Tags
Basic, Dungeons & Dragons, Fantasy, Fleshcrafter, House Rules, Labyrinth Lord, Magic, Magic Spells, Magical Theorems, RPG, Spells
Level 2 Spells
Strength
- Level: Fleshcrafter 2
- Duration: 2 turns / level
- Range: Touch
The target of this spell becomes much stronger. This increases his Strength bonus to hit and damage and opening doors by 1 (effectively increasing his Strength score to the required level to gain that bonus).
Level 3 Spells
Grace
- Level: Fleshcrafter 3
- Duration: 2 turns / level
- Range: Touch
The target becomes much more agile, gaining a +2 bonus on saving throws against Breath Attacks, increasing his Dexterity bonus to AC and missile attacks by 1 (and effectively increasing his Dexterity to the level required to gain this bonus), and increasing movement rates by 50%.
Greater Natural Weapon
- Level: Fleshcrafter 3
- Duration: 2 turns / level
- Range: Touch
The target of this spell sprouts nasty natural weaponry (like the weaponry formed by the level 1 Natural Weaponry spell). The target gains the ability to make a Claw / Claw / Bite attack dealing 1d8 / 1d8 / 2d6 damage (plus applicable Strength bonuses).
Major Armour
- Level: Fleshcrafter 3
- Duration: 2 turns / level
- Range: Touch
The target of this spell’s skin toughens into a heavy and rough natural armour similar to scarred and pitted rhinoceros hide. This provides a bonus to Armour Class equivalent to wearing Plate Mail +1 (AC 2).
Merge with Weapon
- Level: Fleshcrafter 3
- Duration: 2 turns / level
- Range: Touch
The target of this spell has their weapon in hand merge completely with their wielding hand & arm in a disgusting amalgamation of weapon and flesh and bone. In this form, the weapon cannot be disarmed, and the wielder gains a +2 bonus to hit with it, as well as a +1 bonus to damage.
Pain
- Level: Fleshcrafter 3, Necromancer 3
- Duration: 1 round / level
- Range: 120′
When this spell is cast, targeted creatures are struck down by massive pain, reducing them to crippled movement (1/6 of normal) and reducing all attack and damage rolls and armour class by 5, and rendering spellcasting impossible. Undead, constructs and similar creatures are unaffected by this spell. This spell affects 1d6 creatures, but if directly targeted at a single target, the saving throw is attempted at a -2 penalty.
Hmmm… 1st level spell Light Armor states: The target of this spell’s skin toughens into a rough natural armour similar to rhinoceros hide or heavy tree bark. Subsequently… 3rd level spell Major Armor states: The target of this spell’s skin toughens into a heavy and rough natural armour similar to scarred and pitted rhinoceros hide. Could the more powerful of the two spells be more akin to the tough, knobby armor of the ankylosaur?
Also, do the spells alter the mass/weight of the target? Would the added mass cause the target suffer any penalties to movement, agility and/or dexterity-based modifiers?
We’re talking old-school spells and systems here. They might increase mass a bit, but definitely do not cause penalties to movement, agility and dex.
Forgive me, Dyson… I understand that these spells are set up for traditional B/X D&D system(as well as Labyrinth Lord, though I have never played it). The good old days of the early 80’s and those truly legendary Saturday night ten+ hour gaming sessions are what I remember, and enjoyed, the most. Yearn for those times again dearly and I am making an effort to kick-start a game in my area using the X1 module, The Isle of Dread. Though I currently own more 3.5 books/material (lost 99% of my original B/X and ADD in house fire several years ago), I search for and read tons of different TSR/OSRIC materials rules to keep my “style” flexible and adaptable.
Keep up the fantastic work, good sir!!