Subject: New spells! Any comments?
Date: 29 Mar 93 07:37:28 GMT
From: Paulf@solist.htsa.aha.nl (Paul Ferron)

I'm posting these spells for a friend of mine, any comments will be relayed to
him. If comments convince him to change the spell(s) I will repost the
corrected spell(s).

*********
 LEVEL 3
*********

Harbald's Fiery Boomerang (Evocation)

Range: up to 60 yards
Components: S,M
Duration: 5 rounds +1 round per level
Casting Time: 1
Area of Effect: 3 foot radius +1 foot per 2 levels
Saving Throw: none

 Upon casting this spell, the wizard causes a burning boomerang, of approx.
2 foot, to appear in his hand. This boomerang can be thrown on any target
the spellcaster desires and explodes the moment it makes contact. If the
target is missed the boomerang will return to the caster. Once the boomerang
reaches the caster he can try to catch it.
 The caster is immune to any damage the boomerang causes.
 The caster can throw the boomerang over a range up to 60 yards. (60 yards is
long range; 40 yards is medium range; 20 yards is short range.) Apply the 
appropriate to hit penalties for the range.
 The wizard is able to, mentally, guide the boomerang, for which the caster
receives a +5 bonus on his attack roll. If the wizard is not proficient with
the boomerang, the bonus will negate the penalty for not being proficient.
The target must be in a line of sight.
 The boomerang causes 1D6 +1 points of damage when it hits the target. This 
damage is bludgeoning damage and not fire damage. If the wizard misses his 
target, but still hits the unmodified armor class of the opponent (the armor
class without the protection from shield and armor.) the opponent will only 
receive the fire damage and not the bludgeoning damage.
 After the initial hit the boomerang explodes in an outburst of fire, 
delivering another 1D6 fire damage per experience level of the caster (up to
a maximum of 5D6). The explosion fills an area of 3 foot-radius which is 
enlarged by another 1 foot for each level of the caster. Combustible materials
are set afire when they do not save. Creatures in the area of effect also
receive a saving throw versus spells for half damage.
 Against this spell is no saving throw, because once hit by the boomerang
it is impossible to jump out of the area of effect of the explosion.
Magic resistance will negate the fire damage (if successful checked) but
not the bludgeoning damage.
 To catch the boomerang, the wizard must make a dexterity check with a penalty
of -2 or -3 if the boomerang was thrown on medium or long range. If the 
boomerang is catched, the wizard can throw it again and again, up to 5 rounds
+1 round per level of experience (provided he catches the boomerang each time)
He can only throw it once per round with a weapon speed of 4. The boomerang 
can only be catched if it didn't hit the target and returned to the wizard.
There is a chance that someone or something tries to intercept the boomerang.
If this someone or something tries to intercept the boomerang. throw on the 
next table (1D8):

   1  Interceptor becomes target: roll for damage.

  2-3 Boomerang bounces off the interceptor and falls 1D6 foot from the
      interceptor after which it explodes. Damage to everyone in the area of
      effect

  4-5 Interceptor intercepts and the spell wears off. Boomerang vanishes.

  6-7 Interceptor misses the boomerang. Boomerang returns to the caster. Roll
      to catch.

   8  Interceptor manages to get the boomerang off course. The wizard must 
      make a dexterity check with a -4 penalty (cumulative to range modifier)
      to catch the boomerang.

 If the wizard did not catch the boomerang, it disappears without doing any
harm.
 The material components are a bit of sulphur, a piece of string from a yo-yo
and a chip of wood.





**********
 LEVEL 1
**********


Harbald's Fire Arrow (evocation)

Range: 0
Components: S,M
Duration: 5 hours +2 hours per level
Casting Time: 1
Area of Effect: 1 arrow
Saving Throw: none

 When cast on an arrow, this spell enables that arrow to ignite itself as soon
as it's in free flight (shot, thrown, fallen, etc.) As soon as nothing is in 
touch with the arrow anymore, it will spring to fire and act like a normal 
burning arrow.
 The arrow radiates light in a 30 foot radius, just like a torch does. But 
when it hits a target, it delivers damage as an arrow +1 due to the fire.
 After the arrow ignite, it will burn for 10 rounds, setting fire to all 
combustible materials which come into contact with the arrow, unless the fire
is extinguished.
 The spell lasts for 5 hours +2 hours per level of the caster.
 After the arrow is used, it is completely burned up. If it was extinguished,
it will disappear. If the arrow wasn't used, it will become an ordinary arrow
after the spell's duration expires.
 The fire is not magical and the arrow does not count as a +1 weapon when 
fighting against creatures that can only be hit with a +1 weapon or better.
 The material components for this spell are the arrow and a bit of sulphur
to be applied to the arrow.


