Bespoke Mage, Druid & Paladin Spells

 


Glofeyne Spells

(To add to the standard lists)

odysseusosborne@gmail.com

These were written down decades ago and were recently dug-up from my files. Dates from perhaps 2000-2004 or maybe a little earlier. No doubt some might have already been independently created by others, I’m not up with anything beyond 2.5 Edition. Hope they are useful!


Resurrect Dragon, Fey Being, Monster or Animal (Necromancy)

Status: Incipient

Level: 7 Druid

Range: 0

Components: V,S,M

Duration: Permanent

Casting Time: 1 overnight ritual, ending at sunrise.

Area of Effect: One dragon/fey/monster or animal corpse

Saving Throw: Nil.

Creator: Glock Osborne

This is the druids power spell for the resurrection of things non-human. It works on Elves too as they have a link to the fey. There’s only a 50% chance of it working on a half-elf. Material components are: a fire made from fire crystals, a crown feather from a phoenix and a gem of 500gps value per level/HD of the creature.


Change Dragon (Alteration)

Status: Incipient

Level: 7 Druid

Range: 0

Components: V,S,M

Duration: Permanent

Casting Time: 1 turn.

Area of Effect: One dragon

Saving Throw: Nil if agreed, negated if used offensively.

Creator: Glock Osborne

Polymorphs a dragon from one colour/type into the shape, intellect and alignment of another. The body change is nearly instant, apart from the eyes which change when the alignment and mind of the dragon changes, which is one day per point of intelligence. The Druid can chose the final type of dragon, stated at the beginning of the spell. A dragon can only take three such transformations in its life time before it becomes mad and slaughters itself in a frenzy of destruction. 

 

Sense - Potency (Necromancy)

Status: Active

Level: 1 Druid

Range: 30yds + 10yds per level.

Components: V,S

Duration: 1 round per level

Casting Time: 3 segs.

Area of Effect: 30yds sphere + 10yds per level

Saving Throw: Special

Creator: Glock Osborne

The druid can use this to sense the potential for respawn. It will also validate the operation of a respawn site in respawn activity. It might also tell the druid (if the druid passes his save) the type of being/beast that can respawn. This allows enough detail to enable a choice to be made. Sensing potency doesn't actuate potency. That's what the higher level Respawn -Potency spell is for.


Respawn - Potency (Necromancy)

Status: Active

Level: 4 Druid

Range: Special

Components: V,S,M

Duration: Permanent

Casting Time: 1 hour.

Area of Effect: One DM designated respawn area.

Saving Throw: Nil

Creator: Glock Osborne

Adventure dungeon areas can be designated as monster re-spawn zones. These take a day to re-spawn usually, but in some areas, re-spawn can happen hourly depending on the severity of the region. Areas outside of town walls but within demesne are usually re-spawned once per month at a low rate, perhaps 10% so that by the end of a full year, the monsters have recovered. Wilderness areas might re-spawn at 25% per month and dungeons might full re-spawn overnight provided no adventurers are within. If they are, it might have a timing of about 33% per night. The nature of the re-spawn is that the world as a whole regenerates and the biosphere of the world is part of that greater whole. For special monsters, with duties specific to an important quest, the monster doesn’t regenerate. They drop items once and they are gone from that characters existence as an enemy. Such monsters have an Incarnum Gem at their core and the rules of souls should be obeyed, despite it being filled with negative energy. This is an arbitrary thing for the referee, though only a druid with access to the Sense Potency spell can get the regions data correct. Respawn monsters have no incarnum soul gem. A Green Druid can force a respawn of natural and fantastic NON-SPECIAL monsters in an area of 100 yards radius per level using the Activate Potency spell. A Necromancer can do similar for undead. Elves, dwarves, humans and other high races do not respawn and are not effected by such spells. Village boundaries are barely marked ever, but town boundaries, at minimum a fence or ditch or bank signify an area where Activate Potency doesn’t work. Druids have power over the wilderness, not the city.


