Better yet, cast it upon a big glass fake gem, so that if you miss (or the intended fumbles the catch), he is still very likely to try to pick it up. LOLMedievalMan wrote:I was thinking the same 4th level, 6d6 damage?
I would love to have that spell cast on a rock and during battle yell "Hey you! Catch!"
Libram Magica
Re: Spells Needed
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- MedievalMan
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Re: Spells Needed
Love it. Or cast it on a door handle. Talk about driving the players to paranoia.
Re: Spells Needed
Major Warding
MU 4, FM 4, N 4
Range: touch
Duration: special
This spell cloaks an object of less than 10 cubic feet with an invisible aura of harmful energy. Thereafter, the first creature touching the object sets off the ward, receiving 6d6 points of damage to living creatures or 3d6 to non-living creatures such as undead, elementals or golems (as Minor Warding). No saving throw is allowed to avoid the damage. The object is unaffected by the discharge of the major ward.
The caster is free to handle the object at will. The maximum duration of the spell is 1 hour per level of the caster.
------------------
this was an easy add.
MU 4, FM 4, N 4
Range: touch
Duration: special
This spell cloaks an object of less than 10 cubic feet with an invisible aura of harmful energy. Thereafter, the first creature touching the object sets off the ward, receiving 6d6 points of damage to living creatures or 3d6 to non-living creatures such as undead, elementals or golems (as Minor Warding). No saving throw is allowed to avoid the damage. The object is unaffected by the discharge of the major ward.
The caster is free to handle the object at will. The maximum duration of the spell is 1 hour per level of the caster.
------------------
this was an easy add.
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- MedievalMan
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Re: Spells Needed
Well their goes warding every cup in my magic-users kitchen. Darn. 
Re: Spells Needed
Lightning Shield becomes:
Aura of Lightning
D 3, MU 4, FM 4
Range: touch
Duration: 1 turn
This spell covers the recipient's body in a sparking electrical field that move as he or she does. The electrical field does not harm the recipient or any possessions carried, but will do 1d6 points of electrical damage to anyone in contact with them. In particular, anyone attacking the recipient with a melee weapon (including reach weapons that the other “aura spells” do not affect) will suffer this damage. Likewise, anyone damaged in melee by the recipient of this spell will receive this damage in addition to any done by the attack.
-----------------------
The spell was modified slightly to be in line with the other Aura Spells that are already in the tome.
Aura of Lightning
D 3, MU 4, FM 4
Range: touch
Duration: 1 turn
This spell covers the recipient's body in a sparking electrical field that move as he or she does. The electrical field does not harm the recipient or any possessions carried, but will do 1d6 points of electrical damage to anyone in contact with them. In particular, anyone attacking the recipient with a melee weapon (including reach weapons that the other “aura spells” do not affect) will suffer this damage. Likewise, anyone damaged in melee by the recipient of this spell will receive this damage in addition to any done by the attack.
-----------------------
The spell was modified slightly to be in line with the other Aura Spells that are already in the tome.
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Re: Spells Needed
Rejuvenation gives way too much healing... 2d8/level (spread out though). As a 5th level spell, 10th level caster thats 20d10 healing.
Before I even go to writing it up, I think that 1d6/level is a sufficient amount for such as spell as it is effectively a Heal Spell for druids. Even then, I may require something like 'does not work indoors, underground, urban or otherwise developed areas (including towns/villages).
Thoughts? It is a nice idea, just gives too much.
Before I even go to writing it up, I think that 1d6/level is a sufficient amount for such as spell as it is effectively a Heal Spell for druids. Even then, I may require something like 'does not work indoors, underground, urban or otherwise developed areas (including towns/villages).
Thoughts? It is a nice idea, just gives too much.
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- MedievalMan
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Re: Spells Needed
I really don't know. I would let it work anywhere. Restricting where you can use it might be a little silly. Its supposed to call upon the characters inner strength or some nonsense if I am not mistaken. 1d6 sounds fine though.
