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Jo'Mase's AD&D New Spells

MAGE SPELLS

Cantrip(Level 1 Mage Spell)

     (All Schools)
     Range: 30’
     Duration: special
     Area of Effect: special
     Components: V
     Casting Time: 1
     Saving Throw: none
     

This spell enables the caster to manifest a myriad of minor magical effects. The effects cannot harm another neither can they interrupt a spell caster, so offensive effects are really quite limited and must be indirect if used at all. However, other effects are quite possible, and can be useful. The caster has access to 3 such effects plus 1 extra effect per level, to a maximum of 8 effects at 5th level. These effects must be used within a 1 hour time frame, or any remaining effects will be lost. The caster can use 1 such effect per round in addition to his normal actions. The effect occurs on his base initiative. If he wishes to use more than this in a round, he can use his normal action for this and is allowed to use another 2 effects, for a total of up to 3 effects per round. The original casting of the spell can be interrupted as normal, but the simple act of will needed to manifest an effect cannot be interrupted. Below I list some possible effects to give some bounds for the DM. Other effects are possible, but should remain within these bounds. Each effect can only affect 1 creature or object at most, and cannot last more than 5 rounds, with a 1 round duration being the most common.

- give 1 creature a +1 to hit or a +1 damage on its next attack(1 attack only), the attack
must occur within 1 round or the effect is lost.

- give 1 creature a -1 AC bonus against the next attack(1 attack) it suffers, and this effect
also expires in 1 round if unused by then.  

-give 1 creature a +1 on its next saving throw, which must be used within 1 round or be
lost.

-give 1 creature a +1 bonus on its next proficiency or ability check, which must be used
within 1 round or be lost.  

-give 1 creature a +1 to its movement rate for 5 rounds.

-allow 1 creature to add 5’ to the length or height of its next jump, must be used within 1
round of casting.

-move 1 object via telekinesis that weighs 1 pound or less a distance of up to 30’(object
must remain within the usual 30’ range at all times) at a slow movement rate of 6.

Breech Resistance(Level 3 Mage Spell)

     (Alteration)
     Range: 0
     Duration: 1 round/level
     Area of Effect: 1 spell
     Components: V, S, M
     Casting Time: 3
     Saving Throw: none
     

This spell, once cast, remains around the caster for the duration. The next spell cast(caster has no choice, this spell effects the next spell cast) is effected as follows: This spell rides ahead of the second spell and acts as a battering ram of sorts. The target must check his MR against Breech Resistance first, if it fails, then the second spell rides through this breech as if the target failed his MR against it also. If the target makes his MR check against the Breech Resistance, he must still make another against the second spell, or suffer its effect. This spell basically forces the target to make his MR 2 times in a row or he suffers the second spell's effect. This spell only breeches MR, the target still gets all normal saving throws. The material component is a small piece of armor that has been pierced in combat. (Because the target must succeed MR 2 times to resist, to find his effective MR simply square his normal MR. Thus a MR 50% becomes .50^2 or .25 = 25% MR)

Lesser Spell Shield(Level 3 Mage Spell)

     (Abjuration)
     Range: 0
     Duration: special
     Area of Effect: caster
     Components: V, S, M
     Casting Time: 3
     Saving Throw: N/A
     

This spell is similar to Spell Shield with the following exceptions: The Lesser Spell Shield only blocks a single spell, after which it drops. The advantage to this shield is that the shield will not drop if the caster refuses to block a spell, thus, he can choose which spell he will shield against. The material component is a drop of blood from a magic resistant creature.

Combat Shield(Level 3 Mage Spell)

     (Abjuration)
     Range: 0
     Duration: 1 turn/level
     Area of Effect: caster
     Components: V, S, M
     Casting Time: 3
     Saving Throw: N/A
     

This spell creates a glowing shield that hovers about 1 foot in front of the caster, at chest level and to the caster's right or left(his choice). The shield is the same size as a medium shield, and always reduces the mage's AC by 1 against any number of attackers, even those behind the mage. Additionally, the shield can parry 1 attack per round of the caster's choosing. The parry is resolved as a normal parry would be, see Player's Option: Combat & Tactics. The THACO used by the shield is the same as a warrior of same level as the mage. The material component is a medium shield, which becomes the magic shield of the spell and is consumed when the spell ends.

