Friday, November 22, 2013

Custom Spells

These are various custom made spells for 2nd edition D&D.

Spell Name (School)
Level:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Description:

Table of Contents:
First Level Spells
   Flaming Blade
   Repair Light Damage
Second Level Spells
   Amberle's Arrowstorm
   Phalanx
   Repair Moderate Damage
   Unseen Chef
   Unseen Guard
Third Level Spells
   Laurana's Evasion
   Lluagor's Towering Rage
   Improved Haste
   Improved Identify
   Repair Serious Damage
   Unseen Scribe
Fourth Level Spells
   Kaylin's Martial Mastery
   Variable Light
   Repair Critical Damage
   Unseen Enduring Servant
Fifth Level Spells
   Colloquy
   Object Reading
   Unseen Bodyguard
Sixth Level Spells
   Georgia's Cloak of Shadows
   Portal
   Unseen Staff
Seventh Level Spells

Eighth Level Spells

Ninth Level Spells
   Improved Portal
   Repair Total Damage




Flaming Blade (Enchantment)
Level: 1
Range: Touch
Components: V,S,M
Duration: 5 rounds + 1 round per level
Casting Time: 1
Area of Effect: 1 weapon
Saving Throw: None
Description: This spell causes one melee weapon to burst into flames. The weapon does +1d6 of additional damage to any thing hit by the weapon, although the wielder and their possessions are protected from the flames. The material components of this spell are special oils costing 5gp to compound.


Repair Light Damage (Transmutation)
Level: 1
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 1*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell has two uses. When used on a construct or other non-living object that has hit points it repairs 1d8 points of damage +1 hp per level (5 max). When used on a structure with structural damage it repairs 1 structural point but the casting time is increased to 1 turn.


Amberle's Arrowstorm (Enchantment)
Level: 2
Range: Touch
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 2
Area of Effect: 1 object
Saving Throw: None
Description: This spell, when cast upon a bow, crossbow, sling, catapult or other tool for firing ammunition to cause any ammunition fired from the weapon to be multiplied after it leaves the weapon and before it reaches the target. 1d4 duplicates of the ammunition are created and then fade away after one round. All duplicates use the same 'to hit' roll of the original ammunition. This effectively causes each arrow, bolt, bullet or other ammunition to do between x2 or x5 damage. The spell is effective for 1 round for each level of the caster and if the artillerist can fire multiple times per round the spell is effective for each shot. The material component for this spell is a bundle or cluster of silver miniature versions of the ammunition in question, costing at least 25gp.


Phalanx (Divination)
Level: 2
Range: 60 yards
Components: V, S, M
Duration: 1 round per caster level
Casting Time: 1 round
Area of Effect: 1 creature per caster level in 40 ft cube
Saving Throw: N/A
Description: This spell establishes a low-grade mental connection between two or more allies who are targeted with the spell. While the spell is in effect the targets are more aware of each others actions and fight more effectively as a team. Each target of the spell gains a +1 to hit and -1 to AC for each other target of the spell that is immediately adjacent to them. at the time. Example: Xerx the mage cast Phalanx on a group of ten soldiers. The soldiers then form a battle-line five wide and two deep.  The soldier in the center of the front line has a +5 to attack and AC since there are five other recipients of the spell immediately around him. The soldier on the far right of the rear row has a +3 to attacks and AC since he is only adjacent to three other Phalanxed soldiers.


Repair Moderate Damage (Transmutation)
Level: 2
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 2*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell is the same as Repair Light Damage except the amount of damage repaired is 2d8 +1/level (10 max) or 2 structural points.


Unseen Chef (Conjuration/Summoning)
Level: 2
Range: 0
Components: V,S,M
Duration: 2 hours + 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable shapless force which is highly skilled at the preparation of food. The servant must be provided with the necessary ingredients and tools to prepare the meal. The Chef is unable to communicate but understands and follow the will of the caster; at least in the area of creating meals and feasts. The force is only able to lift a maximum of 20 pounds at once or push or pull 40 pounds across a relatively smooth surface. However it is able to manipulate several cooking utensils simultaneously. Once set on a task the caster does not need to remain near the unseen servant but the caster must be within 30 feet of the unseen servant if he wants to change the task or move it to a new location. The resulting meal can feed up to 1 creature per caster level. The material components for this spell are a miniature marionette dressed as a chef.


