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Converted Spells: Magic Books of Faerûn


AlHazred

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I'm a big fan of interesting and unusual spells from D&D. I used to love the old Pages from the Mages columns in Dragon magazine in the 80s, and when it was resurrected in the 90s as the Arcane Lore column (featuring authors other than Ed Greenwood), I was ecstatic and bought every issue.

 

I've converted many of those articles into Hero System terms, tweaking the spells so that they fit in well with the stuff in the Fantasy Hero Grimoires. Of course, I can't post them here, since they're copyrighted material.

 

On the other hand, there're some similar articles on the Wizards of the Coast website, namely the Magic Books of Faerun archive. Since the articles are publicly available, and D&D is an open game system now, I don't think conversion of the OGL material would be bad; all it involves is stripping out most of the flavor text, and I can point you to the article with the flavor text. And it might encourage some Fantasy Hero players to pick up some of the better material available with an eye to converting it themselves.

 

I've converted a bunch of the spells from the archive. I'll post what I have to this thread, but I'm going to stagger it, so I don't shoot my wad all in one day. I'll also reprint the first installment here.

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Re: Converted Spells: Magic Books of Faerûn

 

The Harper's Companion, Volume III

Intended as a book of folk songs for members of the Harpers of the Forgotten Realms.

 

ARVEENE THE SUSPICIOUS WIFE

Effect: Invisibility to Sight Group

Target/Area Affected: Self

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Uncontrolled (duration of 1 Minute, +1 Minute per point by which the caster makes his Sorcery roll)

Range: Touch

Magic Roll Penalty: -4

END Cost: 4

 

Description: The creature or object touched becomes invisible, vanishing from all Sight Group senses. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

 

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

 

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject performs an Attack Action directly, however, it immediately becomes visible along with all its gear.

 

Game Information: Invisibility to Sight Group, Costs END Only To Activate (+1/4), Uncontrolled (duration of 1 Minute, +1 Minute per point by which the caster makes his Magic roll; +1/2), Usable By Other (+1/4) (40 Active Points); OAF Fragile (musical instrument; -1 1/4), Gestures (-1/4), Incantations (-1/4), Requires A Song Magic Roll (-1/2), Spell (-1/2). Total cost: 11 points.

 

BALLAD OF THE MAD KING

Effect: Aid STR, CON, EGO, and STUN

Target/Area Affected: One subject, plus another subject for every 2 points by which the caster makes his Song Magic Roll

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 16", +1" per point by which the caster makes his Song Magic Roll

Magic Roll Penalty: -3

END Cost: 3

 

Description: Each affected creature gains an adrenalin boost to physical endurance and strengthened willpower, but fights without regard to personal safety. The effect is similar to the Berserk Rage Talent.

 

Game Information: Aid 1d6 STR, CON, EGO, and STUN simultaneously (+1), Area Of Effect (Selective; 3" Radius; +1 1/4), Limited Range (16", +1" per point by which the caster makes his Song Magic Roll; +1/4) (35 Active Points); OAF Fragile (musical instrument; -1 1/4), Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power (one subject is affected, plus another subject for every 2 points by which the caster makes his Song Magic Roll; -1 1/2), Only Works In Combat (-1/2), Requires A Song Magic Roll (-1/2), Side Effects (recipients always acquire the Disadvantage Berserk while in combat (go 14-, recover 8-) while Characteristics are boosted, and the Berserk automatically takes effect when they receive the Aid; -1/2), Spell (-1/2). Total cost: 5 points.

 

HASTEL'S DRINKING SONG

Effect: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Uncontrolled (duration of 1 Hour, +1 Hour per point by which the caster makes his Sorcery roll)

Range: Touch

Magic Roll Penalty: -2

END Cost: 2

 

Description: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Hastel's Drinking Song does not cure any damage that poison may have already done.

 

Game Information: Life Support (Immunity: All terrestrial poisons and chemical warfare agents), Usable By Other (+1/4), Uncontrolled (duration of 1 Hour, +1 Hour per point by which caster makes his Song Magic Roll; +1/2) (17 Active Points); OAF Fragile (musical instrument; -1 1/4), Costs END to Activate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Song Magic Roll (-1/2), Spell (-1/2). Total cost: 4 points.

 

THE DOOM OF STEDDMAN DUNN

Effect: Mental Illusions 14d6, Set Effect

Target/Area Affected: One subject

Casting Time: Full Phase

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: Line of Sight

Magic Roll Penalty: -7

END Cost: 7

 

Description: You put your target into a surreal, sleepwalking state. If the target’s will is overcome, she becomes confused, thinking she has entered a nightmare.

 

Game Information: Mental Illusions 14d6 (Human class of minds) (70 Active Points); OAF Fragile (musical instrument; -1 1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Mandatory Effect (EGO +30; -3/4), Requires A Song Magic Roll (-1/2), Set Effect (only to make target think she is trapped in a nightmare; -2), Spell (-1/2). Total cost: 10 points.

 

O, WERE THAT I A BIRD

Effect: Summon one 20-point animal

Target/Area Affected: One tiny animal

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Day, +1 Day per point by which the caster makes his Song Magic Roll

Range: 4", +1" per 2 points by which the caster makes his Song Magic Roll

Magic Roll Penalty: -1

END Cost: 1

 

Description: You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

 

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

 

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).

 

Game Information: Summon one 20-point animal, Expanded Class of Beings (natural animals of Tiny size or smaller; +1/2), Slavishly Devoted (stays at destination for 1 Day, +1 Day per point by which caster makes his Song Magic Roll; +1) (10 Active Points); OAF Expendable (Easy to obtain; a tiny morsel of food the animal likes; -1), Arrives Under Own Power (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (animal must be within 4", +1" per 2 points by which caster makes his Song Magic Roll; -1/4), Requires A Song Magic Roll (-1/2), Spell (-1/2), Summoned Being Must Inhabit Locale (-1/2). Total cost: 2 points.

 

 

RAND THE AUSPICIOUS BEGGAR

Effect: Universal Translator

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Uncontrolled (duration of 10 Minutes, +10 Minutes per point by which the caster makes his Song Magic Roll)

Range: Touch

Magic Roll Penalty: -4

END Cost: 4

 

Description: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Rand the Auspicious Beggar does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

 

Game Information: Universal Translator (INT Roll +3), Uncontrolled (duration of 10 Minutes, +10 Minutes per point by which caster makes his Song Magic Roll; +1/2), Usable By Other (+1/4) (40 Active Points); OAF Fragile (musical instrument; -1 1/4), Costs END to Activate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires A Song Magic Roll (-1/2), Spell (-1/2). Total cost: 10 points.

 

TAKE MY HAND, MY LOVE

Effect: Simplified Healing 6d6, Energy Blast 6d6 NND

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: Touch

Magic Roll Penalty: -4

END Cost: 4

 

Description: When laying your hand upon a living creature, you channel positive energy that cures wounds and other damage.

 

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds.

 

Game Information:

Cost Power

11 Take My Hand, My Love: Multipower, 40-point reserve, all slots OAF Fragile (musical instrument; -1 1/4), Gestures (-1/4), Incantations (-1/4), Requires A Song Magic Roll (-1/2), Spell (-1/2)

1u Heal Living Things: Simplified Healing 4d6 (40 Active Points); Only Works On Living Things (-1/2), common limitations as above

1u Harm Undead: RKA 21/2d6 (40 Active Points); Linked (Simplified Healing; -1/2), No Range (-1/2), Only Versus Undead Beings (-1 1/4), common limitations as above

Total cost: 17 points.

 

SpellsFaerunHarpersComp.hdp

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Re: Converted Spells: Magic Books of Faerûn

 

Barb Of The Mind

The book a few additional powers. The first is that the sigil on the cover changes to that of the (new owner). That’s a cosmetic effect that doesn’t really need to be statted. Call it 5 Active Points.

