Kilgore on February 18th, 2010

Fisherman in Diner
Hell, maybe we’re all getting a little carried away with this. Admittedly a few birds did act strange, but that’s no reason to…

Melanie Daniels
I keep telling you, this isn’t ‘a few birds’! These are gulls, crows, swifts…!

Mrs. Bundy, Elderly Ornithologist
I have never known birds of different species to flock together. The very concept is unimaginable. Why, if that happened, we wouldn’t stand a chance! How could we possibly hope to fight them?

–From Alfred Hitchcock’s THE BIRDS (1963)

Muster the Birds

Level: D5, M6
Range: 1 mile per caster level
Duration: 25 hours (but see below)

The caster gathers a huge flock of The Birds and can control them mentally until the spell expires. The Birds can be mustered anywhere within the spell’s range and can be commanded while within that range. They can be sent beyond the spell’s range but cannot be given additional commands if the caster is not within that range.

The flock takes 1d6 hours to form. This time counts against the spell’s duration. If within command range, the caster may dispel the flock at any time after it has gathered, though this is subject to the spell aftermath (see below). Casting another muster the birds spell while a previous casting is still in effect can extend the initial casting another 25 hours even if the flock is beyond command range, though no new instructions may be issued. A save vs. spells is required to maintain control in this manner, with each subsequent attempt getting a cumulative -1 modifier.

Roll 1d20 to determine the size of the flock mustered. Druids add +1 per level over 9 and magic-users add +1 per level over 11. 1-10: Small, 11-15: Medium, 16-19: Large, 20-23: Huge, 24-29: Gargantuan, 30+: Hitchcockian.

Aftermath: When the spell ends, roll d100 to determine the flock’s actions: 1-50: Flock disperses, 51-75: Flock continues following last instruction, 76-99: Flock wanders in random direction and attacks anything that moves, 00: Flock seeks out caster and attacks. Roll once every six hours until either ‘flock disperses’ or ‘flock seeks out caster’ results.

Usurp Flock: A caster may attempt to take control of a previously-mustered flock of The Birds using this spell. If uncontrolled or outside the range of the original caster, the new casting has a 50% chance of success, with one extra percentage point per point of intelligence and wisdom. If controlled and within range of the original caster, the chance of success is 50% minus one percentage per point of the original caster’s intelligence and wisdom. Flocks successfully taken serve the new master as if mustered normally.

Kilgore on February 11th, 2010

“How did they get up that?” Locklar asked, pointing at the wall. It was at least fifty feet high and smooth as cut marble.

“I don’t know,” Arthena said. “Maybe they used that rope?”

Emma laughed. “You think?”

Locklar looked at the rope coiled on the ground. It was cut at one end. “I know they used the rope,” he said. “And they cut it after they reached the top. But how did they get it fastened at the top in the first place?”

Arthena and Emma looked at each other and shrugged.

“Okay,” Emma said, “you’ve got us there.”

Rope Shot

Level: M1, C2, D1
Range: 20′ plus 10′ per caster level
Duration: 1 turn per caster level

The caster causes a length of rope to shoot from his or her outstretched hand. It will tie its leading end securely to anything within range and sight of the caster. GMs may allow a chance for successful “blind shots” into darkness or at invisible objects. It cannot be used to tie up an individual, though it can tie itself to people or creatures.

Regardless of length, the rope can support the weight of three normal-sized human beings. It burns and can be cut as normal rope. When the spell’s duration expires, the rope evaporates. It begins to shimmer one minute before it disappears, giving a warning to those who might be hanging from it.

Kilgore on February 4th, 2010

Locklar unsheathed a dagger. “I don’t care if that little magician did come from across the sea,” he muttered. “He’s going down.”

With a yell, he charged the diminutive man in the silk robes and pointed slippers.

The frail man, his narrow eyes focused on the warrior, made a slight gesture with his right hand and Locklar grunted in pain as something invisible scratched at him savagely. Ignoring it, Locklar continued his assault.

But when another unseen claw struck him, and then another and another, he thought better of it.

“Okay,” he groaned, hoping that the dark-haired barmaid who had been smiling at him earlier wasn’t watching, “maybe I’ll just leave him alone for now.”

The man gave him a slight bow, then turned back to his wine.

