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New Spells

Magic is rough and unrefined in the post-Change world. Mages often make up spells as they go along, shaping magic in response to need. Others study and refine specific forms of magic and craft the same spells repeatedly. They are laying the foundation for the discovery of mnemonic magic, though they don't know it yet.

A few spells of the new world are presented here - but these are by no means all of the new magics of the land. By the standards of other worlds across the many planes, they may seem unbalanced or overpowered. This is to be expected, in a world where magic is still a wild, untamed force.

DM's Note: All these spells first appeared in a campaign I have been running (in one form or another) since 1986. They might not conform to the strictures of 3rd Edition, but I still allow them. They've been grandfathered in, as it were. Painweb was created by an NPC drow archmage and house assassin, now long deceased. Trophy and the Zapper spells were created by Aerin Cullan, a PC still played by my wife Noelle, who plays Olivia in this campaign. Aerin was kind enough to let Olivia peek at her spellbooks.


Painweb

Evocation
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: Long (400' + 40'/level)
Target: 20' diameter spread
Duration: Instantaneous
Saving Throw: Fortitude 1/2
Spell Resistance: Yes

When this spell is cast, it resembles fireball in most respects until it detonates. A ball of glowing purple flame streaks forth from the caster to the designated detonation point, where it erupts into a sphere of radiant purple energy. Any living being in the area of effect take 1d10 damage per level of caster (20d10 max) A successful Fortitude save reduces damage by half. Items in the affected area are not harmed, nor are undead or any creature not having a nervous system.

If a creature caught in the spell effect takes damage equal to or greater than the creature's current hit points, the creature is rendered unconscious. Only one-fourth of the hit points inflicted are real and will need to be healed normally. The remainder of the damage is temporary subdual damage. If the real hit points inflicted exceed current hit points, the creature dies. Hit points lost to subdual damage return at the rate of one per turn.

Painweb produces, as its name implies, extreme pain and agony, causing the target to pass out due to system shock. It is used primarily by those who wish to incapacitate their victims, but not damage them permanently or risk damage to their belongings.

Material Component: A drop of caster's blood, spiderweb

 

Trophy

Alteration
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 action
Range: Touch
Targets: 1 Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: N/A

Trophy was created as a method of preserving interesting creatures encountered (and killed) in the course of adventuring. The spell is basically a portable taxidermy lab. The deceased creature is stuffed, posed and preserved.

The spell works only on creatures with a corporeal form. If one was so inclined, it could be used on a ghoul (a solid creature) but not a wraith (an insubstantial physical form).

The size of the creature than can be so treated depends on the level of the caster. The caster can trophy a creature of about 50 pounds per level, so a 5th-level caster could successfully trophy a 250 pound creature.

One interesting use of the spell is to reduce a creature before using trophy on it. The trophy spell preserves the magical size change. The spell's creator, Aerin Cullan, ran a side business trophying exotic creatures that had been magically reduced (exotic, at least, to a townsperson), then casting a continual flame on some portion of the creature. Thus, the tacky table lamp was born.

There is no truth to the rumor that Olivia has begun stalking hula dancers in order to carry on the tradition.

 

Zapper I

Evocation [Electricity]
Level: Sor/Wiz 2
Components: V,S,M*
Casting Time: 1 action
Range: Medium (100ft. & 10 ft./level)
Targets: Up to 1 Creature per Missile
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Zapper I is a powered-up version of the standard magic missile spell. This missile is a small baseball sized globe that is capable of damaging living, undead, and inanimate objects.

The caster receives 1 missile for each odd level of sorcerer or wizard class. A 3rd-level caster would have 2 missiles, and 5th-level caster would have 3 missiles, and so on. There is no set maximum number of missiles. Each missile does 1d8 points of damage. The caster may target more than 1 missile to a given creature but a single missile may not be targeted to multiple creatures. A successful ranged touch attack roll must be made if the caster desires to attack a specific, visible, area of a creature.

At the caster's discretion, a small colored crystal may be added to the casting, which will modify the missile color to the color of the crystal. The missile is normally a softly glowing white, similar to a 40-watt lightbulb

 

Zapper II

Evocation [Electricity]
Level: Sor/Wiz 3
Components: V,S,M*
Casting Time: 1 action
Range: Medium (100ft. & 10 ft./level)
Targets: Up to 1 Creature per Missile
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Zapper II is an improved version of Zapper I. This missile is a small, softball-sized globe of magical energy that is capable of damaging living beings, undead, and inanimate objects.

The caster receives 1 missile for each odd level of sorcerer or wizard class. A 5th-level caster would have 3 missiles a 7th-level caster would have 4 missiles, and so on. There is no set maximum number of missiles. Each missile does d12+1 points of damage. The caster may target more than 1 missile to a given creature but a single missile may not be targeted to multiple creatures. A successful ranged touch attack roll must be made if the caster desires to attack a specific, visible, area of a creature.

At the caster's discretion, a small colored crystal may be added to the casting, which will modify the missile color to the color of the crystal. The missile is normally a brightly glowing white, similar to a 60-watt lightbulb


Zapper III

Evocation [Electricity]
Level: Sor/Wiz 4
Components: V,S,M*
Casting Time: 1 action
Range: Medium (100ft. & 10 ft./level)
Targets: Up to 1 Creature per Missile
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Zapper III is the next stage in the Zapper series. This missile is a volleyball-sized globe of magical energy that is capable of seriously damaging living beings, undead, and inanimate objects.

The caster receives 1 missile for each odd level of sorcerer or wizard class. A 7th-level caster would have 4 missiles, a 9th-level caster would have 5 missiles, and so on. There is no set maximum number of missiles. Each missile does 2d8+1 points of damage. The caster may target more than one missile to a given creature but a single missile may not be targeted to multiple creatures. A successful ranged touch attack roll must be made if the caster desires to attack a specific, visible, area of a creature or object.

At the caster's discretion, a small colored crystal may be added to the casting, which will modify the missile color to the color of the crystal. The missile is normally a brightly glowing white, similar to a 100-watt lightbulb.