Nasty Spells

Basically to (A)D&D, but it can be useful to any other magic system.

 

Change to Zombie M3: destroy the life, but the look and the mind remains. the victim slowly realize something had happened to him. The zombie keeps his abilities, cannot feel pain, hunger, cannot breathe.

Life Drain M4: works with the parameters of the fireball but the damage is life draining (HP loss).

Acid Bomb M3: in 3 meter radius the damage is 1hp/level + 3d4 acid. The acid damage continues for level/3 rounds causing 2d4 hp loss in every round. From 3 to 6 meters the damage is halved.

Turn to Spectre M2 or 3: If the victim died in 7 days and makes a successful saving throw against magic (polymorph) he turns to a Spectre. In this case the wisdom mental modifiers and the necromantic specialization bonus may increase or decrease the chance depending on the victim's will. Versions of the spell turn the person to other kind of undeads.
The wizards are feared because of they may come back to get revenge on their murders.

Mass Suicide M6: The caster must know the victims' language. Beings over the 4th level may throw saving roll.

Smoke Aura M2: the cloud follows and choke the victim. The drug cloud is nastier.

Swarm M2: 8-10 bite of (greater) hornets are deadly to the humans.

Magic Swarm M2: duration: 2 round/ level, damage is 1d2/round. Fire and smoke cannot affect the spell.

Infector M3: infects others but he does not get the illness.

Fog Trick M3: creates a fog in which the caster is able to see. He can pick other 1/ 2 level person to see through the fog, too.

Controlled Dreams M2: you detemine the victim's dreams including all of his actions and results. If died in dreams he wake up instantly. Ideal spell for fake divinations.

Magic Charm M2: +2d4 Charisma points like the Strength spell.

Pain M2: stun damage for one hour. 1d4/level, max 12d4

Break Hand/Foot (Smashing Hand) (Ars Magica)

Aging M2: 1d10+5 years. Children stop in growing up.

Heat Metal P2: <exists in AD&D but not in all games>

Marsh M3: changes the earth in 6 meter radius to a 3 meter deep marsh. Range: 60 + 10m/lvl. M5: radius is 15 meter.

 

Trick magic

Illusion Look M2: victim seems to be an illusion.

Spectre Look M2: victim seems to be a spectre.

Trace light M2: lights one opponent's footprints, only the caster can see them (Vampire).

Magic Materials M1: Creates any kind of tools from seeable magical materials.

Susceptibility of a Child M2: quick learning.

Stimulation M1: Motivates the body to heal wounds and illnesses or to remain sick. It can doubles the natural healing speed. The mental version of the spell raise doubts, and give suggestions. The effect is very little like a cantrip the victim does not have to follow the instructions. The mage should repeat the spell to bigger results. The only benefit the effect is not magical, the victim decides, what he does with his thoughts.

Taking skills M3: Caster borrows one skill from the target. He loses his ability for the duration.

Detect Weaknesses M3: it detects every physical, mental, supernatural, magical etc. flaws.

Rage M2: Victim attacks a choosed person or item. Advanced Taunt.

Silent question M3: The wizard can ask a mute question to somebody and he is able to feel the answer. You should ask questions directly to something. "What will the victim do if" type questions are seldom punctual. (Ars Magica)

Animal mind M4: The target's mind changes like a choosed one of an animal. (Ars Magica)

 

Created: Oct 11, 2002
Last modified: Sep 6, 2004

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