Re: Spells Needed
It is a powerful spell, probably too much even with reduction to 1d6/round for level # of rounds. Perhaps as self-renewal only, or if usable to heal others, at 1d4/round for others (1d6/round self)?MedievalMan wrote:I really don't know. I would let it work anywhere. Restricting where you can use it might be a little silly. Its supposed to call upon the characters inner strength or some nonsense if I am not mistaken. 1d6 sounds fine though.
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Re: Spells Needed
Also, while I still have a small backlog of spells to review and add, I am sure it will dwindle quickly. Anyone have some favorite spells that can be added? I would prefer originals, but if we draw from some other materials, we need to put our own BFRPG spin on them.
Matching closely to the core rules, I am thinking that I will add a 'middle ground' for spell research of spells that appear in this supplement. From the core rules about Spell Research (p143), it costs 1000gp/level to research a 'standard' spell (already appears on class spell list), or 2000gp/level for a newly invented spell. For spells that appear here, yet do not appear on class lists, the cost will be 1500gp/level.
However, I would prefer a less costly 'houserule' to encourage more such research. Something like:
500gp/level for existing 'standard' spells
750gp/level for existing 'non-standard' spells
1000gp/level for newly invented spells
The basic chance of success is 25% +5%/level of researcher. Having an assistant/apprentice to assist adds +5% per assistant (max 4 such apprentices), and having the assistance of another qualified researcher (MU capable of casting the proposed spell) will add another +10%. However, the chance of success is reduced by -10% per level of the proposed spell. The secondary researching MU will acquire the spell as well in this process (if the primary researcher is successful), which is a very good reason that mages form such researching guilds, and don't mind assisting each other in their endeavors.
But, once a successful research is completed, the character must also pay the normal 'transcribe into spellbook fee' (p16). The character need not pay to transcribe 'failures', and need not pa to transcribe immediately (but must pay before having the spell available for daily use).
Matching closely to the core rules, I am thinking that I will add a 'middle ground' for spell research of spells that appear in this supplement. From the core rules about Spell Research (p143), it costs 1000gp/level to research a 'standard' spell (already appears on class spell list), or 2000gp/level for a newly invented spell. For spells that appear here, yet do not appear on class lists, the cost will be 1500gp/level.
However, I would prefer a less costly 'houserule' to encourage more such research. Something like:
500gp/level for existing 'standard' spells
750gp/level for existing 'non-standard' spells
1000gp/level for newly invented spells
The basic chance of success is 25% +5%/level of researcher. Having an assistant/apprentice to assist adds +5% per assistant (max 4 such apprentices), and having the assistance of another qualified researcher (MU capable of casting the proposed spell) will add another +10%. However, the chance of success is reduced by -10% per level of the proposed spell. The secondary researching MU will acquire the spell as well in this process (if the primary researcher is successful), which is a very good reason that mages form such researching guilds, and don't mind assisting each other in their endeavors.
But, once a successful research is completed, the character must also pay the normal 'transcribe into spellbook fee' (p16). The character need not pay to transcribe 'failures', and need not pa to transcribe immediately (but must pay before having the spell available for daily use).
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- Dimirag
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Re: Spells Needed
Rejuvenation could be done in a "sacred/enchanted" place or just in any forest/spring, etc, if its still to powerful make it some kind of ritual, maybe this is include to much:
When the spell is cast on a natural ground like a forest, spring, etc. it takes normal time.
When the spell is cast on a enchanted place (Stonehenge, possible places where inhabits magical creatures that helps the caster) it takes half time.
When casted on other places it takes double normal time...
When the spell is cast on a natural ground like a forest, spring, etc. it takes normal time.
When the spell is cast on a enchanted place (Stonehenge, possible places where inhabits magical creatures that helps the caster) it takes half time.
When casted on other places it takes double normal time...
Sorry for any misspelling or writing error, I am not a native English speaker
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