown of the Seven Pointed Star

Alianora’s scalp bled, the blood soaking in her hair, and flowed down her face, over her clenched eyes. Rathgar, Nimble, Feris, and Selina all felt slightly less exhausted, less achy as the next wave of goblinoids jumped down from the ruins of the old fort.

“How long can you keep this up?” Rathgar asked pulling his sword from the chest of a goblin.

Nimble’s dagger lodged firmly in the skull of the goblin that was heading right for her. The lifeless body dropping at her feet.

“Not long!”



1st level Cleric Spell
Thorny Crown of the Seven Pointed Star
Range: 30’
Duration: varies
Effect Area heal effect

This spell will allow the cleric to heal 1 point of damage to 1d6+1 individuals within 30’. On a roll of 7 the caster may spend 1hp to use the effect for an additional round. The caster may also sacrifice hit points on a 1:1 basis to fuel the spell up to 7, however the caster must sacrifice all the way to 7. The cleric cannot benefit from the healing of their own casting of the spell.
(i.e. if the caster chooses, rolling a 5 would require the sacrifice of 3 HP, 2 to get to 7 and 1 for the roll next round)



Rules Cyclopedia D&D doesn't really have a good low level healing aura type spell, and one of the players playing a cleric asked for one. I think this offers a nice balance between healing and potentially hurting. It'll be interesting to see how it plays in game.

Monday, July 30, 2018

New Spell: Mage's Eye

“You’re going to do it, aren’t you? Come on, just let me go in. This is what I do!”

“Too dangerous” Allianora replied. “We’re going to need you out here with your bow.”

Feris, looking a little queasy himself, reached up to his own face, muttering the incantation, and scooped his own eye out. A small trickle of blood seeped from the now empty socket.

“I’m with Nimble, that’s incredibly disturbing.” Rathgar rumbled.

Feris took a deep breath, and slipped the eyepatch over the empty socket. “I’m not fond of it either.” The eye wobbled, and then moved off in the darkness, dropping low to the ground and toward the dimly lit manor.

Brow furrowed, Feris kept his good eye closed. “There are a couple of guards, but the main gate is open, as are several windows.


Magic User Spell, Level 2

Mage's Eye
Range: Wizard only
Duration: 1 turn/level
Effect: Allows wizard to view distant locations.

When the wizard casts this spell, one of their eyes pops out of the socket, and can fly around independent of the wizard. The eye floats above the ground anywhere from ground level to eye level of the caster, and moves at 30’(90’). While floating around, the eye can see magical auras (Detect Magic). The eye has 1hp and an AC of 0. If the eye is destroyed, or not able to be reintegrated before the spell expires, it is permanently lost, as is the hit point. The wizard will suffer a -2 penalty to ranged attacks While they only have 1 eye attached, Spells that rely on line of sight can be cast from the floating eye.

Monday, July 23, 2018

New Spell: Claws from the Grave

Hiding behind the blackberry bushes, the party kept low and as quiet as they could. Beyond, the troop of hobgoblins marched along the road. “How many?” Rathgar asked.

Nimble considered a moment. “Maybe a hundred.” he whispered in reply.

A low growl, followed by some goblinoid speech, and then a yell from beyond the bushes. The booted feet of the hobgoblins changed from the regular marching pace, and could be heard moving away from the brambles quickly.

“Frell….” Allianora muttered, gripping her shield and getting ready to spring up. There was a brief lull and then another goblinoid yell. Arrows cut through the bushes, blindly shot. Leaves, berries, and thorns exploded out, and blessedly, every shot missed.

Nimble put his finger to his mouth and everyone held still. Booted feet began approaching.

“We’ve got to move” Feris hissed.

Everyone nodded, and rose up to a crouch, and stated to hussle away, Another hobgoblin voice called out in high draconic, and bony claws reached up grasping at the party’s legs. Feris quickly dispelled the claws, but it was enough of a delay that the first of the scouts had spotted them. Rathgar threw an ax at one, splitting his skull, while Allianora wove a glittering shield around Nimble. Feris threw a fireball at the thick blackberry bushes. The blaze quickly caught, and covered their escape.



2nd Level Magic-User Spell
Claws from the Grave
Range: 60’
Duration: 1 round/level
Effect: 30’ area becomes difficult terrain

When cast, a 30’ diameter area centered on any spot the wizard can see within 60’ erupts with skeletal hands the will attempt to grasp anyone within reach. Anyone starting their turn in the area of effect, or attempting to move through it must make a saving throw vs. paralysis or have their movement reduced to 0. Anyone who fails the first save must make a second, or fall prone and be grasped by more hands. Anyone prone must make a strength check to stand up.

