Editing New Spells

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This section of the wiki describes new spells (i.e. those other than listed in the Dark Dungeons book) that are discovered during play.  The type of spell (magic-user, elf, etc. is listed next to the name of the spell).  Note that unless otherwise stated magic-users and elves can cast each other's spells; the terms are used to simply diffentiate between those who can learn them originally.  Typically, an elf is extremely loath to teach clan/tribal spells to non-elves.
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The following spells are known jointly by the Callarii and Vyalia Elves. Some are different in minor details; usually, only the name has changed, in which case the Callarii name is written first, followed by the Vyalia equivalent.
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[[First Level]]
 
[[First Level]]
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[[Sixth Level]]
 
[[Sixth Level]]
  
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*'''Birdsong/Birdcall (Elf)'''
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Level: 1
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Range: touch
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Duration: 1d6+6 turns
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Effect: translates target's voice into birdsong This spell causes the voice of the recipient to be translated into bird calls for the duration of the spell. All those under the spell effect, however, are able to understand each other as if they were speaking normally.
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The spell was designed to allow those affected to communicate without others understanding the conversation; it is particularly useful for scouts in wooded areas, since intruders will hear nothing but the calls of birds. Since the spell is 1st level, even the lowest-level Elven scout can cast it - in the Vyalia clans, it is the first spell taught to any prospective scout. With experience, the caster can choose the birdcalls to be emulated; many scouts have "signature" bird-voices. Some scouts may even take a use-name based on their Birdcall voice, such as the female scout Magpie of Greenheight.
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The Vyalia commonly employ their version of the spell for secret communication; they have also found it useful to heighten the mystery surrounding their forests, as lone intruders may emerge with voices transformed into the croak of a raven or the trill of a robin. The Callarii, in addition to the uses outlined above, have used Birdsong to develop a new art form, with talented minstrels writing and singing beautiful melodies especially designed to take advantage of the spell effect. The Callarii sense of humour occasionally results in the spell being employed for a mild practical joke on outsiders. Note: the spell cannot be used to prevent enemy spellcasters from using magic, since they may still speak; although the sound is altered, the spell is cast as normal.
  
 
*'''Tracing Beast/Woodland Spy (Elf)'''
 
*'''Tracing Beast/Woodland Spy (Elf)'''
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Many Elven nations - the former residents of Alfheim and the Callarii & Vyalia Clans in particular - have a rich magical heritage, and many Elves practice the tradition of creating "signature" spells. These are new spells, or personal adaptations of existing ones, which are used by that Elf alone (although some creators are happy to share their signature spells with others), and often reflect their philosophy or personality. Most Elves create only a single signature spell during their long lifetimes, while others may formulate two or more. Over the centuries, the Lore-keepers of the clans have built up a large collection of these spells, some of which become part of the "common spells" list for that Clan. Simenodar of Greenheight's "Cold Flame" and Alerivyn Feadiel of Alfheim's "Missile Storm" and "Waiting Storm" are examples of signature spells; a further selection is detailed below.
 
Many Elven nations - the former residents of Alfheim and the Callarii & Vyalia Clans in particular - have a rich magical heritage, and many Elves practice the tradition of creating "signature" spells. These are new spells, or personal adaptations of existing ones, which are used by that Elf alone (although some creators are happy to share their signature spells with others), and often reflect their philosophy or personality. Most Elves create only a single signature spell during their long lifetimes, while others may formulate two or more. Over the centuries, the Lore-keepers of the clans have built up a large collection of these spells, some of which become part of the "common spells" list for that Clan. Simenodar of Greenheight's "Cold Flame" and Alerivyn Feadiel of Alfheim's "Missile Storm" and "Waiting Storm" are examples of signature spells; a further selection is detailed below.
  
