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4 years ago  ::  May 24, 2009 - 11:11AM #1251
abraham
Date Joined: Jun 15, 2004
Posts: 808
sunblock/protection from sunburn
all spell-casting classes 0
components-v,s,m
material component any custard type liquid
casting time-1 full round action(I don't foresee this spell being used in combat)
range-self or if you raise the level by 1 touch
target-self or creature touched
duration-2d24 hours
savings throw-none(harmless)
spell resistance-none(harmless)
effect-no mater how strong the sun is beating on you,you NEVER suffer any effect from it for the duration of the spell!
special-if this spell is put into a potion the duration is tripled!
hello everybody!!!!!!!
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4 years ago  ::  May 24, 2009 - 8:19PM #1252
navar100
Date Joined: Dec 1, 2006
Posts: 3,437

abraham wrote:

sunblock/protection from sunburn
all spell-casting classes 0
components-v,s,m
material component any custard type liquid
casting time-1 full round action(I don't foresee this spell being used in combat)
range-self or if you raise the level by 1 touch
target-self or creature touched
duration-2d24 hours
savings throw-none(harmless)
spell resistance-none(harmless)
effect-no mater how strong the sun is beating on you,you NEVER suffer any effect from it for the duration of the spell!
special-if this spell is put into a potion the duration is tripled!


Not needed. The Endurance spell already takes care of this.

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4 years ago  ::  May 24, 2009 - 10:48PM #1253
abraham
Date Joined: Jun 15, 2004
Posts: 808
The title of this thread is 1001 silly spells isn't it?
hello everybody!!!!!!!
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4 years ago  ::  Jun 06, 2009 - 6:22PM #1254
Harmor
Date Joined: Oct 14, 2003
Posts: 31
[size=+2]Detect Wind[/size]
Divination
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min.
Saving Throw: None
Spell Resistence: No

Allows the caster to know the exact direction and velocity of winds at their exact location. This spell adds +1 to range attacks beyond 5 range increments.

Focus:
A feather



[size=+2]Thin Air[/size]
Transmutation [Air]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 full round
Range: 60-foot radius centered on caster
Target: You
Duration: 1 min./level
Saving Throw: Fortitude (negates); Harmless
Spell Resistence: Yes

Thins the air around the caster, except for those the caster designates at the time of casting, making it more difficult to breathe. A failed saving throw will fatigue the target. Any creature already fatigued is not affected by this spell.

When casting the spell the caster makes a swishing noise as he breathes in for the entire casting duration.


[size=+2]Affect Flight[/size]
Transmutation [Air]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: None
Spell Resistence: No

You turn ammunition (such as arrows, bolts, shuriken, and stones) into projectiles with double the range increment of its kind.

Focus:
A feather
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4 years ago  ::  Jun 06, 2009 - 6:40PM #1255
Harmor
Date Joined: Oct 14, 2003
Posts: 31
[size=+2]Dust in Eyes[/size]
Conjuration
Level: Sor/Wiz 1
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throw: Fortitude (Negates); Harmless
Spell Resistence: No

The caster designates a target within range and a small puff of dust appears in their eyes. On a failed saving throw the target is has -2 to attacks and Dexterity for the duration. Targets that do not have eyes or breath are not affected.

Material Component:
A pinch of dust


[size=+2]Glide[/size]
Transmutation
Level: Sor/Wiz 1, Travel 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistence: Yes (harmless)

The subject can glide at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can only descend at 5-feet every 30 feet traveled with maneuverability of poor. Using a glide spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a glide spell can not charge or run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus: A wing feather from any bird.
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4 years ago  ::  Jun 06, 2009 - 7:10PM #1256
Harmor
Date Joined: Oct 14, 2003
Posts: 31
[size=+2]Mute[/size]
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude (Negates); Harmless
Spell Resistance: Yes

You call upon the powers of unlife to render the subject mute.

The caster hold their hand out in a horizontal-V and says, "Zippit" as they close their fingers together.

[size=+2]Gag[/size]
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Fortitude (Negates); Harmless
Spell Resistance: Yes

You must succeed on a melee touch attack. Your touch causes the throat of your target to constrict to a point where their voice becomes mute and they have difficultly breathing. All forms of verbal communication is not possible for the duration of the spell. Casters may still use spells that do not have a voice component.

During this time the target is effectively holding their breath.
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4 years ago  ::  Jun 06, 2009 - 8:41PM #1257
navar100
Date Joined: Dec 1, 2006
Posts: 3,437
Heel
Conjuration
Level: Dru 1, Ran 1, Pal 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard
Range: 60ft
Target: The caster's bonded animal or familiar
Duration: Instantaneous
Saving Throw: None

After casting this spell, the caster's bonded animal or familiar teleports to his side if within range.

Miracle Whip
Conjuration
Level: Bar 1, Sor/Wiz 1
Components: V
Range: 0ft
Duration: Instantaneous
Saving Throw: None

A glob of tasty greasy white stuff appears in the caster's hand. Edible if put on food, it can provide a +5 circumstance bonus to Escape Artist checks.

Magic Miss L
Enchantment
Level: Sor/Wiz 2
Components: V,S
Range: See text
Duration: See text
Saving Throw: None and Wil neg.
Spell Resistance: No

The caster casts this spell upon himself which lays dormant until activated. When the caster next makes a saving throw to negate a spell, the one who had cast the spell must make a will saving throw else the letter L appears on his forhead, which lasts for 1 round per caster level. For as long as the L is there, the DC for saving throws of the victim's spells suffer a -2 Loser penalty.
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4 years ago  ::  Jun 06, 2009 - 9:14PM #1258
abraham
Date Joined: Jun 15, 2004
Posts: 808
xanthinization!
wiz/sor 9 druid 8
components v,s
effect-you make the creature/humanoid/object
literal in fact of the species or objects name,or if the target is a natural creature to begin with,then it gains a use at will power for 2d8 weeks!(thussly the high level)
hello everybody!!!!!!!
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4 years ago  ::  Jun 10, 2009 - 10:30AM #1259
Master_rahl22
Date Joined: Feb 18, 2009
Posts: 34
Great Balls of Fire
Enchantment [Mind-affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One living creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

Two balls of fire streak from your hands as you finish casting the spell, dealing 2d6 fire damage to the target. The target must then make a Will save or have their nerves shaken, their brain rattled, and be driven insane. Any target that fails the save is Shaken for 1d4 rounds. When the Shaken condition ends, the target becomes Stunned for 1d4 rounds. When the Stunned condition ends, the target becomes Confused for 1d4 rounds. While the target is suffering from any of these conditions, they also suffer a -2 penalty to Will saves as you break their will.

Components: V, caster must shout "Goodness gracious!" when casting this spell
S, the caster must pretend to play piano when casting this spell
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4 years ago  ::  Jun 10, 2009 - 12:25PM #1260
Dx2052
Date Joined: May 16, 2007
Posts: 45
Distaff polymorph

Level:  Drd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance:     Yes

You turn the subject into an opposite gender version of themselves.

A creature retains all abilities and statistics, except for those effected by gender.

If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it begins to act in a manner stereotypical of it's new gender (if the creature alreddy acted in such a manner, it acts in a manner sterotypical of it's original gender).

Genderless creatures such as oozes or gaseous creatures are immune to the physical effects of distaff polymorph but are still effected mentally if they possess a gender identity, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).
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