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Thread: New Spells

  1. #1
    Wrb41977
    Guest

    New Spells

    Okay, I was not going to submit these for a while, but based on the recent
    rant, I decided to submit them...

    Quevven's Flame Dart

    Level 1
    School Evocation
    Range 60 yds. + 10 yds. /level
    Component VS
    Duration Instantaneous
    CT 1
    AE 1-5 targets
    Saving Throw none

    Spell description

    Use of the flame dart spell creates up to five darts of material from the
    Elemental Plane of Fire that shoot forth from the wizard's fingertip and
    unerringly strike their target. This includes enemy creatures in a melee. The
    target creature must be seen or otherwise detected to be hit, however, so
    near-total concealment, such as that offered by arrow slits, can render the
    spell ineffective. Likewise, the caster must be able to identify the target.
    He cannot direct a flame dart to "Strike the commander of the legion." unless
    he can single out the commander from the rest of the soldiers. Specific parts
    of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be
    damaged by the spell, and any attempt to do so wastes the darts to no effect.
    Against creatures, each dart inflicts 1d4+1 points of damage.
    For every two extra levels of experience, the wizard gains an additional dart
    - - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to
    a total of five darts at 9th level. If the wizard has multiple dart
    capability, he can have them strike a single target creature or several
    creatures, as desired.

    Quevven's Ice Dagger

    Level 1
    School Evocation
    Range 60 yds. + 10 yds. /level
    Component VS
    Duration Instantaneous
    CT 1
    AE 1-5 targets
    Saving Throw none

    Spell description

    Use of the ice dagger spell creates up to five daggers of material from the
    Elemental Plane of Water that dart forth from the wizard's fingertip and
    unerringly strike their target. This includes enemy creatures in a melee. The
    target creature must be seen or otherwise detected to be hit, however, so
    near-total concealment, such as that offered by arrow slits, can render the
    spell ineffective. Likewise, the caster must be able to identify the target.
    He cannot direct a ice dagger to "Strike the commander of the legion." unless
    he can single out the commander from the rest of the soldiers. Specific parts
    of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be
    damaged by the spell, and any attempt to do so wastes the daggers to no
    effect. Against creatures, each dagger inflicts 1d4+1 points of damage.
    For every two extra levels of experience, the wizard gains an additional
    dagger - he has two at 3rd level, three at 5th level, four at 7th level, etc.,
    up to a total of five daggers at 9th level. If the wizard has multiple dagger
    capability, he can have them strike a single target creature or several
    creatures, as desired.

    Quevven's Static Bolt

    Level 1
    School Evocation
    Range 60 yds. + 10 yds. /level
    Component VS
    Duration Instantaneous
    CT 1
    AE 1-5 targets
    Saving Throw none

    Spell description

    Use of the static bolt spell creates up to five bolts of material from the
    Para-Elemental Plane of Lightning that dart forth from the wizard's fingertip
    and unerringly strike their target. This includes enemy creatures in a melee.
    The target creature must be seen or otherwise detected to be hit, however, so
    near-total concealment, such as that offered by arrow slits, can render the
    spell ineffective. Likewise, the caster must be able to identify the target.
    He cannot direct a static bolt to "Strike the commander of the legion." unless
    he can single out the commander from the rest of the soldiers. Specific parts
    of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be
    damaged by the spell, and any attempt to do so wastes the bolts to no effect.
    Against creatures, each bolt inflicts 1d4+1 points of damage.
    For every two extra levels of experience, the wizard gains an additional bolt
    - - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to
    a total of five bolts at 9th level. If the wizard has multiple bolt
    capability, he can have them strike a single target creature or several
    creatures, as desired.