Unseen Guard (Conjuration/Summoning)
Level: 2
Range: 0
Components: V,S,M
Duration: 10 hours
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable shapless force which can be set to guard an area. This guard is able to sense even invisible or out of phase creatures and can only be surprised on a 1 on a d10. The guard can be programmed much like a Magic Mouth spell on what it will react to. When it detects something it is suppose to react to then it can perform a simple set of non-hostile actions that according to the last desires of the caster. For example: upon detecting a humanoid nearing the wizard's camp the guard shakes the sleeping wizard awake, or set to guard a door, when the door is opened it begins sounding gong set in same room for that purpose. The caster must be within 30 feet of the guard to chance its programming or to move it to another location. The material components for this spell is a miniature marionette of a guard


Laurana's Evasion (Illusion)
Level: 3
Range: Touch
Components: V,S, M
Duration: 24 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: N/A
Description: This spell is a contingent version of the invisibility spell. When cast on the target nothing appears to happen. However, when she attacks for the first time after receiving the spell she instantly becomes invisible. This invisibility operates in all respects as the 2nd level wizard spell, i.e. if she attacks a second time the invisibility is broken. The target of this spell can also be targeted with a regular invisibility spell at the same time which would make the target invisible until they attack for the first time when they remain invisible until they attack for a second time. The material components of this spell are an eyelash and a bit of gum arabic, the former encased in the latter.


Lluagor's Towering Rage (Alteration)
Level: 3
Range: Touch
Components: V,S,M
Duration: 2 rounds per caster level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: N/A
Description: The arcane forces of this spell unlocks and magnifies the primal rage deep within the target creature. The target's strength improves by 2 (to a maximum of 25) and they gain 2 temporary hitpoints per point of Constitution. However the spell has some severe side-effects; once the subject begins attacking a target they cannot shift their attention to any other target unless one of two events occurs. First if they are hit by another opponent in that round or the previous round they can switch their wraith to that target. Second they can make a saving throw verses spell to regain enough willpower for that round to change targets (this save does not end the spell, it just allows them to select a new target. If neither of these events occurs then the subject must continue attacking their current target, even if that target is no-longer a threat, or even if it is already dead. The material component for this spell is badger blood.


Improved Haste (Alteration)
Level: 3
Range: 60 yards
Components: V,S,M
Duration: 3 rounds +1 round per caster level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: N/A
Description: This spell bestows the same benefits as the Haste spell but only affects a single creature and does not have the aging effect of a normal Haste spell.


Improved Identify (Divination)
Level: 3
Range: 0
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 1 turn
Area of Effect: 1 item per caster level
Saving Throw: None
Description: This spell is identical as the first level Identify spell except for the following: The purification only takes 1 turn and the caster does not suffer the constitution damage. In addition to the pearl, wine, and owl feather the caster needs a vial of holy water to purify the items inspected.


Repair Serious Damage (Transmutation)
Level: 3
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 3*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell is the same as Repair Light Damage except the amount of damage repaired is 3d8 +1/level (15 max) or 3 structural points.


Unseen Scribe (Conjuration/Summoning)
Level: 3
Range: 0
Components: V,S,M
Duration: 3 hours + 3 turns/level
Casting Time: 3
Area of Effect: 90ft radius
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable shapless force which is highly skilled at copying written documents, drawings, maps, and similar objects. . The force is only able to lift a maximum of 20 pounds at once or push or pull 40 pounds across a relatively smooth surface. Hidden writings are not copied although writings in cyphers or unknown languages are. This spell does not give the caster any understanding of unknown information but still allows the caster to duplicate the information. Magical spells known to the caster can also be copied from one spellbook to another, but unlearned spells, magical scrolls, and other magical works cannot be copied using this spell. The Unseen Scribe produces a perfect duplicate of the original except for the scale which it can adjust up or down (e.g. reproducing a large map on a smaller sheet of paper by reducing the size of the symbols and drawings on the map. The length of time it takes to transcribe varies depending on the complexity of the item to be copied, but typically 2-3 hours will copy a major tome for folio of maps. Spells are more exacting and slower to copy; taking the spells level x 3 turns to be copied. The material components for this spell, which is not consumed in the casting, is a miniature marionette with a tiny golden quill plus the necessary tools for the Unseen Scribe to perform this work such as, paper, blank books, brushes, pens, inks, paints, etc. If spells are being copied suitable ink for the work is required.


