[HR: Spells] Golan's Spells

Meteor - a thrown “bomb” spell. This is a blast spell, 1d6 damage per level to a maximum of 6d6 (27 x 0.8 = 21.6), gusting (20), blast is elemental (fire) (x1), target 20’ diameter sphere (x2), attack throw required to hit target (x0.35), range 150’ (x1), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75). Total 21.84. This is a level 3 spell.

Meteor
Arcane 3
Range 150’
Duration instantaneous

The caster conjures a star of pure fire from his hand, and may attempt to throw it at any point of space he desires within a 150’ range. On a successful roll, the spell hits the designated target; on a failure, it deviates from the target by 2d6x10 feet in a random direction (roll 1d6 for scatter); on a ‘natural’ attack roll of 1, it detonates in it’s caster’s hands. The spell cases 1d6 of damage per caster level (to a maximum of 6d6) to anyone within a 20’ diameter sphere centred on its point of origin (save vs. blast for half damage); furthermore, this spell generates a significant amount of pressure, knocking all targets within range prone unless they pass an additional save vs. blast.

Scorching Ray - a targeted damage spell. This is a death spell, 1d6 damage per caster level to a maximum of 4d6 (33 x 0.7 = 23.1), target 1 creature plus 2 per 5 additional levels (x3), attack throw required to hit target (x0.35), range 30’ (x0.6), duration instantaneous (x1), no saving throw (x1), arcane (x1). Total 14.56 points - this is a level 2 spell.

Scorching Ray
Arcane 2
Range 30’
Duration instantaneous

The caster produces a searing ray of fire from the tip of his finger. To hit a target with this ray, however, an attack throw is required; if it misses, the ray is wasted. In a successful hit, it causes 1d6 damage per caster level, to a maximum of 4d6. At level 3, the caster may produce one ray per casting; at level 8, 3 rays, and at level 15, 5 rays.

FIXED VERSION

Scorching Ray - a targeted damage spell. This is a blast spell, 1d6 damage per caster level to a maximum of 4d6 (27 x 0.5 = 13.5), elemental (fire) (x1), target 1 creature plus 1 per 2 additional levels (x4), attack throw required to hit target (x0.35), range 30’ (x0.6), duration instantaneous (x1), no saving throw (x1), arcane (x1). Total 111.34 points - this is a level 2 spell.

Scorching Ray
Arcane 2
Range 30’
Duration instantaneous

The caster produces a searing ray of fire from the tip of his finger. To hit a target with this ray, however, an attack throw is required; if it misses, the ray is wasted. In a successful hit, it causes 1d6 damage per caster level, to a maximum of 4d6. An additional ray is given for every two levels above level 3, i.e. 2 a total of rays at level 5, 3 at level 7, 4 at level 9 and so on.

TYPO: 111.34 points = 11.34 points.

Acid arrow - a targeted damage spell. This is a blast spell, 2d4 damage per rounds (44 x 0.1 = 4.4), elemental (x1), target 1 creature plus 1 per 2 additional levels (x4), attack throw required to hit target (x0.35), range 240’ (x1.2), duration 2 rounds (x1.1*), no saving throw (x1), arcane (x1). Total 8.13. This is a level 1 spell.

  • Guesstimation

Acid Arrow
Arcane 1
Range 240’
Duration 2 rounds

A magical arrow of acid springs from the caster’s hand and speeds to its target. The caster must succeed on a ranged touch attack to hit the target, otherwise the arrow is wasted. The arrow deals 2d4 points of acid damage with no saving throw. For every two caster levels above 1, an additional arrow is available (2 arrows at level 3, 3 arrows at level 5, 4 arrows at level 7 and so on). the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Golden Touch. This is a Transmogrification spell,transform to a statue (15), target 1 living corporeal creature (x1), target may be undead (x1.25), range touch (x0.6), duration indefinite (x3.5), target transformed into gold (x1.25*), saving throw negates (x1), arcane (x1). Total 49.21 points. This is a level 5 spell.

  • Guesstimation.

Golden Touch
Arcane 4
Range touch
Duration indefinite

By touching the creature (this requires a successful attack throw against a resisting target, otherwise the spell is wasted), the caster transforms the victim and his worn possessions into a statue of pure gold. A successful save vs. petrification negates the effects of this spell. This effect is indefinite until dispelled by Dispel Magic, Miracle or Wish. Smelting the gold will make even such attempts impossible and yield the caster a good amount of wealth.

I am a little bit concerned about the economic ramifications of this spell; at worst, I’ll revert this to a level 4 “Petrifying Touch” spell, though I really like the idea of a “Midas” spell.

Galaxina’s Scintillating Spark Shower (ACKS conversion of a Barrowmaze II spell). This is a blast spell, 2d4 damage to a maximum of 2x2d4 (44 x 0.25 = 11), target 20’ by 10’ line (similar area to a 60’ x 5’ line, so this is a x1.75 multiplier), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), arcane (x1). Total 5.78. This is a level 1 spell.

