Post by Toad-Killer-Dog on Mar 14, 2014 22:22:47 GMT -5
Name: Archers Bane / Mystic Misfire Level: 3 Cost: 3 points per target effected Range: line of sight Power Up: 3 per additional target or full turn of duration Duration: 1 full turn Availability: An obscure spell first created by Blix Uruk-kin to be used against the elves of the Shining Forest, found in many Uruk and Goblin spell books and in some of the larger wizards guild libraries near the Borderlands. Needed Materials: None Description: When cast on a target it causes any non-magical bow or crossbow they are using to have mechanical problems ( such as a bow string coming undone from a longbow or the rolling block not locking on a crossbow ) no matter what the target does something will inhibit them from making use of their bow. None of these problems will permanently disable they weapon and all failures resolve themselves by the end of the spells duration.
A similar spell has reputedly been developed to be used on firearms, but has not as yet been confirmed to exist.
"For a look or a word, scarce thought or heard, I follow a fading fire. "Past bead and bell and the hangman's cell, like a harp-call of desire. "I may not see the road I ride for the witch-fire lamps that gleam; "But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Post by unclecranky on Mar 29, 2014 2:12:26 GMT -5
The Master's Voice: Level:5 Cost: 22 points Power-up - no. Duration: 6 Game Turns (60 mins) Availability: Wizards Guild, (restricted to those wizards with a dead mentor) Necromancer's Guild, United Association of Leprechauns, Brownies, Bigfeet & Gnomes, and the Blood-Luck Club of Uppermost Dhorghanshire-the Mountain Kingdom of Dhorghan Local #346&9/11ths. Needed Materials: None, but see below. Description: When cast, the spell summons the spirit of the caster's mentor (who, by rights, goes into a coma if that creature is NOT dead or undead) for a one hour (or less) conversation with the caster. During that time, any subject may be discussed in depth, any question asked must be answered truthfully and in full(though the truthful and full answer may WELL be "I don't know") and any spells known to the mentor may be taught to the student (though a fee might be charged - this is NOT a freebie-giving spell). At the end of the hour, the mentor's spirit disappears, any fees incurred during the course of the spell are applied, and the caster's constitution drops to 3 for one hour, unless it's already at or below three, in which case the spell is FATAL. Additionally, note that "fee" may be taken to mean cash, a magic object, or even blood or a soul - it all depends on the greed of the mentor in question.
Last Edit: Mar 29, 2014 2:15:26 GMT -5 by unclecranky: Clarification.
Post by hrrrothgarrr on May 14, 2014 12:32:16 GMT -5
I Can See You Through the Key Hole (Peep Hole) Second Level WIZ Cost: 6 Range: Touch Duration: 10 minutes (5 combat turns) Power Up? Yes. Double duration for each level increase. Description: Opens a magical "key hole" on the surface touched by the caster. This peep hole will penetrate one wall, door, tapestry or similar surface. It is visible from both sides and allows the passage of small objects (it is about the diameter of a pencil).
The spell does not provide a light source, the ability to see invisible objects or any other special powers, it simply opens a hole.
It should be noted that the spell will only penatrate one layer of "wall". Thus if it is cast on a wall that is in turn covered by a hanging tapestry it will create a hole through the wall, but will not produce a hole in the tapestry.
Spells like Cat's Eyes or Oh There It Is will function normally through the hole. A version of this spell is taught by the Thieves' Guild.
Name: Eye of the Storm (Conjuration) Level: 4 Cost: 20 Range: Self Range of Effect: 10' radius Power Up: Double duration or radius Duration: 1 hour Availability: Wizards' Guild Needed Materials: N/A Description: Erects a magical barrier against wind, rain, snow, hail, and blowing sand. Negates the effects of Storm Force Five but not Divine Disapproval (or natural lightning bolts!); Freeze Please attacks made through the barrier are at half effect.
Post by ElvenScribe on Feb 22, 2017 7:23:13 GMT -5
Got inspired to create a few spells as follows. It all started with the first one as wizards seem to often need protection and armor is very limiting to them. And how, here's the spells:
Name: Is that all you got? Also called "Barking up the right tree" (AKA bark skin) Level: 1st Cost: 5 Range: self Power Up: Yes, effect: one hour of duration increase per level. Duration: 1 hour Availability: Found commonly in the spell books of Woad/Sylvan Elves Needed Materials: A piece of tree bark. Description: This spell causes the caster's skin to harden to the thickness and durability of hard wood, granting them an armor increase = caster’s CON.
Name: What's It Say?? Level: 1st Cost: 2 Range: Line of sight Power Up: Yes, effect: The caster can read one extra language per level increase. Duration: 1 hour Availability: Remarkably common, found in spell books of many kindred and professional guilds. Needed Materials: None Description: This spell allows the caster to read directions, instructions, and similar notations that are written in one unfamiliar or unknown language. It is especially useful for treasure maps.
Name: Thwip! (Aka Does Whatever a Spider Can) Level: 2nd Cost: 8 (1 for each leg of a spider!) Range: 20 feet and fills an area 10 × 10 × 20 feet Power Up: Yes, effect: The range and area covered doubles per level of increase. Duration: 1 hour Availability: A fairly new spell to Trollworld, it is rumored to have originated with a strangely garbed rogue (wearing tight fitting robes of blue and red) from another dimension who specialized in spider magic. It is sometimes found in the spell books of Dark Elves. And it has more recently been transcribed into the spell books of some good kindred. Needed Materials: A ball of spider webbing or even the body of a spider (alive or dead it doesn't matter) will do nicely Description: Fibrous, sticky webs shoot magically from the caster's hands as if they had spinnerets in their wrists. All targets within the area of effect must make a SR vs DEX or LK (Lvl of difficulty = caster's level, so at level 2 the difficulty is 1, at level 3 the difficulty is 2, at level 4 the difficulty is 3, etc. The difficulty does not get higher than 5) or be ensnared in the webbing. All targets ensnared can make a SR vs STR (at the level of difficulty mentioned previously) on the following round, but the first round they will be entangled and defenseless. Allies can assist freeing a webbed up victim with cutting/bladed weapons which will add +1d6 per weapon used (to a maximum of 3) that can be added to the victims SR vs STR roll/s to free themselves. Fire also can be used to burn the webbing, but it's not recommended as the victim will likely be burned as well.