Talons of Cheng-Wiang

Spell Level: M1
Duration: Special
Range: 50′

This spell causes an invisible claw to strike at an opponent, causing 1d4 points of damage if a successful to-hit roll is made (rolled as a normal melee attack.) It can attack once per combat round, striking any single target within sight of the caster and range of the spell.

If the attack hits, the spell continues for an additional round. If it misses, the spell caster may roll a save vs. spells to keep it in effect. If a ‘1′ is rolled for the save, however, the caster suffers 1d4 points of damage plus one additional point per level above first.

Personally, I’d allow casters to keep the talons of Cheng-Wiang active even after the combat ends as long as they keep rolling successful saving throws. This spell can pump up the combat power of a low level mage, but it comes with a serious risk.

I would NOT allow fake “attacks” against whatever is handy (walls, trees, etc.) in an attempt to avoid needing to roll a saving throw, though.

Kilgore on September 3rd, 2009

The assassin pulled a wicked-looking curved dagger from his belt, leering menacingly at Delsa. “Come here, sweetie,” he said. “Nowhere to run, is there?”

Delsa tried the other door, but it was locked. Turning back, she saw the assassin was taking his time. Toying with her.

“Easiest ten gold I ever earned,” he said. “Maybe a little fun before the end?”

Delsa pulled her own dagger. It was small and plain compared to that of the approaching man. He glanced at it and laughed.

Delsa muttered a few words of sorcery. The man cocked his head, trying to understand, but he jumped back when she was suddenly cloaked in bright burning flames. She and her possessions were unharmed, but the heat from the fire was intense.

“You didn’t demand enough gold for this job,” Delsa said…

Fiery Mantle

Spell Level: M2
Range: 0
Duration: 1 minute per level

This spell surrounds the caster with a cloak of flame, granting a -2 bonus to armor class. Additionally, any melee attacks against caster with weapons shorter than a spear, whether they hit or not, require the attacker to save vs. spells or suffer 1d4 hit points of damage.

The caster, his clothing, and his possessions are unaffected in any way, but the flames are otherwise normal, radiating intense heat and likely to light other objects on fire.

Game masters should keep in mind that the fiery mantle will affect friends as well as foes. And casting it in a place like a hay loft or wooden building is probably unwise.

Another possible effect of the spell would be to grant immunity to heat- or fire-based attacks, the main benefit of which would probably be that the caster would be unharmed by fires his or her fiery mantle started around him or her.

Kilgore on July 30th, 2009

Delsa didn’t dare breathe. Less than ten feet from her, the two guards peered about the room. She could see herself in the mirror on the opposite wall. She could see her own eyes wide with terror and was pretty sure she could see her own heart beating frantically.

“Coulda’ sworn she came in here,” one of the guards said.

The other looked straight at, and straight through, Delsa. He turned away to check behind some curtains, grunting in disgust. “The baron is going to have our hides for this,” he muttered.

“Coulda’ sworn she came in here,” the first repeated. He passed near Delsa, slowing for a moment. He turned and looked at her foot, then continued on.

“Coulda’ sworn it…”

Odella’s Obscuration

Spell Level: M1
Range: Touch
Duration: See below

The creature or object touched fades from notice. The subject of the spell is not invisible and can be seen normally, but casual observers will not “register” the subject’s presence, perhaps noticing only a strange shadow for moment or a flicker out of the corner of their eye.

Those actively searching for the subject, and perhaps even those on general watch or guard duty (at the game master’s discretion) get a saving throw vs. spells. Those who pass will notice the subject and see it normally. Those who fail their save but have reason to suspect the subject’s presence can attack as if against an invisible opponent.

The spell ends if the subject makes an attack but otherwise lasts until the subject (or caster if the subject is an object) cancels it.

This is a sort of weaker invisibility spell.

Kilgore on July 23rd, 2009

“What was that?!?” Locklar asked, incredulous.

Mortigan, the eerie greenish glow that had enveloped him fading, just grinned. “Oh, something I picked up in that strange scroll on the metallic paper.”

Locklar surveyed the chamber. The carcasses of four bugbears and their giant rat pet were scattered about. Locklar’s sword had only been responsible for one of them.

“You looked like some sort of giant bug,” he muttered.

