Does anyone have recommendations for additional spells for the caster classes, to give them more flexibility/variety? Anything in PDF format out there, etc.? While the spell lists in the C&C PHB are decent, there's just not much there overall and I'd love to gather more spells for the players to choose from, really spice up the game and offer a greater versatility.
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I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
Do you have books from other editions of D&D? If so, adapt their casting time to C&C, durations to C&C, and its save to C&C and you have a spell useable in C&C, in most cases. Some spells that have a bit of complexity to them can take a little more effort.
Still, once you get used to it you can convert them within seconds of reading them over.
At least that has been my experience with the dozen or so spells I have converted from 2E and 3E sources.
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The Ruby Lord, Earl of the Society
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
There are tons of resources to buy, especially with 2E and 3E. PDF is the tough part for 3E spells since only non-WOTC sources are available. Of the third party 3E I recommend Eldritch Sorcery from Necromancer Games.
2E look into the magister book, FR adventures, Greyahwk adventures, and many others. I don't think the compilations are available in PDF, but if they are, get them.
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The Ruby Lord, Earl of the Society
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
I use the Atomik Grimoire from Mark Chase for both Iron Gauntlets and C&C, the latter for specialization on the existing C&C spells, the former as a default magic system. This is a generic magic system designed to be used for any rpg.
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Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
Theres also the Rules Cyclopedia over at Paizo on pdf for $4. I don't know if it has over 400 spells like that Atomic Grimoire (wow!) but it would certainly come close. It has all the spells that appeared in the boxed rule sets from basic, expert, companion, and master. So it has a lot of spells in an easily converted format.
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The Rock says ...
Something I have noticed, while playing NWN2: Mask of the Betrayer, a good number of the spells simply start looking like slightly tweaked versions of one another.
There's something like 5 or 6 different spells that essentially boil down to: Cast spell, target dies or saves, unless HD is above a certain number.
That covers Power Word Kill, Finger of Death and yadda-yadda, etc.
So, what I do and look for in my game is methods to tweak the effects of existing spells to make them fit the kind of wizard that I am playing and or pitting the PCs against.
Here's an example of one wizard type:
Wizard Type: Silken Thurge
1st Level Spells:
Slicing Ribbons (Magic Missile) - Small Sharpened Ribbons shoot out and slice the target
Silken Veil (Shield) - A fluttering/floating translucent silken sheet waves about in front of the caster.
Velvety Dreams (Sleep) - Soft, warm and fuzzy bits of velvet caress the targets causing them to fall into a comfortable sleep.
2nd Level Spells:
Silken Restraint (Web) - Animated Ribbons of Silk appear in an area and attempt to grasp any who are in the area or attempt to walk through the area.
3nd Level Spells:
Razor Ribbons (Fireball) - Essentially a small tight wad of ribbons that magically shoots into the center of the target area and then explodes outwards slicing and smashing into/through targets in the area.
Bow Wings - The caster gains the appearance of having a large bow with trailing ribbons appear on her back. The Bow act as magical wings, conferring the effects of the Fly spell.
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Essentially, you are only limited by your imagination in regards to altering the effects of spells.
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Nelzie wrote:
Essentially, you are only limited by your imagination in regards to altering the effects of spells.
Understood about making "personal" modifications to spells to give them a bit of extra style and individuality, but I'm actually looking for a greater diversity of offered spells, not rehashing of existing ones.
Lot of different resources referenced here, many of which will require some coin expenditure, so gotta be selective. Time for some reviews.
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I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
The Atomik Grimoire is somewhat like the old Arcanum from Bard Games, just somewhat and I run my magic in that manner. There are different schools/specializations with a few spells that emulate the effects of spells from other schools (like an arcane bolt and a astral strike will both do the same amount of damage, but in a different way), but you can use each spell as a unique spell found during adventuring or in a magic shop. This really opens up the catalog of available arcana.
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Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
Alcahaelas wrote:
Understood about making "personal" modifications to spells to give them a bit of extra style and individuality, but I'm actually looking for a greater diversity of offered spells, not rehashing of existing ones.
Lot of different resources referenced here, many of which will require some coin expenditure, so gotta be selective. Time for some reviews.
Diversity of spells, in what fashion?
What exactly needs to be accomplished?
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Below I have added a selection of very useful OGL spells from Necromancer Games excellent Eldritch Sorcery book. It only entails 0 and 1st level spells, and is not exhaustive, but all are converted to C&C and many are different than the standard fare you'll see in most books. I suggest purchasing the book if you like the small selection herein!
Affect Normal Fog
Level: Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50 cubic feet per level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: None
This spell allows a caster to manipulate
a normal fog bank. The
fog can be made into a thick, obscuring
mass of watery vapors,
limiting normal sight to 5 ft. The
spell can alternately be used to
thin away an existing fogbank to
allow for easier sight and clear navigation.
