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murphy_red

Murphy Red; Human Mage

Charactersheet

Speler

Party

Reisverslag

Murphy Red's Spellbook

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Level 0 Spells

Level 3 Spells

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Level 1 Spells

Level 4 Spells

Murphy's "Beam me up, Scotsman!"

School: Alteration
Level: Wiz 4
Components: V
Casting Time: 1
Range: 1 yard per level/caster
AoE: Caster
Duration: instantaneous
Saving Throw: None
Spell Resistance:

With this spell the caster will disapear with a strange white/bleu light from the place he was standing and reappear at an other position anywhere at random (roll d12 on table below).

Murphy's "Beam me up, Scotsman!" Table 1: Roll 1d12

Die RollEgg Type
01-02 North
03-04 South
05 Nothing happens except a voice, with a thick Scottisch accent, will ring in the caster's ears saying: “It will take at leest tree hours k'ptan!”
06-07 West
08-09 East
10 10 yards per level of the caster farther away than foreseen (need to roll on d10, same table), with a voice saying “This is highly illogical captain!”
11 Instead of the caster somebody in his/her near vicinity will dissapear (max. 10 yards away from the caster, DM's discretion).
12 The attacker(s), will all be beam away, never to be seen again (with the voice almost singing “To baldly go where no one has gone before!”

Murphy's Book Fix

School: Alteration
Level: Wiz 0
Components: V,S
Casting Time: 1
Range: Touch
AoE: One book
Duration: 1 hour
Saving Throw: None
Spell Resistance:

This cantrip enables the caster the keep a book opened at a particular page without using his hands or other limbs. It is cast at the book and from then on pages can only be turned by the caster himself. This is of course extremely handy under windy circumstances and/or when the caster needs his hands for other purposes (e.g. spell casting). There is a 5% chance that this cantrip will misbehave, causing the book to close suddenly (and randomly) once in every five minutes of the spell duration.

Murphy's Cloud Ship

School: Conjuration/Phantasm
Level: Wiz 4
Components: V,S,M
Casting Time: 1 round
Range: 0
AoE: Special
Duration: 1 hour/caster level
Saving Throw: None
Spell Resistance:

This spell is the more potent version of the second level spell Lifting Cloud and the third level spell Cloud Mount. A greyish misty cloud forms itself slowly into the shape of a vessal, with similiar features as the well-known and feared Drakar. All the typical ingredients are vaguely recognizable, including sails, rudder and ornamental stuff. The vessal is about a 30 feet long and 10 feet wide, and can carry upto a 100 pounds per level of the caster. Any overweight will cause objects (or persons for that matter) to sink through the deck of the ship at random, untill authorized weight quotum is established again. Enough space should be available, or the spell will fail to create the vessal and the only effect will be a very lousy 'Wall of Mist'. The caster has to board the ship in order to control and maintain its presence. The ship is created around the caster and floats 3 feet above the ground once its creation is done. The caster can move the vessal at a moving rate of 6, however local weather conditions can severly affect its speed. Windy conditions can reduce its moving rate to a lousy 1 or boost it to a nice 12. The ship can be steered like a regular vessal, i.e. it can move forwards, it can turn but it cannot move backwards (sounds logical doesn't it?). In addition to this it can be levitated by the caster at a (upwards and downwards) moving rate of 4, however it cannot be lowered below 3 feet above the ground. Moving the vessal needs lots of concentration (i.e. no spells can be cast during this time by the caster) from the caster, however just maintaining it doesn't. A complex spell needs complex material components. This spell is no exception to this silly rule. A drop of water, a hanky (its colour will be reflected in the vessal's sails, including funny stains), a piece of rope, a sailor's hat (any will do) and (of course) an egg. All material component's have to be mashed together and will be consumed by the caster (adding spices and sauces is allowed).

