I was asked about new spells the other day, so I thought that today I would share with you all some of the new spells that we have been using in the TEBEL Playtesting campaign I have been playing here. I hope you enjoy them all!

 

New Spells: 

Bard

0

  Flavor 

  Spice

Cleric

4

  Chasing the Dragon

9

  Avatar Transformation

Sorcerer/Wizard

0

  Wax

1

  Frisk

  Summon Lockpick 1

  Summon Weapon 1

2

  Rearrange Gear

  Summon Lockpick 2

  Summon Weapon 2

3

  Summon Weapon 3

4

  Summon Weapon 4

5

  Summon Weapon 5

6

  Summon Weapon 6

7

  Summon Weapon 7

  Summon Weapon 8

  Summon Weapon 9

 

 


Avatar Transformation

Transmutation

Level: Cleric 9

Components: V, S

Casting Time: 1 standard action

Range: Self

Effect: Caster transforms into the Avatar of their Deity

Duration: 1 Round every other caster level

Saving Throw: None

Spell Resistance: No

With this spell, the caster literally transforms into the avatar of their Deity. The player than may leave the table. The character will have no recollection of what transpired while the avatar was in control of their body. Anyone who witnessed this take place will be able to share the results with the caster.

The somatic component is clasping your hands as if in prayer while the verbal component is the character saying, I call upon the power of (insert Deity name here), repeatedly.

 

Chasing the Dragon

Conjuration

Level: Cleric 4

Components: S, M

Casting Time: 1 standard action

Range: Medium (100 foot plus 10 foot per level)

Effect: 30 foot by 30 foot square by ten foot high area, plus 5 foot by 5 foot per 2 levels

Duration: 1 minute per caster level

Saving Throw: Willpower Negates (Special)

Spell Resistance: No

This spell creates a fog which induces a Barbarian Rage in all the victims caught within its grasp. This rage does not count against the actual Barbarian Rage used by Barbarians; instead it is a spell effect. The effect can be ignored if the character makes a willpower check, but that check must be made every round until it is failed, the effect dissipates, or the person leaves the infected area. This is a mind-effecting spell. This spell is often used by clerics of death, war, and slaughter to help perpetuate the battles that they fight.

The material component for this spell is a pinch of mind-affecting herbs costing 1GP which are consumed by the spell. The Somatic gestures include gestures like the caster is using the component as it is consumed. This is also gives the illusion that the caster is trying to use the mind affecting herbs himself.

Notes: These mind-affecting herbs are quite often illegal. Also anyone who fails their saving throws, and survives their encounter with this spell, suffers a cumulative -1 whenever this spell is cast in the future, and will suffer from withdrawal (-4 to all attacks, defense, and skill rolls, reduces by 1 each day of full rest) if the spell is not cast again in 24 hours.

 

Flavor

Universal

Level: Bard 0

Components: V, S

Casting Time: 1 standard action

Range: Touch (Special)

Effect: 1 pot of food serving no more than the characters level of caster

Duration: 1 hour per caster level

Saving Throw: None

Spell Resistance: No

With this spell, the caster can flavor what they are cooking with anything they can think of. For instance, while making scrambled eggs, the caster can make the eggs taste like they were made with ham, cheese, and any number of other flavors. To cast this spell, the caster must be touching the food with a cooking utensil. The utensil then transfers the flavor into the food.

The Somatic component is acting like they are sprinkling the ingredients into the pot.

 

Frisk

Divination

Level: Sorcerer/Wizard 1

Components: V, S

Casting Time: 1 standard action

Range: Close (25 Ft +5 ft per caster level)

Duration: Instantaneous

Saving Throw: Reflex

Spell Resistance: Yes

You can discern whether someone is armed, what they are carrying, and where. It will also reveal the presence of spell components and tools (such as thief’s tools, etc.) but not necessarily in detail. This affects one target per 3 caster levels with a minimum of 1 and a maximum of 5. Essentially you get to make a ranged search check with a +1 competency bonus per caster level with no maximum.

The somatic component is gesturing like you are frisking someone.

 

Rearrange Gear

Transmutation

Level: Sorcerer/Wizard 1

Components: V, S, M

Casting Time: 1 Standard Action

Range: Close (25 Ft +5 ft per caster level) Duration: Instantaneous

Saving Throw: Reflex

Spell Resistance: Yes

You randomly rearrange the gear and equipment your target is carrying to other, usually inconvenient, locations. The target may rearrange them afterwards, but may lose considerable time doing so, or finding what they are looking for in the meanwhile. Delay factors are at the GM’s discretion.

