Interesting Spells; Designed by Neural Network;
These Spells for Starjammer or DnD-3.5
titles were spewed out by an analysis program, inspiring the effects to be discussed by
the DMs & GMs discussion group SOME ARE ON THIS PAGE:
This spell enables the mystic covers a person with moss (component is 3 bulk worth of fresh moss), costing 5 credits. Put them in a trance, and they are slowly healed of all stamina, wounds and afflictions over the course of a night. If the trance is interrupted or dispelled, they only heal 10-20%
This spell enables many hits: the group passes around a blunt, says a magic word, and takes a D4 temp wisdom damage each, but otherwise they get healed to full stamina, and of all other afflictions. Component is 50 credits (+15 credits per person) or more worth of the devil's lettuce, with appropriate rolling paper.
But it only heals 1 wound point.
This spell enables the caster to halt (paralyze) any 1 rodent-like vermin, animal, or magical beast so it cannot move. No saving throw. Size or hit dice do not matter, so the giant space hamsters from spell-jammer would be affected. Other monster types, that are rodent-like, such as ratfolk, skaven, or ysoki; do get a saving throw, since they are humanoids. It target is a swarm, then 2d20% will be affected.
Lesser Hold Mouse is, also of course, a legacy spell, so that is a cantrip token version that stops mice. Created for training a pet mouse and vermin control, from before the creation of the Familiar ritual........
This spell enables the summoning of a rare Small Air Elemental, but it has 2 attacks per round, and does 1d6 extra sonic damage and also inflicts sonic burst on criticals.
Slowly deafens all in the vicinity during combat. DC 10 first round, 11 the 2nd, etc. Everyone within 40 feet of the sphere must save FORT each round, until deafened, or leave the area, or spell expires. Deafness lasts one day per amount by which failed. If over 25 feet away then save at +3.
Use like Summon Monster 3, small elemental, plus: (a pinch of rare dust) Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a loud dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the thing must make a Strength check (DC as spell). On a failed save, the creature takes 1d6 bludgeoning damage and is bull-rushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. If the barking elemental moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 15-foot-radius cloud of debris around itself that lasts for a minute or until spell expires, The cloud heavily obscures its area. At Higher Levels. the damage increases by 1d6 for each 2nd level above 5th. The thing makes a loud barking sound repetitively, and will set other beasts, such as hyenas or wild dogs, to also barking along with it. The barking can be heard up to 3000 yards away.
This spell enables the caster to polymorph only farm crops or domesticated creatures into their prepared forms. Laying chickens become omelettes, other chickens become tenders, Wheat becomes pancakes, Rye becomes Toast, Oats become cookies, Berry plants become jam, Pigs become bacon, Dairy cows become cheese; other cows become sausage , etc. Up to 32 pounds plus 8 pounds per caster level of living farm grown creatures may be converted into food this way per casting. Inappropriate targets, such as wild plants, people, aberrations, etc, simply take 1d4 heat-based subdual damage per caster level, Fort save for half.
This spell enables Summons forth a magic shwarma, a huge meat tornado. can be good or bad.
Combat Form: bits of meat and juice may blind all with 35 feet, (reflex save) and slickness effects also happen. (Force fields and space suits help) Anyone wishing to touch the tornado must succeed at grapple check or be thrown back 3 feet per failure amount, in a random direction. The tornado does 2d4 subdual damage to anyone contacted (touch AC). If attacked, the tornado has similar stats to a huge herd animal ...
Camp Form: The tornado is friendly, and serves as a hero's feast for 3 people (or meat-eating animals) per caster level. Does not spray area, but does leave drippings that pets cannot resist.
This spell reeks. This utterly unique spell, Enfebtemang was a Goblin Sorceror; So, the target of the Finger goes bald, their skins goes way green. their teeth blacken and sharpen, and they drop absolutely everything they are holding, and must Atone or go insane or slightly evil (over the next week), if they fail. If they do save, their skin only tinges light green, and they still take 4d8 subdual and are stunned with damage. Spell's gotta be 6th level, like a polymorph, but in a ray that damages something if the first target saves the ray goes on for miles.
