Showing posts with label Spell. Show all posts
Showing posts with label Spell. Show all posts

Friday, March 3, 2023

Spell: Cook

Cook

Evocation [Fire]
Level: Bard 0, Cleric 0, Druid 0, Ranger 1, Sorcerer/Wizard 0
Components: V, S, F
Casting time: 1 standard action
Range: Touch
Target: Up to 1 lb of unattended food per caster level
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes

You focus on up to 1 lb of uncooked food per caster level, and the food cooks at your exact temperature and specifications. You can make things baked, broiled, grilled, or even fried, though you must provide your own water, spices, or other materials. In spite of reaching temperatures of up to 500 degrees for cooking, only the food is exposed to the heat. Other objects or creatures touching the focus only feel a warm heat. Using this grants a +2 circumstance bonus to Craft (cooking) checks. Its probably a good idea to still use tongs to handle the hot food.

Cooking takes as long as actual cooking takes.

Focus: A flat rock, metal pan, pot, or other cooking surface.



Tuesday, November 1, 2022

Spell: Awaken Undead

Awaken Undead

(Originally from Libris Mortis: The Book of Undead, but modified)

School: Necromancy [Evil]
Level: Sorcerer 7, Wizard 7, Deathbound 6,
Components: V, S, M, XP,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All mindless undead within a circle 25 ft. in radius + 5 ft./2 levels
Duration: Permanent (D)
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

DESCRIPTION

This spell grants intelligence to mindless undead such as skeletons and zombies.

  • Undead with Intelligence scores are unaffected.
  • Mindless undead within the radius gain Intelligence 8+1d6.
  • Undead cannot gain more intelligence than typical of their original kind (example: a skeletal dog simply has Intelligence 2).
  • Undead regain any skills or feats they had in life.
  • Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless your DM specifies otherwise) and will don armor and take up weapons while obeying your commands.
  • A zombie fighter can wear any armor and wield any simple or martial weapon, while a zombie warhorse can wear any armor.
  • Undead regain any extraordinary abilities they had in life, such as poison or scent.
  • Awakened undead gain a +2 profane bonus on their Will saving throws to resist control undead.
  • Awakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).

Material Component: A humanoid fingerbone.
XP Cost: 200 XP.

Sunday, November 7, 2021

Spell: Voodoo Doll

Voodoo Doll

School: Necromancy [Evil]
Level: Assassin 2, Cleric (Houngan) 2, Sorcerer/Wizard (Bokor) 2
Components: V, S, F
Casting time: 1 standard action
Range: Distant (1 mile per level)
Target: One corporeal living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Cross the heart, hope they die, stick a needle in their eye.

DESCRIPTION

If a target fails the save against this spell, the doll you hold in your hand takes on a vague appearance like them. You may proceed to push pin needles into the doll, subsequently injuring the actual creature. When the creature fails the save you can immediately push a pin in, and another each round as a standard action. Pins deal 1d4 points of damage per 2 caster levels (maximum 10d4 at 20th), and have an additional effect depending where you stab the target. The creature needs to possess the appropriate body part.

  • Arm: The target takes a -4 penalty to attack rolls.
  • Body: The target takes a -4 penalty to AC.
  • Face: The target takes a 20% miss chance as its partly blinded.
  • Leg: The target's non-fly speeds are halved.
  • Tail: The target takes a -10 penalty to Balance and Jump checks.
  • Throat: The target takes a 20% chance to be unable to speak, acting as spell failure for vocal component spells.
  • Wing: The target's fly speeds are halved.

Penalties last for 1 round. Each round you must choose a new body part to attack, though never the same body part consecutively (so you can jump between arms and face, but not arms and arms again) or no body part this round simply maintaining concentration. A creature gets a Fortitude save to negate the penalty (but not the damage). You can choose to deal nonlethal damage instead of lethal damage.

The spell ends if you stop concentrating, if the creature moves outside the range of the spell, or if the doll is destroyed. The doll can be sundered (hardness 1, 10 hp), though doing so deals damage to the creature as if a pin has been pushed into it (with no subsequent penalty). There is no Fort save against damage done from sundering the doll.

If you obtain a part of the target (such as hair) or a something of value of theirs over 50 gp, they take a -3 penalty to their saving throw.

Focus
A generic humanoid effigy, which takes a shape akin to the target.


(Note: Spell taken from https://dnd-wiki.org/wiki/Voodoo_Doll_(3.5e_Spell) and slightly modified.)

Monday, June 21, 2021

Spell: Blast of Force

 Blast of Force


School: Evocation [force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One ray
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

DESCRIPTION

Ranged Touch Attack, this spell causes 1d6 damage for every 2 caster level. If hit, the target must make a Fort save (equal to the caster's DC) or be knocked prone as if they were successfully hit with a Bull Rush

Saturday, June 8, 2019

Spell: Necrotic Detonation

Necrotic Detonation

School: Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

DESCRIPTION

A Necrotic Detonation spell is an explosion of black and fluorescent green necrotic energy that detonates with a low roar and deals 1d6 points of damage per caster level (maximum 10d6) to every living creature within the area. The Necrotic Detonation also heals all undead within the blast area for the same amount of damage it did to the living. The explosion creates almost no pressure. The blast does not affect objects, constructs, etc.

