Just a few more spells.

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Just a few more spells.

Postby Agrippa » Sat Jun 23, 2012 6:08 am

You probably know that I posted a few spells a while back. Basically conversions of three necromancy spells from Exalted. Probably you also know about my converting 3.5's psionic system to LL/BECM and reflavoring it as an alternate form of magic. Well I've just gone and combined the two by posting up these new spells. I hope they're not too powerful for their levels and that I'm not off base here.

Boiling Blood Touch
Lifewarping (for sorcerers)/Necromancy (magic-users)
Level: 4 for sorcerers, magic-users and elves
Display: Visual
Components: V/S.
Casting Time: One round
Range: Touch
Target: One creature
Duration: One turn plus one turn per every three levels until discharged. Two rounds plus one round per two levels for spell’s effects.
Spell Points (sorcerer only): 7

With quiet chants and graceful hand movements the witch rolls raw mystical essence around in her hands into the shape of a roiling orb. As it takes shape its color also changes, from a reddish brown to stark glowing crimson. The origin of this essence, whether power innate to the caster or gained strictly through learning, is meaningless. After it turns a crimson hue the mass of bloodwarping energy burns its self onto the caster’s hands as blood-red runes.

When she makes any one unarmed attack after casting this spell against a living victim with blood, she can choose to inflict an additional 3d6 points of damage and a -4 to all actions for one round from severely heating the target’s blood and forces a saving throw vs. Death Magic in the next round. If failed the victim suffers the effects of this spell a second round and must pass a Dexterity check or fall prone from the pain. Every three magic-user levels past 7th grants an extra round to the spell’s duration and every two levels past 7th increases the blood boiling’s duration by two rounds forcing a save vs. Death every round.

Augment (sorcerers only)

For every three additional spell points above seven increase the spell’s duration by one turn. Every two additional points spent increases the duration of the blood boiling by one round forcing a save vs. Death every round too.

Incomparable Arsenal Body
Conjuring (sorcerers)/ Transmutation (magic-users and elves)
Level: 5 Sorcerer, 5 Magic-user/Elf
Display: Auditory
Components: V/S.
Casting Time: One round.
Range: 0.
Target: Self.
Duration: Two turns plus one turn per every three levels after first.
Spell points (sorcerers only): 9

When the magus has completed this spell a loud metallic scraping sound can be heard for a great distance. As this noise sounds out the wizard’s own flesh and bones begin to change into living iron. His body turns a metallic black in color covered with rust and rivets through out his body. He can grow spikes from his body of metal and claws from the back his hands, inflicting 1d6 + Strength bonus in damage. And from his mouth the magician can fire a single chained harpoon from his mouth at 10 feet away for 1d6 points of damage.

In addition the caster has been rendered immune to poison, disease, polymorphing or anything that affects only the living, aside from mind-influencing magic. He also gains the armor class of some one in plate armor. The caster also suffers 9 fewer points of damage from physical attacks, still to a minimum of one.

For duration of the spell the magister no longer breaths, eats or drinks and suffers a severe penalty to all swimming attempts and becomes highly magnetic. He still retains his normal movement rate in spite of doubling in weight and gains a +7 bonus to Strength.

At higher levels any magic-user casting this spell is treated as wearing magical plate armor with a +1 bonus every third level after 9th, up to +6. His tongue harpoon range rises 10 feet per every five levels after 9th and he can fire his fist at a range of 5 feet per every five levels after 9th. In addition the caster can ignore an additional point of damage per every level past 9th up to 15 points of damage.

Augment (sorcerers only)

Every spell point above 9 grants a magical +1 bonus to the sorcerer’s plate armor-like body, up to +6 and can ignore an additional point of damage, up to a total of 15. He also gains a range increase of 10 feet for his tongue harpoon and allows him to launch missile attacks with his fists 5 feet both for five additional points.
Agrippa
 
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