Tuesday, August 15, 2017

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

Rasa Mon's Personal Spells, Volume VI


     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!

Sixth Level Arcane Spells List


Conjure Plant V
Range: 30 yards
Components: V, S
Duration: 4 rounds, plus 2 rounds per level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Reversible: No

     By means of this spell the wizard magically conjures 4d4 plants of the type determined by the DM. The plant conjured can be magical or intelligent. Poisonous or otherwise dangerous plants can be conjured with this spell. If the plant is intelligent in nature it can make a saving throw vs spell to try and break free of the conjurer and if successful can attack them. The plants will be summoned in an area no greater than 30 square feet per level. 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 conjured with 100% accuracy.

Conjure Quasi-Elemental
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Summons 1 elemental
Saving Throw: None
Reversible: No

     This spell works exactly like the 5th level spell Conjure Elemental except that it summons one of the following types of elementals. Positive: Lightning, Steam, Mineral, & Radiance. Negative: Salt, Vacuum, Ash, & Dust. The necessary components for conjuring quasi-elementals can be more difficult to acquire than for normal elementals. Other than a portion of the elemental type to complete the conjuring, one will need a piece of the Positive/Negative Energy Plane to allow a conduit to be established. This material component is dangerous to the user if not properly protected by magical or other means.


Elemental Binding
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 2 hours per HD of Elemental
Area of Effect: One Elemental
Saving Throw: Negates
Reversible: No

     This spell creates a magical field to bind an elemental into service of the wizard. The elemental gets a save vs. spells to resist. The save is modified by the difference between the HD of the elemental and the caster's Wis (+ if HD is higher, - if Wis is higher). The servitude lasts until the elemental is able to break the binding. The spell can be renewed every year if the caster wishes to cast the spell again. The elemental is allowed a normal save each year. If the binding is not renewed each year; the elemental gains a +1 to save for each year the spell is not renewed. The material component is the elemental in question and an item of at least 500 GP value that the elemental will be bound to.

Mana Burst
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 5 foot radius
Saving Throw: None
Reversible: No

     This spell releases all of the mana within a 5 foot radius and channels it into the caster. This burst of mana gives the caster 2d6+1 per 2 levels of spell levels. These spell levels can be used to cast any of the wizard's known spells up to 6th level. When all of the mana is spent the caster loses 1 point of Constitution for 24 hrs, and must rest for 8 hrs or lose and additional 1d4 Con. The material component for this spell is a vial of holy water mixed with a drop of the caster's blood.


Rasa Mon's Magical Suffusion
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 day
Area of Effect: 1 plant or fungus
Saving Throw: None
Reversible: No

     By means of this spell the caster can add a spell-like power or ability into a plant or fungus. The power added must be from a spell known to the caster and a special potion must be brewed with which to use in the casting of this spell. The potion cannot cost less than 500 gp per level of the spell-like effect that the caster wishes to suffuse into the plant. For example, if the caster wishes to suffuse an Oak tree with invisibility they would need to prepare a potion that cost no less than 1000 gp (2nd level spell) and then they would need to spend the entire day preparing the Oak tree for the spell, purifying the tree and then pouring the potion onto the tree as they cast the spell. Once completed the Oak tree would then become invisible and any of its offspring would share the same trait. This spell can be used multiple times to add other traits but would require another casting and potion. For each additional trait added there is a 10% cumulative chance that the plant will not survive the suffusion. Failed suffusions will backfire and explode violently causing 2d6 damage per suffusions attempted or completed. Each potion needed to cast this spell must be researched as per the normal spell research methods before it can be used to cast this spell.

Substituary Locomotion
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 6
Area of Effect: 3 items per level
Saving Throw: None
Reversible: No

     Substituary Locomotion is the art of giving inanimate objects a life force of their own. Animated objects can be directed by the caster to perform any action. Swords fight, shoes dance, hats fly around, etc. Any object that enters combat fights at the level of the caster, hit points & Damage are determined by the DM. Saves are based on the objects materials and DM discretion.

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