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Month Index: April, 2004


From:     David Stairs <garhkal@?????.com>
Date:     Tue, 6 Apr 2004 12:48:21 -0700
Subject:  Re: New Spells for 2nd ed.
2 of these were printed out below (the ship cloaks) but here are the rest,
including a few used by the Balrog's fist merc company...

MAGE

Impact fireball
Level 5
Schools:  Invocation/evocation.  Elemental Fire
Range:  Touch   Casting time:  Touch  Duration: Special
Components:  V, S, M Area of Effect:  1D8 +1/lvl items
Save: ½ damage

Description:
This spell, developed by the master mage Ithrador Balrog, incorporates the
delay of the DBF, with the capacity to be used with catapult shots and
bombard shots.  It does D4/lvl damage in addition to the weapon's damage
used to deliver it.  If cast outside the "flow" (Spell Jammer), and then the
items are taken into the flow, there is no chance for explosion, until used.
 The mage casts the spell, and leaves the last word out, to be spoken at a
later date, by the weapon's firer.  The items so enchanted, retain the
enchantment for 1 week, or until used, which ever is less.  Each mage can
enchant up to 100 items total per ship.  If the spell runs out, then the
items they were on become normal variants.  The blast radius of the
resultant fireball is only 15 feet, vice the normal 20 feet for a fireball
spell.
Material Components are a ruby of no less than 4000 gp value, which is NOT
used in the casting, and 100gp worth of crushed gem dust which is sprinkled
on EACH 'item' enchanted.


Chill Ball
Level 3
Schools:  Invocation/evocation, Elemental Water
Range:  10 yds + 10 yds/lvl Casting time:  3 segments Duration:  Instantaneous
Components: V, S, M Area of Effect:  20-ft radius
Save: ½ damage

Description:  Chill ball is the exact same as a fireball just that it's
damage is from cold.  The ball explodes as a giant snowball/ice ball
showering all those in the area of affect for the d6 damage per level.
Unlike it's flame brethren it has little sound, but the concussive effect is
a little worse (no actual damage but can knock down things)
Material components are, a drop of either white dragon blood, or a strand of
frost giant hair and a leaf from a plant unaffected by frost.


Flame Pillar
Level 5
Schools:  Invocation/evocation, Elemental Fire
Range: 10' +5'/level  Casting time:  6 segments Duration: Instantaneous
Components:  V, S, M Area of Effect:  5' radius pillar
Save: ½ damage

Description: Pillar of flame was developed by the Red wizards of Thay to
create an offensive flame attack of 5th level, that is as damaging as a
fireball, since the only flame attack is to conjure a fire elemental.  The
spell conjures a 5 yard radius (15 feet) pillar of flame that causes 6D8 +
1/level (i.e. 6D8 +10 at 10th level).  Save equals half damage.
The material component is 2 oz of sulphur, which is flung in the general
direction of the impact area.

Life Line
Schools:  Level 4 reversible
Abjuration, Necromancy
Range:  Touch   Casting time: 1 round  Duration:  1 turn +1 rnd/3lev
Components:  V, S  Area of Effect:  1 person +1/5 lvl
Save:  n/a - negate

Description: Life line was created By the WU-Jen Ho-Mai Toi, to better
enable him to survive combat when he acted as his school's champion in
martial art tournaments.  It establishes a spiritual link to one other
(possibly more than 1), and for each person in the link, damage is reduced
by that amount.  I.e. 3 people in the link inc the caster, All damage
received by ANY member of the link is reduced by 1/3.  This also allows
anyone in the link to use a save of any other person in the link if he/she
has a better one than himself.  The downside to this is, if ANY member of
the link dies before the spell's duration ends,  all of the other(s) need to
make a system shock roll at a -10% penalty for each member in the link or
die.  Also, any magical attack affecting any one member has a chance to
affect the others, each gets a save though.  Lastly, any damage taken by the
Keystone (the one the caster designates), is also felt by the other members.
          In some respects this is like the Psionic power of fate link.  The
reverse of this spell, allows the caster to tie enemies into 1 week
individual, and then have that individual be killed, therefore having a
greater chance to kill the stronger one.  All those who the caster wishes to
place in this form of the link get a save, and if after the caster touches
(successful to hit roll needed), some have saved, and he still has bodies
left, he can try again.  The reverse also requires 1 1000GP value diamond or
pearl, which is NOT consumed by the spell, but cannot be used as the
material component for ANY other spell.