Kaylin's Martial Mastery (Alteration)
Level: 4
Range: Touch
Components: V,S,M
Duration: 3 rounds per caster level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: N/A
Description: When cast on a willing subject, the caster must select one type of melee weapon. The target of the spell is then imbued with an improved understanding and mastery in using that weapon depending on the level of the target.
          1-4 level fighter +1 to hit and damage, -1 to weapon speed, 1 reroll
                                     +1/2 attack per round (+1 if dual wielding the weapon)
          5-8 level fighter +2 to hit and damage, -2 to weapon speed, 2 rerolls
                                     +1 attack per round (+3/2 if dual wielding the weapon)
        9-12 level fighter +3 to hit and damage, -3 to weapon speed, 3 rerolls
                                     +5/2 attacks per round (+2 if dual wielding the weapon)
       13-16 level fighter +4 to hit and damage, -4 to weapon speed, 4 rerolls
                                      +2 attacks per round (+7/2 if dual wielding the weapon)
          16+ level fighter +5 to hit and damage, -5 to weapon speed, 5 rerolls
                                      +7/2 attacks per round (+3 if dual wielding the weapon)

Rerolls: 1-5 times during the spell the recipient can 'catch' a mistake they are making in on an attack and attempt to correct it, this is in the form of rerolling an attack roll they have just made; however, they must keep the results of the reroll, even if it is worse.

The temporary magical surge of skill from this spell leaves the target fatigued and shaky after the spell ends. After the spell expires the target can only move at half speed, suffers a -2 to hit, and +2 to armor class until they have rested for at least one turn. The material component of this spell is a potion of heroism or super-heroism which is imbibed by target as the spell is cast. The target receives any benefits of the potion as well as the spell. The spell will only work on creatures that can be use a potion of heroism (i.e. fighters).


Repair Critical Damage (Transmutation)
Level: 4
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 4*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell is the same as Repair Light Damage except the amount of damage repaired is 4d8 +1/level (20 max) or 4 structural points.


Unseen Enduring Servant (Conjuration/Summoning)
Level: 4
Range: 0
Components: V,S,M
Duration: Permanent*
Casting Time: 1 turn
Area of Effect: 90 foot radius
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable, mindless, and shapeless force, that is identical in almost all respects to one summoned by the first level spell.The Unseen Servant cannot fight or be killed, but it can be magically dispelled, or disrupted after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks or by being separated from its master (such as if the caster teleports to a new location without bringing the servant). However, a disrupted servant will reform with the caster the next time the caster rests unless the servant was specifically targeted with a dispel magic, rod of cancellation, or similar effect that can permanently destroy a permanent enchantment. In addition to the regular components of the Unseen Servant spell this variant requires a vial of the casters own blood which causes the caster to permanently loose 1d4 hit points.


Variable Light (Alteration)
Level: 4
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 4
Area of Effect: 1 object
Saving Throw: None
Description: This spell must be cast upon an especially prepared object. It creates a variant of the Continual Light spell with a rheostat that can be controlled by the thoughts of anyone later touching the item who is aware of the nature of the magic. The intensity of the light can be altered from completely out to an intensely bright light that illuminates a 120ft radius. The material component of this spell is a polished metal orb, crystal, or other shiny object of at least 100gp value which is the target of the spell.


Colloquy (Enchantment)
Level: 5
Range: Touch
Components: V,S,M
Duration: Permanent*
Casting Time: 1 day
Area of Effect: 2 targets
Saving Throw: None
Description: This spell can be cast on two high quality matching mirrors. The spell functions much like the fourth level magic-user Magic Mirror spell except that the two mirrors are linked and only what is reflected in one mirror can be seen in the other. Sound is transmitted as well as sight and so this spell facilitates easy communication between two points. The mirrors have 1 round of use when initially created but gain 1 round of use every day, to a maximum of 60 rounds of use. (i.e. every day the mirrors recharge one minute of use but if not used for four months would not hold a charge of more than 1 hour of use).


Object Reading (Divination)
Level: 5
Range: 0
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 1 turn
Area of Effect: 1 object
Saving Throw: None
Description: The caster is bombarded with a barrage of visions of the objects past. Each round the caster has a chance (1% per caster level + 1% per Intelligence) as he sifts though the mass of information of learning useful fact he is trying to determine about the object. Information regarding its creation, prior owners, use, command words, and other facts can be determined. After the spell the caster's mind is numbed, temporarily loosing 10 point of Intelligence which he recovers at a rate of 1 point per hour or rest. The material components of this spell are a 500gp censor which is not consumed and 100gp of incense which are.



