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New spells; Make sure you go to page 1.
Topic Started: Sep 7 2009, 09:00 PM (1,202 Views)
Extremis
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SPELL LIST

Obviously, there are hundreds of spellcasters in Ptolus. Here is a list some of the spells in common use among them, described in this chapter.


Bard Spells

0 Detect Chaositech: Sense the presence of chaositech devices.
1 Assess Creature: Determine the Hit Dice of one creature.
1 Identify Device: Reveals nonmagical item’s most basic function.
4 Conjure Device: Summons a device for 1 round per level.
6 City Transport: You can teleport anywhere in a city every other round.
6 Commune With the City: You know the general status of a city’s population and can find and communicate with anyone in it.

Cleric Spells
0 Assess Creature: Determine the Hit Dice of one creature.
0 Detect Chaositech: Sense the presence of chaositech devices.
1 Identify Device: Reveals nonmagical device’s most basic function.
2 Siphon: Refuel chaositech device from chaos storage cube safely.
3 Create Firestone: Conjures a stone that burns hotly for one day.
3 Deadly Carrier: Caster becomes immune to a disease he carries but twice as contagious.
3 Will of the Gods: Foretells the gods’ opinion on a matter.
5 Peer Into the Future: You look at a random moment in your possible future.
5 Shield of Light: Grants +2 armor bonus and a +1 enhancement bonus to Armor Class per three caster levels; undead cannot attack.
6 Blazing Light: Ray inflicts 1d8 points of damage per caster level, and undead suffer more.
7 Futuresight: You look at a random moment in a creature’s possible future.
7 Waves of Light: Holy energy inflicts 1d6 points of damage per two levels and other effects.
9 Wellspring of Soul’s Light: Inflicts 10d6 points of damage on all evil creatures and summons one 10th-level paladin per four caster levels.
9 Sunfire Tomb: Imprisons target in the sun.

Druid Spells
0 Assess Creature: Determine the Hit Dice of one creature.
9 Sunfire Tomb: Imprisons target in the sun.

Paladin Spells
1 Assess Creature: Determine the Hit Dice of one creature.
1 Illuminated Weapon: Weapon imposes –2 penalty on attacks, saves, and checks upon undead struck.
2 Heartglow: All evil creatures within ten feet suffer a –1 penalty on all attack rolls, saving throws, and checks.

Ranger Spells

1 Assess Creature: Determine the Hit Dice of one creature.

Sorcerer/Wizard Spells
0 Div Assess Creature: Determine the Hit Dice of one creature.
0 Div Detect Chaositech: Sense the presence of chaositech devices.
0 Div Sense Spell: If specified spell is in effect within the spell’s area, you become aware of it.
1 Div Identify Device: Reveals nonmagical item’s most basic function.
1 Evoc Blast of Cold: Cold blast inflicts 1d6 points of damage per two levels.
2 Trans Lock and Load: Caster loads a firearm with a move action.
2 Trans Siphon: Refuel chaositech device from chaos storage cube safely.
3 Abjur Jevicca’s Just Reversal: Reflects enchantment back at caster.
3 Conj Create Firestone: Conjures a stone that burns hotly for one day.
3 Trans Repair Device: One broken or disabled device is restored.
4 Conj Conjure Device: Summons a device for 1 round per level.
5 Conj Divinatory Expungement: Previous activities cannot be detected with divination magic.
5 Necro Animate Necrosis: Animates a wound that attacks wounded creature.
5 Trans Explosive Shot: Firearm inflicts damage in a ten-foot spread.
6 Trans Heartseeking Shot: Firearm ignores armor and inflicts criticals.
7 Conj Create Device: Creates a permanent device.
7 Trans Jevicca’s Fourfold Ostracism: Sends up to four targets to another plane temporarily.
7 Trans Month of Vallis: Grants access to the secret thirteenth month.
8 Trans Conveyance: Creates a technological flying vehicle.
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Extremis
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SPELL DESCRIPTIONS

Of course, in Ptolus, almost anything that exists is subject to the effects of magic. Even technology is not exempt from this arcane power. A sampling of this local magic appears below.
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Aid From the Future
Transmutation
Level: Future 6
Components: V, S
Casting Time: Standard action
Range: Personal
Target: You
Duration: Instantaneous

You call on your future self to aid you in the present. Drawing on the life energy of the “you” living twenty-four hours in the future, you restore
yourself to full hit points and regain 1d4+1 levels of cast spells of your choosing (you must have prepared the spells for that day). Exactly twentyfour
hours after the casting of this spell, you suffer 4d6 points of nonlethal damage and are stunned for 1d6+4 rounds.

