A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

15 April 2015

[A to Z April] M is for Molehill (spell)

http://www.a-to-zchallenge.com/
Deand and Flakim stood and watched the battlefield, their heads nodding up and down slowly. "Kreaz is really enjoying himself far too much," Deand said. In the distance a green-clad dwarf cast spells, one after another.

Flakim murmured his agreement with the halfling's comment. "We should really put a stop to this. He's not playing fair."

Their heads bobbed up and down: up as yet another orc flew into the air, launched by an erupting nodule of earth that quickly subsided; down as the orc fell from over one hundred feet in the air to land with a wet sound on the ground, never to move again.

"Yes," Deand said. "Unfair. Truly. It almost makes you feel sorry for those disgusting creatures, doesn't it?" Another orc shouted as it--briefly--experienced the sensation of flight.

"As you say, Deand. Almost."


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Molehill

Transmutation [earth]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 5-ft. square
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No

Molehill causes a 5-ft. square area of ground to erupt suddenly beneath a target’s feet. The earth erupts 30 feet into the air, launching the target creature 30 feet into the air, plus 5 feet per caster level (maximum 130 feet). The earth then immediately subsides, thereby allowing the target creature to fall back to the original ground level. The target creature may make a Reflex save (DC 15) to convert the first 1d6 of falling damage to nonlethal damage. A successful Tumble Check (DC 15) allows the creature to ignore the first 1d6 of falling damage and instead converts the second 1d6 of falling damage to nonlethal damage.


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Previous "M"s:
2014: M is for Marsh Blade (item)
2013: M is for Middlemurk Church (map)
2012: M is for Myth Voice (feat)
2011: M is for Maerl Dardar (npc)


22 April 2014

[A to Z April] S if for Spark, Primordial (spell)

Primordial Spark

Transmutation [fire]
Level: Druid 4, Sun 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 50-ft.-radius-circle
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Primordial spark allows the spell-caster to dip in to that fabled essence rumored to have been the cause of life throughout the galaxy in order to make all metal objects within the area of effect to become extremely warm.

This spell is essentially a "mass effect" version of the spell heat metal. The description is essentially the same as heat metal with the following differences:
  • The damage dealt during the second and next-to-last round is increased to 2d4 points. The damage dealt during the middle rounds is increased to 3d4 points.
  • If a creature is not wearing or wielding a metal item, it takes minimum damage (increased to 2 or 3 points).
  • Primordial spark counters and dispels flying frost.


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    Previous "S"s:
    2013: S is for Suffocation, Immediate (spell)
    2012: S is for Snake, Howler (monster)
    2011: S is for Sheriff (npc)
  • 07 April 2014

    [A to Z April] F is for Flying Frost (spell)

    Flying Frost

    Transmutation [cold]
    Level: Druid 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area of Effect: 50-ft.-radius-circle
    Duration: 1 round/level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    Flying frost causes a thick layer of hoarfrost to form and settle over everything within the area of effect.

    This spell is essentially a "mass effect" version of the spell chill metal. The description is essentially the same as chill metal with the following differences:
  • The damage dealt during the second and next-to-last round is increased to 2d4 points. The damage dealt during the middle rounds is increased to 3d4 points.
  • If a creature is not wearing or wielding a metal item, it takes minimum damage (increased to 2 or 3 points).
  • Flying frost counters and dispels primordial spark.


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    Previous "F"s:
    2013: F is for Frost Wound Patch (locale)
    2012: F is for Flesh Alliance (spell)
    2011: F is for Found Items
  • 03 April 2014

    [A to Z April] C is for Cradle, Exotic (spell)

    Cradle, Exotic

    Conjuration (Healing)
    Level: Clr 5, Drd 6, Healing 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 2 hours/level
    Saving Throw: Special
    Spell Resistance: Yes

    This spell increases the efficiency of healing while resting. The target creature feels soothed and comforted, as if being held in a mother’s loving arms. The spell allows the recovery of 2 hit points per character level each hour, to a maximum of 150 total recovered hit points.

