|
Post by Toad-Killer-Dog on Mar 6, 2013 11:08:53 GMT -5
Please feel free to post new spell ideas and finished spells in this thread.
I'll do my best to keep an index of finished spells on the first post and we can discuss how everyone would like the spells to be listed.
By author, spell type or level?
It is my hope that with this and the Big Sticky list of Monsters we can all have a place to bounce ideas back and forth and create a resource for both players and GM'S.
I'm sure I'll be editing this post a lot so let me have your suggestions. ;D
|
|
|
Post by Toad-Killer-Dog on Mar 6, 2013 11:42:21 GMT -5
I was thinking about using a template for finished spells, how about something like this.
Name: Level: Cost: Range: Power Up: Duration: Availability: Needed Materials: Description:
Name: Title of the spell, you could even do a serious and then / a T&T silly name
Level: The base level of the spell
Cost: The base cost in Str/Wiz/Kremm to cast the spell
Range: The range of the spell from self, to touch and so on
Power Up: If putting more points into the spell alters its effects and how so ( such as leveling up a TTYF spell )
Duration: How long the spell lasts from instantaneous upwards
Availability: Who would likely have this spell and were could a players find it? Is it available from your local wizards guild or is it know only to the dreaded Mime mages of the silent valley of doom!
Needed Materials: Does your spell require any special items to work, probably not necessary for low level spells but if you want to summon the all-devouring Gorf to destroy your enemies castle you might need the requisite box of sugar frosted hobbit feet to tempt him from the void.
Description: How does your spell work and what exactly does it do, if you feel like it a short description of the spells purpose or history would not go amiss.
Anyway let me know what you think.
|
|
|
Post by Toad-Killer-Dog on Mar 6, 2013 12:10:59 GMT -5
Name: Flicker of Flame / Got a Light? Level: 1 Cost: 1 Range: Self Power Up: none Duration: One combat turn Availability: Any Wizards guild and almost all apprentice level spell books Needed Materials: none Description: Generates a small flame equivalent to that of a candle from one of the casters fingers. Flicker of flame is one of the many useful spells taught to most apprentice wizards to facilitate their works as lab assistants and all around servants to their masters. However recently some rogue wizards have been using the spell to make "Spell-Lock" gunpowder weapons against the will of the Wizards guild.
An example of the template. ;D
|
|
|
Post by Toad-Killer-Dog on Mar 6, 2013 16:35:22 GMT -5
Name: Rite of Meditation / Navel Gazing Level: 1st Cost: 1 point Range: None Power Up: Each level increase doubles the amount of turns that the caster stays in the mediative trance. Duration: 1 turn of Meditation Availability: A common spell found in most wizards spell books and readily available from the Guild. Needed Materials: Although many trappings are associated with the Rite of Meditation, none are truly needed. Description: Upon casting the Rite of Meditation the caster enters into a light trance state that facilitates the regaining of expended Wiz by an additional 1d6 per full turn. While in the mediative state the caster can take no other action although they are still aware of their surroundings. Should the caster chose to move or take action before the duration of the trance is complete they only gain back the Wiz for the time they spent in meditation.