Meteor Strike(5th Level Mage Spell)

(Invocation/Evocation)
Range: 10 yards/level
Duration: Instantaneous
Area of Effect: special
Casting Time: 5
Components: V, S
Saving Throw: 1/2(and special)

This spell allows the mage to hurl 1 full meteor from the Meteor Swarm spell, or 2 of the lesser meteors. The full meteor will streak forth from the mage's pointed finger to the range the mage declares where it will explode in a fireball, 15' in radius and do 10d4 fire damage to all in the area, save for half. Those in the path of the meteor are struck by it for 10d4 impact damage(no save) and this is in addition to the possible fire damage the creature(s) may suffer when the meteor explodes, if they are in the area. The full meteor is stopped by Huge or larger creatures, where it explodes upon impact with such, dealing the creature that stopped it the full 10d4 impact plus the 10d4 fire damage explosion, against the latter he can save for half. Large or lesser creatures do not stop the meteor, and any such in its path suffer the 10d4 impact(no save) and are knocked aside as the meteor continues on to the full range desired by the mage. Thus, it is possible for the mage to "mow" down a line of Large or lesser foes before having the meteor finally explode at some later distance. All creatures hit by the meteor impact suffer a d20 knockdown die roll, including Huge foes(which stop the meteor and cause it to explode there), but Gargantuan foes cannot be knocked down by this spell, only the full impact of 4 meteors from Meteor Swarm can do this. The meteor counts as a Huge weapon for purposes of impact damage, and due to the special force of the spell, each struck creature must make a special critical save. This save does not reduce damage, but simply determines if a critical hit was suffered. If the save roll was a critical failure as for normal saving throws, the creature suffers an Impact critical hit. The spell can produce 2 lesser meteors, which each act as the full meteor above, but only cause 5d4 impact and explode for 5d4 damage in only a 10' radius. They are stopped by Large creatures, but can "mow" down Medium or lesser foes. They inflict a d12 knockdown and can knockdown Large or lesser foes, but Huge or Gargantuan foes cannot be so knocked down. They act as Large blunt weapons for impact purposes and cause Impact criticals as well, should the creature struck critically fail its special critical save.

Spell Shield(Level 6 Mage Spell)

     (Abjuration)
     Range: 0
     Duration: special
     Area of Effect: caster
     Components: V, S, M
     Casting Time: 6
     Saving Throw: N/A
     

This spell creates an invisible shield around the caster and his equipment. The shield lasts until the caster wills it to end or the caster fails to block a spell cast at him, this means the caster cannot opt to let a minor spell, or friendly spell, by, if he does, the shield ends. The shield ends also if the caster casts a spell on himself after the shield is up. Any spell or spell-like power can be blocked from affecting the caster. If the caster has learned the spell cast at him, he can shield himself from it by channeling a number of his spell points to the shield. He must use the same number of points it would normally cost him to cast that spell. Once he pays the points, they are wiped from his total as if he cast a spell with them and the enemy spell is blocked for him. He can still cast a spell of his own, as using the shield does not hinder his actions in anyway. Area of effect spells still effect all others if blocked by the shield, only the caster is protected. Long duration spells that the caster encounters after they have been cast can still be blocked out by the caster, the shield does not cancel the spell, it just protects the caster from that casting of it. Permanent spells the caster encounters are also blocked if the caster pays the cost, this also does not interfere with the spell's effect on others, it just protects the caster. If the caster leaves the area of effect and re-enters, he must pay the cost again to be protected. The shield can absorb dispel magic, but anti-magic has its usual effect on it. If the caster could not cast the spell himself, he cannot block it. Also, if the caster does not have enough spell points to cover the cost, then the spell gets though. It is all or nothing, no partial shielding allowed. Note that the caster must pay spell points as if he had to cast the incoming spell, so if the spell is of his minor school, he pays double, or if it is above his normal casting level, but he learned it, he pays double, etc. The spell is somewhat distracting to the caster mentally, and he will be unable to sleep unless he drops it. The material component is a drop of blood from a magic resistant creature.

