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Re: [CONAN] GM's Closet

Posted: Sun Nov 04, 2018 3:29 am
by Supplement Four
Fantastic Spell: ILL-FORTUNE



What's neat about this spell is that the victim may not know that he is being affected by it. Look at the rules for determining curses on page 242 of the core rulebook.

This spell lays a -2 modifier on the victim for a month. This penalty applies to all attack throws, saving rolls, and ability/skill checks.

In order to keep it secret, the GM must apply the modifier without alerting the player, if the target is a player character.

Casting time is one standard action. Range is Evil Eye, Touch, or Magical Link. So, if you can get a piece of the victim's clothing or a strand of hair, the sorcerer can use that Magical Link in order to cast the spell. The component is Verbal only.

A 1st level Sorcerer could conceivably use this spell if he had access to the spell and Lesser Ill-Fortune.

Of course, the Lesser version of the spell is easier and convey's a -1 modifier.

Re: [CONAN] GM's Closet

Posted: Sun Nov 04, 2018 3:37 am
by Supplement Four
Fantastic Spell: NOT THIS HOUR


The downside to using this spell is that it requires that all remaining power points must be used. So, the sorcerer won't be casting any spells after casting this.

The upside is that this spell can save a sorcerer's life.

Casting time is immediate, so it takes a blink of an eye to cast. Component is Verbal, so think of a quick, probably one syllable word to use for that.

When the spell is cast, the character receives 1d6 Hit Points for every Power Point spent. The spell lasts for just that one round, but any damage taken to the character comes off the bonus Hit Points first.



This is another spell where the sorcerer can screw with the mind of his opponent. A foe attacks and hits, yet no damage appears on the sorcerer (because of the extra hit points). A crafty sorcerer can use that to his advantage, trying to make his foe think that the sorcerer is invincible.

Great spell to throw if the sorcerer is running away, too, and might trigger an Attack of Opportunity.

Re: [CONAN] GM's Closet

Posted: Sun Nov 04, 2018 3:49 am
by Supplement Four
Fantastic Spell: PSYCHOMETRY



This spell was seen on one of Howard's stories, The Hour of the Dragon.

This is a great spell for a GM to have in his game. If he knows that a player-sorcerer has this spell, the GM can really make the outcome spectacular and fun.

The spell allows the sorcerer to follow or tell something about a target after casting the spell on an object that was touched previously by the victim.

In Hour of the Dragon, tracking showed were a fight took place on the sands, and blood could be seen. From this, the sorcerer was able to tell that King Conan still lived, and that he had traveled southward on a ship.

The spell takes only a standard action to cast, but gaining information from the spell takes 10 minutes plus 1 minutes per level--with the sorcerer gaining generic to specific information each minute.

See the spell for complete rules. Page 247 of the core rulebook.

I think that this can be a dynamite spell that will add a lot of flavor to the game if the GM uses it appropriately in his game.

Re: [CONAN] GM's Closet

Posted: Sun Nov 04, 2018 3:49 am
by Supplement Four
Fantastic Spell: PSYCHOMETRY



This spell was seen on one of Howard's stories, The Hour of the Dragon.

This is a great spell for a GM to have in his game. If he knows that a player-sorcerer has this spell, the GM can really make the outcome spectacular and fun.

The spell allows the sorcerer to follow or tell something about a target after casting the spell on an object that was touched previously by the victim.

In Hour of the Dragon, tracking showed were a fight took place on the sands, and blood could be seen. From this, the sorcerer was able to tell that King Conan still lived, and that he had traveled southward on a ship.

The spell takes only a standard action to cast, but gaining information from the spell takes 10 minutes plus 1 minutes per level--with the sorcerer gaining generic to specific information each minute.

See the spell for complete rules. Page 247 of the core rulebook.

I think that this can be a dynamite spell that will add a lot of flavor to the game if the GM uses it appropriately in his game.

Re: [CONAN] GM's Closet

Posted: Sun Nov 04, 2018 5:18 am
by Supplement Four
Fantastic Spell: ENTRANCE



This is not a real spell. It is hypnotism being used. It requires no power points. In fact, this may be the "spell" that Thulsa Doom used to chop off the head of Conan's mother in the 1982 movie, Conan The Barbarian.

Remember how Thulsa just stared at Conan's mother?

Image



Image



The first part of Thulsa Doom's staring could be the power boost gained by concentration as described by the spell.

I say "could", because I'm not sure that this is the spell that Doom used. First off, the spell in the book requires a material component, and Doom used no component other than to just stare at his target. Maybe, the master sorcerer has learned a new way to cast the spell without any component needed.

Also, Conan's mother might be flat footed while entranced.

I'm guessing that Doom knows an alternate or improved version of this spell.

The rest of the spell describes exactly what happens in the film. The sorcerer concentrates on his victim, and as he concentrates, the target cannot take any actions.

Even if using the required component, this is a great spell to use. If successful, it renders your unable to act unless attacked.





Note that Terrible Fascination is a similar spell that can affect all in a 10 foot radius of the caster.

Re: [CONAN] GM's Closet

Posted: Sun Nov 04, 2018 5:31 am
by Supplement Four
Fantastic Spell: HYPNOTIC SUGGESTION


This spell is a true spell as it requires 1 Power Point. Components are Verbal and Somatic. Duration is 10 minutes plus one minute per level.

In the hands of a creative player, this can be one incredible spell. For example, the suggestion could be to sleep, if the sorcerer can make this action reasonable to the target.

The spell is versatile, too, in that it can be used, instead, to create illusions for the target.

Re: [CONAN] GM's Closet

Posted: Thu Nov 08, 2018 1:01 am
by Supplement Four
Spell IDEA: SPELLCAUGHT



In Robert Jordan's excellent Conan book, Conan The Invincible, the sorcerer Amanar uses a spell on his slaves to keep them from escaping.

Velita, the dancing girl, explains to Conan that she cannot escape with Conan because of the spell. She says that she had tried to escape once, and she found her feet taking her to Amanar, involuntarily telling him what she had tried to do.

Another time, she tried to kill herself, but when the tip of the dagger touched her breast, she found her arms to become locked like iron. She couldn't move her own muscles in order to impale herself.

Conan figures that the spell will fail if he kills Amanar, which shows us that Conan knows the sorcery Rule of Impermanence from the RPG!



I haven't put any thought into how to cast this spell. The actual casting is not shown in the book. My feeling that the material component is at least Verbal, probably Somatic, and I'm thinking a Magical Link (such as a strand of the slave's hair) as the Spell Range.

I don't know how many Power Points would be required. Your thoughts?

Casting Time?

Re: [CONAN] GM's Closet

Posted: Fri Nov 16, 2018 4:40 pm
by Supplement Four
Spell Idea: GEAS



This spell is actually named in the novel, Conan The Invincible. The geas spell compels a captive to tell the sorcerer if the captive sees or speaks to Conan. I'm sure that the sorcerer can use the spell for different instructions.

Amanar, the sorcerer, said that the captive was crying and begging to be killed rather than be compelled to betray Conan, but betray him she did because of the spell.

This spell may be the same spell mentioned above referred to as "spell caught".

I would guess a magical link is needed for this spell, like a strand of hair. Certainly a Verbal component, too.