Monday, July 16, 2018

New Spell: Bigby’s Beckoning Finger

The library was quiet as the students shuffled as silently as they could in the almost absolute dark. Mage-lights long extinguished, they were nearly blind, heading down into the dustiest section glowing the glowing hand that beckoned them forward.

“What’s going on here?” The voice seemed to boom, to echo through the stacks, though it was barely above a whisper. The students all jumped and gasped, and Feris had a hard time not laughing at them.

“T-The hand…. We were following the hand.” One of them volunteered.

“It signaled to follow it…” another offered.

“And so you decided to follow an unknown magical effect, into the library after hours? Without alerting any of the masters, or even one of the seniors?”

Not one pair of eyes would look up to his, and the students all shuffled uncomfortably.

“Lucky for you, I was the one who summoned you. I was curious which of you would follow it.” He smiled as the hand faded out of existence, plunging the library into total darkness. Feris conjured a mage-light, and looked at the blinking students. “I’m going to teach you this spell tonight. It’s officially on the banned list, for reasons that will become clear. Your only responsibility to to not let the masters know about it, and to pass on what you’ve learned when you’re seniors.”


1st Level spell
Bigby’s Beckoning Finger
Range: Line of Sight
Duration: 30 seconds/level
Effect: Conjures a glowing hand

This spell creates a glowing force hand that will indicate to anyone viewing it to come in the direction of the caster, or another individual touched at the time of casting.

If cast *on* a humanoid, they will feel a pull toward the caster, but also be distracted unless they make a saving throw vs charms/spells. If they fail the save, their movement will be reduced by half, and they’ll suffer a -2 penalty on all rolls for the duration of the spell.

Monday, July 9, 2018

New Spell: Demon's Rage

Hekreth, First Sorcerer of the Hobgoblin VII Expeditionary force marched in front of his personal guard. “In the coming battle, we expect to meet fierce resistance. Kelgath demands that we provide some advantage. You will be that advantage. I have devised a new formula which will imbue you with increased strength and ferocity. Before we march into battle however, we’re going to test the effectiveness of it.”

Well trained, loyal, and fearful of the sorcerer’s powers, the troops remained at attention. Only a slight tensing of their jaws betrayed any concern.

“Kelgath has provided me a captured scout to test my magic on. You will kill him, or die trying.”

The shackled halfling was carried by 2 guards out of Hekreth’s tent, his face smeared with mud, and swollen with a black eye. The troops chuckled incredulously.

“You monsters!” He spat “You’ll never take the village!”

“These are the fierce foes that Kelgath is concerned about?” The first of the Guard asks.

“Indeed. They may be small, but they are cunning. You will see. And, First, you will have the honor of combat against this one. Unchain him.”

The guards removed the shackles from the halfling, and Hekreth dropped a short sword before the kneeling figure.

“You can just kill me. I won’t be your plaything.”

“Oh, yet you will…” Hekreth chanted out a short phrase, and tapped the halfling on the forehead before stepping back. The halfling cried out in pain, clutching his head. The cry shifted in tone, and became a growl. Removing his hands from his face he looked up at Hekreth. His eyes glowed red, and small horns had sprouted from his cheek bones and his chin. Grabbing the sword, he jumped to his feet and swung at the sorcerer. The First’s own sword stopped the blow, and the little halfling went at him, blade flashing.


Magic User Spell
Level 2
Demon's Rage
Range: Touch
Duration: 2 rounds per caster level
Effect: Grants demonic strength to up to 2 individuals

When touched, the recipients will be infused with demonic energy that will result in painful minor changes to their appearance. For the duration of the spell, the recipients of the enchantment will receive a +3 bonus to all attack and damage rolls. On any round the recipient is unable to attack someone they will take 1d3 points of damage. When the spell ends the recipient will be at -1 to attack and damage rolls for the next 10 minutes. For the duration of the spell, the recipients will be affected by Protection from Evil and other similar spells.

