Showing posts with label spell. Show all posts
Showing posts with label spell. Show all posts

Tuesday, June 21, 2016

Spell: Mystic Shield

Mystic Shield

​Abjuration
Level: Sorcerer 8, Wizard 8
BoXM: Wizard 15
Components: V, S, M (a stone, a drop of blood, a tear from the caster’s eye,
                       and a clear gem stone worth at least 400 gp.)
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Source: Anauroch, the Empire of Shade, pg. 141

With the casting of your spell, you feel a presence about you, warding off the spells of other casters.

This spell creates an invisible aura around the recipient that moves with that individual. It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient. The protected individual can cast spells normally, even on himself. Magic items and spells that summon items to the caster such as secret chest and instant summons likewise function normally.

A mystic shield also negates the enhancement bonuses and special properties of magic weapons used against the target.


Saturday, June 18, 2016

Spell: Fly Like an Arrow

Fly Like an Arrow

​Transmutation
Level: Assassin 4, Sorcerer 4, Wizard 4
BoXM: Wizard 7
Casting Time: 1 standard action
Components: V, S, M (a small platinum arrow (1 inch long) valued at 500 gp.)
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Source: Dragon Magazine # 308, pg. 24

This spell allows the caster to fly at great speed. If the caster can fly (either with wings or from a spell or item), he can move at 10 times his normal fly speed, but only if he travels in a straight line and traveled the full distance of his normal fly speed in a straight line in the previous round. For example, a caster using the fly spell casts fly like an arrow. He must move 120 feet (double move) in a straight line on round one. Then, on the next round and all subsequent rounds he can move 1200 feet in a straight line. The caster can take no actions other than moving while using this spell, including such things as flyby attacks. If the caster ever stops, turns, or uses an action, his speed immediately returns to normal and remains so until he moves at full speed in a straight line for a round.
 ​
GM Note

House Rule: Added material component in place of the Dragon Magic feat. If the caster has the Dragon Magic feat no material component is required.

House Rule: Added Assassin 4 to Level.

House Rule: The definition of 'straight line' is exactly that: a straight line. Descending, ascending, straight up, are irrelevant. Normal rules apply for modifications in distance due to ascending/descending.
 ​


Wednesday, January 27, 2016

Spell: Mage Clock

Mage Clock
Divination (phantasm)
Level: Sorcerer 1, Wizard 1
BoXM: Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A phantasmal clock
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

Upon casting this spell, a phantasmal timepiece appears. It can either mentally sound in the caster's mind at the times prescribed at the time of casting; or it can audibly chime. If the audible chime is selected it can sound so softly it can only be heard from 5 feet away or so loudly that it can be heard from 120 feet away.

At the time of casting, the caster can select the appearance of the mage clock as well as when it chimes. The mage clock can appear as something as small as a round disk one inch across or as large as a 10 foot tall grandfather clock. It can chime on the hour, the half hour or even quarter hour as the caster wishes.

Some casters use more than one mage clock, having each sound at differing times and with differing sounds.

​The mage clock is stationary and unmovable; however if it is cast inside a moveable object such as a box, carriage or ship, it remains stationary relative to wherever it is cast.​

Mage clock can be made permanent with a permanency spell.​

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Sunday, January 24, 2016

Spell: Vampiric Lanthorn

Vampiric Lanthorn

Necromancy (shadow)
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Casting Time: 1 standard action
Components: V, S, F (an inscribed and carefully prepared silver lantern fueled with pure oil
   and shadowstuff; such a lantern always has hardness 4 and 30 hp, and it costs 400 gp)
Effect: One 30-ft.-radius circle
Duration: 1 round/level or until lantern destroyed
Saving Throw: Fortitude negates
Spell Resistance: No
Source: The Mage's Tower website

By lighting a ritually prepared lantern, you generate an area within which the life is drawn out of all creatures around you and channeled through the lantern into you. At the time of the spell’s casting, all creatures within the lantern’s light must make a Fortitude save each round that they remain in the area. Success means they are unaffected that round. Failure means they suffer 2d4 hit point loss, and you gain hit points equal to 1d4 per creature damaged in this way. You retain these points for 10 rounds after the spell ends.

