Tuesday, August 1, 2017

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



Rasa Mon's Personal Spells, Volume IV

     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!
 

Fourth Level Arcane Spells List


Conjure Plant III
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Reversible: No

     By means of this spell the wizard magically conjures 4d8 plants of the type determined by the DM. The plant conjured cannot be bigger than a tree (10 to 14 feet tall). 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 30 sq' 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 that species can be summoned with 100% accuracy.

Elemental Paralysis
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 1 Elemental
Saving Throw: Negates
Reversible: No

      This spell immobilizes one elemental of any type within spell range and in sight of the spell caster. The Elemental saves at a -3 penalty (no penalty if on home Plane). The material component for this spell is a small amount of element opposed to the target (a fire elemental would be water, earth would be wind, etc).

Energy Flux
Range: 0
Components: V, S, M
Duration: 1d6 rounds
Casting Time: 3
Area of Effect: 1 charged magical item
Saving Throw: None
Reversible: No

      This spell converts 1d4+1 per 2 levels of charges from a magic item into an equal amount of spell levels. Thus increasing the potency of the spell. Any spell levels not used by the end of the duration of this spell inflicts 1d4 damage per unused point. The caster never knows for sure how long he has until the duration is over, making this a dangerous spell to use. So for example, a 6th level wizard with a Wand of Magic Missiles casts Energy Flux and receives 6 spell levels (the DM rolls a 1 for the duration). In the next round, he then boosts his Fireball spell by 4 levels so it is cast as if he were a 10th level wizard. The remaining 2 points are unused and inflict 2d4 points of damage at the end of the round. The material component of this spell is the magic item from which the charges are to be taken.

Memory Lapse
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Reversible: No

      This spell causes the victim to forget 1d4 memorized spells. The victim gets a save vs OS to negate this spell. These forgotten spells can be regained normally through study or prayer. This spell does not work against innate abilities or magic items.

Rasa Mon's Binding Seeds
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Single target
Saving Throw: Special
Reversible: No
 

     By means of this spell the caster turns a seed from any plant into an entangling plant that can forcibly control another creature's actions. Creatures of exceptional strength get a bonus to save (for every + to attack add that to the saving throw). Those creatures that succeed are affected as if by a hold spell. Those that fail are controlled by the wizard for the duration of the spell. This spell cannot force a creature to perform any task that they could not normally perform, nor can it force them to use any spell or spell-like ability. If the creature is forced to do something obviously suicidal, such as jumping off of a cliff, they get another saving throw to break the spells effects. Combat does not count for the purposes of this spell. When the effects of this spell wear off the plant that grew around them forcing them to act falls away and turns into a mulch-like mass. The components of this spell are a drop of sap, a drop of the caster's blood and the seed to be enchanted.

Rasa Mon's Deadly Roots
Range: 120 yards
Components: V, S, M
Duration: 2d8 rounds, plus 1 round per level
Casting Time: 4
Area of Effect: 10 square feet per level
Saving Throw: Special
Reversible: No

      This spell creates many roots to sprout from the from the earth, floor, or whatever surface is underfoot-- including water, in the area of effect. Each root is 10 feet long, AC 6, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 3d4 such roots, plus one per experience level of the spell caster. Any creature within range of the entwining roots is subject to attack as determined by the DM. The target of a root attack must roll a saving throw vs. spell. If this succeeds, the subject suffers no damage from the root, but is subject to attack the next round. Failure to save indicates that the damage inflicted is 2d4 points, the root is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. If 3 or more roots grab a creature the creature is then pulled underground and with suffocate in 2d6r if they do not save vs death. A grasping hold established by a root remains until the root is destroyed by some form of attack or until it disappears at the end of the spells duration. The component for this spell is a root from any kind of tree.

Rasa Mon's Insidious Spore Cloud
Range: 30 yards
Components: V, S, M
Duration: 1d4 rounds, plus 1 round per 4 levels
Casting Time: 4
Area of Effect: 20 foot radius
Saving Throw: ½
Reversible: No

      This spell creates a cloud of spores that fill the Area of Effect. Those caught within must save vs spells (success halves the damage) or suffer 4d6 damage per round within the cloud. The cloud is unaffected by wind & rain but will be immediately dissipated by a large fire source (i.e. flaming sphere, fireball, etc). The material components are a fungus wrapped in silk.
 

Rasa Mon's Marvelous Magical Packing Spell
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 10 foot cube per 3 levels
Saving Throw: None
Reversible: No

      This spell allows a wizard to pack a large volume of items into one easy to carry container. The container must be a bag of at least the same size as a backpack. The spell causes all of the wanted items to shrink and fly into the bag. The bag will hold all of the items within the Area of Effect. The bag always weighs a fixed amount whether full or empty as determined by the DM. The material component of this spell is the bag, which must be of at least 100 GP value. It must be primed for use by cleansing it for 8 hours and then this spell must be cast upon it. There is a 60% chance that the priming will fail (-1% per 10 GP value above 100, -1% per level of the caster). If successful the bag will function normally, if it fails the bag acts as a Bag of Devouring. In either case the bag cannot hold anything in it that has not had this spell cast upon it (as per Bag of Devouring). The bag will hold all of the items until the caster desires to have them come back out, by casting this spell, again at a rate of 1 item per segment, in any chosen order.

Rasa Mon's Vanishing Smoke

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
Reversible: No

     By means of this spell the caster creates a smoke screen to form around themselves that simultaneously makes them invisible and teleports them 10 feet in a random direction (direction is determined by a roll of 1d8: 1= right ahead, 2= right, 3= right behind, 4= behind, 5= left behind, 6= left, 7= left ahead, 8= ahead). The material components of this spell are a source from which the smoke must emanate (a pipe, campfire, torch, etc.) and an eyelash in a bit of gum arabic which is placed into the fire source.

Transmute Blood to Sap
Range: Touch
Components: V, S, M
Duration: One turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Reversible: Yes

      By means of this spell the caster can transmute the blood of the affected creature into sap. This causes any wounds from which they are bleeding to slow down enough to stabilize them more quickly. The recipient of this spell is affected as if they were slowed (as per Slow spell) for 3r. After that they move normally as their body has adjusted to the transmutation. The material components of this spell are a drop of blood and the sap of a plant which are mixed together and used to touch the intended target.

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