Ship Cloak
Level 5
Schools:  Illusion/phantasm
Range:  Touch   Casting time:  1 rnd  Duration:  4 rnds/5 levels
Components:  V, S, M Area of Effect:  1 Ship
Save: N/A

Description: This spell is a Spell jamming variant of the Invisibility
spell.  It allows the caster to cloak a Spell jamming ship with
invisibility.  The ship stays invisible, until the ship fires ANY weapon,
but will return invisible 1 round after the firing stops, assuming that
there is any duration left on the spell.  A ship of up to 50 tons can be so
cloaked, and for each additional 3 levels above 9 that the caster is, an
additional 10 tons can be cloaked.
         The material component is a piece of flesh (1 lb per 10 tons of
ship to be cloaked) from any type of creature that can turn invisible
(drugear, pixie), which is mixed with the blood of the caster (1hp damage
value for every 20 tons or part thereof of the ship), in a gold chalice of
no less than 2000GP value.


Shock ball
Level 3
Schools:  Invocation/evocation, Forces
Range:  30 yards +10'/lev Casting time:  4 segments Duration:  Instantaneous
Components:  V, S,  Area of Effect:  20 feet rad globe
Save: N/A

Description:  Shock ball was created by a force mage, who disliked the
common attack spells of 3rd level.  He desired a spell which could both do
damage and either stun or dizzy an opponent.  After 15 months of research
this was developed....
This creates a burst of concussive energy only.
Anyone caught in the 'blast' takes 1D4/level of damage, and is stunned for 1
round per 2 levels of the caster.  A save means only 1 round of being
stunned and half damage.


Shotgun
Level 4
Schools:  Alteration, Elemental Air
Range:  Touch   Casting time:  1 rnd  Duration:  Instantaneous Components:
V, S, M Area of Effect:  see description of spell
Save: N/A

Description:  This spell enables the caster to act as a siege weapon user.
The caster (or allies) must have set up a special rack to contain spears,
arrows or the like, up to 20 per rack.  This spell then gives it a
compressed air boost, shooting them out to their max range, hitting with the
caster's THACO.  A maximum number of "racks" of 1 +1 per 6 levels can be
affected by each application of this spell, although the caster can use it
multiple times, and store up the # of racks affected until needed for 1 turn
max.  If after this turn, the uses have not been expended, they are wasted.
 It can also be used on a Quiver of arrows or crossbow bolts.
Material components are a pouch of powdered diamond no less than 300 gp
value, and a feather from a large avian.  The powder is ‘fanned’ towards the
item to be affected by the feather.  The feather can be re-used.


Vocalize
Level 3
Schools:  Alteration, Elemental Air
Range:  Personal  Casting time:  3 segments Duration:  1 turn Components:
 V, S,  Area of Effect:  caster
Save: N/A

Description:  Vocalize allows a mage to cast spells which require verbal
components without saying anything.  It also allows the casting of spells
while silenced, as long as vocalize was cast prior to the silence spell
going up.

PRIEST

Blade storm
Level 4
Spheres:  Combat
Range:  Personal/touch Casting time:  6 segments Duration:  1 rnd +2/3
levels Components:  V, S, M Area of Effect:  1 character per 5 levels of vaster
Save: N/A

Description:  Developed by the cleric of Larani, this spell is similar to
axe storm of Clangeddin, in that it increases the number of attacks WITH any
BLADED weapon, but mostly it is used with swords.  Unlike ASC, it can be
combined with other hasting magic’s.
The material component is the priest's holy symbol.


Clangeddin’s Fury
Level 6
Schools:  Combat, Law, and Protection
Range:  Caster   Casting time:  2 rnds  Duration:  Special
Components:  V, S,  Area of Effect:  30 feet, 1 dwarf per 2 levels of caster
Save: N/A

Description: This higher-level variant of Axe storm of clag, was developed
by Vindicators of Clangeddin, to enable those not of battlerager or
vindicator stock to enjoy the benefits of being in a battle rage for the
spell's duration.  If cast prior to battle, the duration is 1 hour, if cast
during battle, the duration drops to 1 turn.  For all those affected, it
grants them ALL the benefits but none of the hindrances of being in a battle
rage;  +1 to hit, ac, saves, +3 to damage, +1 additional attack per round
(with any axe only), immunity to certain spells, and bonuses versus others,
and is unaffected by KO results from punching attacks.
       If the dwarf under the affect is already a battlerager, or
vindicator, he gains Double the bonuses, and suffers none of the penalties.
 Frequent use of this spell, stands a chance of turning otherwise
intelligent and careful dwarven fighters into mindless savages.  There is a
5% +3% per time used (cumulative), that any dwarf receiving this spell will
change class and kit (if any) and become a battlerager.  If the recipient is
human (which gives a 25% chance of failure), he also has the possibility of
converting class to a human berserker.
       The only material component, is 5 drops of the caster's blood poured
into a skin of gutwrencher (or dwarven battle brew), which is quaffed by all
those benefiting from the spell.  The verbal component is a Dwarven war chant.


