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.