The compulsion that makes people want to refer to or touch the book is best handled by giving the book a 6d6 Mind Control, Cumulative and Telepathic, with a Trigger that takes a day to recover itself.

The bearer of the book gains the benefits of the Skill Master Talent (Fantasy Hero, page 107) with Sorcerous enchantments.

To reflect the tainted nature of the spells, all are bought with a 1/2d6 Major Transform (with Invisible Power Effects) Side Effect. Once the total equals twice the caster’s EGO, she goes insane. The GM can determine the exact nature and effects of this madness. Wizards who copy the spells into their own spellbooks copy "corrected" versions of the spells - they don’t contain the Side Effect.

 

FEEBLEMIND

Effect: Major Transform 9d6 (person with Int and Pre of 1)

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 16", +1" per point by which the caster makes his Sorcery roll

Magic Roll Penalty: -12

END Cost: 12

 

Description: If the target creature is overcome, its Intelligence and Presence characteristics each drop to 1. The affected creature is probably unable to use Intellect or most Interaction Skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a cure illness, grant wish, or similar spell is used to cancel the effect of the feeblemind.

 

Game Information: Major Transform 8d6 (normal creature into creature with INT and PRE of 1, heals back by cure illness, grant wish, or similar spell) (120 Active Points); OAF Expendable (handful of clay, crystal, glass, or mineral spheres; Difficult to obtain; -1 1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (16", +1" per point by which the caster makes his Sorcery roll; -1/4), Limited Target (living creatures only; -1/2), Requires A Sorcery Roll (-1/2), Side Effects (caster suffers 1/2d6 Major Transform (sane person to insane person), automatically whenever spell is cast; -1/2), Spell (-1/2). Total cost: 24 points.

 

HIDEOUS LAUGHTER

Effect: Mind Control 8d6

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 4", +1" per point by which the caster makes his Sorcery roll

Magic Roll Penalty: -4

END Cost: 4

 

Description: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

 

A creature with other than a Human Class mind is not affected. A creature whose species is significantly different from the caster’s receives a +5 EGO to the result required for the effect, because humor doesn’t "translate" well.

 

Game Information: Mind Control 8d6 (Human class of minds) (40 Active Points); OAF Expendable (tiny tarts that are thrown at the target and a feather that is waved in the air; Easy to obtain; -1), Gestures (-1/4), Incantations (-1/4), Limited Range (4", +1" per point by which the caster makes his Sorcery roll; -1/4), Normal Range (-1/4), Requires A Sorcery Roll (-1/2), Set Effect (laugh; -1), Side Effects (caster suffers 1/2d6 Major Transform (sane person to insane person) automatically whenever spell is cast; -1/2), Spell (-1/2). Total cost: 9 points.

 

SUGGESTION

Effect: Mind Control 6d6

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 4", +2" per point by which the caster makes his Sorcery roll

Magic Roll Penalty: -3

END Cost: 3

 

Description: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

 

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

 

Game Information: Mind Control 6d6 (Human class of minds) (30 Active Points); OAF Expendable (snake’s tongue and either a bit of honeycomb or a drop of sweet oil; Difficult to obtain; -1 1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (4", +2" per point by which the caster makes his Sorcery roll; -1/4), Normal Range (-1/4), Requires A Sorcery Roll (-1/2), Side Effects (caster suffers 1/2d6 Major Transform (sane person to insane person) automatically whenever spell is cast; -1/2), Spell (-1/2). Total cost: 6 points.

 

CONFUSION

Effect: Mind Control 10d6

Target/Area Affected: 2†Radius

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 15" + 1" per point by which the caster makes his Sorcery roll

Magic Roll Penalty: -9

END Cost: 9

 

Description: This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s Phase to see what the subject does in that Phase.

 

3d6 Behavior

3-6 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).

7-8 Act normally.

9-11 Do nothing but babble incoherently.

12-13 Flee away from caster at top possible speed.

14-18 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

 

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next Phase, as long as it is still confused when its Phase comes around. Note that a confused character will not go out of its way to attack a character that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

 

Game Information: Mind Control 10d6 (Human class of minds), Area Of Effect (2†radius; +3/4) (87 Active Points); OAF Expendable (Easy to obtain; a set of three nutshells; -1), Gestures (-1/4), Incantations (-1/4), Limited Range (15", +1" per point by which the caster makes his Sorcery roll; -1/4), Normal Range (-1/4), Requires A Sorcery Roll (-1/2), Set Effect (see text; -1), Side Effects, occurs automatically (caster suffers 1/2d6 Major Transform (sane person to insane person); -1/2), Spell (-1/2). Total cost: 16 points.

 

CRUSHING DESPAIR

Effect: Change Environment 4" Cone (-2 OCV/DEX/INT/PRE Rolls)

Target/Area Affected: 4" Cone

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Minute, +1 Minute per point by which caster makes his Sorcery roll

Range: None

Magic Roll Penalty: -5

END Cost: 5

 

Description: An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on OCV, and DEX, INT, and PRE Skill Rolls and Characteristic Rolls.

 

Game Information: Change Environment 2" radius (4" Cone; +0), -2 DEX Roll and all Skill Rolls based on DEX, -2 INT Roll and all Skill Rolls based on INT, -2 OCV, -2 PRE Roll and all Skill Rolls based on PRE, Long-Lasting (1 Minute, +1 Minute per point by which the caster makes his Sorcery roll), Multiple Combat Effects (50 Active Points); OAF Expendable (Easy to obtain; a vial of tears; -1), Gestures (-1/4), Incantations (-1/4), Instant (-1/2), No Range (-1/2), Requires A Sorcery Roll (-1/2), Side Effects (caster suffers 1/2d6 Major Transform (sane person to insane person); -1/2), Spell (-1/2). Total cost: 10 points.

 

MIND POISON

Effect: Drain EGO 2d6

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: Touch

Magic Roll Penalty: -7

END Cost: 7

 

Description: Similar to the spell Witch’s Plague, you inflict a mentally debilitating poison upon the subject by making a successful Hand-to-Hand touch attack. The poison deals 1d6 points of temporary EGO Drain immediately and another 1d6 points of temporary EGO Drain 1 Minute later.

 

Game Information: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4), NND (defense is appropriate LS [immunity]; +1) (75 Active Points); OAF Expendable (stalk from the poisonous striped toadstool fungus; Difficult to obtain; -1 1/4), Extra Time (onset time begins 1 Segment after victim is touched, -1/2), Gestures (-1/4), Gradual Effect (1 Minute; Drain 1d6 initial, 1d6 after 1 Minute; -1/2), Incantations (-1/4), Requires A Necromancy Roll (-1/2), Side Effects (caster suffers 1/2d6 Major Transform (sane person to insane person) automatically whenever spell is cast; -1/2), Spell (-1/2). Total cost: 14 points.

 

RAGE

Effect: Aid STR, CON, EGO, and STUN

Target/Area Affected: One subject, plus another subject for every 2 points by which the caster makes his Bardic Music roll

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: 16", +1" per point by which the caster makes his Bard roll

Magic Roll Penalty: -3

END Cost: 3

 

Description: Each affected creature gains an adrenalin boost to physical endurance and strengthened willpower, but fights without regard to personal safety. The effect is similar to the Berserk Rage Talent.

 

Game Information: Aid 1d6 STR, CON, EGO, and STUN simultaneously (+1), Area Of Effect (2" Radius; Selective; +1 1/4), Limited Range (16", +1" per point by which the caster makes his Sorcery roll; +1/4) (35 Active Points); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power (one subject is affected, plus another subject for every 2 points by which caster makes his Sorcery roll; -1 1/2), Only Works In Combat (-1/2), Requires A Sorcery Roll (-1/2), Side Effects (recipients always acquire the Disadvantage Berserk while in combat (go 14-, recover 8-) while their Characteristics are boosted, and the Berserk automatically takes effect when they use the Aid; -1/2), Side Effects (caster suffers 1/2d6 Major Transform (sane person to insane person) automatically whenever spell is cast; -1/2), Spell (-1/2). Total cost: 6 points.

