This
spell creates up to 4 pathways of a maximum of 30 ft in length each.
The pathways are cast to connect several floating or suspended
platforms and landings and ledges over a cliff or pits in the floor.
The spell lasts for 2d6+6 exploration turns. All of the platforms are
made of a semi-solid blue magical energy that have a buoyant upwards
force. Anything with at least 1 point of magical resistance, or
anything that is immune to spells, must make a saving throw and if
failed they fall through the magical floor, as it can only support
things that are affected by its enchantment. Even the magic user
cannot stop this from happening, a willing or friendly target is just
as unable to cross as any other if they are immune to magical spells.
[2]
Dewdrop Orb - 3rd
level
This
spell requires casting on a body of water at least as large as a
barrel. The water must also be pure, not salt or swamp water. This
spell collects and combines the water into a hard crystal-like orb of
clear blue glass, called a Dewdrop orb. If this orb is placed at the
end of a staff or rod, it can be used to create blasts of water magic
that deal 1d4 damage to a target, or 1d6 damage while underwater.
Water magic isn't especially dangerous to most living things, but
certain creatures like dry mummies, lotion zombies, or creatures made
of fire may be weak to it causing these blasts to do far more
damage.
The Dewdrop orb can also be expended to double the duration of another spell involving water; usually spells that control the tide, let the caster breathe underwater, or create/control water elementals. When used up, the dewdrop orb evaporates fully, the water within lost. The orb doesn't ever really go away if used for magical blasts or for other purposes, but will slowly lose size via evaporation and become less effective over the centuries, and as such Wizards tend not to stockpile more then a few of them at a time.
The Dewdrop orb can also be expended to double the duration of another spell involving water; usually spells that control the tide, let the caster breathe underwater, or create/control water elementals. When used up, the dewdrop orb evaporates fully, the water within lost. The orb doesn't ever really go away if used for magical blasts or for other purposes, but will slowly lose size via evaporation and become less effective over the centuries, and as such Wizards tend not to stockpile more then a few of them at a time.
[3]
Lapisaur - 4th
level
Momentarily,
the caster will transform into a dinosaur. The creature stands 7 ft
tall, has two claw attacks at 1d6+1 and a bite attack at 1d12+2, and
has magical bright blue skin. All of the casters clothes fall off
during the transformation, and they cannot act with more then an
animal intelligence during this spell, though their newly found
hormones make them violent and aggressive, they will still avoid
harming their allies in this new form. This creature has the same hit
dice as the caster did, but has 17 AC and is immune to acid.
This
spell lasts for 1d4+4 combat rounds, and the transformation is so
terrifying that any intelligent enemies will need to make a morale
check to avoid running in fear from the horrible ancient creature.
Also, while pursuing fleeing enemies, the Lapisaur can reroll failed
attacks once each, their vicious little claws and teeth looking to
find a mark.
[4]
Guardian Tattoo - 2nd
level
To
cast this spell, the magician must inscribe a magical symbol of
protection on the body of the target in magical blue ink. This takes
a minimum of 4 exploration turns. When the spell is invoked by the
wearer of the tattoo, which they can do at will, it creates a magical
blue guardian spirit above them, which matches the pattern on the
tattoo. Most tattoos are drawn as spirit animals like bears or
tigers, or sometimes as mythical beasts like dragons or unicorns, or
even as familiar guardians. This tattoo appears above and around the
person as a glowing light in the shape of the tattoo, granting them
+2 AC versus all incoming attacks and having the ability to knock a
maximum of one 1st level spell out of the air aimed at the
tattoo-barer each round. They can also do this to elemental blasts
from rods or from monster powers in the same vein, still limited to
one per round and limited to blasts that deal 1d6 or less damage;
equivalent to a first level spell.
The
spell lasts for 1d4+4 combat rounds and once it is done, the tattoo's
ink fades to a dark blue and is still permanently marked on the
targets skin. The recipient of this spell could have multiple tattoos
prepared at once for use but they are permanent marks on their skin;
only able to be removed by other magical spells or alchemical salves
that can remove tattoo ink.
[5]
Sword of Throguus -
3rd
level
This
spell conjures a sword made of solid blue energy. The handle is
embedded with three hexagonal cut yellow topaz gemstones. Each time
the sword hits its mark, the user of the sword can mentally command
the sword to inject blue fire into the wounds, causing a burning
feeling that travels through the targets veins and deals +1d6
additional fire damage internally. Targets without blood are immune
to this effect, but the sword is still a powerful magical sword that
deals 1d8+1 damage on a hit. The wielder of the Sword may also
willingly smash it against a hard surface (if they have at least +1
strength modifier). The moment it is smashed, everyone who had the
fire of the sword blown through their veins is healed for that
damage, but falls asleep for 1 day per point of damage they just
healed. Dead targets are not revived, instead their bodies do burn into
bright blue ash.