Beacon(Level 7 Mage Spell)

     (Enchantment/Charm)
     Range: touch
     Duration: permanent until dispelled
     Area of Effect: 100 square feet/level
     Components: V, S, M
     Casting Time: 1 hour
     Saving Throw: N/A
     

This spell creates a magic beacon that allows the caster to safely home in on its location when using Teleport or similar spells. The beacon removes the chance to mis-teleport when the caster teleports to the location the beacon enchants. The caster can teleport to anyplace within the area of effect safely. If the area is occupied at the time of arrival, the caster is placed in the nearest unoccupied area within the beacon’s effect. The beacon only removes the failure chance, it does not allow teleports to areas not normally reachable by such spells. The beacon can be dispelled normally, but only if the center of it’s effect is known(the place the caster touched originally) and a dispel spell is cast solely for the purpose of dispelling the beacon. A caster cannot have more active beacons than he has levels of experience. The material component is a miniature lighthouse fashioned from pure gold(at least 1000 gp.) with a Continual Light spell cast on it. The lighthouse is consumed in the casting.

Greater Beacon(Level 9 Mage Spell)

     (Enchantment/Charm)
     Range: touch
     Duration: permanent until dispelled
     Area of Effect: 100 square feet/level or 1 object
     Components: V, S, M
     Casting Time: 1 hour
     Saving Throw: N/A
     

This spell is very similar to the 7th level Beacon spell. It also creates a beacon, just as the lesser spell, but it has a few enhancements. First, it can be cast on an object. The object can then be moved, and the beacon will cover the stated area(100 square feet/level) radiating around the object. Next, the Greater Beacon can be used by another, if it is cast on a fixed area. The spell caster will incorporate a command word into the casting, that when used in conjunction with a teleport or similar spell, will allow another to use the beacon, but to them, it acts only as a 7th level Beacon. Finally, the caster can employ any divination type spell/power through the Greater Beacon. This allows the caster to detect as if he were standing at the beacon’s center. Thus, with this aspect, the caster can "look before he leaps". It can also be used to spy on the area enchanted, especially useful when cast on an object. Although it can be dispelled, it can only be dispelled in the same manner as a Beacon spell, and only by a higher level caster. As with the 7th level Beacon spell, the number of Greater Beacons and Beacons combined cannot exceed the caster’s level. The material component is a platinum miniature lighthouse, with a diamond as part of its construction(minimum value of 5000 gp.). The lighthouse must have Enchant an Item cast on it followed by a Succor spell. The lighthouse is consumed in the casting.

PRIEST SPELLS

Blessing(Level 3 Priest Spell)

     (Combat)
     Range: Touch
     Duration: 1 turn/level
     Area of Effect: 1 item
     Components: V, S, M
     Casting Time: 6
     Saving Throw: N/A
     

This spell places a divine blessing upon a weapon, suit of armor or a shield. The item to receive the blessing must be non-magical, magic enchantments defile the object negating the spell, this includes further enchantments placed on the item while the spell is in effect. The item blessed acts in all ways as if it were a +1 item. The spell is not cumulative with itself, and a second casting on an item with this spell still in effect cancels the older spell. The item glows with divine radiance, equivalent to a faire fire spell, but the glow does not hinder the recipient or give opponents any bonuses. When the spell ends, for any reason, the item is consumed. The material component for the spell is a sprinkle of holy water and the item itself.

Heroism(Level 3 Priest Spell)

     (Combat, Necromancy)
     Range: touch
     Duration: 1 turn/level
     Area of Effect: 1 creature
     Components: V, S, M
     Casting Time: 6
     Saving Throw: N/A
     

This spell causes the recipient to gain a level. He immediately gains all benefits of the new level, including hit points, THACO improvement, saving throw improvement, extra spell points, increased thieving skills, weapon mastery, proficiencies, etc. Those abilities that would normally require training to get are divinely bestowed on the recipient as the deity knows those skills the recipient will have in the future. Thus, the abilities gained which require a choice by the player must be recorded and when the player actually reaches that level, he must choose these same abilities. When the spell ends, all abilities gained from that new level are lost, with special exceptions for a few items. Hit points are only lost if the total is above the normal maximum, and then, only the excess is lost. Thus, you could heal a character with this spell. The level also is only lost if above normal level, if the recipient was level drained by an undead, he does not lose another level when the spell expires. Thus, this spell can shield the recipient from a 1 level drain in essence. Spell points are treated like hit points, thus, a spell caster could re-charge with this spell also. The only drawback is that a recipient can only receive this spell 1 time in a 24 hour period. The material component for this spell is a sprinkle from a potion of heroism or super-heroism, the latter will double the spell's duration. Assume a potion has 10 sprinkles in it.