Thursday, April 26, 2018

Witch Bolt for Rules Cyclopedia

The zombie lumbered toward Fulhoff, arms outstretched, necrotic energy oozing off its body like the flesh sagging off its bones. Behind him the wight laughed. “Why do I always end up in the middle of the bad guys?” The zombie’s attack was slow and deliberate, and Fulhoff easily avoided it, but with the wight only a few steps behind him... “See you later!” he said to the zombie, touching his finger to his nose, and disappearing from sight. He then moved out of the zombie’s reach, and around behind the wight. Pointing his hammer at the wight’s head, he called forth the raw arcane energy, holding it until the hammer practically glowed before releasing the bolts of blue white energy. The wight stumbled forward as the bolts crackled, charring its flesh.




1st level wizard spell
Witch Bolt
Range: 30’
Duration: Up to 1 minute
Effect: Crackling bolts of electricity shoot from the wizard’s hand

The wizard must succeed on an attack roll against a target. On a hit, bolts of electricity shoot out from the wizard’s hand blasting the target for 1d6 damage. The wizard may continue the spell for up to 1 minute, causing an additional 2d4 damage automatically every round to the original target, as long as the target remains within range and line of sight.



Design Notes: Ongoing spells with concentration aren’t really a thing in RC D&D, and while I really enjoy casting this as a 2nd level spell in my 5e game, somehow d12 ongoing damage (or 2d12 for the empowered version) seems a little much for basic D&D. I spent a lot of time thinking about how much damage it should cause… Magic missile does a guaranteed 1d6+1 points of damage every 2 levels. This doesn’t really scale, but the likelihood that anything being targeted by the spell won’t die or move out of the area of effect after more than a round or 3 seems fairly unlikely. Plus the wizard still needs to actually hit with the spell initially, so I think the 2d4 damage works. I might even add a 1d4 every… 3 or 4 levels? That way it doesn’t get completely eclipsed by magic missile by name level.

Friday, April 20, 2018

Thunderwave for Rules Cyclopedia

A few of my favorite 5e spells don’t have old school analogs, so I decided to remedy that! The first in a short series of posts...



“Over here you ugly mutts!”

“Fulhoff no!” Thorin yelled, as his cousin ran toward the dire wolves.

The beasts snarled but paused their advance at the sight of the screaming dwarf charging toward them, his chainmail jingling with each lunging step. Both crouched lower, growling as the dwarf raised his hammer and swung it down to the ground in front of them. The crack of thunder rang in their ears and the dust of his strike blew into their eyes. Shaking off the minor irritation, they looked at the dwarf, down on one knee. Fulhoff’s grin faltered as he looked up at the wolves still too close to him.


“Great Digger-“ he began as the first charged into him, it’s jaws encompassing his shoulder, and he felt himself being yanked off of his feet.

1st level wizard spell
Thunderwave
Range: 0 (Self only)
Duration: Instantaneous
Effect: 15' diameter sphere blast

This spell creates a thunderclap of sound centered on the wizard. Anyone within 15’ of the wizard must make a saving throw vs Paralysis or be pushed to 10’ away from the wizard and take 2d4+2 points of damage. Anyone making their save takes half damage and isn’t pushed away.



Design Notes: While a fun spell, it’s of fairly limited utility, since it targets everyone in the area of effect. I’ve only gotten to use it once or twice, and neither time was as effective as I’d wished. Sadly, the low DC for the saving through means I’m probably better off saving this as an emergency spell, rather than my “charge forward and BAM” spell. 
As one of my fellow players likes to remind me, I’m a squishy wizard. As far as turning the spell into something for the RC? Simple in this case, with the only real change being that in 5e, the spell doesn’t have to be centered on the wizard. Also drop the damage a bit since it's an AoE spell and HP aren't as high in RC. 

Friday, October 30, 2015

5e New Spell: New Skin

"Are you sure this is a good idea?" Rathgar hissed at Feris.

"No, but how else do you want to do this without telling Allianora?"

"Let's get this over with"


New Skin
4rd-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Permanent until dispelled

This spell allows whoever is touched by the caster to shed their skin, and take on a new appearance. It does not alter the size of the individual but only allows for cosmetic changes, such as a different facial appearance, skin tone, hair color, etc. This spell does not alter a person's Charisma score, but can provide a bonus to deception checks under appropriate circumstances. The spell can also be used to remove scarring or tattoos. The subject of the spell will have a faint but detectable trace of transmutation magic, and a dispel magic or true seeing will reveal the subject's original form.

