Difference between revisions of "Spell"

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:''Also see [[Magic (D20)]].''
Here are '''spells''' specific to this campaign setting added.
Here are '''spells''' specific to this campaign setting added.



Revision as of 21:22, 25 April 2016

Also see Magic (D20).

Here are spells specific to this campaign setting added.



All Types

Create Spark

Table: Sparks (e)

  • lvl 0 = 1
  • lvl 1 = 3
  • lvl 2 = 6
  • lvl 3 = 9
  • lvl 4 = 12
  • lvl 5 = 15
  • lvl 6 = 18
  • lvl 7 = 21
  • lvl 8 = 24
  • lvl 9 = 27
  • All schools
  • Level: all classes; 0-9
  • Components: none
  • Casting Time: 1 Standard Action
  • Range: Self
  • Target: Self
  • Duration: Instantaneously
  • Saving Throw: Yes (harmless)
  • Spell Resistance: Yes (harmless)

Any caster can cast this spell in place of a prepared spell, even if they are otherwise not able to cast spontaneously. You use a portion of your power to create sparks attached to you which can be used for a number of things. The sparks last for 24 hours.

When casting, choose the level of power you wish to convert to sparks. You then use up that spell slot and instead get sparks equivalate to this power. Se Table: Sparks.

When power is converted to sparks it cannot be converted back into a spell slot without the use of some other spell or special power.

For Pathfinder casters, there is a limit on the usage of level-0 slots.

Create Lasting Spark

  • All schools
  • Level: all classes; 1-9
  • Components: none
  • Casting Time: 1 Standard Action
  • Range: Self
  • Target: Self
  • Duration: Instantaneously
  • Saving Throw: Yes (harmless)
  • Spell Resistance: Yes (harmless)

This spell works as Create Spark with the difference that the spell creates Lasting Sparks instead of Sparks. Create Lasting Spark creates 1 Lasting Spark per spell level, as opposed to 3 but they last for 72 hours instead of 24.



Prestidigitation

Prestidigitation is a wonderful mystical incantation that can solve a lot of things. I encourage its use and will reward creativity.

From my perspective, it can be used for a lot of things and the limit is mainly the caster's imagination and, of course, that the power level should be very low.

However, in order to avoid any overpowered use, I am further clarifying the description of the spell itself. I have made an updated list with my comments mixed with the official ones. Mine is in italic.

  • Duration: 1 hour.
    • Any change to an object beyond just moving, cleaning, or soiling it persists only 1 hour.
  • Prestidigitation lacks the power to duplicate any other specific spell effects.
  • Cannot deal damage or affect the concentration of spellcasters.
  • Can slowly lift 1 pound of material. Up to the 10ft range.
  • Can colour, clean, or soil items in a 1-foot cube each round. To colour, choose one:
    • The items are coated with a "magic lens" that can't be washed off for an hour, no matter what.
    • The items are permanently coated with a paint-like substance that can be removed with a little bit of effort.
    • I am open to further suggestions.
  • Can suppress odours on objects in a 5 feet cube for 1 hour.
  • Can remove 1/3 of the odour on objects in a 1 foot cube.
  • Can chill, warm, or flavor 1 pound of nonliving material. Flavour: Roll cooking skill to see how well you succeeded.
    • DC5 for a general goal like "a little bit more salty" or "a little bit more spice".
    • DC10 for a vague but specifically chosen taste.
    • DC15 to be specific (like as good or bad as desired).
    • DC20 for truly impressive results.
  • Can create small objects, but they look crude and artificial.
    • Materials created are fragile and cannot be used as tools, weapons, or spell components.
    • DC20 craft or DC25 spellcraft to make items a little bit more durable (but still useless as a tool). Spellcraft does not affect appearance.
    • Generally, the quality of actions taken with Prestidigitation is decided by skill roll.


Arcane Spells

Knockout

  • Enchantment (Compulsion) [Mind-affecting]
  • Level: Sor/Wiz 1
  • Components S, M, F
  • Casting time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Ray
  • Duration: 1 min/lvl
  • Saving Throw: None
  • Spell Resistance: Yes

You can temporarily knock out a creature with a ray attack. The spell can affect a creature with HD equal or lower to 1/2 your caster level +2 (rounded up) to a maximum of 6 HD. The spell has no effect on creatures with 7 or more HD.

