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Post by bestialwarlust on Feb 23, 2014 20:54:49 GMT -6
How many of you use the spell list for magic users as is? Have any of you just tossed that list ad replaced it with your own?
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Deleted
Deleted Member
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Post by Deleted on Feb 23, 2014 21:33:38 GMT -6
No. On the other hand I've played games with free-form magic... no spells, just "the magic users do what they want"... and the result is invariably a list of "usual things magic users do" that bears an amazing resemblance to the spell list.
Even people who've never played D&D make up D&D like spells, because those are the things that adventuring magic users want to do with magic. Certain themes reappear, so I've never felt the need to reinvent the wheel.
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Post by geoffrey on Feb 23, 2014 23:29:49 GMT -6
How many of you use the spell list for magic users as is? Have any of you just tossed that list ad replaced it with your own? I've done some games in which I tossed the list and replaced it with the spells from Matt Finch's Eldritch Weirdness. I thought it gave the game a certain freshness, kind of like when the standard spell list was new to us.
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Post by jcstephens on Feb 24, 2014 6:34:00 GMT -6
I would no more toss out the basic spell list than I would the basic equipment list, and for the same reason. However, player elaborations on both are encouraged.
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Post by Red Baron on Feb 24, 2014 7:55:00 GMT -6
How many of you use the spell list for magic users as is? Have any of you just tossed that list ad replaced it with your own? I've done some games in which I tossed the list and replaced it with the spells from Matt Finch's Eldritch Weirdness. I thought it gave the game a certain freshness, kind of like when the standard spell list was new to us. I use some of that list, some from arduin, some from literature, I even made rose moles all stipple upon trout that swim part of the standard spell list. The result is something very alien and vancian, but I'm not sure it has the simplicity and utilitarianess of the basic 1st level spell list. I've considered just tossing out all higher level spells and pulling all scrolls from the list I've compiled.
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Post by geoffrey on Feb 24, 2014 9:44:23 GMT -6
I even made rose moles all stipple upon trout that swim part of the standard spell list.
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Post by Finarvyn on Feb 24, 2014 10:36:04 GMT -6
How many of you use the spell list for magic users as is? Have any of you just tossed that list ad replaced it with your own? I've done some games in which I tossed the list and replaced it with the spells from Matt Finch's Eldritch Weirdness. I thought it gave the game a certain freshness, kind of like when the standard spell list was new to us. I'm not familiar with this book. Can you give some examples of what spells are in it? (I don't need all of the details, just a few spell names.)
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Post by Red Baron on Feb 24, 2014 11:33:32 GMT -6
I've done some games in which I tossed the list and replaced it with the spells from Matt Finch's Eldritch Weirdness. I thought it gave the game a certain freshness, kind of like when the standard spell list was new to us. I'm not familiar with this book. Can you give some examples of what spells are in it? (I don't need all of the details, just a few spell names.) Cohesive Cocoon Deadly Dissolution Lunar Attraction The book feels like you're reading vance's notes on the spells he didn't use in his stories.
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Post by dragondaddy on Feb 25, 2014 22:36:18 GMT -6
I have different types of magic users from standard....
A water wizard for example, will have a spellbook of water based spells, including some custom designed ones...
I also have a fog, or Mist wizard... Earth, Air, Fire, Water, Spirit (Summoners), uhhh... I have Amazon Priestesses (Shaman/Cleric-Wizard mix), The specialist wizards can of course, use the normal spell lists, but they often have unique spells...
