Today, I came up with what I felt was an interesting thought experiment. I have noticed that many of the Old School spells and monster abilities reference the fear spell to reflect the game mechanics of the general fear condition. From my days of playing 3E and the D20 System, I recalled that there were a number of other conditions that 3E codified. It occurred to me that one could easily go through that list and come up with a series of spells using those conditions. The following spells for Swords & Wizardry came from that thought experiment.
Black Beam of Exhaustion
Spell Level: Magic-user, 3rd Level
Range: 30 ft
Duration: 1 round/level
A black ray projects from your pointing finger, striking a single target within range. That creature must succeed at a saving throw or become exhausted, only able to move at half speed for the duration of the spell. In addition, the creature cannot run or charge, and suffers a -2 penalty on attack rolls.
Cowering Glare
Spell Level: Magic-user, 3rd Level
Range: 60 ft
Duration: 10 minutes (1 turn)
This spell causes the creatures in its cone-shaped path that fail their saving throw to become frozen in fear and unable to take any actions. While unable to act, an affected creature's AC is treated as two worse than normal. The cone extends 60 ft to a base width of 30 ft across.
Dazzle
Spell Level: Magic-user, 1st Level
Range: 30 ft
Duration: Immediate
This spell creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature must succeed at a saving throw or suffer a -1 penalty on attack rolls for the next ten rounds.
Fatiguing Touch
Spell Level: Magic-user, 1st Level
Range: Touch
Duration: Immediate
Your touch channels necromantic forces. The creature you touch must succeed at a saving throw or become fatigued. The creature cannot run or charge, and suffers a -1 penalty on attack rolls.
Nauseum
Spell Level: Magic-user, 3rd Level
Range: 30 ft
Duration: 1 round/level
Your touch causes extreme stomach distress. The creature you touch must succeed at a saving throw or become nauseated. The creature will be unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is to move.
Windblown Strike
Spell Level: Magic-user, 2nd Level
Range: 60 ft
Duration: 1 Round
This spell creates a severe blast of air that projects from you in a line 60 feet long. Creatures caught in the blast must succeed in a saving throw or be knocked prone. Windblown creatures are blown back 1d6 x 10 feet instead.
Enjoy,
Flynn
No comments:
Post a Comment