The sword lasts for 4 exploration turns. If it is not broken when the time is up, the secondary effect of the sword doesn't happen and the damage the sword caused is permanent, without the sleep effect.
[6]
Great Parade - 1st
level
Can
be cast on up to a dozen horses or twice that number of men. Creates
brilliant fake tabards of a bright blue color, blue flower petals as
confetti, blue banners, and other such parade wear. By walking this
attractive assortment through a town or city, it is sure to attract
attention and is a good way to fake or make a parade. All of the
clothes and items conjured by this spell are very weak, and will fall
apart the moment they are caught on something or an offensive spell
or attack lands on any participant.
This
spell can be cast multiple times as well to branch out the effect. If
cast while in the parade that has already been hit by the spell, then
nearby town homes will fly blue flags and carpets from the windows,
with blue flowers lining the roads. If cast again, then those
watching the spell may have blue garments as well; turning everything
more and more blue.
[7]
Cerulean Magnetism -
4th
level
The
caster must target an object or a person with this spell. They must
also decide the polarity; either attractive or repulsive- the color
of the person or object changes based on their polarity. Repulsive
targets turn darker blue on the outside, with a lighter color nearer
to their center, and attractive is lighter outside and darker
internally.
Once
the target is determined along with polarity; they become magnetized-
but this is no mere magnetism of a lodestone. This spell is special
as the next metal the caster speaks aloud is picked as the subject of
the magnetic spell effect, relative to the target. Any metal can be
used with this spell- bronze, gold & silver, steel and iron
alloys, magical metals like adamantine and mythril, etc. If the
target was made repulsive, then the metals fly away from them as
though they were a powerful magnet, and if made attractive the metals
fly towards them. As this spell offers no inherent defenses against
the metals, this spell can be used to make all nearby weapons fly
towards the target in an attempt to wound them. If used with a metal
floor, could be made as a levitation spell, or could stick the target
against a surface from where they couldn't pull themselves off.
[8]
True Fractioning-Flask
- 4th
level
When
cast, this spell conjures a bright blue but clear flask of a
glass-like material. It's slightly heavier then glass and much harder
to break, having an AC of 18 and requiring a strong hit with a blunt
object made of stone or lead, or any magic club or mace of at least
+1 damage bonus. The flask also isn't shattered by long drops.
Anything shoved into this flask is forced to become it's true self
within and it blocks disappearing magic out of the flask, so tiny
gnomes or pixies shoved into this flask cannot teleport out, and an
imp shoved into the flask could not keep up a disguise. People that
are changed into animals that can fit in the flask (like a mouse or
insect), will be forced to polymorph back into human form within the
flask, cramped into an uncomfortable but thankfully not fatal state.
The flask can also be filled with nonliving things too, as per a
normal flask.
The
power of this flask is through sweating. When the flask it brought
before a hot flame, the flask 'sweats' or 'bleeds' the essence of
whatever is trapped within. This condensation has both a color and
magical properties of whatever is inside the flask; if you sweat a
demon within the flask, then the dew on the outside of the flask will
be dark black and contain pure evil. This makes the inside of the
flask hot, but not immediately fatal for whatever is inside. For each
unit of condensed essence, any living things inside the flask lose -1
HD and any magical material or unit of another object loses at least
-20% of itself, whatever it may be. This flask is a powerful magical
tool for alchemists and for magical experimentation, and can be used
as a semi-permanent prison for beings trapped within.
[9]
Aura Bomb - 1st
level
The
caster creates a hidden blue aura within their own invisible aura;
this aura can also be placed on a willing target. The energy of this
aura is flaming and frozen in place- it's still easy to miss due to
this being a useful trap. When an astral parasite, magical spell, or
hand of a rival magic user attempts to grab or attack the caster's
aura; the blue energy explodes outward on the astral plane. While
powerful there, in the real world the bombs effects are barely felt.
The energy generated is similar to a gust of wind or suck of a vacuum
orb, putting out candles or flipping papers off tables.
In
the astral plane though; the explosion is quite powerful and deals
2d6 + shield barer's Cha modifier. Wizards will sometimes have this
spell go off while in their study or at a polite dinner, realizing
only then that they're being attacked in the unseen realm.
[10]
Blue Banners - 2nd
level
When
cast, this spell creates a blue banner and a few smaller ones (such
as attached to the ends of spears or on horses' flanks) as a military
standard. While fighting under this standard, soliders have +1 morale
as long as they find they find the color blue pleasing or something
respectable. Most beings do, but monsters might find it a weak or
passive color and not follow under it.
These
banners last for 2d2 hours and cannot exceed the leadership powers of
high level fighting men, but they are better then nothing and are a
way for a fighting force to get a supernatural edge when they don't
have an actual magical standard to call their own.
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