Here's a quick unique spell list for Enchanted Fog and Mist Based Spells:
Fog of Blood Wiz1 Fog of Cold Wiz1 Mists of Confusion Wiz2 Fog of Dissolution Wiz2 Mists of Lightning Wiz3 Mists of Sleep Wiz3 Ground Fog - Trigger Spell Wiz4 Blademist Wiz4 Fog of Darkness Wiz5 Songmist - Mist of Voices Wiz5 Mist of Entanglement - Slows Targets Wiz 5 Fog of Disorientation Wiz6 Dimension Mist - Wiz 6 Teleports Mist of Anti-Magic Wiz7 Mist of Wizardry - Mist of Magic Draining - Wiz 8 Mist of Forgetfulness - Affects Skills and Feats - Wiz 9
...and here is a short list of some other random custom designed spells:
Shapechange Arrow Wiz2 Chain Lighting Wiz4 Detect Undead Wiz1 Detect Life Wiz2 Trip Wiz1 Oath Wiz3 Clumsy Wiz1 Turn Undead Wiz5 Conceal Passing (Confuse enemies following) Wiz 3 Magic Missile Turning Wiz 4 Silent Movement Wiz 3 Hide in Shadows Wiz 3 Weapon Shatter Wiz 3 360 Degree Vision (All Around Vision) Wiz4 Air Supply Wiz5 Coma Wiz6 Improved Hearing Wiz2 Improved Smell/Scent Wiz2 Planeshift Wiz7 Revival Wiz 7
also... New magic item - Potion or Wand of Youth
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Post by Finarvyn on Feb 26, 2014 5:25:37 GMT -6
Very cool list. I've done something similar before, only with AD&D 2E spells instead of a unique list such as yours. I like the concept of specialist wizards, yet my players who choose them end up being frustrated that they can't cast some of "the basics" any more.
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Post by Red Baron on Feb 26, 2014 10:15:18 GMT -6
Specialist wizards should not have unique spell list or be limited in their spells.
One of the core principles of vancian magic is that there are only so many spells left in existance. Theres no reason a ice wizard and a swamp wizard wouldn't both be able to detect magic or turn invisible.
If you want to distinguish your specialist you can give yourself an evocative name, like "The Bog Sorcerer" or "The Shadow of the Swamp".
You could also give a unique touch to spells that allow for some creativity in their implementation. When a bog wizard uses polymorph he always turns people into frogs, snakes, and fish. When he casts phantasmal force, his favorite trick is to make the ground beneath his enemies turn into marshy quicksand holes.
If your wizard does want some thematic spells, he could also just research some.
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Post by geoffrey on Feb 26, 2014 21:47:46 GMT -6
I've done some games in which I tossed the list and replaced it with the spells from Matt Finch's Eldritch Weirdness. I thought it gave the game a certain freshness, kind of like when the standard spell list was new to us. I'm not familiar with this book. Can you give some examples of what spells are in it? (I don't need all of the details, just a few spell names.) Here are the names of all thirty spells in Matt Finch's Eldritch Weirdness: Book of 2nd-Level Spells:1. Excruciating Cauterization 2. Force of Forbidment 3. Strangulations 4. Tarnu's Collaring Coiffure Book of 3rd-Level Spells:1. Ball of Ice 2. Filigree 3. Omar's Mistake 4. Red Bull 5. Rejectment 6. Strange Waters 7. Tarantella 8. Word of IOUN Book of 4th-Level Spells:1. Beast of Chaos 2. Deadly Bliss 3. Hylogenesis 4. Imperfect Suspension 5. Infuse 6. Seven Gates Book of 5th-Level Spells:1. Crystallogenesis 2. Deadly Dissolvative 3. Magpie, the 4. Most Horrible Absorption 5. Six Mouths of Horror Book of 6th-Level Spells:1. Cohesive Cocoon, the 2. Twilight of Thieves Book of 7th-Level Spells:1. Enterragate 2. Salamander 3. Slave in Stone Book of 8th-Level Spells:1. Borrowed Time 2. Lunar Attraction
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Post by legopaidi on Feb 27, 2014 2:24:33 GMT -6
really evocative spell names! What does Lunar Attraction do?
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Post by Red Baron on Feb 27, 2014 6:44:13 GMT -6
Pm incoming.
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Post by legopaidi on Feb 27, 2014 9:04:01 GMT -6
i've got to get this one
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Post by geoffrey on Feb 27, 2014 22:00:04 GMT -6
really evocative spell names! What does Lunar Attraction do? Did you ever want a magical trip to the moon?
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Post by Red Baron on Feb 28, 2014 21:37:31 GMT -6
It would be interesting tack those onto basic as the upper end of the spell list.