    The spell also has a soporific effect on willing targets, much like the sleep spell. A target can voluntarily waken prior to the termination of the spell by making a successful Will check. This applies whether it is the target himself wishing to wake or a third party attempting to wake the target. The caster can terminate the spell--thus waking the target--at any time.


    **Many thanks to my buddy Simonathi Starym for game testing, advice, and tweaking on this year's A to Z.


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    Previous "C"s:
    2013: C is for Cleft Helm (item)
    2012: C is for Charred Brimstone Mist (beverage)
    2011: C is for Chiala Ereand (npc)

    24 February 2014

    2013 Totals

    2013 is now a cold corpse, receding in the distance as we journey onward on horseback. I was doing some book-keeping/house-cleaning in the Stronghold and noticed that my "2013 Totals" table (on the sidebar) had not been updated since mid-June 2013. I also noticed that my "Year-To-Date Acquisitions" page had suffered in limbo since July 18, 2013.

    So...I have no idea how my totals compared to 2012. But, I think I can be excused, seeing as how I purchased a law firm and became a self-employed small-business owner around the time that I stopped keeping track of my gaming milestones.

    I'm going to try and do better this year. I make no promises; of course, I have no idea if any of you care about my self-congratulatory totals and inventories. If you do, then accept my promise in good faith. If not, continue to ignore my tallies.

    One thing I think I will have to do is refrain from including links to products on my "Acquisitions" page. That alone was sufficiently time-consuming (between link-searching and coding) that it made updating the page a chore. Shopping sprees of free items on DriveThru RPG and similar sites also made upkeep generally confusing and frustrating, especially when you add in the afore-mentioned link-searching and coding.

    As far as the biggies--Miniatures and Dice--I have found a rough estimate, made as of about mid-November: 125 miniatures and 33 dice. There were probably a few more before the end of the year, but that looks pretty good. I also hereby declare 2014 to be the year of the dice, apparently, as I've already doubled my total dice purchases for last year...I'm at 70 right now, after a mail delivery today.

    I know I said this last year, but I'm going to shoot for some increased blogging. 2013 was a year of stress and frustration, both on a personal and professional level, even more so than 2012. I've already endured health issues, family issues, and financial issues and it shows no signs of slowing down. As always, though, the hobby and the friendships made through the hobby helped make it survivable.

    Everyone join me in a toast: raise your dice cups high and keep them d20s dry. Here's to 2014!

    11 February 2014

    [D&D 40th Anniversary Bloghop] Day Eleven

    Day Eleven: First splatbook you begged your DM to approve.
    I've said several times that my early days were spent in mostly skirmishing. We had the base set, the core rules so to speak. We didn't need or use anything extra. It wasn't until I started playing 2E AD&D in 2000 that I discovered the joys of splatbooks and supplements. In my case, I decided (on my own) that Boric needed a bit more OOMPH in the divine spell-casting department. Of course, back then--just as with the Dragon Magazine CD-ROM Archive--it was still quite easy to find 2nd Edition AD&D material, even if 3E was appearing on the scene.

    So I scrounged around a bit and found these little gems.
    The DM took a brief look through these and rapidly accepted and approved them, and some of the choicest spells were then transferred onto 3"x5" cards and carried into adventure in a recipe box. Yep. With these I had enough divine magic to open up a large can of whoop-*** at Moradin's will.

    22 April 2013

    [A to Z April] S is for Suffocation, Immediate (spell)

    Suffocation, Immediate

    Transmutation
    Level: Cleric 7, Druid 7, Sor/Wiz 6
    Components: V,S,M
    Casting Time: 1 standard action
    Range: Close (25 feet + 5 ft/ 2 levels)
    Target: One creature
    Duration: 1 round/2 levels
    Saving Throw: Fortitude; see text
    Spell Resistance: Yes

    Upon a successful casting of this spell, the air in the target’s lungs, nose, mouth, and airways turns into a watery mucus-like substance, causing the target to immediately begin to suffocate.