Incite Berserker Rage(Level 3 Priest Spell)

     (Combat, Charm)
     Range: touch
     Duration: 1 turn
     Area of Effect: 1 creature/level
     Components: V, S, M
     Casting Time: 6
     Saving Throw: N/A
     

This spell allows the priest to incite the touched creature into a berserker rage. Only willing creatures are effected. The creature under this spell is compelled to rush into melee. He prefers melee to missile combat and will not take cover from missile fire. He must charge if possible. Once engaged, he must fight until all foes are down(not dead, but down and no longer seen as a threat to the creature). The creature fights all out, using it’s most damaging attack taking no heed to defense. He gains a +2 to hit and +2 to damage on each attack. He is immune to temporary damage attacks(punching type attacks). He gets a +2 on saves against mental attacks and all psionic telepathic powers suffer a -2 on power checks to contact the creature’s mind. Finally, he fights with divine endurance, fighting until every foe is down or the spell duration ends, while berserk, he does not use fatigue points, being able to fight unto the end. These are indeed great bonuses, but the creature cannot retreat, and must fight to the death if needed. Unless a foe drops to the ground, even if it surrenders, the berserker will attack. The priest cannot end the spell prematurely once it has begun. Once effected, if the berserker does not see an enemy within 1 round of receiving the spell, it ends as if combat were over, thus, this spell cannot be cast ahead of time. The creature does know foe from friend, but only in so much as pertains to the pre-spell conditions. If a foe suddenly becomes an ally in mid-spell, the berserker still sees him as a foe. When the spell ends, the creature is exhausted, and can do nothing but collapse in a heap until it has rested 1 full turn for every round it was under the spell. A given creature can only receive this spell once in any given day. The material component is a touch of holy anointing oil(1 vial costs 50 gold pieces and is good for 25 creatures).

Striking(Level 3 Priest Spell)

     (Combat)
     Range: touch
     Duration: 1 round/level
     Area of Effect: 1 weapon
     Components: V, S
     Casting Time: 6
     Saving Throw: N/A
     

This spell enchants a weapon the caster touches, imbuing it with holy(unholy) power. The weapon is blessed(cursed) and does an extra d6 damage every hit for the spell duration. This extra damage is considered magical and will harm those creatures who need magic to hit them. In addition, if the recipient is of the same faith as the priest, the weapon’s knockdown die is boosted 1 step, and the weapon is considered 1 size larger for critical severity determination.

Holy Anointing(Level 7 Priest Spell)

     (Combat, Charm)
     Range: Touch
     Duration: special
     Area of Effect: 1 item or creature
     Components: V, S, M
     Casting Time: 1 round
     Saving Throw: none
     

This spell allows the priest to anoint an item or creature with a spell he can cast. The item/creature must meet certain requirements to be suitable for receiving this anointing. The creature must be of the same alignment as the priest, and any item must only be handled/used by someone of same alignment as the priest. If an anointed object is touched or used by someone of different alignment, the anointing is defiled and fails, ending the spell. If an anointed creature does any act contrary to the priests alignment(which would be his own as well, since the spell only works on creatures of the same alignment as the priest), the anointing is also canceled. The material component is a full vial of holy water and a small amount of holy anointing oil(100 gold pieces, minimum). The vial of holy water is used to ceremonially wash the item or creature, then the oil is poured over it or the creature’s head. To cast this spell, the priest first casts Holy Anointing on the object/creature. Then, the priest casts the spell the anointing is to hold, casting it at the object/creature. The spell does not take effect, but is rather stored in the object/creature until the recipient or user of the item speaks the name of the priest’s god/goddess and touches the target he wishes the spell to affect. Then, the spell affects that creature/item as if the priest cast it himself. If the spell in the anointing could normally be cast at range, when held in this way, only a touch will deliver it. Only the creature/object touched is affected, unless the spell has an unavoidable area of effect, in which case the area centers on the creature/object touched. Only spells which can be cast at or on other things or creatures can be used and held in the anointing. Spells which affect the priest only cannot be used for this spell. The anointing lasts until used or defiled. Until the spell held by the anointing is actually used or lost by means of defilement, the priest who cast it into the object/creature cannot re-gain the spell points it cost him to cast it, though the points lost in casting the Holy Anointing spell itself can be recovered normally. A single object or creature can only have 1 anointing on it. Any subsequent anointing will cancel the existing one. For example, Darius the Ancient, a 20th level priest of Odin, anoints his most trusted warrior’s sword with Harm(reverse of Heal spell). Since they are both C/G, the spell works and allows the warrior to use it. Darius will be unable to recover the 6 spell points the Harm spell cost him until the warrior uses it. The warrior attacks a great wyrm red dragon and upon making his first hit yells, "ODIN!" The dragon suffers the Harm spell, and his MR fails(ouch!). The great dragon is reduced to but a d4 hit points, and must save vs. death or die for suffering such massive damage(50 hit points or more in a single attack). The dragon saves, but is killed by the warrior’s next attack, how the mighty have fallen!