The material component is a pair of dice. The somatic gesture is tossing the pair of dice at the opponent, after which the dice are consumed.

 

Spice

Universal

Level: Bard 0

Components: V, S

Casting Time: 1 standard action

Range: Touch (Special)

Effect: 1 pot of food serving no more than the characters level of caster

Duration: 1 hour per caster level

Saving Throw: None

Spell Resistance: No

With this spell, the caster can spice what they are cooking with anything they can think of. For instance, while making scrambled eggs, the caster can make the eggs taste like they were salted and peppered, and any number of other flavors. To cast this spell, the caster must be touching the food with a cooking utensil. The utensil then transfers the flavor into the food.

The somatic component is acting like they are sprinkling the spices into the pot.

 

Summon Lockpick 1

Conjuration/Summoning

Level: Sorcerer/Wizard 1

Components: V, S

Caster Time: 1 Standard Action

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a normal set of lockpicks in a leather case. These will perform as usual and vanish when their duration expires. These can be used by the caster only with a competence bonus of +1 per caster level with no maximum.

 

Summon Lockpick 2

Conjuration/Summoning

Level: Sorcerer/Wizard 2

Components: V, S

Caster Time: 1 Standard Action

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a masterwork set of lockpicks in a leather case. These will perform as usual and vanish when their duration expires. These can be used by the caster only with a competence bonus of +1 per caster level with no maximum.

 

Summon Weapon 1

Conjuration/Summoning

Level: Sorcerer/Wizard 1

Components: V, S

Casting Time: 1 Standard Action

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a normal quality weapon to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 2

Conjuration/Summoning

Level: Sorcerer/Wizard 2

Components: V, S

Casting Time: 1 Standard Action

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a Masterwork quality weapon to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 3

Conjuration/Summoning

Level: Sorcerer/Wizard 3

Components: V, S

Casting Time: 1 Standard Action

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a +1 magical weapon to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 4

Conjuration/Summoning

Level: Sorcerer/Wizard 4

Components: V, S

Casting Time: 1 Standard Action

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a +2 magical weapon to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 5

Conjuration/Summoning

Level: Sorcerer/Wizard 5

Components: V, S

Casting Time: 1 Round

Range: Self

Duration: 10 Minutes per caster level Saving Throw: None

Spell Resistance: No

This spell summons a +2 magical weapon with 1 special ability of the caster’s choice to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 6

Conjuration/Summoning

Level: Sorcerer/Wizard 6

Components: V, S

Casting Time: 1 Round

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a +3 magical weapon with 1 special ability of the caster’s choice to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 7

Conjuration/Summoning

Level: Sorcerer/Wizard 7

Components: V, S

Casting Time: 1 Round

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a +4 magical weapon with 1 special ability of the caster’s choice to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 8

Conjuration/Summoning

Level: Sorcerer/Wizard 8

Components: V, S

Casting Time: 1 Round

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a +5 magical weapon with 1 special ability of the caster’s choice to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or DEX, and a Sorcerer can use his/herWISmodifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Summon Weapon 9

Conjuration/Summoning

Level: Sorcerer/Wizard 9

Components: V, S

Casting Time: 1 Round

Range: Self

Duration: 10 Minutes per caster level

Saving Throw: None

Spell Resistance: No

This spell summons a +5 magical weapon with 2 special abilities of the casters choice to your choice of hand. It will perform as normal, and will vanish when its duration expires. This weapon can be used by the caster only, but the caster is automatically proficient for the duration. The weapon does not give the caster any 2-Weapon fighting feats. A Wizard may use his/her INT modifier for attack and damage instead of STR or D EX, and a Sorcerer can use his/her WIS modifier for attack and damage instead of STR or DEX.

The somatic gesture for this is reaching for the weapon which will appear in the casters hands.

 

Wax

Transmutation

Level: Sorcerer/Wizard 0

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. +5 ft per caster level)

Duration: Instantaneous

Saving Throw: Reflex to reduce to ½ size

Spell Resistance: None

You remove all hair/fur from a 1 foot square area of the affected creature. This is painful, but not debilitating. The victim takes no damage, but may take no action, except a move action, that turn.

The somatic gesture is acting like you are pulling large piece of cloth with wax on it from the opponent’s body.

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