    When cast, the target must immediately make a Fortitude save; if successful, the target coughs up and expels the mucus and suffers subdual damage of 1d6 per caster level and may only make a move action for that round. If the Fortitude save fails, the target takes 1d6 subdual damage and must make a Constitution or she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates and the spell ends.

    The spell may be countered by dispel magic or heal. Immediate suffocation does not affect any creature who does not require air to breathe, such as an undead creature.

    Components: a glass vial of murky water.

    **Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking on this year's A to Z.

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    Previous "S"-es:
    2012: S is for Snake, Howler (monster)
    2011: S is for Sheriff

    16 April 2013

    [A to Z April] N is for Nalicon's Plague (spell)

    Nalicon’s Plague

    Necromancy
    Level: Clr 2, Death 2, Sor/Wiz 2
    Components: V,S,M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: one living creature; see text
    Duration: 1d6 rounds; see text
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    This spell, originally developed by an evil necromancer named Nalicon, inflicts upon its target a minor, but still debilitating, plague. Upon casting, the target must make a Fortitude Save. On a failed save, the target becomes nauseated for 1d6 rounds and merely sickened for one additional round. If a target’s Fortitude Save is successful, the target is sickened for one round.

    The initial spell targets a single living creature; however, on the second round of contagion, any other living creature (other than the caster) within thirty feet of the original target must also make the same Fortitude Save or become infected with Nalicon’s plague. The same is true for the second round of contagion for any subsequent target.

    The effects of this spell can be negated by a remove curse, remove disease, or heal spell.

    Components: a small scrap of mummy’s linen wrappings through which the caster blows.

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    Previous "N"s:
    2012: N is for Noises in the Dark (table)
    2011: N is for Nano-dice

    13 April 2013

    [A to Z April] L is for Ladder, Nature's (spell)

    Nature’s Ladder, Lesser

    Transmutation
    Level: Brd 1, Drd 1, Rgr 1
    Components: V,S,M
    Casting Time: 1 standard action
    Range: Touch
    Area of Effect: 10 ft./2 levels; see text
    Duration: 10 min./level
    Saving Throw: Fortitude negates; see text
    Spell Resistance: Yes (object)

    This spell causes hand- and foot-holds to spontaneously grow from a wooden source to create a ladder. It also magically reinforces the wooden source object to be able to sustain a climber or climbers with a maximum weight of 500 pounds.

    The wooden source may be either harvested wood or a still-growing and living wood source. The area effected can be any wood source that is in continuous contact up to the maximum area; i.e., a series of wooden poles lashed together or a latticework of intertwined branches. The handholds spring out from the sides of the wood source as a series of small, alternating pegs just large enough to grasp and on which to stand.

    Creatures made from wood are granted a saving throw to resist the effects of this spell. Magic items aren’t affected by this spell.

    Components: the wood source being affected and a strand of cobweb
    __________________________________________

    Nature’s Ladder, Greater

    Transmutation
    Level: Brd 2, Drd, 2, Rgr 2
    Component: V,S,M
    Casting Time: 1 standard action
    Range: Touch
    Area of Effect: one wooden object
    Duration: 10 min./level
    Saving Throw: Fortitude negates; see text
    Spell Resisitance: Yes (object)

    This spell has two effects. When cast upon a single, solid piece of wood (such as a quarterstaff or 10' pole) that is planted firmly against the ground or floor, it will cause the wood source to first grow and extend by the maximum length desired by the caster, two feet per caster level (up to 40' maximum). Simultaneously, it will cause hand- and foot-holds to sprout as with the lesser version of the spell.

