New (old) Spells

I was digging through some old burned disks I had, and found a .txt file from a long time ago. Probably left over from when I was backing up my three and a half inch floppy archive on an older computer. Well on that disk, besides finding a specialty cleric class for 3.0 D&D, I found some spells that dated back to my campaigns in highschool with BEMCI. So yeah, here's those spells plus one more that I've made in the interim. The formatting has been altered to fit with the style of OSE.
If you're wondering the newer one is Seal Magic, which was needed for a Dragon Quest I thing I'm working on.


ALZARBIN'S COMBAT ILLUSION
2nd-level magic-user spell
Duration: 2 – 8 rounds
Range: 120'

A single creature must save vs. spells or be assaulted with hallucinations of being surrounded by enemies.

  • In Melee: Any attack it makes or special ability it tries to use has a 50% chance of failing due to the creature trying to attack an illusory double or believing their attempt was interrupted by an attack.
  • Not in Melee: The target believes it is surrounded by enemies, and will act according to the belief it is in melee, even making attacks against empty space.

CALAREM'S GEM MISSILE
1st-level magic-user spell
Duration: 2 rounds
Range: Personal
This transform a gem worth 2 gold pieces into an explosive grenade with a two round fuse. It may be thrown as a part of casting, or handed off to another character to throw.

  • Hit: Throwing the gem missile is a thrown weapon attack with the range of a throwing hammer. A missed attack goes wide and the gemstone is consumed.
  • Damage: The target and each creature within 5' takes 1 – 6 points of damage. Creatures other than the target may save vs. spell for half damage.
  • More Valuable Gem: If a gemstone worth at least 100 gold pieces is used, the grenade deals 1 – 6 points of damage for each experience level of the caster, with a save vs. spell being allowed for half damage.

PHANDREN'S WARD (AGAINST WOOD AND STONE)
2nd-level magic-user spell
Duration: 1 round/level
Range: Personal

You grant yourself immunity to harm from weapons made of wood or stone.
  • Non-magic Weapons: You are immune to attacks from non-magic weapons made from wood or stone.
  • Magic Weapons: You take half damage from magic weapons made from wood or stone.

AWAKEN (PRAYER OF AWAKENING)
2nd-level cleric spell
Duration: 2 turns
Range: Personal

This spell negates and protects against magical sleep, having both effects.
  • Negation: Creatures within 30' of you who are suffering from magical sleep wake up.
  • Protection: Creatures woken up by the spell, yourself, and up to five more creatures you choose are immune to the spell Sleep and magic that copies its effects.

SEAL MAGIC
4th-level magic-user spell
Duration: One turn
Range: 120'

This spell seals the magical abilities of the target on a failed saving throw vs. spells.
  • Sealed Abilities: Clerical and Magic-user spells, spell-like abilities, and described abilities that are magical in nature are all sealed by Seal Magic.
  • If used against a non-magic character: The spell fails as if the target has passed their save.

WALK UPON MOONLIGHT
3rd-level magic-user spell (elves only)
Duration: 6 or 12 hours
Range: Personal

This spell may only be learned by elves and faerie type magic-using monsters. It allows an elf to become a near-perfect scout for night-time travel.
  • Exploration: While exploring the wilderness at night when there is at least 1/4th moon, your movement and infravision range are doubled, additionally you leave no tracks.
  • Duration: The spell lasts for six hours, twelve if you are wearing both boots and a cloak of elvenkind.

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