Date: Thu, 10 Mar 1994 23:35:14 +0200 From: Dennis Kefallinos Subject: Here are some spells my characters have researched. Proposition of Spells By Dennis Kefallinos Clerical Spells --------------- Spell Name: Flameform Sphere: Fire Level: 4 Components: S,M: a bit of gauze, holly symbol Range: 0 Duration: 5 rounds + 1 round / level of caster Area of Effect: Caster Casting time: 2 Saving Throw: None Description: The spell is a combination of Wraithform and Wall of fire. It changes the caster into a moving magical flame. It may be dispelled. In Flameform the caster can pass through cracks. He cannot be hit by material weapons (except +1 enchatment and above) and he is not affected by magical or normal fire and vapours. Magical cold causes double damage though. Creatures within 10' of flameformed caster take 2d4 points of damage, while creatures touched or passed through take 2d6 + 1/level of caster. Undead or creatures especially vulnerable to fire take double damage. No other physical attacks are possible when in flameform, except against creatures that exist in the Ethereal plane, where all attacks (both ways) are normal. Spells cannot be cast. Granted powers such as turn undead and gate fire do function. Spell Name: Enhance weapon with Fire Sphere: Fire Level: 2 Components: V,S,M: a bit of coal, holly symbol Range: Touch Duration: 2 rounds / level of caster Area of Effect: Weapon touched Casting time: 1 round Saving Throw: None Description: This spell enhances the striking power of a weapon. The weapon now functions a bit like a flame blade. For the duration of the spell the weapon glows with a fiery aura and causes 1d4 points + 1 point per 2 levels of caster damage in addition to its normal damage, due to the shearing heat it radiates. Unfortunately it also causes 1 point of damage per round to its user (as long as he holds it), for the same reason. Undead and creatures espe- cially vulnerable to fire take 2 additional points of damage. If the creature is protected from fire, the damage inflicted is reduced by 4 (for a minimum of 0). The weapon can now ignite combustible materials. It is not however a magical weapon. The spell does not function underwater. Already enchanted weapons cannot be enhanced this way. Spell Name: Make Flammable Sphere: Fire Level: 2 Components: V,S,M: a chip of wood, holly symbol Range: 30 yards Duration: 3 rounds / level of caster Area of Effect: 1 to 4 creatures, or objects in 10-foot cube/level Casting time: 5 Saving Throw: Neg. Description: This spell makes 1 to 4 creatures or objects flammable. For the duration of the spell they are as flammable as wood. If they catch fire they burn entirely and turn to ash in the time it takes wood of their size to burn. This fire is normal fire and may be extinguished by the usual means. It does not matter what materials the objects or creatures are made of. They can be enflamed by natural as well as magical fire or extreme heat, but the spell itself does not enflame them. After they catch fire they get damage from heat, but also turn to ash within the time specified. After they catch fire, the duration of the spell does not matter. Each creature or object gets a saving throw; if only one is the subject of the spell it has a penalty of -2 to its roll; if two are subject, each receives a penalty of -1; of three are subject, each receives a bonus of +1; if four are subject, each receives a bonus of +2. A successful saving throw negates the effects of the spell. Spell Name: Cure with Fire Sphere: Fire Level: 4 Components: V,S,M: holy symbol Range: Touch Duration: Permanent Area of Effect: Creature touched Casting time: 7 Saving Throw: None Description: When laying his hand upon the creature the priest heals 3d8 points of wound or other injury damage to the creature's body. This healing cannot affect non-corporeal, non-living or extra- planar creatures. Because of the heat the spell causes inside its body the creature needs for this day (or the following if it is night) 1.5 times the normal amount of water. Also very flammable objects (ex. burning oil) worn or possessed may catch fire. The reverse of the spell, Harm with Fire operates similarly but causes damage. The creature must be touched, but does not receive a saving throw. Spell Name: Curse non-fire Weapons Sphere: Fire Level: 2 Components: V,S Range: 30 yards Duration: 3 rounds / level of caster Area of Effect: 60-foot cube Casting time: 3 Saving Throw: None Description: Causes non-fire based weapons, that is all except those related or made with fire (for ex. obsidian weapons or fire arrows are not affected, while iron or steel are) to be awkward to their handling. This makes creatures using them to be non-proficient to their use, even if they are actually specialised in them. The creatures receive the usual non-proficiency penalties according to their class. Wizard Spells ------------- Spell Name: Sword of Force Sphere: Evocation/Alteration Level: 4 Components: V,S,M: a handle of a steel sword, gold dust Range: 0 Duration: 3 rounds / level of caster Area of Effect: Caster Casting time: 1 round Saving Throw: None Description: This spell creates a spectacular glowing sword (kind of like a Star Wars lightsaver!). It must be cast on a handle of a steel sword, which must be made especially, or cut from a regular sword. The handle is not consumed. A second component is 1 GP worth of gold dust, which is consumed during the casting. For the duration of the spell a gleaming power blade is projected from the handle, which simulates a normal sword. The base damage it causes is 2d6 (S-M) / 2d10 (L) if used single-handed and 2d8 (S-M) / 2d12 (L) if used two-handed, to which strength and magical bonuses (if available) are added. The former use requires proficiency in one-handed sword (short or long) and the later in two-handed sword (bastard or two-handed). Further special abilities are determined by the level of the caster, as follows: Level of Caster Special Abilities of blade --------------- -------------------------- 1-6 Not applicable 7 Normal non-magical sword 8 Sword +1 9 Sword +2 11 Sword +2 of Sharpness 13 Sword +2 of Wounding 15+ Sword +3 Vorpal A caster of above 13th level can specify which type the sword will be (of the types available to lower levels). When subjected to physical strain the blade has double the strength of steel. If more pressure than that is applied the spell is negated. If the handle leaves the hand of the caster the spell is negated immediately. Because the sword of force is very light in weight, weapon speed is only 3 when used single-handed and 5 when used double handed.