Empower(Level 7 Priest Spell)

     (Combat, Necromancy, Summoning)
     Range: Touch
     Duration: 1 turn/level
     Area of Effect: 1 creature
     Components: V, S, M
     Casting Time: 1 round
     Saving Throw: none
     

This spell allows the priest to invoke and summon the power of his god/goddess upon a vessel(creature) worthy of this boon. The recipient must be of the same faith or if not of the same faith, must be of the same alignment as the god/goddess and on very good terms with the church of the priest. If such a person is chosen, they are filled with divine power and immediately assume maximum hitpoints for their class and level or hitdice as the case may be. The extra hitpoints which are above their usual maximum are counted as temporary bonus hitpoints, which, like those from the Aid spell, are removed first when damage is taken. When the spell expires, only hitpoints in excess of the creature’s maximum are lost, so if the creature has lost all temporary hitpoints prior to the spell expiring, no additional points would be lost. Because of this, this spell can be used as a powerful Heal spell, since only excess power(hitpoints) is lost when the spell expires. If the recipient were at but 1 hitpoint when the spell was cast, he would immediately assume maximum hitpoints for his class and level or hitdice, being both healed of all damage and granted the boon of those extra bonus hitpoints. The healing this spell bestows is identical to the Heal spell with respect to physical damage only, mental or spiritual ailments are not healed, nor is disease or poison, only the damage caused by these would be removed, but if the disease or poison inflicted damage on a continual basis, this damage would then affect the individual as normal, but removing the bonus hitpoints first, of course. Missing limbs are not regenerated, but if the severed limb is present and pressed into place, it will be restored, so long as it was pressed into place when the spell was cast. The material components of this spell are: a full vial of holy anointing oil(50 gp), a vial of holy water(25 gp) and a specially prepared sheet of vellum, with the recipient’s name written on it in gold, and the prayer of invocation written under it which the priest reads off as he casts the spell(250 gp). The priest reads the recipient’s name, recites the prayer, and then pours the holy water over the recipient, washing him/her from any "evil", and finally, pours the holy anointing oil over the recipient, which invokes the divine power that fills and empowers the recipient. All the components are consumed in the casting. Those who receive this spell are often expected to tithe 10% of the gains the spell helped them obtain, but this is not a requirement of the spell.

Greater Striking(Level 7 Priest Spell)

     (Combat)
     Range: Touch
     Duration: 1 round/level
     Area of Effect: 1 or more weapons
     Components: V, S
     Casting Time: 1 round
     Saving Throw: none
     

This spell is in most respects like the 3rd level spell, Striking. This spell empowers the weapon or weapons touched with divine power. They now cause an additional 2d6 per hit and the user’s critical number drops by 2(an 18-20 becomes a 16-20), with the target of any such criticals suffering a -2 to save against them. If the user is of the same faith as the priest, their weapons get 2 additional effects. The weapon(s) act as if 2 sizes larger for purposes of determining critical severity rolls, and the knockdown die is boosted 2 steps up. The priest can empower as many weapons as he has levels, but the duration must be divided among the weapons he empowers.