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Post by dragondaddy on Apr 19, 2014 15:35:31 GMT -6
Just found another notebook from the late 80's with even more custom designed spells
Unique spells for a Time Lord/Time Wizard Spell Lvl - Spell 1 - Timestep 2 - Hide Object 3 - Timeshift 4 - Hide Person 5 - Timestorm 6 - Hide Location 7 - Time Travel 8 - Mass Time Travel
Spells for a Light Wizard Spell Lvl - Spell 1 - Light Colors (multi-colored lights much like magic missiles, but they do no damage) 2 - Flare (Like a flare gun) 3 - Daylight (Affects undead and protects the MU inside the radius) 4 - Light Curtain 5 - Sunburst 6 - Darklight 7 - LightWalker (fast-travel in the light)
and just one sound spell... 1 - Thunderclap
Also, all Wizards can cast the basic spells available from 0D&D... These additional spells were unique additions (What they learned in "Wizard's College") for the character class the player picked.
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Apr 20, 2014 7:24:37 GMT -6
I dearly love custom spells. Here's a whole bunch from the last (short-lived due to TPK) fantasy campaign I've run, with brief descriptions. Not giving the levels, because they wouldn't map well to by-the-book games due to numerous houserules.
Abject Flight - the caster vomits up a swarm of large moths that follow his orders. At higher levels, he can see through the moths' eyes, and the moths can emit an aura of fear and depression.
Astral Mark of Apostasy - an invisible mark is placed on the victim, attracting the attention of Astral Horrors (which is not a good thing).
Reading the Akashic Records - the caster has a chance to find the correct answer to a single question. The more time he spends with the records, the better the chance, but also the higher the chance of drawing the attention of an Astral Horror.
Baratron Pact - in exchange for blood sacrifice, Baratron gives the caster a random, obedient monstrous servant. If and when the servant is lost, another blood sacrifice is expected in a very short time, or else Baratron gets upset.
Gale Gate - opens a gate to the Plane of Storm. Wind and lightning flow through, doing damage to anyone in front of it. The caster can attempt to catch a lightning bolt with his hands and wield it like a whip.
Harbingers of the Waning Sun - like Abject Flight, but with a swarm of stinging red hornets. At higher levels, their poison causes berserk aggression.
Lesser Empyrean Theft - the caster reaches through flames to steal a small amount of elemental fire. Can be wielded like a blade or whip, can be thrown as an explosive fireball or several small missiles, can be smeared on the floor or walls to create a burning surface or a wall of flames, can be released as a raging firestorm.
Malediction of Ruin - the caster pronounces a word or ruinous power whose echo lingers in the area, causing all man-made structures to age and disintegrate at ten (or, at higher levels, a hundred) time faster than normal. The caster must instill part of his lifeforce in the spell, but can regain it later but unsaying the word and stopping the effect.
Opening the Ether Gate unto the Eternal War - several Etherial Warriors step through the gate to seek a more peaceful world, friendly but free-willed. Somewhere else in the caster's world, another gate opens simultaneously, disgorging a larger group of hostile warriors.
Wuthering Elocution - wind flows forth from the caster's mouth. Depending on level, strength can be anywhere between extinguishing torches and destroying houses. With material components, the caster can impregnate the wind to create hot air, sparks, a sandstorm, acid rain, etc..
Power of the Horrendous Eye - caster must eat the eyes of a creature with some sort of gaze ability and gains that power for himself.
Borgnjor's Revivification - restores all HP to a target, cure all diseases, removes poison, regrows lost limbs, etc.. The spell is powered by the recipient's own lifeforce, costing him a random attribute point.
Defender of the Brave - target receives a bonus to attack rolls, damage, AC and saves proportional to the number of enemies he's fighting. If he does anything else other than attack, attack, attack, the spell stops.
Sustaining Infinity of the Piscine Dimension - summons a number of fish that can be eaten. Some are really nutritious, others have positive or negative magical effects. No way of telling what each fish does.
Arcane Nexus - the caster syphons away the magical energies of other people's spells. As others cast spells, he is healed and protected by a magical barrier.
Cradle of Giants - causes an ancient creature, from Yetis through woolly rhinos to Behemoths, to rise from the ice and snow in which they were frozen. Needs to be cast in the arctic, high mountains, at a glacier, etc..
Kurasark's Bells - magical bells ring out around a warband (up to 5 people per level). Members become immune to fatigue and fear, and they receive a bonus to attacks, AC, saves and HP. The spell gets stronger as members of the warband die.
Grand Malediction - the caster utters a curse, which comes true. No saving throw, no avoidance, it comes true. However, he doesn't get to decide WHEN it comes true. Also, the local deity of the land, the Astral Horrors and the Blood Demons all immediately notice that spell being cast, which is likely to have... interesting consequences.
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