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♦ ᴍᴀɢɢɪᴇ-ᴍᴀʏ ᴡᴇsᴛ ✮ ([personal profile] uncareful) wrote2016-02-25 08:20 pm
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between two evils, i always pick the one i never tried before.


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spells.

[personal profile] uncareful 2016-03-20 02:21 am (UTC)(link)
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0-level arcane spells. (3 per day)

[personal profile] uncareful 2016-03-20 02:27 am (UTC)(link)
ARCANE GRAFFITI
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: 0 ft.
EFFECT: One personal rune or short message
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: No

This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell or use of any spell-like ability within 30 feet causes the words to become visible for 5 rounds.

The mark cannot be dispelled, but it can be removed by the caster or with a clean spell.

DAZE
COMPONENTS: V, S, M
CASTING TIME: Attack action
RANGE: Close (25 ft. + 5 ft./2 levels)
TARGET: One person
DURATION: 1 round
SAVING THROW: Will negates
SPELL RESISTANCE: Yes
MATERIAL COMPONENT: A pinch of wool

This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him), but he can't move, cast spells, use mental abilities, or perform any other actions requiring awareness or concentration.

DETECT MAGICAL AURA
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: 60 ft.
AREA: Quarter-circle emanating from you to the extreme of the range
DURATION: Concentration, up to 1 minute/level
SAVING THROW: None
SPELL RESISTANCE: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st ROUND: Presence or absence of magical auras.
2nd ROUND: Number of different magical auras and the strength of the strongest aura.
3rd ROUND: The strength and location of each area.
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras. Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

HAYWIRE
COMPONENTS: V, S, M
CASTING TIME: Attack action
RANGE: Close (25 ft. + 5 ft./2 levels)
TARGET: One object of up to 100 lb./level
DURATION: 1 minute/level
SAVING THROW: Will negates (object)
SPELL RESISTANCE: Yes (object)
MATERIAL COMPONENT: A small magnet

This spell causes a single device to behave randomly and erratically, defying any attempts to bring it under control. Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons' account balances on the screen as they spew forth receipts (not money, though). It's impossible to describe the exact effects of this spell on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.

Turning off a device subject to this spell doesn't work, because it disables the "off" switch. Cutting off the power supply disables the device 1d4 rounds later, ending the spell.

LIGHT
COMPONENTS: V, M
CASTING TIME: Attack action
RANGE: Touch
TARGET: Object touched
DURATION: 10 minutes/level
SAVING THROW: None
SPELL RESISTANCE: No
MATERIAL COMPONENT: A firefly or a piece of phosphorescent moss

This spell causes an object to glow like a torch, shedding light in a 20-foot radius from the point you touch,. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

MAGE HAND
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: Close (25 ft. + 5 ft./2 levels)
TARGET: Non-magical, unattended object weighing up to 5 lb.
DURATION: Concentration
SAVING THROW: None
SPELL RESISTANCE: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can move the object up to 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

MAGIC ID
COMPONENTS: V, S, F
CASTING TIME: Attack action
RANGE: Touch
EFFECT: Illusory identification card
DURATION: See description
SAVING THROW: Will disbelief (if interacted with)
SPELL RESISTANCE: No
FOCUS: A small card or slip of paper

With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.

MENDING
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: 10 ft.
TARGET: One object up to 1 pound/level
DURATION: Instantaneous
SAVING THROW: Will negates (harmless, object)
SPELL RESISTANCE: Yes (harmless)

Mending repairs small breaks or tears in objects (not warps). In metallic objects, it will weld a broken chain link, a necklace, or a knife, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined to be as strong as new. A hole in a backpack or garment is completely healed over by this spell. The spell can repair a magic item, but the item's magical abilities are not restored. The spell has no effect on creatures (even constructs).

MESSAGE
COMPONENTS: V, S, F
CASTING TIME: Attack action
RANGE: Medium (100 ft. + 10 ft./level)
TARGETS: One creature/level
DURATION: 10 minutes/level
SAVING THROW: None
SPELL RESISTANCE: No
FOCUS: A short piece of copper wire

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature to be included in the spell effect. When you whisper, the message is audible to all of the targeted creatures who are within range. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks the spell. The message, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures who receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

PRESTIDIGITATION
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: 10 ft.
TARGET, EFFECT, or AREA: See text
DURATION: 1 hour
SAVING THROW: See text
SPELL RESISTANCE: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, the prestidigitation spell enables you to perform simple magical effects for 1 hour,. The effects are minor and have severe limitations. Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. They cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by this spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, the spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

READ MAGIC
COMPONENTS: V, S, F
CASTING TIME: Attack action
RANGE: Personal
TARGET: You
DURATION: 10 minutes/level
FOCUS: A clear crystal prism or geode

By means of read magic, you can read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. This deciphering does not invoke the magic contained in the writing. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute.

