Player Created Spells

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This is a list of all the spells which players have created on Chronicles of Kingsdale. The rules can be found here Magic#New_Spells


Contents

Blood Link

Type: Invocation Ritual Level: 10th
Range: 1 mile per level of caster, special
Duration: Indefinite
Saving Throw: None. Willing participant only
PPE: 100

This spell creates a permanent bond between the caster and another willing participant similar to the link between master and familiar. An individual can only possess a Blood Link with one other at any given time.

The ritual requires both individuals make a blood pact to the other, permanently sacrificing 5 Hit Points each in the process. The ritual takes 48 hours of straight reciting and casting. When the ritual is complete, the two are linked; mind, soul, and, to some extent, body. A telepathic and empathic bond enables two-way communication, a sharing of senses (at the sharer's discretion) and past memories. They will know of each others psychic and magical talents, but will not be able to utilize them. From the moment the two are linked, their memories are shared.

While within the ritual's range HP, SDC and in body PPE are linked together forming a single pool. Both draw from these pools while within range. Beyond this range, the linked can still sense the general emotional and physical state of the other as well as direction and distance. But the exchange of HP, SDC, and in body PPE does not work.

As long as the two linked beings are within range the pools passively flow back and forth. One of the two Blood Linked must actively focus, all actions done while this is occurring at at -2 or -20%, to prevent the transfer of HP, SDC, or PPE. Once one of the two Blood Link's pools drops to 5% of full then the magic stops the transfer to preserve the life of the other.

The link is not without consequences, should one of the Blood Lined fail to Save vs. Psychic or Magical mental influence, their linked partner, if in sharing range, must also Save vs. the effect or suffer as if they were targeted. Should one partner be rendered unconscious, the other may suffer from an overlap and intermixing of personalities, memories, and experiences. A save vs Insanity is required against a form of multiple personality disorder for the duration. If one of the linked pair dies, the remaining partner must save vs Insanity or suffer the above Multiple Personality disorder for 1D6 months and also make a second save or suffer a permanent insanity from the loss.

The link can also only be willingly broken by either side of the blood bond sacrificing 10 HP. These and the original Hit Points are lost and can no be recovered. This will immediately and irrevocably break the bond between the two participants.

Spell Approved: (Not Yet)

Ecstasy

Type: Invocation
Level 7
Range: 5 feet per level
Duration: 1 minute
Damage: Special
Saving Throw: Standard
PPE: 20

A particularly insidious spell that incapacitates its victim by overloading the pleasure centers of the mind. Under the influence of the spell, the victim has no attacks per melee, cannot move, perform skills, or even speak; only writhe in Ecstasy. It takes another minute for the victim to regain full composure. During that second minute, the victim's number of attacks and speed are halved and suffer a pentaly of -1 to strike, parry, and dodge. Only one person can be affected per invocation.

Spell Approved: Approved by Ea, 11 Oct 2011

Javelin of Bone

Type: Necromancy
Level: 3
Range: 200 ft + 10 feet per level of spellcaster
Duration: Instant
Damage: 3D6 MD + 1 MD per level of spell caster
Saving Throw: Dodge
PPE: Seven

Description: This spell conjures forth a length of jagged, sharpened bone which the caster then hurls as if it was a javelin. The Javelin of Bone is + 1 to strike in addition to any standard bonuses the caster may receive (i.e. P.P., targeting skill bonuses, etc.), and inflicts 3D6 M.D. to whatever it strikes, plus 1 M.D. per level of the caster. The bone javelin disappears after impact.

Spell Approved: Approved by Ninsun, 4 Aug 2011

Preserve Flesh

Type: Necromancy
Level: 3
Range: 10 feet (3m)
Duration: 24 hours per level
Casting Time: One Minute
Saving Throw: None
PPE: 15

Description: For the duration of the spell, 50 pounds of dead or dismembered flesh can be protected per level of spell caster. It will not rot, spoil, be targeted by parasites, mold, or bacteria, and will not even lose color. In fact, while under the spell's influence, the flesh does not change at all (unless hit with a broadsword or something). If a particular healing magic can only restore limbs that have been removed within six hours, then casting this can really help. Say a soldier's arm is hacked off and this spell is cast (third level strength) on the limb an hour from when it happens. The soldier has three days and five hours to have the healing magic performed that can restore his arm. The three days don't really count, so to speak.

Spell Approved: Approved by Ninsun, 3 Sep 2011

Bone Grenade

Type: Necromancy
Level: 4
Range: 200ft
Duration: Instant
Casting Time: One melee action
Damage: 5D6 M.D.C
Area of Effect: 10 ft radius from center of impact
Duration: 1 melee round per level of caster. If not thrown by then, ball melts into nothing.
Saving Throw: Dodge
P.P.E. Cost: 15

Description: This spell requires a piece of MDC bone the size of a baseball as a physical component, this MDC bone must have been created before the casting of the spell. While it doesn’t require PPE to make, it does require a few mystic runes to be carved into the bone. This in turn may require another spell or cutting device which allows the marking of MDC bone. The Necromancer utters the words of the spell, and the bone is infused with magical power. Once enchanted, the piece of bone becomes a magical grenade which can be thrown by only the Necromancer who created it. The death mage gets a +4 bonus to strike the intended target, once it strikes it explodes in a 5D6 MDC 10 feet blast radius of bone shards and splinters. A dodge and/or roll with impact are allowable to the defender.

Spell Approved: Approved by Ninsun, 3 Sep 2011

Vampire Regeneration

Type: Necromancy
Level: 8
Range: Consumer of confection
Duration: One minute per level
Casting Time: One hour
Damage: None
Saving Throw: None
P.P.E. Cost: 30

Description: The spell is a necromantic ritual which requires one pint (473 ml) of humanoid blood. The caster may not use their blood it must come from another humanoid source. This blood is transformed into a magical candy like item, which has a hard outside and a thick sweet coppery flavor. The ritual requires one hour to create. To consume, it takes one action of chewing. It can be stored for up to one year per level of caster. This useful spell will supply the consumer with a magical simulation of the vampire's extraordinary regeneration ability. While not as powerful as the real thing, it is a good approximation. The consumer will recover 2d4 HP, SDC or MDC per melee round. They can also survive up to -10 hit points or M.D.C. below zero and gains a +10% bonus to save vs coma/death for the duration of the magic.

Spell Approved: Approved by Ninsun, 3 Sep 2011

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