Expeditious Magic
Level: Cleric 6; Magic-user 7
Range: Self
Duration: 1 round / 2 levels
This spell causes other spells cast by the caster to take less time to invoke. The Initiative adjustment of spells cast are cut in half (round fractions down) while this spell is in effect.
Showing posts with label 7th Level Spells. Show all posts
Showing posts with label 7th Level Spells. Show all posts
Saturday, February 22, 2014
Monday, July 26, 2010
Divine Arcana
Divine Arcana
Spell Level: Cleric, 7th Level
Range: Self
Duration: 6 turns
Spell Level: Cleric, 7th Level
Range: Self
Duration: 6 turns
When cast, the Cleric gains understanding in how to activate the functions of magical items restricted to arcane spellcasters of all classes. This allows the Cleric to cast arcane spells of 1st through 3rd level from scrolls and to be able activate and make the use of magic items normally restricted to the arcane classes.
Saturday, January 16, 2010
Longevity
The Magic-users of the Zuhn Empire had magics at their disposal that have been lost since the Fire in the Sky obliterated most of their knowledge from history. Though the Gods did not claim a hand in the event (even the most vile and destructive of demonlords has not claimed such a triumph over mortals) they did acknowledge they altered the way magic functioned so mortals could never eclipse the power of the gods again. One of the few spells that is encountered rarely and known to still function as it once did is the Longevity spell.
Longevity
Spell Level: Magic-user, 7th level
Range: Touch
Duration: Special
When cast, Longevity stops the biological clock for the recipient. For 1d6+4 years he ceases to age physically (though his mental abilities will still be affected normally). This spell can only be cast on the same person once every decade from the first application. There is a 5% chance with each casting on the same recipient that all of the previous Longevity spells are undone.
Alternatively, this spell can be used to remove 1d6+4 years supernatural or magical aging. The recipient must succeed a System Shock roll or 1 year of aging permanently remains.
Longevity
Spell Level: Magic-user, 7th level
Range: Touch
Duration: Special
When cast, Longevity stops the biological clock for the recipient. For 1d6+4 years he ceases to age physically (though his mental abilities will still be affected normally). This spell can only be cast on the same person once every decade from the first application. There is a 5% chance with each casting on the same recipient that all of the previous Longevity spells are undone.
Alternatively, this spell can be used to remove 1d6+4 years supernatural or magical aging. The recipient must succeed a System Shock roll or 1 year of aging permanently remains.
Tuesday, December 29, 2009
Tania's Spellcapture
Tania’s Spellcapture
Spell Level: Magic-user, 7th level
Range: Caster
Duration: 1 turn / level
This spell captures spells targeted at the caster and siphons them into the caster’s mind if he makes an Ego saving throw with the incoming spell’s level applied as a penalty to the save. The caster can capture a total number of spell levels equal to his highest level spell capability. Once a spell is captured, the caster can either treat it as if he memorized it (if he has an unused or ‘open’ spell slot of the appropriate level), or can instantaneously create a scroll with the spell on it for use later.
Spell Level: Magic-user, 7th level
Range: Caster
Duration: 1 turn / level
This spell captures spells targeted at the caster and siphons them into the caster’s mind if he makes an Ego saving throw with the incoming spell’s level applied as a penalty to the save. The caster can capture a total number of spell levels equal to his highest level spell capability. Once a spell is captured, the caster can either treat it as if he memorized it (if he has an unused or ‘open’ spell slot of the appropriate level), or can instantaneously create a scroll with the spell on it for use later.
Tuesday, December 22, 2009
Cure Critical Wounds
I'm not a huge fan of the 'insta-heal' magics like the Heal and Cureall spells from AD&D and BECMI/RC D&D. Using the OD&D and B/X (and Swords & Wizardry) games as a guide, Cure Light Wounds is a 1st level spell, Cure Serious Wounds comes in at 4th level (+3 levels) and is double the effect and there are no other damage healing spells available. I thought this was a bit light though. Hence, Onn's version of Cure Critical Wounds is 7th level (+3 levels from Cure Serious Wounds) and is again double in effect.
Cure Critical Wounds*
Spell Level: Cleric, 7th Level
Range: Touch
Duration: Immediate
This spell cures 4d6+4 hit points of damage or can bring a dying character to 0 hit points and immediately heal 1d6+1 points of additional damage. Optionally, this spell can remove paralysis, cure blindness or deafness but when cast in one of these fashions no damage is cured.
An evil reversal of this spell allows an Anti-cleric to cause 4d6+4 points of damage if he successfully strikes the victim with a +2 bonus on the ‘to-hit’ roll.
Cure Critical Wounds*
Spell Level: Cleric, 7th Level
Range: Touch
Duration: Immediate
This spell cures 4d6+4 hit points of damage or can bring a dying character to 0 hit points and immediately heal 1d6+1 points of additional damage. Optionally, this spell can remove paralysis, cure blindness or deafness but when cast in one of these fashions no damage is cured.
An evil reversal of this spell allows an Anti-cleric to cause 4d6+4 points of damage if he successfully strikes the victim with a +2 bonus on the ‘to-hit’ roll.
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