Campaign Notebook

Custom Spells

I am a big fan of using non-core spells. Part of it is variety -- sitting around while the sorcerer rolls damage for yet another fireball or arc of lightning bores me -- and part of it is the novelty of something that isn't in the standard list. So Marhaven players can expect to encounter some spells they haven't seen before and, if they are so inclined, invent their own. The official descriptions of these spells will reside here. (The ones available to the players, anyway!)

 

Aberrate, Greater

Details of the spell are unknown to the party, but it appears to be an advanced version of aberrate (Lords of Madness) with a longer duration. Humanoids subjected to this spell become aberrant horrors.

 

Blend Into Water

Illusion
Level: Sorcerer/Wizard 2, Wu Jen 2 (water)
Components: V,S
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)

Your body and gear take on the appearance and texture of the water (or any other liquid) surrounding you. This effectively makes you invisible as the spell so long as you remain completely submerged. If any part of you emerges above the water's surface it becomes normally visible as long as it is out of the water and resumes invisibility when it is again submerged.

The spell acts in all other ways like invisibility.

 

Detect Aberrations

Divination
Level: Sorcerer/Wizard 1
Components: V,S
Casting Time: 1 standard action
Range: Field of view (60' cone)
Duration: Concentration, up to 1 min/level
Saving Throw: None
Spell Resistance: No

You become aware of the presence or absense of aberrations in the area of effect. The information gained is a function of how long you study a specific area.

  • FIrst round: The presence of one or more aberrations, if there are any.
  • Second round: The number of aberrations and the strength of the most powerful aberration in the area being viewed.
  • Third round: The strength and location of each aberration in the viewed area.

The strength of an aberration is sensed in terms of approximate hit dice. You can change the view area each round (which starts the study time over again) if you wish. The detection sense functions regardless of your actual ability to see but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

[Developed by Strontium through research based on the standard detect undead spell.]

Duplicate Document

Conjuration (Transmutation)
Level: Sorcerer/Wizard 2, Bard 2, Cleric 2, Assassin 2
Components: V,S,M
Casting Time: Special (see text)
Range: Touch
Duration: Permanent
Saving Throw: None (harmless)
Spell Resistance: N/A (harmless)

This spell produces perfect copies of any nonmagical document. The document can be anything written, drawn, or otherwise scribed on paper as long as it has no magical properties.

When casting the spell you lay your hand on the original document, which may be up to one page in length per five caster levels. Each round following, as long as you maintain concentration on the spell, you may touch a matching quantity of blank paper and that paper will take on an exact image of the original document. There is no limit to the number of copies you may make as long as you maintain concentration on the spell and have sufficient quantities of paper available to you (or a helper providing them to you as needed).

This spell automatically fails if the original document has any kind of magical aura or property. Scrolls, spellbooks, and any documents containing a wizard mark or any kind of magical protections cannot be duplicated with this spell. The copies are identical to the original in terms of the content, but any differences in the paper will be readily apparent. For purposes of detecting the copy, have the caster make a Forgery check with a DC equal to the standard save DC for the spell.

Material components: The paper to be copied to and a pinch of coal dust.

Enlarge Person, Greater

Conjuration (Transmutation)
Level: Cleric 3
Components: V,S,M
Casting Time: 1 Standard action
Range: Close (25 ft + 5ft/2 levels)
Target: One humanoid creature
Duration: 1 min/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

As enlarge person (PHB 226) except as above and that the subject increases in size by two size categories. As a result the subject's Strength bonus increases by +4, the Dexterity bonus is reduced by 4, and the subject's penalty on AC and attack rolls due to increased size is -2.

[Developed by Merkator of Holle. The spell is only available to that character until/unless it is shared or independently developed by someone else.]

 

False Moon

Conjuration
Level: Cleric 2
Components: V,S
Casting Time: 1 Standard action
Range: Close (25ft + 5ft/2 levels)
Area of Effect: 20-foot radius
Duration: Instantaneous
Saving Throw: special
Spell Resistance: No

Casting this spell creates a brief image of a full moon at the center of the designated area of effect. Any lycanthrope within the area of effect must make a successful DC25 Control Shape check or suffer an involuntary transformation to hybrid form (or animal form if the lycanthrope has no hybrid form). Lycanthropes with no ranks in Control Shape have no opportunity to avoid the change.

Freedom of Movement, Mass

Abjuration
Level: Cleric 7
Components: V,S,M,DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One willing creature per 2 levels
Duration: 10 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As the 4th-level freedom of movement, except as noted above. The spell can affect up to one target per two caster levels.