Mending
Level 1
Spheres:  Creation
Range:  30 yards  Casting time:  4 segments Duration:  Permanent Components:
 V, S, M Area of Effect:  1 object
Save: N/A

Description:  Similar to the mage spell of the same name, this spell can
mend any item (wielding broken chain links, sowing leather, and re melding
pottery.  One turn after the spell is cast, the magic fades and the repair
is permanent, (until the item is broken again).
The material component is 2 magnets or 2 burrs.


Restitution
Level 7
Spheres:  Necromantic
Range:  Touch   Casting time:  3 rnds  Duration:  Permanent
Components:  V, S,  Area of Effect:  1 Person
Save: N/A

Description:  This variant of the restoration spell, is only usable on
characters that have been aged by a ghost's attack.  For each application of
this spell, the recipient regains back D10 years of his vitality +1 year for
every 3 levels of the caster.  It cannot reduce a character's age to less
then what he/she was before the ghost's attack.


Rock burst
Level 2
Spheres:  Combat, Elemental Earth
Range:  10 yds/level  Casting time: 5 segments Duration:  1 rnd
Components:  V, S  Area of Effect:  1cuFT/lev
Save:  special

Description:  This spell, allows the caster to make a boulder or rock pile
explode suddenly.  Similar to the oriental 1st level spell of elemental
burst (earth), it send sharp pieces of shrapnel, hitting all those in 20' of
the P.O.I. causing 1D4+1 points of damage per caster level (10D4+10 max).
Those within 10ft are allowed a save for half damage.  Those within 10-20,
are allowed a save, and if good, can roll a save again.  If both are good,
they take no damage.  If they only make the first, they take half.  In rare
cases, the amount of rock exploded, can lead to an avalanche or cave-in, but
this is at the DM's discretion.


Sand shock
Level 3
Spheres:  Combat, Elemental Earth
Range:  10 yards  Casting time: 5 segments Duration:  1 rnd
Components:  V, S, M Area of Effect:  50'
Save:  dex check

Description:  The use of this spell is dependent on where the character is.
 It works on all forms of ground bar solid rock.  It create an Earthquake
like shift in the ground, causing all in the AOE to be required to make a
Dex check, with a penalty massed on their move.  If the target is walking,
he gets -2, if at a fast walk -4, if running -6, and if charging -8.  The
caster may be in the AOE but is unaffected.  Also at higher levels he can
exclude 1 person for every 3 levels above 2, from suffering the effects.
To those who make their check, they loose their action for the rest of the
round as they keep balance (if they make the check by 10 or more they can
still act in the round though).  If they fail, they end up falling and
suffer D6 damage.
The material component's are the holy symbol and a handful of sand blown in
the direction the character wishes to focus the shock at.


Ship Cloak
Level 5
Spheres:  Protection
Range:  Touch   Casting time: 5 segments Duration:  5 rounds per 4 lvls
Components:  V, S, M Area of Effect:  1 Ship
Save:  N/A

Description: this spell, is similar to the Mage spell of the same name, but
is more powerful.  The priest can cloak a Spell jamming ship of 70 tons +10
tons per 3 levels over that needed to cast the spell.  The material
component is the same as that for the mage, and also uses the priest's holy
symbol.


True shot/Fouled shot
Level 4, reversible
Spheres:  Combat
Range:  Touch   Casting time: 1 round  Duration:  Special
Components:  V, S, M Area of Effect:  1 Crossbow user per 3 levels of caster
Save:  N/A or negate

Description: This spell, of the Dwarves, allows their crossbowmen to become
unearthly shots with crossbows.  It Bestows a +1 to the THAC0 of the
character receiving the benefit of the spell, with an additional +1 gained
for every 4 levels of the caster.  This bonus is above any and all other
bonus to his the character may already have.  The reverse of the spell
causes the enemy touched to loose 1, +1 from his/her THAC0 for every 4
levels of the caster if a save is failed versus spell.
Both versions of this spell require the caster to have a silver miniature
crossbow made, costing no less than 400gp.  This is not used in the casting.


Previous Message: Re: Planet conquering
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Month Index: April, 2004

SubjectFromDate (UTC)
New Spells for 2nd ed.    David Stairs    06 Apr 2004 19:48:21
Re: New Spells for 2nd ed.    Static    13 Apr 2004 23:52:32
Re: New Spells for 2nd ed.    Static    14 Apr 2004 00:53:08
Re: New Spells for 2nd ed.    David Stairs    14 Apr 2004 06:12:41
Re: New Spells for 2nd ed.    David Stairs    15 Apr 2004 19:16:55

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