Murphy's Create Glasses

School: Alteration/Evocation
Level: Wiz 1
Components: V,S,M
Casting Time: 12 hours
Range: Touch
AoE: The remains of a pair of glasses
Duration: Permanent
Saving Throw: None
Spell Resistance:

With this spell, the caster creates a 'new' pair of glasses from the remains of a old (damaged) pair. The magnification strength of the glass is perfectly adjusted to the caster's eyes. The created glasses are magical and will fall apart when a succesful dispel magic is cast. During the 12 hour casting period, the caster has to be concentrated and must be working in an area or room free of polluting magical energy. Disturbing the caster's concentration will negate the effects of the spell and possibly destroy the remains of the glasses utterly and completely. External pollutive magical energy affecting the process can cause a change in the final characteristics of the glasses. The required material components are the remains of a pair of glasses. These have to be in a 'recognizable' state.

Murphy's Dino Protection I

School: Abjuration
Level: Wiz 1
Components: V,S,M
Casting Time: 1
Range: Touch
AoE: 10 feet radius
Duration: 1 round/caster level
Saving Throw: None
Spell Resistance:

This spell will prevent dinosaurs to see, hear or even smell the caster. For them the caster is not more than a rock or a tree. He will not vanish for the eyes of someone whose intelligence is higher than the spellcaster's level (and for everyone who isn't a dinosaur ofcourse). The material component is a hand of dirt or leaf from the surrounding erea.

Murphy's Dust Protection

School: Abjuration
Level: Wiz 1
Components: V,M
Casting Time: 1
Range: Touch
AoE: 10 feet radius
Duration: 1d4 round/caster level
Saving Throw: None
Spell Resistance:

Purpose of this spell is to protect the target from dust, light sand and the like. After casting this spell, no dust can penetrate the area of effect. It behaves like a force field surrounding the target at a distance of 10 feet and will move along with the target. It was developed in order for Murphy to continue its activities during a sand storm. While vision can be severly limited during such a storm, when this spell is in effect clear vision is obtained to at least a 10 feet distance. This spell also prevents suffocation and other nasty effects caused by an excessive amount of dust or sand in the air. Note that the force field will only stop materials light and small enough to float in the air. Hurled rocks or other solid or liquid materials will not be stopped. Material component is any kind of sieve (e.g. a tea sieve).

Murphy's Mend Glasses

School: Alteration
Level: Wiz 0
Components: V,S
Casting Time: 1
Range: Touch
AoE: One pair of glasses
Duration: 1 day
Saving Throw: Special
Spell Resistance:

This quite convenient cantrip was developed by Murphy at an early stage of his study at Yltra's Magic Academy. During his study he was frequently bullied and because of this his pair of glasses where often broken. Murphy highly depends on these glasses, because without them his sight is severely limited. This cantrip will 'glue' together two pieces of glass that used to form one or will remove scratches from the glass' surface. Not only the glasses themselves can be repaired but also the (wooden) frame. Note that this cantrip can only repair one break-line or scratch of the glasses. There is a risk of utterly detroying the glasses by using this cantrip. This risk is at any time 5%. Also be aware that the effects of this cantrip last for only one day. After this period of time the glasses will return to their state as before the use of this cantrip.

Murphy's Protection against Myself

School: Alteration/Evocation
Level: Wiz 1
Components: V,S
Casting Time: 1
Range: 10 ft.
AoE: 1 HD/caster level
Duration: 1d4 round
Saving Throw: Negates
Spell Resistance:

This spell causes to one creature, not actual damage, but is originally made to protect a person or creature, preventing him to do something stupid (like charging into a too strong opponent) or to hurt himself. A leather stray jacket (all folded and locked) will appear over his usual clothing (if any) and equipment. Also a metal worked muzzle will cover the targets mouth. Any movements of his upper body-parts will be impossible. The target is still able to move its legs. Any melee combat is therefore out of the question. The target gains an AC improvement of 2. He can only free himself with a succesfil BB/LG or will be trapped in the jacket for the duration of the spell.

Murphy's Protection from Dust

School: Abjuration
Level: Wiz 0
Components: V,S
Casting Time: 1
Range: Touch
AoE: One creature
Duration: 1 round
Saving Throw: None
Spell Resistance:

This highly practical Multi-Mega Cantrip was developed by Murphy in order to clean his dusty clothes and skin after one of his long journeys, made due to his adventurous nature. By casting this magnificent cantrip a small whirlwind will be formed between the caster's fingers on his right hand (Murphy would like to apologize to all left-handed mages, for this small short-coming). This whirlwind can be used to blow away dust and the like for the duration of one round.

