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Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Monday, January 13, 2014

Bushi d6 - some new spells


Cloud Chariot (this is just a rethemed Fly spell)
TN: 23 (or 15)
Duration: Concentration
Range: Self
Resisted: None
A chariot made of white clouds appears beneath the sorcerer. While maintained, the chariot can fly at a rate of 90 feet per round. If the spell ends before landing, the character will float to the ground. The character may hover and carry up to his own weight aloft. If the character only wishes to levitate vertically, the TN of the spell is 15.



Dragon’s Hide
TN: 20
Duration: 5 rounds
Range: Self
Resisted: None
The caster’s skin hardens, and he gains 3 Armor Points, which stack with any worn armor.


Entangling Scarf
TN: 15
Duration: Instant
Range: 20 feet
Resisted: Dodge
The caster throws a long silk scarf at his enemy. This requires the use of the Throw skill. If the caster attempts to throw the scarf the same round it is cast, the multiple action penalty applies to both the casting and throwing of the spell. The caster may choose to throw the scarf the round after casting to avoid the penalty. However, if he waits any longer the effect dissipates. The target can attempt to Dodge the scarf, but if he fails, he is considered to be Entangled. To escape, he must successfully make a Might or Lift roll vs. a TN of 20. The scarf inflicts 1D of damage every round it holds the target, and the attack ignores armor.


Thursday, June 20, 2013

Subtle Magic

I have played a mage who only uses stat-buffs and wizard eye and similar, non-flashy spells. It's actually extremely effective. While a fireball certainly can kill a bunch of stuff, giving the fighter a big bonus to his Strength can often increase damage output for the whole party much more efficiently (especially in 3e).

 I also really loved wizard eye. I could scout out a good chunk of a ruin before we even set foot in it, which helped us a lot (and frustrated the heck out of the DM). This helps mitigate the 15-minute workday problem a bit, since the scouting will be useful for the entire day, and only take up one spell slot.

I recommend those of you who like mages consider trying this out for a session, just to see how different, yet very effective, it is.

Saturday, March 23, 2013

Invisibility

In D&D, invisibility is dispelled as soon as you attack someone. This is a game balance mechanic, as it makes it fair for the enemy. If you kept your invisibility, you cause your opponent to take a -4 to hit penalty. So it does make sense, in a "fairness" kind of way.

I was thinking that maybe you should keep your invisibility until you are hit. It makes it tougher on your opponent, but I think you being wounded would make you much easier to find, especially if you were cut by a blade. Not sure if this would make invisibility too powerful. Maybe increase its spell level to 3. Just an idea.

Sunday, January 6, 2013

Create Jack O'Lantern

This is a necromancy spell that SmootRK of the Basic Fantasy forum came up with. I think it's pretty cool.

Create Jack O'Lantern
MU 3, Necromancy

The use of this spell binds a malevolent spirit into a pumpkin or similar gourd-type vegetable, creating a Jack O'Lantern monster (per monster description). The Jack O'Lantern will serve the caster for a number of days equal to his or her level, then become free-willed and depart. The free-willed Jack O'Lanterns typically remain in the vicinity of their pumpkin patch (within one mile or so) and they tend to congregate into groups over time. If one Jack O'Lantern's candle is extinguished, another will use its candle to re-light it.

In order to cast the spell, the Magic User must have a pumpkin or gourd of the appropriate size and a special candle costing 100 gp. While the spell's control is active, the Jack O'Lantern will follow the spell caster's directions to the best of its ability, having some intelligence to make decisions for the best course of action to accomplish its goals. Each will have a unique 'face' and may have particular personalities in role-play situations.

Tuesday, December 27, 2011

Some Mini Six stuff I've made

I'm working on a standalone fantasy game using Mini Six. It's going to have a  lot of influence from D&D. It uses hit points instead of wounds. Here's a couple things I've come up with, so far:

Spells:

Cure Disease

TN: 20 + Resistance Roll

Duration: Permanent

Resisted: Disease Severity

The target of the spell is cured of all diseases. Assign the Resistance Roll based upon the severity of the disease. A common cold would be an Easy roll, while the Black Death would be a Difficult roll, and a magical disease might be a Very Difficult roll.


 
Linguist

TN: 14 + Resist Roll

Duration: Concentration

Range: 20 feet

Resisted: Charm

When cast, you can understand someone speaking in another language. You can speak limited phrases in their language, as well (I’m hungry. Where is store. Etc.). You can also read basic sentences in other languages (complicated passages are beyond this spell, though). No Resist Roll is required if the target wants to speak with the spell caster (just the standard spell roll is needed).


Monsters
Tyrannosaurus Rex ***** Scale: +4D

Top of the food chain.

