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4 years ago ::
May 24, 2009 - 11:11AM
#1251
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Date Joined:
Jun 15, 2004
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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
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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.
Support Cedric Diggory, the real Hogwarts Champion!
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4 years ago ::
May 24, 2009 - 10:48PM
#1253
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Date Joined:
Jun 15, 2004
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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
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Date Joined:
Oct 14, 2003
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[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
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Date Joined:
Oct 14, 2003
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[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
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Date Joined:
Oct 14, 2003
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[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
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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.
Support Cedric Diggory, the real Hogwarts Champion!
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4 years ago ::
Jun 06, 2009 - 9:14PM
#1258
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Date Joined:
Jun 15, 2004
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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
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Date Joined:
Feb 18, 2009
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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
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Date Joined:
May 16, 2007
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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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