Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Monday, May 11, 2015

New Spells

Some stuff made me think of some stuff and I wanted to write it down.

 1st level
Eyejab
Range: sight
Duration: instantaneous
Components: V, S
With a shout and a lunge, it is as if the caster has painfully jabbed their thumb into one of the target's eyes. Speech is interrupted, the target takes a -2 to hit, and any spell being cast or ranged attack has a chance of going in a random direction. A healthy adult (CON 8 or better) is fully recovered at the end of the current round.

Rik's Dramatic Bullshit
Range: self
Duration: instantaneous
Components: M, S
The caster throws a bundle of twigs, berries, and nuts at his feet, from which a cloud of smoke and a loud bang emerges. The caster appears up to 4 feet in any direction from the spot in which they were standing.

 2nd level
Rik's Advanced Dramatic Bullshit
Range: self
Duration: instantaneous
Components: S, M
The caster lights themselves on fire and appears to burn away in an instant. The caster is teleported to the absolute nearest spot where they would not be seen by anyone currently and will not be in peril or take damage from non-magical sources. (IE this spell does not take into account area of effect spells but will not teleport the caster into midair, into a natural fire, further under water than the caster could  easily swim in a round, etc). The GM is encouraged to be creative - the caster will not necessarily be hidden, but may be teleported to a branch up a tree if no one is looking up, for instance.
In the casting of the spell, the caster must actually light a fire using normal implements - touching a torch to themselves, striking a flint and steel, etc.

 3rd level
Spooky Action at a Distance
Range: unlimited
Duration: One round for every two levels of the caster
Components: One item touched by the last person to cast a spell on the caster
The last person to cast a spell on the caster experiences the same physical sensations the caster is currently undergoing or experiences (spell effects, damage from fighting, poison, drowning, unconsciousness, healing, etc)


Tuesday, November 13, 2012

Some new spells of the Blood Druid

2nd level

Vomit Snakes- An amount of time is stated during casting; when this amount of time has passed, the subject vomits 1d3 + (1 per caster level) snakes. These snakes will pursue and attack anyone not present at the time of casting. The caster may determine the following: either 1 snake per caster level is poisonous, OR there is a 10% chance per caster level they are ALL poisonous.

3rd level

The Wrong Hallway- This spell creates an area that spans 5' in length and height per caster level. The area lasts 5 minutes per level. Any creature entering the area must save VS spell or spend 5 minutes loudly and violently hacking up phlegm and blood. At the end of 5 minutes they cough up a full sized, skinless buck or deer, which prances away at speed. Creatures of greater level or HD than the caster get a bonus to the save equal to the difference in level.
Over the next night, this buck or deer will transform into the victim's nemesis. The nemesis will resemble the victim, but look wrong somehow. Maybe the colors of their clothes and hair are reversed, maybe they remain skinless, or maybe they have a prominent scar the victim does not. The nemesis will be of equal level and ability as the victim (IE the nemesis has the same intelligence or lack thereof), and want nothing more than to see them in pain. Intelligent nemeses will engage in long term campaigns of emotional torture, snatching victory away at the last minute and making the victim appear foolish (unless the victim in turn foils these plans and outwits his nemesis).
While the area of effect of the spell has a limited duration, the nemesis exists until killed. The caster is not immune to the area's effect. The area has a certain glimmer detectable by those with sensitive eyes and will detect as magical. Compasses will point away from it and natural animals will not enter unless forced. Oddly, magical or intelligent creatures do not have this instinctive aversion. This spell takes one turn to cast.