Naturalise (Alteration)

Status: Active

Level: 7 Druid

Range: Touch

Components: V,S

Duration: Permanent, Special

Casting Time: 1 round.

Area of Effect: One DM designated object or creature.

Saving Throw: Special.

Creator: Glock Osborne

This spell takes non-normal, such as extra planar or magical, substance or object, and turns it into a home planar item (from the prime material, of the world the druid calls home). This changes the intrinsic signature of the substance or object, in turn alignment and extrapalanar qualities that cause imbalance or harm to the druids home world, or even local environment, are potentially compromised and rewritable. A magical wall might be made permanent and 'real'; a magical evil sword might become a neutral sword, or an extra-planar being such as a Djinn or Efretti might be forced to adopt a physical home-world shape that realigns some arbitrary factors the DM might apply. So a demon causing havoc in the forest might irk the druids who order his naturalisation; the touch is made and the demon becomes compromised. The druid decides that this 'touch' is to reassign the demon's homeplane to the druids world, the demon becomes 'earthbound'; banishing him will not expel him to an infernal realm but to the druids world. This then redesignates the demon an enchanted creature. The next touch will change the demon's designation to non-magical beast, whence any Druid can manage by right. These stages will potentially strip the demon of infernal powers, magical powers and then cause the demon to be vulnerable to dominion of the druids. Alignment changes are also possible. With an illusion, it is merely an illusion and cannot normally be made real, however, should the illusion be made permanant by the mage that cast it, then the illusion can be natualised into a real creature or object.


Wood to Bronze (Alteration)

Status: Active

Level: 3 Druid. 5 Druid,

Range: Touch

Components: V,S,M

Duration: Permanent

Casting Time: 1 round.

Area of Effect: One DM designated object.

Saving Throw: Nil.

Creator: Glock Osborne

Converts any item (5lbs per level of the druid) from wood to bronze. This includes shaped wooden items, that can be used with increased durability. Bear in mind that objects will be that much heavier. As a 5th level spell, this allows the wood to be transformed to Earthbronze (see metals). Typically, someone with elaborate woodcarving skills can form magnificent items from balsa, then turn it into bronze for a truly astonishing unique item.


Palisade / Bridge (Alteration)

Status: Active

Level: 6 Druid.

Range: 10 yds per level

Components: V,S,M

Duration: 1 hour per level.

Casting Time: 3 segments.

Area of Effect: 20ft x 30ft per level of caster, or as bridge 10ft x 60ft.

Saving Throw: Nil.

Creator: Glock Osborne

This may fill a cave entrance as shutters, or create a palisade across a crevasse mouth. It can form an allured palisade or even simply plank up a large window. Nails and ropes that keep the wall structurally included. If cast as a bridge, it forms a sturdy arched bridge made with simple but precise design. 600 square foot per level is covered, so a bridge could be made that's merely a single log wide 2ft, arched and fixed to span a 1200ft gap over a ravine. The wall of wood can hold back an attacking force when used as a wall. But when the duration is up, the bridge collapses and then over the next few days, disintegrates into rotten dust.


Detect Feyway (Divination)

Status: Active

Level: 2 Druid.

Range: Caster

Components: V,S

Duration: Instant.

Casting Time: 1 round.

Area of Effect: 1 mile per level.

Saving Throw: Nil.

Creator: Glock Osborne

When cast, allows the druid to locate the direction and distance of any portals to the Fey roads. They might get a brief, vague vision of any major defining features to look out for. Normally druids know the location of most feyways, but when travelling unknown territories, the spell can become very helpful. The ability to recognise each guardian creature at each portal is conveyed.

Other Druid Spells for development?

Druids get enhanced Rock to Mud, Mud to Rock and Mud-shape spells, ability to create ‘Nature Zones’, which have beneficient/detrimental effects on a large scale. Can charge any natural animal with poisonous claws/sting and even in some cases, an electrical defence. Also, create Bioluminescence Spell, causes blue/green/purple/orange light emanations in other creatures.