    For example, Alakin, a cleric, and Naotil, a 10th-level bard, need to scale a 30' cliff. Alakin removes a ten-foot-pole from the straps on his back and braces it against the ground and leans it against the wall. Noatil casts nature’s ladder and the ten-foot-pole begins to grow, extending to a full thirty feet in length. Three inch handles sprout from each side of the pole, allowing them to scale the wall.

    Components: the wood source and a small metal rod.

    **Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking on this year's A to Z.

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    Previous "L"s:
    2012: L is for Lung Leech Swarm
    2011: L is for Lehman Caves

    01 April 2013

    [A to Z April] A is for Acktok's Violet Mark (Spell)

    Acktok’s Violet Mark

    Evocation [light]
    Level: Sor/Wiz 2
    Components: V,S,M
    Casting Time: 1 standard action
    Range: Touch
    Target: One piece of chalk or other writing instrument
    Duration: Permanent
    Saving Throw: none
    Spell Resistance: no

    Developed primarily for use by delvers, this spell causes a pale magic glow to surround a single piece of chalk or other writing instrument used in the casting. The chalk may be used once every minute and is never consumed regardless of how many times it is used. The possessor of the chalk can inscribe a single message of up to ten characters every minute on any solid surface. The inscription is only visible to the one who possesses the chalk and it glows in a violet light. The chalk itself sheds light similar to a candle. The glow may be affected by a 2nd-level or higher magical darkness effect. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light and does not cause any harm to any creature that comes into contact with the chalk. Each application on a target requires a standard action by the possessor. The inscription may also be visible by anyone under the effects of an arcane sight or true seeing spell, but is invisible to lesser detection spells such as detect magic, as the inscription also acts as a misdirection spell with the surface being the revealed nature.

    The wizard Acktok frequently found himself a member of adventuring and delving parties. After spending a small fortune on chalk–which he used to mark the parties’ passages through the dungeons and caverns–Acktok decided to develop an inexpensive and easier way to mark cavern walls. What he developed was a way to mark individual blocks, bricks, or stones with a violet light only visible to himself so that a return pathway could be easily followed.

    This spell is known only from a spellbook and notes found in Acktok’s rooms. He was reported lost and presumed dead by a lone surviving member of his final adventuring party. That individual-–a rogue by profession–-barely escaped with his life following an ambush set by a band of bugbears who found Acktok’s chalk after he errantly lost it in a battle. They followed Acktok's glowing lights and laid in wait for his party to pass by, while Acktok used an arcane sight spell to retrace his steps.

    Components: a piece of chalk and a drop of purple ink.

    **Many thanks to my buddy Simonathi Starym for game testing, advice, and tweaking on this year's A to Z.

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    Previous "A"s:
    2012: A is for Albert “Rat-tail” Gail
    2011: A is for Adventure

    30 August 2012

    [new spell] Partial Invisibility

    "Umm...Shiloru.... I do not mean to pry, but where in the name of The Stone is your right arm?" The dwarf asked with concern, stepping out of the darkness at the sound of his associate's approach. "I am fairly certain you had it when you left camp for the Baron's manor."

    "Fear not, dear Alakin." The halfling reached up and patted her friend's face with her left hand. "'Tis but a wee spell I cast on myself. It enabled me to walk away from the Baron's house with this." With a flourish, Shiloru pirouetted, and her arm suddenly reappeared--her arm and a priceless ceramic vase grasped in her hand. "The Baron never knew what happened; he never saw a thing. Other than the crippled, one-armed halfling begging in his courtyard, that is." Shiloru mopped her brow with a handkerchief. "It still took a bit out of me, but 'twill be worth it when our benefactor sees
    this on his own table."

