drewkitty ~..~ wrote:Here are a few of the spells I've made....you may use, but I reserve the rights to submit them to PB for publication.
Other new Spells
Starlight
Level 1
Range: 15 feet per level away
Duration: 30 minute per level
Saving Throws: none
P.P.E.: 2
When used at night, this spell creates an area lit with starlight, that gives a 20 feet radius of limited visibility to humans, but to chars with nightvision it gives quite good visibility for 100 feet out side of effect radius.
Dry Clothes
Level
Range: touch
Duration: instant
Saving Throws: none
P.P.E.: 2
This spell only dries out target clothing. Leaving the water in a puddle underneath the target.
Snow Ball
Level: 1
Range: in the caster's hand & near by
Duration: instant, permanent
Saving Throw: dodge
P.P.E.: 1 (5 for multiple snow balls)
Creates a snowball in the hand of the caster, taking the water out of the air and freezing it. The snowball is about the size of a Baseball and is made of a soft dry snow that stays together till it is thrown. The mage can set the snowball down for a short time but the snowball will begin to react to the environment once it leaves the caster's hand. (melt, turn to slush, re-freeze, etc.). at level 2 this spell can be cast with five PPE to create 1D4 snowballs in a row, +1 per Level after level 2.
Snow Balls
Level: 2
Range: In the casters hands or near by with in 3 feet
Duration: instant, permanent
Saving Throw: dodge
P.P.E.: 4
Creates 2d4 snow balls per level in the hand of the caster or near by, taking the water out of the air and freezing it. The snow balls is aboutthe size of a Baseball and is made of a soft dry snow that stays together till it is thrown. The snowball down for a short time before the snowball will begin to react to the environment. Will remain unchanged for 1d4 min after they are made.
Look pretty good.. for the first one though I think maybe it would be neater
if you could throw snowballs for every attack per melle you have, for as
many melees as your level. Would need more PPE cost.. or another spell
completley.
Mother's Milk
Level 2
Range: touch
Duration: instant
Saving Throws: standard
P.P.E.: 7
Makes the targets female's breasts full of milk, if done to the same female for more the one week of consecutive feedings then they will start to produce milk on their own. Men and expecting women are immune to this spell.
Alter Aura
Level 2
Range: self
Duration: 1 hour per level
Saving Throws: none
P.P.E.: 5
This spell contains the psychic emanations from the mage so that they look like a normal human (or whatever the race of the mage is). What this dose is conceal, are the emanations of PSI and magic abilities, the level and P.P.E. of the mage. What is doesn't conceal is the level of the mage, the health of the mage, the presence of possessing entity, nor any unusual aberration. If this is apart of an enchantment, it conceals the magical nature of the object.
Blinding Flash
Level 2
Range: 10 foot radius, up to 60 feet away
Duration: instant
Saving Throws: none
P.P.E.: 5
Blinds everyone with in a 10 foot radius with a sudden burst of intense real light. Victims are blinded fro 1d4 melees, -5 attack, -10 P/D, 50% chance of falling down every 10 feet of movement. All out side the 10 foot radius, and looking at the area, must save verses non-lethal poison or suffer the same penalties as those caught with-in the spell area of effect. The spell caster of this spell can blind himself if he is in the area of effect or is looking at the area or effect when it goes off.
Create Fog of Butterflies
Level: 2
Range: near casters feet, ranging as far as 500 feet
Duration: 4 minutes per level
Saving Throw: none
P.P.E.: 10
This creates a fog of shadowy butterflies images that emerge from the ground near the casters feet (no more then 10' away). This creates 27,000 cubic feet of butterflies. This fog obstructs the vision of people trying to look through it. The visibility is at best 4 feet. While attacking within the fog, victims will be -5 to strike and -9 to parry and dodge. Note: 27000 cubic feet is the same amount of coverage that cloud of smoke gives.
Heat Haze
Level: 2
Range: 5 foot radius per level, up to 10 feet away per level
Duration: 5 minutes per level
Saving Throws: none
P.P.E.: 7
This spell heats the air in a 5'/level area (globe) to a point that light passing through that area is distorted due to the difraction effect hot moving air has. Those trying to shoot through the area are at a -2 to strike. Those that enter the area suffer from -5 to all combat rolls, and must make a PE check, unless they are protected from the heat, will suffer from the heat. -10% on skills, -2 on combat rolls. This spell has not effect when cast in a vacume and will cause an updraft from the hot air rising.
