Spell

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Here are spells specific to this campaign setting added.



All Types

Create Spark

Table: Sparks (e)

  • lvl 0 = 1
  • lvl 1 = 3
  • lvl 2 = 6
  • lvl 3 = 9
  • lvl 4 = 12
  • lvl 5 = 15
  • lvl 6 = 18
  • lvl 7 = 21
  • lvl 8 = 24
  • lvl 9 = 27
  • All schools
  • Level: all classes; 0-9
  • Components: none
  • Casting Time: 1 Standard Action
  • Range: Self
  • Target: Self
  • Duration: Instantaneously
  • Saving Throw: Yes (harmless)
  • Spell Resistance: Yes (harmless)

Any caster can cast this spell in place of a prepared spell, even if they are otherwise not able to cast spontaneously. You use a portion of your power to create sparks attached to you which can be used for a number of things. The sparks last for 24 hours.

When casting, choose the level of power you wish to convert to sparks. You then use up that spell slot and instead get sparks equivalate to this power. Se Table: Sparks.

When power is converted to sparks it cannot be converted back into a spell slot without the use of some other spell or special power.

For Pathfinder casters, there is a limit on the usage of level-0 slots.

Create Lasting Spark

  • All schools
  • Level: all classes; 1-9
  • Components: none
  • Casting Time: 1 Standard Action
  • Range: Self
  • Target: Self
  • Duration: Instantaneously
  • Saving Throw: Yes (harmless)
  • Spell Resistance: Yes (harmless)

This spell works as Create Spark with the difference that the spell creates Lasting Sparks instead of Sparks. Create Lasting Spark creates 1 Lasting Spark per spell level, as opposed to 3 but they last for 72 hours instead of 24.



Arcane Spells

Knockout

  • Enchantment (Compulsion) [Mind-affecting]
  • Level: Sor/Wiz 1
  • Components S, M, F
  • Casting time: 1 standard action
  • Range: Close (25 ft. + 5 ft./2 levels)
  • Effect: Ray
  • Duration: 1 min/lvl
  • Saving Throw: None
  • Spell Resistance: Yes

You can temporarily knock out a creature with a ray attack. The creature's Hit Dice can't be higher than half your caster level, but at a minimum of 4 Hit Dice. The ray is transparent, and looks like heated air. If expected, it takes a Spot check of DC15 to notice it and DC25 if unexpected. The ray requires a ranged touch attack to hit and knocks the creature unconscious if it hits. Knocked out creatures are helpless. If the creature is attacked or dealt damage to, it wakes up, but is otherwise impervious to attempts of being woken up.

If used against creatures above the minimum of 4 HD and up to two HD over the caster level, the target is instead stunned for 1 round.

Material Component: One or more drops of strong spirits.
Focus: A miniature club or mace worth at least 25gp.


Divine Spells

Cure Minor Wounds I

  • Conjuration (Healing)
  • Level: Clr/Drd 0
  • Components: V, S
  • Casting Time: Full-round action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: No (harmless); see text
  • Spell Resistance: No (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1D3 points of nonlethal damage and alleviate Fatigue for as many hours. Multiple uses within a 4-hour period will cause actual harm to the recepient: 1D3 lethal damage per application beyond the first. If this spell is cast upon an unwilling target, it automatically fails.


Cure Minor Wounds II

  • Conjuration (Healing)
  • Level: Clr/Drd 0
  • Components: V, S
  • Casting Time: Full-round action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Will half (harmless); see text
  • Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1D2 points of damage. It also causes 1 point of nonlethal damage as it uses part of the body's own reserves to cure the lethal damage. Every subsequent use of Cure Minor Wounds on a particular target in a 24-hour period will cause an additional point of nonlethal damage. Thus, a second application to the same target causes 2 points of nonlethal damage, third application causes 3, fourth causes 4 and so on.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


Resuscitation

  • Conjuration (Healing)
  • Level: cleric 1, druid 1
  • Components: V, S, M (alechemical spirits, 500gp), F (needle, 1000gp)
  • Casting Time: 5 rounds
  • Range: Touch
  • Target: Dead creature touched.
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: Yes (harmless)

As the needle is stuck into the chest of the deceased person and the distilled spirits are applied together with chanting and somatic guestures, she is brought back to life and is conscious for at least 6 seconds. The target must have more hit points than a negative amount greater than her Constitution score, have any pertient body parts attached and not be braindead (max 4 minutes since death).

If the target has less than 0 hit points, she is now dying and becomes unconscious after 1 round. If she has more than -1 hit points, she stays conscious and is not dying. The target retains any disease, poison, bleeding or other effects that have not been dealt with before casting resuscitation.

A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

(Use only if Wounds are used) After being resuscitated, the target now has a Mortal Wound. A Mortal Wound is a Wound at base x4 with a -4 penalty (no Heal Check, since the character already would have recieved magical healing or a heal check to survive).

Other spells will be needed to patch up the body before resuscitations begin. If the target has less hit points than her maximum negative hit points, she immediately dies again after 6 seconds.

Material Component: Alechemically distilled spirits worth at least 500gp.
Focus: An enchanted adamantine needle worth at least 1000gp.


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D&D 3.5

These spells and modifications only apply to DnD 3.5.


Detect Magic

Can now be cast spontenously by arcane casters. The caster may substitute a Twinkle with a lvl 0 spell slot.

In the first turn it does not detect spell residue, but in the second it becomes visible if the caster suceeds on a Spellcraft check matching the DC of the residue.


Prestitignation

Can be spontaneously cast by casters with this spell in their list. The spell slot can be substituted with 3 Twinkles.


See Magic

  • Divination
  • Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: 1 min/level
  • Saving Throw: None
  • Spell Resistance: No

As Detect Magic, except: The caster may substitute a Spark with the lvl 1 spell slot, sees auras and their strength in the first round, only require concentration for the rounds it's used and stays active for the full duration automatically.


Outdated

These are ideas that never came to fruition or that may be added after some revision.

Contingency

Can now be learned and cast as a level 1 spell. The focus need not be a statue of you, but a statue of anything (still of ivory) and cost at least 500gp. Metamagic feats can be used as normal with Create Spark.


Invisibility (all)

Regardless of which feats the caster has, this spell includes a free metamagic enhancement of Spell Trickery. The DC is 20 for most Invisibility spells (and effects) and 30 for Greater Invisibility. The caster has to choose to make it a power or intrication enhancement even if she has no Spell Trickery feat. If the caster has both feats, she can make it a combined enhancement.