Murphy's Protection from Snoring

School: Abjuration
Level: Wiz 0
Components: V,S,M
Casting Time: 1
Range: Touch
AoE: One creature
Duration: 12 hours
Saving Throw: None
Spell Resistance:

This cantrip will ensure the caster's nightrest when a particularly noisy (i.e. snoring) creature is annoying the caster when he wants to sleep. This cantrip was created during Murphy's inhabitation of the on-campus students dormery and had to share a single room with varying multiple other students. This cantrip will filter all snoring and grunting sound from the caster's hearing. The caster will be able to hear any other sound he would normally be able to hear. Material component is a piece of cotton.

Murphy's Second Law

School: Charm/Alteration
Level: Wiz 3
Components: V,S,M
Casting Time: 1
Range: 0
AoE: 10 feet radius/caster level
Duration: 1 round/caster level
Saving Throw: Negates
Spell Resistance:

This spell can be quite handy but also rather dangerous. It affects all physical actions of the creatures within the area of effect. “Everything what can go wrong, will go wrong.” Creatures tend to slip, stumble, accidentily drop weapons and will have no accurate control over any item used during the duration of this spell. All saving throws suffer a penalty of 4; all ability checks suffer a penalty of 3 and all 'to hits' that fail must be treated as if a natural one was thrown. Spell casters have to perform a Dexterity check if they try to cast a spell requiring somatic movements, to check if they are able to cast it succesfully. One minor drawback of this spell is that there is a 25% chance that this spell will affect the caster's own behaviour (i.e. the caster has to do a Dex. check himself). The material component of this spell is a gaming card, which will be consumed in the process.

Murphy's Spore Bolt

School: Alteration/Evocation
Level: Wiz 1
Components: V,S,M
Casting Time: 2
Range: 10 ft. + 10 ft./level caster
AoE: 5 ft. radius
Duration: instantaneous
Saving Throw: Special
Spell Resistance:

This, very ingenius, spell was created due to Murphy's great intrest of plants, especially the big exploding ones. In his very youyht he sought out the most intresting experiment whit his mothers vegtable garden (the incident with the killing lettuce was created here), mosty nature didn't let him re-make the way of the peacefull greenish pests except this for the very fungy used for this spell. The effects are devestating as they are effective. When uttering this spell a sphere of grey fungy-dust will appear in the casters hands this can be thrown to an object with great speed and allows the object to make a saving throw vs spell. When saved creatures within the area of effect are caught by the spores of th sphere and will sneeze and cough, trying to get as much distance between them and the bolt, this will take some 1d4 rounds in wich they cannot concentrate on fighting or spellcasting, they can defend themselves of course with a -4 on all rolls. This is of course very intresting but, as mages like to see it.

Murphy's Bed of Toffee

School: Alteration/Evocation
Level: Wiz 1
Components: V,S,M
Casting Time: 1
Range: 20' + 10'/level caster
AoE: 10 square feet/level caster
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance:

This spell finds it's history in Murphy's great interest of the process of cooking and his fondness of sweets. The spell will create a bed of sticky, warm and very sweet toffee. All creatures who step on the sticky substance, before it dries out (after 1d4 round that is), must throw a successfull BB/LG or find themselves stuck in the brown mess, getting their clothes or hides very dirty and attracting to all sorts of insects. After the duration the toffee will harden and will be easily broken through. The cannot be turned into a weapon to really choke somebody, but some more creative spell-users (i.e. Murphy) can really mess things up. The bed can be send of in any direction and angle, as a wall for example. The 'wall' is about 5“ thick if used this way. The material component is a piece of caramel which is consumed by the spell-caster during the spell.

Murphy's Clean Glasses

School: Alteration
Level: Wiz 0
Components: V,S,M
Casting Time: 1
Range: Touch
AoE: One pair of glasses
Duration: 1 round
Saving Throw: Special
Spell Resistance:

This cantrip will enable the caster to clean, restore (small scratches) and polish one pair of glasses. They will look as new, but the cantrip cannot repair big cracks or rotting from the inside. The material component of this cantrip is a small yellow piece of cloth. Casting this cantrip brings along a risk of 5% to change the characteristics of the glasses. For instance a change in magnification strength or brightness of the glasses (leave it up to the DM).

