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.


Spell List Groupings

Lesser Conjuration spells

0

1
#Healthful Rest D
Grease
Obscuring Mist D
Unseen Servant

2
Acid Arrow
Fog Cloud D
Glitterdust
#Hydrate D
Web

3
Remove Disease D
Silver Wind* (Midnight spell) D
Sleet Storm D
Stinking Cloud

4
Black Tentacles
Cure Critical Wounds D
Minor Creation
Secure Shelter

5
Cloudkill
Cure Light Wounds, Mass D
Major Creation
Wall of Stone D
Wall of Thorns D

6
Acid Fog
Cure Moderate Wounds, Mass D
Fire Seeds D

7
Heal D
Magnificent Mansion
Regenerate D

8
Cure Serious Wounds, Mass D
Incendiary Cloud

9
Cure Critical Wounds, Mass D
Shambler D

Necromancy spells

0
Disrupt Undead

1
#Parching Touch D
#Sunstroke D

2
Blindness/Deafness
#Desiccate D
False Life

3
#Depression
Gentle Repose
Halt Undead
Ray of Exhaustion
Vampiric Touch

4
Bestow Curse
Contagion D
Enervation

5
Blight D
Death Ward D
Waves of Fatigue

6
#Ashen Union
Circle of Death
#Desiccate, Mass D
Undeath to Death

7
Finger of Death D
Waves of Exhaustion

8
Clone

9
Wail of the Banshee


Transmutation spells

0
Mage Hand
Mending D
Open/Close
Virtue D

1
Entangle
Feather Fall
Jump
#Raptor's Sight D
#Silvered Weapon
#Waste Strider D

2
Bear's Endurance D
#Branch to Branch D
Chill Metal D
Darkvision
#Embrace the Wild D
Levitate
Lifetrap* (Midnight spell) D
Pyrotechnics
Spider Climb D
Tree Shape D
#Trip Vine D
Warp Wood D
Whispering Wind
Wood Shape D

3
#Absorb Weapon
Diminish Plants D
Fly
#Gallop D
Haste
Keen Edge
Meld into Stone D
#Moonbridge D
#Moon's Change D
Quench D
[ Shrink Item]
[ Slow]
Snare D
Spike Growth D
Water Breathing D

4
Air Walk D
Enlarge Person, Mass
#Forestfold D
Polymorph
Reduce Person, Mass
Rusting Grasp D
Spike Stones D
Stone Shape D

5
Animal Growth D
Awaken D
Baleful Polymorph D
#Cloak of the Sea D
Control Winds D
Fabricate
Overland Flight
Transmute Mud to Rock D
Transmute Rock to Mud D

6
Bear's Endurance, Mass D
Bull's Strength, Mass D
Cat's Grace, Mass D
Control Water
Ironwood D
Liveoak D
Move Earth D
Owl's Wisdom, Mass D
Repel Wood D
Spellstaff D
Transformation
Wind Walk D

7
Changestaff D
Control Weather D
Reverse Gravity D
Transmute Metal to Wood D
Whirlwind D

8
Animal Shapes D
Control Plants D
Temporal Stasis

9
Shapechange D
Time Stop


Spells from Other Sources

Absorb Weapon

source: Complete Adventurer

Absorb Weapon

Transmutation
Level: Assassin 3
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: One touched weapon not in another creature's possession
Duration: 1 hour/level (D)
Saving Throw: Will negates (object); see text
Spell Resistance: Yes (object)


You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature's possession. The weapon must be a light weapon for you at the time you cast the spell. Once absorbed, the absorbed weapon cannot be felt under the skin and doesn't restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon.

When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check. An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.


Conversion Notes
Change to Level: Cha 3

This spell seems like a perfect fit for the Midnight setting. After all, wouldn't some channelers who don't use illusions have a great need to hide weapons too?

Allegro

source: Complete Adventurer

Allegro

Transmutation
Level: Bard 3
Components: V,S,M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10 ft.-radius burst centered on you
Duration: 1 min./level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)


This spell makes you and your companions extraordinarily fleet of foot. Each creature within the spell's area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature's land speed. Affected creatures retain these effects for the duration of the spell, even if they leave the original area.

Material Component: A tailfeather from a bird of prey.


Conversion Notes

I'd like to see this altered from a bard spell to a druid spell.

Change the name to Gallop, level to: "Level: Cha 3, Drd 3", and limit the spell to only natural (non-urban) environments.

Ashen Union

source: Sandstorm

Ashen Union

Necromancy
Level: sor/wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half and Fortitude partial; see text
Spell Resistance: Yes


You drain all the moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 10d6). A creature that makes a successful Fortitude save takes half damage. If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body expels all remaining fluid, leaving behind only a fragile husk that powders to ash at the least touch. A victim's equipment is unaffected. A creature that is affected but not slain by the spell is dehydrated.

Material Component: A piece of dried fruit and a pinch of dust.


Conversion Notes
Change to Level: Cha 6

As with everything from the Sandstorm book, this would be fitting in the White Desert. Of the Necromancy spells included in this list, this is maybe too close to being evil. Though, as with all detrimental spells, that really depends on the target of the spell.

Branch to Branch

source: Complete Adventurer

Branch to Branch

Transmutation
Level: Druid 2, ranger 1
Components: V,S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)


You gain a +10 competence bonus on Climb checks made in trees. As long as you remain at least 10 feet above the ground, you can brachiate (swing via branches and vines) in medium or dense forest, but not in sparse forest. When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features. You can charge while brachiating, but you can't run. Naturally, some local conditions such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy might force you to return to the ground.

Conversion Notes
Change to Level: Cha 2, Drd 2

This seems like it fits the setting very well for the elves - especially the Caransil and Danasil.