If you cast aid from the future but die without being raised before the twenty-four hours elapses, or if in twenty-four hours you are within the area
of an antimagic field, or if something else prevents this spell from logically functioning after it has been cast, the temporal flux caused by the
paradox inflicts 4d6 points of real damage upon you and all the allies who were within thirty feet of you when you cast the spell regardless of their
current location or condition—even in an antimagic field. The affected creatures also are stunned for 10 rounds. There is no saving throw.
You can cast this spell only once in a given twenty-four-hour period.
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Animate Necrosis

Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One wounded living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (later Will
partial, see text)
Spell Resistance: Yes

You animate the dead tissue in the wound of a wounded living creature. This spell can affect any creature currently below its maximum hit points due
to injury. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature. The creature must
make a Will saving throw immediately or the sight of this horror stuns it for 1d3 rounds. Whether the creature is stunned or not, the
undead tendril of flesh makes attacks with a +15 bonus (Strength 20). It makes a grapple attack as a creature of the subject’s size (even though it
is actually smaller). If it achieves a hold, it immediately begins constricting and strangling the creature, inflicting 2d6 points of damage per round.
The necrotic tendril has 2 hit points per Hit Die of the original creature, and AC 15. A single casting of this spell affects only one wound.

Material Component: A bit of string coated in animal fat.
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Extremis
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Assess Creature

Divination
Level: Brd 1, Clr 0, Drd 0, Rng 1, Pal 1, Sor/Wiz 0
Components: S
Casting Time: One standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

With a wave of your hand, you determine the Hit Dice of one creature. This spell is foiled by any type of magical disguise, polymorph or shapechange.
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Blast of Cold

Evocation [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A blue-white bolt of screaming cold energy emanates from your fingertip and strikes a single target, inflicting 1d6 points of damage per two
caster levels (maximum 5d6).
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Blazing Light

Evocation
Level: Clr 6, Light 5
Components: V, S, DF
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Focusing holy power like a ray of sunlight, you project a beam of light from your hand. Creatures struck by this ray of light suffer 1d8 points of damage
per caster level (maximum 15d8). Undead creatures take an additional +2d8 points of damage, and undead creatures particularly vulnerable to
sunlight, such as vampires, receive an additional +5d8 points of damage (not cumulative with the additional damage to undead). Constructs and
inanimate objects take only 1d6 points of damage per caster level (maximum 15d6).
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Cannons of Heaven

Conjuration (Summoning)
Level: Technology 9
Components: V, S, DF
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Area: 30-foot spread
Duration: 1 round/two levels
Saving Throw: Reflex half
Spell Resistance: No

At your command, a cloud appears in the sky, bristling with cannons. It hovers no more than one hundred feet in the air and bombards any
area within range; changing areas is a free action. The cloud inflicts 10d6 points of damage per round. The cannons and the cloud cannot be
attacked, but they can be dispelled.
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City Transport

Transmutation
Level: Brd 6, Civilization 8
Components: V, S
Casting Time: Full round
Range: Personal
Target: You
Duration: One minute/level

You can cast city transport only within a settlement that is home to at least one hundred people. The area must be considered a city, town, village,
hamlet, or similar community (you cannot, for example, define one hundred farmers living across hundreds of acres as a settlement). For the duration
of this spell, you can teleport anywhere within the confines of that community without chance of error (with the same limitations as the greater
teleport spell). You can do this once every other round, up to a maximum number of times equal to half your caster level.
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Commune With the City

Divination
Level: Brd 6, Civilization 5
Components: V, S, M
Casting Time: Ten minutes
Range: Personal
Target: You
Duration: 1 round/level

You can cast commune with the city only within a settlement that is home to at least one hundred people. The area must be considered a
city, town, village, hamlet, or similar community (you cannot, for example, define one hundred farmers living across hundreds of acres as a
settlement). After casting the spell, you can ask one yes or no question per caster level and receive an answer, as described in the spell commune.

The main difference is that this spell provides only answers known to someone within the settlement, and the question must pertain to
the community in some way. So, if you cast the spell and ask, “Is the box of shadows within the Tower of Kadmiel?” you will get an answer only
if someone in the community where you cast the spell knows the answer. The locals upon whose knowledge you rely remain unaware of any spell

effects: You are drawing upon the gestalt knowledge of all the residents, not that of any single individual—even if only one person knows the answer.

Material Component: A map of the city in question.
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