Fomend has gotta be a psycho wizard of some kind. This spell enables a sound thrashing. Seems terribly similar to Clenched Fist, except the spell cannot interpose, and it just hovers near and pummels one opponent for the full duration. Even if they fall down or die the spell cannot be recalled. The sphere manifests as a nasty looking ball of scarred pink and red flesh, about 4 feet in diameter.
It emits a rhythmic thumping noise, like that of a heart. It strikes for 4d6 of bludgeoning each round. This spell is truly "fire and forget", as it cannot be recalled or ended normally by the caster. He must use dispel magic to stop it. It has a 45 foot movement rate to catch targets who flee.
This spell enables the techno to summon this thing which proceeds to blind almost everything at random in the area. A small celestial lantern, LINK BELOW
that serves the caster for 1 round per level if in combat. or one hour per level for a task if no fighting happens.
This spell enables locating and harvesting rare plants. Dungeon Masters hate this spell ! More than one campaign has ended, more than a few game tables flipped after the casting of this world wrecker. Works like Commune With Nature, Locate Object, Plant Growth, and Stone Tell all at the same time. ~~~ The Druid meditates, smokes some of the devil's lettuce, and starts concentrating about a given species of plant. His mind reaches out, growing in wisdom and consciousness, and he connects temporarily with nearby plant forms. In an ever-increasing circle, he can know all appropriate lore of plants in his region. His area expands until he reaches the nearest example growing of said plant. Whether it is healthy, old, near dead, mature or whatever state it is in, he finds it with his mind. even if its just an old dried seed in the dirt.
The DC to find is 50, of' Knowledge nature, but he gains +2 on a time chart for as long as he needs (concentration) to find one. He may reroll as often as once per 20 minutes till he zeroes in on a living (or at least partially viable) specimen of his chosen plant.
Range limitation is same planet. if the plant in question does not grow on this world, the druid would have already known that.
Scry protections can block this spell. So obviously the Druid is not going to pick something mundane like a dogwood, or a cherry tree. He's going to choose a rare plant, such as moly, a black lotus, athelas, mandrake, or even a rare mushroom like draughtcap.
The gist of the spell is this: Druid locates plant, then when the location is fixed in his mind (this can be anything from a dozen yards away to several thousand miles.) Then the druid arises, and begins his journey personally (or he can send friends) to the location of the plant. Now while his journey is in progress (anywhere from a few hours to several weeks), the spell makes the plant wake up, magically invigorates, and begins growing. The plant will become healthy, vibrant, and blossoming, even if out of its normal season.
By the time the Druid arrives at the location of the plant, it will have produced a D4 blossoms (or seeds, roots or fruits, or whatever it normally makes of value), plus 1 more for every 3 levels of the caster. RARE HERBS https://wiki.rpg.net/index.php/WS:Medicinal
When he arrives, and this will probably not be an uneventful journey, and what are the odds of the plant growing in a peaceful thicket that nobody cares or knows about ?
Arrives, he must use his herb lore or appropriate to correctly harvest the product to make use of it. But the spell ensures that the plant is in prime form and ready to be used for the druid. He may take his 20 on the lore and method of harvest
The Spell can locate creatures of the plant subtype, but they get a willpower save, both at the start of the spell, and each morning thereafter while the druid is journeying there. If they save, the druid loses track of their location, but he could recast or use other methods to find them again.
Components: V, S, F (a set of divination tokens, plus a joint)
obviously this spell can be quite lucrative, or a quest-wrecker, or introduce magical elements untimely into a game.
Say someone is dead, but the druid can go make a poultice to get them back, well that's a big game-changer.
The Mystic/Druid may only cast other spells of 4th level or lower during the journey phase.
School : Conj/Summ
Targets: makes one hound
Spell Resistance: n/a
Casting Time: 1 minute
Duration : exactly 1 minute per level
Classes: mystic 5, techno 6.