Name: You Spin Me Right Round Level: 3rd Cost: 12 Range: Line of sight Power Up: Yes, effect: For every extra level the cyclone double in duration, and can capture one more additional target. Duration: 10 minutes Availability: A spell that is uncommon and rumored to have been taught to a wizard who befriended a sylph hundreds of years ago. It can be found if the seeking wizard or rogue is diligent in searching in dusty libraries full of ancient tomes (and the such like). Needed Materials: None Description: Summons a small but powerful cyclone which will capture one target that is up to large sized (e.g. ogres, trolls etc. are the limit). The target creature can make a SR vs. luck = to the caster’s level in difficulty (Caster level 3 = level 1 difficulty, Caster level 4 = level 2 difficulty,etc). If the SR is failed the target can do nothing for one full combat round. Also, the target must make a SR vs. CON = the caster of the spell or have their combat adds nullified for an extra combat round due to dizziness (undead, golems, and other automatons are immune).
Some TOG inspired spells that round out my 1st level spell book.
Charm You - Communication WIZ Cost: 5 Duration: 10 minutes Range to cast: 25 feet Range of effect: Target individual Power up per level: Duration x2 OR x2 per additional target Description: Charms one creature. Target must make a saving roll vrs. IQ at the caster’s level. A failure results in the target being charmed and regarding the wizard and associates as friendly acquaintances. The spell is broken if caster or his/her companions attempt any harm to the target. When the spell ends the victim knows it was charmed by the wizard.
Fixit - Construction WIZ Cost: 4 Duration: Permanent Range to cast: Touch Range of effect: 1 foot radius Power up per level: Area x2 Description: Repairs a single break or tear in an object or structure, leaving no trace of the former damage.
Magical items can be physically repaired, but does not restore magic.
How Shocking - Combat WIZ Cost: 3 Duration: Instant Range to cast: Touch Range of effect: Target individual Power up per level: +1d6 damage per level Description: Caster delivers a magical shock by touch that deals 1d6 points of damage. A L1 saving roll vrs. SPD (adjusted up at the GM’s discretion) is needed to successfully lay hands on the target and deliver the damage. The conductivity of metal armor increases damage by x2.
Mage Message - Communication WIZ Cost: 5 Duration: Until read Range to cast: Touch Range of effect: 2 square feet Power up per level: N/A Description: Allows the caster to inscribe an invisible writtten message on any flat material (paper, wood, stone, glass, fabric, the ground etc.). The message is activated by the presence of the intended recipiant, appearing in a glowing script and fading away upon reading.
Mask Me Mask You - Concealment WIZ Cost: 4 Duration: 10 minute Range to cast: Touch Range of effect: N/A Power up per level: Duration x2 Description: Makes the subject (the caster or another) look to be a different person. Facial features can be significantly altered and body type can be changed to be thinner, fatter or in between. Height can be modified up to one foot taller or shorter. The subject can be made to appear to be another kindred within the size limitations.
Minor Mirage - Concealment WIZ Cost: 4 Duration: 1 combat turn Range to cast: 25 feet Range of effect: 5 cubic feet Power up per level: Duration x2 Description: Creates a sound or the image of an object (but not both) that lasts for the duration. Sustained examination of the illusion reveals the deception if a SR vrs. IQ at the caster’s level is succesfully made. If the illusion is discerned, it becomes faint to the eye.
Tummy Yummy - Curative WIZ Cost: 3 Duration: 24 hours Range to cast: Touch Range of effect: N/A Power up per level: N/A Description: Enchants one bite-sized portion of food, prepared or natural such as berries or vegetables to be infused with healing and nourishing power. The portion restores 1 point of lost CON and can sustain one creature for one day. Enchanted food retains it’s potency for 24 hours.
Last Edit: Feb 22, 2017 21:28:03 GMT -5 by trrebmahl
Post by ElvenScribe on Mar 31, 2017 11:52:44 GMT -5
Here's a couple new ones (inspired by Steve Jackson's Sorcery which I've been playing on my Iphone...great game btw):
Name: Big Time Level: 4th Cost: 12 Range: Self Effect: Doubles height, weight, STR and CON but SPD is halved. DEX remains the same (as well as the other attributes) Power Up: Yes, effect: doubles for each level put into it. Duration: 10 mins Availability: Remarkably common, found in spell books of many kindred and professional guilds. Needed Materials: None Description: This spell allows the caster to increase dramatically in size for a short period of time. The spell originates from the spell book of a Goblin sorcery who was tired of being looked down upon by larger kindred. It has since been copied prolifically and can be found in many wizard colleges. Caution is warranted when cast in confined spaces!
Name: Light as a Feather Level: 2nd Cost: 6 Range: Self Effect: Caster’s weight becomes literally as a light as a feather, preventing damage from falling. Power Up: Yes, effect: duration is doubled per level Duration: 10 mins Availability: This spell is found in spell books of many kindred and professional guilds but is especially popular with thieve’s guilds. Needed Materials: A feather from any flying creature Description: This spell allows the caster to become light as a feather and can prevent damage from falls. It does NOT allow the caster to fly or control the direction of their descent. And, the caster is subject to being blown about dramatically by even light winds.