The Grimoire

A section for posting creative ideas, house rules, or other custom design info.
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Ancalagon
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Post October 4th, 2020, 8:35 pm

All of us here have gamed for a long stretch of years. Over my decades in the hobby, I've created many house rules, some good and some best left in the landfill, which includes new spells. This thread is open to all interested members who might want to post any spells they've developed. If a spell is intended for a particular game system(s), please so state in the post.

With that said, let's see what the wizards have devised..... :gandalfg: :orthanc: :saur: :orthanc: :gandalfw:
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

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Ancalagon
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Post October 4th, 2020, 8:43 pm

After reading Stephen King's The Eyes of the Dragon, I devised the following spell for use in my Castles & Crusades campaign with my current gaming group, The Barons Of Bellevue.

Dim 1st level Illusionist

CT: 1, R: caster, D: 1 hour per level
SV: none, SR: yes, Comp: V, S, M

By means of this spell, an illusionist is able to make himself difficult for most people to notice. Some casters may use terms such as ghostly, transparent, and unobtrusive but dim is more appropriate for the overall effect upon himself and the senses of those around him.

When an illusionist is dim, he can move about relatively unnoticed though with some peculiarities and restrictions. If one passed through a room while dim, some peoples’ conversations might falter, whereas others might become momentarily distressed, as if they were experiencing gas pains or other discomforts. In some cases, torches and wall sconces might grow smoky or sometimes candles may flicker out. If someone approached the illusionist along a passageway, he can simply move aside, stand still, and let the person pass. In most cases, the passerby’s eyes would drop to his feet or he might suddenly find something interesting to look at on the ceiling as the spell distracts the senses.

While dim, the illusionist can move no quicker than ten feet per round; doing so breaks the spell. The magic will not conceal the caster from those who know him well such as family members, close friends, long time companions, and others with similar bonds and familiarity. Dimness is useful but does not convey true invisibility.

The material component for Dim is a thumbnail sized piece of smoky quartz that the caster must carry on his person for the spell to take effect. The quartz is not consumed by the spell.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

grodog
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Post October 6th, 2020, 4:31 pm

A very nice spell, James!

Allan.
grodog
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Allan Grohe
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grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill

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Ancalagon
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Post October 6th, 2020, 7:42 pm

Thanks, Allan! I have more I'll post in the near future.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

grodog
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Post October 7th, 2020, 10:51 am

Looking forward to more, James!

I've got oodles of custom spells I've written over the decades, including some gate-related ones posted to my blog at https://grodog.blogspot.com/2017/05/the ... art-2.html. I also shared another gate-themed spell in TTS#2---"The Multi-Faceted Portal-Penetrating Gaze" (I was trying to go with a more effusive Vance-like name ;) ).

I've had occasional requests to post my ShadowMaster spells from KS#6 (part 1) and I'll eventually get around to doing that as well as the unpublished part 2 at some point, too.

Allan.
grodog
----
Allan Grohe
Editor and Project Manager
https://www.facebook.com/BlackBladePublishing/

grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill

grodog
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Post October 11th, 2020, 12:29 pm

Here's another illusionist spell, to keep that theme up!

Allan.

==

Nezabar's Olfactory Delight (Phantasm/Illusion)

Level 2
Range 6"+1"/level
Duration: Special: creature target duration is 3 rounds/level, environment/location target is permanent
Area of Effect: 3" radius sphere, centered on target creature or environment/location
Components: V, S, M
Casting Time: 4 segments
Save: Special

Description: When cast upon a creature or area, this spell creates an invisible globe of aromatic scents that will be pleasing to all humans, demi-humans, and humanoids within the area of effect. Each will smell whatever they personally consider pleasant and refreshing scents, and this can vary from target to target. This spell nullifies all scent-based attacks/negative effects within its area of effect, including the carrion stech of ghasts, giant skunk musk, troglodyte secretion, and similar attacks/effects.

Creatures with 4 HD or less receive no saving throw against the spell; unwilling targets with more than 4 HD must save versus Spells and if they save the area of effect transfers from the target creature to the ground one foot behind the target (q.v. Silence 15' Radius). The material component of the spell is four rose petals and two spearmint leaves, which are consumed in the casting.
grodog
----
Allan Grohe
Editor and Project Manager
https://www.facebook.com/BlackBladePublishing/

grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill

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Ancalagon
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Post October 11th, 2020, 4:51 pm

Cool. Nice way to get through a Stinking Cloud barrier...
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

grodog
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Post October 11th, 2020, 9:59 pm

Good point!—I should call that out in the spell.

Allan.
grodog
----
Allan Grohe
Editor and Project Manager
https://www.facebook.com/BlackBladePublishing/

grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill

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Ancalagon
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Post October 12th, 2020, 1:39 pm

The Necromancer's Gift
1st level Wizard for Castles & Crusades

CT: 1
R: touch
D: permanent
SV: none
SR: yes
Comp: V, S, M

By means of this necromantic spell, a wizard is able to confer magical healing upon a living, flesh and blood creature. The caster has two options as to the manner in which the healing may be bestowed.

Option 1: the caster uses his personal ceremonial dagger (Athame) to cut a living, flesh and blood creature for 1 point of damage then wipes the blood from the blade onto another living, flesh and blood creature to be healed. In this manner, the recipient is healed for d4+1 hit points as rolled by the caster’s player.

Option 2: the caster may cut himself with his athame for 1 point of damage then wipe his blood from the blade onto another living, flesh and blood creature to be healed. In this manner, the recipient is healed for d4+2 hit points as rolled by the caster’s player.

N.B. The living, flesh and blood creature from which the blood is drawn in option 1 need not be a willing donor. The caster cannot heal himself by casting this spell as the benefits are, after all, a gift. Damage the caster inflicts upon himself for use with this spell cannot be magically healed.

Athame (noun) pr. 'a-thə-mā : a usually black-handled, double-edged dagger that is used in magical ceremonies and rituals.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

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Ancalagon
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Post October 16th, 2020, 4:29 pm

The Boon of Jupiter
3rd level Magician for my Coeur De Lion setting (heavily house ruled C&C)

CT: 1
Range: touch
D: 1 rnd/lvl unless discharged
SV: none
SR: yes
Comp: V, S, M, F

For a magician to receive The Boon of Jupiter, the spell must be cast outdoors, under an open sky. Being under the canopy of a forest, in a cave, below deck on a ship, in a covered pit, etc. will prevent the spell from working.

When the spell is cast, the magician must wield a metal melee weapon such as a dagger, mace, spear, sword, etc. in one hand with the weapon pointed towards the sky. A thunderbolt / bolt of lightning (aka The Boon of Jupiter) will strike the weapon without harming the magician. The power of the lightning will be stored in the weapon for one round per level of the magician, or until discharged by means of a strike upon a target, or until the magician no longer wields the weapon whichever occurs first.

Striking a target, usually a foe, with the weapon transfers the power of the lightning directly into the foe as damage additional to that of the weapon itself. Potential damage from the stored lightning is figured on a per-round basis. During the first round after the spell is cast, the additional damage is a number of d6s equal to the magician’s level. If a melee strike is not made in the first round then every round thereafter, the stored power of the lightning decreases by 1d6 until it is dissipated.

N.B. The dice rolled for lightning damage can explode as normal. The DR offered by armor does not apply to the damage from The Boon of Jupiter though it will against the magician’s weapon. If the magician’s attack is blocked by a shield (q.v. Armor & Shield) the stored lightning will blast into, and quite possibly through, the shield and carry over into the foe.

Go to the 4:00 point of this video to see an example of The Boon of Jupiter:
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

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