Sunday, September 15, 2019

Found Magic

The list of magic spells found by your researcher while working in the StrongDream library.

Each game week, this list has a 15%+ (2 x Level) of the researcher of adding 1-2 spells to this list.  If you add researchers, the highest level among them is used in the formula and each one thereafter only adds (1/2 x level)% to the chance of discovery.

Cantrips


  • Arcane Attraction
  • Awake!
  • Hesitate

Level 1

  • Autosymbolism
  • Dust Armor
  • Fast Swamp
  • Fire Shell
  • Lethargy
  • Microsleep
  • Putrefaction Whirlpool
  • Shadow Cluster
  • Sharp Spike
  • Vector Throw

Level 2

  • Goetten's Glassy Pearls
  • Hammer, Axe and Arrow
  • Omnidirectional Shield
  • Sand Double

Level 3

  • Halo Effect

**** Cantrip ****


Arcane Attraction: Evocation cantrip


Casting time: 1 action
Range: 15 feet
Components: V, S
Duration: InstantaneousArcane energies lash out to drag your target closer to you. A Medium or smaller creature in range that you can see must make a Strength saving throw. On a failure, the target is pulled to the closest unoccupied space adjacent to you. If there is not an open space beside you, the target bumps into whatever blocks its path, and takes 1 bludgeoning damage if it would otherwise not take damage from touching that obstacle. If a creature is adjacent to you and fails its save, it takes 1 bludgeoning damage.

Awake!: Enchantment cantrip
Casting time: 1 action
Range: One sleeping, living being within 50 ft
Components: V, S
Duration: one night
Bring one living being from the deepest sleep to full awareness.  


Hesitate: Enchantment cantrip

Casting time: 1 action

Range: one target, within 15 feet

Components: V, S

DurationInstantaneous
Cause target to lose 10 points on their initiative.  If they have already gone, they are unaffected.

**** Level 1 ****




1st Level Enchantment/Charm
Autosymbolism 
Casting time: 1 hour
Range: Within 5 ft of a sleeping, living being
Components: V, S
Duration: One Night
Requires the caster to sit with the single living being and guide them through a series of intensive dreams that leads them to a breakthrough.  Each night a being is in this state, they gain 1 XP.


1st Level Enchantment/Charm
Dust Armor 
Casting time: 1 action
Range: self
Components: V, S, M
Duration: See below

Dust motes fly over and cover you, providing a +2 (aura) AC.  Water removes the dust armor but otherwise remains in place until dismissed or 1 hour per level elapses.


1st Level Enchantment/Charm
Fast Swamp
Casting time: 1 action
Range: 30 ft
Components: V, S, M
Duration: 1 round/level


Castor designates an area of earth, loose stone, soil, etc, anything of similar mix:  5 ft x 5 ft x 2 ft (deep) that becomes marshy and thick, very like soft mud.  Anything in the area sinks as if in soft mud and is considered at half movement when moving through or attempting to get out of the area.  When the duration ends, anything that has fallen into the mud stays in that position while the area returns to its previous consistency.


1st Level Enchantment/Charm, Evocation
Fire Shell
Casting time: 1 action
Range: self
Components: V, S, M
Duration: 1 round/level



Castor wraps self in a crunchy, heated shell that shatters into burning shards if broken.  Each HP of damage inflicted on the castor creates d3 shards, each doing 1 HP damage and lights flammables on fire.  Breaks into max 3 shards per level.  Each shard will light at least one item on fire.

1st Level Enchantment/Charm, Evocation
Lethary
Casting time: 1 action
Range: 50 ft 
Components: V, S
Duration: 1 round




One target looses their DEX bonus to initiative.




1st Level Enchantment/Charm

Microsleep

Casting time: 1 action (attack roll required)

Range: touch

Components: V, S
Duration: 1 round
Places a living being into a complete sleep for four rounds, which counts as a short rest.

1st Level Enchantment/Charm

Putrefaction Whirlpool

Casting time: 1 action 

Range: 50 ft
Components: V, S
Duration: 1 round/level
Castor designates a location that forms a whirling pool of greenish, fulsome gas.  This gas expands to fill a 10 ft cube.  any living being in the gas suffers a poison attack that saps -1 STR for every round within it.  The STR loss effect lasts 2-3 days or until dispelled.  If STR is reduced to zero (0), the target dies.

