Posts Tagged ‘ spells ’

Triumphal Mien

And as [Jesus] went, they spread their clothes underneath in the way. And when he was now coming near the descent of mount Olivet, the whole multitude of his disciples began with joy to praise God with a loud voice, for all the mighty works they had seen, saying: “Blessed be the king who cometh in the name of the Lord, peace in heaven, and glory on high!” And some of the Pharisees, from amongst the multitude, said to him: “Master, rebuke thy disciples.” To whom he said: “I say to you, that if these shall hold their peace, the stones will cry out.” (The Gospel According to St. Luke 19:36-40)

Triumphal Mien (Enchantment/Charm)
Level: Cleric 6
Range: 0
Duration: 8 hours/level
Area of Effect: 1″ + 1″/level of spell caster radius sphere
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Special

By means of this spell, all living creatures with more than animal intelligence that are within the radius of the spell or who enter the radius of the spell view the cleric as comrade, friend, and/or leader. There is no saving throw against this effect the first time a creature enters the radius. The charmed creatures love and respect the cleric. They listen trustingly and obey requests insofar as communication is possible and the requests seems plausible and do not subject the one charmed to needless injury, destruction, or do not go against the creature’s alignment or nature. Requests that violate these strictures permit automatically end the spell’s effects on that creature. A creature that exits and/or re-enters the radius is also permitted a saving throw (with a +2 bonus). Success ends the charm on that creature. Otherwise, saving throws are permitted against this spell’s effects as described under charm person or mammal.

The material component is several palm fronds woven into a circlet.

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I still have two gaming items for sale via eBay. If you’re interested, check these out, and maybe even put in a bid.

Heroes of Olympus: A Task Force Role Playing Game was published as a boxed set in 1981. Conceived and written by B. Dennis “Chariot of” Sustare, this unusual game combines fantasy roleplaying in mythical Greece with squad level wargaming action. This game was (at least) almost unique among roleplaying games of the time.

I wrote Path of Legend for the Dawnforge: Crucible of Legend campaign setting published by Fantasy Flight Games using the d20 System. This adventure was designed to introduce players to Dawnforge. According to the front cover, it is a “Legendary Quest in the World of Dawnforge”. According to the back cover, “The adventure leads new heroes from 1st to 5th level, and also offers them the chance to earn their first legend point. The adventure provides a compelling mix of location and event-based encounters, and rewards roleplaying and puzzle-solving as well as combat.”

April 15th, 2019  in RPG No Comments »

Tuesday Terror: Pestilent Phylactery of Velenu

Tuesday Terrors have obviously been on hiatus for a bit, but today this sort-of-weekly feature returns not with a monster but with a new spell. To see the spell in action, click here. can be viewed with caution by clicking on the monster’s name below. The artist is Tooth Wu. Check out his ArtStation portfolio.

“We had the blaggard cornered. Xurek went at him head on while Pallamon moved in from the flank. It was the end. After days of fighting our way through his minions, it was the end. And then he cast…that spell. Xurek and Pallamon went down screaming. I ran. Discretion is the better part, right?” — Brego the Discreet

Pestilent Phylactery of Velenu
3rd-level conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S, M (viper fangs sealed in a phylactery)
Duration: Instantaneous

You wrap the phylactery around one of your limbs, which then becomes covered in writhing, biting growths that resemble vipers, centipedes, and fanged tentacles. You use these these horrid growths to attack up to three targets within range. You can direct the growths to attack one target or several.

Make a melee spell attack against the target for each growth. You have advantage on the attack roll if the target is within 5 feet. On a hit, the target takes 1d6 piercing damage and 1d6 poison damage. For 1 minute after a target is hit, the target must make a Constitution saving throw. If the target was hit by more than one growth, the target makes the Constitution saving throw with disadvantage. On a failed save, the target takes 2d6 poison damage. On a successful save, the spell ends for the target.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you create one additional attacking growth for each slot level above 3rd.

April 9th, 2019  in RPG No Comments »

ThursdAD&D: Prog Rock Magic

In late 1972, legendary British rock band Uriah Heep released The Magician’s Birthday, a somewhat chaotic story of sorts about magic, love, hate, and hope. The title track is a 10-minute long prog rock ballad about how the Magician’s birthday party is interrupted by the forces of evil, which the Magician defeats in contest of spell versus counterspell.

Epic.

“First I’ll give you fire!” / “I turn your fire into a sleepy stream.” / “Yes, now I give you darkness!” / “From your horror I’ll create a dream.”

“You cannot fight me / For I have the sword of hate!” / “But one thing you can’t see, / My answer is simply / An impenetrable fortress / Of love.”

Thain’s Gift of Fire (Evocation)
Level: Magic-User 2
Range: 3″
Duration: Special
Area of Effect: One target
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special

By means of this spell, the magic-user creates a magic javelin that speeds itself to its target as if hurled by of a fighter of the same level as the magic-user casting the spell. The javelin is equal to a +1 weapon for hit determination purposes, but the effect of a hit might inflict damage on the target even if it would normally be harmed by a javelin or a magic weapon of only +1 value. This is due to the fire. The javelin itself does 2-5 points of damage. The fire which bursts forth when it hits inflicts 2-8 hit points damage in a 1-foot diameter. The fire burns for one round’s worth of damage for every 3 levels of experience the caster has above 3rd, so that damage occurs over two rounds if the spell cast is from a 4th-6th level magic-user, unless the target can extinguish the flames.

