Compitum Spells [Archive] - Wizards Community

Post/Author/DateTimePost
thinkhard

04-19-05, 04:13 PM
These are some custom spells for my new campaign setting Compitum

Compitum Spells

Bury
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft per level)
Targets: One or more creatures; See text
Effects: See text
Saving Throw: Reflex for half; Fortitude Negates; See text
Duration: Instantaneous
Spell Resistance: No

This spell displaces ground from beneath an opponent (or opponents) and attemps to bury it upon them. For this spell to function, the target has to be standing on a solid surface made of a mineral or metal based material.
When it is cast, 25 lbs./caster level of earth is removed from beneath the target. The target takes a reflex save to avoid falling in the hole. Reguardless of wether or not the target falls into the hole, the removed earth falls back dealing 1d8 nonlethal damage per 25 lbs. of weight. Any creature that did not fall into the whole due to a successful reflex save only takes half damage, and is not subject to being burried.
A target that did not succeed in the saving throw takes full damage and is covered in the dirt and potentially burried. It takes 50 lbs to bury a small creature, 100 lbs to bury a medium creature, and 400 lbs to bury a large creature. Anything higher in size category than large is not affected by burying. Please not that every extra 50 lbs over the amount required to bury the target increases the save DC by 1.
When using this against multiple opponents, they must be within 10 feet of eachother, and you must have enough weight for each creature individually to bury them, which is distributed according to the caster's preference. This means an 16th level caster can bury up to 4 medium creatures with 400 lbs at 100 lbs each, and they each take 4d8 damage. The save DCs increase proprotinately to how much extra weight is assinged to a particular creature rather than the extra weight as a whole.
Once a creature is burried, provided the creature needs to breathe, it immediately takes a Fortitude save (figured the same way as the Reflex save, then subtract). Failure causes and additional 1d8 nonlethal damage/per 3 caster levels. A creature may attempt to escape on their turn as a standard action, making a strength check equal to 15 + 1/50 lbs of earth burying the creature (same division rules apply as explained earlier). For every round a creature spends still burried, they must attempt another Fortitude save as the first round to the same effects (anoter 1d8/3 caster levels for a failed save), and the DC of the save increases by 1 for every failure. When the creature passes out from the non-lethal damage, they die, having suffocated under the ground.
Focus: A gem stone valuing 100 gp

Dehydrate
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft per level)
Targets: One creature
Effects: See text
Saving Throw: Will Negates; See text
Duration: Instantaneous
Spell Resistance: Yes

This spell forces water out of the victim's body. This spell only affects creatures who are dependent upon sustanance, namely water. When the creature is targeted, they take a Will save. Failure means they are dealt 3d6 damage to physical stats (Strength, Dexterity, Consitution) and 1d6 to the mental stats (Wisdom, Intelligence, Charisma). This is not an energy or ability drain. Reguardless of whether or not the target passes the save, they become exhausted and must drink at least 1 quart of water and sleep 8 hours to no longer be considerd exhuasted. Those that failed their will save must drink at least 10 quarts or water before they can begin recovering ability points through natural healing or even restoration.
This spell is considered a Fire effect for the purposes of determining Elemental Affinity casting bonuses and barring.
Focus: A dry piece of wood treated alchemically, valuing 70 GP

Dry
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Short (10 ft +1 ft/level)
Targets: Any inanimate object
Effects: See text
Saving Throw: None (harmless)
Duration: Instantaneous
Spell Resistance: No

This spell allows the caster to target an inanimate object of up to 25lbs/caster level (maximum 300) and drive all water from it, making it suitable for fuel (if it's combustable) or perserving it from rotting much in the same way mummies are prepared. Corpses that are dried shrivel up and take an appearance much like a mummy. This spell keeps the object fully dry no matter what for at least 1 hour (even complete immersion in water fails to make it retain moisture during this period).

