[BFRPG] New Spells

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Nazim
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Post by Nazim »

Arminath wrote:
This spell will not create humans, demihumans, undead or other planar creatures.
Having a Draco-lich is already an impossibility since the spell won't duplicate undead and they don't exist in BF. ;) The size-limitation never came up in our games, but it prolly would be a good idea to limit the size of a Conjured Companion to Man-sized or smaller.
This totally sounds like I'm insisting, and I don't mean to: the spells you suggested are your work and not mine. But I was thinking more of something smaller. Like something that could conceivably be carried by the caster, or that could sit on his or her shoulder. This would make it much smaller than man sized, so even my suggested 100 lbs were misstated. Maybe something in the range of 25 lbs?

And, about the planar restriction (my mistaken example not withstanding), what about those little demons (imps) that evil casters get? Maybe that shouldn't be the restriction? And I can also see a necromancer using an undead of sorts as a familiar. So I guess I'm suggesting taking out those two limitations (even a fire elemental would be very cool, if the component is retrievable - somewhat a la Howl's Moving Castle). And, ultimately, if you do impose a small size restriction, that excludes demihumans and humans automatically, making it the only real restriction necessary.
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Post by Solomoriah »

Analyze Magic
Magic-User 2 / Cleric 3
Range 5'
Duration special

The analyze magic spell permits the caster to discover information about an existing enchantment. For each turn spent studying the enchanted item or area, the caster may learn one feature of the enchantment. Features include spell effects, bonuses, and command words or activating conditions. The DM will choose the order in which the features are revealed, but command words and/or activating conditions should be last.

Each turn of study requires the caster to make an Intelligence ability roll. A natural 20 is not an automatic success, but a natural 1 is always a failure.

The enchantment to be studied must be within 5' of the caster, and he or she must maintain light to moderate concentration. If concentration is broken, make a roll as above; if it succeeds, the caster may resume studying the enchantment (provided the break does not last more than 3 rounds) but loses the chance to learn about one feature. If the roll fails the spell ends.

Even with the best rolls, the caster can only learn about one feature per level of ability. The caster does not initially know how many features an item has, but he or she knows when the last feature is discovered (if the caster makes it that far).

With respect to bonuses (for magic weapons, etc.) use the following table:

Result Detected
<table><tr><td>Bonus</td><td>Weak</td><td>Moderate</td><td>Strong</td><td>Very Strong</td></tr><tr><td>+1</td><td>1-18</td><td>19-20</td><td>--</td><td>--</td></tr><tr><td>+2</td><td>1</td><td>2-19 </td><td>20</td><td>--</td></tr><tr><td>+3</td><td>1</td><td>2-7 </td><td>8-19</td><td>20</td></tr><tr><td>+4</td><td>--</td><td>1 </td><td>2-19</td><td>20</td></tr><tr><td>+5</td><td>--</td><td>-- </td><td>1-2</td><td>3-20</td></tr></table>

So, for a Sword +1, +3 vs. Dragons, if the caster makes his or her first roll (learning about the first feature, the base +1), the DM rolls 1d20 secretly. If the DM gets 1-18, he describes the basic enchantment as "weak;" if he gets 19 or 20, he calls it "moderate." If the second roll is made (for the +3 vs. Dragons), the DM rolls again, but this time the most likely result is "strong." The caster will know at this point (but not before) that there are no further features to discover.
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Post by Solomoriah »

Familiar
Magic-User 2
Range Touch
Duration Special

With this spell, the caster binds a single animal into his service as a familiar. The creature must be present, and the caster must touch it to cast the spell. Only normal (non-magical) creatures of 1-1 hit die or lower and having animal intelligence may be made into familiars. Further, each spellcaster may have only one familiar at a time. If a familiar dies, the caster will not be able to successfully cast this spell again for 2d6 months (the period to be rolled by the DM and not revealed to the player). A saving throw vs. Spells is allowed to resist, and if this roll succeeds, the animal chosen is not compatible with the caster and cannot become his or her familiar.