Tuesday, January 27, 2015

New Spell: Heart of Fire

Narthrex fell back onto his throne, burnt bones clattering in his robes as his body collapsed into ash. A ruby fell from the blackened finger bones, coming to a stop at Feris’ feet. The stone pulsed with barely contained energy and even through his boot Feris could feel it’s radiating heat. The stark blue-white glow of the were-light warred with the flickering red of the ruby’s glow.

Rathgar slumped to the floor with a deep sigh as bits of scorched flesh, cloth, and leather flaked off of him. Allianora knelt down and prayed behind him, smoothing over and restoring his charred flesh.

“Guys…” Nimble whispered urgently “Someone’s coming.” He paused and listened more intently “many someones.”

"I'm out of healing magic" Allianora said softly as she stood and tightened her grip on her mace.

"I'm low on spells too" Feris said, his eyes locked on the gem at his foot.

Rathgar pushed himself to his feet "Can you use that?"

"Let's find out..." He took the stone in his hand and looked up, his eyes burning. "We've got this."



Heart of Fire
Fourth Level Magical Spell
Range: 0
Duration: Special - See Below
Effect: Caster is elementally enhanced

The caster literally burns with an inner fire, shining light as a bright torch, cause 1d6 points of damage to anyone within 10’ of them every round, and can toss a firebolt every round (2d4 damage, range 20/40/60). In addition, the wizard is immune to fire damage (even dragon fire) and takes only half damage from cold/water based attacks.

The caster may maintain the spell for as long as they like, so long as they cast no other spells or fall unconscious. When the caster ends the spell they must make a saving throw vs Spells or suffer 2d4 damage for every minute the spell was maintained.

Friday, March 7, 2014

New Spell: Ennui

I haven’t much been in a blogging mood lately. Or painting. Or reading. Not sure why exactly, just feeling rather drained, uncreative, and disinterested in much beyond watching silly movies and TV. I’ve seen the Lego Movie (it was AWESOME!), Captain America, Avengers, Iron Man 3, House of Cards season 2, Brooklyn 99, and The Daily Show.

Ok, so maybe House of Cards isn’t all that silly, as compared to the rest. And it is one of the best political dramas ever to appear on screen. Seriously, if you’ve ever wanted to do a political intrigue based game, this is the place to start.

But getting back to my main point - drained. Not writing, not creating, not mapping…

Why? I’m sure it’s a lot of factors all together, and for the most part, it doesn’t really matter. What matters (to me) is that the less I create, the less I’m creative, the worse I feel. Some of it is guilt. I feel like I need to post, because there are people that read my blog. A few people are actually interested in what I write! But that’s really just a tiny part of it.

Much of it is that I hate what I’m doing now; just typing up some words to post. It’s not clean, well thought out, edited, and while you can certainly claim that’s true of most of my posts I do try to produce quality content. Posts like this generally aren’t.

So why am I writing/posting this? In part because I need to. Because I need to do SOMETHING to get going again. Is this a crappy start? Yup, but it’s a start, and if I keep worrying about getting it “perfect” or “right” it’s going to be a long time till I post again, as the 20+ posts i’ve got sitting in draft format show.



And to pay my Joesky Tax, here’s a spell:

3rd level magic user & cleric spell
Ennui
Range: 30’
Duration: 1 day/caster level/failed save
Effect: Curses one living creature

Victims of the Ennui spell will feel listless, unmotivated, and uninspired. They will suffer a -10% penalty to any XP earned adventuring, and will earn only half the XP normally acquired through carousing. Spell casters will be unable to create any new magical items or research new spells.

The victim of the spell may make a save vs spells to avoid the curse. Elves and halflings suffer a -2 penalty to their save. Those that fail their saving throw may make another at the end of the duration, or continue to suffer the effects of the curse. A Remove Curse spell will allow for an immediate saving throw, while a Dispel Evil will end the curse immediately.

Tuesday, February 18, 2014

Fairy Tale Spell Names - I Know What I Have Learned

"I'm okay."

"You're not Feris, and I'm worried." The small fire cracked, it's dancing flames providing scant light, and little heat in the rapidly cooling desert.

"Once I get a couple of nights rest I'll be back to normal."

"We've had rest-"

"Yes, but not enough!" Feris snapped "There's been too much going on!"

Rathgar snorted as he sat up in his bedroll. "What?"

"Nothing. Go back to sleep."

"Feris I can see the strain this is putting on you. You haven't slept, you aren't eating... You're casting more than usual...

"I promise, I'm fine. I know what I'm doing."


