Donovan's Spells

A place to keep track of new spells that Donovan is developing. With the intent of eventually building his own Path. These are all pending him having time/money to research the spells, and DM approval.

Donovan’s Heroic Fray

  • Gendry has most of the key features of a warrior, except the ability to beat up lots of weak creatures. Given that there is a lot of foreshadowing that we’ll be fighting gangs and hordes of goblins and kobolds, this is intended as a low-level buff to grant that ability which all 1st-level warriors have.

(Alteration, Enchantment)
Level: 1st
Range: 5 yds./level
Components: V, S, M
Duration: 5 rds./level
Casting Time: 1
Area of Effect: 1 creature or object
Saving Throw: N/A
This spell instills in the target with the speed and ferocity of a true warrior. It can be cast only upon a single creature. The creature must be seen to be affected.
An affected creature that is not already a warrior doubles his normal rate of attack, but only against creatures of less than 1 hit die. Thus a character who normally makes 1 attack per round can make two attacks when engaged with mobs of weaker opponents. The affected creature gains no additional abilities when fighting opponents of 1 hit die or greater.
An affected creature that is a warrior gains the ability to make one additional attack per round, but only when engaged with opponents of 1 hit die or less. This additional attack is added after the doubling normally granted to a warrior, thus a warrior who normally makes two attacks per round, can make five attacks when engaged with weaker opponents (2, doubled, +1).
The material component of this spell is a vial of sweat collected from a professional fighter while he is training or practicing, which must be drunk by the caster as part of the spell.

Donovan’s Erratic Thaumaturgy

  • This probably would not be in “Donovan’s Path”, but I found this spell and thought it really needed converted to this system.

(Wild Magic, All Schools)
Level: 1st
Range: 0
Components: V, S
Duration: special
Casting Time: 2
Area of Effect: The caster
Saving Throw: special

Upon completion of this spell, the caster releases a random burst of magical energy causing one of the following effects (roll 1d10, at 5th level roll twice, if an effect is rolled more than once the area or duration is doubled):

  1. Abjuration: The next harmful die roll to affect the caster is negated (successful attack, failed saving throw, failed ability check that would result in harm, and so on); expires after 1 turn.
  2. Alteration: Caster sprouts large bat wings for 4 rounds; movement rate 18, Class C.
  3. Conjuration/Summoning: One goblin is summoned (remains for 3 rounds).
  4. Divination: Caster gains knowledge of alignments and surface thoughts of every being within 20 ft., plus knows the location of secret doors and illusionary or invisible objects and creatures (duration: instantaneous) within 20 ft.
  5. Enchantment/Charm: Caster’s weapon animates and can be commanded for 3 rounds (Attack Bonus +1, AC 14, a successful hit negates the attack for that round).
  6. Illusion/Phantasm: Caster blends into surroundings, +3 AC while moving, invisible while standing still (duration: 5 rounds).
  7. Invocation/Evocation: Blast of bluish, white-hot light explodes from caster, all within 10 ft. suffer 1d10 points of damage (saving throw for 1/2).
  8. Necromancy: Drain 2d4 hit points total from everyone within 20 ft. (hit points are drained evenly per person; saving throw to avoid; hit points over caster’s maximum disappear at a rate of 1 per hour).
  9. Wild Surge.
  10. Roll Twice.

Donovan’s Ominous Valediction (or “The Curse of Inconvienient Attention”)

  • Given our recent encounter with backstabbing NPCs being nominally on our side, and the knowledge that there are other such parties out there, having a way to keep the monster’s attention on the other party instead of us.

(Abjuration, Enchantment)
Level: 2nd
Range: 10 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Negates
A target that fails his save vs. spells finds himself the target of undue and unwanted attention during conflicts. Any enemy that is faced with multiple targets to attack will always single out the spell’s subject over others. The enemies will not go out of there way to attack the subject if other targets are more immediate or convenient, but they will target the subject over other equally viable targets. Enemies of the spell’s target are still subject to morale normally.
For example, an orc in melee with both the spell’s subject and another warrior will always swing at the subject first. If the subject withdraws out of melee range, the orc would finish off the other warrior before charging after the subject, rather than leaving an enemy at his back. Similarly, ranged attackers and spellcasters will not waste ammunition or spells on the subject if he has cover, but will focus their fire on him if he is in the open.
Intelligent enemies (Int 11 or higher), who recognize the subject as strategically insignificant are allowed a save vs. spells to ignore him in favor of other targets. Unintelligent (Int 2 or less) monsters will always attack the subject relentlessly, regardless of other threats (so long as their morale holds).
This spell may be removed with Remove Curse or similar effects, in addition to dispel magic.
The material component of this spell is a piece of red cloth with a bullseye painted on it.

Donovan’s Carapace of Corpulence

  • Intended as a weaker, more comical version of Stoneskin.

(Abjuration)
Level: 3rd
Range: Self
Components: V, S
Duration: special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: none
The caster swells as a magical layer of hardened fat forms beneath his skin. So long as the spell lasts, any physical blow that deals equal or less than 1 point of damage per 3 caster levels (rounded up) is ignored, having only reached the sorcerous blubber.
Any blow that deals more damage than this (i.e. more than 2 points of damage for a 5th level caster) causes the blubber to harden into an unbreakable shell, leaving the caster unable to move for one round, and also leaving him completely invulnerable to physical damage for that round. Then the layer turns into a disgusting yellowish slime and sloughs to the ground, ending the spell. 