If the lantern is destroyed, the spell ends immediately, and you lose all leeched hit points.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Thursday, January 21, 2016

Spell: Guide Craft, Greater

Guide Craft, Greater

​Transmutattion
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: V, S, M (an arrowhead)
CastingTime: 1 standard action
Range: Touch
Target: See text
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

A cart, wagon, boat, or ship moves as you command. The vehicle can be no larger than 100 feet long + 20 feet per level (a 10th-level wizard can steer a 300-foot-long vessel). The craft must have its normal means of locomotion, or you may cast power craft. You do not need to concentrate to maintain this effect—so you could cast it on a horse-drawn wagon, command it to “go straight,” and take a nap. The horse will pull the wagon straight until you tell it otherwise or the duration ends.

Unlike guide craft, more complex instructions are possible. While the craft is affected by greater guide craft, it responds to situations and commands nearly as well as it would if you were actually at the controls (treat the craft as having half your Int and Wis scores and half your ranks in any relevant skills (Profession Navigator, Profession Sailor, etc.).
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Spell: Embed Ioun Stone

​Embed Ioun Stone

Universal
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: S, M
Casting Time: 1 hour
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

Upon completion of this spell, the caster is able to take a single ioun stone and implant it into his body in any one of the 14 mystical chakra points (crown, brow, throat, shoulder (right and left), arm (right and left forearm), hand (right and left palm or back of the hand), heart, waist, feet (right and left) and soul (typically chin or immediately above the chest chakra). Doing so immediately renders the embedded stone safe from external spells (spells cast by other than the wearer of the stone).

No more than one ioun stone per caster level may be embedded (in total) using this spell.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Sunday, January 17, 2016

Spell: Dimensional Wormhole

Dimensional Wormhole

​Transmutation
Level: Sorcerer 7, Wizard 7
BoXM: Wizard 14
Components: V, S,M
Casting Time: 1 hour
Range: See text
Effect: One way dimensional conduit between two fixed points
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

You trace out an intricate mandala with the powdered obdurium dust while chanting the first half of the mantra-like verbal component of the spell; upon completing the second half of the mantra at another point, you link them together in such a way that no magic or material can block travel between them.

This spell creates a permanent one-way dimensional conduit between two fixed points which allows teleportation between those points even when teleportation might be blocked by magical or other means (such as a forbiddance spell for example).

Each of the two points covers a 10 foot x 10 foot square area and the primary (anchored) end of the dimensional wormhole is marked with an unique, intricate invisible mandala-like pattern (see invisibility and any form of arcane sight will reveal the mandala and Spellcraft or Knowledge (arcana) check (DC 35) will reveal what it is but not where it is linked to. The second point must be visited within 12 hours of completing the mandala on the anchored end and the final verbal component uttered there.

The two points so linked do not in themselves provide any form of teleportation. The two points so linked do not need to be on the same plane.

Casters often cast this spell once at each point to provide two way teleportation between desired locations.

To teleport to the linked point at the other end of the dimensional wormhole, the caster must not only visual the desired location but also its unique mandala. Committing the mandala to memory requires careful study (which takes an hour) as well as a Spellcraft check (DC 35). The caster of the dimensional wormhold is not required to make this check.

In order to link a point that is already in a blocked area, the caster must begin casting dimensional wormhole (completing the first mandala) at the desired location within the blocked area and then, within 12 hours, complete the second half at other, nonblocked location. Failure to complete the spell within 12 hours causes the spell to fail. During this 12 hour time frame the spell slot used is unavailable and even resting will not make it availabe until either the second point is linked or the 12 hours have passed.

Some wizards use this spell as a trap by linking to a blocked area. Since the wormhole is one way, someone teleporting through it might be sent to a blocked area where teleporting out is not an option.
 ​
Once a dimensional wormhole is cast only the casting of a mage's disjunction at the anchored end of the wormhole cast sever the connection.

Spell: Dweomerstrike, Greater

Dweomerstrike, Greater

Evocation
Level: Sorcerer 8, Wizard  8
BoXM: Wizard 16
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

The caster lashes with her weapon (or punches with her fist), sending forth a bright, sparkling sphere of purple energy. It is not electricity, it is not negative energy; it is pure magical energy.

The caster must succeed at a ranged touch attack to hit with this spell. The blast deals 1d12 points of damage per two caster levels (maximum 10d12). This is raw magical damage, so all forms of energy resistance are ineffective against it.

Anything (with the exception that nothing living, undead, a magical construct or in the possession of another) may be used as the material component, which must be in one of the caster's hands at the time of casting).


