Posted tagged ‘Crunchy bits’

Spell Preview, Day Six

March 20, 2010

Today’s spell is exclusive to the bard class. I originally intended it to deal damage to Intelligence, but ended up making it skill checks instead. It is, afterall, a cantrip spell…

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HEADACHE

School evocation; Level bard 0

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

The target gets a really bad headache that makes it harder to act and think clearly. The target takes a temporary -2 penalty to all skill checks that uses Intelligence. Furthermore, the target takes a -1 penalty to all Will saves.

Spell Preview, Day Five

March 18, 2010

I’m happy to see that so many people have joined the Spell Compendium project of late – this is really what I was hoping for when I first thought about the project. Sure, I could just publish a bunch of my own spells, but really, I’m not that creative… I need other people’s cool ideas!

Today’s spells are some that I’m particular proud of. They reinvent simple classic ideas/spells. They also take their name from a goddess, the goddess that (sort of) invented the spells. Her name is…

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ALASTRA’S BLESSING

School abjuration [good]; Level cleric 3, druid 3, paladin 3

Casting Time 1 standard action

Components V, S, DF

Range touch

Target creature touched

Duration 10 minutes/level; see text

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Your touch fills the subject with a sense of wonder and awe. For a moment, the subject gazes into the heavenly realm of the goddess, Alastra. The subject receives the blessing of Alastra which gives her a +3 resistance bonus to all saves.

An aggressive action, such as attacking a creature, effectively ends this spell.

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ALASTRA’S FLOWER

School conjuration (healing); Level cleric 1, druid 1, paladin 1

Casting Time 1 standard action

Components V, S, DF

Range 0 ft.

Effect creates a magical healing flower

Duration permanent; see text

Saving Throw none; Spell Resistance no

You conjure forth a beautiful magical flower with five large petals. Each of the five petals have the power to heal 1d6 points of damage, however, a single person can only eat one petal each day. Once a petal is eaten, the creature falls asleep and dreams nothing but good dreams. If the creature is awakened before at least four hours have passed, he awakes, but finds that he is exhausted for 10 minutes.

Spell Preview, Day Four

March 14, 2010

A few of the problems that I try to tackle in the coming Spell compendium are;

* Damage dealing bard spells (there are surprisingly few of these)

* Spells that use other spells, like arcane mark. Arcane Mark is a cool, but neglected spell that needs to see more use.

* Unique signature spells for the various classes.

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Today’s spell tries to add a bit of uniqueness to the druid class. Not a damage dealing spell, but one that could prove quite useful and may even turn the tide in just the right fight.

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ELEMENTAL STRIKE

School traansmutation [cold or fire]; Level druid 1

Casting Time 1 standard action

Components V, S

Range touch

Target weapon touched

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

You alter the damage type of a single weapon, so that it now deals either cold or fire damage. The weapon does not count as being magical for purposes of bypassing damage reduction.

This spell cannot alter the damage type of a magical weapon.

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Designer’s Notes: Why is this spell useful at all, you ask? Well, imagine fighting a creature vulnerable to either cold or fire… your weapon now deals double damage! Of course, on the higher levels, you probably have a magical weapon, making this spell useless… unless, of course, you have a mundane weapon lying around!

This spell was inspired by a feat a created a ways back, also called Elemental Strike. The feat, however, was inspired by Arcane Strike… another feat!

Spell Preview, Day Three

March 13, 2010

Today’s spell is another one that came to me in the early hours of morning. You can ask me why, but I honestly couldn’t give you a fulfilling answer. The idea was just suddenly… there.

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WITHER

School necromancy; Level cleric 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range touch

Target 1 cu. ft. of plant material, or 1 plant creature

Duration instantaneous

Saving Throw see text; Spell Resistance yes

As you touch the plants, they start to wither. You can use this spell to either wither 1 cu. ft. of plant material or to deal 1d6 points of damage to plant creatures of large size or smaller. Plant creatures of Large size gets a Fortitude save for half damage.

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Designer’s Notes: This is the plant equivalent of Disrupt Undead. Useful? Well, I know there aren’t a lot of plant monsters in the core books, but hey, who knows…maybe coming bestiaries will contain lots and lots of plant creatures!

Spell Preview, Day Two

March 11, 2010

Time for another spell. Today’s spell actually came to me this very morning, half an hour before I had to leave for work, but it was rather quick to write. Maybe it was quick to write because I left out a lot of important details, in which case, help me figure them out!

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SECRET WINDOW

School conjuration (creation); Level sorcerer/wizard 1

Casting Time 10 minutes

Components V, S, M (a gem worth 50gp)

Range close (25 ft. + 5 ft./2 levels)

Effect creates a window invisible to the outside world

Duration permanent

Saving Throw none; Spell Resistance no

With this spell, the caster creates a secret window invisible from the outside. This window cannot be opened, except if the glass is broken, in which case the window is revealed.

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Designer’s Notes: This is the classic wizard window. You’ve probably met a windowless wizard tower before, but once inside, there are plenty of windows. Yes, it’s a fairly low level spell, but it has a somewhat expensive material component and as the window cannot be opened, isn’t necessarily all that useful.

