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T O P I C    R E V I E W
Kajehase Posted - 26 Sep 2005 : 14:42:35
So, I was doing my normal morning-routine of getting soaked while providing people with their morning paper, when the rather ridiucolous idea of coming up with a bunch of spells named after James Bond-movies popped into my head. So without further ado - here's what I've come up with so far. (Oh, and any sages or scribes more at home with the game mechanics than me are very welcome to suggest which spell-level they should be.

GOLDFINGER(S)
Transmutation
Level: ?
Components: V, S, M
Casting Time: ? (Was thinking 1 standard action but I'll leave it open for now.)
Range: Personal
Target: You
Duration: 2 rounds/level or until dispelled.

You cause the fingers on one of your hands to turn to gold for the duration of the spell, making your unarmed attacks deal 1d6 bludgeoning damage (like a masterwork light mace).
You cannot use this hand for spellcasting or carrying items/weapons during the spell's duration, so if you're holding something in the other hand, as well, you may not cast spells with a somatic component during the spell's duration.
Material Component 20 gold pieces (coins).

THUNDERBALL
Evocation [electricity, sonic]
Level: ?
Components: V, S, M
Casting Time: 2 standard actions (once again, open for discussion)
Range: Medium (100 ft + 10 ft/level) (input appreciated).
Area: 100 ft + 10 ft/level line, and 100-ft cone.
Duration: Instantaneous
Saving Throw: Reflex half, reflex half (have your say, I'm really not sure about how these work against spells - the lack of a gaming group showing itself)
Spell Resistance: Yes and None.

Your spell creates a black cloud in a roughly spherical shape that you can direct to an object/being/space within the spell's reach where it impacts with the target and deasls 1d6 electricity damage per caster level (maximum 10d6), as well as 1d4 sonic damage per caster level (maximimum 10d4). (Reflex saves made separately for each damage-type, success halves the damage).
In addition everyone within the area of the sonic part of the spell-effect, a 100-ft cone, need to make a successful Reflex save of be knocked prone, and furthermore make a Will save or be deafened. The sonic part of the spell's effect does not function if the spell is cast into an area of silence.

Okay, so they're not the work of a professional, or even very well though through, but I was [whine]soaked and dead tired when I came up with them. Give me a break for Azuth's sake![/whine]
10   L A T E S T    R E P L I E S    (Newest First)
Arivia Posted - 08 Oct 2005 : 19:29:16
quote:
Originally posted by Wooly Rupert

Another idea for the "You only live twice" spell: a spell that basically takes away some of your hit points, which cannot be healed or recovered in any way. When you drop beneath 0 hit points, the lost hit points return, bringing you back to above 0.





That was almost what I was thinking of for Die Another Day...one of two things:
A)Casting Time: 1 immediate action
Duration: 1 round
If you would die, instead you are at 0 hp.
B)Casting Time: 1 immediate action
Duration: 1 round
As death ward.
Wooly Rupert Posted - 08 Oct 2005 : 18:48:54
Another idea for the "You only live twice" spell: a spell that basically takes away some of your hit points, which cannot be healed or recovered in any way. When you drop beneath 0 hit points, the lost hit points return, bringing you back to above 0.

Kajehase Posted - 08 Oct 2005 : 15:22:22
*takes a bow* My great thanks, Lady Arivia, the game-mechanics for how spells work is something I am having severe difficulty wrapping my head around, so your help is much appreciated (The brain is a strange thing, I can comprehend the fine points in the christian theological debates of the first millenium AD, but D&D spell-mechanics...)
Thelonius Posted - 08 Oct 2005 : 12:12:05
Goldeneye
School:adivination(obviusly)
Duration:2 hours
Level:5

description:
it works like a detect invisibility, detect trap, detect hiden door spell. But with the feature that when you use it on living beings a magical beam is shot (like an Agannazzar flame spell) to the target doing it damage equal to the level of the caster.
Arivia Posted - 08 Oct 2005 : 11:28:00
quote:
Originally posted by Kajehase
GOLDFINGER(S)
Transmutation
Level: ?
Components: V, S, M
Casting Time: ? (Was thinking 1 standard action but I'll leave it open for now.)
Range: Personal
Target: You
Duration: 2 rounds/level or until dispelled.