Spell: Dweomerstrike

Dweomerstrike

​Evocation
Level: Sorcerer 4, Wizard  4
BoXM: Wizard 8
Components: V, S, M (see below)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

The caster lashes with her weapon (or punches with her fist), sending forth a bright, sparkling sphere of purple energy. It is not electricity, it is not negative energy; it is pure magical energy.

The caster must succeed at a ranged touch attack to hit with this spell. The blast deals 1d10 points of damage per two caster levels (maximum 10d10). This is raw magical damage, so all forms of energy resistance are ineffective against it.

Anything (with the exception that nothing living, undead, a magical construct or in the possession of another) may be used as the material component, which must be in one of the caster's hands at the time of casting).

 ​

Thursday, January 14, 2016

Spell: Blood Fog

Blood Fog

​Necromancy
Level: Bard 5, Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20‐ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Source: The Mage’s Tower website

Blood fog produces a bank of thin red mist that weakens the physical resistance of those caught in it. Creatures in the blood fog take a –10 competence penalty on Strength checks and Fortitude saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1  round.

The fog is thin and does not significantly hamper vision.
 ​
GM Note

House Rule: Some spellcasters use the Spell Thematics feat to alter this spell so that it appears as a faint glowing radiance instead of a thin mist. This increases the DC of a Spellcraft check to identify the spell by +5.

Spell Secret: Using the ichor of a vampire as a material component and succeeding on a Spellcraft check (DC 25) causes the blood fog to become persistent, ie. a creature remaining in the blood fog must succeed each round they remain within it or be affected by it.
 ​
The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Spell: Baneful Casting, Greater

Baneful Casting, Greater

​Enchantment
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: 1 spellcaster
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Source: The Mage’s Tower website

The unfortunate recipient of this spell suffers from a magical backlash when he or she attempts to cast a spell. Unlike baneful casting this backlash can interfere with the casting of spells (roll backlash damage, to successfully cast the caster must make a Concentration check DC 10 + level of the spell being attempted + damage taken) with the caster suffering damage equal to 1d6/level of the spell cast.

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I  cannot recommend it enough.

Wednesday, January 6, 2016

Spell: Delay Teleportation, Greater

​Abjuration
Level: Sorcerer 6, Wizard 6
BoXM: Wizard 11
Components: V, S, F (a tiny hourglass of platinum and crystal filled with diamond dust,
     costing 1,000 gp. The hourglass must be carried or worn by the spell's recipient while
     the spell is in effect)
Casting Time: 10 minutes
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 24 hours
Saving Throw: None (D)
Spell Resistance: No
Source: The Mage's Tower website

As delay teleportation, except that greater delay teleportation creates a delay of 3 rounds, providing the recipient with even more time to deal with someone attempting to flee via teleportation.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Tuesday, January 5, 2016

Spell: Delay Teleportation

​Delay Teleportation

Abjuration
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Components: V, S, F (a tiny hourglass of platinum and crystal costing 500 gp,
          which must be carried or worn by the spell's recipient while the spell is in effect)
Casting Time: 1 round
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

The subject of the spell is surrounded with an invisible aura that delays the teleportation of any creature within the spellfs area seeking to leave it. Any teleportation spell or effect (including all spells with the teleportation descriptor) are delayed. The spell delays the departure of the teleporting creature by 1 round (so that it departs on its initiative count immediately before its next turn).
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Monday, January 4, 2016

Spell: Delay Teleportation, Lesser

​Delay Teleportation, Lesser

Abjuration
Level: Inquisitor 3, Sorcerer 3, Wizard 3
BoXM: Wizard 5
Casting Time: 1 immediate action
Components: S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 1 round/3 levels
Saving Throw: Will negates
Spell Resistance: Yes
Source: Eldritch Secrets (Headless Hydra Games), pg. 31

This spell delays a creature or object that tries to teleport any distance, even across the planes. The caster can only target one creature or object and must decide who, though it need not be the caster of the teleportation spell. The spell effect is suspended for 1 round per three caster levels, after which the spell will take effect as normal, unless the object or creature is otherwise hindered, perhaps by another spell.

GM Note

House Rule: Name changed from delay teleportation to lesser delay teleportation to avoid duplication.