Magic-User Spell
Level 3
I Know What I Have Learned
Range: 0 (caster only)
Duration: Instantanious
Effect: Allows magic-user to prepare spells

This spell allows a magic-user to prepare spells as if she had just had a full 8 hours of rest. This does not provide any other benefits of a normal nights rest. For every use of this spell, the magic-user will have to rest for 2 night normally before being able to successfully prepare new spells.



Telecanter posted a list of Fairytale Spell Names about 2 years ago. I meant to finish writing this up a while ago, but life, as it is wont to do, happened, and this has languished in draft format. The list this one came from was actually the second list. The first resulted in some very inventive spells.

Tuesday, June 11, 2013

Now that's Familiar...

Let's start with a poll - What's your favorite familiar? Go vote on the right.



Since mages (and arcane casters in general) have always been my favorite class, one spell that's always been at the top of my list has been Find Familiar.

It's also a spell that doesn't show up on my rules system of choice: the Rules Cyclopedia. In fact I don't think it shows up until Advanced Dungeons and Dragons, and never makes an appearance in basic/classic/BECMI.

For reference, this is the spell as taken from OSRIC:

Find Familiar
Arcane Conjuration/ Summoning
level: Magic user 1
Range: 0
duration: See below
area of effect: 1 mile radius/ caster level
components: V,S,M
casting time: 2d12 hours
Saving throw: See below

Magic users of higher level often summon familiars to assist them with various tasks. Indeed, a familiar can also be of considerable benefit to a lower level magic user (even increasing others’ estimation of his or her power), but the risks inherent in losing a familiar can be daunting to a weaker spell caster. To summon a familiar, the magic user must intone the words of the spell over a well-stocked fire source, sprinkling the flames with expensive incense and powders (100 gp in total value). The caster must maintain his or her casting for as long as necessary (2d12 hours) until a familiar arrives (or the casting time expires without success). The spell may be attempted only once per year, and the caster has no control over the type of animal that will respond. When it arrives, the familiar is a faithful servant and ally to the caster. Normal familiars have 1d3+1 hit points, are AC 7, and are as intelligent as a lower-than-average human. When the familiar is within 120 ft of the magic user, the magic user gains additional hit points equal to the familiar’s. However, if the familiar is ever killed, the magic user permanently loses twice the familiar’s hit points.

In spite of how much I appreciate just how flavorful it is for a spell caster to be accompanied by a familiar, the actual implementation from 1e-3.x was always a bit lacking, and usually dangerous. Taking it with you, anywhere, just turns it into a target, especially when facing an opponent who’s even vaguely intelligent. Yes, the bonus 1d3+1 HP for a first level wizard basically doubles your hit points, but the death of a familiar can also potentially kill a 3rd level wizard!

In 3.x the loss of the familiar hits a wizard or sorcerer as an XP loss (200/level). That's at least not potentially fatal...

4e handles familiars differently. The basic idea is that familiars aren’t actually real animals, they’re spirits or elementals, and when not actively being called upon by their wizard they basically pop off screen, and if they "die" you just re-summon them.

Now, this might seem to go against the grain of OSR grittiness, but honestly, that’s pretty much how I played it back when I ran 2e. I wasn’t going to penalize a wizard with a familiar so egregiously that they’d never take one.

So how do you run familiars? 

Thursday, September 6, 2012

Stage Escape - Wizard Spell

The lizard creatures dropped from the trees, surrounding the companions. Each was adorned with bright feathers in headdresses, cloaks, and other ornamental items, and of course weapons. the weapons were all different, though all were made of the same material. A highly polished wood body with what looked like sharks teeth attached at strategic locations.

One of the creatures, adorned with red and yellow feathers on its bright green scales hissed something that was probably a language.

“Did anyone catch that?” Nimble asked

“Nope” Rathgar replied.

“No” Allianora

“It’s a... ah... no actually.” Feris ended with a shrug.

The creature hissed and snapped, and waved its weapon.

“It’s just going to get more upset unless we can figure out what it wants.” Allianora warned.

“Do we care what it wants?” Rathgar asked.

“Sure we do. I’m allergic to... whatever those weapons are.” Nimble replied. “Feris, can you do anything helpful right now?”

“Just this.” Feris raised his hand and in it he held a clear crystal. The creatures looked at it, some tightening their grip on their weapons. Feris closed his hand on the crystal, mumbled a word, and opened his hand, releasing a black powder to the ground. The lead lizard’s eyes opened wide and began to hiss something when the first grain of powder hit the ground. A large puff of smoke enveloped the area, and quickly dispersed, leaving the lizards surrounding an empty patch of jungle.

