I Need Eleven Wizardly Named Spells

Post/Author/DateTimePost
#1

Mr_Miscellany

Jun 13, 2010 20:28:49

Hi! I need eleven wizardly named spells. I don't need game mechanics, just a general description of its effect along with a descriptive name for the spell that's attached to the name of the wizard who created it.



An example of what I'm after follows:



Fazogould's Highly Useful But Sometimes Annoying Feeblemindment

This spell is like Feeblemind, save that it causes its target to shout out the occasional burst of cold and concise observation having to do with those around him. These observations often result from details the spell's target could not possibly know about those of whom he speaks. The frequency of occurance for this side effect is impossible to time or predict, but the statements made by the target are unerringly true and sometimes even relate to advice on future events that have yet to unfold.

Fazogould used this spell on his smartest foes, preferring to turn them into drooling advisors who gave the occasional bit of good advice (Fazogould would only ever take advice from a fellow mage, believing anyone else to be beneath him) as opposed to bits of ash, dust and exploded body parts.


Ok, so that's one. Ten more to go!

(Thank you in advance)

[Edit: Don't worry about canon! If you have a pet NPC wizard from your Realms games, say one Gobeldash Grimgoat for example, by all means give me a favorite spell of hers. After all, Snilloc wasn't responsible for every unique spell in the Realms.]

#2

johnkretzer

Jun 13, 2010 21:15:40
Curious what edition?  I actualy did have a elven wizard invent a couple of spells...the one issue is that it is based on a 3rd ed spell...and I don't know if it was updated...would those be useful?
#3

Mr_Miscellany

Jun 13, 2010 21:32:27
Hi Johnkretzer!

I'm using this stuff for 4E, but don't worry about edition. Write from whatever era suits your taste. Feel free to include game stats if that works best for you though, as I'm conversant in all rules editions and have ninja conversion skills. 

Really though, I've found that a good spell, a good NPC wizard and a bit of flavor is all I need anymore.
#4

johnkretzer

Jun 13, 2010 22:39:13
Ok than a little background.  You can of course change as you will.

Amra Silverleaf was a lythari(base race Moon Elf) bladesinger.  She gained her renown for fighting Yuan-Ti in the shining land and for banishing a demon Prince for a hundred years.  She was also known to be very friendly to all the good races of the Realms...which is in stark contrast to how the elves reacted in her homeland of the Wealdath.  She is best known spell wise for her two varients on the Whirling Blade spell.

  Amra's Boomerang Whirling Blades:  Which work like the Whirling Blade spell except that it attacked also on the way back.

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Amra's Arcing Whirling Blades:  Which instead of a straight line flew in a loop attacking any targets in it's path.

Now if they didn't update the Whirling Blade spell for 4th you can even attribute that spell to her...so that could be three down right her.  And 5 to go.

#5

shard_of_suzail

Jun 14, 2010 5:47:34
Windle's Entertaining Trinket -

This simple, cantrip type spell, was invented by the novice magus Windle Starshine, a Halfling spellcaster whose dislike of city life meant that he found carriage based travel hard to cope with. Ever creative, Windle took the things he had in his pockets, which mainly consisted of bits of string and other oddments and fashioned them into little replicas of people, dragons and any other things his imagination could come up with during the long journeys between his home and the magical university he studied at. With the application of simple magic, he was able to amuse himself and his travel companions for many hours and soon his spell was being cast in places as diverse as taverns and royal courts, where people found a need to while away the hours doing something distracting.

Spell Effect:

Much in the manner that children can imagine an ordinary object to be something fantastical, this illusion spell gives ordinary things the capacity to entertain a watcher. This varies from person to person and in one case may turn a cluster of metal chips into a workable puzzle, wheras in another it may provide enough animation to move a wooden toy horse as if it were alive. The effect is entirely voluntary and the watchers must wish to be entertained, though they need not understand that a spell is involved or how that spell operates. Should they seek to doubt the spell, or should they not wish to be distracted, then it simply doesnt work.

Example of use:

Eventually, Windle left his study as a full mage and went off adventuring. This went well until the day his travelling companions and he were captured by a tribe of savage lizard men in the midst of a deep jungle. Sure enough, come sunrise, the helpless party were led to the top of a pyramid where, with all certainty, they concluded they would probably be eaten, sacrificed to the sun god, or worse. Windle had already exhausted his more powerful magical abilities in battle with the tribe and knew that fighting his way out would not be an option. As a last resort, he called upon this novel spell and brought a jewelled frog carving to life, whereupon it performed an exotic dance at the height of the ceremony, catching the light of the sun in an impressive manner and generally capering about with much apparent significance. The chief of the tribe was most impressed and agreed to release the group in exchange for his priests being taught the spell. Thus, Windle concluded, that his boring carriage trips had not been a waste of time after all.
#6

shard_of_suzail

Jun 14, 2010 6:23:16

Shard's Duty Bound Reanimation -

The Necromancer and Priestess of Chronepsis, Shard of Suzail City, was one of the adventurers sent on a Quest to find the "Purple Dragon of Cormyr". Though such a creature may never have existed, the quest itself became a symbol of hope for the people of Cormyr and tales of the many deeds the Quest participants performed became the subject of Tavern speculation across the realms. In fact, when members of the Questing group fell, they were soon replaced by others and it took on a life of its own, crossing continents in its neverending and unlikely search.

However, while travelling south to Kalimshan, the vessel upon which the group was sailing happened to be assaulted first by a giant squid and then by pirates. Several members of the heroic party were killed as was the entirety of the crew. Shard and a monk called Dutin, were the only living souls left on the carnage covered deck. Fortunately, as a necromantic priestess, Shard was able to ressurect the crew into a skeletal form and they sailed the vessel to Kalimshan, where the adventure continued anew.