    ==========================
    Invisibility, Partial

    Illusion (Glamer)
    Level: Brd 3, Sor/Wiz 3
    Components: V,S
    Casting Time: 1 standard action
    Range: Personal or touch
    Target: You or a creature or object weighing no more than 100 lb./level
    Duration: 1 min./level (see text)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell functions like greater invisibility, except that it applies only to a single limb, extremity, body part, or item per casting. The effected limb, extremity, body part, or item must be declared at casting and cannot be changed until the dissolution of the spell. Because the spell’s effect is so precise, if the spell is used at range then the caster must make a Concentration check each round to continue the effect. Should the caster fail a single Concentration roll, the spell does not end. Instead, the effected object merely flickers, similar to a blur effect for that round and back into invisibility the next round, assuming the subsequent Concentration check succeeds. Should the caster fail two consecutive Concentration checks, the spell ends and the effected body part returns to visibility.

    If the caster uses the spell as a touch spell, he must make a successful touch attack. No Concentration check is necessary if used as a personal spell or touch spell. The spell simply expires at the end of its normal duration.

    Items dropped or set down from an effected body part become visible; any object held or carried by the body part at the time of casting becomes invisible. Any mundane and unattended item upon which the spell is cast or which is picked up, held, or carried by the limb or body part after casting is not afforded a Will save and becomes invisible. Any magical item receives a Will save. Any part of an object that the subject carries in the effected body part but that extends more than 10 feet from the subject becomes visible.

    As with greater invisibility any attack with the invisible body part or an item held in the invisible body part does not cause the spell to end.

    **Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking.

    30 April 2012

    [A to Z April] Z is for Zone of Terror (new spell)

    Zone of Terror

    Necromancy [Fear, Mind-Affecting]
    Level: Brd 5, Clr 6, Sor/Wiz 6
    Components: V,S,M/DF
    Casting Time: 1 standard action
    Range: 100 ft.
    Area: 40 ft. radius
    Duration: 1 round/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    An invisible zone of ultimate fear is generated. Any creature in the area or which enters the area at any time in the duration of the zone is affected immediately. Every living creature that is affected, must make a Will save; if the Will save fails, the creature immediately cowers as if cornered. If the Will save is successful, the creature becomes panicked. Either condition lingers with an affected character for 1d12 +1 rounds after either leaving the spell’s effect or the spell’s termination.

    Spells such as calm emotions or remove fear do not completely counter the effects of a zone of terror. Instead, the affected character’s condition is reduced to a lesser state of fear: cowering creatures are merely frightened and panicked creatures become merely shaken. However, the creatures must be outside of the zone of terror’s influence when the countering spell is cast for the reduction in fear to be successful. Note: the zone of terror is a static zone and cannot be moved once cast.

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    Last year's "Z": Z is for Zero Dice Roleplaying
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    29 April 2012

    [A to Z April] Y is for Ylder's Timid Divinity (new spell)

    Ylder’s Timid Divinity

    Transmutation
    Level: Clr 0, Pal 0
    Components: V,S,DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    The recipient of this spell temporarily becomes more charming, more articulate, and more intimidating. The spell grants a +1 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Spellcasters who rely on Charisma who are affected by this spell do not gain any additional bonus spells for the increased Charisma, but will have an increased save DC for spells they cast while under the spell’s effect.

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    Last year's "Y": Y is for Yllseriad, The Shrine of
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    25 April 2012

    [A to Z April] V is for Vapor Dwindle (spell)

    Vapor Dwindle

    Evocation (Air)
    Level: Clr 3, Air 3, Drd 3
    Components: V,S,DF
    Casting Time: 1 standard action
    Range: 100 ft.
    Effect: 20-ft. radius, 20-ft. high; see text
    Duration: 1 round/level
    Saving Throw: See text
    Spell Resistance: See text

    This spell is designed to be cast upon cloud and mist effects to temporarily minimize their influence. When cast upon a magical effect such as fog cloud, obscuring mist, or stinking cloud or upon any natural effect such as a cloud of dust or smoke, vapor dwindle creates a cyclonic effect which begins at a 20-foot radius and 20-foot height; it draws itself inward to a 5-foot radius and 5-foot height by the start of the next round. As it shrinks, it draws in the cloud or mist effect with the cyclone and holds it in place dwindleing in the same 5-foot radius until the vapor dwindle is either dispelled or its duration terminates. While it is active, the effect appears to be a swirling mass of cloud or vapor in the reduced area.

