Libram Magica

Creating game materials? Monsters, spells, classes, adventures? This is the place!
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Spells Needed

Post Wed Jul 04, 2012 10:01 pm

MedievalMan wrote:Here you go Smoot another Warcraft classic.

Trueshot Aura
C 3 Range: 20' radius emanation
MU 4 Duration: 2 rounds/level

The caster is surrounded by a glowing aura granting keen eyesight and steady aim to ranged fighters. Allies within the spells radius gain a +2 bonus on ranged attack rolls and a +1 bonus on ranged damage rolls against enemies within 50'.
I think this one will work well.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Spells Needed

Post Wed Jul 04, 2012 10:37 pm

Excellent. The more spells the merrier right?
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Spells Needed

Post Tue Jul 10, 2012 12:52 pm

Been working mostly on bard stuff, but here is another from MedievalMan's submissions (i am still working through several he has given me):

Frost Armor
Range: touch
Duration: 1 turn / level
MU 2
This spell surrounds the touched willing individual with shimmering aura of extreme cold (causes no harm to recipient). The frost armor provides a +4 bonus to armor class. In addition, any creature that attacks the frost armored individual in close combat are affected by intense cold. This includes melee weapons, natural weapons, wrestling, etc. but not missile weapons or reach weapons such as polearms or spears. Such chilled opponents take 1d4 points of cold damage and are slowed for the remainder of the round and for the subsequent round. Such slowed characters cannot both move and act during their turn, instead only being able to either move at half their normal rate or attack at -2 penalty to hit and damage. Such slowed individuals also suffer a -2 penalty to AC and Saves vs. dragon breath. Cold resistant creatures are unaffected by this spell completely, suffering neither damage or penalties.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Spells Needed

Post Tue Jul 10, 2012 12:56 pm

I always loved that spell. Its a classic in my heart. ;)
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Spells Needed

Post Tue Jul 10, 2012 4:04 pm

MedievalMan wrote:I always loved that spell. Its a classic in my heart. ;)
Yes, that one is is a nice low level spell that gives defense and hampers opponents... it is a nice combination effect. Not sure about the damage I assigned to it (1d4) but it seemed appropriate... I did tweak down the duration to accommodate the effect though.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Spells Needed

Post Tue Jul 10, 2012 4:14 pm

That's fine, most 1 hour effects in later editions should be 1 turn effects in my opinion. The 1d4 damage seemed perfect to me. Good job all around.
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Spells Needed

Post Sun Jul 15, 2012 10:08 am

Frost Nova
D 3 MU 3
Range: 100 feet +10'/level
Duration: instantaneous

Being akin to a cold version of a Fireball spell, a Frost Nova flash freezes the air creating a burst of ice and cold dealing 1d6 points of damage per caster level to every creature within a spherical volume having a 20 foot radius. A save vs. Spells for half damage is allowed. In addition, affected creatures are affected by the intense cold and are slowed for 1d4 rounds (determine for each creature). Such slowed individuals cannot both move and act during their turn, instead only being able to either move at half their normal rate or attack at -2 penalty to hit and damage. The cold affected individuals also suffer a -2 penalty to their armor class and Saves vs. dragon breath. Cold resistant creatures are unaffected by the cold of this spell completely, suffering neither damage or penalties. On the other hand, creature of fire suffer penalties to their saves and usually suffer additional damage (as determined by Game Master).

The caster points a finger and determines the range (distance and height) at which the frost nova is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the frost nova at that point. An early impact results in an early detonation. If the caster attempts to send the bead through a narrow passage, such as through an arrow slit, he or she must roll a missile attack (without range adjustments) to hit the opening, or else the bead strikes the barrier and detonates prematurely. The frost nova may cause damage to structures, though not as much as an explosion might (such as fireball spell).
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Spells Needed

Post Sun Jul 15, 2012 10:36 am

Immolation is quite similar to Aura of Fire, so will skip this one.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Spells Needed

Post Sun Jul 15, 2012 10:44 am

Jaunt
MU 2
Range: 30 feet +10'/level
Duration: instantaneous

Like a minor Dimension Door spell, the caster instantly transfers himself to any spot within 30 feet plus 10 feet per caster level. The target site must be within view and must have a solid surface to land upon (or else the spell fails and is wasted). The jaunt affects only the caster and his personal equipment. The spell cannot bring additional creatures along.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Spells Needed

Post Sun Jul 15, 2012 11:23 am

Yay Jaunt. Good start to the day with that little gem.
Post Reply

Who is online

Users browsing this forum: No registered users and 10 guests