You cause the fingers on one of your hands to turn to gold for the duration of the spell, making your unarmed attacks deal 1d6 bludgeoning damage (like a masterwork light mace).
You cannot use this hand for spellcasting or carrying items/weapons during the spell's duration, so if you're holding something in the other hand, as well, you may not cast spells with a somatic component during the spell's duration.
Material Component 20 gold pieces (coins).

Level: Wiz/Sor 3
Casting Time: 1 standard action is good.
Duration: You don't need to include the until dispelled text; this is assumed in the 3e spell block format.
quote:
THUNDERBALL
Evocation [electricity, sonic]
Level: ?
Components: V, S, M
Casting Time: 2 standard actions (once again, open for discussion)
Range: Medium (100 ft + 10 ft/level) (input appreciated).
Area: 100 ft + 10 ft/level line, and 100-ft cone.
Duration: Instantaneous
Saving Throw: Reflex half, reflex half (have your say, I'm really not sure about how these work against spells - the lack of a gaming group showing itself)
Spell Resistance: Yes and None.

Your spell creates a black cloud in a roughly spherical shape that you can direct to an object/being/space within the spell's reach where it impacts with the target and deasls 1d6 electricity damage per caster level (maximum 10d6), as well as 1d4 sonic damage per caster level (maximimum 10d4). (Reflex saves made separately for each damage-type, success halves the damage).
In addition everyone within the area of the sonic part of the spell-effect, a 100-ft cone, need to make a successful Reflex save of be knocked prone, and furthermore make a Will save or be deafened. The sonic part of the spell's effect does not function if the spell is cast into an area of silence.

Caster Level: Sor/Wiz 6
Casting Time: It can't have a casting time of two standard actions-there's no support for such a casting time in the game's rules. It opens up a host of timing issues and such. I suggest a casting time of 1 round.
Saving Throws: Just write see text and be done with it.

quote:
Originally posted by Chosen of Bane

LICENSE TO KILL
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

You gain temporary, intuitive insight into the immediate future during your next attack. If you study your opponent for 3 consecuive rounds without being noticed, your next single attack roll functions like an assassins death attack. The victim must make a fortitude save (DC 10 + Wiz/Sor level + INT modifier) in order to survive the attack.





Two things: A) A spell that takes 4 rounds to cast and an attack(essentially five rounds)+a save doesn't need to be sixth level-maybe fourth.
B) How can they notice you? You'll need to define that, too.

quote:
Originally posted by Talanfir Swiftfeet

You only live twice could be a resurrection kind of spell or a necromancy


You Only Live Twice
Conjuration(healing)
Level: Clr 4
Components: V,S,DF

As raise dead, except that the newly revived creature cannot be returned to life by any method short of divine interaction the next time they die.
Talanfir Swiftfeet Posted - 27 Sep 2005 : 06:40:19
You only live twice could be a resurrection kind of spell or a necromancy

Live and let die a necromancy spell

Die another day Your spirit will become stronger and you can not die for one day. lethal blows will only incapasitate you (can be healed).

sorry I can't do the stats. don't know how
Mkhaiwati Posted - 27 Sep 2005 : 04:45:29
hmmm... actually there would also be an Octu***** spell. I suppose it could create a multi-tentacled, er.. multi- uhhmm....

Okay, how about a Dr. No spell?

Dr. No
Divination
Cleric 1, Druid 1, Bard 1, whoever wants it 1
Components: V,S
Casting Time: 1 standard action
Range: Personal
Target: you

You gain temporary insight in what not to do in a heal skill check. You gain a +10 to the immediate Heal check, unless you choose otherwise. Choosing otherwise causes harm (1d6) to the person, unless they are in negatives already, then they are dead.
KnightErrantJR Posted - 27 Sep 2005 : 00:59:50
I so want to detail a ***** Galore spell, and yet I feel all dirty for even thinking of it. I have to go and get an atonement spell cast now . . .
Chosen of Bane Posted - 26 Sep 2005 : 15:11:50
LICENSE TO KILL
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

You gain temporary, intuitive insight into the immediate future during your next attack. If you study your opponent for 3 consecuive rounds without being noticed, your next single attack roll functions like an assassins death attack. The victim must make a fortitude save (DC 10 + Wiz/Sor level + INT modifier) in order to survive the attack.

Kajehase Posted - 26 Sep 2005 : 14:52:58
So, anyone got any ideas for further spells on this theme? [RedSummon Q[/Red] perhaps: "You summon an old man with an attidude problem that provides you with just the gadgets needed to survive your upcoming adventures." (Gotta be an epic spell, that.)

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