 

INSANITY

Effect: Major Transform 4d6 (sane person into insane person)

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: 15" + 1" per point by which the caster makes his Sorcery roll

Magic Roll Penalty: -13

END Cost: 13

 

Description: This affected creature suffers from a continuous confusion effect, as per the spell.

Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

 

Game Information: Major Transform 4d6 (sane person into insane person with Psychological Limitation Acts As If Affected By ConfusionSpell (Very Common, Total), healed back by appropriate curative magics), BOECV (Mental Defense applies; +1), Works Against EGO Not BODY (+1/4) (135 Active Points); Gestures (-1/4), Incantations (-1/4), Limited Range (15" + 1" per point by which the caster makes his Sorcery roll; -1/4), Limited Target (sentient beings; -1/4), Normal Range (-1/4), Requires A Sorcery Roll (-1/2), Side Effects, occurs automatically (caster suffers 1/2d6 Major Transform (sane person to insane person); -1/2). Total cost: 41 points.

 

NYBOR’S GENTLE REMINDER

Effect: Energy Blast 4d6, NND plus Drain DEX 2d6

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant (+1 Phase for Drain)

Range: 5" + 1" per point by which the caster makes his Sorcery roll

Magic Roll Penalty: -7

END Cost: 7

 

Description: This spell was quite popular with slave overseers and those wishing to make their servants work a little faster. The Red Wizards now employ it mainly as a combat spell. The subject receives a sharp, agonizing pain, which makes him dazed for one Phase. The subject suffers a penalty on attacks and most rolls while the spell lasts; however, the subject also receives a bonus to Strength.

 

Game Information: Energy Blast 4d6, NND (defense is Resistance, being unable to feel pain, or magical defenses; +1) (40 Active Points); OAF (stick at least a foot long; -1), Gestures (-1/4), Incantations (-1/4), Limited Range (5" + 1" per point by which the caster makes his Sorcery roll; -1/4), Requires A Sorcery Roll (-1/2) (total cost: 11 points) plus Drain DEX 2d6, Limited Range (5" + 1" per point by which the caster makes his Sorcery roll; +1/4), Lingering (+1 Phase; +1/4) (30 Active Points); OAF (stick at least a foot long; -1), Gestures (-1/4), Incantations (-1/4), Instant (-1/2), Linked (Energy Blast; -1/2), Requires A Sorcery Roll (-1/2), Side Effects (affects the recipient; automatically occurs; subject gains Aid STR 1d6 for as long as the Drain lasts; -0) (total cost: 7 points). Total cost: 18 points.

 

OPTIONS:

1) Nybor’s Mild Admonishment: An improvement that causes increased pain and more long-lasting effects. Increase to EB 6d6 and Drain DEX 4d6, and remove the Lingering advantage and Instant limitation from the Drain. The Focus becomes "a pointed stick at least a foot long." 60 + 50 = 110 Active Points; total cost 16 + 12 = 28 points.

2) Nybor’s Stern Reproof: Even greater pain is caused, such that weak targets may die. Increase to EB 7d6 and Drain DEX 4d6, add the Does BODY advantage to the EB, and remove the Lingering advantage and Instant limitation from the Drain. The Focus becomes "a pointed metal rod at least a foot long." 105 + 50 = 155 Active Points; total cost 28 + 12 = 40 total.

 

SpellsFaerunBarb.hdp

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Re: Converted Spells: Magic Books of Faerûn

 

Nice job on the conversions. What I don't get is if you really like D&D magic' date=' why arent you just playing that game?[/quote']

 

Asking a question like that is similar to asking if you really like icecream, why don't you always eat at Baskin Robbins?

 

You can like the flavor of something without being conjoined to a common source of it.

 

 

If you divorce the concept of D&D from its Magic System, you are still left with a viable basic mechanic for handling Magic.

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Re: Converted Spells: Magic Books of Faerûn

 

Well said!

 

Yes, I like the flavor of the D&D style games. It was just about all I played for decades. the same exists for most of my players. We like the game. We LOVE the game. I like the game mechanics of Hero better.:thumbup:

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Re: Converted Spells: Magic Books of Faerûn

 

This stuff is really handy; you can bet I'm going to be grabbing it just as soon as it appears :)

 

I'm another one who really loves playing D&D, it's just the D&D straitjacket I can't stand.

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Re: Converted Spells: Magic Books of Faerûn

 

The Lesser Testament of Vraer

The book is a compendium of knowledge found heretical by the church of Kelemvor (the Faerunian god of death), compiled by a priest of the church who found some of the information interesting. In order to protect against knowledge thieves, he enchanted the book with a Cosmetic Transform that makes the text (except the titles) appear blurry. If a priest uses his Turn Undead ability on the book, the Transform "heals back" to normal text. The Transform has two Triggers: one hits a day the Turn Undead is used, at which point the Trigger recovers and the text once more becomes blurry; the second Trigger is if the book's owner uses any kind of Undead controlling spell, which also causes the text to become blurry.

 

HIDE FROM UNDEAD

Effect: Invisibility

Target/Area Affected: One creature per point by which the caster makes his Faith roll

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: 10 Minutes + 10 Minutes per point by which the caster makes his Faith roll

Range: Touch

Magic Roll Penalty: -10

END Cost: 10

 

Description: Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature may try to sense the Fringe with a PER Roll. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them.

 

If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

 

Game Information: Invisibility to Sight, Hearing and Smell/Taste Groups , Costs END Only To Activate (+1/4), Uncontrolled (duration of 10 Minutes + 10 Minutes per point by which the caster makes his Faith roll; +1/2), Usable Simultaneously (up to 32 people at once; the caster, plus 1 other person per point by which the caster makes his Faith roll; +1 1/2) (97 Active Points); OAF (holy symbol; -1), Requires A Faith Roll (-1/2), Spell Ends If One Person Breaks Invisibility (-1/2), Gestures (-1/4), Incantations (-1/4). Total cost: 28 points.

 

DEATH DRAGON

Effect: Various

Target/Area Affected: Self

Casting Time: Full Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Phase + 1 Phase per point by which the caster makes his Faith roll

Range: None

Magic Roll Penalty: -17

END Cost: 11

 

Description: You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy. The cocoon gives you natural armor and a deflection “field,” plus temporary STUN. You deal damage with your unarmed attacks as if your limbs were short swords. You can use your off hand to attack, incurring the standard two-weapon fighting penalties. The death dragon prevents you from casting spells with Gestures or Focus (but not holy symbol Focuses) procedures, but does not otherwise hinder your actions or movement.

 

As a half-phase attack action, you may cause fear in a nearby creature.

 

Game Information: Armor (4 PD/4 ED), Uncontrolled (duration of 1 Phase, + 1 Phase per point by which the caster makes his Faith roll; +1/2) (18 Active Points); OAF (holy symbol; -1), Gestures (-1/4), Incantations (-1/4), Linked (HKA; -1/2), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 4) plus Force Field (4 PD/4 ED) (Protect Carried Items), Costs END Only To Activate (+1/4), Uncontrolled (duration of 1 Phase, + 1 Phase per point by which the caster makes his Faith roll; +1/2) (31 Active Points); OAF (holy symbol; -1), Gestures (-1/4), Incantations (-1/4), Linked (HKA; -1/2), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 8) plus +10 STUN, Uncontrolled (duration of 1 Phase, + 1 Phase per point by which the caster makes his Faith roll; +1/2) (15 Active Points); OAF (holy symbol; -1), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (HKA; -1/2), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 3) plus HKA 1d6, Lingering (1 Phase, + 1 Phase per point by which the caster makes his Faith roll; +3/4), Reduced Endurance (0 END; +1/2) (34 Active Points); OAF (holy symbol; -1), Gestures (-1/4), Incantations (-1/4), Reduced Penetration (-1/4), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 9) plus Mind Control 8d6, Lingering (1 Phase, + 1 Phase per point by which caster makes his Faith roll; +3/4) (70 Active Points); OAF (holy symbol; -1), Gestures (-1/4), Incantations (-1/4), Limited Range (3", + 1" per 2 points by which the caster makes his Faith roll; -1/4), Only To Alter/Inflict Fear (-1), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 15). Total cost: 39 points.

