RolePlay onLine RPoL Logo

, welcome to Supernatural- Hunters of 1890 *M for violence

02:26, 26th April 2024 (GMT+0)

Men of Letters Spell List

Posted by ArtemisFor group 0
Artemis
GM, 19 posts
Fri 11 Oct 2013
at 13:35
  • msg #1

Men of Letters Spell List

This is very much a work in progress. I'm just playing around with some things right now and I will have a more extensive list later. Right now, Men of Letters can have one spell per level and they can either take a spell as high as their current level, or they can take another from a lower level. I will have a component price list coming out soon, as well as more spells added here and there. In the game I will be adding opportunities for them to learn more spells, and these can be added to the arsenal as this happens. If you have any questions or comments, let me know. For now I'm trying to keep things simple and balanced and also make it fitting to the setting. I don't want to make anyone too powerful off the bat, so I am trying to keep the spells minimal for the time being. They will play a much greater role as you progress. Also, if you are cross classing, you go off the spell levels for your ranks in Men of Letters, not your overall class level. Some things I tweaked from D&D, and others I made up myself. Hopefully this will do for now, but I will be adding extensively to this in the future.


Level 1 spells:


Bless:


Components:
Holy water poured into shape of a cross along with Latin incantation
Casting Time:
1 standard action

Range:
50 ft.
Area:
The caster and all allies within a 50-ft. burst, centered on the caster
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.




Bless Water:

Components:
Crucifix
Casting Time:
1 minute
Range:
Touch
Target:
Flask of water touched
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.



Level 2 Spells:



Arcane Lock:

Components:
Lamb’s blood- symbol drawn around lock
Casting Time:
2 full actions
Range:
Touch
Target:
The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)



Shatter:

Components:
Lamb’s blood and symbol drawn on glass or object to be destroyed. The palm of your hand is thrust onto the circle and all surrounding glass shatters
Casting Time:
2 full actions
Range:
Close (25 ft. + 5 ft./2 levels)
Area or Target:
5-ft.-radius spread; or one solid object
Duration:
Instantaneous
Saving Throw:
Will negates (object); Will negates (object)
Spell Resistance:
Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.


Level 3:


Silence:

Components:
Mandrake root, lamb’s blood and ground crystal burned in a clay bowl and incantation
Casting Time:
2 full actions
Range:
Long (400 ft. + 40 ft./level)
Area:
20-ft.-radius emanation centered on a creature, object, or point in space
Duration:
1 min./level (D)
Saving Throw:
Will negates; see text or none (object)
Spell Resistance:
Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.



Detect HexBags:


Components: Iron bell, salt, black ash candle. The room/area, or person to be searched must be enclosed in a barrier of salt. The black ash candle is lit and the iron bell is rung until the  hidden hex bag is found. It will emit an echo until the item is detected. Can only be used once per day. If the witch who placed the hex bag is more than 6 levels higher than the caster, there is a 50 percent chance the hex bag will remain undetected.


Level 4:

Devil’s Trap:


Components: Any material used to draw with, preferably something at least semi permanent.
Casting time: 10 minutes. If done in a rush take a -2 penalty for concentration check.
Must succeed in a concentration check of DC 20 unless time is not an issue in which case can it is alright to take a 20.
Only works if the demon does not see the devil’s trap or if they are put in when they are unconscious. You must therefore make a concealment check using your hide skill modifier against their spot in order to see if they detect the trap upon entering the area. When taking a 20 you get a +4 to this check.


Bless Weapons:

Components:
Holy water, Crucifix, incantation, blood of a virgin, Eucharistic wafer, must be on a holy holiday, demon blood, silver knife for etching. It takes a long time and must pass DC 20 concentration check.
Casting Time:
4 hours
Range:
Touch
Target:
Weapon touched
Duration:
permanant
Saving Throw:
None
Spell Resistance:
If a creature or enemy is more than 6 levels higher than player, it will have no effect.
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus and has the ability to wound evil creatures that would otherwise be immune to traditional damage. HOWEVER, at this point it can do no more than cause pain and damage. In order to kill an enemy, Improved Bless Weapon must be performed as well.


Level 5:


Exorcism:


Components: Bible, holy water.
The player needs a concentration check of DC 15 and it increases one point for every level the enemy is higher than the player. The player must succeed in the concentration check for 8 rounds straight or they must start the attempt over again. Note, anything that breaks their concentration can lead to a break in the exorcism. A struggling demon will automatically give distractions, so any exorcism attempted without a devil’s trap will automatically take a -4 to concentration checks. Note: This spell will have improved versions as the player increases in level.

Addendum: If you know the demon's name then you automatically can subtract 1 round of concentration required and you get a +2 circumstance bonus on concentration checks.


Non detection:

Components:
Lamb’s blood, holy water. Symbols are drawn in lamb’s blood and holy water. Must be on all walls of the building, ceiling and floor included and only works on beings within 6 levels of the caster.
Casting Time:
1 hour


Duration:
2 hours/level
Saving Throw:
None, though higher level beings are immune at this level of casting.

Only works when inside the symbols. Moving to an unprotected room or outside negates the affects until back inside. Does not prevent entry of the intended targets, but it does prevent detection, scrying, and being divined by a spell as long as the opponent is within 6 levels of the player.