 

Isaac's Lesser Missile Storm

Evocation [Force]
Level: Sorcerer/Wizard 4
Components: V,S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area of Effect: 10-foot radius circle centered on a point within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A number of magic missiles (one per caster level, to a maximum of 10) appear from your fingertips and streak toward the target area, randomly targeting and hitting any hostile creature in the area of effect. If there are more targets in the area than missiles, only the nearst targets to you are hit; if there are more missiles than targets, the extra missiles will strike the nearest targets in order, always spreading the damage as evenly as possible among the targets. Each missile does 1d4+1 points of damage and is subject to all the same protections that apply to magic missile.

(Adapted from the video game Neverwinter Nights.)

 

Isaac's Greater Missile Storm

Evocation [Force]
Level: Sorcerer/Wizard 6
Components: V,S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area of Effect: 20-foot radius circle centered on a point within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Functions exactly as Isaac's Lesser Missile Storm above, except the area of effect is a 20-foot radius and the maximum number of missiles produced by the spell increases to 20.

(Adapted from the video game Neverwinter Nights.)

 

Isaac's Ultimate Missile Storm

Evocation [Force]
Level: Sorcerer/Wizard 8
Components: V,S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area of Effect: 20-foot radius circle centered on a point within range
Duration: Instantaneous
Saving Throw: Special (see text)
Spell Resistance: Yes

A dense volley of magic missiles bursts forth from the designated point and strikes every hostile creature in the area of effect, inflicting 1d4+1hp of force damage per caster level (maximum 20d4+20) to each target. Every creature damaged by the spell must then make a Fortitude save or be stunned 1d4+1 rounds.

(Adapted from the other Isaac's spells, which are adapted from the video game Neverwinter Nights.)

 

Raise Ship

Transmutation
Level: Ocean 6, Travel 6
Components: V,S,M
Casting Time: 1 minute
Range: Long (400ft + 40ft/level)
Area of Effect: one Colossal or smaller vessel
Duration: Instantaneous
Saving Throw: None
Spell Resistance: N/A (harmless)

This spell causes a sunken ship to rise to the surface, making it possible to salvage and repair the ship. The ship must be within spell range at the time of casting and will rise up on the most direct path to any spot on the surface that is also within spell range. The spell repairs damage to the ship's hull and evacuates enough water that the risen ship will float but does not repair damage to masts, rigging, interior bulkheads, or other components of the vessel, nor does it protect the vessel from sustaining further damage (from storms or combat, for example) and sinking again.

Material component: a fragment of material taken from part of the ship to be raised.

 

Silver Weapon

Conjuration (Transmutation)
Level: Cleric 2, Wu Jen (metal) 2, Sorcerer/Wizard 2
Components: V,S,M
Casting Time: 1 Standard action
Range: Touch
Target: One metal weapon per 2 caster levels
Duration: 1 min/level (D)
Saving Throw: none
Spell Resistance: No (object)

The weapons affected by this spell take on the properties of alchemical silver for the duration of the spell. All other properties of the weapons remain unchanged (ie, a +2 flaming longsword effectively becomes a +2 flaming alchemical silver longsword ).

Only weapons made of metal, or with metal parts used to inflict damage, can be affected by this spell. For each two caster levels you can affect one melee weapon or 10 pieces of ammunition (arrows/bolts/bullets). If the weapon is made of another special material (adamantine, cold iron) those properties are replaced by the alchemical silver properties for the duration of the spell.

Material component: a pinch of powdered silver.

 

Unseen Crew

Conjuration (Creation)
Level: Sor/Wiz 3, Brd 3
Components: V,S,F
Casting time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: One invisible, silent, shapeless being per level
Duration: 12 hours
Saving Throw: None
Spell Resistance: No

A variant of Mass unseen servant, this spell creates a number of invisible, silent, shapeless beings identical to an unseen servant in all ways, except that each of the unseen crew has 10 ranks in Profession(sailor) and is capable of crewing a sailing ship in place of a live sailor. The spell creates one such crewman per caster level up to a maximum of 10, and each may be used as part of a watch in place of a single sailor. Regardless of the ship's watch requirement, at least one living person must remain on each watch to direct the unseen crew in its duties. If not actively directed the crew does whatever is necessary to maintain the ship's current heading and speed.

The unseen crew cannot row or carry any weight. They cannot navigate or steer a ship. They are only capable of performing the necessary tasks for operating a sailing ship under direction of a helmsman.

Focus: a silver figurine of a sailor worth at least 25gp.

 

 

 

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