 

HARGENZARIAN’S SPELL OF LIFE-SHIELDING

 

Description: The Testament provides two variations on Hargenzarian’s Spell Of Life-Shielding (Fantasy Hero Grimoire, page 157).

 

OPTIONS:

 

13) Death Ward: This is a weaker version of the basic spell. It’s duration is only 1 Minute, + 1 Minute per point by which the caster makes his Faith roll, it requires a holy symbol as a (reusable) focus instead of the effigy, and it only requires a half phase to cast. Total cost: 9 points.

14) Kelemvor’s Grace: This version of the Death Ward spell was developed by the priests of Kelemvor, the Faerûnian god of death. To Death Ward, add: Life Support (Immunity: Diseases from undead creatures; Immunity: Venom from undead creatures), same Limitations plus Linked; and Affects Desolidified (necromantic Desolidification and Desolid undead; +1/4) for up to 24 Active Points of Armor, Reduced Endurance (0 END), same Limitations plus Linked. 35 + 7 + 10 = 52 Active Points; total cost 9 + 2 + 3 = 14 points.

 

GHOST KNIGHT

Effect: Change Environment (simple tasks) plus Telekinesis (2 STR), Fine Manipulation

Target/Area Affected: 2” radius

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: 1 Hour, plus 1 Hour per point by which the caster makes his Faith roll

Range: None (Mobile)

Magic Roll Penalty: -6

END Cost: 5

 

Description: This spell functions like Tharagoth’s Porter, except you create a mindless servant that resembles a transparent armored and helmed human. Though the ghost knight appears as a Desolidified creature, it is only a harmless creation of energy and cannot harm or interfere with Desolidified creatures. If ordered to attack, it “draws” an insubstantial weapon and strikes once per Phase with your OCV, but its attacks deal no damage other than a harmless feeling of cold, and it cannot convey spells, poison, or any other effects; at best its attacks serve as a distraction: the ghost knight can be used to gain roleplaying modifiers during combat by assisting another character’s attack or defense.

 

A ghost knight dissipates if it takes 4 or more points of BODY damage or 20 or more points of STUN damage from area attacks.

 

The Long Lasting Adder signifies that the changes are permanent – at least until someone makes another mess, tears the clothes, etc.

 

Game Information: Change Environment 2" radius, Long-Lasting, Costs END Only To Activate (+1/4), Mobile (+1/2), Uncontrolled (duration of 1 Hour, plus 1 Hour per point by which the caster makes his Faith roll; +1/2) (34 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (a ghostly knight; -1/4) plus Telekinesis (2 STR), Fine Manipulation, Costs END Only To Activate (+1/4), Uncontrolled (duration of 1 Hour, plus 1 Hour per point by which the caster makes his Faith roll; +1/2) (23 Active Points); Linked (Change Environment; -1/2), Requires A Faith Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (a ghostly knight; -1/4). Total cost: 23 points.

 

UNDEATH TO DEATH

Effect: RKA 4d6, Only Versus Undead Beings

Target/Area Affected: 6" Radius

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 15" + 1" per point by which the caster makes his Faith roll

Magic Roll Penalty: -13

END Cost: 13

 

Description: Undeath to death snuffs out the animating force of undead creatures, destroying them instantly.

 

The spell slays undead creatures. Weaker creatures are affected first. Creature of great power are immune, and if the roll is not enough to “kill” any particular creature, it remains unaffected.

 

Game Information: RKA 4d6, Affects Desolidified (necromantic Desolidification or Desolid Undead only; +1/4), Area Of Effect (8" Radius; +1) (135 Active Points); OAF (holy symbol; -1), All Or Nothing (-1), Does Not Work Versus Undead Worth 500 Character Points Or More (-1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (15", +1" per point by which the caster makes his Faith roll; -1/4), Only Versus Undead Beings (-1), Requires A Faith Roll (-1/2). Total cost: 24 points.

 

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Re: Converted Spells: Magic Books of Faerûn

 

Tar'Ael Veluuthra

A short spellbook for elvish guerilla terrorists who battle against all humans they find.

 

CLAIRAUDIENCE/CLAIRVOYANCE

Effect: Clairsentience (Sight or Hearing Group)

Target/Area Affected: Magical sensor

Casting Time: 10 Minutes

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Divination roll

Range: 66", + 6" per point by which the caster makes his Wizardry roll

Magic Roll Penalty: -4

END Cost: 4

 

Description: Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known – a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

 

Game Information:

Cost Power

6 Clairaudience/clairvoyance: Multipower, 20-point reserve, all slots Costs END Only To Activate (+1/4), Increased Range (66", plus 6" per point by which the caster makes his Divination roll; +1/4), Uncontrolled (duration of 1 Minute, + 1 Minute per point by which the caster makes his Divination roll; +1/2) (40 Active Points); all slots OAF Expendable (Difficult to obtain; a small horn (for Hearing) or a glass eye (for Sight); -1 1/4), Extra Time (10 Minutes, May Take No Other Actions, -2 1/4), Gestures (-1/2), Incantations (-1/2), May Not Use Magical Senses Or Sense-Enhancing Spells Through Perception Point (-1/2), Requires A Divination Roll (-1/2)

1u Clairaudience: Clairsentience (Hearing Group), common advantage as described above (40 Active Points); common limitations as described above

1u Clairvoyance: Clairsentience (Sight Group), common advantage as described above (40 Active Points); common limitations as described above

Total cost: 8 points.

 

CLIMB

Effect: Leaping +2"

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Thaumaturgy roll

Range: Touch

Magic Roll Penalty: -1

END Cost: 1

 

Description: The subject gets a magical enhancement to Climbing skill. Unlike with spider climb, this does not allow the target to climb on ceilings.

 

Game Information: +2 with Climbing, Uncontrolled (duration of 1 Minute, + 1 Minute per point by which the caster makes his Thaumaturgy roll; +1/2), Usable By Other (+1/4) (7 Active Points); OAF Expendable (Easy to obtain; a drop of tree sap or equally sticky material; -1), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Requires A Thaumaturgy Roll (-1/2). Total cost: 2 points.

 

OPTIONS:

 

1) Faster Climbing: Increase to +4 with Climbing. 14 Active Points; total cost: 4 points.

2) Fastest Climbing: Increase to +6 with Climbing. 21 Active Points; total cost: 6 points.

 

EXPEDITIOUS RETREAT

Effect: Running +6"

Target/Area Affected: Self

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Thaumaturgy roll

Range: None

Magic Roll Penalty: -2

END Cost: 2

 

Description: This spell increases your base land speed by 6". There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your Running speed, this spell affects your jumping distance.

This spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard’s attitude toward combat.

 

Game Information: Running +6", Costs END Only To Activate (+1/4), Uncontrolled (duration of 1 Minute, + 1 Minute per point by which the caster makes his Thaumaturgy roll; +1/2) (21 Active Points); Gestures (-1/4), Incantations (-1/4), Requires A Thaumaturgy Roll (-1/2). Total cost: 10 points.