Mage Spells


Hypercontingency (Evocation)

Status: Incipient

Level: 9

Range: 10ft

Components: V,S,M

Duration: Instant, can be on a timed delay or a trigger.

Casting Time: 1 Turn

Area of Effect: One target.

Saving Throw: Sv v spell for hostile targets, success negates.

Creator: Glock Osborne

As 6th level contingency, but with a target other than the caster. This opens up many possibilities for the PC casters as well as scenario’s for the DM. Consider that the contingent spells activate if a course of action is taken, or not taken. Can be mixed with charms to make sure all sorts of things happen, or don’t happen. This also, with ‘Enchant Item’ can then be used to recharge items automatically or even activate powers upon/within magical items.

Note down the effects of this incipient spell and any interactions that might arise.


Sanguineocularum (Divination)

Status: Incipient

Level: 3

Range: 10ft +5ft per level of the caster

Components: V,S,M

Duration: Instant, but 1 segment for each level of the caster.

Casting Time: 3 segments.

Area of Effect: One blood pool.

Saving Throw: Nil.

Creator: Glock Osborne

Cast upon the blood of a slain corpse of a creature, this spell creates a hologramatic ghost of the creature to who the blood belonged and animates the image to pursue the pathway of the creature in the segments before death, showing how the creature died, without showing the being that caused the death. A dragon smoking a knight would not be shown, but the flames from the dragons snout would be. The creature from which the blood is used must be dead, and the blood must be less than three days old. The blood is consumed entirely in the spell.


Pants (Cantrip)

Range: 3ft per level

Components: V, S

Duration: Instant

Casting Time: 1 segment

Area of Effect: One Target

Saving Throw: None

Created by: Glock Osborne

By means of this spell, the wizard is able to burst the belt, bracers or strings of any one victims pants which then fall down as far as possible, causing them to be immobilised from leg based movement. This also causes a wisdom check for lawful victims who might panic and want to flee. Victims loose all dexterity AC bonuses and movement is reduced to 1.

Only those with pants are affected.


Tyrac’s Transportation (Alteration)

Status: Incipient

Level: 5

Range: 10 miles per level

Components: V,S,M

Duration: Instant, can be on a timed delay or a trigger.

Casting Time: 3 segs

Area of Effect: One stone golem, stone statue or gargoyle, or Earth/Stone elemental.

Saving Throw: Sv v spell for hostile targets, negates.

Creator: Glock Osborne

Used by Tyrac to move his constructor golems and guardian gargoyles across great distances via the elemental plane of earth, the caster can prime the spell to act instantly, on a times delay, or by the activation of a physical or other spell trigger. This makes it very easy for the manipulation of automatons and also their direction over great distances. The mass of the golem is critical, it can only be a maximum of twenty feet tall, five feet wide and five feet deep. The stone could be light sandstone, heavy marble or even a mixture of stone and metal if the golem/statue is one contiguous piece. Golems fully made from metal cannot travel by this spell as metals are not ubiquitous like stone. This spell can be stacked three times, creating waypoint travel where a golem could be sent to a location, undertake a specific purpose and then, when achieving it, be returned by another trigger. Golems may take iron, steel, bronze or other tools with them without a problem however they must be within the golems shell.


Tyrac’s Commanding Cascade (Enchantment/Charm)

Status: Incipient

Level: 5

Range: 10ft per level

Components: V,S, M

Duration: Instant

Casting Time: 1 round per level of complexity.

Area of Effect: One stone golem, stone gargoyle, or Earth/Stone elemental.

Saving Throw: Sv v spell for hostile targets, negates.

