Kaylob's Desired Spells

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This is a list of the spells that Kaylob would be most interested in learning. This list is presented mainly as a point of reference for the GM, because of the way the magic system in Midnight works. In order for Kaylob to learn any spell, he must first find a spiritual channeler who is willing to teach him. Because it is the GM's job to introduce NPCs who are capable of training players like Kaylob, this list is a sort of "shopping list" for spells that the GM can give to NPCs that the players encounter. That is, if the GM decides that the spell should be in the setting, in the cases where the spell is not "core".

These spells are presented here unaltered. However, because of the slightly different magic system in Midnight, a Conversion Notes section will also be included with each spell. This is to provide some suggestions on how to convert the spell over to Midnight, and in some cases, how to convert it over to a spell that Kaylob would actually want to use or be capable of using.


Depression

source: Dragon 339, pg 76

Depression

Necromancy
Level: Brd 3, Sor/Wiz 3
Components: V,S
Casting Time: 1 standard action
Range: 20 ft.
Area: 20 ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes


Waves of weakness emenate from you, crippling your enemies both mentally and physically. All opponents within the area must save or become fatigued and take a penalty on their Will saves equal to -1 per 3 caster levels (maximum -5). Fatigue caused by this spell lasts for 1 round per caster level. This spell does not cause creatures that are already fatigued or become fatigued during its duration to become exhausted.

Conversion Notes
Change to Level: Cha 3

Moonbridge

source: Dragon 340, pg 74

Moonbridge

Transmutation [Good, Light]
Level: Clr 3, Drd 3
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Bridge, 5 ft. wide and up to 10 ft./level long
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: No


This spell trandforms a shaft of moonlight, whether naturally occurring or magically created (such as by the spell motes of moonlight), into a translucent bridge capable of supporting you and creatures of good alignment. Creatures of neutral alignment can also walk upon a moonbridge as long as they stay in direct contact with you (losing contact with you causes them to fall). Evil creatures find moonbridges as insubstantial as moonlight.

In areas bathed in moonlight with no distinctive shafts of light, such as in a moonlit field or other open area exposed to the moon (determined by the DM), the caster can create a moonbridge from any location within range. A moonbridge is always 5 feet wide and must be at least 20 feet long, although you can extend it to a length of up to 10 feet per caster level. This bridge can run in any horizontal direction or be angled in a gentle slope equal to 1/4th of the bridge's length (rounded down to the nearest 5 foot increment), as long as the entire length of the moonbridge is bathed in moonlight without interruption. For example, an 11th-level caster can create a moonbridge with a maximum length of 110 feet and could angle it to be 25 feet lower or higher at one of its ends.


Conversion Notes
Change to Level: Cha 3, Drd 3

Moon's Change

source: Dragon 340, pg 57

Moon's Change

Transmutation
Level: Drd 3, Sor/Wiz 3
Components: V,S,M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No


This spell imbues a single target with enhancement bonuses to Strength, Dexterity, and Constitution. These bonuses build up, peak, and then ebb off over the course of several rounds.

On the spell's first round, the subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. On the spell's second round, the subject gains a +4 enhancement bonus to Strength, Dexterity, and Constitution. On subsequent rounds, the subject gains a +6 enhancement bonus to Strength, Dexterity, and Constitution, until the last two rounds of the spell's duration. On the second to last round the subject gains a +4 enhancement bonus to Strength, Dexterity, and Constitution. On the last round, the subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.

Material Component: One drop of the blood of a monster with the shapechanger subtype.


Conversion Notes
Change to Level: Cha 3, Drd 3

This spell is pretty neat, in that it grants some nice bonuses, but for a shorter time than normal stat-boosting spells, and the bonuses change, creating some unpredictability for the enemies. It seems as though nothing in the spell actually ties to the moon, per se, so the naming of the spell could easily be changed.


Silvered Weapon

source: Dragon 340, pg 57

Silvered Weapon

Transmutation
Level: Clr 1, Rgr 1, Sor/Wiz 1
Components: V,S,DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)


The target of this spell is treated as a silver weapon for the purpose of overcoming damage reduction. In addition, the weapon deals +1d4 damage to monsters of the shapechanger subtype. This spell cannot be cast on natural weapons, such as claws, tails, or unarmed strikes.


Conversion Notes
Change to Level: Cha 1

This spell was originally meant to deal with lycanthropes. In the Midnight setting, however, it makes sense that the spell would be especially tailored to astirax-fighting. It seems more appropriate for this spell to grant bonus damage vs. creatures of the Trapped Spirit subtype.