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

Thursday, April 15, 2010

New magic-user spell: Spellcheck

Yeah, I know, har har. Working title only, folks.

Anyway, this is just part of my recent musing on "counterspells" in (A)D&D.

Spellcheck
Arcane Enchantment/Charm
Level: Magic-User 3
Range: 120'
Duration: 1d3 rounds +1 round/two caster levels (round down)
Area of Effect: One spellcasting creature
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Negates

The target of this spell must be a single spellcasting creature. "Spellcasting" in this case means that the target casts pre-memorized spells in the fashion of a cleric, magic-user, or other regular PC class. Innate spell-like abilities alone are not sufficient, nor is magic item use, and neither of these functions are impaired in any way by Spellcheck. If the initial saving throw versus spells fails, the target must roll another save versus spells each time spellcasting is attempted during the duration of Spellcheck. Failure indicates that the spell in question is not successfully cast and is instead expended without effect. This spell's suggested material component is an iron padlock, which can be any size (even downright miniature), so long as its design and workmship permits it to function. This item is consumed utterly upon casting of the spell.

Tuesday, September 29, 2009

New magic-user spell: Silverglade's Forcebolt

As a player, I never really paid much attention to the rules in D&D for creating new, unique spells. This is the one exception.

After encountering several situations where I would have liked to have taken advantage of the high damage potential of a Fireball or Lightning Bolt, but found my character (Silverglade Woodshadow) in too small an area to employ one safely, I decided to solve the problem by creating a sort of hybrid single-target spell in the Magic Missile vein. Enjoy!

Silverglade's Forcebolt
Arcane Evocation
Level: Magic-User 3
Range: 100' + 10'/level
Duration: Instantaneous
Components: V, S
Casting Time: 3 segments
Saving Throw: Half

Upon casting this spell, a fist-sized ball of what appears to be pale green fire darts forth from the Magic-User's outstretched hand and unerringly strikes a single target creature or object within range, blossoming into a small (one foot radius) concussive explosion on impact. The target suffers 1d6+1 damage per level of the Magic-User, with a saving throw allowed for half. The extent of damage to inanimate objects is best assessed by the referee on a case-by-case basis (rules for item saving throws may be helpful here; treat as crushing blow). Despite its appearance, this spell is a form of visible telekinetic force, not a true flame.