You hold out your hand and determine the range (distance and height) at which the Necrotic Detonation is to burst. A black and fluorescent green skull appears in your hand, streaks forward and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the blast of death energy at that point. (An early impact results in an early detonation.) If you attempt to send the skull through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the skull strikes the barrier and detonates prematurely. If the damage caused to an interposing barrier shatters or breaks through it, the Necrotic Detonation may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A small piece of bone from a human skull.


(Note: Yes, this is a modified Fireball spell. The level has been raised by one because of the healing effect for undead that was added.)

Monday, April 29, 2019

Spell: Detect Traps

Detect Traps

School: Divination
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

DESCRIPTION

You can detect all constructed or concealed traps but not snares of a wilderness creature (such as trapdoor spiders, giant sundews, ant lions, etc.). This spell gives you a +10 bonus to Spot for its duration when attempting to find such traps. This spell does nothing to help the caster to disarm traps.

Tuesday, December 4, 2018

Spell: Thorn Spray

Thorn Spray
School: Evocation [Plant]
Level: Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

DESCRIPTION

A burst of incredibly sharp thorns spray from your hand and strikes its target, dealing 1d4+1 points of piercing damage.
The burst strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional burst - two at 3rd level, three at 5th, four at 7th, and the maximum of five bolts at 9th level or higher. If you shoot multiple bursts, you can have them strike a single creature or several creatures. A single burst can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
(This is just Magic Missile, modified for flavor)

Spell: Necromantic Bolt

Necromantic Bolt
School: Necromancy [Death, Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

DESCRIPTION

A purplish black bolt of necromantic energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional bolt - two at 3rd level, three at 5th, four at 7th, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
(This is just Magic Missile, modified for flavor)

Spell: Merchant's Friend

Merchant's Friend
School: Divination
Level: Clr 0, Drd 0, Sor 0, Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target or Area: One container
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

DESCRIPTION

The caster instantly knows the amount and type of coins within a container. It does not detect magic.

Spell: Hot Foot

Hot Foot
School evocation [fire];
Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a pinch of sulfur dust or a tindertwig)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw no; Spell Resistance yes
DESCRIPTION
With a successful ranged touch attack, magical flames spring to life on the target’s feet. The flames deal 1d3 points of fire damage per round, and give the target a -2 penalty to AC, ability checks, skill checks and saves until the spell ends or the fire is otherwise extinguished. The target can use a full round action to douse the flames.
~~~
Section 15: Copyright Notice
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

Spell: Friendly Face

Friendly Face
School enchantment (charm) [mind-affecting]
Level bard 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTIONEveryone you meet sees you as friendly and nonthreatening. Those who fail a Will save improve their reaction toward you one step in the positive direction, thus improving your chances at making a successful Diplomacy check. Those who succeed on their save do not react toward you any more negatively than they normally would. Starting at 5th caster level, you improve their reaction two steps in the positive direction.
~~~
Section 15: Copyright Notice
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

Spell: Giggle

Giggle
School enchantment (compulsion) [mind-affecting]
Level bard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
The target suddenly finds something humorous enough to start giggling, and the laughter lasts for one full round. While the target can still move and attack normally, he is unable to speak, or use bardic abilities or cast spells that rely on verbalization, until he stops giggling.
~~~~~
Section 15: Copyright Notice
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

Spell: Imbue Intelligence

Imbue Intelligence
Imbue Intelligence
Level: Witch/Wizard/Sorcerer 5
Casting Time: 8 hours
Range: Touch
Target: One object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You call out your weapon’s name, but it had always been silent. In the depths of your meditation, your focus is suddenly broken by the soft reply of another. Finally, it recognizes its name…
You grant an object (typically a weapon, armor, or magic item) with sentience and life and turning it into an intelligent item. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do). Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.
When you manifest this power you may make the choices of its personality, purpose, and alignment. However after it has awoken it has a mind of it’s own, and the personality and alignment may shift (DM’s choice) though it rarely changes its purpose.
You can select up to 33,000gp total value on the item, paying for its mental ability scores and its special powers separately (1 ability point costs 1000gp). You can choose to pay less, adjusting the experience cost as needed. Only the properties of the intelligent item matter and not the cost of the actual item (so you can use this just fine on a Sword +2, a value of 8,000 gp by itself). If you wish, you can have fewer special powers than you have available as an item of your mental ability scores. By doing this, you can fill them later by this power or by purchasing the enhancements.
You may manifest this power on an already intelligent item, paying the difference of cost in intelligent weapon properties.
Material: Material component of various oils and reagents worth half its final market value.
XP Cost: For every 25 gp in value, this power costs 1 xp.