Might: 6D Wit: 0D

Agility: 2D Charm: 1D hp: 50

Attacks: Bite (11D damage vs. human scale)

Tail Bash (8D damage vs. human scale)

Perks: Tough Hide (+5 armor)

Static: Dodge 6, DR 5



Velociraptor *** Scale: +0D

Fast hunter.

Might: 4D Wit: 0D

Agility: 4D Charm: 1D hp: 50

Skills: Tracking 3D

Attacks: Bite (4D damage)

Perks: Tough Hide (+3 armor), Fast (Base move 25’, Runs 50’)

Static: Dodge 12, DR 3

Elemental (Air) **** Scale: 0D

Living air creature.

Might: 4D+1 Wit: 1D

Agility: 4D+2 Charm: 1D hp: 37

Skills: Brawling 5D+1, Dodge 5D+2

Perks: Insubstantial (Can only be harmed by magic weapons or spells).

Whirlwind (Can throw characters ten feet up into the air on a successful Might check vs. the character’s Might. Character takes 1D of damage and must make a Difficult Agility check or drop all items in his hands).

Fly (can fly up to 120 feet per round).

Static: Dodge 17, Block 16, DR 0



Ooze *** Scale: +2D

A living pool of acid.

Might: 0D Wit: 0D

Agility: 1D Charm: 0D hp: 24

Skills: Acid Touch 3D, Stealth 4D

Perks: Ooze (can only be harmed by fire or magic),

Acid touch (attacks do 3D acid damage and ignore armor).

Static: Dodge 3, DR 0



I have a number of other spells and monsters completed, but this should give an idea of what I'm doing. If something doesn't look right compared to similar stuff in the game, let me know. Thanks!

Wednesday, October 12, 2011

S&W WhiteBox - Animate Dead (revised)

I don't see a good reason to prevent low level mages from casting Animate Dead. They will just not be very good at it. So I've made a new version of the spell, which improves as the caster levels.

Animate Dead
Spell Level: Cleric, Magic-user, 1st Level
Range: Referee’s Discretion
Duration: Permanent

This spell animates undead from dead bodies. The caster must have corpses available to use this spell. He can use animal corpses if necessary, though small animals are limited to being skeletons or zombies. Mummies must be made from a humanoid creature.

The undead remain until destroyed, and will follow the caster’s commands. Wights and mummies can make a saving throw to escape the caster’s control when they are first created. If they succeed, they can either attack the caster or flee to terrorize the countryside. Only truly mercenary or evil spellcasters will use this spell.

One HD of undead are animated per level of the caster.

Casters are limited in what types of undead they can raise:
1st level: skeletons
2nd level: zombies
3rd level: ghouls
5th level: wights
8th level: mummies

Monday, January 10, 2011

Pact Magic Part 3 (Angelic)

Holy Spirit
Armor Class: 19
Hit Dice: 4
Attacks: 1 Holy Fire (2d6)
Special: Holy fire, regeneration
Move: 20 (flying)
HDE/XP: 8/800
Holy Spirits are minor angels who gift mortals with magical ability. They usually appear as a floating ball of light. If attacked, they blast their opponent with holy fire. Undead and demons automatically take critical hits from this fire. Holy spirits regenerate 1 hit point per round, and cannot be permanently killed. They can be hit only by magical weapons or spells. They will not supply spells that are inherently evil, such as necromancy or demon summoning of any kind.

Holy spirits require mages to donate a tithe to a good church, and often manipulate the mage to either donate time helping the unfortunate or actively fight the forces of evil, such as evil sorcerers. If a mage deliberately desecrates a holy item or holy place, or helps a force for evil, the spirit will immediately leave and the mage will lose access to his spells. The mage can atone for misdeeds, but the atonement will be long and arduous.

Thursday, January 6, 2011

Hidden Door spell

Hidden Door
Spell Level: M1
Range: One door
Duration: 24 hours

This spell causes a door to appear as the surrounding walls. The door can only be found if detected as a secret door. The caster can see the door normally.

Wednesday, January 5, 2011

Pact Magic Part 2 (Faeries)

Faerie
Armor Class: 8 [12]
Hit Dice: 3
Attacks: Magic Missile (1d6)
Special: None
Move: 9/14 (flying)
HDE/XP: 4/120
Faeries are woodland spirits, and often appear to others as tiny, winged elves. They can shapeshift at will, and are very magical. If attacked, they cast magic missile (as an innate ability) every round, and do not need to roll to hit. Faeries gain a +4 to Save vs. Magic.

Faeries can grant spell access to Mages. They usually grant spells related to charms or wilderness adenturing. They will not offer access to necromancy or demon summoning. Faeries require that food be left out for them every night, but this should never be mentioned in conversation. Thanking them will cause them to leave the caster forever.