Saturday, August 19, 2017

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

Rasa Mon's Personal Spells, Volume VII


     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!

Seventh Level Arcane Spells List


Animate Trees
Range: 60 yards
Components: V
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 2 trees per 5 levels
Saving Throw: None
Reversible: No

     This spell gives the caster the ability to animate and control normal trees. The caster can animate up to two trees per 5 levels. It takes one round for a normal tree to uproot itself. Thereafter the animated tree can move at a rate of 3 and fight as a full-grown Treant (12 Hit Dice, 9 THAC0, 0 AC, 2 attacks per round, 4d6 damage per attack). The caster must be within 60 yards of the tree it is attempting to animate. Animated trees lose their ability to move if the caster who animated them is incapacitated or moves more than 60 yards away. Controlled trees can inflict structural damage when attacking a building or fortification. Any fire-based attack against a tree is at +4 to hit and +1 damage. In addition, trees save against all fire-based attacks at -4. At the end of the spell duration the trees will reroot themselves to the spot they are at, taking an additional round to do so.

Conjure Plant VI
Range: 30 yards
Components: V, S
Duration: 4 rounds, plus 1 round per level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Reversible: No

     By means of this spell the wizard magically conjures 2d4 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 the caster has complete control of the actions of the plant. The plants will be conjured 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.

Mind Bomb
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
Reversible: No

     Mind Bomb is a nasty little surprise for spell casters. The material component of this spell is a small item that is easily carried upon a person such as a ring or pendant. It must be made from special materials (costing at least 500 gp) by the wizard and enchanted with this spell. This process will take 1d3 weeks to complete. When the item is taken by the "bomb" the magic transfers to them. There is no saving throw allowed for the transference of magic. When a predetermined trigger happens the Mind Bomb goes off. Everyone within 1 foot per level of the caster is affected as if by a feeblemind spell at an additional -2 to their saving throw. The "Bomb" gets to save normally. The trigger can be one or any of the following: When the "Bomb" hears a particular phrase, when the "Bomb" meets a particular person, when the "Bomb" sees a particular rune, when the "Bomb" smells a particular scent, etc. The enchantment lasts until the bomb goes off or is discovered and disarmed. Dispel Magic, and Remove Curse have no affect on this Enchantment. To disarm the bomb the wizard must study it to determine how it was constructed. Then the wizard must make a special spell to disarm the bomb. Failing to disarm the bomb will set it off. Even the wizard who originally cast the spell must make a special spell to disarm the Mind Bomb.

Nature's Fury
Range: 30 yards
Components: V
Duration: 1 round per level
Casting Time: 1r
Area of Effect: 30 square feet per level
Saving Throw: None
Reversible: No

     With this dangerous and unpredictable spell the caster awakens the spirits of nature and releases them against all foes of the natural world. The DM is free to determine who is chosen as a foe as the caster has no control of the nature spirits and may even be attacked themselves! There are some guidelines to keep in mind when adjudicating this spell. Undead and Constructs are automatically considered enemies due to their highly unnatural state. Those that defile nature would follow next and druids or rangers would be last to be considered foes. If cast within a metropolitan area the spell will backfire and cause the caster to take 5d10 dmg. The spirits take the form of the local flora and fauna as well as the elements. The spirits inflict 5d10 points of damage per round to all foes within the area of effect. The forms that the spirits take cannot be harmed by magic or weapons. Dispel magic or similar spells cannot negate this spell once cast and the caster cannot end the spell prematurely.

Power Sink
Range: 5 yards per level
Components: V
Duration: 1 round per level
Casting Time: 7
Area of Effect: 30 foot radius
Saving Throw: None
Reversible: No

     The Power Sink spell creates and area where magic is less potent by draining away spell levels. The spell drains an amount of spell levels equal to ½ of the casters level (Round fractions down). If a spell is reduced to 0 or less spell levels it will not function in the Power Sink. Thus a 16th level wizard's Power Sink drains 8 spell levels, so casters are at a -8 levels for spell casting. For example, a 5th level wizard casts a Lightning Bolt and it is drained away completely by the spell (5d damage -8d is less than 0), in the same round a Death Knight uses it's Fireball spell-like power and it is reduced to a 12d Fireball by the Power Sink (20d -8d is 12d).

Rasa Mon's Plant Warrior
Range: Touch
Components: V, S, M
Duration: 1d4, plus 1 round per level
Casting Time: 1 round
Area of Effect: Touched plant
Saving Throw: None
Reversible: No

By means of this spell the caster is able to transform the plant touched into a warrior of ½ the wizard's level rounded down +1d4 levels. The plant warrior has a Str equal to the caster's Int and a Con equal to the caster's Wis and a Dex equal to the caster's Cha. Hp are determined as per level using a d10 with appropriate Con modifiers. Plant warriors are mindless, but can be ordered to guard a particular entrance or some other task of a similar nature. They are proficient in all weapons. The AC of the plant warrior is a base of 8 minus the caster's Wis bonus and the determined Dex of the created warrior. Charm and hold spells are only effective if they can affect plants, such as charm plant. The components of this spell are a gemstone worth at least 1000 gp and the plant to be transformed. At the end of the spell duration the warrior turns into a putrid liquid that will soak into the ground within 1r.

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