Posts Tagged ‘ spells ’

Daily Bread

And it came to pass, that as he was in a certain place praying, when he ceased, one of his disciples said to him: “Lord, teach us to pray, as John also taught his disciples.” And he said to them: “When you pray, say….” (The Gospel According to St. Luke 11:1-2)

Daily Bread
Spell Level: Cleric, 3rd Level
Range: Touch
Duration: 1 day

The Cleric casts Daily Bread on a common loaf of bread, breaking the bread during the invocation. The Cleric may then distribute the blessed bread to six people, plus one additional person for every two levels after 6th level the Cleric has earned. The effects of the bread depend on the recipient’s alignment:

Lawful: The bread cures 1d6 hit points of damage. For the remainder of the day, the recipient enjoys a special blessing. Up to three times, the recipient may call upon this blessing to receive a +1 to any attack roll or saving throw.

Neutral: The bread cures 1d4 hit points of damage. For the remainder of the day, the recipient enjoys a special blessing. Once, the recipient may call upon this blessing to receive a +1 to any attack or saving throw.

Referees who have a specific pantheon of deities for their campaign worlds are encouraged to tailor this spell’s object of blessing and effects using the above effects as a guideline. For example, a Chaotic Cleric devoted to a god of slaughter might bless a cup of blood that cures Chaotic recipients and grants a +2 bonus to damage three times per day.

July 25th, 2016  in RPG No Comments »

Some Love for Druids

Before we get to the new druid spells, an important announcement: From now until the end of May, all Spes Magna Games PDFs in the category of OGL OSR are on-sale for 50% off their normal prices. Huzzah! You can check out the affected titles by clicking here.

And, now, some love for druids!

Gnauskaia’s Arid Brotherhood

Spell Level: Druid, 3rd Level
Range: 30-foot radius around caster
Duration: 1 hour

By means of this spell, the druid summons a 1d4+1 small dust devils to perform simple tasks. These whirling masses of dust and hot air can fetch and carry things, open doors, blow small objects about, et cetera. Each continues its assigned task until it is given another command. A dust devil conjured by this spell cannot exert a force of more than 20 pounds, nor can it attack or move beyond the spell’s range.

Laununill’s Muddy Lexicon

Spell Level: Druid, 1st Level
Range: Normal reading distance
Duration: 10 minutes

The druid pours a quantity of water and mixes it with dirt while casting this spell. For the duration of the spell, words spoken within range appear in the mud scribed in the secret tongue of the druids. Written words may also appear in the mud if the source of the writing is touched to the puddle. Once the druid reads the words, they fade away.

The Spell of Centrifugal Aurora

Spell Level: Druid, 4th Level
Range: 20-foot cylinder
Duration: 1d6+1 turns

A cylinder of roaring wind and cracking electricity with a 20-foot diameter whirls about the druid. Each round, any creature within the cylinder other than the druid must make a saving throw. Failure means the creature is sucked through the vortex of wind and lightning, suffering 1d6 points of damage from being buffetted about and another 3d6 points of damage from lightning blasts before being thrown to the outside of the cylinder.

May 16th, 2016  in RPG No Comments »

Shadows, Benign and Deadly

In the Acts of the Apostles, we read that through God’s grace even the “touch” of Peter’s shadow could heal the sick. Since so many fantasy RPG spells clearly draw at least some inspiration from Jewish and Christian scriptures, why not one more?

Petrine Umbra

Insomuch that they brought forth the sick into the streets, and laid them on beds and couches, that when Peter came his shadow at the least might overshadow any of them, and they might be delivered from their infirmities. (Acts 5:15)

Spell Level: Cleric, 3rd Level
Range: See below
Duration: 10 minutes

By means of this spell, the Cleric transforms his shadow into a conduit for divine power. For the duration of the spell, the Cleric may use the “touch” of his shadow to transmit spells with a range of touch. In low-light conditions, such as provided by candle light, the Cleric’s shadow has a range of 15 feet. In full daylight, this range increases to 45 feet. This spell requires a light source sufficient for the Cleric to cast a shadow in order to function.

*

I’ve been watching The X-Files on Netflix. I watched the series when it first aired. Currently, I’m somewhere in season two at the moment. Some of the episodes don’t hold up well. A few of the stories are little too pat or else a little too confused. For example, season two’s “The Calusari” is kind of a hot mess. Is it a low-rent riff on The Exorcist? Is it an insult aimed at immigrants?

But enough commentary. Let’s snatch up Tony Shaloub and turn him into a creature for Mutant Future:

Shadow Killer

A shadow killer is a strain of mutant human with some most unusual abilities. In most respects, a shadow killer appears to be a Pure Human. Sure, a shadow killer’s demeanor reflects a combination of agitation and exhaustion, and its flesh looks sallow and glistens with what appears to be the sheen of sweat, but a Pure Human who has endured a period of illness and stress might exhibit the same signs. What makes these solitary mutants dangerous are their shadows, which are semi-sentient projections of destructive “dark radiation”.