1st Level Enchantment/Charm

Shadow Cluster

Casting time: 1 action 

Range: touch
Components: V, S
Duration: see below
Castor or one person they touch gathers shadows until they are completely hidden, providing an effective take 20 for hiding.  Any movement breaks the effect.  Does not work on inanimate objects or items.



1st Level Evocation

Sharp Spike

Casting time: 1 action 

Range: touch
Components: V, S
Duration: immediate
Works exactly like magic missile (c.f.) except requires a successful roll to hit and also pins the target in place (immobile) on the turn its hit.  Only affects size Large or smaller creatures.




1st Level Enchantment/Charm

Vector Throw 

Casting time: 1 action

Range: see description

Components: V, S
Duration: immediate
May throw one item that can be held completely in one-hand, up to a mile distant.  Its flight cannot be controlled, e.g., it stays on the vector you cast it unless it strikes something. If it hits something, it strikes with STR 18.

**** Level 2 ****

2nd Level Evocation

Goetten’s Glassy Pearls 
Casting time: 1 action
Range: 50 ft
Components: V, S, M
Duration: see below.
Castor can call forth one pearl plus an additional pearl every 2 levels (3, 5, 7, etc.).  Pearls must be designated as offensive or defensive upon casting.  One set, this mode cannot be changed.  Defensive pearls intercept attacks made at the caster, inflicting their damage on any living being that comes within a 10ft range of the caster and attacks them.  No save is provided, as they strike when the attacker does.  Offensive Pearls can be directed at one or more targets and requires a Dex save to avoid.
Each pearl is actually a tiny diamond fleck that is moving at such speeds that it forms a whitish “pearl” effect.  All possible pearls are summoned at the beginning of the spell and swim around the head and shoulders of the caster.   The more pearls present around the caster, the faster they move and present at threat.   If 2 pearls are present, each pearl will inflict d4 HP damage.  If 3 pearls are present, this damage is d6 HP and lastly, if 4 or more pearls are present, the damage is d8 per pearl.
3 GP fleck of diamond dust is required for each pearl.  Pearls last 3 turns per caster level or until used.  Multiple castings can be in effect and their pearl counts stack
2nd Level Enchantment/Alteration

Hammer, Axe, and Arrow
Casting time: 1 action
Range: 50 ft
Components: V, S, M
Duration: 1 hour/level

Castor touches one weapon and conveys to it the power to shift its damage type between piercing (arrow), slashing (axe) or bashing (hammer) as a free action once per turn.  The wielder of the weapon employs this power once temporarily enchanted. 

2nd Level Enchantment/Charm
Omnidirectional Shield 
Casting time: 1 action
Range: Self
Components: V, S
Duration: 3 rounds/level
Repulses physical attacks that do HP damage from any direction, negating the damage done, as long as the total HP damage from a single attack is not greater than the wizard's level and the amount of attacks in a round are also not greater than the wizard's level.

2nd Level Enchantment/Charm
Sand Double
Casting time: 1 action
Range: Self
Components: V, S,M
Duration: 3 rounds/level

Creates a copy of the castor made of sand.  It is capable of holding conversations and has scent.  It moves stiffly and can clearly be seen to be made of sand.  In shadow or disguised, it can pass as human.  If it comes into contact with water or liquid it dissolves immediately.

**** Level 3 ****

3rd Level Enchantment
Halo Effect
Casting time: 1 action
Range: Self
Components: V, S
Duration: see below

Caster links this spell with another 1st or 2nd level spell that normally has designated target (single or many) at a range and converts the spell to one that acts with a halo effect, e.g., in radius 10 ft around the caster.  The spell chosen loses half its normal power (affects all bonuses that boost the spell) and the effect must be designated as occurring while enter, exiting or staying within the halo.  Please note, the spell doesn’t change the original duration so instantaneous spells still go off the same way.  For example, Magic Missile, if converted to a halo effect “staying within” halo, would hit everyone within 10ft of the caster and end immediately (its normal duration).  Color Spray, however, if set to “enter” would affect anyone that turn that entered the 10ft radius around the caster. 

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