From: Rob Graham <rob.graham@?????????.com> Date: Mon, 8 Jul 1996 17:23:41 +0000 Subject: Re: a few spells (long)
Greetings. I'm posting a few spells for your consideration. These spells are untested, and may(probably) prove to be too powerful for most campaigns. As a reference, most were created for use in the Phaerimm-Quanza wars. The Quanza are humans who wield Art close to, but not as powerful, as the Netherese of ancient Toril, and who's homesphere lies 20 years from Realmspace. Fire Brigade (conj/sum) Level: 4 Components: VSM Range: 50 feet Casting time: 4 Duration: 1 round/ level Saving throw: none Area of effect: 1 ship Fire brigade is used to provide fire control during the heat of battle. The spell brings into existence a number of quasi-real beings, each with a bucket of water. The caster directs these beings towards a fire on his ship which needs to be controlled. The beings then fight the fire, controlling one point of damage each per round. The mage can summon 1 being per 3 levels of experience and need not concentrate on them after directing them towards a fire. Each being has an AC of 6 and has 10 hitpoints if attacked by an enemy. The beings can be individually directed to fight separate fires. The material component is a few drops of water. Tractor Beam (Evoc) Level: 4 Components: VSM Range: 1 hex/ 3 levels Casting time: 4 Duration: 1 round/ level Saving throw: neg Area of effect: 1 ship This spell causes a strong attractive beam to spring from the caster's hand towards the spelljamming ship chosen as its target. When the beam strikes the ship, it locks on to it and starts pulling it toward the caster. The beam has a range equal to 1 hex for every 3 levels of the caster. The caster can only hold and pull back a ship that is equal to or less than 5 times his level in tons. The captured ship is pulled back towards the caster at the rate of 1 hex per round. When first captured, the ship's controller may save vs spells to try to avoid the beam. If the save is successful, the beam has missed its target and disappears. Also, if the caster's ship does not maintain at least the same SR as the captured ship, the captive ship gets a new save each round to attempt to break free of the beam. This save is at +1 for every SR greater the captive ship is moving that the caster's ship. The material component is a magnet which disappears at the end of the spells duration. Jammershield (Evoc) Level: 4 Components: VS Range: touch Casting time: 3 Duration: 3 rounds/level Saving throw: none Area of effect: 1 ship This spell creates a globular shield around the spelljamming ship. The shield improves the ships AC by 4 against device-hurled missiles, and by 3 against all other attacks. This protection extends to the ships occupants as well. The caster can create a shield large enough to protect a ship that has a tonnage of no more than 5 tons/ level of the caster. Partial shields cannot be created, although multiple mages working together can create very large shields. Any attempt to shield a ship that is too large causes the spell to fail. Ram Shield (abj) Level: 4 Components: VSM Range: 1 hex Casting time: 3 Duration: 3 rounds Saving throw: none Area of effect: 1 ship Ram shield is one of the few abjuration spells designed for use in the void. Upon casting, the mage brings into existence a shimmering field of force capable of absorbing the energy of a ramming ship. After casting, the caster can move the shield instantaneously, thus being able to position it prior to impact. The ram shield can absorb 1 hullpoint of damage per level of the caster, with any excess damage over this amount still inflicted on the protected ship. A ram shield only lasts for 3 rounds or until it is overcome, which ever comes first. The material component is a miniature shield with a ram engraved on it. Greekfire (evoc) Level: 4 Components: VSM Range: 2 hexes Casting time: 5 Duration: 1 rnd/ 2 levels Saving throw: none Area of effect: special When cast, greekfire produces a stream of magical greekfire. This greekfire is identical to normal greekfire except that the magic protects it which allows the stream to cross the void into another hex to strike an enemy ship. The caster can produce 1 stream per 2 levels of experience, firing these at a rate of one per round. Each beam strikes at the caster's normal chances, and causes 1d3 hullpoints of damage per hit, plus fire damage. The mage must concentrate to maintain the spell. The material component of this spell is a small dab of pitch. Deflector Shielding (Abj) Level: 5 Components: VSM Range: 0 Casting time: 5 Duration: 1 round/level Saving throw: none Area of effect: 1 ship When cast, a faint glow appears