Creator: Glock Osborne

There are two main versions of this spell: Implicit and Explicit. Implicit leaves something to random chance, the command “search for granite and prepare” means the golem might use very limited programmed intelligence to seek out granite and to prepare them into usable blocks, again, might be of different sizes. Explicit commands are detailed very highly and the golem being programmed will not deviate from the pathway, it is robotic and only going to stop IF its explicit commands say something like “if attacked, defend self, eliminate threat, then return to previous process”. There are many moral problems with using remote golems and gargoyles through commanding spells. What if a harmless child throws a pebble at the work golem? Watertight commands are important and take time to develop. Each command is a level of complexity, so long drawn out instructions take a lot longer to complete.


Teleport Lockbox (Enchantment/)

Level: 5

Components: VSM

Range: Dictated by key location

Casting Time: instantaneous

Duration: permanent

Saving Throw: N/a

Area of Effect: 6" x 6" x 6" + 1" per level

Imagined by: G Osborne | Glofeyne Campaign

Status: Incipient

Explanation/Description: A key is distributed by whatever means, when the key is cranked in the air, the box is teleported from the original location to the key holder with whatever is inside. Used by mage colleges to allocate funds and rare components to their members when they are on field missions. Anything can be placed inside if it fits. Owning double keys means the chest, box or case can be called back with return mail or empty if so desired. The boxes are usually lead lined preventing x-ray vision for privacy sake.

Mancaryn’s Spell Sensor (Divination)

Status: Incipient

Level: 6

Range: 0

Components: V,S,M

Duration: 1 hour per level.

Casting Time: 3 Turns.

Area of Effect: 100yds + 10yds per level, Sphere.

Saving Throw: Sv v spell, minus 3.

Creator: Glock Osborne

Any spells cast within the area of effect trigger the spell sensor and notify the caster of the type and level of the spell. It reports in also with a spell trigger, which can then be used to trigger sequences of spells. Any spell caster entering the sphere of the sensor needs to make a save versus spell minus three, if he succeeds then the caster can make his spell without the sensor reporting in the information. This happens for each time a spell under level six is cast.


Tyrial’s Telepurge (Abjuration)

Reversible

Status: Incipient

Level: 6

Range: 0

Components: V,S,M

Duration: 1 hour per level.

Casting Time: 3 Turns.

Area of Effect: 10yds + 10yds per level, Sphere.

Saving Throw: Nil.

Creator: Glock Osborne

Secures and area from being invaded via teleportation using wizards. It makes the memory of the area very fuzzy, so much as to make the casting wizard refuse to make the attempt. Should the teleporting wizard make the attempt anyway, he needs to make a save v spell and if he passes, he gets teleported to the perimeter of the Telepurge spell. If he fails, he teleports to a random location that best matches his image of the destination, but it will be a different place within the range of the spell. Using a wish spell to empower this will make the Telepurge permanent. The reversed spell, works the same way but stops teleports going out of the area of control. This spell works on wizardly relocation spells of every sort and also clerical spells of 5th level and under. Magical items that do not rely on the casters mind to make a mental picture of the destination are unaffected by Telepurge.


Tachyr’s Interplanar Space-Time Anchor (Chronomancy)

