Sunday, December 13, 2009

WoW Spells Dynamized, pt. 1

No pictures tonight. Just some spells from More Magic and Mayhem converted for use with the Dynamic Spellcasting system presented in Advanced d20 Magic.

Abolish Disease
Conjuration (Healing)
Cleric Spell
Casting DC: 42
# of Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 day
Saving Throw: Fortitude Negates
Spell Resistance: Yes (Harmless)

Abolish Disease removes diseases normally affected by the remove disease spell. Also, abolish disease protects the target against further infection for twenty-four hours, granting the character or creature immunity to disease for the day. The subject of this spell feels calm and wellness in his being when the spell is cast.


Invulnerable Shield of the Templar
Abjuration
Templar Spell
Casting DC: 39
Number of Slots: 2
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: none

The templar transforms a tiny shield into a large shield made of steel. The shield floats near you and protects you from harm. The hanging shield grants you a +9 bonus to AC. Also, the shield grants you spell resistance 10 + caster level. The shield is impervious to damage of all kinds. When the spell expires, the shield returns to its normal size and falls to the ground.

Intensify Magic
Abjuration
~ Wizard spell ~
Casting DC: 34
# of Spell Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: yes

This spell intensifies the effect of any damaging or healing spells on the target. So, if a spell that harms or heals is cast on a subject, the amount of damage it inflicts or repairs increases by +1 point per caster level (maximum 15 points).


Mage's Detonation (pg. 68)
Evocation (Force)
~ wizard spell ~
Casting DC: 38
# of Slots: 2
Range: 20 ft.
Area: All creatures within a 40 ft. diameter burst centered on you
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

A wizard causes a burst of energy that explodes outward around him. This detonation of energy deals 1d6+1 points of force damage per level (maximum 15d6+15). All creatures in the area are affected except yourself.


Aquatic Form (pg. 69)
Transmutation
~ Druid Spell ~
Casting DC: 25
# of Slots: 1
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

You transform into an aquatic mammal such as a dolphin, porpoise, or seal. This form grants you extraordinary movement speed under the water but rendering you incapable of attacking. You gain a swim speed that is equal to double your base movement. While in this form, however, you cannot cast offensive spells without the Natural Spell feat.

(Aspect of the Grove is too WoW Specific for any adaptation, see page 69 of More Magic and Mayhem)
Aspect of the Grove
Transmutation
~ Druid Spell ~
Casting DC: 47
# of Slots: 3
Range: Personal
Target: You
Duration: 1 round/level


Visage of the Lich
Necromancy
~ Necromancer Spell ~
Casting DC: 54
# of Slots: 4
Range: Personal
Target: You
Duration: 1 round/level

This spell allows you to take on the terrifying appearance of a lich, and many of their abilities. The spell makes your skin and bones harden and grow pale. This grants you a +8 natural armor bonus and DR 15/Bludgeoning and magic. In addition, you also gain +6 bonus to Intelligence, Wisdom, and Charisma. you also gain a touch attack that deals 1d8 points of cold damage per 2 levels (maximum 15d8). This also paralyzes the target. And at last, creatures and characters of 5 HD or fewer who gaze upon you must make a will save (DC equal to the spell's DC) or be panicked for 1 round per caster level. Creatures who make their save against this fear affect see past your spell.

Ring of Fire
Evocation (Force Fire)
~Wizard Spell ~
Casting DC: 42
# of Slots: 2
Range: 30 ft.
Area: all creatures within a 30 ft. radius burst centered on you (60 ft. diameter)
Duration: Instant
Saving throw: Reflex half
Spell Resistance: Yes

This spell calls into existence a ring of fire that quickly spreads from you to push back all nearby enemies and objects. The spell deals 1d8 points of fire damage per caster level (maximum 20d8) to all enemies within the area of effect. Creatures who fail their reflex saves are knocked prone and continue to burn, taking 3d6 points of fire damage for 2 additional rounds. Unattended objects also take damage and are knocked back 30 ft.


Sovereign's Blessing
Transmutation [Blessing]
~Paladin Spell~
Casting DC: 34
# of Slots: 2
Range: Close
Target: 1 creature
Duration: 5 minutes
Saving throw: Will negates (harmless)
Spell Resistance: Yes

This spell will imbue your target with holy power, granting him a sacred bonus to all ability scores equal to +1 per 4 caster levels (maximum +4). The blessing gives a feeling of confidence to the target.

~ next: the spells from pages 70-75!

All spells' game statistics are under the Open Game License.
Section 15:

COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment

World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment

World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment

d20 Advanced Magic Copyright 2005, Guardians of Order, Inc.; Authors David and Michelle Lyons.

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