around the ship. The glow serves to deflect physical attacks on the ship without hindering any return fire from the protected ship. The glow can deflect 1 hullpoint of damage per level of the caster,provided the ship's tonnage does not exceed 10 tons/level of the caster. Above this limit, the protection is reduced by 1 hullpoint for every 10 tons, or fraction thereof, that the ship exceeds the limit. The protection only extends to damage from physical objects, such as ballista bolts and catapult shot, and not from magical attacks, which pass unhindered through the protective shielding. The attacks are deflected harmlessly away from the ship. The spell lasts for 1 round/level of the caster or until damage equal to, or in excess of, the caster's maximum allowed, is reached. The material component is a miniature shield crafted from silver and mithril which disappears upon completion of the spell. Spaceweb (Evoc) Level: 5 Components: VSM Range: 5 hexes Casting time: 7 Duration: 1 turn/level Saving throw: none Area of effect: special Another of the spells created specifically for use in space, a spaceweb can spell destruction for a ship caught in its strands. When cast, a huge mass of webs comes into existence within 5 hexes of the caster's ship. These webs then expand to fill an additional 1 hex for every 3 levels of the caster, and can extend past the original 5 hex limit. Every hex of webs must touch another hex of webs. The strength of the webs is determined by the caster's level. Each hex of webs can hold 5 tons of ship per level of the caster. The length of time a ship is held before it escapes is based on the size of the ship, its speed, and the strength of the webs. A held ship must generate a total SR value equal to 5 times the level of the web's creator. Each round, a ship accumulates SR at the rate of 1/SR it is attempting to move plus an additional 1 SR/10 tons it weighs. Any ship larger than the strength of the webs automatically breaks through the webs. For example, while a hammership (60 tons) would plow through webs created by a 11th level mage, a shrike ship (30 tons), moving at 5 SR, would break free after 7 rounds (5 SR/round + 3 SR for weighing 30 tons, for a total of 8 SR/round and breaking through a 55 strength web.) The material component is a glob of webs from a spider found in space. Thicken Phlogiston (alt) Level: 5 Components: VSM Range: 1 hex Casting time: 1 round Duration: 1 week Saving throw: none Area of effect: 1 or more ships Many regions of the phlogiston contain no rivers to aid in the travel between spheres. This spell serves to thicken the flow around 1 or more ships allowing full spelljamming speed to be reached. The caster can affect the phlogiston around 1 ship per 3 levels of experience. This thickening lasts for 1 week and is contained to the region directly around each ship. The range of 1 hex only limits the original ships which can be affected, and after casting ships can travel beyond this range. The material component is a miniature ship encased within a paste containing at least 500 gp of gold and gem dust. Helm beam (evoc) Level: 6 Components: VSM Range: 3 hexes Casting time: 7 Duration: 1 rnd/level Saving throw: none Area of effect: special This spell converts some of the energy from a minor or major helm into a damaging beam of energy. This beam can then be fired against an opposing ship. The amount of energy to be converted is determined each round by the helmsman. For every SR the helmsman allocates to the spell each round, the beam does 1 hullpoint of damage. The SR used by the spell are not available for movement that round, but the amount of allocated SR each round can vary. The beam has a range of 3 hexes. The spell must be cast directly on the helmsman, and has the same to hit probability as the helmsman. The material component is a minor or major helm, which is not damaged by the spell. Displacer (Ill) Level: 6 Components: VS Range: Touch Casting time: 5 Duration: 2 rnd/level Saving throw: none Area of effect: 1 ship The spell causes the ship it is cast upon to appear to be located up to 100 yards in any direction from where it actually is. This causes opponents to attack the ship at -2 and the ship and all those on it to save at +2 versus attacks from beyond the ship. While displaced, the ship can attack normally. Nova (evoc) Level: 6 Components: VSM Range: 3 hexes Casting time: 8 Duration: 1 rnd/ 3 levels Saving throw: none Area of effect: special When cast, a rapidly expanding sphere of energy is formed. This nova expands at a rate of 3 hexes per round. When the nova encounters a ship or a living creature, damage occurs. This damage is equal to 2d10 hullpoints, plus 