Zap Bolt
Level: 3
Range: touch
Duration: 5 minutes per level or activated
Saving Throws: standard for 1/2 damage
P.P.E.: 10+5 per addition die
Zap Bolt can only be added to an ancient style missile weapon and adds one die of damage. In addition to the damage zap bolt gets a +1 to strike per level. The mage has the potion of adding another die of damage at the cost of 5 P.P.E. The extra damage is only good for one successful attack. (When added to arrows and bolts they always hit). The missle that this spell is added to is consumed with the use of this spell.
High Jump
Level: 4
Range: self / other by touch
Duration: special
Saving Throw: none
P.P.E.: 1 per 1 foot
This spell increases the distance (length or height) a person can jump for one jump. This spell can lay dormant for 1 melee per level till it needs to be used. This adds +10% to the since of since of balance skill (or +2 to maintain balance) when landing from the use of this spell.
Pudding
Level: 4
Range: touch / 3 feet
Duration: instant, permanent
Saving Throw: none
P.P.E.: 10
This spell creates a pudding substance that tastes good to the caster in an area of choice. Usually with-in a container. Makes 1 serving per level of caster.
Chaos Blast
Level: 5
Range: 10 feet per Level
Duration: instant
Saving Throws: dodge 18 or better
P.P.E.: 20 & 4 per addition die of damage.
This fires off a crromeatice colored blast that twiset and turns along the way. If the balst hits it dose 1d6 damage. the mage may increass the damage bye 1D6 damage for each additional 4 P.P.E. over the base amount.
P.P.E. Drain
Level: 5
Range: 10 foot radius +3 feet per level
Duration: 1 melee round per Level
Saving Throw: Standard
P.P.E.: 10
This spell emulates a mage's ability to take P.P.E. from others. This spell creates an area affect, that when a person walks through it the spell.
The person makes a standard save vs. magic. If they save then they are not drained. The most this spell can take in a single drain is 1/2 the person's present amount of P.P.E. This spell makes one Drain per person per melee. In other words it will drain from everyone within the target area once per melee, no matter how many people are in or passing through the target area. All mages are immune to this spell. This spell must be centered to the mage that cast it or attached to a PPE battery such as a talisman, P.P.E. clips, or Energy sphere. When this spell is made in a part of an enchantment it will only be active to replenish the enchantment's P.P.E. reserve.
Stay Away from Me
Level: 5
Range: self, 10 feet radius +10 feet per level
Duration: 10 minutes per Level
Saving Throw: Special
P.P.E.: 20
Makes people want to stay away from the user, the equivalent of HF 10+1/two levels.
Scarlet Blossom
Level 5
Range: touch, thrown
Duration: 1 day per level
Saving Throws: none
P.P.E.: 25
Turns normal fire into a gem-like stasis field when grasped. The stasis lasts till the duration ends or the mage cancel the magic. The fire, when the duration ends or the spell is cancled dose 1D6 S.D. and/or can set things a fire.
Transmute to Flowery Girlie Thing
Level 5
Range: 1 foot per Level
Duration: instant, permanent
Saving Throws: standard for magical objects, none otherwise
P.P.E.: 30
Transforms the target object into the same thing but decorated with flowers and is pink. All other aspects of the object are the same.
Color Change
Level 6
Range: 1 foot per Level
Duration: instant, permanent
Saving Throws: standard for people & magical objects, none otherwise
P.P.E.: 35
Transforms the color of the target object into what the mage wants it to look like. If the mage has no emidiate idea of what he wants it to look like then the color and paterns are choosen at random All other aspects of the object are the same.
Bad Hair Day
Level: 6
Range: touch or 5 feet per level
Duration: 1 day per Level or permanent
Saving Throw: Standard
P.P.E.: 15 / 150
Gives the target a "bad hair day". If the caster touches the target and uses 50 P.P.E. the "bad hair day" will be permanent until a successful 'remove curse' is use on it.