WRATHFUL HOUND Range : 50 feet Saving Throw : n/a
This spell enables summoning its an infernal beast, that will probably destroy exactly what the caster designates, but the beast will stay the full duration, and so saves and control checks must be made to prevent it from going off the plan and killing whatever it can reach. SEE HERE: Exo-Dog
It cannot be placated with normal food. Good casters should not cast this spell.
Q's INVISIBILITY spell preps a serum that can be drunk later. Makes a silvery liquid that tastes like citrus pine rosin. It is a powerful and long lasting invisibility.... harsh invisibility. However it has 2 powerful side-effects:
1. Animals that touch the invisible person become blind. This drives them into panic and suffering.
2. the other side effect is delusional and end product. Let's say for this example the drinker of the serum deliberately touches an encounter, a dog-face humanoid, and picks the gnoll's pocket.
The Invisibility spell stops working against all Gnolls. They can all now see the drinker,
Other humans, monsters, elves, etc.. cannot see the drinker, the invisibility still works fine against other species.
However, Gnolls that can see the drinker of the serum now come to a random conclusion about him. They imagine him to be something different: Could be bad, could be weird. Instead of a mystic they might see him as a bricklayer, a hobo, royalty, a chef, a ghost, a lothario, or a janitor.
If the being touched is a half-breed, then the end of the invisibility and the delusion comes out on both halves. So touching a half-elf would affect humans and elves. Touching a half-dragon would affect both the mother species and the draconic.
Stats: Techno/Mystic Level: 6 School: illusion Range: touch
Targets: preps one serum, which affects one target, & lasts up to a week. Costs 725 credits of ingredients.
Area: one drinker of the serum Duration: 1 hour/lvl of caster, plus one hour per level of drinker.
Saving Throw: DC 26 + Stat Bonus + caster level to notice the person.
Spell Resistance: yes The DCs are also that high for the animal panic and the delusion resistance.
unlike regular invisibility, attacks do not end it, but touching beings does in the way described above.
School conjuration (summoning) Casting Time 3 rounds Range: Way Short (10 ft. + 3 ft./level)
Effect one summoned bovine creature Duration : right up until the next breakfast (D)
Saving Throw none; Spell Resistance no;
https://sites.google.com/.../starf.../supa-halfling/aura-cow - - Heroic Systems Aura-Cow
Wonderfully, a strange cow from another dimension is summoned and will stay with the adventuring party until the next morning. The cow's milk can heal, it will guard the party while it sleeps, with its nose it can sniff out any helpful herbs or plants. If it eats said herbs, then everyone in the party can benefit from the effects from said plants by drinking a cup of its milk the next morning.
The cow gives off an aura of peace and tranquility. Everyone within 75 feet of it must make a will save, and feel calm, or stop fighting and cease aggression.
If they roll a natural one on the save, they move one step on their alignment towards lawful good.
If the cow is somehow cut up for meat, it is stringy, leatheyr, and does not taste at all good, and everyone who eats of it gets very hungry again in 2 hours.
It can be used as a pack animal or riding animal can move 2 tons of things, much bulk.
It will trample beings that attack it, especially evil. It has sense motive of 32. Perception of 24
Its horns can toss small beings D12 squares away (minus one square per size above that)
Yes they are the divine opposite of stench kine. Normal herd animals in this things presence will cooperate, stampede, encircle, or whatever it wants them to do. Save: Will DC 30 otherwise.
The Cow of Auraly will simply stand and graze nearby plants and watch the PC party if they cannot communicate with it.
Auraly ; wordwise comes from the fact that they glow in the effing dark as far as spell casters are concerned. It is incredibly easy to read their alignment, origin, and magic level, because these cattle are highly radioactive, magically speaking. Their milk lasts one day after is produced.
If the PC party are carnivores, it can cheerfully hunt down and kick to death a meat-animal for them. It will not normally be eaten itself. It can hunt, track by scent, and has all appropriate nature and survival skills.
The only thing that bothers them is bugs. They will avoid , possibly flee from insectoids, swarms, arthropods, crustaceans, etc.
rhymes with Spanish Órale which also means wonderful.
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