Cloak of the Sea

source: Complete Adventurer

Cloak of the Sea

Transmutation
Level: Druid 5, sor/wiz 6
Components: V,S,DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


The subject retains his or her form but takes on a blue-green watery appearance. While underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn't take nonlethal damage from water pressure or hypothermia for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.


Conversion Notes
Change to Level: Cha 6, Drd 5

This seems like it fits the setting very well for the Miransil (sea elves)

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

Desiccate

source: Sandstorm

Desiccate

Necromancy
Level: Cleric 2, druid 2, sor/wiz 2, Thirst 2
Components: V,S,M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes


You evaporate moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 5d6) and making it dehydrated. A successful Fortitude save results in half damage and negates the dehydration. A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8). An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4).

Material Component: A pinch of dust.


Conversion Notes
Change to Level: Cha 2, Drd 2

As with everything from the Sandstorm book, this would be fitting in the White Desert.

Desiccate, Mass

source: Sandstorm

Desiccate, Mass

Necromancy
Level: Cleric 6, druid 6, sor/wiz 6, Thirst 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be more than 30 ft. apart


This spell functions like desiccate, except that it affects multiple creatures.

Conversion Notes
Change to Level: Cha 6, Drd 6

As with everything from the Sandstorm book, this would be fitting in the White Desert.

Embrace the Wild

source: Complete Adventurer

Embrace the Wild

Transmutation
Level: Druid 2, ranger 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)


This spell allows you to adopt the nature and some of the abilities of a particular animal. Upon casting the spell, you can choose any animal whose Hit Dice are equal to or less than your caster level. You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable. You can also choose to replace either or both of your Listen and Spot check modifiers with those of the animal chosen.


Conversion Notes
Change to Level: Cha 2, Drd 2

Forestfold

source: Complete Adventurer

Forestfold

Transmutation
Level: Druid 4, ranger 3
Components: V,S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)


You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +20 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.


Conversion Notes
Change to Level: Cha 4, Drd 4

Healthful Rest

source: Complete Adventurer

Healthful Rest

Conjuration (Healing)
Level: Bard 1, druid 1
Components: V,S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 feet apart
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


Healthful rest doubles the subjects' natural healing rate. Each affected creature regains twice the hit points it otherwise would have regained during that day, depending on its activity level.


Conversion Notes
Change to Level: Cha 1, Drd 1

Hydrate

source: Sandstorm

Hydrate

Conjuration (Healing)
Level: Bard 2, Cleric 2, druid 2, paladin 2, ranger 2
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes; see text


This spell allows you to create moisture within the body of a living creature, healing damage from dehydration. Hydrate heals 2d8 points +1 point per caster level (maximum +10) of dessication damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.

When cast on a creature of the fire subtype, hydrate deals damage instead of healing. Such a creature can apply spell resistance and attempt a Will save to take half damage.

Conversion Notes
Change to Level: Cha 2, Drd 2

As with everything from the Sandstorm book, this would be fitting in the White Desert.

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.

Parching Touch

source: Sandstorm

Parching Touch

Necromancy
Level: druid 1, sor/wiz 1, Thirst 1
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Living creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes


Your hand glows with a dull, ruby light, and your touch drains moisture from the body of a living creature, dealing 1d6 points of dessication damage. A plant or elemental of the water subtype takes 1d8 points of dessication damage. A touched creature also takes 1 point of Constitution damage and is dehydrated unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level.

Conversion Notes
Change to Level: Cha 1, Drd 1

As with everything from the Sandstorm book, this would be fitting in the White Desert.

Raptor's Sight

source: Races of the Wild

Raptor's Sight

Transmutation
Level: druid 1, ranger 1, Sky 1
Components: V,S,DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)


Your visual acuity improves dramatically. You gain a +5 competence bonus on Spot checks. If you have 5 or more ranks in Spot, you take only half the normal range increment penalty for ranged attacks (-1 per range increment instead of -2).

Conversion Notes
Change to Level: Cha 1, Drd 1

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.

Sunstroke

source: Sandstorm

Sunstroke

Necromancy
Level: druid 1, sor/wiz 1, Summer 2
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes


You cause a living creature to experience the effects of heatstroke. The target takes 2d6 points of nonlethal damage. If the target fails a Fortitude save, it immediately becomes fatigued, or exhauseted if already fatigued. Since this spell causes heatstroke, the damage and fatigue dealt can only be healed after that condition is treated properly.


Conversion Notes
Change to Level: Cha 1, Drd 1

As with everything from the Sandstorm book, this would be fitting in the White Desert.

Trip Vine

source: Heroes of Battle

Trip Vine

Transmutation
Level: druid 2, ranger 2
Components: V,S,DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. square/level (S)
Duration: 1 hour/level
Saving Throw: Reflex negates; see text
Spell Resistance: No


Trip vine causes plants within the area to grow together to form a tangle. Any creature entering an affected square must succeed on a Reflex save or fall prone. Any creature charging into an affected square takes a -2 penalty on its saving throw.

If this spell is cast on an area of undergrowth (se page 87 of the Dungeon Master's Guide), saves against the spell take a -2 penalty.


Conversion Notes
Change to Level: Cha 2, Drd 2

Waste Strider

source: Sandstorm

Waste Strider

Transmutation
Level: druid 1, ranger 1, sand 1
Components: V,S,DF
Casting Time: 1 standard action
Range: Touch
Target: One touched creature/level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


The subject can move through desert environments without hindrance. Ignoring movement penalties and penalties on skill checks for all types of desert and waste terrain. This spell does not grant a subject immunity to other illeffects of waste environments, such as heat, cold, sun, or wind.


Conversion Notes
Change to Level: Cha 1, Drd 1

As with everything from the Sandstorm book, this would be fitting in the White Desert.


Midnight: the SCROLL BEARERS