 

INVISIBILITY

Effect: Invisibility to Sight Group, Only When Not Attacking

Target/Area Affected: One creature or object

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Wizardry roll

Range: Touch

Magic Roll Penalty: -4

END Cost: 3

 

Description: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 1" from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

 

Game Information: Invisibility to Sight Group, Costs END Only To Activate (+1/4), Uncontrolled (duration of 1 Minute, + 1 Minute per point by which the caster makes his Wizardry roll; +1/2), Usable By Other (+1/4) (40 Active Points); OAF Expendable (Difficult to obtain; an eyelash encased in a bit of gum arabic; -1 1/4), Gestures (-1/4), Incantations (-1/4), Only When Not Attacking (-1/2), Requires A Wizardry Roll (-1/2). Total cost: 11 points.

 

JUMP

Effect: Leaping +2"

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Thaumaturgy roll

Range: Touch

Magic Roll Penalty: -1

END Cost: 1

 

Description: The subject gets a magical enhancement to Leaping distance. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

 

Game Information: Leaping +2", Costs END Only To Activate (+1/4), Usable By Other (+1/4), Uncontrolled (duration of 1 Minute, + 1 Minute per point by which the caster makes his Thaumaturgy roll; +1/2) (4 Active Points); OAF Expendable (Easy to obtain; a grasshopper’s hind leg, which you break when the spell is cast; -1), Requires A Thaumaturgy Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Total cost: 1 point.

 

OPTIONS:

 

1) Further Jumping: Increase Leaping to +4". 8 Active Points; total cost: 3 points.

2) Furthest Jumping: Increase Leaping to +6". 12 Active Points; total cost: 4 points.

 

MESSAGE

Effect: Clairsentience (Sight or Hearing Group)

Target/Area Affected: Magical sensor

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: 10 Minutes, + 10 Minutes per point by which the caster makes his Wizardry roll

Range: 15", + 2" per point by which the caster makes his Wizardry roll

Magic Roll Penalty: -5

END Cost: 5

 

Description: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. The message is transmitted via the Hearing Group, so effects such as magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt will block the spell. The message 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 that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

 

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

 

Game Information: Mind Link, Human class of minds, Any Willing Target, Number of Minds (x16 max.), Uncontrolled (duration of 10 Minutes, + 10 Minutes per point by which the caster makes his Wizardry roll; +1/2) (52 Active Points); OAF (a short piece of copper wire; -1), Costs Endurance (Only Costs END to Activate; -1/4), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4), Limited Class Of Minds (1 person + 1 person per point by which the caster makes his Wizardry roll; -1/2), Limited Range (15", + 2" per point by which the caster makes his Wizardry roll; -1/4), Requires A Wizardry Roll (-1/2), Sense Affected As Hearing Group Instead Of Mental Group (-1/2). Total cost: 11 points.

 

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Re: Converted Spells: Magic Books of Faerûn

 

The Codicil of White

A book for the instruction of wizards dedicated in worship to Auril, goddess of snow and winter.

 

CHILL TOUCH

Effect: Drain STUN 1d6 plus Drain STR 1 pip, Linked

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: 1 Phase, +1 Phase per point by which the caster makes his Necromancy roll

Range: Touch

Magic Roll Penalty: -2

END Cost: 2

 

Description: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that Drains 1d6 points of STUN. The touched creature also loses 1 point of STR to Drain unless it makes a successful CON Roll. You can use this power up to one Phase, plus one Phase per point by which you make your Necromancy roll.

 

An undead creature you touch takes no damage of either sort, but this spell can be used to make a Presence Attack on undead.

 

Game Information: Drain STUN 1d6, Lingering (1 Phase, +1 Phase per point by which the caster makes his Necromancy roll; +3/4) (17 Active Points); Requires A Necromancy Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Does Not Work Versus Undead (-1/4) (total cost: 6) plus Drain STR 1 point, Lingering (1 Phase, +1 Phase per point by which the caster makes his Necromancy roll; +3/4) (5 Active Points); Requires A Necromancy Roll (-1/2), Spell (-1/2), Linked (Drain; -1/2), Gestures (-1/4), Incantations (-1/4), Does Not Work Versus Undead (-1/4) (total cost: 1). Total cost: 7 points.

 

FROST FINGERS

Effect: Energy Blast 3d6, NND

Target/Area Affected: 2” Cone

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: None

Magic Roll Penalty: -4

END Cost: 4

 

Description: A cone of blistering cold shoots from your fingertips. Any creature in the area of this cold takes 3d6 points of cold damage. Small volumes of water-based liquids such as puddles of water, flasks of wine, and potion vials freeze solid if the cold touches them, though this does not cause the container (if any) to crack or break.

 

Game Information: Energy Blast 3d6, Area Of Effect (2" Cone; +3/4), NND (defense is LS [safe Environment: Intense Cold]; +1) (41 Active Points); Gestures (-1/4), Incantations (-1/4), No Range (-1/2), Requires An Ice Magic Roll (-1/2), Spell (-1/2). Total cost: 14 points.

 

OPTIONS:

 

1) Frostier Fingers: Increase the Energy Blast to 5d6. 69 Active Points; total cost: 23 points.

2) Frostiest Fingers: Increase the Energy Blast to 7d6. 96 Active Points; total cost: 32 points.

 

GUST OF WIND

 

Description: This spell is identical to the Mage’s Wind spell (Fantasy Hero Grimoire, page 66), with the exception that it has no Focus, requires an Ice Magic roll instead of an Air Magic roll, and has Limited Range (10”; -1/4).

 

SHATTER

Effect: Varies

Target/Area Affected: 2” Radius or Single Target

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 5" + 1" per 2 points by which the caster makes his Ice Magic roll

Magic Roll Penalty: -7

END Cost: 7

 

Description: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

 

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects whose BODY are overcome within a 1" Radius of the point of origin are smashed into dozens of pieces by the spell.

 

Alternatively, you can target shatter against a single solid object, regardless of composition. Targeted against a crystalline creature, shatter deals 3d6 points of sonic damage.

 

Game Information

Cost Power

18 Shatter: Multipower, 67-point reserve; all slots OAF Expendable (Difficult to obtain; a chip of mica; -1 1/4), Gestures (-1/4), Incantations (-1/4), Requires An Ice Magic Roll (-1/2), Spell (-1/2)

1u Shatter Many Objects: RKA 2d6, Area Of Effect (2" radius; +3/4), Penetrating (+1/2) (67 Active Points); All Or Nothing (-1/2), Limited Range (5", + 1" per 2 points by which the caster makes his Ice Magic roll; -1/4), Only Works Against Nonmagical Objects Of Crystal, Glass, Ceramic, Or Porcelain (-1), plus Common Limitations above

1u Shatter One Object Or Crystalline Creature: RKA 3d6, Penetrating (+1/2) (67 Active Points); Limited Range (5", + 1" per 2 points by which the caster makes his Ice Magic roll; -1/4), Only Works Against One Nonmagical Object Or Crystalline Creature (-1/2), plus Common Limitations above

Total cost: 20 points

 

WALL OF ICE

 

Description: This spell is identical to the Wall Of Ice spell (Fantasy Hero Grimoire, page 111), with the exception that it’s Focus is a small piece of quartz or similar rock crystal, and it has Lasts For A Limited Time (1 Minute + 1 Minute per point by which the caster makes his Ice Magic roll; -1/4) and Limited Range (15", + 2" per point by which the caster makes his Ice Magic roll; -1/4).

 

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Re: Converted Spells: Magic Books of Faerûn

 

Ah, it was like a mini-vacation! ;)

 

Earthmother's Weapons

A book of offensive Druidic invocations for times of war.

 

BONE TALISMAN

Effect: Varies

Target/Area Affected: Varies

Casting Time: 1 Minute

Casting Procedures: Gestures, Incantations, Focus

Duration: Varies

Range: Touch

Magic Roll Penalty: -6

END Cost: 0

 

Description: You channel divine power and life energy into a bone from an animal or humanoid, giving it limited power against undead. Once cast, it may be used for two purposes (decided at the time of casting).

