Prime_Evil
Emperor Mongoose
I've been playing around with a few ideas for common magic spells that simulate some of the powers ascribed to minor spellcasters in fantasy fiction and folklore. I'm also trying to make common magic less combat-oriented - the spell list in the rulebook places a strong emphasis on combat utility (a legacy of the game's RQ ancestry). I'm still working on the spell list, but I thought that I'd post a few preliminary ideas for new spells here to see what people think. I'd appreciate any feedback that people have. When I'm done, I plan to clean up the list and release it as Open Game Content for everyone to enjoy.
Anyway...here are a the first contenders for possible new common magic spells - I'll be posting more as I write them up:
Allure
Duration 5, Magnitude 1, Progressive
For every point of Magnitude of this spell, the caster gains a +10% bonus to her Seduction skill. If the caster does not possess the Seduction advanced skill, she gains it at the base chance for the duration of the spell. The caster cannot increase her Seduction skill by more than +50% by means of this spell. This spell does not empower the caster to seduce NPCs who would not normally be sexually attracted to her.
Blight Crops
Duration Special, Magnitude 1, Progressive, Touch
This spell is a sinister counterpart to the Bless Crops spell known by priests and other divine casters. When cast upon area of cultivated farmland, it reduces the agricultural productivity of the area at the next harvest by -10% for each point of Magnitude. This spell affects an area of one square kilometer per point of Magnitude invested in the spell. Repeated castings of this spell will quickly plunge a typical rural village into famine and it is thus one of the most feared spells in folklore.
Clean
Area (Special), Magnitude 1, Progressive, Ranged
This spell instantly cleans all objects within a room or other area with a radius of one metre per point of magnitude. Everything within the area of effect is cleansed as though it was thoroughly scrubbed or otherwise manually cleaned. Not only are normal dirt and stains removed, but loose objects are stacked in a tidy manner.
Forestwalk
Duration 5, Magnitude 1, Progressive, Ranged
The target of this spell can walk through natural forest, woodlands or jungle at their full movement rate, suffering no penalties for rough terrain. The recipient of the spell can pass through heavy undergrowth with ease. In addition, the target will leave no tracks or other signs of their passage while under the effects of this spell. Even animals find it extremely difficult to follow characters by scent while they are under the effects of the spell. All attempts to use the Track skill to follow a character under the effects of a forestwalk spell suffer a -10% penalty for every point of magnitude invested in the spell.
Note: This replaces the Clear Path spell in my campaign.
Kiss of Weakness
Duration 5, Magnitude 1, Progressive, Touch, Resist (Persistence)
For every point of Magnitude invested in this spell, the target temporarily loses one point of STR. In order to trigger the spell, the caster must engage the target in a passionate kiss. Strength lost through this spell returns at a rate of one point per round once the spell's duration expires.
Lethargy
Duration 5, Magnitude 1, Ranged, Resist (Persistence)
This spell causes the target to gain the Fatigued condition. If the target is already fatigued, he gains the Exhausted condition instead. If the target is already exhausted, he immediately falls into a deep natural slumber for the duration of the spell.
Summon Mist
Area (Special), Duration 5, Magnitude 1, Progressive
This spell summons a dense mist with a radius of ten metres per point of Magnitude. Within the enchanted mist, visibility is greatly reduced and sounds are muffled. Objects more than a meter away gain the benefit of partial concealment (+20% to Stealth and Evade) and objects more than 3 meters away cannot be detected at all. Characters moving within the mist must make a Perception roll each round or become hopelessly lost, moving in a direction randomly determined by the GM. Spellcasters can use the Second Sight spell to gain temporary immunity to the effects of the enchanted mist.
Anyway...here are a the first contenders for possible new common magic spells - I'll be posting more as I write them up:
Allure
Duration 5, Magnitude 1, Progressive
For every point of Magnitude of this spell, the caster gains a +10% bonus to her Seduction skill. If the caster does not possess the Seduction advanced skill, she gains it at the base chance for the duration of the spell. The caster cannot increase her Seduction skill by more than +50% by means of this spell. This spell does not empower the caster to seduce NPCs who would not normally be sexually attracted to her.
Blight Crops
Duration Special, Magnitude 1, Progressive, Touch
This spell is a sinister counterpart to the Bless Crops spell known by priests and other divine casters. When cast upon area of cultivated farmland, it reduces the agricultural productivity of the area at the next harvest by -10% for each point of Magnitude. This spell affects an area of one square kilometer per point of Magnitude invested in the spell. Repeated castings of this spell will quickly plunge a typical rural village into famine and it is thus one of the most feared spells in folklore.
Clean
Area (Special), Magnitude 1, Progressive, Ranged
This spell instantly cleans all objects within a room or other area with a radius of one metre per point of magnitude. Everything within the area of effect is cleansed as though it was thoroughly scrubbed or otherwise manually cleaned. Not only are normal dirt and stains removed, but loose objects are stacked in a tidy manner.
Forestwalk
Duration 5, Magnitude 1, Progressive, Ranged
The target of this spell can walk through natural forest, woodlands or jungle at their full movement rate, suffering no penalties for rough terrain. The recipient of the spell can pass through heavy undergrowth with ease. In addition, the target will leave no tracks or other signs of their passage while under the effects of this spell. Even animals find it extremely difficult to follow characters by scent while they are under the effects of the spell. All attempts to use the Track skill to follow a character under the effects of a forestwalk spell suffer a -10% penalty for every point of magnitude invested in the spell.
Note: This replaces the Clear Path spell in my campaign.
Kiss of Weakness
Duration 5, Magnitude 1, Progressive, Touch, Resist (Persistence)
For every point of Magnitude invested in this spell, the target temporarily loses one point of STR. In order to trigger the spell, the caster must engage the target in a passionate kiss. Strength lost through this spell returns at a rate of one point per round once the spell's duration expires.
Lethargy
Duration 5, Magnitude 1, Ranged, Resist (Persistence)
This spell causes the target to gain the Fatigued condition. If the target is already fatigued, he gains the Exhausted condition instead. If the target is already exhausted, he immediately falls into a deep natural slumber for the duration of the spell.
Summon Mist
Area (Special), Duration 5, Magnitude 1, Progressive
This spell summons a dense mist with a radius of ten metres per point of Magnitude. Within the enchanted mist, visibility is greatly reduced and sounds are muffled. Objects more than a meter away gain the benefit of partial concealment (+20% to Stealth and Evade) and objects more than 3 meters away cannot be detected at all. Characters moving within the mist must make a Perception roll each round or become hopelessly lost, moving in a direction randomly determined by the GM. Spellcasters can use the Second Sight spell to gain temporary immunity to the effects of the enchanted mist.