Unseen Bodyguard (Conjuration/Summoning)
Level: 6
Range: 0
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 6
Area of Effect: 30 foot radius
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable, shapeless force which will interpose itself between the caster and anything the caster perceives has harmful. , that is identical in almost all respects to one summoned by the first level spell.The Unseen Servant cannot fight or be killed, but it can be magically dispelled, or disrupted after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks or by being separated from its master (such as if the caster teleports to a new location without bringing the servant). However, a disrupted servant will reform with the caster the next time the caster rests unless the servant was specifically targeted with a dispel magic, rod of cancellation, or similar effect that can permanently destroy a permanent enchantment. In addition to the regular components of the Unseen Servant spell this variant requires a vial of the casters own blood which causes the caster to permanently loose 1d4 hit points.


Georgia's Cloak of Shadows (Illusion)
Level: 6
Range: Touch
Components: V,S,M
Duration: 1 turn per three caster levels
Casting Time: 3 rounds
Area of Effect: 1 creature
Saving Throw: N/A
Description: When casting this spell the caster gathers shadows and weaves them into an intangible cloak around the target of the spell. While in shadows and under the effect of this spell the target has the following bonuses: +20% to hide in shadows, +10% to move silently rolls, x2 movement speed,  20% evasion, and shadowjumping. The shadow jump ability is a dimension door except that the subject must both leave from and arrive in a shadow that is large enough to conceal him. Each shadow jump also costs 1 turn of the spells duration. There is a small risk (5%) each time this spell is cast that a creature from the demi-plane of shadow will be 'hooked' during the weaving and pulled across the planar barrier. The material component of this spell is a special 'shadow' crocheting hook which costs at least 1,000gp but is not consumed in the casting.


Portal (Alteration)
Level: 6
Range: Special
Components: V,S,M
Duration: Permanent*
Casting Time: 1 Week
Area of Effect: Special
Saving Throw: None
Description: The portal spell connects two specially prepared archways so that they become linked with a permanent dimensional doorway. Thereafter a person stepping into one of the archways steps out of the other. This spell lasts for years or even centuries but eventually will become unstable and fail. The archways must be within 1,000 miles per caster level and on the same plane of existence. The archways must be carefully inscribed with complex runes which are inlayed with silver, a process that costs 1,000gp for each archway.


Improved Portal (Alteration)
Level: 9
Range: Special
Components: V,S,M
Duration: Permanent*
Casting Time: 1 Month
Area of Effect: Special
Saving Throw: None
Description: This spell is identical to the 6th level portal spell except that it can link archways at any distance and even across planar barriers. However if the planar link crosses planar barriers the inlay of the runes for each portal must be done with a precious metal unique to the other plane.


Repair Total Damage (Transmutation)
Level: 9
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 1 round or 1 hour
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell restores a construct or structure to a completely undamaged condition even if it had been totally destroyed.

Tuesday, November 12, 2013

The Gladiator

This is a subclass of fighter and is strongly modeled after the Duelist class from Dragon Magazine #73

Requirements and abilities: Same as Fighter except as provided below:
Prime requisite: While fighters are specialists in dealing out damage, Gladiators are specialists in taking damage and enduring long, exhausting fights. They must have a constitution of at least 12. If their constitution is 16 or greater they receive a +10% experience bonus
Hit Dice: d12
Armor: Any* +1 AC bonus when using gladiatorial armor - see arms and equipment
Shield: Yes
Weapons: Any* it cost twice the weapon proficiency slots to become proficient in a weapon that is not a gladiatorial weapon - see arms and equipment.
Oil and poison: no
Attacks per round:
   1-4 level: 1/1
   5-9 level: 3/2
   10-14 level: 2/1
   15 level: 5/2
Weapon proficiencies: 3 +1/3 levels, -2 for non-proficiency

           0 - 2,500      1    1d12  Beginner
    2,501 - 5,000      2    2d12  Bestarius
    5,001 - 10,000    3    3d12  Brawler
  10,001 - 20,000    4    4d12  Challenger
  20,001 - 40,000    5    5d12  Contender
  40,001 - 80,000    6    6d12  Lanista
  80,001 - 160,000  7    7d12  Ludus
160,001 - 320,000  8    8d12  Rudis
320,001 - 640,000  9    9d12  Gladiator
Each level beyond 9th the experience point requirement double but no additional hit dice are gained, instead the gains 3 hit points instead, plus any constitution bonus.