 

Bone Of Turning: You or another druid may present the bone in the manner of a holy symbol and use it to turn undead. This functions exactly as a priest with the Repel Undead power. After one use, the bone talisman loses its power (but you can cast the spell on it again).

 

Bone Weapon: The bone is treated as a weapon that deals +1d6 damage to undead creatures. The bone is treated as a simple weapon appropriate to its shape, such as dagger or dart (small and sharp), club (if large and blunt), or spear (if small and sharp and fastened to a haft) and deals normal damage for its type. The spell does not grant proficiency in the weapon. The spell is not discharged when the weapon hits and this aspect of the spell lasts until the full duration (10 Minutes, + 10 Minutes per point by which the caster makes his Druidry roll) expires.

 

The spell has no effect if you cast it on a bone taken from an undead creature. The bone must be at least 8 inches long and may be straight or curved; normally bones from the arm, leg, or ribs are used. You may carve, drill, or otherwise shape the bone before or after the spell is cast; the spell functions as long as the bone remains bone (not turned to wood or metal, for example).

 

Game Information

Cost Power

18 Bone Talisman: Multipower, 64-point reserve, all slots 1 Continuing Charge lasting 10 Minutes, + 10 Minutes per point by which the caster makes his Druidry roll (+0); all slots OAF (-1), Requires A Druidry Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)

1u Bone Of Turning: +50 PRE (50 Active Points); Only For Turning Undead (-1), Slot Use Consumes Charge (-1/2), plus Common Limitations above

2u Bone Weapon: RKA 1d6, NND (defense is not being undead; +1/2), Does BODY (+1), Lingering (10 Minutes, + 10 Minutes per point by which the caster makes his Druidry roll; +1 3/4) (64 Active Points); Linked (to weapon made from Focus; -1/4), plus Common Limitations above

Total cost: 21 points

 

FROSTBITE

Effect: EB 1d6, NND

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: 5", + 1" per point by which the caster makes his Druidry roll

Magic Roll Penalty: -1

END Cost: 1

 

Description: You rapidly cool the target so it suffers the effects of frostbite – just as if he were exposed to severe environmental cold. The target creature suffers 1d6 points of STUN damage. Characters wearing winter clothing may reduce damage by 1 point, or more if the clothing also counts as Armor (deduct 1 point of damage per point of DEF).

 

Game Information: Energy Blast 1d6, No Normal Defense (defense is Life Support [safe Environment: Intense Cold]; +1) (10 Active Points); Gestures (-1/4), Incantations (-1/4), Limited Range (5", + 1" per point by which the caster makes his Druidry roll; -1/4), Requires A Druidry Roll (-1/2), Spell (-1/2). Total cost: 4 points.

 

HORRIBLE TASTE

Effect: Smell/Taste Group Flash 11/2d6, NND

Target/Area Affected: Self

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: 10 Minutes, + 10 Minutes per point by which the caster makes his Druidry roll

Range: Touch

Magic Roll Penalty: -2

END Cost: 0

 

Description: Drawing upon the talents of some creatures of the insect world, you change your flesh to make it unpalatable to other creatures. Any creature that bites you suffers nausea.

 

Most creatures with the Animal Intelligence Physical Limitation will not willingly bite you a second time; someone trying to direct the creature to bite you again must make an Animal Handler Skill Roll as if they were trying to "push" the creature. This check must be made every time she tries to make the creature bite.

 

Creatures immune to poison or lacking the ability to taste are unaffected by this spell.

 

Game Information: Smell/Taste Group Flash 1 1/2d6, Lingering (duration of 10 Minutes, + 10 Minutes per point by which the caster makes his Druidry roll; +1 3/4), NND (defense is Life Support [immunity: magical poisons]; +1), Reduced Endurance (0 END; +1/2), Trigger (activation is an Action that takes no time, resets automatically immediately after activa-tion, can expire (10 Minutes, + 10 Minutes per point by which the caster makes his Druidry roll); goes off upon being bitten; +3/4) (22 Active Points); Requires A Druidry Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Total cost: 11 points.

 

WOLFSKIN

Effect: Multiform

Target/Area Affected: Self

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Druidry roll

Range: Touch

Magic Roll Penalty: -3

END Cost: 3

 

Description: You take the shape of a normal wolf.

 

The focus is the skin of a wolf, dire wolf, werewolf, worg, or winter wolf. The skin melds with your body while the spell is in effect, and it returns to normal when you assume your own shape.

 

Game Information: Multiform (90 Character Point Wolf), Uncontrolled (duration of 1 Minute, + 1 Minute per point by which the caster makes his Druidry roll; +1/2) (27 Active Points); OAF (-1), Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Druidry Roll (-1/2). Total cost: 8 points.

 

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Re: Converted Spells: Magic Books of Faerûn

 

Obsul Ssussun, 'The Door to Light'

This book is a manual of sorts for dark elves to use to infiltrate the surface world. It contains both arcane and divine versions of the spells listed below - the arcane versions use the Skill Rolls listed, while the divine versions use a Faith Roll; the Faith in this case is for Vhaeraun, the dark elf god of thievery and subterfuge.

In addition to the spells below, the book contains information a priest of Vhaeraun can use to summon one of Vhaeraun's agents (called a vhaerath) using a pre-existing Summoning spell - if the priest does not have one of these spells, then the book does not provide enough information for him to learn one.

 

ELF DISGUISE

Effect: Sight Group Shape Shift

Target/Area Affected: Self

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: 1 Hour, + 1 Hour per point by which the caster makes his Enchantment roll

Range: Touch

Magic Roll Penalty: -4

END Cost: 0

 

Description: This spell works much like Thurlond's Spell Of Reworking, except that you cannot change your height or build. Instead, you can change only hair color, eye color, and complexion to match a particular kind of Faerûnian elf (moon elf, sun elf, wood elf, wild elf, or dark elf). The specific coloration is limited to common colors for that type of elf. For example, if you chose to disguise yourself as a moon elf, you cannot give yourself tan skin (because moon elves have fair skin), red hair (because most moon elves have black, silver-white, or blue hair), or brown eyes (because moon elves have blue or green eyes). You are easily recognizable as yourself to anyone familiar with your normal appearance. Unless you normally have an elflike build, this spell does not help Disguise Skill Rolls to appear as an elf.

If you are an elf, this spell lets you easily pass as a different kind of elf, although height differences may give away the disguise. (For example, dark elves from the Forgotten Realms are significantly shorter than other elves, and a very short dark elf disguised as a sun elf will attract attention for his remarkable shortness.)

The dark elf name for this spell is golhydarthiir, meaning "surface-elf disguise." They invented the spell, and while they have no use for the ability to disguise themselves as drow, they found it easier to finish the spell research with the drow option included than to extend the research to exclude it.

 

Game Information: Shape Shift (Sight Group, any Faerûnian elf), Reduced Endurance (0 END; +1/2), Uncontrolled (1 Hour, + 1 Hour per point by which the caster makes his Enchantment roll; +1/2) (40 Active Points); Gestures (-1/4), Incantations (-1/4), Only Changes Skin and Hair Color and Complexion (-2), Requires An Enchantment Roll (-1/2). Total cost: 10 points.

 

SOUL CHARGE

Effect: Transfer BODY and STUN to Magic Item Charge

Target/Area Affected: One creature

Casting Time: 10 Minutes

Casting Procedures: Focus, Gestures, Incantations

Duration: 1 Day or until discharged

Range: Touch

Magic Roll Penalty: -5

END Cost: 5

 

Description: You steal a portion of the target's soul and use it to activate a wand or other spell-trigger item. The spell drains BODY from the target (much like the touch of a wraith) and transfers the soul's energy to a crystal you carry. When the crystal holds a charge, you can use the energy in it to power a spell effect from a wand or other charged magical item instead of using a charge from the wand. Even if using the item's power normally expends two charges from the item, soul charge can add only one charge per use.