The familiar will behave as if permanently charmed by its master, and will do its best to perform any task assigned to it (to the best of its ability). The creature's morale is raised +2, and it receives improved intelligence (equal to 3+1d4 points). Familiars normally capable of speech (such as parrots) or sign language (such as monkeys) can even carry on conversations. Familiars also age at only 1/2 the normal rate for their kind, so a cat familiar (for instance) might easily live forty years.

The familiar and its master are linked telepathically, allowing normal communication in both directions. The caster can see through the eyes of the familiar (using moderate concentration). He or she can also sense the direction and approximate distance to the familiar (in general terms, such as "northeast more than a mile away" or "south more than a hundred miles and underground") by concentrating fully upon it for 1d6 rounds.

The connection between the master and familiar will extend any distance on the same plane, but if they are on different planes, the familiar saves vs. Spells once per week with success meaning it has freed itself from the master. The freed familiar loses all benefits gained from this spell and becomes a normal animal. The master behaves as if his familiar has died. However, if the familiar was well treated by its former master it will be friendly toward him or her should they meet again, and the master may again cast this spell (even if the normal time limit has not expired) to re-bind the animal as his familiar again.
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Post by Solomoriah »

Bird of Desire
Magic-User 3
Range Special
Duration Special

When this spell is cast, the wizard creates a quasi-real, birdlike creature, a "bird of his desire" to carry a message for him. It may appear as a small hawk/falcon or as a large dove, and may be any shade of grey from nearly white to nearly black. Alternately, with the addition of a drop of fresh blood to the casting, the Bird may be colored blood red; it will always appear as a hawk in this case. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The Bird has an Armor Class of 18 and 2 hit points plus 1 per level of the caster. If it loses all of its hit points, the Bird disappears.

The Bird flies at a movement rate of 10' per level of the spellcaster, to a maximum movement rate of 100'. It can bear up to one ounce per five full levels of the caster (one ounce up to level 9, two ounces up to level 14, etc.)

When created, the Bird must be given a specific destination, which can be any location on the same plane to which the caster has been at least once (even if he or she was lost at the time). After the caster attaches any message or small item(s) to the legs of the Bird, he or she releases it, and it flies without error to the specified location.

The caster may additionally visualize a specific person, whom the Bird will seek out near the target location. Note that this does not allow location of a person; the Bird will fly around the target area looking for the target creature.

The Bird will travel at its maximum movement from the caster to the target location. Distance is no object; the Bird will continue indefinitely until the target area is reached. If a target creature was specified, the Bird will then fly around up to one day per level of the caster, searching for the target creature, until it is found; otherwise the Bird will immediately land in the target area. After it lands the Bird will wait patiently for the message or item(s) to be removed, and then disappear in a faint puff of smoke. If the item(s) or message are not removed immediately the Bird will disappear anyway after waiting one round per level of the caster, dropping the items on the spot; this will also happen if a target creature is specified and cannot be found (the Bird will land first before this happens so as not to drop any carried objects a great distance).
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Post by Nikosandros »

Nikosandros wrote:
Solomoriah wrote:I agree with Nazim.
OK. Shall I resubmit a corrected version of the spells, including the rules for stunning?
Do you want me to do it or can you take care of the corrections yourself before publishing?
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Post by Solomoriah »

I'm lost... what corrections are you speaking of?
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Post by Nikosandros »

Solomoriah wrote:I'm lost... what corrections are you speaking of?
Giving the explicit range of a dagger in delayed blast fireball, specifying that the recipients of mass invisibility can see each other and specifying the effects of being stunned for power word stun.
"Πολλά τα δεινά κουδέν ανθρώπου δεινότερον πέλει" - Sophocles, Antigone
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Post by Nazim »

Solomoriah wrote:Analyze Magic
...
With respect to bonuses (for magic weapons, etc.) use the following table:

Result Detected
<table><tr><td>Bonus</td><td>Weak</td><td>Moderate</td><td>Strong</td><td>Very Strong</td></tr><tr><td>+1</td><td>1-18</td><td>19-20</td><td>--</td><td>--</td></tr><tr><td>+2</td><td>1</td><td>2-19 </td><td>20</td><td>--</td></tr><tr><td>+3</td><td>1</td><td>2-7 </td><td>8-19</td><td>20</td></tr><tr><td>+4</td><td>--</td><td>1 </td><td>2-19</td><td>20</td></tr><tr><td>+5</td><td>--</td><td>-- </td><td>1-2</td><td>3-20</td></tr></table>
So, for a Sword +1, +3 vs. Dragons, if the caster makes his or her first roll (learning about the first feature, the base +1), the DM rolls 1d20 secretly. If the DM gets 1-18, he describes the basic enchantment as "weak;" if he gets 19 or 20, he calls it "moderate." If the second roll is made (for the +3 vs. Dragons), the DM rolls again, but this time the most likely result is "strong." The caster will know at this point (but not before) that there are no further features to discover.
This is much more sensible than the versions I know, but wouldn't it be even simpler to just give the player the plus? As it is, this is almost the case, but we have to paraphrase the bonus using the table's terms, with the exception of +3, which seems to be called mostly "strong" but often "moderate." So after the DM tells the player the words she or he rolled up, the player has to look up what that word most likely means. It seems to be simpler (in BFRPG tradition) and more straightforward to say that 3-18 gives you the correct plus, 1-2 one under and 19-20 one over, or something of that kind. But that might just be me. I know there's a strong tradition of not telling players exactly what's going on. It just seems that this effort to streamline that spell makes the hypocrisy at play here a little too obvious.

Hmm. I just thought of a false problem with my way of thinking. If the player has a number, he or she will probably use it when it is relevant. For example a player with an allegedly +2 dagger may well announce that she has rolled a total of 14 on her attack roll, including the dagger's magical bonus, but the bonus may be mistaken, and the DM might miss the fact that the dagger is really +1, and that the total roll is really 13.

I don't think this is a real problem because the effort for the DM of noting that the player has the wrong bonus is probably still less than the effort it would take for the DM to account for all magical bonuses that the party enjoys. That's to say, if the party has a few items that are magical, and the DM is trying to use the method as proposed, she or he has to track all the magical modifiers of each weapon, armor, and other relevant magical items, while, under the method I am suggesting, the DM only has to track those items that were not identified correctly, which should only be a small percentage of the analyzed items.

Second question: in the example, would the second successful roll tell the player that it was "strong against dragons" or simply that there was a second "strong" aura?

Third question about this spell: would repeated castings yield the same, possibly mistaken, results? Otherwise I would certainly cast the spell a few times, to make sure I got the correct result. Maybe allow new results only after the caster has gained a new level?

Fourth question: what about other details, such as the charges in a wand, or the command word? Will the spell reveal these details?
Solomoriah wrote:Bird of Desire
Inspired by Zelazny? Nice title for a spell, in any case.
"Nice veins." - Dr. Dreyfuss, in The Apartment
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Post by Arminath »

Here are revised spells from my list posted earlier based on suggestions:

Ring of Lesser Healing *
Level: 5 (Cleric)
Range: 15-ft radius
Duration: Instantaneous
This spell allows the caster to cure light wounds on multiple creatures within 15-ft of him. Ring of Lesser Healing cures 1d6+1 points of damage on himself and one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may heal, then the caster decides which creatures recieve the healing. Against Undead the Ring of Lesser Healing inflicts damage instead of healing.
The reverse of this spell, Ring of Lesser Infliction, allows the caster to inflict light wounds on multiple creatures within 15-ft of him. Ring of Lesser Infl;iction causes 1d6+1 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster decides which creatures are affected. Against Undead the Ring of Lesser Infliction heals damage instead of harming.