Spell Effect -

This spell is a form of necromantic reanimation. However, it serves a practical and useful purpose, which befits the nature of its creator, who only raised undead when her party was in direst need and never for frivolous purposes. Understandably, it requires a variable number of corpses, depending on the task for which the spell is called upon.

The spell effect is to create a workforce capable of completing a sustained task. This could be the construction of a building or trench, the crewing of a boat or the carrying of bags, for example. So long as the task at hand could be carried out by trained, ordinary hirelings, then the spell will animate the needed "skeleton crew" with average, physical and mental skills (ie craft, piloting or navigational abilities).

The spell will last as long as the task takes, so a sea voyage or construction task lasting many months or even years is possible with this spell. Only one such spell may be in operation per caster, however. It is possible to drop an active task and to start a new project if needbe, though the corpses used are wasted and must be replaced. So long as the task continues, fresh corpses may be taken on as "recruits" or replacements. It should be notes that the only thing these animated dead are good for is the task they are primarily intended to carry out. Thus a ships crew could sail a boat, but not fish for food or mount a defence against pirates.

((This actually took place in a campaign, where Shard was my character. back then i just used an animate dead type spell, but in 4th edition, this would make an interesting ritual. This spell also makes skilled undead, whereas my crew needed much more guidance from the two pc's who survived the battle))

#7

Mr_Miscellany

Jun 14, 2010 17:37:02
Kick ass!

Thanks everyone, these spells are great! I've lost count already, but I don't care.  More please!

:D
#8

Stigger

Jun 15, 2010 1:03:23
Mordechai's Spell Check:

One of my wife's more amusing concoctions, under 3.5e it would be dual schooled - Divination/Illusion(glamer); Sorcerer/Wizard 1 - bard 1; VS components; range of touch; area of effect 1 written work, 10 pages per level; duration instantaneous; no save; no SR.

A small icon-like illusion of a wizard who looks suspicously like Elminster shrunken in the wash to around a 2" height appears, officiously waves a wand and yells out "Spell Check!" (quite loudly as it happens), followed by a twinkling of lights and sparkles that swirl from the tip of the want to swirling around the written work in question, checking spelling and grammar according to an arcane formula, attributed to two wizards, a Merriam and a Webster, of some unknown world, which corrects spelling and grammar mistakes in the affected pages, and makes the writing nice and legible in a neat, evenly spaced font of the casters choosing (default to Times New Roman if the caster has no idea what a font is besides something that holds water).  The process takes 1d10 minutes, during which the caster is alerted to any alterations to be made and has the option to keep it as is or make alterations wished or suggested by the spell.

A spellcraft check, DC25, allows the caster to correct the work without error.  A failed check results in some odd mistranslations, but an otherwise legible work.  Failing the result by 5 or more results in the Engrish version of the work, which while amusing to some, is generally unuseable by most for whatever the work was intended as, unless it was comedic, in which case the work grants readers a +2 humor bonus to diplomacy checks for 1d4 hours after reading it.

#9

Mr_Miscellany

Jun 15, 2010 20:21:37
That's a nice one Stigger. Thanks for sharing.
#10

Jorunhast

Jun 15, 2010 20:54:25
One of my first AD&D characters was a half elvish wizard named Imizael.  She was also a bard, and back then they didn't have a separate class.  When performing, she often found it helpful to have an illusory double to duet with, so she developed the spell:

Imizael's Acoustic Incarnation
This spell creates an illusory duplicate under the control of the caster, programmed to sing along with the caster in duet-style.  It plays an instrument different than the caster, and sings with counterpoint to the caster's harmonic line.  The song, instrument, and any minor differences in appearance (e.g. clothing, hair color or style), must be chosen when the caster is memorizing the spell.  When cast, it lasts for one song and then fades.  It cannot interact with the caster or audience, or change in appearance or voice once prepared.  It also does not include any olfactory or thermal elements, and wavers slightly if it is touched.

I don't recall the level, as it was a long time ago in AD&D, but I'm sure it could be adapted to any edition.  Her party did have her use it as a sort of lure from time to time.

Not sure if this is exactly the type of spell you're looking for... but you're welcome to use.
#11

Mr_Miscellany

Jun 23, 2010 15:33:07
Jorunhast I like that one. Thank you!
#12

creyzi4zb12

Jul 02, 2010 10:04:30
Would Otiluke's Sphere of Resiliency and Melf's Acid Arrow count?
#13

Mr_Miscellany

Jul 02, 2010 10:38:34

Hello crezyi,

Those spells are along the lines of what I want. However I was looking for something custom-made by Realms fans that fits the following [wizard name in spell+interesting wizard background=cool spell idea and effect].

#14

gomeztoo

Jul 03, 2010 14:13:41
The Yummonbrock family is a family of gnomes, who dabble in magic. Most of their magics are enchantments or illusions, and various utility spells and creative uses of prestidigitation.
One of the spells they devised :

Yummonbrock's Fantastical Area of Heavenly Delight

This spell creates an area, centered on the caster, of calm and quiet. Light dims as faint colored lights dance in the area, a faint mists rises, and soft music plays. everyone in the area - including the caster - are beset by lethargy and feelings of peace. This ends all hostile actions. The spell ends instantly when anyone in the area is attacked.
IIRC, in 2nd ed, the spell was 1st level, covered an area with a fifty feet diameter, and lasted 1 round per level. In 4th edition, I guess the spell would Utility 2, burst 5, and the effect (creature becomes non-hostile) save ends.

#15

Mr_Miscellany

Jul 03, 2010 19:19:40
Thanks Gomeztoo!