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Showing posts with label 2nd Level Spells. Show all posts
Showing posts with label 2nd Level Spells. Show all posts

Saturday, January 25, 2014

Guardian of Faith

Guardian of Faith
Spell Level: Cleric 2
Range: 30 ft
Duration: 1 hour / level

When this prayer is uttered, the Cleric calls a minor servant of his Deity. The servant then guards an area of 30 ft in radius around the target point of the spell. If any creature moves into the protected area and is not an ally of the Cleric (the Cleric can designate who may move freely in and out of the area), a glowing knight of the Cleric’s faith appears before the intruder and attacks him as a 4 HD monster. If the guardian hits, the intruder must make a Toughness saving throw or be paralyzed for 1d6+4 rounds. In any event, once the Guardian is activated, the spell ends and the Cleric is made aware of the intruder. 

Saturday, December 08, 2012

New Spell - Empowered Turning

Empowered Turning
Cleric 2
Range: Self
Duration: 48 turns (8 hours)

Upon casting this spell, the Cleric infuses more holy power into his Turning attempts. For the spell's duration, the character's Turn Undead checks gains a bonus equal to half the character's Cleric level (to a maximum of +4) and the number Hit Dice affected increases by +50%.

Wednesday, August 25, 2010

Vendee's Missile Magnifier

Vendee's Missile Magnifier
Spell Level: Magic-user, 2nd Level
Range: Touch
Duration: 48 turns (8 hours)

The caster may 'magnify' up to 20 pieces of ammunition per 4 caster levels, lasting until the missiles are fired or the duration expires (whichever occurs first). Missiles affected by this spell inflict 50% more damage on a successful hit. Magnified missiles are considered +1 per 4 caster levels (maximum of +3) for the purpose of overcoming damage reduction as well.

Friday, June 04, 2010

Ray of Weakness

Ray of Weakness
Spell Level: Magic-user, 2nd Level
Range: 90 ft
Duration: 1 turn

When cast, this spell creates a grey beam from the caster’s hand that receives a +2 bonus on the ‘to hit’ roll. If a successful hit is made, the victim receives a -1 penalty on all melee ‘to hit’ rolls and damage rolls per 6 levels of the Magic-user and has his encumbrance limit halved.

Tuesday, May 11, 2010

Shadow Link

Shadow Link
Spell Level: Illusionist, 2nd Level
Range: 30 ft
Duration: 5 rounds + 1 round / level

Shadow Link creates a metaphysical link between a creature and his shadow. If the target fails a Toughness saving throw, his shadow can be attacked with normal physical attacks and the damage inflicted on him as if he took the blow. The armor class of a shadow is 7[12], adjusted for Dexterity.

Saturday, May 08, 2010

Hideous Merriment

Hideous Merriment
Spell Level: Illusionist, 2nd Level
Range: 60 ft
Duration: 5 rounds

When cast this spell will affect 1d6 living creatures. For victims that fail an Ego saving throw, they begin laughing hysterically and dancing a mad jig for the spell’s duration, unable to attack and losing any positive Dexterity adjustments and possible shield bonuses to armor class. When the spell ends, the victims are forced to make a Toughness saving throw, with failure indicating they suffer from exhaustion.

Wednesday, March 24, 2010

Analyze Magic

Analyze Magic
Spell Level: Magic-user, 2nd Level
Range: Touch
Duration: 1 item per 2 levels

When this spell is cast, the caster gains the knowledge of a touched magical item's properties and any associated command words. All items must be handled in succession, else the spell ends. This spell will reveal cursed items 10% of the time, otherwise identifying then as something beneficial. This spell may not reveal the properties of an artifact, at the Referee's discretion.

Wednesday, January 27, 2010

Strength Spell

Strength
Spell Level: Magic-user, 2nd Level
Range: Touch
Duration: 48 turns

For the duration of the spell, the recipient becomes stronger and able to deal more damage. Warriors (Fighting-men and their subclasses) roll 1d10+2, Bards and Clerics (Clerics and their subclasses) roll 2d4 and Wizards (Magic-users and their subclasses) roll 1d6 on the chart below to determine the spell’s effectiveness:
Die RollDamage AdjustmentWeight Allowance
1-3None+25 lbs
4-6+1+50 lbs
7-8+2+100 lbs
9-10+3+200 lbs
11-12+4+400 lbs

Thursday, December 31, 2009

Spiritual Weapon

Sometimes even a Cleric needs to show the martial ability of his faith...

Spiritual Weapon
Spell Level: Cleric, 2nd Level
Range: 30 ft
Duration: 1 turn

Spiritual weapon creates a pale, ghostly weapon in the image of the favored weapon of the Cleric’s deity that will defend him by attacking any enemies within 30 ft the Cleric commands it to deal with. Regardless of the type of weapon created, the spiritual weapon attacks once per round as a Fighting-man equal to the Cleric’s level, inflicts 1d6 points of damage plus the Cleric’s Wisdom adjustment and can strike creatures as if a +2 magical and blessed weapon.

Wednesday, December 23, 2009

Dust Devil

The Onn / S&W treatment of the Dust Devil spell:

Dust Devil
Spell Level: Druid, 2nd Level
Range: 30 ft
Duration: 2 rounds, +1 round / level

Dust Devil summons a minor air elemental-like entity that creates a swirling flow of dirt, sand or dust (depending on the dominant grit of the area it is in) about 3 ft high. The dust devil can attack creatures, pass through small cracks and crevasses and lift items of 1 lb or less.

Dust Devil (Small-size) - AC 9[11], HD 1d4 hp, Att claw (1d3), Save 18, Special flight, Move 150(50) fly or 15 fly (S&W), CL/XP B / 10

Monday, December 21, 2009

Revised Spell: Bless

For Onn, I revised the Bless spell to provide more functionality for Clerics when facing Lower Planar monsters, aka Demons. Since my 'Paladin' class, the Divine Champion, uses the Clerical spell list as well, it made sense to grant a spell that can temporarily allow the recipient to combat the denizens of the Lower Planes without making a glut of spells that have merely one function but are totally related.

Bless
Spell Level: Cleric, 2nd Level
Range: Only upon a character or weapon not in melee combat.
Duration: 6 turns or 1 turn

This spell grants its recipient a +1 to attack rolls (and improves morale, if the recipient is not a player character). Alternatively, the caster may elect to affect a group of allies within 10 ft for a shorter duration. The recipient(s) cannot already be in melee combat when the spell is cast.

This spell can also be used to bless a weapon, granting it a +1 bonus to hit and giving it the blessed damage type, lasting 6 turns.