Chant of the Holy Defender
Level: 4 (Cleric)
Range: Caster
Duration: Special
This spell is a rhythmic chant taken up by the cleric. The caster may affect 1 creature per 2 levels of the caster that are within 60' at the time of the casting. Each creature affected by the spell gain the following benefits:
~ Morale of any affected NPCs, hirelings and retainers is increased by 2.
~ Each creature affected gains 1d6+6 phantom hit points. Any damage taken is subtracted from these points first.
~ Each affected creature gains a +1 bonus to hit.
The benefits of this spell end for a creature if it leaves the 60' radius of the chanting cleric. The spell ends when the cleric stops chanting or is subject to a Silence spell. This spell may be combined with the Bless spell.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Arminath »

Based on feedback, I altered the Conjured Companion to this:
  • Conjured Companion
    Level: Magic-user 1
    Range: 0
    Duration: Permanent
    Effect: Creates a servitor creature for the caster.
    This spell creates a servitor creature for the casting mage. Though low in level, Conjured Companion requires several key components to be provided by the caster in order for the magic to properly function and even then there is a chance part of the ritual is done incorrectly. To cast this spell, the caster must gather the following components: a pure silver brazier worth 500 gp, a block of rare incense worth 100 gp, rare oils costing 200 gp and a piece of the creature to be conjured (at least 1 pound and not less than 1 week old). The actual casting of the spell requires 24 full hours of casting, requiring constitution checks every 4 hours (6 total). At the completion of the spell, the components are all expended and the caster's chance of success is determined as follows: 15% base chance of success

    +2 % per level of the caster
    +1 % per 100 gp value of the components over the value of the required components
    -10% for each component missing
    -5% per hit dice of the creature's typical racial hit dice
    -5% per special ability of the creature's race
    -10% for each failed constitution check
    -10% if flesh is from an Undead or Other Planar creature
    Automatic failure if no creature flesh is present

    In any case, the spell's maximum chance for success can be no higher than 95% after all modifiers are accounted for. If the spell fails, the mage must wait until he gains a level before attempting it again.
    If successful, the pound of flesh the caster procured begins slowly growing. It takes 1 hour per level of the caster for the companion to grow into it's adult form. Until that time, it is enclosed in a fleshy cocoon. During this phase the creature can be destroyed with no ill effects to the caster.
    When 'hatched', the creature has an intelligence and normal abilities of a typical member of its race (except as outlined on the table below). In addition to its native tongue, the companion understands the caster's native tongue and is empathically linked to the caster when within 1 mile. The companion will serve the caster unwaveringly and when given tasks and jobs to do the companion will carry them out according to their intelligence. The hit dice saving throws and hit points of the companion are as follows:

    Caster's Level Hit Dice Save As Hit Points
    1-2 1 M-U 1 1d6+1
    3-4 2 M-U 2 2d6+2
    5-6 3 M-U 3 3d6+3
    7-8 4 M-U 4 4d6+4
    9-10 5 M-U 5 5d6+5
    11-12 6 M-U 6 6d6+6
    13-14 7 M-U 7 7d6+7
    15-16 8 M-U 8 8d6+8
    17-18 9 M-U 9 9d6+9
    19-20 10 M-U 10 10d6+10

    As the caster rises (and maybe falls) in levels, his conjured companion will as well. If the companion has spell abilities they will not exceed the companion's racial maximum. If the companion is slain, the caster must roll a saving throw versus spells. If failed the caster loses hit points equal to the conjured companion's hit dice permanently.
    No matter the size of the original creature, Conjured Companion can only create creatures of small size (miniature Dragons, small aminals, etc). Any damage bonuses or special abilities a creature formerly gained from larger size are lost to the conjured companion. If the creature has natural caw or slam attacks they inflict 1d4 damage, bite attacks 1d6. The caster may only have one companion serving him at any one time.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Solomoriah »

Arminath, I like most of your spells, but your Conjured Companion conflicts powerwise with what I am trying to accomplish with Familiar. I plan to include your other spells in the New Spell supplement (release 1 due out soon) but I'll almost certainly omit the Companion.
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Post by Solomoriah »