Special Abilities:
Bloody Combat:
Gladiators are specialists in taking damage and showing it. This is expressed in two ways. First the Gladiator uses d12 hit dice each level. Second, the bonus hit points for their Constitution are doubled for Gladiators (e.g. +8 per level for an 18 Constitution). This is not that the Gladiator is healthy than others (except that they tend to have excellent Constitutions) but that they are specifically trained on how to take minor and showy bloody hits while at the same time avoiding more serious blows.

Gladiatorial weapon specialization:
The gladiator begins with a weapon specialization specific to his primary style of gladiatorial combat. For example: a Retiarius which fights with a net and trident begins with a free weapon specialization in either net or trident or a Sagittarius begins with weapon specialization in the bow. For purposes of further weapon specialization the gladiator can increase his mastery of this weapon as if he were a fighter three levels higher than his actual level. High level gladiators are often high masters, or even (much more rarely but more commonly than fighters) grand masters of their particular weapon of focus.

Parry the Death Blow:
The gladiator is out to win... but not at the cost of dying for it if it can be avoided. When he is hit by a blow that would have caused him to be reduced to 0 or negative hit-points he can make a saving throw verses death. If successful he manages to block the blow, but is thrown off balance and cannot attack until the next round as he recovers. If the fail saves then the gladiator is reduced to 1 hp. This is traditionally the time he must decide to yield, fake being dead, or fight to the death. This ability to parry the death blow can be used multiple times in the same combat but each use has a cumulative -2 penalty to the save. Note that for this ability to work there must be an actual blow to, a Gladiator reduced to -15 hit points by a red dragon's breath while out adventuring cannot parry the flames and is just as crispy as the next guy.

Evasion:
The gladiator has a chance equal to 5% per level of evasion as per a thief acrobat. He also receives the same bonuses/penalties as the acrobat for race, armor and dexterity that apply to that skill. However, using evasion costs the gladiator an attack with their weapon for that round (e.g. a low level gladiator who can attack only 1 per round could either attack or evade but not both, a higher level gladiator with three attacks per round could elect to forgo all their attacks and attempt to evade three attacks that would otherwise hit him, or attack twice and attempt one evasion, etc.) The gladiator must have initiative to use this skill and decide how many of their attacks they will forgo to reserve the right to attempt an evasion(s). Then when an opponent attacks, after the attack roll had been made and determined it would be a hit, but before damage is announced, the gladiator may decides if that is an attack to attempt he wishes to attempt to evade or not.

Working the Crowd:
There is a strong connection between the gladiator and his audience which feeds upon itself. For every natural 20 the gladiator rolls the crowd's excitement mounts and the gladiator receives a +1 to all future d20 rolls for the combat. However for every natural 1 the gladiator rolls he receives a -1 to all future d20 rolls during the combat as the crowd looses interest and begins to boo and jeer. If the gladiator manages to use his evasion (see above) to avoid what would have been a critical hit by his opponent then he gains a +2 to his modifier for the rest of the battle. At the DMs discretion other effects can increase or decrease modifiers such as the gladiator being successful with an exceptionally daring move.

The Rewards of Victory:
For every public combat that the gladiator wins he earns extra experience points. The amount of extra experience points is his "Working the Crowd" bonus at the end of the combat (but not less than 1) multiplied by the number of hit dice in the audience watching the fight. (e.g. a gladiator finishes with a +4 Working the Crowd bonus after a long and exciting fight before a crowd of 200 0-level commoners, 40 1st level individuals and a 5th level local lord. this nets him 4 x 245 or 980 in bonus experience for the fight.) He also gains experience for whatever money he is paid or wins for the fight and the actual experience for the fight itself.

Social Standing:
The social standing of a gladiator varies from place to place. In may countries they are infamous and lowly having come from the ranks of the slaves and criminals. Other lands have gladiatorial traditions where private citizens battle for their personal glory and the masses honor them. However in any of these traditions the successful gladiator is well known and even idolized by the masses, if not by the upper classes. Gladiators have the following modifiers to their reaction checks:
    -6 when dealing with upper class individuals
    +1 for each public combat they have won in the last year in that area
    +2 for each public combat they have won that the individual has personally witnessed
    +1/2 their gladiator level with people who's wisdom is greater or equal to their gladiator level
    +1 for each gladiator level with people who's wisdom is less than their gladiator level