Thursday, September 22, 2011

3 to get ready, now go kids go!

Here's my second shot at some great Forge names. I think the Spell Forge is easily the best; the names immediately get me thinking about awesome, mind-bending magic effects. I would happily play a Magic User with only one spell per day if I could say things like: "Stand back fools, and feel the power of SNOD'S CRIMSON JUDGEMENT!" After that, even meteor swarm doesn't sound that scary.

Again, numbers kept to a minimum for portability. Today's post brought to you by KMFDM when they were awesome.


Area of Effect: 2 creatures within 20' of each other
Save: fortitude or vs. spell for 1/2 effect if unwilling

Equalizes current Hit Points between two targets. Find the difference between the two creatures' current HP totals, and each creature gains or loses HP equal to half this number. An unwilling creature can save for half effect. Hit points gained in excess of a creature's maximum are wasted.

For example: Dave the fighter is in melee combat with an ogre. They are targeted with Snod's Crimson Judgement. Dave has 2 hit points left and the ogre has 22; the difference is 20 HP. Dave is healed for 10 HP, and the Ogre succeeds on his saving throw - he only loses 5 hit points instead of 10.


Area of Effect: Wall 20' high, 5' thick and up to 10' long per level.
Duration: 1 minute per caster level

Creates a wall made of icky gray flesh covered in large, bitey mouths. Anyone who gets close or attempts to climb it will get chewed on. 1d4 mouths can attack a character near (or on) the wall per round, each doing 1d6 damage. Climbing the wall is hard (DC 25), and penalties are incurred for being bitten during the climb (-2 on your next climb check for every mouth that bit you that round).


Area of Effect: 30' diameter circle
Save: reflex or breath weapon to avoid
Duration: 1 round per caster level

This opens up an extradimensional pit in the floor, 20' deep. It's crammed full of demons, just piled up on top of each other. Have fun wading through that. Demon type can be rolled randomly or chosen from your favorite list, but they should be lowly grunts. At the end of the spell's duration any unfortunates stuck in the pit, and 1d6 demons, are ejected and the pit disappears. The leftover demons will stay around until destroyed; they fight anyone they like and this spell provides no control over them.


Duration: 1 round per 2 caster levels
Save: magic items only; see description

A translucent, glowing longsword of force appears in the caster's hand. It can cut through most non-living matter with ease (1 foot of wood, 6" of stone, 1" of nonmagical iron or steel); magic items struck by the Freedom Sword are entitled to a saving throw to avoid being destroyed.

Attacks with the Freedom Sword are made like a normal longsword but with no penalty for non-proficiency. Constructs, undead, and other non-living monsters take 1d6 damage per 2 caster levels from the Freedom Sword (maximum 8d6 at 16th level). Although it passes harmlessly through living creatures, it can do serious damage to their armor and equipment.

No comments:

Post a Comment