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Divine Arsenal: Banner Spells
Written by Spencer Cooley   
Wednesday, 10 May 2006
Divine Arsenal: Banner Spells introduces a new type of spell into fantasy RPG campaigns - the "Banner" spell. A banner spell creates a magical construct in the shape of a flag that "attempt to impose the world-vision of a deity on a limited area" (i.e., they have an affect on all creatures within an area). The banner can also be used as an offensive weapon, though discharging it in this manner ends the spell.

SAMPLE SPELL:

Pennant of Peace
Enchantment [Compulsion, Mind-Affecting]
Level: Clr 3, Pal 4
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Effect: Banner that generates an emanation with a radius of 5 ft. + 5 ft./2 levels, centered on you
Duration: 1 round/level (D)
Saving Throw: see text/No
Spell Resistance: Yes/Yes

You create an ivory-colored banner with a black outline of a dove in the center. While you hold it, an air of peace and tranquility infuses the surrounding area.

Any creature within the effect of the spell attempting to strike or otherwise directly attack another creature, even with a targeted spell, must attempt a Will save (this applies whether the target of the attack is within the affected area or not). If the save succeeds, the creature can make the attack normally. If the save fails, the creature can’t follow through with the attack, and that part of its action is lost. This spell does not otherwise prevent those within the affected area from being attacked or affected by area or effect spells. A new Will save must be made each round in order to attack, even if the creature was itself attacked by its desired target the previous round.

Attack: A successful touch attack with the Pennant of Peace deals 5d6 points of subdual damage.


Product Details

Page Count:10 pages
Format: Electronic Document (.PDF)
Suggested Price: $1.95
Purchase Divine Arsenal: Baton Spells from RPGNow.com!
Buy the Numbers
Written by Spencer Cooley   
Tuesday, 28 March 2006
Nominated for a 2005 ENnie Award for "Best Electronic Product" - Buy the Numbers is coming to print in April of 2006!

Tired of multi-classing, just to get one ability from a certain class? Perhaps you wanted to be a Rogue with a few spells, but the ‘singing’ Bard was not appealing. Maybe you wanted to be a nature warrior, but did not desire all the spells from the Ranger class? Have you ever wanted a mage who could rage?

Have you ever thought it was silly to adventure for weeks and weeks without ever showing improvement, but then you hit a ‘magic’ number of xp and ‘BAM’: all of your abilities increase? Has your character ever traveled into a new land and you asked the GM if you could try and learn the local language? But the GM had to respond “sorry, you can’t learn anything new until you get 4,500 more experience points”.

Now, you no longer have to purchase libraries full of supplements, just to find a pseudo-class that suits your needs. Now you can gain skills, abilities, spells, as you go! Get ready to change the way you think of character advancement. Get ready to have unprecedented freedom of choice! Get ready for: “Buy the Numbers!”

Product Details

Page Count:64 pages
Format: Electronic Document (.PDF)
Suggested Price: $5.95
Purchase Buy the Numbers from RPGNow.com!
Last Updated ( Thursday, 30 March 2006 )
Divine Arsenal: Baton Spells
Written by Spencer Cooley   
Tuesday, 28 March 2006
Divine Arsenal: Baton Spells introduces a new type of spell into fantasy RPG campaigns - the "Baton" spell. A baton spell creates a small magical construct (in the shape of a baton) that grants the holder protective abilities. The construct can also be used as an offensive weapon, though discharging it in this manner ends the spell. This provides a little extra flexibility to the divine spellcaster.

b>SAMPLE SPELL:
Baton of Holiness
Abjuration [Baton, Good]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Effect: One baton of divine energy appears
Duration: 1 min./level (but see below)
Saving Throw: None
Spell Resistance: No; see text

When cast, this spell creates a baton of white, scintillating divine energy in the hand of the caster that may be passed to another creature. The holder of the baton is warded against evil creatures, mental control, and summoned creatures as though protected by a protection from evil spell, except that attacking or forcing the barrier so provided against an evil creature does not cause the spell to cease; rather, it allows that creature (only) to ignore the effects of the protection from evil provided by the baton. An evil creature with spell resistance can touch the holder of a baton of holiness if the spell resistance succeeds; that creature (only) is immune to the protection from evil effect provided by the baton. If the holder of the baton chooses to release it (a free action), the spell immediately ends.
The holder of the baton may attempt a touch attack with the baton; if successful, the holy energies in the baton deal 1d8+5 points of sacred damage to targets of evil alignment. This damage is considered as good-aligned for the purposes of overcoming damage reduction. Upon a successful touch attack, the spell immediately ends. Hitting a target that is not evilly aligned has no effect upon the target but still causes the spell to end.

Product Details

Page Count:8 pages
Format: Electronic Document (.PDF)
Suggested Price: $1.95
Purchase Divine Arsenal: Baton Spells from RPGNow.com!
Last Updated ( Tuesday, 28 March 2006 )
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