I'm omitting the first part of your post, Nazim, but I did read it. I understand where you are coming from, but I do plan to run the spell more or less as it reads.
Nazim wrote:Second question: in the example, would the second
successful roll tell the player that it was "strong against dragons" or simply that there was a second "strong" aura?
Strong against dragons. I suppose I should note that the GM should amend the result; for instance, a Sword +1, +2 vs. Undead should not read "moderate, weak against undead" even though that is a possibility with the spell as it is written.
Nazim wrote:Third question about this spell: would repeated castings yield the same, possibly mistaken, results? Otherwise I would certainly cast the spell a few times, to make sure I got the correct result. Maybe allow new results only after the caster has gained a new level?
Same results every time for a given caster. Different casters could easily get into an argument over the results. "The man with one watch knows what time it is, but the one with two watches is never sure."
Nazim wrote:Fourth question: what about other details, such as the charges in a wand, or the command word? Will the spell reveal these details?
The command word is specifically mentioned as a "feature" that can be discovered. I hadn't thought about the charge level, but some general idea (not exact) of the charge level would be reasonable. I'll post a new version after I decide how I want to handle it.
Nazim wrote:
Solomoriah wrote:Bird of Desire
Inspired by Zelazny? Nice title for a spell, in any case.
Ah, you got the reference...
Last edited by Solomoriah on Fri Jul 06, 2007 1:32 am, edited 1 time in total.
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Post by Arminath »

Solomoriah wrote:Arminath, I like most of your spells, but your Conjured Companion conflicts powerwise with what I am trying to accomplish with Familiar. I plan to include your other spells in the New Spell supplement (release 1 due out soon) but I'll almost certainly omit the Companion.
With the inclusion of the familiar spell that makes sense. I appereciated the feedback from everyone nonetheless, since it gives me some insight outside my gaming group. I'm glad I can make useful contributions to another's project. :)
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Solomoriah »

I am sweeping spells together right now for the New Spells supplement. I'm not using everything in this thread, but I must say I'm using most of it.
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Post by Arminath »

Is the spell supplement going to include spells of 7th level and higher and have class information for clerics and magic-users or will this eventually appear in the BF core book?
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Solomoriah »

The New Spells supplement will include the 7th level magic-user spells and the spell progression Nikosandros provided. I have not received any 7th level clerical spells as yet. 7th level spells are not going into the core rulebook.

As far as possible, you should all consider the contents of the Core Rules to be graven in stone. I do not plan to add to them, or subtract from them. I am entertaining the idea of changing the wrestling rules, but that's it. I really feel that the Basic Fantasy Role-Playing Game Core Rules are the indivisible core of the classic role-playing game experience, and I want to keep them that way.
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Post by Arminath »

Wychlamp Aura
Level: 7 (Magic-user)
Range: Personal
Duration: 1 round / level
Any magic cast at or including the protected magic-user in its area of effect (this includes spell-like powers and magical effects of magic items) is affected in the following ways:

~ The protected caster gains 100% Anti-magic.

~ Aimed spells targeted at the magic-user (like Magic Missile) are 77% likely to be deflected at random targets or 33% likely to be reflected back at the offending caster.

~ Area effect magic (like Fireball) are altered as follows:
1-2 Area of effect is doubled and damage is halved (if applicable).
3-4 Target point of the spell may be redetermined by the protected magic-user.
5 Complete nullification of the incoming spell.
6 The incoming spell is unaffected.
7-8 Spell is randomly targeted as a grenade like missile using the target point as the centre.
9-10 Area of effect is halved and damage is doubled (if applicable).

