Spells for Fantasy RPGs
AD&D players
dissatisfied with TSR's spell-descriptions might enjoy the Magician's Spellbook by Shadowlands, which can be made available
through the Temple College Chess Club.
Below are three excerpts. Anyone
interested in a copy of the Magician's
Spellbook should send a request to <randy.simpson@templejc.edu>.
Extend Duration LVL: 3 [Alteration/Evocation]
Components:
VSM Range:
Special
Casting
Time: 3 combat turns Duration:
Special
Saving
Throw: None Area:
One spell
This
spell doubles the duration of another spell.
The magician may elect to cast Extend Duration with a range of 0 and
extend the duration of the next spell he casts (that is the next spell that has
an extendable duration), or the magician may elect to cast Extend Duration on
another spell already in progress. In
the former case the caster cannot replace the memorization of the Extend
Duration spell until it has been discharged, i.e., it has extended a spell’s
duration. In the latter case, the
caster's range is 10 yards, and he must know the type of spell he hopes to
extend. Spells with special or
instantaneous duration cannot be extended.
The material component is a faggot.
Strange Luck LVL: 6 [Alteration/Conjuration]
Components:
VSM Range: 10 yards per level
Casting
Time: 6 combat turns + verbalizations Duration:
Special
Saving
Throw: None Area: One creature or object
With
Strange Luck, the caster can influence the fate of the recipient/victim or the
person in possession of the target object.
At 11th level, the caster may influence any action requiring a percent
dice roll by 5% (+ or -) once per level of experience. At 12th level, the caster can influence the recipient/victim
% roll by 10% (+ or -) up to 12 times.
At 13th level, the caster can affect percent rolls by 15% (+ or -) up to
13 times. At 14th level and with
further casting time, the caster can name the occurrences in which the
victim/recipient will incur the bonus or penalty. At 15th level, the caster can influence the luck roll by 20% up
to 15 times. At 16th level, the caster
can influence the luck roll by 25% up to 16 times. At 17th level, the caster can influence the luck roll by 30% up
to 17 times. At 18th level, the caster
can influence the luck roll by 35% up to 18 times. The luck cannot be influenced by more than 35% but the number of
times the luck can be influenced can continue to equal the caster's level. The material component requires a polished
and professionally cut gem. The value
of the material component should vary from 10 to 50,000 gold coins depending
upon the events to be influenced and the amount of influenced wielded. Referee discretion determines the requisite
value of the material component. For
example, influencing a move silently roll by 20% should only require a gem
worth 10 gold coins whereas increasing a chance for a creature to gain psionic
powers by 30% should require an exquisite diamond worth 50,000 gold coins. If the events influenced are to be completely
random, the material component can be inexpensive, but the spell may fail to
affect particularly important rolls (such as a chance for psionic power)
according to referee discretion.
Super Heroism LVL: 6 [Alteration]
Components:
VSM Range:
Touch
Casting
Time: 6 combat turns Duration:
5 hours
Saving
Throw: None Area:
One recipient per every three caster levels
This
spell gives recipient creatures that are trained as fighters a temporary
increase in level of experience. The
individual fights as if he or she was at the experience level bestowed by the
spell. Damage sustained is taken first
from magically gained hit-points. The
chart below shows the levels bestowed by the spell:
Level of
Recipient # of
Levels Bestowed Added
Hit-Dice
1-3 6 6HD
4-5 5 5HD
6 5 4HD +3 points
7 5 3HD +6 points
8 5 2HD +9 points
9 4 1HD +9 points
³10 3 0HD
+9 points
The
material component requires a dram of blood from three fighter class creatures
with at least 13 levels of experience each.
Consume LVL: 7 [Evocation/Necromancy]
Components: VSM Range:
5 yards per caster level
Casting
Time: 7 combat turns Duration:
Special
Saving
Throw: Negates Area:
1 victim and 1 recipient
Consume
draws power from a one creature, a victim, and channels the power to another, a
recipient. The caster chooses one magical ability of the victim's, throws the
spell naming the ability as part of the verbal component, and thereby grants
the use of that ability to the indicated recipient. If the victim makes its saving throw, the spell fails. The spell lasts as long as the victim is
alive and within range of the recipient.
The recipient may use the special ability once for each hit-point of the
victim. Each use by the recipient of
the magical ability permanently drains a hit-point from the victim (which
cannot be regenerated). When the
victim's hit-points reach zero, the victim dies and the recipient can no longer
use the magical ability. The ability
has the same limitations for the recipient as it had for the victim. For example, if Consume is used against a
dragon that could only breathe fire 3 times per day, then the recipient can
only breathe fire 3 times per day. If the ability works continuously (such as
the ability to regenerate or to radiate fear), then 1 hour of use equals 1 use,
so the victim would lose 1 hit-point for every hour of use by the recipient
(round all fractions of an hour up).
The material component for the spell requires seedling bamboo shoots
harvested within a week of casting. Consume is extremely effective in
combination with Trap the Soul, which allows the recipient to keep the trapped
victim on his or her person.