The ray is transparent and looks like heated air. If expected, it takes a Perception check of DC15 to notice. The DC is 25 if the target didn't expect a spell being cast. The ray requires a ranged touch attack to hit and knocks the creature unconscious if the attack is successful.

Knocked out creatures are helpless. If the creature is attacked or dealt damage to, it wakes up. The creature is otherwise impervious to attempts to wake it.

If used against creatures above the maximum HD, up to one HD above the caster's level, the target must suceed on a Will save or be stunned for 1 round.

Material Component: One or more drops of strong spirits.
Focus: A miniature club or mace worth at least 25gp.

Divine Spells

Cure Minor Wounds I

  • Conjuration (Healing)
  • Level: Clr/Drd 0
  • Components: V, S
  • Casting Time: Full-round action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: No (harmless); see text
  • Spell Resistance: No (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1D2 points of nonlethal damage and alleviate Fatigue for as many hours. Multiple uses within a 24-hour period will cause actual harm to the recepient: 1D3 lethal damage per application beyond the first. If this spell is cast upon an unwilling target, it automatically fails.


Cure Minor Wounds II

  • Conjuration (Healing)
  • Level: Clr/Drd 0
  • Components: V, S
  • Casting Time: Full-round action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Will half (harmless); see text
  • Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage. It also causes 1 point of nonlethal damage as it uses part of the body's own reserves to cure the lethal damage. Every subsequent use of Cure Minor Wounds on a particular target in a 24-hour period will cause an additional point of nonlethal damage. Thus, a second application to the same target causes 2 points of nonlethal damage, third application causes 3, fourth causes 4 and so on.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance as well as attempt a Will save to receive no damage.


Resuscitation

  • Conjuration (Healing)
  • Level: cleric 1, druid 1
  • Components: V, S, M (alechemical spirits, 500gp), F (needle, 1000gp)
  • Casting Time: 5 rounds
  • Range: Touch
  • Target: Dead creature touched.
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: Yes (harmless)

As the needle is stuck into the chest of the deceased person and the distilled spirits are applied together with chanting and somatic guestures, she is brought back to life and is conscious for at least 6 seconds. The target must have more hit points than a negative amount greater than her Constitution score, have any pertient body parts attached and not be braindead (max 4 minutes since death).

If the target has less than 0 hit points, she is now dying and becomes unconscious after 1 round. If she has more than -1 hit points, she stays conscious and is not dying. The target retains any disease, poison, bleeding or other effects that have not been dealt with before casting resuscitation.

A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

Use only if Wounds are used:
After being resuscitated, the target now has a Mortal Wound. A Mortal Wound is a Wound at base x4 with a -4 penalty (no Heal Check, since the character already would have recieved magical healing or a heal check to survive).

Other spells will be needed to patch up the body before resuscitations begin. If the target has less hit points than her maximum negative hit points, she immediately dies again after 6 seconds.

Material Component: Alechemically distilled spirits worth at least 500gp.
Focus: An enchanted adamantine needle worth at least 1000gp.


House Rules* & Roleplaying nav.. (e)

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D&D 3.5

These spells and modifications only apply to DnD 3.5.

These have not been overhauled though, so they are not used.


Detect Magic

Can now be cast spontenously by arcane casters. The caster may substitute a Twinkle with a lvl 0 spell slot.

In the first turn it does not detect spell residue, but in the second it becomes visible if the caster suceeds on a Spellcraft check matching the DC of the residue.


Prestitignation

Can be spontaneously cast by casters with this spell in their list. The spell slot can be substituted with 3 Twinkles.


See Magic

  • Divination
  • Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: 1 min/level
  • Saving Throw: None
  • Spell Resistance: No

As Detect Magic, except: The caster may substitute a Spark with the lvl 1 spell slot, sees auras and their strength in the first round, only require concentration for the rounds it's used and stays active for the full duration automatically.

Outdated

These are ideas that never came to fruition or that may be added after some revision.

Contingency

Can now be learned and cast as a level 1 spell. The focus need not be a statue of you, but a statue of anything (still of ivory) and cost at least 500gp. Metamagic feats can be used as normal with Create Spark.


Invisibility (all)

Regardless of which feats the caster has, this spell includes a free metamagic enhancement of Spell Trickery. The DC is 20 for most Invisibility spells (and effects) and 30 for Greater Invisibility. The caster has to choose to make it a power or intrication enhancement even if she has no Spell Trickery feat. If the caster has both feats, she can make it a combined enhancement.