Galaxina’s Scintillating Spark Shower
Arcane 1
Range 0’
Duration instantaneous

The caster throws sparks from her fingertips in a corridor 25’ long and 10’ wide in front of her, causing 2d4 damage to all targets (save vs. blast for half damage). Targets wearing metal armour or wielding metal weapons suffer 4d4 damage.

Hitzemun’s Blue Feet (ACKS conversion of a Barrowmaze II spell). This is a protection spell, resistance to a particular damage type (cold) (15), range self (x0.75), duration 1 turn/level (x1.33), beneficial effect (x1), arcane (x1). Total 14.96. This is a level 2 spell, but due to a breakthrough on Hitzemun’s part, it is considered a level 1 spell.

Hitzemun’s Blue Feet
Arcane 1
Range 0’
Duration 1 turn/level

This spell renders the caster’s feet impervious to cold and cold damage, and grants him a +2 bonus to all saves vs. cold damage in the rest of his body. This also allows the caster to avoid penalties for moving in snow or on ice.

Mazakala’s Mucilaginous Effluvium (ACKS conversion of a Barrowmaze II spell). This is an enchantment spell, target blinded OR unable to attack OR unable to move for the duration of spell (let’s say 30), target 1 creature of any HD (x1.1), range 15’ (x0.6), duration 1 round per level (x1.1), saving throw avoids spell effect (x0.5), arcane (x1). Total 10.89. Let’s say this is a level 1 spell.

Mazakala’s Mucilaginous Effluvium
Arcane 1
Range 15’
Duration 1 round/level

Unless the target saves, he is either blinded, loses teh ability to attack or immobilized (caster’s choice) for the duration of this spell.

Fixed Version:

Mazakala’s Mucilaginous Effluvium (ACKS conversion of a Barrowmaze II spell). This is an enchantment spell, target blinded OR unable to attack OR unable to move for the duration of spell (let’s say 30), target 1 creature of any HD (x1.1), range 15’ (x0.6), duration 1 round per level (x1.1), saving throw avoids spell effect (x0.5), arcane (x1). Total 10.89. Let’s say this is a level 1 spell.

Mazakala’s Mucilaginous Effluvium
Arcane 1
Range 15’
Duration 1 round/level

Unless the target saves, he is either blinded, loses the ability to attack or immobilized (caster’s choice) for the duration of this spell. A save vs. spells negates this spell.

Zozomir’s Stentorian Shout (ACKS conversion of a Barrowmaze II spell). This is a blast spell, doing 1d6 damage per caster level with no maximum (27 x 1 = 27), causes deafness for 2d6 rounds (10*), target 40’ by 20’ cone (x 2.5), range 0’ (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), arcane (x1). Total 27.75 points. This is a level 3 spell.

  • Guesstimation

Zozomir’s Stentorian Shout
Arcane 3
Range 0’
Duration special (see text)

The caster emits a powerful shout from his mouth, affecting a 40’ by 20’ cone. All caught within this cone suffer 1d6 damage per caster level and are deafened for 2d6 rounds. A successful save vs. spells negates the deafness and halved the spell’s damage.

This is glorious. PC wizards, in order to take advantage of the potential for earnings, have to either get up in melee and risk their lives, or first subdue an opponent, in which case they’re losing a lot of utility of the spell in the first place (and if you’re going to be taking prisoners anyway, you may as well interrogate them). Why are Saruman’s orcs ransacking villages and taking the fat men hostage? So he can turn them into gold!

It would be a little more concerning for a Spellsword or especially a Ruinguard, who could weapon-store it for cast-on-hit, though.

You could also make the actual amount of gold vary with opponent weight or XP value or somesuch - a weaker soul might turn into less noble metals. It’d be a good way to get some treasure value out of otherwise-treasureless vermin and beasts during hex-clearing, too.

Opponent weight into gold is very problematic - a normal human would be about 120-140 pounds of gold, which is A LOT. A dragon of several tons would be worth too much. maybe it turns the victim into impure gold worth 4gp per creature xp.

Or a hollow gold statue worth that amount. But yeah, I agree that running it by straight weight is unreasonable.

If they transform into a value of gold equal to their XP value, then the statue would have the same value as their corpse’s monster parts.

Thus, no effect on economics, though it would require either shrinking statues, the statue being plated or alloyed with baser metals, or possibly both, since nothing bigger than a pixie is going to get turned into a solid gold statue worth less than thousands of GP.

Rename it to “Blood into Gold”, and only the creature’s blood (and therefore lifeforce, to still tie to XP) gets transformed, the caster has to do a bit of work to get the gold out (unless you have the flesh slough off as part of the effect)

A latticework of golden veins and arteries (and heart valves filled with gold).

Less physical gold, more gross, win-win.

LOVE THIS! THANKS!

Just transforming blood to gold would look more like a Death spell - after all, the body will eventually rot around the god arteries and veins, , unlike a petrified victim who can survive for long as a statue (until dispelled back into flesh) if not broken up.

Maybe turn the flesh into something else, and the blood into pure gold, then?