    Vapor dwindle has no effect on physical objects or beings; it will not affect their breathing or existence in any way, except if they themselves are in the midst of a cloud or mist effect, in which case the vapor dwindle may free them from the effects of the cloud. Creatures made from mist or cloud may be affected; in this instance the dwindle effect is subject to the creature’s spell resistance; such creatures may make a Reflex save versus the spell’s DC to negate the effects.

    **Many thanks to my buddy Simonathi Starym for some creative assistance.

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    Last year's "V": V is for Vesseth
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    23 April 2012

    [A to Z April] T is for Thord's Gore Reach (spell)



    All Shiloru could do is stand by helplessly as her dwarven colleague Alakim was knocked backwards and into the cavern wall. Their foe’s eyes gleamed yellow in the darkness before them. The halfling held her hands out, first to keep her other colleagues from getting in her way and secondly to begin weaving a spell. She moved slightly to dodge yet another ghostly minotaur skull as it hurtled past her, then released her magic with a word of power.

    As her spell plunged into the darkness, she heard a tortured cry, and then silence. Only then did she turn to see the tall human woman applying pressure to the dwarf’s wounds. He looked like he had been gored several times by a bull. All that Shiloru had seen, however, was a couple of ethereal skulls. She turned to peer into the darkness; “That’s powerful magic,” she thought to herself. “I must learn that spell....”


    ===========================
    Thord’s Gore Reach

    Evocation (Force)
    Level: Clr 3, War 3
    Components: V,S,DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5ft./level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    When cast, this spell creates a minotaur’s skull out of pure force. This skull surges forth from the caster’s hands in a straight line until it strikes the target, or, if a target has more than 75% cover, the target’s cover. Upon impact, the target takes 1d8 +caster’s Wisdom bonus in damage, Reflex save for half damage.

    If the circumstances are such that the target would be susceptible to a charge or bull rush attack by the caster, those restrictions and bonuses may apply to a gore reach spell, including bull rush knockback and double damage from the gore reach attack. However, the distance and line-of-effect requirements must also be met. In addition, the caster may not have already moved in the round in which a gore reach attack is attempted.

    This spell was originally created by Thord, a cunning minotaur cleric who had been crippled in battle, losing both legs. Needing a method by which he could still charge and gore his opponents, he petitioned his deity and, after much meditation and prayer, learned the gore reach effect, which has since become known by his name.

    Material components: a small piece of minotaur horn.

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    Last year's "T": T is for Thoklin Oroxel
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    17 April 2012

    [A to Z April] O is for Oath of Righteous Magic

    Oath of Rightful Magic

    Evocation (Force)
    Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
    Components: V,S,M/DF
    Casting Time: 1 standard action
    Range: 10 ft.
    Area: 10-ft. radius emanation, centered on you.
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: No

    When this spell is cast, an invisible barrier surrounds you in a bubble and moves with you. The space within this barrier is filled with the essence of pure magic, and restores spells, spell-like abilities, and supernatural abilities within the bubble. It also allows the functioning of any magic items or spells within its confines. Because of its nature, it may be cast and is usable within an antimagic field, an area of wild magic, and a dead magic zone.

    Any creature may enter the area; it will allow elementals, undead, and outsiders to be summoned into a zone described above, so long as they appear and remain within 10 feet of the caster. Dispel magic does not remove the field, though Mage’s Disjunction might.

    Magical effects and attacks are usable within the bubble only. Ranged attacks with magical weapons, magical melee weapons, and ranged spells have no effect once they leave the boundaries of the spell, save for those spells or items which can normally be used in such areas of antimagic, dead magic, or wild magic. Two or more bubbles cast in adjoining spaces may increase the area in which magic may be used.