Murphy's Create First Hot Cup

School: Illusion
Level: Wiz 1
Components: V,S
Casting Time: 1
Range: None
AoE: The caster's left hand
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance:

By means of this extremely handy spell, one cup of coffee per caster level will appear in his left hand which have to be consumed within a short duration. After the spell duration, the cup(s) will vanish into dimension X. By reaching a level above the amount of cups wanted, the surplus can be transformed into not-quite-sonutricious-but-tasteful-indeed donuts (glaced or with chocolate on top on request, say: 'please').

Murphy's Dino Summoning 1/2

School: Summoning
Level: Wiz 1
Components: V,S
Casting Time: 5 Range: 50 yards radius
AoE: One Dino-Egg
Duration: 1 day per caster level
Saving Throw: Negates
Spell Resistance:

This first level spell has been Murphy's first experience with summoning spell research. He soon found out while researching his first Dino Summoning spell, that his research experience at that time did not completely suffice for what he wanted to create. That's why the title of this spell might be slightly misleading. This spell will not summon any dinosaur, but instead will put a dinosaurs egg into the casters hands. If there is an egg available within the range of the spell, then can the type, shape and freshness of the egg be determined by the DM or can be determined randomly from the following table by throwing percentile dice.

Murphy's Dino Summoning 1/2 Table 1: Roll Percentile

DiceEgg Type
01-10Heavy Egg, (40 pounds)
11-25Medium Egg, (10 pounds)
26-50Normal Egg, (5 pounds)
51-80Light Egg, (2 pounds)
81-90Rotten Egg1
91-99Cracked Egg
00Hatching Egg2

1 Role again to determine size, 2 DM's choice of type hatchling
Note that some dinosaurs are quite fond or even attached to their eggs, and will go to quite some trouble to regain their rightful possesion. Interesting to note also is the fact that a thrown egg may cause some damage, depending on its weight.

Murphy's Dry

School: Abjuration
Level: Wiz 0
Components: V,S
Casting Time: 1
Range: Touch
AoE: One creature
Duration: 1 round
Saving Throw: None
Spell Resistance:

This more or less practical Mini-Mega Cantrip was developed by Murphy in order to dry his wet clothes, skin, shoes, hair and nostrils after one of his long adventures, during one of his (rather frequent) hand-to-hand underwater fights or during bad weather. By casting this almost magnificent cantrip a small warm wind will blow from the caster's fingers on his right hand (Murphy would like to apologize to all lefthanded mages, for this small short-coming).

Murphy's First Law (Wild)

School: Meta-Magic/Wild Magic
Level: Wiz 4
Components: V,S,M
Casting Time: 1
Range: 0
AoE: 20 feet radius/caster level
Duration: 1 round/caster level
Saving Throw: None
Spell Resistance:

This spell can be extremely powerful but also very dangerous to all creatures within the area of effect. It affects all spell casting in this area for 1 round per experience level of the caster. Instead of the expected effects of the spells cast, all other spells cause a wild surge. The effects of this are determined by the wild surge tables. One minor drawback of this spell is that there is a 25% chance that this spell will affect its own behaviour and cause a wild surge on its own, without causing the other effects described above. The material component needed for this spell is one six-sided dice, which will be consumed in the process.

Murphy's Never Missing Arrow

School: Evocation
Level: Wiz 1
Components: V,S
Casting Time: 1
Range: 50 ft. + 10 ft. per level caster (+10 ft. loop)
AoE: One creature
Duration: 1 round/caster level
Saving Throw: None
Spell Resistance:

With this Ultra-Mega Super Spell a shiny blue magical arrow is created in the hands of the caster. This arrow should be aimed at the target and is fired at a trigger word from the caster (so the advantage of this spell compared to the 'Magical Missile' spell is that it can be used to scare, frighten or just impress opponents). The caster has to roll the attack die, but gains a +1 on this roll for each level of experience. The arrow will inflict 1d3 + 1 Hp/level caster points of damage. The arrow has two chances of hitting the intended target. When the first attempt succeeds the arrow will hit the target right between the eyes (if no eyes are available, any other vital body part will do), inflicting full damage and causing the target to be stunned till the end of the next round (saving throw vs. spell allowed). A failing first attempt, will make the arrow swoop around and attack the intended 'victim' in the back inflicting full damage if successful. When both attempts fail, the arrow will immediately strike back at the caster inflicting full damage, and will only miss at a natural 1 on the attack die. A natural 1 will make the arrow vanish into another dimension and hopefully will never be seen or heard of again. However, this 5 behaviour is entirely speculative and not exactly known.

