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Showing posts with label 4th Level Spells. Show all posts
Showing posts with label 4th Level Spells. Show all posts

Sunday, July 25, 2010

Minor Restoration

Shadows have the ability to temporarily drain its victim's Strength score. This creature ability has existed in D&D and its retro-clones from almost Day 1. What is missing though is a way to combat the draining of such creatures or heal this damage. Thus, new to Onn (and your own D&D or S&W game) is a healing spell capable of remeding this situation:

Minor Restoration
Spell Level: Cleric, 4th Level
Range: Touch
Duration: Immediate

When cast, the recipient is healed of all of the temporary ability damage to a single ability score (such as the Strength drained by a Shadow). If the recipient has been affected by some form of unnatural, permanent ability drain the caster can choose instead to restore a single point permanently lost by the recipient with a 25% chance of success, plus his Wisdom and Level.

Saturday, March 27, 2010

Sympathetic Transformation

Since the World of Onn uses a System Shock saving throw to determine how well a character deals with massive physical changes to his body, such as being petrified or having his body reformed into something else, there is a little-known magic from the Zuhn Empire's heyday that allowed casters to take other forms without worry of the magic overcoming them and possibly malforming their bodies or the stress of taking on new shapes killing them.

Sympathetic Transformation
Spell Level: Magic-user, 4th Level
Range: Touch
Duration: Special

When this spell is cast, if a transformation spell of some type (enlarge, polymorph, stone to flesh, etc) immediately follows on the target, he automatically succeeds any required System Shock saving throw the transformation effect may call for. This spell will last as long as the transformation spell affecting the character lasts.

Sunday, December 27, 2009

Regis' Teleportation

One of the longtime players and Referees that I've gamed with was a fellow named Scott Scallorn. Over the years he's moved away and back, fronted for bands, managed (and turned around) some venues in York and has kept a busy and interesting life. Because of his many commitments, his ability to solidly make most game days was limited at best and the running joke was that he was in the Player Bag of Holding (this was long before the Gamers made the gag a a bit of visual fun with the Paladin just standing in every scene). Basically the Player Bag was always part of the group's inventory. They couldn't store anything in it, but if a player couldn't make a game, his character went into the bag and was always safe from harm. If a TPK happened, the next time the player showed up he would be safe and be given a few different options. Anyway, Scott had grown fond of his Magic-user named Regis and whenever he could play (which by this time was once in a blue moon) Regis would just appear. Now, Regis was a Forgotten Realms character (by description only really), and whenver he would appear he would always ask "Is this Daggerdale? Am I near Daggerdale?" and if he knew any of the PCs from actual past adventuring he would be invited to join the group. If not, he would introduce himself (in the most flamboyant manner possible, and let me tell you, Scott was flamboyance in action and great entertainment at the table) and petition to join the group until he made enough gold and added a story or 2 to his memiors and would be on his way. After a while the group adopted Regis' Teleport without Destination as a way to get an experienced PC into a group they had never adventured with before and now I'll share his little wonderment of magic with you:

Regis’ Teleportation
Spell Level: Magic-user 4th Level
Range: Touch
Duration: Immediate

This spell functions like the teleport spell, but without any chance of arriving too high, too low or being lost, or exact control of the destination. This spell will deposit the targets 1d100 miles away from any desired destination and blindly teleporting with no destination in mind lands the targets 1d100 miles away from the location teleported from, most of the time.

Vargas' Chaos Curse

Vargas’ Chaos Curse
Spell Level: Magic-user, 4th Level
Range: Touch
Duration: Permanent until dispelled

This spell enchants the victim with bad luck; everything they touch goes awry (axe heads fall off, armor becomes unbuckled, visor’s constantly fall down at inopportune moments, etc) and they become clumsy and forgetful at the worst possible times. The effects of the spell are usually annoying, but not dangerous; however, it is inadvisable for the victim to place himself in situations where luck can have an important effect on the outcome, such as fighting or adventuring.