Gabe3e

Love, Hate, Vengeance, Magic

February 19, 2004

Lighten Load

Filed under: House Spells — Gabriel Rosa @ 6:45 pm

Transmutation
Level: Army 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targetr: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You are capable of carrying a greater load than your Strength might allow. While affected by this spell, your carrying capacity (as per Table 9-1 on page 162 of the Player’s Handbook) is improved as if you had gained 1 point of Strengh per caster level, to a maximum of +10.

This virtual Strength is only useful for calculating carrrying capacities and determining the effects of carrying loads (as per Table 9-2 on page 162 of the Player’s Handbook). The Strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except to those noted above.

Thus, if a 6th level cleric were to cast this spell upon a character with a 12 Strength, the target’s Strength score remains the same, yet his maximum heavy load increases to 300 lb. as if he had a Strengt of 18.

Easy March

Filed under: House Spells — Gabriel Rosa @ 6:30 pm

Transmutation
Level: Army 5
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft + 5ft./2 levels)
Area: 30-ft-radius spread
Duration: 1 day/level (D)
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)

You enable all creatures making local or overland movements (as per Table 9-3 on page 162 of the Player’s Handbook), including mounts, to move swiftly overland without suffering the tiring effects of prolonged travel. Creatures hustling under the effects of this spell are treated as though they are merely walking, ignoring the potential to take damage or become fatigued from huistling. In addition, forced march movements are easier to sustain, requiring only a DC 5 (+1 per extra hour) Constitution check each hour after a day’s initial 8 hours of travel.

For example, a troop (all of which have a speed of 30 feet) marching under the effects of this spell could hustle for an entire day’s travel (8 hours), moving 48 miles, without making any checks for fatigue. If the troop wanted to make a forced march by travelling for longer than 8 hours, it must make a DC 5 Constitution check (+1 per every hour it continues on after its first additional hour) per continued hour of travel, moving another 6 miles each hour.

The spell has no effect on round to round (tactical) movement or to modifiers to speed due to terrain, fatigue, weather, or other factors.

February 5, 2004

Teleport Object, Minor

Filed under: House Spells — Gabriel Rosa @ 7:14 am

Conjuration (Teleportation)
Level: Sor/Wiz 3
Range: Touch
Target: One touched tiny (or smaller) object
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell functions like teleport, except that it teleports an object, not
you. Creatures and magical forces cannot be teleported.

February 3, 2004

Dictation

Filed under: House Spells — Gabriel Rosa @ 7:26 am

Evocation
Level: Sorc/Wiz 0
Components: V, M
Casting Time: 1 full round
Duration: 1 minute/level (D)
Range: Personal
Effect: 10-ft radius emanation
Saving Throw: None
Spell Resistance: None

This spell causes any words spoken by the caster or anyone within the area of
effect to appear on a piece of paper or the blank page of a book.

Foreign languages are not translated, although foreign words are given the
correct alphabetic spelling in the caster’s native tongue.

The material component for this spell is the blank page, scroll, or paper that
the dictation will appear on. This must be prepared with a special wash of
vinegar, costing 10gp per page.

Control Fire

Filed under: House Spells — Gabriel Rosa @ 7:26 am

Transmutation
Level: Sorc/Wiz 0
Components: V, S
Casting Time: 1 standard action
Duration: 10 minutes/level (D)
Range: Close (25ft + 5ft/2 levels)
Effect: 10-ft radius spread

This spell enables the caster to cause nonmagical fires–from as small as a
torch or lantern to as large as the area of effect–to reduce in size and
brightness to become mere coals or increase in light to become as bright as
full daylight and increase the illumination to double the normal radius. Note
that this does not affect either fuel consumption or damage caused by the fire.

The caster can affect any or all fires in the spell’s area. He can alter their
intensities with a single gesture as long as the spell is in effect. The spell
lasts until the caster cancels it, all fuel is burned, or the duration expires.
The caster can also extinguish all flames in the area, which expends the spell
immediately. The spell does not affect fire elementals or similar creatures.

Chromatic Orb

Filed under: House Spells — Gabriel Rosa @ 7:25 am

Transmutation
Level: Sorc/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Duration: Instantanious
Target: 1 creature
Range: Close (25ft. + 5ft/2 levels)
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creatures a shimmering, multicolored orb of energy that can be
hurled by the caster. The caster makes a ranged touch attack against a
creature within range, who is allowed a reflex save for half damage. The
spell causes 1d6 points of damage of the caster’s chosen type (fire, cold,
acid, electricity) per level (max 5d6).

The material component is a gem of 50gp or more.

Murdock’s Feathery Flyer

Filed under: House Spells — Gabriel Rosa @ 7:25 am

Transmutation
Level: Sorc/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Duration: 1 round/level
Target: You

Upon casting this spell, a feathery membrane grows under the caster’s arms,
extending along his sides all the way to his feet. The membrane appears to
merge with the caster’s skin and clothing.

If the caster spreads his arms and jumps from a height, he may glide through
the air. For each foot of elevation, the caster can glide five feet
horizontally. Gliding characters have a fly speed of 60ft(clumsy). A character
attempting to carry more than a light encumberance plummets to the earth upon
takeoff.

When the spell expires, the feathers instantly disappear. If the caster is
airborne, he immediately plummets toward the ground.

The material component is an eagle’s feather.

Irritation

Filed under: House Spells — Gabriel Rosa @ 7:24 am

Transmutation
Level: Sorc/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Duration: 1 round/level
Target: 1 living creature
Range: Close (25ft + 5ft/ 2 levels)
Saving Throw: Fortitude neg.
Spell Resistance: Yes

Creatures affected by this spell have their dexterities reduced by 2 points
(minimum 0), and are reduced to single actions for the duration of the spell.
Spell casting is subject to concentration checks for distracting spells.

Creatures with natural armour are unaffected by this spell.

Sense Shifting

Filed under: House Spells — Gabriel Rosa @ 7:24 am

Transmutation [metamagic]
Level: Sorc/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Duration: 1 minute/level
Target: You

You gain the feat Spell Thematics for the duration of the spell. The theme can
be changed every round as a free action.

Ride the Wind

Filed under: House Spells — Gabriel Rosa @ 7:24 am

Transmutation [air]
Level: Sorc/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or Close (25ft + 5ft/2 levels)
Duration: 1 minute/level (D)
Target: You and 1 willing living creature/level
Saving Throw: No
Spell Resistance: No

This spell allows creatures targeted by the caster to become virtually
weightless and be lifted upon the wind. Affected creatures can control their
altitude by rising or descending as much as 20ft/round, but are at the mercy of
the wind for speed and direction. Recipients can stop forward movement only by
grasping something to anchor them in place. If no wind is present, this spell
has no effect.

Each subject and his equipment must weigh less than 100 pounds per level of the
caster.

The material components are a small handful of straw and a dry leaf.

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