Rasa Mon's Personal Spells, Volume II
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 an 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!
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!
Second Level Arcane Spells List
Blossoms of Insidious Intent
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds, plus 1 round per level
Casting Time: 2
Area of Effect: 20 foot cube, plus 10 foot cube per level
Saving Throw: Special
Reversible: No
By means of this spell the caster summons an overgrowth of oversize exotic looking flowering vines to appear in the Area of Effect. The flowers of these vines exude an overwhelmingly strong scent of rotting corpses causing those who are caught in the Area of Effect to Save vs. Spell or spend 1d4 rounds vomiting, after which they are affected as if nauseated. Those who make the save are nauseated and fight at a -2 penalty to Attack, Damage, and Armor Class while within the Area of Effect. Those creatures without an olfactory sense are immune to this spell, as are undead and others to whom the smell would not be offensive. The components of this spell are a rotted piece of meat and a flower which are eaten by the caster.
Conjure Plant I
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Reversible: No
By means of this spell the wizard magically conjures 4d12 plants of a type determined by the DM. The plant conjured cannot be bigger than 6” tall and wider than 2” in diameter. The plant summoned cannot be magical in nature nor can it be an intelligent plant. Poisonous plants can be summoned with this spell. The plants summoned will stay in the summoned area, no greater than 10 square feet per level of the caster, until destroyed or dispelled. The caster's chance of getting the desired plant is 75% modified by nearby terrain up to +/- 15%. If they possess a sample of the desired plant, root or seed for example, that species can be summoned with 100% accuracy.
Counterspell
Range: 120 yards
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 30 foot cube
Saving Throw: None
Reversible: No
This is spell similar to the 3rd level spell, Dispel Magic. Except that it only works against one spell, cast within 1r of the completion of this spell. Either a spell cast the previous r or in the next r. This spell will also work against spell-like abilities. Scrolls, rod, staff & wand powers that use charges can be affected. This spell is not effective against other magics or items.
Rasa Mon's Hybridization
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 10 square yards
Saving Throw: None
Reversible: No
By means of this spell the caster can cross two or more plants or fungi together (2 plants or fungi plus one per three levels) into a new plant with the desired traits from the original plants. For example, the caster can combine Bamboo and Snakewood in order to make a fast growing (Bamboo) breed of the hardest, densest wood (Snakewood) tree. This spell cannot affect intelligent or magical plants or fungi. The new plants are not magical and do not radiate magic. They will grow and reproduce as normal plants of the new type (as determined by the DM). The material components of this spell are the plants with which the caster wishes to hybridize.
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