I think this one will work well.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'.
Libram Magica
Re: Spells Needed
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- MedievalMan
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Re: Spells Needed
Excellent. The more spells the merrier right?
Re: Spells Needed
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.
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.
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- MedievalMan
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Re: Spells Needed
I always loved that spell. Its a classic in my heart. 
Re: Spells Needed
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.MedievalMan wrote:I always loved that spell. Its a classic in my heart.
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- MedievalMan
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Re: Spells Needed
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.
Re: Spells Needed
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).
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).
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Re: Spells Needed
Immolation is quite similar to Aura of Fire, so will skip this one.
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Re: Spells Needed
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.
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.
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- MedievalMan
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Re: Spells Needed
Yay Jaunt. Good start to the day with that little gem.
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