Posts Tagged ‘ spells ’

The Safer Route

Behold I will bring them from the north country, and will gather them from the ends of the earth: and among them shall be the blind, and the lame, the woman with child, and she that is bringing forth, together, a great company of them returning hither. They shall come with weeping: and I will bring them back in mercy: and I will bring them through the torrents of waters in a right way, and they shall not stumble in it: for I am a father to Israel, and Ephraim is my firstborn. (Prophecy Of Jeremias 31:8-9)

Safer Route
2nd-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (an iron needle and a bit of magnetite)
Duration: Concentration, up to 1 day

You touch a willing creature, granting it a heightened ability to navigate through and survive in the wilderness. For the spell’s duration, the target makes all ability checks and skill checks with advantage so long as those checks deal with overcoming or avoiding hazards presented by terrain, weather, and becoming lost. The target also makes Wisdom (Survival) checks with advantage when foraging for food and water, and, when successful, the target increases the amount of food (in pounds) and water (in gallons) by the target’s proficiency modifier (1d6 + the target’s Wisdom modifier + the target’s proficiency modifier, to be precise).

October 28th, 2018  in RPG No Comments »

Catalytic Mouth to Debilitating Decrescendo

In 2002, I contributed several spells to Spells and Spellcraft, published by Fantasy Flight Games. Not too long ago, I retooled a few of the spells I contributed to Spells and Spellcraft for folks to use with 5E D&D game. Many of the spells I wrote for Spells and Spellcraft were third-edition versions of spells I created for AD&D way back when. (Nota Bene: The link for Spells and Spellcraft is an affiliate link.)

Catalytic Mouth
3rd-level illusion (ritual)

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small bit of honeycomb from the hive of giant bees and jade dust worth at least 10 gp, which the spell consumes)
Duration: Until dispelled or activated

This spell duplicates the effects of magic mouth, but with the additional ability that the magical mouth can speak a command word or phrase used to trigger a spell or magic item within 30 feet of the space in which the catalytic mouth is placed. Once the catalytic mouth speaks the command word or phrase, it is dispelled.

Crescendo of Indefatigably
1st-level enchantment

Casting Time: 1 reaction, which you take when about to attempt an action
Range: Self
Components: V
Duration: Instantaneous

You sing a single, pure note when you are about to attempt an action. You have advantage on the die roll made to attempt that action.

Debilitating Decrescendo
3rd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You sing a powerful, clear note that degenerates into a discordant gasp directed at a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage and acquires one level of exhaustion. On a successful save, the target takes half as much damage and doesn’t gain a level of exhaustion. The target can never acquire more than one level of exhaustion from this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

October 25th, 2018  in RPG No Comments »

Guard of Glory

And James and John the sons of Zebedee, come to him, saying: Master, we desire that whatsoever we shall ask, thou wouldst do it for us: But he said to them: What would you that I should do for you? And they said: Grant to us, that we may sit, one on thy right hand, and the other on thy left hand, in thy glory. (The Gospel According to St. Mark 10:35-37)

Guard of Glory
3rd-level abjuration

Casting Time: 1 action
Range: 19 feet
Components: V, S, M (a vial of holy water)
Duration: Concentration, up to 10 minutes

You sprinkle yourself and one or two willing creatures with holy water while chanting words of consecration. For the duration of the spell, you and the spell’s targets gain certain protections:

* Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by these creatures.

* When making a saving throw, a creature affected by this spell rolls with advantage.

* All affected creatures have resistance to bludgeoning, piercing, and slashing damage.

The spell’s targets must remain within 10 feet of you to enjoy the benefits of this spell. At least one of the spell’s targets must remain within 10 feet of you for you to enjoy the benefits of this spell.

October 21st, 2018  in RPG No Comments »

Acidic Vapors to Burrowing Bony Digits

In 2002, I contributed several spells to Spells and Spellcraft, published by Fantasy Flight Games. I got a hankering to “repackage” some of what I remember contributing to Spells and Spellcraft for use in your 5E D&D game. Many of the spells I wrote for Spells and Spellcraft were third-edition versions of spells I created for AD&D way back when.

Acidic Vapors
2nd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of greenish, acidic gas centered on a point within range. The vapors spread around corners, and its area is lightly obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the vapors at the start of its turn must make a Constitution saving throw. On a failed save, the creature takes 2d6 acid damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded.

A moderate wind (at least 10 miles per hour) disperses the vapors after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Aura of Darkness/Light
2nd-level evocation

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute

You create a zone of profane power around you in a 30-foot radius. Until the spell ends, the aura moves with you, centered on you.