The material components are a sharpened stick and the seeds of a chili pepper.

Thain’s Sword of Hate (Evocation)
Level: Magic-User 2
Range: 0
Duration: 1 round/level
Area of Effect: 3′ long, sword-like blade
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

When a magic-user casts this spell, he or she causes a crackling ray of ineffable darkness to spring forth from his or her hand. The blade-like ray is wielded as if it were a melee weapon used by a fighter of the same level as the magic-user casting the spell (to include multiple attacks per round when applicable). If the magic-user scores a successful hit, the creature struck takes 5-8 points of damage, unless the creature’s alignment is the opposite of the caster’s on either the law-chaos or the good-evil axis. In this case, the blade-like ray is treated as a +2 magical weapon, improving “to hit” and damage rolls. Otherwise, the blade is not a magical weapon in the normal sense of the term, so other creatures that can be struck only by magical weapons are not harmed by the spell.

The material components are a small bone of some sort and a drop of the caster’s blood.

Hensley’s Fortress of Love (Abjuration)
Level: Magic-User 4
Range: 0
Duration: 5 rounds/level
Area of Effect: 20′ diameter sphere
Components: V, S, M
Casting Time: 6 segments
Saving Throw: Special

When a magic-user casts this spell, he or she creates a globe of protection identical to protection from evil, except that it encompasses a much larger area for a greater duration. Any evil creature that enters the area of effect must make a saving throw versus magic each round it remains in the area of effect in order to take any hostile action. If the saving throw fails, the evil creature cannot take a hostile action that round, but the creature may perform other activities. The caster cannot take hostile action during the spell’s duration, but he or she may use non-attack spells or otherwise act in ways that do not violate the prohibition against offensive action.

The material component is a garland of flowers.

March 21st, 2019  in RPG No Comments »

ThursdAD&D: Musical Magic-User Spells

In 2002, I contributed several spells to Spells and Spellcraft, published by Fantasy Flight Games. I’ve “repackaged” some of those spells for use in your 5E D&D game. You can see those here and here. Many of the spells I wrote for Spells and Spellcraft were third-edition versions of spells I created for AD&D way back when. I’ve long since lost the AD&D write-ups for the spells, so I figured why not redo a couple for today’s post?

(Nota Bene: The previous link is an affiliate link. If you click it and buy the book, I get a bit of money.)


Crescendo of Indefatigability (Enchantment/Charm)
Level: 1
Range: 0
Duration: 1 round/level
Area of Effect: Personal
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user emits a single, pure note that imbues the caster with determination. For the duration of the spell, the magic-user has a +1 bonus on attack rolls, saving throws, and damage rolls.

Debilitating Decrescendo (Enchantment/ Charm)
Level: 3
Range: 10″ + 1″/level
Duration: 1 round/level
Area of Effect: Three or more creatures in a 1″ radius
Components: V
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast, the magic-user sings a powerful, clear note that starts strong and pure but degenerates into a weak, discordant gasp. The spell affects three creatures in the area of effect, plus one more creature in the area of effect for every 2 levels of experience gained after 5th level (i.e., 4 creatures at 7th level, 5 creatures at 9th level, et cetera). Targeted creatures in the area of effect must make saving throws. Those that fail suffer a -2 penalty to attack rolls, armor class, morale, and saving throws for the duration of the spell.

Dirge for the Walking Wounded (Necromantic)
Level: 3
Range: 10″ + 1″/level
Duration: Special
Area of Effect: One living creature
Components: V
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user’s mournful tune enables one living creature within range to continue to act normally even if it has been reduced to 0 or fewer hit points. The spell’s effects last as long as the magic-user continues to sing or until the target is reduced to -10 or fewer hit points, at which time the target dies immediately. While under the dirge’s effects, the target creature does not suffer additional hit point loss from shock, bleeding, et cetera, as normal for a creature reduced to 0 or fewer hit points.

February 14th, 2019  in RPG No Comments »

Pillar of Iron

Thou therefore gird up thy loins, and arise, and speak to them all that I command thee. Be not afraid at their presence: for I will make thee not to fear their countenance. For behold I have made thee this day a fortified city, and a pillar of iron, and a wall of brass, over all the land, to the kings of Juda, to the princes thereof, and to the priests, and to the people of the land. And they shall fight against thee, and shall not prevail: for I am with thee, saith the Lord, to deliver thee. (Jeremiah 1:17-19)

Pillar of Iron (Abjuration)
Level: Cleric 5
Range: 0
Duration: 1 round/level
Area of Effect: 1″ diameter by 2″ high column
Components: V, S, M
Casting Time: 8 segments
Saving Throw: Special

Explanation/Description: When the cleric calls upon his or her deity for strength and protection, a burst of radiance radiates from the cleric, forming a column of bright light equal to continual light. Enemies within the spell’s area of effect must make a saving throw. Failure to make the save means the creature is violently thrust 10-30 feet directly away from the cleric. If the creature hits a solid object as a result, it takes 1d6 points of damage per 10 feet of forcible movement. The area of effect is equal to a protection from evil spell. The cleric is immune to fear and magical silence for the spell’s duration. The cleric and those friendly to the cleric who are in the area of effect make “to hit” and damage rolls at +1, while enemies within the area of effect suffer a -1 on “to hit”, damage, and saving throws. The material component is a small iron rod.

February 3rd, 2019  in RPG No Comments »