Herein are a number of my ideas not complex, self-contained, or "normal" enough to merit their own pages... enjoy!
This spell affects the subject's vision, inverting her perceptions of light and dark. The effect is something like seeing the world as a photo-negative except that color is unchanged. The character reverses the penalties and ranges of various lighting measures, thus:
Condition | Hit Penalty | AC Penalty | Movement | Still | Type | ID | Detail |
---|---|---|---|---|---|---|---|
Full Light | -4 | -4 | 0 | 0 | 0 | 0 | 0 |
Moonlight | -3 | -2 | 50 | 20 | 10 | 5 | 3 |
Starlight | -1 | 0 | 100 | 50 | 30 | 10 | 5 |
Darkness | 0 | 0 | 1,500 | 1,000 | 500 | 100 | 10 |
This spell incarnates the caster's knowledge of geography into a magical creature which can be assigned to guide any group of people to any location the caster knows! The guide has a knowledge of geography and travel equal to the caster's, and for each level of the caster, the guide knows one particular location to which it will try to lead the group it is assigned to. When the guide is created, the caster may assign it an order in which to visit these locations, or allow it to seek out the most convenient until all have been visited.
Except for its geographical knowledge, the guide has an Intelligence of 3 and no real language skills; for each level of the caster, the guide knows one phrase not exceeding ten words and when to use it; for example, "We should go this way." In addition to this, the guide can name the region or location the group is in or point to any place named to it if the caster knew at the time of its creation.
The precise form of the guide is determined by the caster. The guide has no usable fighting skills and avoids personal combat whenever possible; moreover, it has 40 hp, a natural Armor Class of -10, can only affected by magical weapons of at least +3 enchantment, automatically makes all saving throws and never takes more than half its maximum hit-points in damage from any single attack. If injured, the guide will whimper until combat has been over for 1d4+2 minutes, at which time it will recover all lost hit-points.
If memorized and cast as a 4th-level spell, the guide can cast Create Food and Water as a 6th-level priest. Memorized and cast as a 5th-level spell, the guide is capable of casting Minor Creation at will to provide the group with rope, bandages, etc.; the guide cannot create more than 2 cubic feet of material per two hours. If memorized and cast as a 7th-level spell, the guide may also cast Leomund's Secure Shelter with a duration of nine hours, once per day. Other spells may be cast in conjunction with the Spectral Hand spell in order to 'store' them in the guide, along with a limited judgment of when to use them. The guide will not cast stored spells if its creator is present, but will still create rations, items and shelter.
This spell has been repeatedly modified and enhanced over the centuries since its invention, but it is worth noting that the original form of this spell created a round fuzzy creature resembling an easily distracted white rabbit with a highly limited vocabulary. (All it ever said was 'Pu pu puuu!')
This spell causes the victim to see little monsters, peculiar occurrences and other distractions out of the corners of his or her eyes. This effect is directly tied to the subject's degree of hostile intent toward the caster; a friend will be completely unaffected, whereas someone attacking the caster will be completely unable to concentrate. Any time the target attacks the caster, the attack is at -4, and the attacker suffers -2 to hit and +2 to AC until the end of the round. Also, the target cannot use a spell or psionic ability with intent to harm the caster without rolling his or her Wisdom/Willpower or less on 3D6.
By touching a pane of glass and using this magic, the caster can exchange places with his reflection, appearing on the other side of the glass. Consequently, this spell only functions if at least a little light is present and if there is enough space on the other side for the caster to fit. Double panes of glass can be passed if the caster is at least 9th-level. The material component is a polished silver piece.
This dread spell is one of the most powerful defensive spells available to an illusionist. It creates an invisible, insubtantial barrier. (If viewed with detect invisibility or true seeing, the wall looks something like a gothic aurora borealis.) The wall has no substance and does not prevent people from walking through; instead, it reflects a person's worst terrors directly into his conscious mind. The most common effect of this spell is to cast phantasmal killer (from the PHB) on anyone who walks into the wall. Even if the character makes their saving throw, they must make a second saving throw vs. spell or be affected by a fear spell (also from the PHB). Other effects may also be possible; see the GM notes for suggestions on adapting this spell to your campaign.
This rather peculiar item is a favorite with those who don't want to worry about ammunition. It appears to be a dense ball of metal, a little lighter than a lead ball of the same size, about 4" across. Both ends of a braided cord, about 2' long and made of a mysterious silvery material, merge seamlessly into opposite sides of the ball. The item is held by the middle of the cord and spun in the manner of a leather sling. When the command word is spoken (these items are or were mass-produced and the number of command words is small), the momentum of the ball is divorced from its mass; the actual ball stops dead, while the force of the swing goes hurtling off in the direction it was swinging like a sling stone. The command word can be delayed to spin the sling to a higher speed; each round, increase the damage by an extra x1. (i.e. double damage dice after two rounds, triple after three rounds etc.) Double the dice rather than the result; a delay of two rounds means 2d4+4 damage rather than (1d4+2) x 2.
In simple terms, this item counts as a sling +1 that needs no ammunition.
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