An alternative way of using this spell… as a spy window between two rooms. And if you are a real rulemonger… as a doorway. First you change part of a wall into a secret window, then you break the window and enter the room…

Spell Preview, Day One

March 10, 2010

Hi everybody, it’s time for some spell previews! I’ve posted spells before, but now that I’m working on the Spell Compendium, I think it’s time to share some of the goodies.

As you read these spells, just remember that nothing is set in stone! Everything can change, especially if the spells aren’t balanced, therefore, if you have a comment, don’t hesitate to share it!

I will try to post a new spell each day (sometimes two, if they are connected).

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WATER TO ALE

School transmutation; Level bard 0, cleric 0, sorcerer/wizard 0

Casting Time 10 minutes

Components V, S

Range 30 ft.

Target up to one gallon of water

Duration permanent

Saving Throw none; Spell Resistance no

With this spell, the caster changes up to one gallon of water into any kind of alcohol. This spell has its name because the most commonly chosen alcohol is ale and because it seems to deliver the best result. The flavor is moderate and does not compare to any alcohol that a master could brew using real ingredients. Most clerics favor wine over ale.

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ALE TO WATER

School transmutation; Level bard 0, cleric 0, druid 0,

sorcerer/wizard 0

Casting Time 1 minute

Components V, S

Range 30 ft.

Target up to one gallon of any alcohol

Duration permanent

Saving Throw none; Spell Resistance no

This spell works like Water to Ale, except that it makes any alcohol into water instead.

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Designer’s Notes: Yes, these are simple spells, and yes, you could possibly use a prestidigitation spell to change water into alcohol… temporarily. This, however, is a permanent change.

Barrowdelve, Area 1

January 15, 2010

I’ve actually had this writeup of Area 1 of the Barrowdelve for some time (meaning at least a few months). The idea is to present the area without any specific storyline. Later on, I will be able to add specific encounters. Some areas, though, will have specific encounters not associated with a specific storyline.

Those of you familiar with Monte Cook’s Dungeon-a-day project will recognize the area layout. For more information about Monte’s project, please follow this link; http://www.dungeonaday.com (and yeah, I’ve become a fan of this megadungeon).

 

Area 1: Entrance Hall 

Summary: This ancient hallway leads to the fabled Hall of Bones and offers a visitor insight into the history of Mor Aldenn, the City of Mages.

Sights and Sounds: Magical braziers along the walls provide plenty of light in the entrance hall. The braziers also provide dim lighting in area 1A and 1B. There are no sounds to be heard as the PCs walk down the corridor.

An ancient hallway displaying the history of Mor Aldenn stretches before you. Wizards, dragons, harpies, hags and sword-wielding adventurers fill beautiful landscapes seemingly carved from the very stone walls. You are witnessing more than 300 years of history in this very hallway.

Braziers set along the walls provide you with enough light to see all the astonishing details, revealing that even the ceiling is carved in intricate patterns. Not a speck of dust litter the floor, as if removed by magic.

Four tall statues rests in alcoves set along the walls. A large knight, two wizards and an elven sorceress. The statues are obviously carved from stone, yet the details are amazing and very vivid.

Background: Most moraldenns believe that the enormous stone relief here was created by magic, when it was actually created by elven artisans from Ossindil. It has changed over the years, and every year new details are added to complete the history of the city.

The city wishes not only to honour its dead, but also to remember them. The entrance hall was always meant to tell the history of the city and that is exactly what it does.

Statues: There are four tall stone statues in this hall, each displaying a famous hero of Mor Aldenn. Each description lists a Knowledge (history) DC that allows the PCs to identify the person depicted in the statues.

Sir Brennick Shieldworth: A tall muscular man wearing a full plate and wielding a fiery greatsword. Sir Brennick fought in the first Marsh War, alongside the elven wizards from Ossindil. He saved many lives by sacrificing his own. (DC 25)

Alendar Shadorash: A lean and proud wizard clad in a flowering robe wielding a quarterstaff with a head carved to look like a dragon skull. Alendar Shadorash was a child of the human and elven alliance, one of the first half-elves to live in Mor Aldenn. He is one of the few people to actually wound the night hag of the Spindlewood Marsh. (DC 27)

Hakael the Blind: An elderly man wearing a simple tattered robe and who carries a strange rod and an orb. The Blind Wizard was once a great diviner, the apprentice of Grey from the Lonely Tower. He helped the city by anticipating the attacks of the night hag. He vanished in the Spindlewood Marsh and his body has never been found. (DC 29)

Lady Liassara: A beautiful elven lady holding a flame in her right hand and a shard of ice in her left. Like most of the elves, Lady Liassara came from Ossindil more than 200 years ago. She was in love with a human wizard, an archmage, and joined him in the battle against the armies of the night hag. She was one of the greatest sorcerers who ever lived in Mor Aldenn. (DC 25)

1A: This small antechamber holds a wooden bench and a stone relief. The warrior depicted in the relief is actually Sir Brennick Shieldworth fighting four harpies and an army of hill giants. (DC 26)

1B: There is nothing in this antechamber, besides a stone relief depicting a gargantuan dragon surrounded by a horde of wyrmlings. This is Taraathalorm Wyrmmother, who once inhabited the site where Mor Aldenn is located today. (DC 23)

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If you want to know more about the Barrowdelve, you can find more information, and some pretty cool maps here; http://www.rpgnow.com/product_info.php?products_id=65111&filters=0_0_0_0_0&manufacturers_id=2779