Lhaeo's Distant Bandage (Abjuration)

Range: 5 yard +5 yard per level
Components: V,S,M
Duration: Permanent Until Removed
Casting Time: 1
Area of Effect: one creature
Saving Throw: none

 When this spell is cast, the wizard is able to bind the wounds of a creature
up to 5 yards away plus 5 yard per level. This spell is to be used together
with the optional rule "hovering on death's door" on page 75 DMG.
 The bindings are only able to tend to someone's bleeding wounds. They have 
no power to hinder a creature's movement. The creature on which the bindings
are used immediately stops bleeding from serious wounds but does not recover 
any hit points. Hit points must be recovered normally.
 This spell is very usefull if nobody of the party can reach the player who
just reached 0 or lower hit points. Lhaeo (no not THE Lhaeo) often meets this
problem because he travels with a bunch of suicidal maniacs who always manage
to get themselves below 0 hit points and this always happens when that person
is as far away from the party as possible.
 The material component of this spell is a piece of bandage which must be 
thrown toward the injured creature. While the piece of bandage flies toward 
the target it grows and grows until it reaches the exact size needed to stop
the wound from bleeding. Then the bandage wraps itself around the wound and
stays there until someone removes it. 
The wizard does not need to concentrate on this spell.
-- 
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   Kevin Landwaster son of Lorric        No smart comments are mine. 
      Arch-mage of Threefork.                  aka paulf@solist.htsa.aha.nl 
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From: paulf@htsa.aha.nl (Paul Ferron)
Subject: Reply to comments on New spells (HARBALD)
Date: 1 Apr 93 11:44:23 GMT

This is the revised spell and some comments from the writer of the spell
are included at the end. Once again all comments will be forwarded to the
writer of the spell.

*********
 LEVEL 3
*********

Harbald's Fiery Boomerang (Evocation)

Range: up to 60 yards
Components: S,M
Duration: 5 rounds +1 round per two levels
Casting Time: 1
Area of Effect: 3 foot radius +1 foot per 5 levels
Saving Throw: special

 Upon casting this spell, the wizard causes a burning boomerang, of approx.
2 foot, to appear in his hand. This boomerang can be thrown on any target
the spellcaster desires and explodes the moment it makes contact. If the
target is missed the boomerang will return to the caster. Once the boomerang
reaches the caster he can try to catch it.
 The caster is immune to any Fire-damage the boomerang causes, not to the 
explosion.
 The caster can throw the boomerang over a range up to 60 yards. (60 yards is
long range; 40 yards is medium range; 20 yards is short range.) Apply the 
appropriate to hit penalties for the range.
 The wizard is able to, mentally, guide the boomerang, for which the caster
receives a +5 bonus on his attack roll. If the wizard is not proficient with
the boomerang, the bonus will negate the penalty for not being proficient.
The target must be in a line of sight.
 If the caster uses the boomerang as a club, it will only do 1D6-2 damage
and the caster will receive a -2 to hit because the weapon simply is not
designed to use as a club.
 The boomerang causes 1D6 +1 points of damage when it hits the target. This 
damage is bludgeoning damage and not fire damage. If the wizard misses his 
target, but still hits the unmodified armor class of the opponent (the armor
class without the protection from shield and armor.) the opponent will only 
receive the fire damage and not the bludgeoning damage.
 After the initial hit the boomerang explodes in an outburst of fire, 
delivering another 1D6 fire damage per 3 levels of experience (up to
a maximum of 5D6). The explosion fills an area of 3 foot-radius which is 
enlarged by another 1 foot for each 5 levels of the caster. Combustible 
materials are set afire when they do not save. Creatures in the area of effect
also receive a saving throw versus spells for half damage.
 Against this spell is no saving throw, because once hit by the boomerang
it is impossible to jump out of the area of effect of the explosion.
Magic resistance will negate the fire damage (if successful checked) but
not the bludgeoning damage.
As long as the caster holds the boomerang in his hands, it will not explode.
 To catch the boomerang, the wizard must make a dexterity check with a penalty
of -2 or -3 if the boomerang was thrown on medium or long range. If the 
boomerang is catched, the wizard can throw it again and again, up to 5 rounds
+1 round per two levels of experience (provided he catches the boomerang each
time) He can only throw it once per round with a weapon speed of 4. The 
boomerang can only be catched if it didn't hit the target and returned to the 
wizard.
There is a chance that someone or something tries to intercept the boomerang.
If this someone or something tries to intercept the boomerang. throw on the 
next table (1D8):

   1  Interceptor becomes target and boomerang explodes: roll for damage.

  2-3 Boomerang bounces off the interceptor and falls 1D6 foot from the
      interceptor after which it explodes. Damage to everyone in the area of
      effect

  4-5 Interceptor intercepts and the spell wears off. Boomerang vanishes.

  6-7 Interceptor misses the boomerang. Boomerang returns to the caster. Roll
      to catch.

   8  Interceptor manages to get the boomerang off course. The wizard must 
      make a dexterity check with a -4 penalty (cumulative to range modifier)
      to catch the boomerang.