~ Magical attacks delivered by touch are reflected back on the attacker 100% of the time.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Arminath »

Ring of Greater Healing *
Level: 7 (Cleric)
Range: 15-ft radius
Duration: Instantaneous
This spell allows the caster to cure serious wounds on multiple creatures within 15-ft of him. Ring of Greater Healing cures 3d6+3 points of damage on himself and one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may heal, then the caster decides which creatures recieve the healing. Against Undead the Ring of Greater Healing inflicts damage instead of healing.
The reverse of this spell, Ring of Greater Infliction, allows the caster to inflict serious wounds on multiple creatures within 15-ft of him. Ring of Lesser Infliction causes 3d6+3 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster decides which creatures are affected. Against Undead the Ring of Greater Infliction heals damage instead of harming.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Nazim »

I like the Wychlamp Aura, even though I don't get the name. May be too powerful, but it's 7th level, why shouldn't it?
Arminath wrote:Ring of Greater Healing *
Level: 7 (Cleric)
Cleric spell progression needs to be extended for 7th level spells.
Arminath wrote:The reverse of this spell, Ring of Greater Infliction, allows the caster to inflict serious wounds on multiple creatures within 15-ft of him. Ring of Lesser Infliction causes 3d6+3 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster decides which creatures are affected. Against Undead the Ring of Greater Infliction heals damage instead of harming.
Typo?
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Post by Arminath »

Nazim wrote:I like the Wychlamp Aura, even though I don't get the name. May be too powerful, but it's 7th level, why shouldn't it?
Arminath wrote:Ring of Greater Healing *
Level: 7 (Cleric)
Cleric spell progression needs to be extended for 7th level spells.
Arminath wrote:The reverse of this spell, Ring of Greater Infliction, allows the caster to inflict serious wounds on multiple creatures within 15-ft of him. Ring of Lesser Infliction causes 3d6+3 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster decides which creatures are affected. Against Undead the Ring of Greater Infliction heals damage instead of harming.
Typo?
The Wychlamp appeared in the D&D Creature Catalog, I may convert it to BF when I have time.

Sol stated that 7th level spells and spell progressions would be in the Spell Supplement, so I figured I'd provide a couple.

Yep, that's a typo, I'll fix it in my originals.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Solomoriah
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Post by Solomoriah »

I said that the 7th level spell progression for magic-users would be in there; but it isn't any great problem for me to include the progression for clerics as well.
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Post by Solomoriah »

Nikosandros wrote:
Solomoriah wrote:I'm lost... what corrections are you speaking of?
Giving the explicit range of a dagger in delayed blast fireball, specifying that the recipients of mass invisibility can see each other and specifying the effects of being stunned for power word stun.
Actually, I changed my mind about Mass Invisibility. It is obviously not equivalent to Invisibility 10' Radius, since the targets remain invisible after they leave the area of effect. An Invisibility spell designed for use with an army would have to work more like Invisibility 10' Radius.
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Post by Arminath »

Restore Strength
Level: 2 (Cleric)
Range: Touch
Duration: Instantaneous
This spell removes unnatural weakness, debilitation or exhaustion from the touched individual. This spell is useful to countering the strength-draining touch of a shadow or similar creatures that drain away the strength of their victims. It has no effect on level loss.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Nazim »

Arminath wrote:Restore Strength
Level: 2 (Cleric)
Range: Touch
Duration: Instantaneous
This spell removes unnatural weakness, debilitation or exhaustion from the touched individual. This spell is useful to countering the strength-draining touch of a shadow or similar creatures that drain away the strength of their victims. It has no effect on level loss.
I would like it if this same spell restored constitution as well. One rule clarification that might be necessary is whether it restores any permanent loss (such as that point of Con if you fail the save).
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Post by Solomoriah »

If it restores permanent losses, it's a lot more powerful than 2nd level.
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Post by Solomoriah »

How about "Restore Health" as a spell name, for a spell that restores Strength or Constitution lost temporarily?
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Post by Arminath »

Restore Health
Level: 2 (Cleric)
Range: Touch
Duration: Instantaneous
This spell removes unnatural weakness, mental or physical debilitation or exhaustion from the touched individual. This spell is useful for restoring temporary ability score draining, such as the strength-draining touch of a shadow. The spellcaster chooses which ability score the spell will restore when casting. It has no effect on permanent ability score loss or level loss.
Does this work better? I actually like this better than the original.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Arminath »