Level: 9

Range: 0

Components: V, S, M

Duration: Special

Casting Time: 1 Turn

Area of Effect: 1 recipient

Saving Throw: None

Author: Glock Osborne

The space-time anchor is effective on one recipient and their equipment. Each item is individually, indelibly marked with a small ‘Wizard Mark’ personalized to both the caster and the recipient. It is possible to identify certain qualities of both from interpreting the anchor mark with a gem of true seeing. The ‘Space-time Anchor’ cannot be deleted nor changed by anyone lesser in level than the mage who cast it. The higher the mage, the more secure the anchor point. Any extra-dimensional travel, or planar is affected. When the person returns to the place they received the anchor, only 1d4 minutes will have passed. This means hundreds of years may pass on the other world, or many less than the anchor point, time will be normalized to the point of the anchor’s casting. All intervening years spent on the alternative plane will be remembered, experience gained kept, treasure gained or lost, maintained. This potent spell is very expensive, with 1,000gps in gold coins being expent and consumed in the process per level of the recipient. It is also a 9th level spell, castable only by a Wizard of 18th level or higher. Very few wizards have access to this spell. Usually, this spell is cast in an area memorable to the recipient, or even directly in the path of a planar portal so that the returning traveler cannot avoid triggering the spell. This is usually the safer plan for a DM because returning to a campaign world hundreds of years in advance could prove very difficult to deal with and the players might go rogue causing havoc. This doesn’t work in unison with time shifting (as done by psychoportive disciplines) and only works with set portals to other planes. The time differentials incurred hence have to be gradual and only as a by product of planar travel, the time anchor should not be used as a return point for travel through time as a primary objective. Creator note: if there's anything similar out there already existent, I'd like to hear about it and have a look. Thanks!


Paladin Spells (Epiphanies)


Ritual of Holy Sacrifice

(Necromancy)

No spell level; This is an epiphany.

Casting Time: 1-3 Rounds

Range: Self

Duration: Permanent

Area of Effect: Self

Special Components: V,S,M

Saving Throw: Nil

Designed by: Glock Osborne

This is an epiphany, a moment of realisation that profoundly changes the paladin and that of the receiver of the benefits of the ritual. Usually, this takes place at a moment of contemplation when the realisation of the paladins doom is upon him. This is usually done with a prayer, speech or sacrifice of some sort to the paladins god.

The effects of the epiphany are many, but usually, the doomed paladin may bequeath his precious holy sword, or his armour, or any other most precious thing to another paladin. How the items are transferred after the paladins death is up to the DM; they might be magically taken to a temple where they await, or they might, through a number of steps, via an adventurer retrieving the item, being sold, being lost and found again, until it comes, with guided certainty, to the specified hands. It will all be in good time and not more than a week per level of the paladin.

But this isn't the sole or main effect. The effect of the Holy Sacrifice is this: Upon the paladin realising his doom (and that means accepting the doom as a non raise-able or resurrectable instance) and that his life is forfeit, the paladin will not roll divine intervention and thereafter cannot be brought back to life by any means. The levels of the paladin are gifted in years of healthy life to another member of the order, be it a paladin or follower. Usually this involves a sick child, who will not only be cured of his sickness, but he receives the potential years that the paladin had not yet lived. This number of years is simply accounted as levels of the paladin, as greater prowess means better life survival chances, but thereafter the expiry of the level/years, fate once more takes it's toll and the normal potentiality for sickness and death roll normally as it would for anyone else. This doesn't mean the recipient will live that time out - the fates might have another death at large for the recipient, such as possible death in battle in the future. Dying in battle isn't preventable by adding the increased years. The gods make no guarantees for those engaged in lethal activities.


Downgrade Affliction

(Necromancy)

Level 1

Casting Time: 5 Rounds

Range: Touch

Duration: Permanent

Area of Effect: One recipient

Special Components: V,S,M

Saving Throw: Special

Designed by: Glock Osborne

This paladin spell is able to downgrade any disease from 4 to 1, 4 being terminal and 1 being inception. Any disease can be blunted by this spell, buying time or edging it to full cure. This can be cast just once per day and creates a marked improvement in health, regenerating 1-2hps in the process. Needless to say, if a cleric casts this 4 times (on 4 consecutive days) on a terminally ill recipient, the sickness is destroyed and the patient can begin normal healing.

There’s usually no saving throw for the disease, but magically enhanced illness can demand a -1 or -2 for virulence, and -3 maximum for the diseases of Lycanthropy and Vampirism. Both Lycanthropy and Vampirism cannot be downgraded to 0 (cured) but these remain at stage 1 and progress again later. The Downgrade Affliction can keep knocking back these diseases BUT should the patient ever progress to stage 5, the disease has won and were-form or vampiric form will certainly come about.

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