Wednesday, July 26, 2017

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

Rasa Mon's Personal Spells, Volume III

      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!
 

Third Level Arcane Spells List


Conjure Plant II
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Reversible: No

      By means of this spell the wizard magically conjures 4d10 plants of the type determined by the DM. The plant conjured cannot be bigger than a bush (1 to 2 feet tall and 1 to 2 feet 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 20 square feet per level, 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, a seed or leaf for example, that species can be summoned with 100% accuracy.

Lesser Elemental Conjuring
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Reversible: No

     This spell allows a wizard to conjure any single type of elemental (Earth, Air, Fire, Water, Smoke, Ice, Ooze, Magma, Lightning, Steam, Mineral, Radiance, Salt, Vacuum, Ash, & Dust). The elemental is a small 1 HD elemental. This spell is the same as the 5th level Conjure Elemental spell in all other respects. With one exception; the elemental is easier to control than the one conjured by the 5th level spell.

Rasa Mon's Burning Bush
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 shrub or bush
Saving Throw: ½
Reversible: No

     This spell is nearly identical to the 2nd level Magic Mouth spell. The main difference is that the burning bush is more of a warning & trap. When the trigger goes off the shrub or bush (or any other plant of small to man-sized) bursts into white flames and speaks the message of no more than 25 words. If any creature touches the flames of the bush while it is giving the message they must save vs spell or be engulfed in flames taking 1d6 damage per level of the caster (max 5d6). When the burning bush is done delivering its message the flames from the bush flare directly up (5 yards per level) to give off a bright flash as well as a ring blasting out from the bush in a radius of 5 feet per level of the caster. Those within the radius who fail a save vs spell will take 1d6 damage per level of the caster (max 5d6).

Rasa Mon's Floral Servant
Range: Touch
Components: V, S, M
Duration: One Week, plus one day per level
Casting Time: 1r
Area of Effect: Plant touched
Saving Throw: None
Reversible: No

     By means of this spell the caster alters and animates a plant into a humanoid shaped servant. It performs in all respects as does an unseen servant with the same weight restrictions. At the expiration of this spell the Floral Servant turns into mulch. The material components of this spell are a gemstone worth at least 10gp and the plant that is being transformed.

Rasa Mon's Grappling Vine
Range: 50 feet, plus 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1r
Area of Effect: Single vine
Saving Throw: Special
Reversible: No

     This spell causes a vine to shoot forth from the caster's hands towards any surface pointed at within range. The vine will take root in the surface. The surface gets a save vs Crushing Blow at a -1 per 2 levels of the caster. The roots are strong enough to support the weight of the caster with normal gear and 50 lbs per 2 levels up to 300 lbs. If the material that the roots take hold of cannot support the weight then the material rooted into will break. The material component of this spell is a part of a vine with which to grow the Rasa Mon's Grappling Vine. If the caster uses a poisonous vine anyone who uses the vine will be affected normally by it (i.e. poison ivy will cause itching and rash to the caster and anyone else who comes into unprotected contact with it).

Restore Air
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 5 tons per level
Saving Throw: None
Reversible: Yes

     This spell freshens the air envelope of a spelljamming vessel by one category. For example, Deadly air becomes Fouled air. If the tonnage the caster can effect is less than the tonnage of the vessel the spell is only a portion of its effectiveness. For example an 8th lvl caster can freshen 40 tons but is on a 80 ton vessel with fouled air. The spell would be only ½ as effective (40 ÷ 80 = ½) and would need to have a second Restore Air cast to bring air quality to Fresh. If the caster can effect 2x the tonnage of the vessel he then brings even Deadly air to Fresh air. This spell is ineffective in the Phlogiston (as it accesses the Elemental plane of Air) and on bodies of size A or larger. The material components of this spell are a sprig of mint and pine needles. The reverse of the spell Foul Air moves the air quality of the vessel down one category per casting. So Fresh air would become Fouled air. This usage of the spell is effective in the Phlogiston but not on bodies of size A or larger. The material component of the reverse is a piece of rotted meat and sulphur.


Unsummon
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
Reversible: No

     By means of this spell a wizard can send a conjured creature, under the control of another spell caster, back to where it came from. Creatures that are not affected by this spell are those bonded to the affected spell caster, such as familiars.

Wall of Brambles
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: Wall, 10 feet wide by 5 feet high by 2 feet deep per level
Saving Throw: None
Reversible: Yes

     When this spell is cast, the wizard causes a vertical wall of brambles to spring into being. In all respects the wall is just like a normal patch of brambles. Creatures that are small/man-sized to large will have trouble traversing it, Tiny creatures can skirt through the brambles with little resistance. Giant sized creatures can easily go over the wall. The brambles form a wall in any shape desired, as long as the brambles have a place for their roots to take hold. The material components of this spell are a ball of dung, a thorn and a draught of water. The caster mixes the ingredients and pours them on the ground to activate the spell.

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