|
|
|
Post by Toad-Killer-Dog on Mar 7, 2013 14:08:01 GMT -5
Name: Psychometry / Vibes! Level: 1st Cost: 6 points Range: 50' feet Power Up: None Duration: 1 combat Turn Availability: Available at wizards guild in most large cities and in many spell books. Needed Materials: None Description: The psychic ability to read the surroundings of the caster to the extent of success or failure of the spells required IQ SR. Critical Failure: The caster will receive a deceptive feeling of the nature of the area scanned. It may also open the caster up psychic assault from areas that have witnessed truly horrific incidents. In those cases the GM should decide what level of IQ SR the caster is subjected to, generally from 1st to 2nd level. if failed the caster temporarily loses 1D6 points of IQ and CHR from shock. These points are regained at standard Wiz/Str rates. Failure: The caster is unable to get any strong feeling as to the nature of the area scanned. 1st Level Success: The caster will get a general idea of the scanned area, vague bad feelings from areas where evil acts have been performed or nebulas feelings of danger from an area with a lurking threat. 2nd Level Success: Yields a more specific results than a 1st level success, scanning a area of evil or magical activity might get the caster an idea of what action left the psychic imprint on the area, scanning an area for danger would likely give a vague location of where the danger is located in the area scanned. 3rd Level Success: Begins to give specific answers to the casters efforts. An area of where a victim was murdered will give flashes of the incident although details will be hazy, an area containing a threat will reveal a the location and a feeling of the nature of the threat although no detailed information is forthcoming. 4th Level Success: Detailed information is revealed, any incident that left a permanent impression on the area will be readily available to the caster, an area containing a threat will reveal the nature, location and intent of the threat. However the detail from this level of success can be as terrifying as being a witness to the original act that left the impression, sometimes this will call for a IQ SR from 1st to 2nd level. if failed the caster temporarily loses 1D6 points of IQ and CHR from shock. These points are regained at standard Wiz/Str rates. Example: Balor the cultist is trying to find out what went wrong at the last coven meeting he skipped and casts "Psychometry" in the blood spattered, but deserted cavern his compatriots use to perform their heinous rights. Balor makes an IQ SR and rolls 4+4 (like all SR's doubles add & rollover) 5+4 plus his IQ of 15 = 32 a 3rd level success. Donny gets flashes of a summoning gone wrong and a nebulas image of a horrific beast tearing through his comrades and carrying off their bodies. It looks like its time for Balor to find some new friends!
|
|
|
Post by Toad-Killer-Dog on Mar 7, 2013 14:22:42 GMT -5
Name: Reanimation / Presto Romero! Level: 3rd Cost: 15 points Range: Line of sight Power Up: For each level increase the caster can reanimate 1 more body or add their IQ in M.R. points to a zombie or skeleton they are raising. Duration: Permanent or until the zombie or skeleton is destroyed. Availability: Found in the darker and more forbidden tomes & grimoires, this spell is only the most basic of many variations on the theme of raising the undead. Needed Materials: One or more dead bodies depending on how many zombies are to be raised to serve the caster. Description: The Spell of Reanimation will raise a dead body to be a servant with an M.R. equal to the caster's IQ score, plus whatever level bonus the caster imbues it with, its Dex is considered to default at 6. The Zombie or skeleton will also have 5 points of armor protection due to it's undead state.
|
|
|
Post by Toad-Killer-Dog on Mar 7, 2013 15:00:53 GMT -5
Name: Baleful Gaze / Evil Eyeballs Level: 2nd Cost: 8 points Range: Line of sight Power Up: Double cost to increase the number of targets and double cost for every round after the first. Duration: One combat round Availability: Found in many darker grimoires, the go to spell for many insane cult leaders. Needed Materials: None Description: The caster and the target or targets engage in an IQ versus IQ SR battle the higher total wins, if the caster defeats the target they are stunned for the round and must take the difference between in damage off their Con score. Example: Balor the cultist casts "Baleful Gaze" on Bjorny the Viking. Balor has an IQ of 15 and Bjorny has an IQ of 12 each makes a SR on IQ: Balor rolls 10 and Bjorny rolls a 7, Balor's total is 22 & Bjorny's is 19. Bjorny is stunned for the round and must take 3 points off his Con.
|
|
|
Post by zanshin on Mar 8, 2013 5:29:17 GMT -5
Name: Forge Weapon Level: 1st Cost: 10 Range: Touch Power Up: Yes, effect, special Duration: Permanent Availability: Secret Craft Needed Materials: As appropriate to weapon Description: The caster uses mundane materials and equipment to forge a weapon of exceptional quality. The caster makes a Crafting Save as part of the process (applying any relevant Talent bonus). Materials for forging a weapon are half the cost of a mundane completed item. The completed weapon has 1 additional add per level of the spell and 1 additional add per level of craft saving roll made. A fail on the crafting save means the spell fails. Casting time is one day.
|
|
devadasi
5th Level Troll
maiden voyager
Posts: 603
|
Post by devadasi on Mar 25, 2013 19:05:32 GMT -5
Hey TKD, these spells are really awesome! I really love the "go to spell for insane cult leaders", ( and could see myself using it often as a GM), but they are ALL really fantastic!
All of this seems relevant right now as well, since Ken seems to be putting together the magic and spell system for DTnT as we speak, we can only hope he sneaks over here to see this list. ( along with Marundhl's.... which has been a go to Grimoire for my game more than once).