Level 6:


Sanctuary:

Components:
Salt, gold dust, bone of a saint, worn in a pouch on the person
Casting Time:
1 standard action

Range:
15 feet
Target:
Creature targeted
Duration:
2 rounds/ per level
Saving Throw:
Will negates
Spell Resistance:
No
Any opponent attempting to strike or otherwise directly attack the warded person, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded person for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


Neutralize Poison:

Components:
Rowan tree ash, mistletoe, meadowsweet- when these are made into tea with an incantation, they eliminate most poisons or poison like affects from various creatures
Casting Time:
5 minutes to prepare
Range:
Consumption
Target:
Whomever consumes
Duration:
10 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.


You can cast your spells once per day for now. In the future you will gain the ability to increase this though.

Improved Exorcism 1


Same as Exorcism but it only takes 7 rounds of successful concentration checks. Prerequisite of exorcism.
This message was last edited by the GM at 18:29, Mon 07 July 2014.
Artemis
GM, 229 posts
Fri 24 Jan 2014
at 15:55
  • msg #2

Re: Men of Letters Spell List

Level 7 Spells:

Bolt Of Glory
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:
Creature’s Origin/Nature                   Damage        Maximum Value
Material Plane, Elemental Plane, neutral outsider 1d6/2 levels 7d6
Negative Energy Plane, evil outsider, undead creature 1d6/level 15d6
Positive Energy Plane, good outsider — —



Crown Of Glory

Evocation
Level: Glory 8
Casting Time: 1 full round
Range: Personal
Area: 120-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.

The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.

When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it.
Artemis
GM, 232 posts
Fri 24 Jan 2014
at 16:17
  • msg #3

Re: Men of Letters Spell List

A quick word on the spells available for you here. They often require components and rather than having you have to play out having these with you and getting them ready, etc I am just going to assume you always have them at the ready whenever you are equipped and armed. IF, however, you are ever separated from your belongings, most of these won't be available to you until they return. Exorcism is one of the few exceptions since you can memorize that. I may go through later and see if any others would fit well without components, but for now keep in mind those limitations if you are ever separated from your belongings. Thanks!
Artemis
GM, 634 posts
Mon 8 Dec 2014
at 14:27
  • msg #4

Re: Men of Letters Spell List

Level 8 men of letter spells


Choose from one of the following:

Arcane Eye

http://dmreference.com/MRD/Magic/Spells/Arcane_Eye.htm


Dispel Magic

http://dmreference.com/MRD/Mag...lls/Dispel_Magic.htm

OR

Improved Devil's Trap

If you already have Devil's trap, your concentration DC is now 18 and your concealment check to hide the trap is given a +4 bonus automatically. If you are taking a 20 when you make the trap you are given a +6 hide concealment bonus now.
This message was last edited by the GM at 14:38, Mon 08 Dec 2014.
Artemis
GM, 850 posts
Thu 14 May 2015
at 18:34
  • msg #5

Re: Men of Letters Spell List

Men of Letters Level 9 Spell List:

Telekinesis


Manifestation Time: Attack action

Range: 50 feet

Target or Targets: See text

Duration: Concentration, up to 1 round/level, or instantaneous (see text)

Saving Throw: Will negates (object) (see text)

Power Resistance: Yes (object) (see text)


The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).

Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds up to 20 feet per round. A creature can negate the effect against itself with a DC of 15 or against an object it possesses with a successful Will save or with power resistance. Note, at the moment the weight is only 25lbs but in the future the ability will strengthen if more levels are taken.

This power lasts up to 4 rounds but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object can’t be moved beyond the range. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation.

Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds.

The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.

Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).


OR

You may take a previous spell listed that you have not yet taken.
Artemis
GM, 1397 posts
Tue 25 Oct 2016
at 13:58
  • msg #6

Re: Men of Letters Spell List

Men of Letters Level 10: Take a previous spell you have not taken yet. (Yes I know I'm lazy, but life is a bit hectic these days!)
Artemis
GM, 2012 posts
Fri 3 May 2019
at 14:35
  • msg #7

Re: Men of Letters Spell List

Level 11:

You gain the following spells, to be used 2 times per day. I have tweaked some of them slightly.

http://dmreference.com/MRD/Mag..._Critical_Wounds.htm

Cure Critical wounds:

Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 4d8 points of damage +1 point per caster level (up to +10).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.



Faith's Fury

Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Area: 20-ft.-radius burst; Duration: Instantaneous; Saving Throw: Fortitude partial (see text); Spell Resistance: Yes

The caster draws upon holy (or unholy) power to smite enemies. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) and blinds them for 1 round. A successful Fortitude saving throw reduces damage to half and negates the blinding effect.

In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to Defense, grants a +2 bonus on opponents' attack rolls (they are effectively invisible), moves at half speed, and takes a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks.


Remove Curse

Casting Time: 3 rounds. You will have to take the time to cast it, which takes 1 round, but it will be a full 3 rounds before it takes effect.

Range: Touch; Target: Creature or item touched; Duration: Instantaneous; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

Remove curse instantaneously removes any curses on a creature. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters bestow curse.
Sign In