Note: When casting this spell, you can wave around with your arrow but never cancel it. I.e. if you hold it too long it will explode in the caster's face.

Murphy's Protection against Plants

School: Abjuration
Level: Wiz 1
Components: V,S,M
Casting Time: 1
Range: Touch
AoE: One creature
Duration: 2 rounds/caster level
Saving Throw: None
Spell Resistance:

This spell is very similar to the 'Protection from Evil' spell, except in its purpose and intent; it is meant to keep plants at a distance. A magical barrier around the recipient is created at a distance of one foot. This barrier moves with the recipient and has the following two effects. First, the spell prevents bodily contact by plants (and other aggressive vegatables/ vegatation). This causes natural (body) weapon attacks of plants to fail and the plants will recoil, if such attacks require touching the protected being. Second, all attacks made by plants against the protected creature suffer -2 penalties to attack rolls; any saving throws needed because of such attacks are made with +2 bonuses. The protection ends immediately if the protected creature makes a melee attack against a plant, or tries to force the barrier against a plant. The material component of this spell is a dried leaf.

Murphy's Protection from Mud

School: Abjuration
Level: Wiz 0
Components: V,S
Casting Time: 1
Range: Touch
AoE: One creature
Duration: 1 round
Saving Throw: None
Spell Resistance:

This extremely practical Ultra-Mega Cantrip was developed by Murphy in order to clean his muddy clothes, skin, shoes and hair after one of his long adventures or one of his (rather frequent) hand-to-hand fights. By casting this magnificent cantrip a small warm whirlwind will be formed between the caster's fingers on his right hand (Murphy would like to apologize to all left-handed mages, for this small shortcoming). This whirlwind can be used to dry the mud for the duration of one round. The dried sand can than be removed by casting a Murphy Red's Protection from Dust cantrip.

Murphy's Red Banner

School: Illusion
Level: Wiz 0
Components: V,S,M
Casting Time: 1
Range: 6 ft.
AoE: One creature
Duration: 1 round
Saving Throw: None
Spell Resistance:

This cantrip is most useful to impress opponents, friends or actually anybody. Casting this cantrip will cause a red banner to appear 6 feet above the casters head. This banner will remain at this place and moves along with the caster. It is of exceptional beauty, and could only been developed by an artistic genius as Murphy is. Material component is a very small piece of blue silk.

Murphy's Shove

School: Invocation
Level: Wiz 1
Components: V,S,M
Casting Time: 1
Range: 3 ft. per level caster
AoE: One creature
Duration: instantaneous
Saving Throw: special
Spell Resistance:

This spell will not cause any direct damage, but will cause a lot of inconvenience and might even cause death. Casting the spell will cause the target to be pushed in the direction of the caster's choice, i.e. it can distract a wizard's or priest's from spell use or a creature might be pushed from a cliff. Only a successfull dexterity roll can prevent the disastrous events discribed above. The material conponent is a white feather ( not a painted one you stupid goat-for-brains-neantherthaler).

Murphy's Target Lock

School: Diviniation
Level: Wiz 1
Components: V,S
Casting Time: 1
Range: Touch
AoE: 10' width, 50' length/caster level
Duration: 1 + 1d4 rounds/caster level
Saving Throw: None
Spell Resistance:

This spell was developed byMurphy for seeing blindfolded. within the area of effect any creature or object will be shown in his mind as a flashing light point accompanied by a rather annoying buzzing sound. The caster has to be familiar with the target in order to interpret the results (if not: DM's choice). Only non-magical and targets normally visable in daylight can be detected. This spell can be quite usefull during bad weather conditions or when normal vision is difficult or impossible for various reasons ( e.g. a black eye).

murphy_red.txt · Laatst gewijzigd: 2012/05/21 14:50 (Externe bewerking)