“No one move” Feris whispered as he watched the lizardmen slashing the empty space where they were just standing.


Stage Escape
4th Level Magic User Spell
Range: 0’
Duration: 1 turn
Effect: caster + allies w/in 10’

This spell causes a great puff of obscuring sulfurous smoke to erupt from the ground, and the caster and allies within 10’ (1 for every 2 levels over 5th) to be turned invisible and teleported up to 100’ within the casters line of sight.

Tuesday, June 12, 2012

Magic Spells in DnD Next

I’ve always loved wizards. Whether they’re called magic users, mages, sorcerers, warlocks, or even stranger titles, it’s probably the class I want to play. Now I’ve never been one to play the “blaster” type mage. I usually prefer the more subtle arts. This is why I usually avoided taking Magic Missile. I always felt like I could get more bang for my buck from other spells. Sure, the guaranteed hit was nice, but... eh. I was never impressed by the d4+1 damage. Sure, you get more as you go up in level, but even with 3 or 4 you’re still only doing 10 to 14 damage (on average) to a single target. I'f I'm going to blast you it's more likely that I'll drop a lightning bolt or a meteor shower on someone’s head, rather than the humble magic missile.

In 4e, they made magic missile an at-will power, which I thought was a good choice, especially because they made the wizard roll to hit. I felt that it was a good compromise. Wizards *should* be able to pop out (every round) low levels of magical zaps, but they *should* miss sometimes. Ok, yes, in Essentials they added a version that was an auto-hit, but it was also way less damage.

DnD Next kept Magic Missile as a cantrip (at-will) but they also kept the auto-hit feature. Granted it’s only 1d4+1 damage, but it’s automatic. Every round, at range, up to 100 feet away. Also, as in previous editions, it scales with level.

Another cantrip, Ray of Frost, causes no damage, but merely reduces a monster’s speed to 0, needs to to hit roll. Now, depending on the DM's ruling, this could be very effective against creatures in flight, especially if it isn't magical flight - stirges for instance.

Shocking Grasp, another cantrip also needs to to hit roll.

A few other thoughts while we’re on the topic:

Detect Magic as a cantrip... While I like the idea of it being something you can do whenever, just snapping your fingers to have magical vision? Eh. I can see it, but I rather like the idea of it being more of a ritual spell. Make it take a whole minute.

Mage Hand can go up to 50' away from the caster, but only 5' above the ground. I guess we can't use it to tie a rope across a chasm or up a short cliff.

Is my chainmail bikini getting in a twist because of a minor aspect of a early beta-test edition?

A bit, sure. But then as a fan of wizards, I want to see them handled well, because I want to play them, and have fun doing so...

For those who've given it a shot, how did you feel about the magic system?

Monday, April 30, 2012

Zareba - The Ring of Thorns

The companions reached the top of the small hill at a run, the dry ground crunching beneath their feet. Only a pair of small prickly scrub trees and a few rocks

"I thought we were done with them!" Allianora complained.

"Seems not" Feris replied, keeping his head down.

"We're sitting flumphs here" Nimble warned as he notched an arrow. "We need more substantial cover, and fast."

"It would be better if we could get out of here" Rathgar noted as he took aim at another of the desert orcs with his bow.

"Well I'm tapped out. I haven't had a chance to study my spell book for days!"

"I don't want to die here." Nimble said through gritted teeth, sending one of his last arrows at the orcs.

"Allianora, now might be a good time to pray." Rathgar said quietly before shooting his last arrow.

The orcs began to stalk up the hill when the tree behind them began to shake.

"I am not pleased!" came a dry voice from the tree. Dropping out of its branches a nearly naked, dirt covered man. He turned and pricked his finger upon one of the sharp spines on the tree. It's branches with shocking speed began to spread out around the top of the hill. "Now that you have your cover, I hope you have a plan.


Zareba (Ring of Thorns)
3rd level druid spell
Range: 30'
Duration: 1 hour per level
Effect: grows a ring of thorn bushes around caster

This spell causes local bushes to explosively grow in a ring around the caster. The size of the interior of the ring can be up to 5'/level. The wall will be 10' tall and 1' thick/level. Anyone attempting to pass through the wall will take 1d4 damage per foot of thickness. This spell can only be cast if there is a thorn bush/tree within the range of the spell, and will cause the plant to die at the end of the spell's duration.