Have an exalt m'Lord
|
|
|
Post by naharaht on Mar 26, 2013 23:58:20 GMT -5
Name: Sure Teacher (Cosmic) Level: 3rd Cost: 6 plus the base cost of the spell plus the base level of the spell being taught Range Touch Duration: Permanent Availability: Wizard's Guild Power Up?: Yes, to teach spells at a higher level to Rogues and Citizens.
Description: The caster can permanently impress another spell's pattern into the mind of any target, who is a Wizard, Paragon, Rogue, or Citizen (but not a Warrior or Specialist). The target gains a true understanding of the spell and can cast it from then onwards.
|
|
|
Post by Toad-Killer-Dog on Mar 12, 2014 19:01:32 GMT -5
Name: Diving Bell / Save your Breath Level: 1 Cost: 5 points for a full turn Range: Can be cast on a target up to 20' feet away from the wizard Power Up: 5 points for each additional full turn or extra target of the spell Duration: 1 full turn or longer if powered up Availability: Most larger wizards guilds and in the libraries of many elemental and world hoping mages, a favorite of pirate and seagoing wizards. Needed Materials: None Description: Creates a bubble of breathable gasses around the targets head allowing them to breath underwater or in noxious atmospheres.It does not however protect them from any other toxic effects of the surrounding gasses.
|
|
|
Post by Toad-Killer-Dog on Mar 12, 2014 19:09:24 GMT -5
Name: Phantom Forces / And who's Army Level: 2 Cost: 3 per illusory henchman Range: Up to ten feet away from the caster Power Up: Additional illusory henchmen can be summoned for an additional 3 points each or the illusion can be extended for another full turn for 3 points Duration: One full turn Availability: Found in many wizards guilds in larger cities and in the spell books of many wizards focusing on illusion and deception. Needed Materials: None Description: The spell generates the illusion of one or more warriors acting as guards for the caster. At a range of fifteen feet of less those under the illusion are entitled to a 2nd level SR on IQ to see through the illusion.
|
|
|
Post by Toad-Killer-Dog on Mar 12, 2014 19:21:17 GMT -5
Name: Calming Glamour / Presto Ativan Level: 1 Cost: 4 points per target effected by the spell Range: Line of sight Power Up: Additional targets under the spells influence Duration: Instant Availability: A common spell available at most wizards guilds Needed Materials: None Description: This spell removes supernatural or magical fear and panic.
|
|
|
Post by Toad-Killer-Dog on Mar 12, 2014 19:31:33 GMT -5
Name: Conjure Athame / Alaka-Shiv Level: 2 Cost: 4 points Range: touch Power Up: Increase the duration of the blade at an additional 4 points a full turn Duration: 1 full turn or until a spell of equal or higher level is cast dispelling the blade. Availability: Can be found in many large wizards guild libraries and in old tomes, a once common spell that has fallen out of vogue. Needed Materials: None Description: This spell conjures a magical dagger or knife that does 2D plus adds equal to the level of the wizard casting the spell. This weapon should be considered magical for all game effects, such as harming creatures that can only be effected by magic.
|
|
unclecranky
5th Level Troll
(mutter...grumble)
Posts: 657
|
Post by unclecranky on Mar 13, 2014 15:28:56 GMT -5
Name: Cran-Qui's Questor Level: 2 Cost: 7 points Range: see below Power Up: Yes; double duration for each level increase. Duration 1 ct. Availability: May be found in many Trollish, Leprechaun, Orcish, and Draconic spellbooks, a variation is available at most Thieves', Assassins', Spies', and Bards' guilds. Another variation is available from Gnomes themselves, if you can treat with the little traitors Description: This spell in it's original form conjures an illusory gnome into existence, with a movement rate of 100' per minute. The gnome only exists to walk forward from the caster, and trigger any hidden monsters or sight-activated traps into action early. When struck, either physically or magically, the 'gnome' appears to die, horribly and theatrically, before winking out of existance. In the form available at most guilds, the spell conjures a cat-shaped shadow which just winks out when touched. That variation available from Gnomes creates a humanoid of any specified kindred (they hate 'em all, and equally) which 'dies' horribly and theatrically when struck. Gnomes who cast this spell cannot help snickering when their illusory avatar dies.
|
|