Many shadow killers exhibit behaviors contrary to their ominous name. They are not killers, but instead are often lonely creatures who think of themselves as cursed by their mutations to always been on the outside looking in. They cannot really take part in society because of the lethality of their shadows, but they still long for some contact with other sentient creatures. Of course, some shadow killers seem to revel in their destructive powers, and it is these individuals that have given shadow killers their fearsome reputation.

In combat, a shadow killer attacks with whatever weapons it has on hand. Also, each round, its semi-sentient shadow is 50% likely to attack a random target within 30 feet. The shadow stretches across the ground, along walls, and so forth in order to reach its target. A successful attack by the shadow inflicts damage as exposure to radiation equal to class 1d6+4 (roll for each attack). A shadow killer can not always control its shadow. If the shadow killer has not killed a creature with its shadow in the past hour, the shadow is 50% likely to attack any creature than approaches within range regardless of the shadow killer’s wishes.

Diffused light or total darkness that negates shadows prevents a shadow killer’s most dangerous, unpredictable attack from functioning.

No. Enc.: 1
Alignment: Any
Movement: 120′ (40′)
Armor Class: Armor type
Hit Dice: 10
Attacks: 1 (50% for 2)
Damage: Weapon type/radiation class 1d6+4
Save: L10
Morale: 8
Hoard Class: XII
XP: 2,400

Mutations: Ultraviolet Vision, Unique (Semi-Sentient Shadow)

April 8th, 2016  in RPG No Comments »

Almost Recovered

Well, my grand writing plans last week got squashed under the heel of an awful head cold that has at last faded to a nuisance. Much of last week is a blur. I even missed OwlCon because I forgot which weekend was which. Yay.

This week, I feebly climb back into the saddle. I just got done updating information for my twice-monthly 1E AD&D campaign. I was going to work on details for Safe Harbor, the player-collaborated starting village, but I can’t find the notes or the hand-drawn map. Fortunately, I do have a scan of the latter. Grr.

Next up, a couple of new entries for Swords & Wizardry.

Transfiguration

Jesus took Peter, John, and James and went up the mountain to pray. While he was praying his face changed in appearance and his clothing became dazzling white (Luke 9:28-36).

Spell Level: Cleric, 4th Level
Range: Caster only
Duration: 1 hour

By means of this spell, the Cleric transfigures himself into a semi-transcendent being. His clothing and armor become dazzling white, and his features radiate light and power. Against living bipeds of human size or small, his voice gains the power of Suggestion, but hypnotic suggestions to perform evil actions automatically fail. The Cleric’s ability to “turn” the undead increases. He rolls 2d8+4 instead of 2d10 when attempting to affect the undead, and he affects 3d6 creatures of the targeted type. Those turned will depart and not return for 4d6 rounds.

Thrice-Blessed Wine: A Lawful cleric casts Protection from Evil on a bottle of fine wine (at least 50 gp value). He then stores the wine in a sacred cellar for one year and one day, at which time he casts Protection from Evil on it again. The wine is stored for another year and a day, at which time a third Protection from Evil is cast upon it, thus creating a bottle of Thrice-Blessed Wine.

Up to four cups can be poured from a bottle of Thrice-Blessed Wine. If the wine is consumed, the quaffer is healed 1d6+6 hit points of damage and gains the benefits of Protection from Evil for 4 hours. If the wine is poured or sprinkled in a doorway or window, no evil creature can pass through that portal for 4 hours.

February 22nd, 2016  in RPG No Comments »

The Wheat from the Chaff

For reference, see Luke 3:10-18. First, a new cleric spell:

Azniko’s Prohibitive Winnowing Fork
Spell Level: Cleric, 5th Level
Range: Centered on caster
Duration: 6 melee rounds

A mystical winnowing fork formed from holy fire appears floating in the air within 20 feet of the caster. Once per round for the duration of the spell, the winnowing fork flies to strike an evil creature within a 20-foot radius of the caster, causing 3d10 points of damage and forcing a saving throw to avoid another 3d10 points of fire damage.

Next, a new magic weapon:

Blessed Winnowing Fork: This weapon function like a spear in combat. It has +2 to-hit and damage bonuses against undead and infernal creatures. Once per day, the wielder can use Dispel Evil (as if cast by a 10th-level cleric).

And, lastly, a new remarkable magic item:

Immolating Chaff: This magical dry and scaly plant material, usually found in a pouch holding 3d6 handfuls, possesses a remarkable power. A handful can be tossed up to 10 feet at an evil creature, which must make a saving throw to avoid bursting into flames. This causes 1d6 points of damage per melee round for 2d4 rounds, but the flames can be put out by usual means. Usable By: Clerics.

December 14th, 2015  in RPG No Comments »