    Quevven's Stone Quarrel

    Level 1
    School Evocation
    Range 60 yds. + 10 yds. /level
    Component VS
    Duration Instantaneous
    CT 1
    AE 1-5 targets
    Saving Throw none

    Spell description

    Use of the stone quarrel spell creates up to five quarrels of material from
    the Elemental Plane of Earth that dart forth from the wizard's fingertip and
    unerringly strike their target. This includes enemy creatures in a melee. The
    target creature must be seen or otherwise detected to be hit, however, so
    near-total concealment, such as that offered by arrow slits, can render the
    spell ineffective. Likewise, the caster must be able to identify the target.
    He cannot direct a stone quarrel to "Strike the commander of the legion."
    unless he can single out the commander from the rest of the soldiers. Specific
    parts of a creature cannot be singled out. Inanimate objects (locks, etc.)
    cannot be damaged by the spell, and any attempt to do so wastes the quarrels
    to no effect. Against creatures, each quarrel inflicts 1d4+1 points of damage.
    For every two extra levels of experience, the wizard gains an additional
    quarrel - he has two at 3rd level, three at 5th level, four at 7th level,
    etc., up to a total of five quarrels at 9th level. If the wizard has multiple
    quarrel capability, he can have them strike a single target creature or
    several creatures, as desired.

  2. #2
    Senior Member
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    New Spells

    At 07:57 PM 5/18/98 EDT, you wrote:
    >Okay, I was not going to submit these for a while, but based on the recent
    >rant, I decided to submit them...
    >
    >Quevven's Flame Dart

    Is it just me, or are all these spells just Magic missiles with a different
    name?

  3. #3
    Wrb41977
    Guest

    New Spells

    These spells are Magic Missile Variants. As for my favorite spell being Magic
    Missile, that is incorrect. Sometime, in the future, I might post my favorite
    spell...

  4. #4
    LWS DRDuck
    Guest

    New Spells

    Speaking of new spells- i am desperately looking for a copy of The Book of
    Magecraft (TSR#3117)for the Birthright setting - it seems it is out of
    print(if it was ever actually in print) and would gladly reimburse anyone the
    cost of copying it or buy it outright or whatever--- anyone out there
    interested? If so contact me at LWSDRDuck@aol.com. Much thanks.

  5. #5
    MANTA
    Guest

    New Spells

    Don┬┤t mean to be unpleasent but your Queen Quevven isn┬┤t very original with
    her spellcasting.
    And now for a magical trick:
    The great MANTini will guess what┬┤s YOUR favourite PHB wizard spell.
    Silence ladies & gentlemen......


    Magic missile !

    :: the crowd roars::