Freedom from Paralysis
Level: 3 (Cleric)
Range: Touch
Duration: Instantaneous
This spell negates paralysis on the targeted individual, whether due to spells or monster special attacks if the source of the paralysis is 7 hit dice or less. If the source of the paralysis is greater than 7 hit dice, the character is granted a new saving throw versus paralysis to shrug off the effect.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Arminath »

Enchanted Weapon
Level: 2 (Cleric), 2 (Magic-user)
Range: Touch
Duration: 1 Turn per level
This spell wraps the touched weapon in an aura of magic, allowing it to harm creatures immune to non-magical weapons, such as gargoyles. Missile weapons affected by this spell bestow the ability to harm enchanted creatures on their ammunition when fired. No actual magical bonus is granted to the weapon affected, but it will harm enchanted creatures as if it were a true magical weapon.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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Post by Arminath »

I'm trying not to flood the board with stuff, but here's a couple more spells:
Humansize
Level: 2 (Magic-user)
Range: Touch
Duration: 1 Turn + 1 Turn / level
This spell makes a creature a human-sized version of its race. If cast on a Small creature, it negates any hit and damage penalty and doubles its carrying capacity. Casting this spell on a Large creature reduces any hit and damage strength bonus by half (round down) and halves its carrying capacity if it fails a save versus spells.

Ogresize
Level: 4 (Magic-user)
Range: Touch
Duration: 1 Turn + 1 Turn / level
This spell makes a creature an ogre-sized version of its race. If cast on a Small or Man-sized creature, it grants hit and damage bonus of +3 and doubles its carrying capacity. Casting this spell on a Giant creature reduces any hit and damage strength bonus by half (round down) and halves its carrying capacity if it fails a save versus spells.

Giantsize
Level: 6 (Magic-user)
Range: Touch
Duration: 1 Turn + 1 Turn / level
This spell makes a creature a giant-sized version of its race. If cast on a Small creature, it grants hit and damage bonus of +4 and quadruples its carrying capacity; Man-sized creatures gain a hit and damage bonus of +5 and triples its carrying capacity while Large-sized creatures gain a hit and damage bonus of +3 and doubles their carrying capacity. All recipients of this spell gain the ability to throw rocks as a stone giant can. Casting this spell on a Fantastical-sized creature reduces any hit and damage strength bonus by half (round down) and halves its carrying capacity if it fails a save versus spells.

Immunity to Normal Weapons
Level: 3 (Magic-user)
Range: Touch
Duration: 5 rounds + 1 round / level
This spell temporarily makes the target an enchanted creature and immune to non-magical weapons. Those under the protection of this spell are treated as an enchanted creature for the purpose of magic items, such as a weapon +1, +2 vs Enchanted Creatures.

Protective Aura
Level: 2 (Cleric)
Range: Personal
Duration: 1 round / level
This spell creates an aura of protection centered on the caster. The caster and any allies within a 10-ft radius gain a +1 bonus to Armor Class and all Saving Throws.

Word of Faith
Level 7 (Cleric)
Range: Personal
Duration: Instantaneous
This spell represents the single most powerful word of any cleric's purest faith. When uttered aloud, the cleric pulses with a blinding radiance and all enemies of the cleric within a 30-ft radius that can hear him suffer 1d6 points of damage per level of the cleric. Because of the searing light emanating from him, each enemy within 30-ft that can see the cleric must make a Save versus Spells or be Blinded. Creatures struck dead by this spell burst into a radiance similar to the cleric and fade into a pile of fine dust.
I've expanded B/X Classes:
Dwarves: Dwarf Cleric , Dwarf Thief
Elves: Elf Cleric , Elf Thief
Gnomes: Gnome Fighter
Halflings: Halfling Thief
Humans: Druids
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