1d6+1 more Spells to Wonder about.

Here are some spells that I have made for AD&D throughout the years of playing, while waiting for my turn in the initiative order, much like the other Spells to Wonder

Hunter Spell (Divination)

Level: 1

Range: party

Duration: 1 day

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell alters the ability of a party of hunters by making them into superior hunting group.  It raises the potential of the hunting party by +1 to their possible rolls on a die by what fur or feather samples they have for hunting to a maximum of 50% success (1-3 on a d6 1-4 on a d8 etc…), The Fur samples are what the party is more likely to encounter.  For example, if a mage had a pinch of rabbit fur, a pinch of each of Fox and Martin as well as hairs from a bear, deer, Elk and Irish Elk, Coyote and some quail feathers.  The following odds would be altered: A 1 or 2 on a d6 indicates non- noteworthy small game.  A 1 or 2 on a d8 indicates rabbits, A 1 or 2 on a d10 indicates a medium difficulty battle, A 1 through 3 on a d12 indicates small game with higher value furs and a 1 through 5 on a d20 indicates a find of a large game. The spell further adds to the possibility that multiple successes rolled if followed up also have increased odds of success giving +10% per group of components to the second encounter followed upon.

Let the Hunters beware: This spell won’t help discriminate between certain legal issues (like setting the hunters upon the trail of royally protected animals for instance) and ‘fair game’.  The spell also will not aid in hunting for unique or extra planar creatures also.

Druid versions of this spell hide 10% of the sought items in order to prevent over harvesting.  It also is reversible by Druids becoming a curse that discourages those who abuse nature by decreasing a hunters ability effectiveness for one day per sample item the Druid uses in casting that hunter has abused.

 

Gatherer Spell (Divination)

Level: 1

Range: party

Duration: 1 day

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell aids in the garnering of available (not planted or tended)  Cattail roots, watercress, wild grains, nuts, berries or mushrooms even if the items used are not in season the spell will redirect to items in season.  If the character has samples of alchemically active or spell component relevant items this grants a better chance of finding those upon the d20 roll.

Let the Gatherer beware: This spell won’t help discriminate between certain legal issues (like divining for the gatherers legally restricted poisonous plants or banned for magical use alchemy ingredients for instance) and ‘fair use’.

Druid version: hide 10% of the sought items in order to prevent over harvesting.  It also is reversible by Druids becoming a curse that discourages those who abuse nature by decreasing a gatherers effectiveness for one day per sample item the Druid uses in casting that gatherer has abused.

 

Shadowcloak Spell (Alteration)

Level: 2

Range: 4″ +1″ per level

Duration: 2 rounds per level

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell shifts shadows and cover to provide one person plus one person per three levels with substantial shadowy benefits.  In daylight, there is no true benefit as well as those bearing light sources also have difficulty seeking shadows.  The same is true in locations that have nothing in the visible spectrum to work with as the spell relies upon the mix of light and shadow.

When in a place of mixed light and shadows there is a 25% chance the first missile attack directed at a beneficiary of the spell will miss. The distracting images grant +1 benefit to saves and AC.  The spell also increases most thief abilities by 5% in efficacy. In locations of many shadows including parties travelling with the benefit of a dancing lights spell the above effects are doubled.

Note this spell interferes with UV and IR vision also, bending and altering those portions of the spectrum as well as normal shadows. The material component is some charcoal to be crushed, wax drippings from a spent candle or a square of black cloth suitable for an eyepatch all of which are consumed in the casting.

dungeon-art-mine-1Razor Pouch/Razor Pockets (Evocation)

Level: 1

Range: 1″

Duration: 1 day

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell causes the inside walls of a storage container to become sharp whirling blades that immediately puree the contents.  This is an accidental discovery but the mage decided to turn a failure into their advantage.  No container large enough, or larger, than that the mage can fit their elbow into (or a doubled fist) may be used as a target for the spell this includes extra dimensional space related effects.  The spell does 1d4 base plus 1 pip per level of the caster to anyone sticking any body part into the container.

Oddly enough this spell has been used to trim and or sharpen wooden stakes and poles or to create dusts useable for various spells and enchantments.

If there is two spells of the same type within 1″ of each other then both the spells fail. Some smart characters may use a whispering magic mouth to inform them their protections have failed.

 

Container Shred Spell (Divination)

Level: 2

Range: 2″

Duration: 1 round per level

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell causes the inside walls of a storage container to become sharp whirling blades that immediately puree the contents.  This is an accidental discovery by the creator of the razor pouch spell.  No container large enough, or larger, than that the mage can fit in may be used as a target for the spell this includes extra dimensional space related effects.

Oddly enough this spell has been used to trim and or sharpen wooden stakes and poles or to create dusts useable for various spells and enchantments The spell does 1d8 base plus 1 pip per level of the caster to anyone sticking any body part into the container either tricked, willingly or as a part of an attempted theft.

If there is two spells of the same type within 1″ of each other then both the spells fail. Some smart characters may use a whispering magic mouth to inform them their protections have failed.

Bearer (Conjuration/Summoning)

Level: 3

Range: 0

Duration: 1 day

Area of Effect: 3″ radius of spell caster

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

The Bearer is a non-visible porter, a footman to carry and lug heavier weights than the unseen servant spell as well as carry out similar tasks and duties but able to apply more force if necessary to accomplish the completion of tasks though these are done more crudely than the Unseen servant spell.  The spell generates a force which is reasonably strong and capable of obeying the direction of the magic user.  It can carry more weight than the spell that inspired this one, capable of bearing 2000 coin weight maximum suspended by the energy and twice as much may be slid across relatively smooth surfaces such as finished stone and wood floors.

The force can only open normal doors and containers nor may it use tools such as crowbars and the like while performing its duties.  The bearing force is incapable of combat yet cannot die being a force not a spirit or creature.  The force may be dispelled by disruptive magics, breaking the sticks, or any time it takes 12 or more points of magical damage.

Note that no matter the magics, sophistry, gimmickry or trickery employed the spell cannot carry or otherwise apply the force to its creator.  The material components are two sticks and four short lengths of string.

Animate Dead (Necromantic)

Level: 3

Range: party

Duration: Permanent

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This version of the Animate Dead spell forces the creation of certain alternate versions of undead that are specific to the region.

Should a caster learn a version of this spell they may create Foulmore Skeletons and the Ogrinn Zombies.  If the caster has more than 10 of one kind of skeleton or zombie then the next ten must be made of the other kind continuing in alternating the creation of the undead in maximum batches of 10 of each type.

Foulmore Skeletons AC 8 (base), HD 2, hp 8 each, #AT 1, D1-8, Save F 1, ML 12, turned as ghouls they take +1 damage from Silver or Cold Iron.

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