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Old 01-08-2012, 04:05 PM   #1
thom
 
Join Date: Oct 2011
Default Help with these Fantasy spells

OK, these are some of the spells I'm working on to include in my upcoming fantasy campaign. Please tell me if they are too powerful, flawed, not powerful enough, and how you would change/improve them. Thanks!

Slow Consumption (Necromancy) Regular
Caster absorbs the life force of the victim to use for himself. The victim must be helpless for the spell to work. For the next 24 hours after the spell is cast, the caster doesn’t suffer any penalties for starvation or dehydration, and recovers fatigue at [twice the normal rate??]. The victim, however, does not heal naturally during this time period, and takes 1 point of damage. As long as the caster touches the victim once per day, and maintains the spell, he gains all the benefits listed above. If the caster is unable to touch the victim after a 24–hour period has elapsed, the spell ceases. If the victim expires due to damage the spell also ends.
Duration: until victim dies or spell ceases.
Cost: 8, 3 to maintain
Casting time: 10 minutes.
Prerequisite: Magery 2 and Steal Energy.

Bestow wounds (Necromancy) Melee
Wreathes the caster’s hand in black flames. The first target struck after this spell is cast suffers 1d of toxic damage for every two points of energy the caster puts into the spell (max 3D6). The caster is simultaneously healed for the amount of damage caused divided by 3 (round down). Armor does not protect, but natural DR does.
Duration: instantaneous
Cost: 2 to 6.
Casting Time: 1 round
Prerequisite: Magery 2 and Steal Vitality

Hurl Weapon (Movement) Regular
When cast upon a thrown weapon (only), the weapon will return to the thrower’s hand afterwards if it misses a target when thrown. The weapon will appear in the thrower’s hand at the beginning of his next turn; this cannot be prevented. If the thrower no longer wishes to use the throwing weapon he must drop or sheathe it. Once any weapon with this spell successfully strikes a target (even an unintended one, such as when the thrown weapon misses the thrower’s intended target and hits someone else in the line of fire), the spell ends.
Duration: 60 rounds or until weapon hits a target.
Cost: 3. Same cost to maintain.
Casting time: 2 rounds.
Prerequisites: Magery 2 and Apportation.
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