Fog of Golden Light Butterflies
Level: 6
Range: near casters feet, ranging as far as 500 feet
Duration: 4 minutes per level
Saving Throw: none, awe factor 10+1 per 2 levels
P.P.E.: 25
This creates a fog of golden light butterflies that emerge from the ground near the casters feet (no more then 10' away). This creates 27,000 cubic feet of butterflies. This fog obstructs the vision of people trying to look through it. The visibility is at best 4 feet. While attacking with in the fog, victims will be -5 to strike and -9 to parry and dodge. If people who look at this Fog from less then 10' away and fail their awe factor (10+1/2 levels) roll they are entranced by the fog watching the butterflies till the spell end, are hit by an attack.
Chaos Toss
Level: 7
Range: touch, 10 feet per Level
Duration: instant
Saving Throws: standard
P.P.E.: 50
This spell dose two things, first it dose 1d4 S.D./L damage to the target and seconde it picks up and tosses the target in a random direction 10' per level, with the toss causing 1d6 damage per 10 feet thrown, this will even go through even through body armor because it is falling damage. A sucesfull save vs mage negates throw effect.
Healing Waters
Level: 6
Range: touch
Duration: 8 hours for drinking, instant for pouring over an injury
Saving Throw: none
P.P.E.: 35
Enchants a small ammount of water (minimum 6 oz, a small cup of water) which gives the drinker regeneration. he heals 1d6 SDC or HP every 10 minutes for 8 hours (no level increase in duration). he also gets a +20% save vs coma and a +1 vs posion and disease. Pouring this water over an open wound will instantly heal 3d6 SDC and cleanse the wound of posions and infection. The water can remain in a stoppered contaner for a year per level with out loosing potentcy. Has no effect on the dead or undead, except to get them wet.
Pass with out Hindrance
Level: 9
Range: Self, other by touch
Duration: 1 minute per Level (in crowds) 10 minutes per Level (in countryside)
Saving Throws: -4 vs. manipulation only
P.P.E.: 80
This spell manipulates the people and thing in the area head of the path of the mage so that people, animals, trees and shrubs open up just enough to let the mage pass. (Sort of like when your walking down the street and as you walk down people just get out of the way for reasons other then seeing you). It also moves inanimate objects less then 15 pounds out of the way.
Create Gem
Level: 9
Range: can be cast up to 10 feet away
Duration: 1 minute per level
Saving Throws: none
P.P.E.: 50 (20 as a specialty spell)
This spell combines any gems & semiprecious stones that come into the spell circle that defines the boundaries of the spell, into a larger gem. This spell will only combine like types of gems & semiprecious stones in to a lager stone. The spell dose not affect organic matter, but can affect a mineral being (gets a +4 to save). If multiple types of gems or semiprecious stones are put into the circle at once then only one of them is affected. If the merged gems or semiprecious stones is removed before the duration has elapsed then another type of gem or semiprecious stone is affected.
Mapping
Level: 9 (level 5 as a specialty spell)
Range: touch, Line of Sight
Duration: 3 hours per level
Saving Throws: none
P.P.E.: 50 (20 as a specialty spell)
This spell, when cast on a blank book, large parchment, or on a portable comp, inscribes a map of what the mage sees onto the recording medium. The accuracy of the map is 75%+5% per level. The accuracy of the map will be affected by what the mage can see. Things like invisibility see the invisible, perception altering drugs/magic/psi/powers, and environmental conditions (like 'heat haze' or darkness) all affect the accuracy of the mapping spell. At 6th level the mage can create a permanent 'mapping' enchantment for 150 PPE. Note: even after the mapping spell ends the map it makes does not fade from the mapping medium.
looks good, maybe 150 ppe to make it permanent
Absorption
Level 9, enchanter specialty spell (level 14 as common spell)
Range: touch
Duration: permanent or till dispelled
Saving Throws: standard
P.P.E.: 100
This spell, when attached to charm or magical object, causes it to fuse to the wearer, becoming a part of the wearers skin over time. When the amulet or charm is first worn against the skin the wearer needs to save, failing, the amulet sticks to the skin. During the next week the amulet becomes more attached to the skin and at the end of the week the amulet is actually a part of the skin. Seaming like a vivid tattoo. A simple 'negation of magic' will remove the amulet or charm from the merged state. If the wearer dose not want it to be removed then boththe wearer and the spell get a save vs the negate magice spell.