“Fitting, then, for use against bugbears,” Mortigan said absently, rooting through one dead monster’s possessions…

Exotic Exoskeleton

Spell Level: M3
Range: Self
Duration: 3d6+3 rounds

The caster is surrounded by a vaguely insect-like shimmering green aura. The aura provides AC 0 [19] against all physical attacks and a +2 bonus to all saving throws against threats originating outside the aura. In addition, the “arms” of the aura end in pincer-like weapons which can each cause 1d8 damage in melee combat.

The game master secretly rolls the duration. The caster does not know exactly how long the exotic exoskeleton will last.

Kilgore on July 16th, 2009

“Not I, Lord!” declared Brenna. “I was dicing with Gorath and Jessidar, as they’ve sworn under oath.”

The baron looked Brenna over. “I don’t find it surprising, in the least, that your brother and your lackey will vouch for your whereabouts,” he said finally. “Whatever the truth of the matter.”

Brenna, Gorath, and Jessidar were about to protest, but the baron silenced them with a wave. “Zorzax!” he called.

The ancient sorcerer looked up and coughed, apparently startled from a drowse. He glanced around as if unsure what was happening. The baron knew better.

“The baroness’ jewels are missing,” he began. “Witnesses claim the man Brenna was seen in the upper corridor after the feast, yet he claims to have an alibi. Can you powers resolve this for us?”

Zorzax rose, leaning heavily on his gnarled staff, and cleared his throat. “Well,” he began, “as fortune would have it, I foresaw this possibility. I placed a protection upon the jewels which would mark any who touched them.”

“A mark?” the baron asked. “What sort of mark?”

“Oh, simply my seal. Any man who touched those jewels will bear it somewhere upon his person.”

Out of the corner of his eye, the baron saw Brenna shift slightly, pulling his tunic a bit closer. The baron motioned for a guard. “Remove his tunic,” he ordered. “Let us see if he carries Zorax’s sign.”

Brenna stepped back, but the guard grabbed one of his arms and held him fast. With the other hand, he ripped the tunic open. Upon Brenna’s chest, like a golden tattoo, was an emblazoned letter ‘Z’…

There are two versions of this spell:

Wizard Sign

Spell Level: M1
Range: 60′
Duration: Permanent

One creature or item is permanently marked with the symbol of the casting magic-user. The sign is a sort of magical tattoo that cannot be removed. Unwilling or unknowing individuals can avoid the effect if they save vs. spells when the spell is cast at range. When casting by touching the target, no save is allowed. The casting magic-user may cancel the sign at any time (within a 60′ range) and it can also be removed by dispel magic, remove curse, or similar means.

A reversed version of the spell remove wizard sign, can remove wizard marks cast by magic-users at least two levels lower than the magic-user attempting the removal.

Wizard Sign Ward

Spell Level: M2
Range: Touch
Duration: Permanent

This spell places a warding upon an item which will place a wizard sign (see 1st-level spell) upon any who touch it. The mark is a magical tattoo of the caster’s symbol and cannot be removed short of dispel magic, remove curse, or similar means. No saving throw is allowed, though the caster can dispel it at will within 60′. Wizard marks acquired in this way can be removed by a reversed wizard sign spell if the caster is at least two levels higher than the caster who created the sign.

It seems like I’ve seen a “wizard mark” spell somewhere, but a quick look turns up nothing. I wouldn’t be at all surprised to learn that I’ve inadvertently ripped it off completely. I do think the wizard mark “dye pack” version is new, though.

UPDATE: Wizard Mark was, indeed, the name of an existing spell. I’ve updated my spell to be wizard sign to avoid confusion.

Kilgore on July 9th, 2009

Gorlin pulled up short, looking at Locklar. “Did you know that you’ve got roots growing out of your legs?” he asked, trying unsuccessfully to conceal a grin.

“Shut up…”

Take Root

Spell Level: M1, D1
Range: 40′ + 10′/level
Duration: 1 turn + 1 minute/level

One targeted creature has roots grow out of its feet and lock them in place for the duration of the spell. A saving throw is allowed, and success means the target spends one round disentangling itself before escaping. The roots can take 15 hit points plus 10 hit points per level of damage before the target is freed.

Sort of a low-power hold person, affecting only one target and leaving everything but the victim’s legs free to act. Plus, it can be broken out of.