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6/25/2008 9:42 AM
 

I've been working on some new spells that I think would add some flavor and distinction to my world.  Some of them are new ideas and some of them are combination spells.  I'm posting them here for feedback.

 
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6/25/2008 9:44 AM
 

Extended Healing (VH)

Restores up to 12 HP to the subject evenly over 4 seconds.  Does not eliminate disease or poison, but will cure damage caused by these things.

This spell is risky if used more than once per day by the same caster on the same subject, but it may be maintained.  If you try, roll at -3 for the first repetition, -6 for the second, and so on.

If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.

Cost: 6 to cast and 8 to maintain; Restores up to 12 HP to the subject evenly over 4 seconds (3 HP a second).

Prerequisites: M2, and Major Healing

Item:  Wand or staff decorated in a snake pattern. The item must touch the subject. Usable only by mages, or by nonmages with Physician skill 20 or higher. Energy cost to create: 1,200.

 
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6/25/2008 9:44 AM
 

Stench Missle (VH)

Creates a ball of stinking, swirling energy.  This has 1/2D 50, Max 100, Acc 3.  It can be thrown at a wall, floor, etc. (at +4 to hit)  to catch foes in the cloud. 

Cost: Any amount up to your Magery level per second, for three seconds.  The Stench Missle creates a cloud of Stench (M24) in a circle with the radius equal the amount of energy put into it -1.

Prerequisites: Stench and Shape Air

Item: Staff or wand – the missile is fired from end of item. Usable only by a mage. Energy cost to create: 600

 
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6/25/2008 9:51 AM
 

Create Flaming Weapon (VH)

Create any sort of simple melee or ranged weapon with which the caster is familiar – e.g., a sword, a spear, a bow. A melee weapon immediately bursts into flame, which does not harm the user but lets the weapon do +2 damage to foes or flammable ojects (after penetrationg armor and figuring other bonuses). A ranged weapon acquires a shimmering, fiery appearance and any missles it firest burrsts into flame, doing +2 damage as per the melee weapons (the projectile burns to ashes after it hits a target or after 10 seconds, whichever comes first).  It cannot create a magical item or a living creature.

Duration: The created object lasts indefinitely – as long as it is touching a living, thinking being. (See Create Object for details (M98)).

Cost: 4 for every 4 pounds the created item weighs.

Time to cast: Equal to cost, in seconds.

Prerequisites: Magery 2, Create Earth, Perfect Illusion, and Flaming Missiles

 
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6/25/2008 9:51 AM
 

Fast Flame Jet (VH)

Combines Fast Fire (M73) and Flame Jet (M73) into one spell.  This new spell doubles the damage of a flame jet, but does not increase the range.

Duration: 1 second

Cost: 2, 4, or 6 points.  Does 1d for each poiunt put into the spell.  The jet's range is half the energy put in.  Same cost to maintain.

Time To Cast: 2 seconds

Prerequisites: Flame Jet and Fast Fire

 
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