Inscribe Magic Circle
Level 10
Range: 50 feet (near the caster)
Duration: instant/permanent (dependent)
Saving Throws: none
P.P.E.: 70 and that of the supported spell
This spell creates a magic circle that lets a mage use an otherwise instant spell as a ritual, such as create steal. Or it can be used to help make a temporary magic circle to cast a ritual as a spell, such as Sanctuary. If used in combination with simple circle magic such as 'protection circle simple' the duration is doubled or the effectiveness is increased.
Spell Shield
Level 11
Range: self or up to 5 feet away, 10 foot radius area of effect
Duration: 1 hour per level
Saving Throws: standard
P.P.E.: 400
This spell can be placed on a person, an object, or an area. All spells cast in and into the effect area, get a -1 to the spell strength for every two levels of caster, rounding down, if the spell cast is a physical manisphestation, it gets -1 to strike for every 2 levels of caster, rounding down. Objects have no save, unwilling subjects get the standard save if targeted by the spell.
Note: if there are multiple people or objects with this spell on them and overlapping, the overlapping dose not cause any additional coverage. Only a person with multiple spells on then will have any additional protection/harm due to this spell; i.e. if you cast it on a few of your companions far apart and have them move together to give everybody a higher resistance to magic it will not work.
Golden Sphere
Level 12
Range: 100 feet
Duration: 2 days per level
Saving Throws: none
P.P.E.: 120 per duration and what is to be stored
This spell creates a golden sphere that can store up to 200 P.P.E. per level of spell caster. Each time the duration comes to an end, the spell takes 120 P.P.E. from what has been stored in it and uses that 120 P.P.E. to continue functioning. This will continue till all stored P.P.E. is used up or by the mage using the P.P.E. himself or to another if it is given to him.
Seal Magic
Level 13
Range: touch
Duration: 2 days (48 hours) per level
Saving Throws: standard
P.P.E.: 200
Seals a person's magic away from their control for the duration of the spell. This can be removed with negate magic, but is impervious to Remove curse.
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Childness
Level 13
Range: Line of Sight
Duration: 24 hours + 6 hours per level / permanent
Saving Throws: standard, but if touching the subject then they get a -4 to save
P.P.E.: 100/1000
Reduces the target back to a much younger version of himself, but only physically, not mentally. aproximate age is 6+2d6 months. his powers, memory and skills remain but greatly diminished, all skills suffer a -75. if a skill becomes 0 he loses it untill he is returned to normal. He can try to cast magic but must roll his language skill once for each level of the spell. (a level 4 spell nees 4 language skill passes) any failures cause the spell to end in baby gurgling and the spell fails (no ppe spent). Natural and Psi powers will be reduced to a mere 10% effect. at the end of the duration the target will ?pop? back to his former self but will only vaugly remember what happened while young. a remove curse can be used to reverse this.
In the case of dragons, demons, and races that develop at different rates, this spell may not be as effective. For example, a dragon would be a hatchling but would still be able to speak and use all his hatchling powers, suffering no skills penalties. he would also retain all his spell knowledge Permanant version costs 1000 PPE and cannot be undone by any means. If the permant version is used, he will permantly lose all skills and memories, and must grow back up normally. he will retain his physical characteristics and powers but they will be locked away until he grows old enough. all memories, skills, magic spells and PPE will be lost. psychics will have to start over at level 1 with psi powers and ISP. the character will basicly have to grow back up again, picking mabye a totally different lifestyle this time. alignment and OCC can easily be different, depending on how the youth is raised?
Appeal Enhancement
Level: 5
Range: self, 10 feet radius +10 feet per level
Duration: 10 minutes per Level
Saving Throw: Standard
P.P.E.: 25
This magic makes the caster more attractive to the opposite sex in direct proportion to the amount of skin is exposed. This is added on top of the charm % from PB, with a max of 98%.
Are these able to be posted to the Black Vault Wiki or were you still wanting to get them published? I am finally getting around to posting spells to the wiki.