Wednesday, July 12, 2017

Arcane Spells: Rasa Mon's Personal Spells, Level I

Rasa Mon's Personal Spells, Volume I

     Greetings friends, This series of posts will contains several spells I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is a generalist Elf Mage of high level. He has focused much of his magical studies on plant based magics. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these spells are available to use in your campaigns, I only ask that you keep the "Rasa Mon's <blank>" titles. The character is one who will freely teach these spells to any wizard who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these spells would be harmful to the balance of your campaign, feel free to ignore any or all of them and enjoy!

 First Level Arcane Spells List


Force Spike
Range: 60 yards, plus 10 yards per level
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 or more spells, within a 10 foot cube
Saving Throw: Negates
Reversible: No

     Use of the Force Spike spell causes up to 5 missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. The target must be a spell or magical effect that is disrupted for 1d4+1 rounds. The disruption can be fixed by the caster of the spell or effect by concentrating on fixing the damage. Repairs take 1 round and total concentration (walking slowly is allowed). If it is not fixed then the spell or effect will resume after the duration expires. If the target of the disrupted spell or effect is no longer valid then it will fizzle away. The wizard gains an additional missile at 3rd, 5th, 7th and 9th levels. Force Spike is generally useless against instantaneous spell effects, but quite useful against permanent spell effects.

Mystical Anticipation
Range: 100 yards
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: 1 spell caster per 3 levels
Saving Throw: Negates
Reversible: Yes

     By means of this spell the caster is able to anticipate what his opponents next spell cast will be and when. The target of this spell is allowed a saving throw vs. Spells (Wis bonuses apply) to avoid the affects of this spell. Each time the target casts a spell the caster must make a new check. The caster then knows: What spell is being cast, its effects, target, casting time, (DM Discretion) duration and area of effect. The reverse of this spell confuses any such attempts to scrye on the target's spell casting. It does not keep spells such as ESP from working, unless the target begins casting a spell. Then the ESP would be affected. After the casting is through it would work normally again.


Rasa Mon's Bladegrass
Range: 10 yards, plus 10 yards per level
Components: V, S, M
Duration: 5 rounds, plus 1 round level
Casting Time: 2
Area of Effect: 10 square feet, plus 10 square feet level
Saving Throw: ½
Reversible: No


     This spell transforms the grass within the Area of Effect into very sharp grass with an effect like that of caltrops. Any creature that is caught within or crosses the area of effect must save vs spell or suffer 1d4 points of damage for every round they are within the effected area. Any creature that eats or otherwise touches the effected grass will suffer the damage as well. When the spell duration ends the grass goes back to normal. The caster can determine the shape of the effect as long as it does not exceed the limits of the spell. For example the caster can surround themselves with a circle of Bladegrass in order to deter charging opponents. The use of a Pass without Trace spell or similar effect negates the effects of this spell as does a dispel magic or similar spell. The components of this spell are a bit of fresh grass and a metal caltrop which is consumed by this spell.


Rasa Mon's Conjure Pipeweed
Range: 1 mile per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 ounce
Saving Throw: None
Reversible: No

     When this spell is cast the wizard teleports pipeweed directly into his pipe. The pipeweed must be within spell range. The pipeweed, if any, that appears can be from a natural plant or farm or another person's pipe or possession and cannot exceed 1gp of value. No matter the source of the pipeweed it will always be lit when it appears in the casters pipe. Caution should be exercised with castings of this spell, for if the pipeweed comes from another person they will instantly know the general distance and direction of the caster.


Rasa Mon's Pollen Cloud
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds, plus 1 round per 2 levels
Casting Time: 1
Area of Effect: 10 feet, plus 5 feet per level
Saving Throw: ½
Reversible: No

     This spell causes plants within the area of effect to produce a large yellow cloud of pollen. Those within the Area of Effect must Save vs Spells or suffer a -4 Attack penalty due to watering of the eyes, coughing, and sneezing. The material component is pollen from a flower and the flowers or pollen producing plants within the Area of Effect (so rather useless in a barren desert, yet quite useful in a dense jungle).


Rasa Mon's Smoking Pipe
Range: 0
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Cone, 5 feet long by 5 feet wide at the end
Saving Throw: Special
Reversible: No

     Upon casting this spell, the wizard breathes a cone of smoke. From one to six (1d6) creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spell caster and all those of 6th level or 6HD or more are entitled to a saving throw vs. spell. Creatures that do not breathe (or who have gills and such) are not affected by the spell. Creatures not allowed or failing saving throws, and whose HD or levels are less than or equal to the spell caster's level, are struck unconscious for 2d4r; those with HD or levels 1 or 2 greater than the wizard's level are left choking and unable to act for 1d4r; those with HD or levels 3 or more greater that that of the spell caster are left coughing and unable to act for one round. The material component of this spell is a lit and burning pipe which is extinguished by this spell, the pipe must be repacked and lit taking a full round to do so. This spell will not work underwater.


Rasa Mon's Sprouting Seeds
Range: 40 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 40 foot cube
Saving Throw: Negates
Reversible: No

     By means of this spell, the caster is able to cause seeds to grow into plants in the area of effect to entangle creatures within the area. The newly grown plants warp, twist, and entwine about creatures, holding them fast for 1 Turn. A creature that rolls a successful saving throw vs. spell escapes the entangling plants. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on strength of the entangling plants. The plants grown from this spell are not dispelled after the entangling effects wear off as they are just regular plants that happen to be very twisted and warped looking! The material component is the seeds of the plants to be grown which must be thrown out into the area of effect.


Rasa Mon's Wildflowers
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 40 square feet
Saving Throw: Negates
Reversible: No

     This spell creates a horizontal wall of flowers. Those viewing the flowers must save vs spells or become fascinated by the flowers for 1d3 rounds, plus 1 round per level of the caster. Any creatures affected will stop combat or other activites to go into the wildflowers for the duration of the effect. The flowers created are permanent and will die without proper care. There is a 50% chance (-1% per level) of the caster being affected as well (no save allowed).


Touch of Flame
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Caster's hands
Saving Throw: ½
Reversible: No

     The caster of this spell will have their hands burst into flames. On a successful to hit the victim must save vs spells or the caster can add 1d4+1 fire damage to his barehand attack & any flammable material must save vs magic fire or also catch fire. Those who succeed in the save suffer only ½ damage and flammable items do NOT need to save. While this spell is in effect the wizard cannot cast spells requiring material components (as they will be immolated by this spell). If the caster is wearing gloves or non-magical rings at the time of casting they will be destroyed by this spell, items on the caster's wrist are not affected. Magic items are allowed a save vs. magic fire to avoid destruction.


No comments:

Post a Comment