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Ymarien's Choir
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Level: 1
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Range: caster
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Duration: 1 hour
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Effect: harmonises a single voice
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The Elven Minstrel Ymarien of the Callarii, a wanderer and part-time adventurer, created this signature spell simply to improve her performance. This spell did more to enhance her reputation than all her considerable musical skill, and resulted in her becoming a regular performer at the court of King Stefan of Karameikos (and also a partner of the Dilettante Mage Enigma, but that's another story...)
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The spell, a form of audible illusion, allows the caster to generate additional voices which harmonise when the caster is singing. The caster must have the Singing skill, and be capable of singing those harmonies herself. The caster may generate one additional voice (which sings in thirds) at 1st level, and one additional voice at each level thereafter. An experienced singer-spellcaster may use less than the total number of voices available to her (or none, if she wishes to sing "solo"), or may set particular voices to sing counterpoint or even different words, if she chooses. Controlling a number of voices takes considerable concentration; the caster may do nothing but sing (and play, if a musician) while generating a Choir.
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Ymarien's Choir has no combat use whatsoever. A Minstrel who uses this spell in performance (if performing to an audience which is not antagonistic to magic) may generate additional revenue (see Bruce Heard's Robrenn Bard class variant for guidelines on performance fees, or simply add 1d6 cp per commoner or 1d6 gp per Noble listening to the normal "take").
  
 
Hivelar's Peacebringer
 
Hivelar's Peacebringer
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The Vyalia are always described as reclusive, wanting little to do with the outside world. Most of the following spells were designed to confuse and repel inquisitive explorers, making Vyalian woodlands dangerous, mysterious, forbidding places.
 
The Vyalia are always described as reclusive, wanting little to do with the outside world. Most of the following spells were designed to confuse and repel inquisitive explorers, making Vyalian woodlands dangerous, mysterious, forbidding places.
  
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Elf Mark
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Level: 1
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Range: touch
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Duration: permanent (but see below)
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Effect: creates invisible sigil
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This spell is used to affirm the status of an outsider amongst Elvish society. It allows the caster to draw a complicated, magical rune on the recipient's forehead, which fades into invisibility once finished. The rune is magical, and shows up under a Detect Magic or See Invisible spells; it is clearly visible at all times to Elves, Sidhe, and Pegataurs (also Eusdrian Half-Elves, if these are used in your campaign). The Elf Mark is often used to denote either an Elf-Friend, causing a +1 to response rolls, or an enemy or criminal to the Elves, which causes response penalties of anywhere from -1 to -3, depending on the severity of the crime. No matter their origin or ethos, all Elves will take their first impressions of non-elves from such a Mark. An Elf Mark is usually permanent, fading only at the death of the recipient, but it can be set to fade upon a certain date, or on the performance of a particular action (or series of actions).
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Most Elves in the Known World know some version of this spell; the Vyalia variant is unique, in that the Elf Mark also radiates an emotional pulse which affects animals in the Vyalian forests. Animals will remain calm in the presence of an Elf-Friend (UNLESS that individual abuses the effect to kill an animal, which permanently cancels this power); an enemy Mark will make large beasts attack the bearer and timid creatures run away.
  
 
Grab Grass
 
Grab Grass
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Unlike their reclusive cousins, the Callarii are an open, friendly breed - more Elven adventurers come from Callarii stock than almost any other Elven colony, apart from Minrothad. Although they have their secrets - who doesn't? - - much of their unique magic is designed for helping others, creating beauty, and friendly humour.
 
Unlike their reclusive cousins, the Callarii are an open, friendly breed - more Elven adventurers come from Callarii stock than almost any other Elven colony, apart from Minrothad. Although they have their secrets - who doesn't? - - much of their unique magic is designed for helping others, creating beauty, and friendly humour.
  
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Guiding Light
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Level: 1
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Range: see below
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Duration: 1d2 hours
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Effect: creates glowing ball of light
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This spell allows the caster to guide others to a place he knows without the need to go himself. During the casting, the destination is specified, as well as any points along the way to avoid. The spell brings into being a "will-'o'-the-wisp"-like ball of light (which can illuminate an area half that of a Light spell, if it is dark) which, on the caster's command, will start to move at normal walking pace to the destination. The path will usually be one that earthbound travellers can follow without too much trouble (unless the caster has a wicked sense of humour ;-). The Guiding Light will continue on this path without stopping unless the caster provides "stop" and "start" command words. Once it reaches the target, the Guiding light will pulse twice, then fade away.
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The Guiding Light spell is most often used for the purpose outlined above; however, it can also lead others into traps or hidden dangers (many of the "will-'o'-the-wisp" sightings in stories may actually be Guiding Lights employed for this purpose). The maximum distance a Guiding Light can travel is caster's level x 5 miles. The caster must have actually been to the target destination at least once.
  
 
Woodshape
 
Woodshape

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