Aura of Darkness: You can use a bonus action to strengthen one evil creature in the aura (including you, if applicable). The target makes attack rolls, saving throws, and Dexterity (Hide) checks with advantage until the spell ends or until you designate a new target to receive these benefits.

Aura of Light: You can use a bonus action to strengthen one good creature in the aura (including you, if applicable). The target makes attack rolls, saving throws, and Wisdom (Perception) checks with advantage until the spell ends or until you designate a new target to receive these benefits.

Black Cloud of Horror
3rd-level evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of black mist centered on a point within range. The mist spreads around corners, and its area is heavily obscured, affecting darkvision and nonmagical light as well. The mist lingers in the air for the duration.

Each creature that is completely within the mist at the start of its turn must make a Wisdom saving throw or become frightened until the start of its next turn.

A moderate wind (at least 10 miles per hour) disperses the vapors after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Burrowing Bony Digits
4th-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (five humanoid finger bones tied together with black thread)
Duration: Instantaneous

You cause up to five skeletal fingers to fly forth and attack. Each finger hits a different creature of your choice that you can see within range. A burrowing bony digit inflicts 4d4 piercing damage and 4d4 necrotic damage. The target must make a Dexterity saving throw. On a failed save, the digit burrows into the target’s flesh, inflicting 2d4 piercing damage and 2d4 necrotic damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 4th.

September 14th, 2018  in RPG No Comments »

The Food of the Gods

Then Elias was afraid, and rising up he went whithersoever he had a mind: and he came to Bersabee of Juda, and left his servant there, And he went forward, one day’s journey into the desert. And when he was there, and sat under a juniper tree, he requested for his soul that he might die, and said: It is enough for me, Lord, take away my soul: for I am no better than my fathers. And he cast himself down, and slept in the shadow of the juniper tree: and behold an angel of the Lord touched him, and said to him: Arise and eat. He looked, and behold there was at his head a hearth cake, and a vessel of water: and he ate and drank, and he fell asleep again. (1 Kings 19:3-6)

Fantasy roleplaying games often include divine magic, usable by clerics or other servants of deities. Among the magical effects these divine servants call upon is the ability to create food and drink. For example, in the most recent edition of D&D, the spell create food and water is a 3rd-level spell that creates “45 pounds of food and 30 gallons of water”, which is “enough to sustain up to fifteen humanoids or five steeds for 24 hours.” Furthermore, the “food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.”

Other fantasy games based on some version of D&D have similar spells. Thus, we find Create Food and Drink in Charlie Mason’s excellent White Box: Fantastic Medieval Adventure Game as a 5th-level Cleric spell. That makes it among the highest-level Cleric spells in the game, a use of a rare resource just to create “a one-day supply of simple food and drinking water for 24 humans”.

I’ve played fantasy roleplaying games for nigh on four decades, and I have no memory of any player ever using a spell to create food or water during a game. The closest I remember is goodberry, a 1st-level spell that not only creates food but also helps heal injuries.

When we look at religion and mythology for examples of divine food, we don’t often find things as mundane as “bland but nourishing”. Ambrosia, soma, amrita, magical peaches, et cetera, variably grant immortality, greatly extend the consumer’s lifespan, heal injuries and disease, and so on.

So, here are my suggestions about making spells that create food and water a little more magical for three different fantasy roleplaying games.

AD&D

Create Food & Water
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/level
Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic food of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell. Up to three times per day, a creature can spend 3 turns to make a meal of this magical food and/or water. During this time of rest and gustation, the creature heals 1d8 hit points (as cure light wounds). If the creature is afflicted by blindess or disease, the creature gets to make a new saving throw against the effect (assuming a saving throw was allowed to begin with). If the creature succeeds on this saving throw, the creature is healed of the condition (as cure blindess or cure disease).

D&D 5E

Create Food and Water
3rd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is pleasing and nourishing, but spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

A creature who consumes this food and drink during a short rest regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The meal also ends any one of these conditions which might be afflicting the creature: blinded, deafened, paralyzed, or poisoned.

White Box

Create Food and Drink
Spell Level: C5
Range: Close
Duration: Instantaneous

This spell creates a one-day supply of remarkable food and drinking water for 24 humans (or horses, which drink the same amount as a man for game purposes).

Up to three times per day, a creature may consume this remarkable food and water, taking 30 minutes to rest, eat, and drink. After doing so, the creature is affected in one of the following ways:

1. The creature is cured of all diseases, including those magically inflicted.

2. The creature regains 1d6+1 HP.

3. A poison affecting the creature is counteracted (but the food and water cannot bring the dead back to life).

August 12th, 2018  in RPG No Comments »