    Should a creature be larger than the area enclosed by the bubble, or stand where a part of the creature’s body rests outside the bubble, any part of it that lies outside the bubble is unaffected by the oath and is subject to the antimagic, dead magic, or wild magic.

    Arcane material components: a pinch of powdered pearl.


    **Many thanks to my buddy Simonathi Starym for some creative spark.


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    Last year's "O": O is for Opening Doors
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    11 April 2012

    [A to Z April] J is for Jalbion's Liquid Jewel (spell)

    Jalbion’s Liquid Jewel

    Transmutation
    Level: Brd 3, Sor/Wiz 3
    Components: V,S,M
    Casting Time: 1 round
    Range: Touch
    Target: 1 gemstone of 100 gp/2 caster levels
    Duration: Permanent, see text
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    When cast, this spell transforms a stone, gemstone, or jewel (either precious or semi-precious) into a puddle of liquid that closely resembles tar. The stone, gemstone, or jewel can be worth no more than 100 gp per 2 caster levels. The spell is usually cast after placing the stone, jewel, or gemstone atop the open mouth of a glass bottle or flask. As the spell takes effect, the stone is liquified and flows into the container. The container must thereafter be sealed to prevent the premature restoration of the stone. The stone remains in that form until it has been exposed to air for a number of rounds equal to the caster’s level. At that time it returns to its exact original form and condition, so long as the volume of the liquid has not been reduced. If the volume of the liquid is reduced in any way, the jewel is destroyed and the liquid transforms instead to useless, worthless dust.

    This spell was originally created by a brilliant bard, highly skilled in magic. Jalbion Royalrouge seemed to be a magnet for attracting highwaymen. He suffered humiliation and theft at the hands of highwaymen nearly every time he traveled to a new town. With every theft he lost several costly jewels – jewels intended for spell components and his own financial support. After considerable research and much trial and error, Jalbion discovered the means to transform precious stones into worthless liquid, thus disguising the jewels from potential theft and thwarting highwaymen.

    Material components: a lump of tar.


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    Last year's "J": J is for Juniper Ale
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    06 April 2012

    [A to Z April] F is for Flesh Alliance (spell)

    Flesh Alliance

    Necromancy
    Level: Sor/Wiz 8
    Components: V,S,M
    Casting Time: 1 round
    Range: Touch
    Target: 2 creatures
    Duration: 1 round per caster level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell was created by Minden Bonebrood, the ancient Necromancer, and has only been found in his spellbook, and the spellbooks of his disciples. Minden’s spellbook has been lost for several centuries. It is not necessarily an evil spell, however; that depends upon its use and the caster’s goals.

    The caster of this spell causes two willing humanoid creatures (DC 14 Will save) to join into one amalgam creature. The process requires one full round to cast and the newly-created creature is finished by the beginning of the following round; at that time the new creature may take a single move action. The casting of this spell is horrific to observe and may cause those in close range (25 ft. + 5 ft. per 2 caster levels) witnessing the action (both friend and foe) to make a Will save or be sickened for 1d3 rounds (DC 18).

    The amalgam creature takes the stats of the more-powerful of the two individuals as its base stats. Add to that one-half of the lesser individual’s statistics to the base; e.g., the base creature has a 16 Strength while the lesser individual has a 12 Strength. The amalgam creature will have a 22 Strength for the duration of its existence. Only one-half of the lesser individual’s feats may be added into the amalgam creature, and only one-half of the skill levels may be added in. Any supernatural, spell-like, or extraordinary abilities of the lesser individual will not be factored into the new creature. Likewise, any spell-casting abilities from the lesser individual’s will be factored into the new creature at one-half the lesser individual’s caster level.