Level changed to Inquisitor 3, Sorcerer 3, Wizard 3 for game balance.
 ​
 ​

Sunday, January 3, 2016

Spell: Delay Teleportation

Delay Teleportation

​Abjuration
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Components: V, S, F (a tiny hourglass of platinum and crystal costing 500 gp,
         which must be carried or worn by the spell's recipient while the spell is in effect)
Casting Time: 1 round
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

The subject of the spell is surrounded with an invisible aura that delays the teleportation of any creature within the spellfs area seeking to leave it. Any teleportation spell or effect (including all spells with the teleportation descriptor) are delayed. The spell delays the departure of the teleporting creature by 1 round (so that it departs on its initiative count immediately before its next turn).
 ​

Saturday, January 2, 2016

Spell: Dancing Chains

Dancing Chains

Transmutation
Level: Demonologist 3, Sorcerer 4, Wizard 4
BoXM: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One chain per level within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Source: Book of Vile Darkness, pg. 90

The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster’s normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling).

The caster can climb a chain she controls at normal speed without making a Climb check.
 ​
GM Notes

House Rule: Dancing chains does not alter the material of a given chain, merely its size (minimum size of 6 inches). That said, note that even a small diameter steel, mithral or adamantine will be extremely strong and difficult to break.

Proficiency with spiked chain is not needed by the caster as the spell states "these chains attack as spiked chains."

As a tactical note, using this spell (even at the minimum level with 7 chains) and having one grapple while the other 6 assist the grapple can be VERY dangerous.
 ​


The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

(reprinted without the permission of Wizards of the Coast)

Spell: Glasteel

Glasteel

​Transmutation
Level: Sorcerer 6, Wizard 6
BoXM: Wizard 11
Components: V, S, M
Casting Time: 1 minute/lb. created
Range: Touch
Effect: A glasteel object weighing up to 5 lb. level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: Freeport, City of Adventure, pg. 128

Glasteel is a magical substance created from normal, nonmagical creystal and glass. Glasteel is as strong, heavy, and resistant to fire as steel, but retains the transparency of the original material. Spells that affect metal or glass (such as shatter and rusting grasp) do not function on glasteel. Using this spell with fabricate or a glass-related Craft check, the caster can fashion glass or crystal items that function as steel items. Thus, glass plate armor and glass swords can be created that are as durable as their normal, steel counterparts.
 ​
(reprinted without the permission of Green Ronin)

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Saturday, August 22, 2015

Spell: Dead Light

Scroll sold at the Savant tavern in Clerkburg, Greyhawk City

Dead Light

Conjuration (creation)
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: S, M (a dead firefly which has been preserved in a solution 
     made from mushroom powder, saffron, and fat)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Shining mote of light
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

You hold a dead firefly in your hand and as you concentrate, it dissolves into nothingness. Nearby, in a place of your choosing, a mote of light which can only be seen by arcane means appears.

This spell creates a mote of light whose radiance illuminates a 30 feet radius but which is only visible by arcane means such as arcane eye, arcane sight, greater arcane sight, or true seeing. To all others, there is no visible effect. You can move the mote at the beginning of your turn as you desire, forward or back, up  ordown, straight or around corners, up to 60 feet per round. This is a free action. You may also direct it to hover near you at a set distance and it will move as you do, within the limitations of its own speed.

The mote is both invisible and incorporeal and can pass through objects and nonmagical barriers. It partially illuminates hidden (10 + your caster level + either your Intelligence [for wizards] or Charisma [for sorcerers] modifier is added to your Perception check against an opponent attempting to hide within the area illuminated by the dead light) objects and creatures. Ethereal and invisible beings and items become visible (by arcane means) as insubtantial outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but any incorporeal or invisible creature illuminated by the dead light does not benefit from concealment, and so attacks against them suffer no miss chance.

The mote cannot be attacked or damaged, though dispel magic and similar spells can dispel it. The mote winks out if the distance between you and it exceeds the spell's range.

This spell may be cast in conjunction with glowing orb. When this is done, all of its effects become a part of the magical light source produced by that spell. If the glass sphere of the glowing orb is destroyed, the mote of dead light also ends. Casting this spell in conjunction with glowing orb produces a magical controllable light that lasts for one day per level of the caster (instead of the permanent light source glowing orb usually produces). 

The spell effect produced by casting glowing orb and dead light together may be made permanent via the permanency spell.

GM NOTE

This spell is considered unique in its rarity; it is thought that 3 or perhaps 4 copies of it exit in spellbooks through the Flanaess.

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.