RESISTANCE
COMPONENTS: V, S, M
CASTING TIME: Attack action
RANGE: Touch
TARGET: Creature touched
DURATION: 1 minute
SAVING THROW: Will negates (harmless)
SPELL RESISTANCE: Yes (harmless)
MATERIAL COMPONENT: A multivitamin pill

You imbue a subject with magical energy that protects her from harm, granting her a +1 resistance bonus on saving throws.
Edited 2016-03-21 17:31 (UTC)
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1st-level arcane spells. (2 per day)

[personal profile] uncareful 2016-03-20 02:30 am (UTC)(link)
CAUSE FEAR
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: Close (25 ft. + 5 ft./2 levels)
TARGET: One living creature
DURATION: 1d4 rounds
SAVING THROW: Will negates
SPELL RESISTANCE: Yes

The affected creature becomes frightened. It suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from you as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more Hit Dice are immune. Cause feat counters remove fear. Note: mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.

CHANGE SELF
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: Personal
TARGET: You
DURATION: 10 minutes/level

You make yourself--including clothing, armor, weapons, and equipment--loo k different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, It does not alter the perceived tactile or audible properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. Note: creatures get a Will save to recognize the illusion if they interact with it (such as by touching you and having that sensory input not match what they see).

DEGAUSS
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: Touch
EFFECT: Stored data is erased
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: No

By touching a singe device that contains electronic files, you erase all files on that device. The device is rendered empty of data.

HOLD PORTAL
COMPONENTS: V
CASTING TIME: Attack action
RANGE: Medium (100 ft. + 10 ft./level)
TARGET: One portal, up to 20 sq. ft./level
DURATION: 1 minute/level
SAVING THROW: None
SPELL RESISTANCE: No

This spell magically bars a door, gate, window, or shutter of wood, metal, or stone The magic holds the portal fast, just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate this spell. For a portal affected by this spell, add 5 to the normal DC for forcing the portal.

MAGIC MISSILE
COMPONENTS: V, S
CASTING TIME: Attack action
RANGE: Medium (100 ft. + 10 ft./level)
TARGETS: Up to five creatures, no two of which can be more than 15 ft. apart
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: No

A missile of magical energy darts forth from your fingertip and unerringly strikes its target, dealing 1d4+1 points of damage. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

For every two levels of experience past 1st, you gain an additional missile. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll for spell resistance or roll damage.

SLEEP
COMPONENTS: V, S, M
CASTING TIME: Attack action
RANGE: Medium (100 ft. + 10 ft./level)
TARGET: Several living creatures within a 15-ft.-radius burst
DURATION: 1 minute/level
SAVING THROW: Will negates
SPELL RESISTANCE: Yes
MATERIAL COMPONENT: A pinch of fine sand, rose petals, or a live cricket

A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's origin point are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a move action. Sleep does not affect unconscious creatures, constructs, or undead creatures. Note: Additional hit points given along with a creature's Hit Dice are irrelevant for determining how many Hit Dice a creature has.

TRACE PURGE
COMPONENTS: V, S, M
CASTING TIME: Attack action
RANGE: Close (25 ft. + 5 ft./2 levels)
AREA: 15-ft-radius emanation centered on a point in space
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: No
MATERIAL COMPONENT: A pair of tweezers

When you cast this spell, you touch one creature (yourself or someone else). The spell eliminates all physical evidence left by that person's body (fingerprints, fluids, hairs, and so forth) within the affected area along with any evidentiary materials accidentally deposited by that person's body, clothes, or gear (such as fibers, mud, dust, and so forth). The spell only affects materials no larger than a few strands of hair or a few ounces of dirt. It does not change any disturbances that person created (including footprints, tool marks, or broken items) or remove any object the target person deliberately left.
Edited 2016-03-21 18:03 (UTC)
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