Less-detailed Ideas

  • Donovan’s Path: A mix of melee buffs, spells that provide multiple layers of protection, and spells that incapacitate large crowds. Definitely includes protection from evil and sleep at 1st level. Probably a 3,3,3,2,2,2,1,1,1 format.
  • 3rd: Donovan’s Deadly Nightmare — as a follow-up for all the sleep spells he’s packing, kills a set number of HD of sleeping creatures in the area of effect (mass coup-de-grace). Necromancy. Similar to death spell save that you have to sleep them first.
  • 6th: Donovan’s Somnambulant Defender — sleeping target animates and obeys you as a dominate spell, maybe gets some extra physical buffs and defenses from being a sleeping puppet (maybe equivalent of temporary undead).
  • 9th: Donovan’s Sleeping Giant — Target gets benefits similar to Haste (or better version of Heroic Fray), plus protection against enchantments (or something similar), plus an aura that auto-sleeps (or better kills) low-HD foes that come too close (maybe he stabs them to death automatically).

In Honor of Christmas

Some ideas for the Path of the Grinch

Cuddly As A Cactus (level 1)
Upon the incantation of this spell, the caster’s skin takes on a verdant hue and sprouts numerous cactus-like spines; the effect lasts for 1 turn per level of the caster. The spines easily poke through clothing without damaging the fabric, due to the nature of the sorcerous effect. The wizard’s AC is improved by one against unarmed attacks during this period; DM may adjudicate further or different bonuses when grappling is involved. While the transformation is in effect, the wizard is susceptible to effects targeting plants, but is immune to dehydration. The material component of this spell is a chunk of cactus-flesh or nopal, which is eaten by the wizard.

Charming As An Eel (level 2)
This enchantment temporarily boosts the caster’s ability to fast-talk and intimidate. After speaking the final syllables, the wizard may then enter into a soliloquy or speech for up to three minutes, during which their purpose is to deceive or intimidate; any Charisma-related rolls based on this convincing speech are at +2. However, the nature of the spell is such that it only functions if the associated argument is full of either superlative mendacity, or very dark implications; it will not boost a plea for assistance or an attempt to build rapport, instead being designed to convince authorities (“I couldn’t have murdered him, I was in the outhouse the whole time”) or to threaten (“Hand over that key, mate — I know where your children sleep.”) The material component is a bit of slime, lard, or oil, which is rubbed between finger and thumb.

Heart’s An Empty Hole (level 3)
The effect of this spell lasts one round per level of the caster; throughout, he or she is immune to charm effects which are based upon the love or beauty of the charming party (so it would be effective against a naiad, for example, but not a harpy). The material component of the spell is a heart made of paper or lace, which must be torn in half as the spell is recited. Use of this spell too often (say, more than once a month) risks a loss of Charisma and/or Wisdom as the sorceror slowly grows more distant from his fellows.

Brain Full of Spiders (level 2)
Casting this strange spell – which requires the sorceror to consume several live spiders (or a handful of meat from a giant specimen) – grants an instantaneous burst of insight, as though all of reality were a series of interlinked webs, and the wizard is a spider walking upon them. The vision lasts only a round, but during that time the caster may gain particular clues as to how facts, people, places, or experiences are linked (results are 100% DM fiat). Following the vision, the wizard invariably suffers a terrific nosebleed which causes 1d3 points of damage; there is a 1% chance per caster level that during the vision some kind of extradimensional intelligence (typically arachnid in form) slips into the wizard’s brain for good.

Garlic In Your Soul (level 3)
Seemingly a variant of Heart’s An Empty Hole, this spell provides temporary immunity to any magical effect transmitted by a vampire’s bite (but not its strike or any other spell-like abilities a given bloodsucker might have). The material component of the spell is a clove of garlic which has been stewed in bat’s-blood under the light of the full moon.

Termites In Your Smile (level 2)
While under the transformational effect of this incantation (one turn per caster level), the wizard has the ability to gnaw through mundane wood (green or dried) at a pretty alarming rate. The material component is a pinch of sawdust and several termites, which are tucked between cheek and gum like chewing tobacco. There is rumored to be a similar spell which uses mint as the component, called ‘Bucky Beaver’.

King of Sinful Sots (level 2)
This spell lasts one turn per level of the caster. Once cast, the spell must be fueled by the consumption of alcohol and tobacco, else the effect ends. A wizard who is the King of Sinful Sots increases dramatically (+4, +20% as appropriate) his odds of winning any gambling, game, or other non-combat contest conducted with similarly inebriated companions.

Drive A Crooked Hoss (level 4)
This spell summons a strange, multi-dimensional cubical steed from beyond this plane of existence. The steed appears in 1d4 rounds, running at top speed as it phases through all matter (being multi-dimensional). The cubist steed charges headlong at the spot touched by the caster – typically a wall (perhaps that of a jail cell or castle, never more than a few feet thick). As the weird mount passes, the wizard must attempt to leap upon its back or grab hold of its fractal mane – for the beast will not stop. However, if the sorceror is successful in holding on, he may ride the planar beastie straight through the wall, phasing along with it. Once on the other side, the creature fades away, depositing the wizard back in the material world.

The Grimoire also contains incomplete notes on the creation of a figurine of wondrous power – the ‘seasick crocodile’, carved from a single piece of coral, which transforms into a large crocodile that vomits acid (2d6 damage).

Donovan's Spells

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