    MANTA
    ip209007@ip.pt

    - ----------
    > From: Wrb41977
    > To: birthright@MPGN.COM
    > Subject: [BIRTHRIGHT] - New Spells
    > Date: ter├ža-feira, 19 de maio de 1998 1:57
    >
    > Okay, I was not going to submit these for a while, but based on the
    recent
    > rant, I decided to submit them...
    >
    > Quevven's Flame Dart
    >
    > Level 1
    > School Evocation
    > Range 60 yds. + 10 yds. /level
    > Component VS
    > Duration Instantaneous
    > CT 1
    > AE 1-5 targets
    > Saving Throw none
    >
    > Spell description
    >
    > Use of the flame dart spell creates up to five darts of material from the
    > Elemental Plane of Fire that shoot forth from the wizard's fingertip and
    > unerringly strike their target. This includes enemy creatures in a melee.
    The
    > target creature must be seen or otherwise detected to be hit, however, so
    > near-total concealment, such as that offered by arrow slits, can render
    the
    > spell ineffective. Likewise, the caster must be able to identify the
    target.
    > He cannot direct a flame dart to "Strike the commander of the legion."
    unless
    > he can single out the commander from the rest of the soldiers. Specific
    parts
    > of a creature cannot be singled out. Inanimate objects (locks, etc.)
    cannot be
    > damaged by the spell, and any attempt to do so wastes the darts to no
    effect.
    > Against creatures, each dart inflicts 1d4+1 points of damage.
    > For every two extra levels of experience, the wizard gains an additional
    dart
    > - he has two at 3rd level, three at 5th level, four at 7th level, etc.,
    up to
    > a total of five darts at 9th level. If the wizard has multiple dart
    > capability, he can have them strike a single target creature or several
    > creatures, as desired.
    >
    > Quevven's Ice Dagger
    >
    > Level 1
    > School Evocation
    > Range 60 yds. + 10 yds. /level
    > Component VS
    > Duration Instantaneous
    > CT 1
    > AE 1-5 targets
    > Saving Throw none
    >
    > Spell description
    >
    > Use of the ice dagger spell creates up to five daggers of material from
    the
    > Elemental Plane of Water that dart forth from the wizard's fingertip and
    > unerringly strike their target. This includes enemy creatures in a melee.
    The
    > target creature must be seen or otherwise detected to be hit, however, so
    > near-total concealment, such as that offered by arrow slits, can render
    the
    > spell ineffective. Likewise, the caster must be able to identify the
    target.
    > He cannot direct a ice dagger to "Strike the commander of the legion."
    unless
    > he can single out the commander from the rest of the soldiers. Specific
    parts
    > of a creature cannot be singled out. Inanimate objects (locks, etc.)
    cannot be
    > damaged by the spell, and any attempt to do so wastes the daggers to no
    > effect. Against creatures, each dagger inflicts 1d4+1 points of damage.
    > For every two extra levels of experience, the wizard gains an additional
    > dagger - he has two at 3rd level, three at 5th level, four at 7th level,
    etc.,
    > up to a total of five daggers at 9th level. If the wizard has multiple
    dagger
    > capability, he can have them strike a single target creature or several
    > creatures, as desired.
    >
    > Quevven's Static Bolt
    >
    > Level 1
    > School Evocation
    > Range 60 yds. + 10 yds. /level
    > Component VS
    > Duration Instantaneous
    > CT 1
    > AE 1-5 targets
    > Saving Throw none
    >
    > Spell description
    >
    > Use of the static bolt spell creates up to five bolts of material from
    the
    > Para-Elemental Plane of Lightning that dart forth from the wizard's
    fingertip
    > and unerringly strike their target. This includes enemy creatures in a
    melee.
    > The target creature must be seen or otherwise detected to be hit,
    however, so
    > near-total concealment, such as that offered by arrow slits, can render
    the
    > spell ineffective. Likewise, the caster must be able to identify the
    target.
    > He cannot direct a static bolt to "Strike the commander of the legion."
    unless
    > he can single out the commander from the rest of the soldiers. Specific
    parts
    > of a creature cannot be singled out. Inanimate objects (locks, etc.)
    cannot be
    > damaged by the spell, and any attempt to do so wastes the bolts to no
    effect.
    > Against creatures, each bolt inflicts 1d4+1 points of damage.
    > For every two extra levels of experience, the wizard gains an additional
    bolt
    > - he has two at 3rd level, three at 5th level, four at 7th level, etc.,
    up to
    > a total of five bolts at 9th level. If the wizard has multiple bolt
    > capability, he can have them strike a single target creature or several
    > creatures, as desired.
    >
    > Quevven's Stone Quarrel
    >
    > Level 1
    > School Evocation
    > Range 60 yds. + 10 yds. /level
    > Component VS
    > Duration Instantaneous
    > CT 1
    > AE 1-5 targets
    > Saving Throw none
    >
    > Spell description
    >
    > Use of the stone quarrel spell creates up to five quarrels of material
    from
    > the Elemental Plane of Earth that dart forth from the wizard's fingertip
    and
    > unerringly strike their target. This includes enemy creatures in a melee.
    The
    > target creature must be seen or otherwise detected to be hit, however, so
    > near-total concealment, such as that offered by arrow slits, can render
    the
    > spell ineffective. Likewise, the caster must be able to identify the
    target.
    > He cannot direct a stone quarrel to "Strike the commander of the legion."
    > unless he can single out the commander from the rest of the soldiers.
    Specific
    > parts of a creature cannot be singled out. Inanimate objects (locks,
    etc.)
    > cannot be damaged by the spell, and any attempt to do so wastes the
    quarrels
    > to no effect. Against creatures, each quarrel inflicts 1d4+1 points of
    damage.
    > For every two extra levels of experience, the wizard gains an additional
    > quarrel - he has two at 3rd level, three at 5th level, four at 7th level,
    > etc., up to a total of five quarrels at 9th level. If the wizard has
    multiple
    > quarrel capability, he can have them strike a single target creature or
    > several creatures, as desired.
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