1 hullpoint per level of the caster, with the damage being reduced by 1 hullpoint per hex the sphere has traveled. The nova expands at a rate of 3 hexes per round until it has reached a radius equal to the level of the caster. Hexes behind the sphere are safe and no damage occurs to ships within this area. The material component of this spell is 20 charges of smokepowder, which, after being thrown into the air, disappears. Suppress Helm (alt) Level: 6 Components: VS Range: 1 hex Casting time: 7 Duration: 4d4 rounds Saving throw: neg Area of effect: 1 helm If successful, this spell can devastate an opponent's ship. After the initial casting time of 7, the spell takes an additional 1d3 rounds to achieve its affect. During this time, the caster must concentrate on the spell as the spell searches for the other ship's helm. Upon reaching the enemy helm, the helmsman of that helm must save vs spells at -2 or suffer the consequences. A failed save causes the helmsman to only function at half his normal level while in control of the helm. A successful save negates the attack. Suppress helm lasts for 4d4 rounds minus the initial 1d3 rounds of searching. After the duration expires, the helmsman regains his former level of control. Sargasso (Conj/alt) Level: 8 Components: VS Range: 2500 yards (5 hexes) Casting time: 8 Duration: 1 round/level Saving throw: special Area of effect: 1 hex/ 4 levels The casting of this spell creates a magic-dead region. Spells and magical items cease to function within the area. When a spelljamming powersource enters a sargasso, it automatically loses complete power. This effectively traps the ship within the area until the spell ends or a method is found to move the ship out of the area. While the occupants on the ship cannot use magic, neither can forces outside the hex use magic against those trapped in the sargasso. The caster can create one hex of sargasso for every 4 levels of experience he possesses, and these can be placed within 5 hexes of the hex the caster occupies. Shellwalk (Alt) Level: 9 Components: VS Range: 500 yards (1 hex) Casting time: 1 round Duration: 2 round/level Saving throw: none Area of effect: 10 tons/level The purpose of shellwalk is to allow instantaneous travel from one sphere to another sphere. To accomplish this, the caster must have either traveled to the desired location or be touching someone who has. Travel to unknown locations is not possible. When cast, a glowing portal appears within 500 yards of the mage. The portal is large enough to allow passage of any ship whose tonnage doesn't exceed 10 tons/level of the caster. The portal size can be increased by subsequent castings, although the increase in size only occurs at 5 tons/level instead of 10 tons/level of the caster. One ship may pass through the portal each round. Ships will not be transported into a solid object; instead, they appear a point near the desired location. The spell lasts for 2 rounds/level of the caster. Supernova (evoc) Level: 9 Components: VSM Range: 3 hexes Casting time: 8 Duration: 1 rnd/3 levels Saving throw: none Area of effect: Special Supernova is a much stronger version of the 6th level spell nova. When cast, a supernova is identical to a nova in all aspects except damage. The damage inflicted upon contact is 3d20 hullpoints plus 1 hullpoint per level of the caster. The damage is reduced by one point per hex the supernova has travelled. The material component is 50 charges of smokepowder which disappear upon casting. Phlogiston Fire (Evc/Alt) Level: 9 Components: VSM Range: 1500 yards (3 hexes) Casting time: 8 Duration: Instantaneous Saving throw: none Area of effect: 1 ship or creature This spell only functions while in the phlogiston, and is wasted if cast elsewhere. The magic involved allows a mage to create a fireball and throw it up to 3 hexes before it explodes. When it explodes, it ignites the phlogiston and creates a mighty flash of energy. This explosion causes 1 hull point of damage per level of the caster to any ship within the target hex, and 6d6 points of damage to exposed creatures. In addition, an extra 1d8 points of damage are inflicted as flammable objects burst into flame and explode. This spell is very rare, and only a few archmages possess the ability to cast this devastating spell. The components requires are a wad of sulphur and bat guano enclosed within a crystal sphere worth at least 1000 gp. Constructive criticism accepted, flames repelled by stringers of bass Rob Graham rob.graham@?????????.com http://greatbend.com/~rob.graham/home.htm p.s. This is a repost, as I'm not sure the first went through.
|a few spells (long)||Rob Graham|
|a few spells (long)||Rob Graham|