Showing posts with label New Magic Spells. Show all posts
Showing posts with label New Magic Spells. Show all posts

Friday, February 16, 2018

New Magic Spells: Effigy

EFFIGY

Spell Level: Magic-User, 5th Level
Range: Referee's Discretion
Duration: Permanent

An Effigy, is a copy of a living being, but not an exact duplicate. It does not possess the memories, mannerisms, or skills of the original. It must be taught how to speak, care for itself, and perform tasks, however it will learn at a rate of days, instead of months. Under no circumstances can an Effigy learn to cast spells of any sort.

Effigies are magical constructs, not actual living beings, and will be detected by a Detect Magic spell. The creature will obey its creator, unless it goes insane.

The creation of an Effigy requires a sample taken from the being to be duplicated, and placed within a wax sculpture (or other appropriate process the DM decides upon). The creation will possess nearly similar Statistics as the original, but with a -1 to Intelligence, Wisdom, and Charisma, since they neither possess life experience, or extensive personalities.

For the purposes of combat abilities, treat an Effigy as a generic "monster" with 1 Hit Die per level of the caster above 8th. Their artificial nature improves their armor class by two steps, in or out of ant armor worn. Unarmed, an Effigy has two hand attacks, for 1d6 damage apiece.

Effigies have the uncanny ability to stay absolutely still, appearing as life-like wax statues. When moving, they look, sound, and feel almost indistinguishable from living people. They do not need to eat, drink, breath, or sleep, but imitate such behaviors in an effort to seem normal.

Like similar spells, such as Simulacrum, and Clone, if an Effigy becomes aware of the person it is replicated from, it will become extremely curious about where it comes from, and will desire to search out clues about the original. A high likelihood of insanity is not uncommon, with murder-suicide often resulting.

-----------------------------------------------------

The creation and possession of Effigies is highly illegal in most civilized lands (causing fears of impersonation), but very lucrative in the specialty slave market! 

Friday, February 9, 2018

New Magic Spells: Zero Level Spells I

The following are some zero level spells (Cantrips) for magic-users. This article does not include rules for zero level spells, just a list of such spells.


Ignore

Sometimes called, the "Jedi Mind Trick", by players. The caster creates an aura of disinterest around themselves and those standing close to them. Individuals and ceatures of up to three hit dice, that fail their Save, will lose interest in speaking to the caster and ignore them. This spell lasts for one round (Minute) per level of the caster.

Note: This spell will automatically fail against targets that are trying to activavely kill or capture the caster. Nor will a target ignore the caster if the caster is doing something they shouldn't be doing, like trying to pick a lock or take something that the target is guarding.


Perfect Fit

When cast upon non-magical clothing, footwear, and accessories, the items will permanently alter themselves in shape and size (up to plus or minus 50%) to fit the caster perfectly, or person the caster designates the clothing to fit. Once altered, the items stay that way, unless altered again with another spell.

Unless the DM specifies otherwise, this spell does not affect non-magical armor or weapons.


Fisherman's Friend

When cast on a fishhook or lure, it will attract the attention of any "good-size" fish is in the area. Note that this could in turn then unintentionally attract the attention of any "good-size" predators in the area as well. This spell lasts for 10 rounds (minutes).


Stay Fresh

When cast upon a container, sack, backpack, etc., anything placed within will be kept fresh, and free of pests. Any aromas and whatnot will not escape the container, thus keeping it from attracting critters looking for food. Note that this spell does nothing to keep containers waterproof, or protected from the elements. This spell lasts for one day, per casting.


Hold Water / Waterproof

This spell will make one item waterproof, thus allowing it to hold water, or keep water out. This spell is often cast on clothing and footwear to keep the wearer dry, or cast upon sacks and similar items so they may carry water.  The spell does nothing to make the item stronger, so a cloth sack could still rip if you filled it with too much water. This spell lasts for one day, per casting.


False Purse

When cast, if anyone attempts to pickpocket the caster, they must make a Save of else they will inadvertently filtch the prepared false bait purse/item over any other valuables. Of course, this spell requires a false purse or other target item upon which to cast the spell. This spell lasts for one hour per caster level.


Caught Red Handed

When this spell is cast upon an item, or object, the next living thing to touch it without first speaking the pre-set password, will end up with a completely red hand. This spell lasts for up to one full day, or until it is triggered. The red stain lasts for a full 24 hours after touching the guarded item, and can not be removed without magic or dismissed by the caster. The stain works through gloves. There is no Save.


Water Wings

This spell causes the target to float in water (or other liquids), even if wearing armor. The character effectively floats enough to keep their head above the surface comfortably. This spell lasts one hour per level of the caster. This spell can be cast underwater.


Jam the Door/Lid

A weaker form of Wizard Lock. This spell makes a door or container harder to open. Opening something "jammed" will take effort and time, most likely being a little noisey too.