I came up with these spells several years ago for a system with magic points (MP), though they could easily be adapted to other systems. They're not designed for any particular sort of themed wizard. I intended to make most of them fairly versatile while remaining specific about their costs and effects, though I now think some might be overly complex or specific.
Spells are cast by spending 1 MP, or more if it says to do so. Powers are used by investing 1 MP into the power, which is regained when you turn it off. While the power is active, you have the option to spend MP to produce special effects.
There were also some "craft" spells which didn't use MP. I might post them later.
1. Fire (power): You can conjure a small fire that hovers above your hand (or at the end of a staff or other magic device, as long as you're touching it). It illuminates within 30' and can set things on fire like a torch (it deals 1d6 damage when used to attack). At the cost of 1 MP, you can throw a ball of fire at a point within 60' for 1d6 damage to everything within 10' of its landing point (Dex save halves damage, assuming there's somewhere one can dodge to). (Proportionally larger fires or fireballs can be created by spending more MP; range increases by 20', size by 1d6, and radius by 5' per MP.)
2. Water (power): You can produce small waves or a steady current, enough to push a small vessel along still water, bring up small objects from deep water, or keep a person afloat without swimming. By spending 1 MP, you can produce a large wave, assuming there's enough water around; this pushes everything within 30' of the caster (or within a section of that circle) outside of that range, as long as you are in or near the water. Creatures may save vs. Str to avoid being pushed, with appropriate bonuses/penalties for size. Small vessels are capsized if their pilot fails a skill roll. A wave may continue up onto the land if large enough, though it travels half as far over land as it would over water. Spending additional MP increases the range and size of the wave by 30' and adds -2 to the save for each MP. Anything thrown against an unyielding object by the wave takes 1d6 damage for each 15' it was pushed (half on a successful Str or Dex save, if a creature).
3. Air (power): You can produce a light breeze, strong enough to scatter papers, make a flag flutter, or give someone a chill on a cool day, originating from your location and effective up to 30 feet away. If you wish to aim precisely, you must roll to hit. You can expend any number of MP to increase the height of a single jump for you or a willing creature you touch by up to 1d12 feet per MP expended. Length is increased by twice the number rolled, once going up and once coming down. The jumper will land safely if possible. You can use this for a "double jump", but you must make a Dex save to land where you intended when starting in mid-air. The length of the jump may also be increased by twice the amount of the increase in height, if desired. The target will be cushioned by air and land safely, so this can also protect against a fall or a speedy collision.
4. Earth (power): As long as you're standing on soil or stone, you can root yourself in place; while rooted, you can't move, but you can't be pushed around or knocked down. You may root one leg at a time. You can stomp the ground to create a small tremor - localized, but strong enough to topple light objects within 100', and noticeable by most creatures within 1000'. If you expend 1 MP, you can cause a creature or object no larger than roughly-human-sized (you can root single legs of larger creatures) you touch to be rooted by the earth as above if it is touching the ground. It may make a Str save on its turn to break free, or it can be released by anyone with this power at the cost of 1 MP. Larger things can be rooted/released for 1 MP per size increase.
5. Mage Hand (power): You can project a magic hand in any unoccupied point within 30 feet. It is faintly visible, appearing like shimmering hand-shaped heat haze. When you cast the spell, choose one of your hands; the mage hand has the same capabilities as the chosen hand, you can feel anything it touches, and anything done to the mage hand is done to your hand, and vice versa. You can move it around freely, even to places you can't see, as long as it remains in range. If you are missing a hand and choose to project the missing hand, it is a ghost hand; it appears where your hand would be if you still had it (on the stump of your wrist, usually) and can't move away from your body or affect physical objects, but it can go through walls and interact with ghosts and such. By expending MP, you can double/triple/etc. the size and strength of the hand for 1 round, or make it invincible to all harm for the same duration. Multiple such effects may be used at once.
6. Shield (spell): Base cost is 2 MP. Protects you from all external physical harm for 1 round with a barrier of force, and can be cast instantly, in response to something. You can keep up a continuous shield if you have enough magic points, but you can't do anything else (including moving) while your shield is up. By spending extra MP, you can protect an additional 5' radius around you per point spent. (Probably a bit overpowered.)
7. Invisibility (spell): A creature or object you touch and its equipment (fitting in a 5' cube per MP spent) become invisible. Things put into/picked up by the target turn invisible, and things removed from/dropped by the target become visible. This lasts for 1 round, +1 round per additional MP spent. (Commentary: A short-duration invisibility spell removes some of the "shenanigan potential" of invisibility, but it also means I don't have to come up with an arbitrary condition that ends the spell if the PC tries anything too overt.)
8. Lightning (spell): There must be an ongoing thunderstorm or some other major source of electric discharges for this spell to be cast. You can target any location within the atmosphere that you can see with this spell. The chance of a hit is based off of the target's degree of cover:
Base chance (In the middle of an open area with no tall objects nearby): 6/6
Each MP spent beyond the first: +1/6
A few tall objects nearby: -1/6
Many tall objects nearby: -2/6
Under partial (non-conductive) cover: -3/6
Under complete (non-conductive) cover: 0/6, and this chance can't be raised
Target is made of or touching a large amount of conductive material: +1/6
Target is tallest/highest object in vicinity: +1/6
Caster is a direct descendant of the Stormcaller kings: +1/6. (Regular humans have a 1/100 chance of being a descendant without knowing it; roll for it the first time you cast the spell. If you or your immediate ancestors came from the western continent, it's 1/20.)
The lightning bolt does (1d12)d6 damage. If the target is a living creature and survives the strike, roll 1d6 for further effects: 1. Random mutation, 2. Random insanity, 3. +1d20 years to natural lifespan and +1 permanent magic point, 4-6. Nothing in particular
9. Rapunzel (power): Your head hair or facial hair (choose one) grows at a rate of 1' per day. You can expend 1 MP to change its color (including to unusual colors) and/or make it grow 10' in one round. It is self-cleaning and as strong as a rope (unless normal hair is stronger, I'm not sure), though it is no harder to cut than regular hair. If you have extra MP invested in this power, the hair is prehensile with a Strength of 5 x total MP invested (if all your hair is focused on one task; you can divide it into multiple hair-limbs if you want) and a Dexterity equal to your own. You can hold a weapon with it, but you have to deal with the normal penalties of multi-weapon fighting.
10. Transformation (spell): You can turn yourself or another creature into any creature whose raw flesh you have eaten, or that you have turned into via any means (even an unwilling transformation). An unwilling target may save to avoid the spell. You must invest MP into the spell equal to the HD of the chosen form (minimum 1 MP); the target remains in the chosen form until you allow it to turn back, but you can't get the MP back until then.
Spending too long in a body not your own may affect your mind. Each interval of time on the table specified below, roll a save. On your first failure, you take on the general temperament of the new form (which persists even if you turn back); on your second, your mind is transformed permanently into that of the new form.
0 HD: 1/month
1-2 HD: 1/week
3-4 HD: 1/day
5-6 HD: 1/hour
7-8 HD: 1/minute
9+ HD: 1/round
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