Flesh Mites
Conjuration (Summoning)
Level: Druid 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: short (10 ft +1 ft/level)
Target: 1 creature
Effects: See text
Saving Throw: Reflex negates, Fortitude; see text
Duration: 1 + 1 round/level (maximum 10)
Spell Resistance: No

Upon casting this spell, a tiny parasite appears upon the flesh of the target, attempting to dig deeply into their body, succeeding upon a failed reflex save by the target. The parasite deals them either 1 Constitution, Dexterity, or Strength damage (determined randomly). The next round, the victim must make a Fortitude save. Failure means they take 2 damage to the same stat targeted before. Every round that the target fails a save, they take 1 more damage than the time before that they failed the save the save (a second failure would mean 3 damage, a thid would mean 4). Remove disease or other heal effects do not remove the parasites before the end of their duration, but a successful Dispell Magic check does.
Focus: a parasite's egg or husk

Force Weapon
Transmutation
Level: Clr 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Any weapon held
Effects: See text
Duration: 1 round/level (maximum 15)

When this spell is cast, the target weapon held by the caster suddenly glows with bright light. For all intents and purposes, damage dealt by the weapon (not including additional damage such as sneak attack, or extra damage dice from enhancements; strength and basic weapon enhancment bonuses apply) is considered Force damage. This means it ignores damage reduction and elemental resistances. If the caster loses hold of the weapon or passes it off to someone else, the spell immediately stops.
Focus: a black bead made of stone

Freeze
Evocation (Cold)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: short (10 ft +1 ft/level)
Targets: Any food item or amount of water
Effects: See text
Saving Throw: No (harmless)
Duration: Instantaneous
Spell Resistance: No

This spell magically freezes any food item or amount of water not totalling more than 1 gallon/level (maximum 10). The frozen items are immune to thawing for envoronmental reasons for up to 1 day, but direct exposure to flame or entering the item into the mouth causes it to thaw as normal. When combined with Prestitidigation, it is perfect for making the most delicious frozen treats, and is also useful for keeping foodstuffs frozen and perserved while on the road.

Hide from Outsiders
Abjuration
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One touched creature/level
Effects: See text
Saving Throw: Will (harmless)
Duration: 10 min/level
Spell Resistance: Yes

This spell functions exactly like Hide from Undead, except that it functions against outsider and extra-planar creatures.

Icy Death
Evocation (Cold)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft per level)
Targets: One creature
Effects: See text
Saving Throw: Fortitude for half
Duration: Instantaneous
Spell Resistance: Yes

This spell attempts to totally freeze the insides of any target, and then rupture them. It deals 1d6 cold damage/level. A successful Fortitude save reduces the damage dealt by half. If a creature is killed by the cold damage, it explodes, dealing 1d6 cold damage per creature's hit die to anything within a 30 foot radius of the creature (reflex save for half, same as initial fortitude save). Any creature that fails the reflex save is treated as being targeted by Icy Death and must make a Fortitude save (same as the standard spell save) or suffer Half the initial damage (20 d6 becomes 10 d6); success in the fortitude save means they take half of that damage (so half of 10d6). Every time a creature is targeted by the chain effect of Icy Death, the spell's initial damage is reduced by half again (a 3rd creature targeted would suffer 5d6 initial damage). Any creature may be targeted by the chain effect of the spell only one time; if Icy Death is cast again, though, that creature can be targeted by the new casting's chain effect.
Focus: A bottle of water taken from a glacier (usually costing 50 gp)

Wind Mastery
Transmutation (Air)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Targets: One or more creatures; See text
Effects: See text
Duration: 1 hour + 1 per caster level (maximum 10)

Though you have no affect on the actual wind around you, you can allow a sailing ship to move at normal speed in any direction on the sea, as if being pushed by a strong wind. This spell also makes the caster immune to non-magical hazardous wind effects, and likewise makes any vessel the caster is on immune to non-magical hazardous wind.
Focus: A piece of cloth from a sail or windmill
thinkhard

04-21-05, 09:41 PM
anybody notice these? :-P
AzarKing

04-21-05, 09:44 PM
I like the majority of your spells
thinkhard

04-23-05, 10:38 PM
thank you. Does anybody see any needed adjustments?
DemonMonkeyBoy

04-24-05, 05:50 AM
:b: I liked many of your spells and will I copy them into my collection later. I find it hard to give any good advice with so many spell. One or two spells per post is best. Many of the spell are well thought out and good for there lvl. I do have some questions about the last part of Bury.

For every round a creature spends still burried, they must attempt another Fortitude save as the first round to the same effects, and the DC of the save increases by 1 for every failure. When the creature passes out from the non-lethal damage, they die, having suffocated under the ground.


Does this part mean that on round two if you fail you take another 1d8/3lvls (non-lethal) damage?
thinkhard

04-24-05, 08:08 AM
yes. The idea is that the creature is slowly suffocating beneath ground, and if they aren't strong enough to dig their way out, they eventually die.