Forbidden Arcana: Lost Spells
Forbidden Arcana: Lost Spells Written by Michael Hammes
Requires the use of the Dungeons & Dragons ® Player’s Handbook, Third Edition, Published by Wizards of the Coast. ®
Why Rules For Lost Spells? Most of the time magic happens as planned. The caster speaks the words, completes the gestures, adds the focus, and presto, there is light. Even the more more powerful spells go as planned, for such magics can only be wielded by those who have already mastered the lesser spells. Essentially, as long as the caster is able to correctly perform the requirements of the spell the desired effect will occur. But what if the caster is not able to perform the requirements correctly? What if he does not have the correct ingredients? Or what if there is outside interference? Then things can go wrong. The easiest way for a magical mishap to occur is to have the caster’s caster ’s concentration interrupted during spellcasting. While the
WHAT IS RCANA ? FORBIDDEN A RCANA Forbidden Arcana is the name of a series of PDFs published by Ronin Arts. The first release in the series , Eaters of the Arcane, is a free PDF available now at www.rpgnow.com and www.philipjreed.com. Each Forbidden Arcana PDF presents an arcane secret that is designed to add some wonder back into your campaign. Other Forbidden Arcana PDFs include Magical Diseases and Burning Spellbooks.
Forbidden Arcana: Lost Spells is copyright © 2003 Michael Hammes. Hammes. All text in this book is designated as open game content. You may not distribute this PDF without permission of Ronin Arts. Dungeons & Dragons® and Wizards Wizards of the Coast® are Registered Registered Trademarkss of Wizards of the Coast and are used with permission. Trademark
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Forbidden Arcana: Lost Spells 5. Curse of the Deity Necromancy Target: Up to one creature per spell level lost within a 10 ft. radius burst/spell level lost Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes The deity curses up to one creature per lost spell level within the area of effect. The GM is encouraged to come up with a curse appropriate for the deity involved, but a good default choice is to have the affected creatures be continuously fatigued (can neither run nor charge, -2 penalty to Strength and Dexterity). The curse cannot be dispelled, but it can be removed with a break enchantment , limited wish, miracle, remove curse (must be cast by a caster of equal or greater level than the caster who lost the spell), or wish.
6. Fiery Wrath Evocation [Fire] Area: 5 ft. radius spherical burst/spell level lost Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Divine fire roars through the area inflicting 1d8 points of damage per spell level lost (to a maximum of 9d8 with a lost 9th level spell) to all within the area of effect. Because this is divine fire it is not subject to being reduced by resistance to fire-based attacks.
7. Certitude Enchantment (Compulsion) [Mind-Affecting] Target: Up to one creature per spell level lost within a 10 ft. radius burst/spell level lost Duration: 1 min./spell level lost Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) ( harmless) Divine energy flows through creatures in the area of effect imbuing them with the sense that their cause has the support of their deity. All creatures gain a +1 morale bonus on attack rolls and saves against fear effects plus 1d8 temporary hit points for every two levels of spell lost (up to a maximum of +5 and 5d8 with a lost 9th level spell).
8. Divine Protection Abjuration Target: Up to one creature per spell level lost within a 10 ft. radius burst/spell level lost Duration: 10 rounds/spell level lost Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) ( harmless) Divine energy touches each of the creatures in the area of effect and wards them from harm. Each creature receives a +1 deflection bonus to AC, a +1 resistance bonus to saves, and spell resistance 5 for every two levels of spell lost (up to a maximum of +5 and 25 respectively with a lost 9th level spell).
Forbidden Arcana: Lost Spells 3. Sphere of Energy Suppression Abjuration Area: 10 ft. radius sphere/spell level lost Duration: 10 min./spell level lost Saving Throw: None Spell Resistance: No An energy resistant sphere is created that reduces the effect of most natural energy forms. The entire area covered by the sphere has energy resistance (acid, cold, electricity, fire, and sonic) of 5/spell level lost (up to a maximum of 20 with a 4th level spell lost). Any spell cast within, or into, the sphere suffers this reduction.
4. Broken Ground Transmutation Area: One 20 ft. square /spell level lost Duration: 1 hour/spell level lost Saving Throw: Reflex partial Spell Resistance: No The surface material of the affected area becomes broken and, if necessary, hardened into sharp points that blend into the environment. The broken terrain slows movement and deals damage to any creatures moving through it. Any creature’s land movement into or through the affected are slows to half speed. In addition, each creature moving through the area takes 1d4 points of piercing damage/spell level lost (up to a maximum of 4d4 for a lost 4th level spell) for each 5 feet of movement through the broken area. Taking damage from the area forces creatures to succeed on a Reflex save or have its feet injured. Injured creatures can move at only half normal speed for 12 hours per spell level lost (up to a maximum of 48 hours for a lost 4th level spell) unless they receive a cure spell to restore the lost hit points or by receiving healing in the form of a Heal check (DC equal
to effect DC) that requires 10 minutes of time. The broken ground can be detected by a rogue (only) on a successful Search check (DC 25 + 1/spell level lost).
5. Roll 1d6 and consult pure spell energy table. 6. The spell energies dissipate harmlessly; a barely noticed zephyr stirs the air and then is gone.