    The amalgam creature thinks for itself, although internal mental conflicts may arise if the two individuals are not in agreement on a particular action. At the cessation of the spell, the two individuals are violently expelled from each other; they will land between 5 ft. and 10 ft. apart from each other. They will also each take 1d12 HP damage from the violent separation and a temporary 1d2 negative modifier to their Intelligence scores. This negative modifier lasts until the individual can have 8 hours of uninterrupted rest; no magical means of healing or restoration will restore this Intelligence modifer. Only actual, physical rest will accomplish this restoration. The two individuals may not voluntarily separate prior to the termination of the flesh alliance spell.

    Material components: a hair from each participant and two soft clay humanoid figures.


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    Last year's "F": F is for Found Items
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    05 April 2012

    [A to Z April] E is for Elder Oath (spell)

    Elder Oath

    Evocation
    Level: Clr 9, Drd 9
    Components: V,S,F,DF
    Casting Time: 1 minute/target
    Range: Touch
    Target: 1 target/caster level (max. 20)
    Duration: Permanent until triggered, then instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    When cast, this spell binds the recipients to a specific oath. This can be an oath of brotherhood, of silence, or of protection, for example. It is used to seal important pacts or pledges, it is typically a sign of friendship and devotion, although some clerics may use it for binding unwitting participants to an evil deed.

    The ceremony must be performed by a cleric who approves of the oath to be sworn. A cleric cannot successfully perform this ritual while under coercion or control, whether physical or magical, including charm or other mind-effect spells. In order to perform the ritual, a drop of blood from each participant must be poured over the cleric’s holy symbol while he speaks the words of the prayers for the binding to take hold.

    Normally such oaths are undertaken between participants who are willing. However, evil clerics can force such oaths upon an unwilling participant or participants. In order to do so, the unwilling participant must first fail a DC 16 Will save.

    Once this spell is cast, the oath remains dormant, but in effect unless any of the participants knowingly and wilfully breaks the oath. At that time, that individual is struck by a flamestrike spell. At the same moment, all other participants and the oath-binding cleric know of the oath-breaking.

    A participant may only be party to one single oath at any time. Any secondary oath constitutes an oath-breaking and the individual suffers the consequences. In addition, each participant is marked on the forehead with an invisible arcane symbol which is only visible to another participant or the oath-binding cleric. In addition, that symbol cannot be masked by any means, physical or magical, including any polymorph or other shape-changing effect or illusion. Likewise, the arcane symbol cannot be duplicated or copied by any illusory effect or magical effect.

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    Last year's "E": E is for Erol Otus
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    13 January 2012

    Catsup Dreams, and a Spell!

    Just a quick post today as it's game night and I have to finish prepping a character.

    I took a break from the grind at the firm today for lunch and headed to the local Golden Arches. For setting purposes, this particular McDonald's is one of the top five busiest in the city. And, for the sake of argument, remember that McDonald's itself is probably the busiest (or in the top three) hamburger joints in the country-slash-world. Then consider that their french fries are arguably the most popular (or in the top two) in the country.

    All set?

    WHEN ASKED, THIS McDONALD'S WAS OUT OF CATSUP PACKETS.

    You heard me: Out. Of. Catsup. or Ketchup. However you want to spell it, this popular purveyor of pomme frites was completely out of packets of sweetened tomato-based condiment. What the...?

    I wound up being given a small plastic dressing cup with one squirt of catsup in the bottom.

    Sheesh. Fries without catsup. The inhumanity of it all....

    -----------------------------------
    Joesky tax time:

    Create Syrup
    Conjuration (Creation)
    Level: Clr 0, Drd 0, Pal 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Up to 1 tablespoon of syrup/level (max of 15)
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell generates one tablespoon of syrup per level. This syrup has a wholesome, purifying effect which, when consumed atop another food source, grants to the consumer 1 temporary Hit Point per tablespoon consumed (max 5 tablespoons per day). Any syrup conjured cannot be stored or preserved and will spoil within one hour, losing its magical property, if not consumed within that time. The temporary hit points last for an hour after consuption.

    This syrup can take the form of numerous sticky, syrupy condiments including maple syrup, catsup, hot pepper paste, or chocolate sauce.
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