 If the wizard did not catch the boomerang, it will fly randomly through the
area in which it was thrown for 1D4 rounds. The cater cannot mentally guide 
the boomerang anymore. If the boomerang was thrown at short range, it flies 
through an area of 20 yards. Every creature (including the caster) should make
a Dexterity check to avoid the boomerang. The boomerang has no target anymore 
thus it will explode against the first object or creature it hits. So that 
object or creature becomes the target.
If the boomerang reaches the caster after a complete circle through the area,
the caster cannot catch the boomerang anymore, he now has to make a Dexterity
check to avoid the boomerang, just like any other creature.
 The material components are a bit of sulphur and a boomerang worth at least 
50 GP.

------------------------------------------------------------------------------

After 3 weeks of extra research Harbald had made a second version of his
Fiery Boomerang spell.
He also felt as he had to explain something:

-The resistance to any damage done by his own boomerang was ment ONLY for
 the damage done by the fire of the boomerang, NOT by the explosion.
 So Harbald would not be safe against an explosion from his own boomerang.
 So the caster is NOT immune to ANY damage it causes.

-I changed the Saving Throw: to special.

-I changed the duration in 5 rounds +1 round per TWO levels.

-I changed the Area of Effect in 3 foot radius +1 foot per 5 levels.

-I decided to let the +5 on the throw there because i expect the DM to be so
 so clever to adjust any damage done to a target with let's say a very large
 shield. (Nobody complains about the burning hands spell because there's not
 a line in the spell which says: creatures with a large shield bla, bla, bla.

-I changed the damage done by the spell. The reason that error whas still in 
 there, was because i first made a 2nd level variant of it and i forgot to 
 change the damage done by the spell. (HARBALD:I always thought it did not the
 amount of damage I thought it ought to do). Now I made it 1D6 + 1D6 per
 three levels of experience).

-I hope everybody is smart enough to figure out that the boomerang can only be
 thrown again if it did NOT hit any target. Because if it hits any target, the
 boomerang EXPLODES. That means that it does NOT explode AND return to the
 caster.

-Also by "Interceptor becomes target" I mean that the person trying to
 intercept the boomerang becomes the target SO the boomerang explodes.
 
-The caster cannot use the boomerang as a club and as long as the caster holds
 the boomerang in his hands, it will not explode. I decided to give the 
 boomerang a -2 to hit and to damage because this weapon cannot be used 
 properly as a club.

-When the caster fails to catch the boomerang, it will fly through the area
 and take a new target (he who fails his DEX check) after which it explodes.

After all this time of research (12 weeks) I feel like going on a vacation.
I think a nice tour on the planet Oerth will do me a little good, and I even
have time to try out my new spell.



                               F.O.S.
-- 
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   Kevin Landwaster son of Lorric        No smart comments are mine. 
      Arch-mage of Threefork.                  aka paulf@solist.htsa.aha.nl 
--------------------------------------------------------------------------------

From: paulf@htsa.aha.nl (Paul Ferron)
Date: 25 Nov 92 09:10:52 GMT
Subject: Revised spell

This is a revised third level spell I designed for AD&D 2nd edtion play 
any comments on this spell are welcome. Feel free to copy this spell in it's
original state and name. Please no flags aboubt how this spell should really
be a priest spell, cause I think priestly magic and mage magic have enough
examples of interfering. Also this spell just creates more of the same
substance (in this case holywater) and there are enough examplesm of that
too. 


 SPELL NAME                                       SCHOOL
 Kevin's Holy Rain                                Evocation

 RANGE                                TIME        DURATION
 20 yards                             special     1 round/level

 AREA OF EFFECT
 3 feet diameter/level

 SAVING THROW                         COMPONENT
 special                              S,M

 MATERIAL COMPONENTS
 a drop of holy water and a hair from a priest of any good alignment.

 DISCRIPTION

This spell creates a small cyclone that moves from the wizard's finger and
grows into a billowing white cloud from which a steady downpour of holy
water falls.
The cloud can be directed and controled as long as the wizard concentrates
on the spell. The cloud can move with MV 6. Undead creatures suffer 1d6+1
hitpoints of damage per round that they are in contact with the rain.
Intelligent undead may save vs breath weapon for half damage.
If the save is successfull it means he has somehow managed to avoid some 
of the rain. The cloud's AoE grows bigger as the wizard advances in levels
to a maximum of 30 feet diameter. As the AoE grows bigger the casting time
gets longer:1 segment/2 levels with a maximum of 5.
The rain from the cloud keeps running for one round per level upto 10 rounds
maximum. The caster can stop the rain anytime by failing to concentrate
on the cloud.
The cloud can be moved by any wind with a force upto 30 mph, if the force
exceeds this limit the cloud disperses.
The rain stays holy only long enough to do damage after it has made contact
with any other matter.  

 

-- 
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   Kevin Landwaster son of Lorric          ======== 
      Arch-mage of Threefork.                 |