To use this spell to active an item, you must be able to activate the item's power yourself. That is, the power you activate must be one the GM allows your magic style to emulate, and you must satisfy any prerequisites for its use.

Example: A powerful Fire Magic wizard with a 60-point Variable Power Pool (Magic Pool) and a staff of the Firelords (Fantasy Hero Grimoire, page 130) wants to use this spell to trigger the staff. Only three of the staff's powers - magefire blast, fire orbs, and flammifer - meet the requirements for soul charge. Most of the other powers have too many Active Points to fit in his VPP, while web of fire isn't on the Elemental Magic (Fire Magic) spell list.

The (reusable) Focus is a piece of crystal worth at least 100 GP. The crystal receives the energy stolen from the soul. A single crystal can hold only one charge. A character can carry more than one charge at a time, but must have a separate crystal for each charge.

Notes: This spell makes use of an optional rule from Digital Hero issue #16, page 4 ("Adjusting Charges"). Refer to that article to determine the Active Point value of a single charge of a magic item. If the points Transferred are not enough to power a single charge of the item, then the spell can’t be used to activate it. Although the Transfer returns over a day, the GM should allow the charge to remain available indefinitely, to avoid extensive bookkeeping. Alternatively, the GM may decide that the points Transferred only return if the afflicted character smashes the crystal.

 

Game Information: Transfer 1d6 (BODY and STUN to Magic Item Charge), from two Characteristics simultaneously (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2), Trigger (expires after 1 Day; +1/4) (49 Active Points); OAF (a piece of crystal worth at least 100 GP; -1), Can Only Provide One Charge Per Casting (-1/2), Extra Time (10 Minutes, -2), Gestures, (-1/2), Incantations (-1/2), Requires A Necromancy Roll (-1/2). Total cost: 8 points.

 

VHAERAUN'S NIGHTSHIELD

Effect: Force Field 15 ED plus +1 to DCV

Target/Area Affected: Self

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: 1 Minute, + 1 Minute per point by which the caster makes his Wizardry roll

Range: Touch

Magic Roll Penalty: -3

END Cost: 3

 

Description: You protect yourself with a cloak-like aura of black energy. This aura has two effects. First, it absorbs magic missile damage, similar to a brooch of shielding. Second, it provides a +1 bonus to DCV. The spell ends if it absorbs its full capacity of magic missile damage.

 

Game Information: Force Field (15 ED), Costs END Only To Activate (+1/4), Uncontrolled (1 Minute, + 1 Minute per point by which the caster makes his Wizardry roll; +1/2) (26 Active Points); Ablative (BODY Only; -1/2), Gestures (-1/4), Incantations (-1/4), Only Works Against Magic Missile Damage (-1), Requires A Wizardry Roll (-1/2), Spell (-1/2) (total cost: 6) plus +1 with DCV, Uncontrolled (1 Minute, + 1 Minute per point by which the caster makes his Wizardry roll; +1/2) (7 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (to Force Field; -1/2), Requires A Wizardry Roll (-1/2), Spell (-1/2) (total cost: 2). Total cost: 8 points.

 

OPTIONS:

 

1) More Shielding: Increase to 20 ED and +2 DCV. 35 + 15 = 50 Active Points; total cost 9 + 5 = 14 points.

2) Most Shielding: Increase to 25 ED and +3 DCV. 44 + 22 = 66 Active Points; total cost 11 + 7 = 18 points.

 

SpellsFaerunObsulSsussun.hdp

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Re: Converted Spells: Magic Books of Faerûn

 

W:eek:W!

Ya like dat, eh? Well how about one 'a dese...

 

Master Tactician

A holy book for the Church of the Red Knight, warrior-priests and bringers of law.

 

CHECKMATE’S LIGHT

Effect: Various, see below

Target/Area Affected: 2" Radius

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Faith roll)

Range: No Range

Magic Roll Penalty: -6

END Cost: 5

 

Description: You surround your weapon with a bright red aura that illuminates an area equal to a torch. This aura gives the weapon a +1 OCV bonus and becomes more damaging versus targets allied to Chaos, and any creature within the radius of its full light (including you) gets a +3 morale bonus against Presence Attacks utilizing fear effects.

 

If the weapon leaves your grasp, the aura immediately disappears (and its associated effects pause), though it appears again (and its effects resume) if you or another worshiper of your deity picks it up. Time that passes while the spell's effects are suspended counts against the spell's duration.

 

This spell is named for the Red Knight's personal weapon, Checkmate.

 

The spell has no affect on natural weaponry.

 

Game Information: Sight Group Images, +4 to PER Rolls, Costs END Only To Activate (+1/4), Increased Size (2" radius; +1/4), Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Faith roll; +1/2) (44 Active Points); OAF (weapon; -1), Caster Must Hold Weapon Throughout Effect (see text; -1/4), Gestures (-1/4), Incantations (-1/4), No Range (-1/2), Only To Create Light (-1), Requires A Faith Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Spell (-1/2) (total cost: 9) plus +1 with HTH Combat, Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Faith roll; +1/2) (7 Active Points); OAF (weapon; -1), Caster Must Hold Weapon Throughout Effect (see text; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (Images; -1/2), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 1) plus HKA 1d6, Lingering (duration of 1 Minute, +1 Minute per point by which caster makes his Faith roll; +1 1/4), Reduced Endurance (0 END; +1/2) (41 Active Points); OAF (weapon; -1), Caster Must Hold Weapon Throughout Effect (see text; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (Images; -1/2), Only Versus Targets Allied With Chaos (-1 1/2), Requires A Faith Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Spell (-1/2) (total cost: 7) plus +3 PRE, Limited Range (2"; +1/4), Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Faith roll; +1/2), Usable Simultaneously (up to 8 people at once; +1) (8 Active Points); OAF (weapon; -1), Caster Must Hold Weapon Throughout Effect (see text; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (Images; -1/2), Only To Resist Fear-Based Presence Attacks (-2), Requires A Faith Roll (-1/2), Spell (-1/2) (total cost: 1). Total cost: 18 points.

 

KNOW PROTECTIONS

Effect: Detect Resistances/Reductions/Defenses

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: LOS

Magic Roll Penalty: -4

END Cost: 4

 

Description: You learn many of the unusual defenses the target creature has. The spell tells you the creature's damage reduction/resistance, spell resistance from Defenses, and any resistances or immunity to energy attacks.

For example, if cast upon a vampire, you learn that it has Physical and Energy Damage Reduction, its Damage Resistance, and its Life Support; you do not learn about its Regeneration, or its Desolidification, or how resistant it is to holy Presence Attacks. If cast upon a Lesser Demon, you learn about its Physical and Energy Damage Reduction, its Damage Resistance, its Mental and Power Defense, and its Life Support; you do not learn about its Damage Shield, or its other susceptibilities or vulnerabilities.

 

Game Information: Detect Resistances/Reductions/Def-enses [see text; 5 points] 11- (Unusual Group), Analyze, Discriminatory, Range (20 Active Points); OAF (holy symbol; -1), Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Instant (-1/2), Requires A Faith Roll (-1/2), Spell (-1/2). Total cost: 4 points.

 

TELEPATHIC AURA

Effect: Mind Link

Target/Area Affected: Up to 250 people

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Uncontrolled (duration of 10 Minutes, +10 Minutes per point by which caster makes his Faith roll)

Range: 16”

Magic Roll Penalty: -7

END Cost: 7

 

Description: You can mentally communicate with all allies within range, though this is one-way communication. (You can send thoughts but you cannot receive thoughts in response.) Anything you choose to send is received by all allies within range (you cannot send thoughts to only certain allies), and they all understand you regardless of language. Allies with Animal Intelligence (such as animal companions, certain monster cohorts, and so on) understand basic commands but not complex information ("attack" is understood, but "ignore the foot soldiers and attack the spellcasters" gets the same reaction as "attack").

