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Mage Spells
Defensive
by Roy Piekenbrock
Tired of seeing stonekin and mirror image over and over again in a wiazrd's repertoire of spells.. well here are a few alternatives.

2nd level spells
4th level spells
5th level spells
6th level spells


2nd Level Spells


Gamet's Annoying Shield
     (abjuration)

Range:                0
Components:       V,S
Duration:             1 Hour
Casting Time:      2
Area of Effect:      the Caster
Saving Throw:      none

     When this spell is cast, the caster is surrounded by a glowing green aura. This aura provides the caster with a +2 bonus to AC, and saving throws, as well as negating 2 physical attacks, and reducing the damage of spells by 2 points. Each attack or spell reduces the effectiveness of the spell by one. Example a mage has this spell active and it blocks one melee attack, then he has a bonus of +1 to AC and saves and the spell will only block 1 more attack or reduce spell damage by 1 point. Then he is struck by a lightning bolt, gaining a +1 save bonus and -1 damage, the spell then ends.




4th Level Spells

Parthkyharthen's Swashbuckling Bodyguard
     (conjuration/summoning, illusion)

Range:                0
Components:       V,S
Duration:             5 rounds per level
Casting Time:      2
Area of Effect:      the Caster
Saving Throw:      none

     This rather unique spell summons a being to defend the caster from physical attacks. An illusion cloaks this being making them appear as a human swashbuckler, foppish outfit, rapier, and all. This Swashbuckler will stand always within 5 feet of the caster and defend him from attacks by performing a block (see Combat and Tactics) maneuver against any incoming melee attack, with a thac0 of a fighter equal to the caster's level. He can block attempt to block all incoming attacks from either 4 small sized, 3 medium sized, 2 large sized, or 1 huge sized opponent. He can block up to 1 attack for every 2 levels of the caster before vanishing (only successful blocks count). The Swashbuckler will not defend himself at all however and if attacked has an AC of 0 and Hit points equal to the caster at full.




5th Level Spells

Gamet's Really Annoying Shield
     (abjuration)

Range:                0
Components:       V,S
Duration:             5 rounds per level
Casting Time:      5
Area of Effect:      the Caster
Saving Throw:      none

     This spell operates exactly like the 2nd level Gamet's Annoying Shield except that it starts out blocking 4 attacks, providing a +4 bonus to AC and saves, and reducing spell damage by 4.




6th Level Spells

Parthkyharthen's Talented Talloakenwood Ranger
     (conjuration, illusion)

Range:                5 feet
Components:       V,S
Duration:             Special
Casting Time:      5
Area of Effect:      the Caster
Saving Throw:      none

     This spell, much like Parthkyharthen's Swashbuckling Bodyguard, conjures a being cloaked in an illusion, with a specific task which it will perform. This time the being appears as a ranger bearing a longbow and a quiver full of arrows. The ranger can fire arrows at targets of the caster's choosing, up to 1 arrow per 2 levels of the caster, and a maximum of one target per round. The Ranger fires 4 arrows a round, with a thac0 of 9. On the first round of summoning the arrows fire with a speed factor of 5, 6, 7, and 8, on any rounds of fire that follow the arrows fire on speed factor 7, 8, 9, and 10. The arrows can hit as +2 magical weapons, inflicting 1d8+6 damage each. The Ranger has the following range categories: short (up to 70 yards, no penalty to hit), medium (71-140 yards, -2 penalty to hit), and long (up to 210 yards, -5 penalty to hit). The ranger has an AC of 2 and 40 hit points, and vanishes either when he has shot all his arrows or when he stops firing for more than one round.



Steel Spheres of Shaamus
     (abjuration)

Range:                0
Components:       V,S
Duration:             3 rounds per level
Casting Time:      3
Area of Effect:      the Caster
Saving Throw:      none

     This spell creates 2 spheres + 1 sphere per 2 levels of the caster, that spin around the caster invisibly until the caster is attacked physically or with magic at which time they either block the attack or spell, absorbing the force into them and vanishing.. At the time of casting the caster decides how many of the spheres will bbe set to block physical attacks and how many to block spells. The spheres that block physical attacks will block one attack per sphere, vanishing as soon as the attack is stopped. The spheres have a 10% chance per plus of the weapon they are blocking of missing. The spheres set to block spells can block one spell level per sphere, banding together to block spells of higher levels, the spheres cannot block spells of 4th level or higher.



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