| Brekkil |
So, I've been working on a few extra spells (while waiting for artwork) that I may or may not add to the Spell Compendium, a few of these are old spells though, that I converted from 3,5e to Pathfinder.
If you like any of these, let me know! If you have an idea of how to make these even better... let me know! If you think they are horrible and should be banished from the world... let me... well, know!
Delay Teleportation
School abjuration; Level sorcerer/wizard 4
Casting Time 1 free action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 round/3 levels
Saving Throw none; Spell Resistance yes
This spell delays a creature or object that tries to teleport any distance, even across the planes. The caster can only target one creature or object and must decide who, but it does not have to be the caster. The spell effect is suspended for 1 round per 3 caster levels, after which the spell will take effect as normal, unless the object or creature is otherwise hindered, perhaps by another spell.
Festering Wound
School necromancy; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a lump of dried blood)
Range touch
Target creature touched
Duration 1 round/level; see text
Saving Throw none; Spell Resistance yes
This spell must be targeted at an open wound, and the caster must succeed at a melee touch attack. When touched, the wound will begin to fester and rot, becoming yellow with pus. For one round per caster level (maximum 5) the wound deals an additional 1d6+1 point of damage unless successfully healed. For the purpose of this spell, an open wound is a wound that has been created by a weapon, ranged or melee.
Magnetize
School evocation [earth]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target a metallic item of no more than 2 cu. ft./level
Duration 10 min./level (D)
Saving Throw Fortitude negates (harmless, object); Spell Resistance no
With this spell, the caster is able to make any non-magical metallic item into a strong and useful magnet. The magnet is strong enough to detect, pull and attract metals weighing up to 2 lbs. per caster level (maximum 10 lbs.). The range of the magnetized object is 10 ft. per caster level (maximum 60 ft.).
This spell is not strong enough to pull a sword out of the hands of a fighter, but it might pull a few coins or other metallic items out of his pockets or even a dagger out of its sheath. The items must be accessible. Items that aren't accessible; a belt buckle, buttons tied to pants or a shirt, coins in a closed pouch or any item stored in a closed backpack.
Remove Shadow
School illusion (glamer) [fear]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components S, M (a crow's feather)
Range 60 ft.
Target an intelligent creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance no
With this spell, the caster is able to seemingly remove the shadow of an intelligent creature. The shadow isn't actually gone, the effect is pure illusion. Everybody that looks carefully can see that the creature's shadow is gone, but the effect is greater to victim. He is struck by fear at this strange occurrence and takes a -1 penalty to Will saves for the duration of the spell. Some people might remember that vampires have no shadows, or they might be reminded.
A blind victim or a victim shrouded in darkness cannot be targeted by this spell.
Thief's Urge
School enchantment (compulsion) [mind-affecting]; Level bard 3, sorcerer/wizard 4
Casting Time 1 round
Components V
Range touch
Target one intelligent creature
Duration 1 day or until discharged; see text
Saving Throw Will negates; Spell Resistance yes
With this spell, the caster compels a target to steal an item. The item can be a random item or it can be a specific item. In the latter case, the target receives a +4 bonus on his Will save. If he fails his save, the target will feel the urge to steal an item, returning it to the caster. He may not be successful, in which case, the spell ends. Successful or not, the target has no recollection of who compelled him to steal the item. If the task has not been completed within 1 day, the spell ends regardless.
Treacherous Alarm
School abjuration; Level bard 3, ranger 2, sorcerer/wizard 3
This spell works as the alarm spell, except that whoever triggers the alarm also takes 1d6 points of damage per 2 caster levels (maximum 10d6). A creature can activate the alarm more than once, but only takes the damage the first time that he triggers the alarm.
Waterproof
School abjuration; Level bard 0, cleric 0, Sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range touch
Target one item touched
Duration 1 min./level
Saving Throw none; Spell Resistance no
You make a single item, weighing no more than 5 lbs, waterproof. This can be a piece of paper, scroll, scrollcase or even a book. However, it does not protect the item against water created by spells or spell-like abilities. This may prevent a wizard’s spellbook from being drenched when he has to swim across a river, or protect a thief’s map when he is forced to enter the sewer.
- Axel
Headless Hydra Games
| Chris Gunter |
Delay Teleportation: The casting time should probably be made immediate. Also, a Will or Fortitude saving through would probably be in order. Vote: I like!
Festering Wound: I would recommend a note about the spell effect if cast again on the same subject. Does the effect stack or does the duration merely reset? (I recommend the latter.) Vote: I like!
Magnetize: Vote: I like!
Remove Shadow: Vote: No opinion.
Thief's Urge: Vote: I like!
Treacherous Alarm: I recommend a Fortitude saving throw for half damage, as this could equate to a trap. Also, can this version be made permanent as per the alarm spell? Vote: I like!
Waterproof: Long overdue! Vote: I love!
carborundum
RPG Superstar 2010 Top 32
|
Nice job!
If I may suggest a little tweak, you use the word caster in Delay Teleportation to mean both the caster of the Delay spell and the caster of the Teleport spell.
I suggest changing ", but it does not have to be the caster" to "though it need not be the caster of the Teleportation spell."
That will stop evil wizards from teleporting the hostage out of reach, or force them leave one minion behind for questioning.
..... or did I just read it wrong? :-)