 

This spell normally is used to broadcast orders to officers or large numbers of troops when silence is key or when the chaos of combat makes it difficult to hear those orders.

 

Game Information: Mind Link, Specific Group of Minds, Number of Minds (x250), Uncontrolled (duration of 10 Minutes, +10 Minutes per point by which caster makes his Faith roll; +1/2) (75 Active Points); OAF (holy symbol; -1), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (16"; -1/4), One-Way Communication Only (-1), Requires A Faith Roll (-1/2), Spell (-1/2),. Total cost: 15 points.

SpellsFaerunMasterTact.hdp

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Guest bblackmoor

Re: Converted Spells: Magic Books of Faerûn

 

How do you Rep someone? I'd love to be able to.

 

There's a little icon of a balancing scale, in the upper right of the title bar of the post. Click on that.

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Re: Converted Spells: Magic Books of Faerûn

 

AlHaz -- if you want we could discuss working out a format to add your spells to the spells database on my website. Credited to you of course.
PM sent. Of course, the initial idea for each spell was Sean K. Reynolds' (for the new ones), Ed Greenwood (for the FR classic spells), or Monte Cook (for the D&D classic spells); all I can take credit for is converting them.
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Re: Converted Spells: Magic Books of Faerûn

 

PM sent. Of course' date=' the initial idea for each spell was Sean K. Reynolds' (for the new ones), Ed Greenwood (for the FR classic spells), or Monte Cook (for the D&D classic spells); all I can take credit for is converting them.[/quote']

That's what the "source" field is for; to track the books the spells originated in.

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Re: Converted Spells: Magic Books of Faerûn

 

The Guildbook is supposed to be next, but it's taking a while because they've got a metric buttload of spells in there. So I'll whet your appetite with something that was as quick to convert as the name implied.

 

Kaupaer’s Quick Book

A tome of quickening spells by a master wizard.

 

KAUPAER'S SKITTISH NERVES

Effect: Lightning Reflexes (+3 DEX to act first with All Actions)

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll)

Range: No Range

Magic Roll Penalty: -1

END Cost: 1

 

Description: You enhance the target’s reactions in combat, giving him a +3 bonus to his DEX, only for the purposes of acting earlier in his Phase.

 

Game Information: Lightning Reflexes: +3 DEX to act first with All Actions, Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll; +1/2), Usable By Other (+1/4) (8 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Requires A Thaumaturgy Roll (-1/2), Spell (-1/2). Total cost: 3 points.

 

CAT’S GRACE

Effect: Aid DEX 3d6 (Standard Effect: 9 points)

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: No Range

Magic Roll Penalty: -4

END Cost: 4

 

Description: The transmuted creature becomes more graceful, agile, and coordinated. The spell grants +9 character points to Dexterity, adding the usual benefits to CV and other uses of the Dexterity Characteristic.

 

Game Information: Aid DEX 3d6 (standard Effect: 9 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (45 Active Points); OAF Expendable (Easy to obtain; pinch of cat fur; -1), Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Thaumaturgy Roll (-1/2), Spell (-1/2). Total cost: 11 points.

 

KAUPAER'S REFLEXIVE STRIKE

Effect: Naked Trigger Advantage

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: Touch

Magic Roll Penalty: -1

END Cost: 1 to cast, recipient receives 1 Charge

 

Description: You heighten the target's aggressive reflexes, allowing her to react more quickly when opportunities arise in combat. The target can make one attack against an opponent who moves through his reach. When the target makes the triggered attack provided by this spell, it is discharged.

The spell remains in place until its duration expires or the target makes his Triggered attack

 

Game Information: Trigger (when an opponent moves through the character's reach; activation is an action that takes no time; +1/2) for up to 60 Active Points of HKA (30 Active Points); 1 Charge (-2), OIF (weapon of opportunity; -1/2). Total cost: 8 points.

 

Casting: 8 Active Points, Usable By Other (+1/4) (10 Active Points); OAF Expendable (Difficult to obtain; a small, gold spring; -1 1/4), Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Wizardry Roll (-1/2). Total cost: 3 points.

 

EXPEDITIOUS RETREAT

Effect: Running +6"

Target/Area Affected: Self

Casting Time: Half Phase

Casting Procedures: Gestures, Incantations

Duration: Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll)

Range: No Range

Magic Roll Penalty: -2

END Cost: 2

 

Description: This spell increases your base land movement by 6". There is no effect on other modes of movement, such as Tunneling, Climbing, Flight, or Swimming. As with any effect that increases your speed, this spell affects your Leaping distance.

This spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard's attitude to combat.

 

Game Information: Running +6", Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll; +1/2) (18 Active Points); Gestures (-1/4), Incantations (-1/4), Requires A Thaumaturgy Roll (-1/2), Spell (-1/2). Total cost: 7 points.

 

SPEED SWIM

Effect: Swimming +6", Usable By Others plus +2 Movement Skill Levels

Target/Area Affected: One creature

Casting Time: Half Phase

Casting Procedures: Focus, Gestures, Incantations

Duration: Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll)

Range: 5", +1" per 2 points by which caster makes his Thaumaturgy roll

Magic Roll Penalty: -2

END Cost: 1

 

Description: You give the subject creature the ability to swim at speed 6” (ignoring the effects of armor or encumbrance) with ease. He gets +2 Movement Skill Levels on any check to perform some special action or avoid a hazard while swimming.

 

Game Information: Swimming +6", Limited Range (5”, +1” per 2 points by which caster makes his Thaumaturgy roll; +1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll; +1/2), Usable By Other (+1/4) (15 Active Points); OAF (miniature wooden paddle; -1), Gestures (-1/4), Incantations (-1/4), Only Enhances Target Up To 6" Swimming Speed (-1/2), Requires A Thaumaturgy Roll (-1/2), Spell (-1/2) (total cost: 4) plus +2 with Swimming, Limited Range (5", +1" per 2 points by which caster makes his Thaumaturgy roll; +1/4), Uncontrolled (duration of 1 Minute, +1 Minute per point by which caster makes his Thaumaturgy roll; +1/2) (10 Active Points); OAF (miniature wooden paddle; -1), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (Swimming; -1/2), Requires A Thauma-turgy Roll (-1/2), Spell (-1/2) (total cost: 2). Total cost: 6 points.

 

KAUPAER'S QUICKBLAST

Effect: RKA 1 pip, Trigger, Variable Special Effects

Target/Area Affected: One creature

Casting Time: Half Phase (Attack Action)

Casting Procedures: Focus, Gestures, Incantations

Duration: Instant

Range: 4", +1" per point by which the caster makes his Wizardry roll

Magic Roll Penalty: -1

END Cost: 1

 

Description: A tiny sphere of cold, electricity, or fire speeds from you to the target and deals 1 pip of appropriate energy damage. The spell causes damage based on the kind of energy you select; for example, this is a cold spell if you choose a sphere of cold.

 

You can cast this spell with an instant utterance. Casting the spell is a Zero-Phase Action, and it counts towards whatever magical limits the campaign has regarding maximum spells per round.

 

Game Information: RKA 1 point, Trigger (a quick utterance; requires a Zero Phase Action; +1/4), Variable Special Effects (cold, electricity, or fire; +1/4) (7 Active Points); OAF Expendable (Difficult to obtain; a drop of quicksilver and a blue, yellow, or red glass marble; -1 1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (4", + 1" per point by which the caster makes his Wizardry roll; -1/4), Requires A Wizardry Roll (-1/2), Spell (-1/2). Total cost: 2 points.

 

OPTIONS:

 

1) Stronger Quickblast: Increase to 1/2d6 RKA. 15 Active Points; total cost 4 points.

2) Strongest Quickblast: Increase to 1d6 RKA. 22 Active Points; total cost 5 points.

 

Hero Designer Prefab: SpellsFaerunKaupaerQuick.hdp

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