Only normal, naturally
occurring fog can be affected; any
magically created fog is not subject
to this spell.
Material component: a tiny candle
and a small horn (not consumed)
Alter Normal Fires
Level: Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One Medium size or smaller fire
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause an existing fire of Medium
or smaller size to either reduce
in size and light to that of a tindertwig
or to increase in brightness (but not
size) to that of a light spell. Reducing
a fire cuts fuel consumption in half
(therefore a torch or lantern affected
by this spell would burn twice as
long), and increasing a fire doubles
the fuel consumption (a torch or
lantern would burn half as long as
normal). Heat output is not affected
by this spell, only the brightness and
light intensity.
Anchor
Level: Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 1 ship
Area: See text
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This spell maintains a ships position
against currents, holding ships
weighing up to 10 tons per caster
level. The material components are
small bit of iron and a piece of string.
Avert Attack
Level: Clr 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You grant the subject a +5 deflection
bonus to AC against the next
attack that targets it. Whether the
attack succeeds or not, the spell is
triggered and the effect ends.
Buoyancy
Level: Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 10 minutes/level
Saving Throw: Constitution (Harmless)
Spell Resistance: Yes
Normally cast upon a drowning
companion, buoyancy causes
the target to become lighter than
the surrounding liquid. The target
either begins to rise to the
surface of any surrounding water
(at a rate of 10 ft./round), or the
affected person floats on the surface
of the water regardless of
encumbrance or armor.
The target is in no way granted any
additional mobility or breathing benefits
while in the water. This spell
only keeps the subject from sinking.
Material component: a small white
ring.
Coat of Arms
Level: Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1d4 rounds + 1 round/level
Save: None
You cast this spell upon your
cloak or cape, at which time the
garment flashes with light and
fourteen magical swords appear
in a fanned array along its width.
You may select any one blade
and remove it from the garment
to use in standard melee combat.
The exact power of the weapon
depends on the casters level. All
fourteen blades always appear,
regardless of the casters level,
though a 1st-level caster only
has access to the first and weakest
blade, while a 2nd-level caster
has access to the first two blades,
et cetera, all the way to a caster
of 14th level, who may select
from any of the fourteen blades
he desires.
If the weapon you choose from the
garment is not on your list of usable
weapons, you suffer
the usual penalties in combat.
You may use a partial action to
discard a chosen blade and select
another at any time during the
spells duration, as long as youre
of sufficient level to use the desired
weapon; a discarded blade
vanishes and may not be used
until the spell is cast again. Any
weapon that leaves your hand
vanishes in the same manner
making it impossible to pass one
of these weapons to an ally. The
following is a list of the garments
advancement in regards to caster
level:
1 dagger of parrying +1 (+4 to hit on attempts to disarm or strike opponents weapon)
2 short sword of the mariner +1 (+1d6 damage vs. aquatic creatures)
3 short sword of purity +1 (+1d6 damage vs. lycanthropes)
4 falchion of speed +1 (+4 on initiative rolls)
5 rapier of chivalry +1 (+4 when defending unarmed member of opposite sex1)
6 rapier of wounding +1 (victim bleeds as per a weapon of wounding in the DMG)
7 longsword of frostbite +2 (+1d6 damage vs. fire-based creatures)
8 bastard sword of scorching +2 (+1d6 damage vs. regenerating creatures)
9 scimitar of the sun +2 (shines with daylight, +1d6 damage vs. undead)
10 dagger of the magi +3 (+1d6 damage vs. fighters)
You might want to lose terminology that doesn't exist in C&C like "deflection bonus." I also think that coat of arms spell is slightly too powerful, but I didn't read it completely (sort of just scanned it) - 90% of all d20 conversions should have their bonuses cut in half, at minimum.
Otherwise, cool. Not making me want to buy the book (mainly because I've seen spells like that before,) but cool.
Alter Normal Fires and Shield Flame, both look to be things that could be accomplished by the Cantrip spell, which has a longer period of use, as written in the C&C PHB.
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I dont disagree Serleran, and suggest to anyone that wishes to use them to apply a healthy dose of common sense to any of that stuff. I am a freewheeling type so things like this tend to not be set in stone.
Nelzie, probably so, depending on the CK. It is just a sampling as stated, but some of the higher level spells have some more cool effects. It also adds a lot of damage spells which I chose not to convert since anyone really interested will end up buying the book and making the spells within their own.
"If you had not committed great sins, God would not have sent a punishment like me upon you." -Genghis Khan
The coat of arms spell might fool you, as well. At its most powerful it offers to a level 14 mage a longsword +4 that beheads enemies on a natural 20. Consider that only one weapon can be gained from the coat and that weapon may only be used by the caster (who will not likely have the best bonuses to begin with, and may not be able to use the sword AT ALL) it doesnt seem all that mighty. YMMV and depending on the type of game you run this may seem completely untrue, but for my game these weapons in the hands of a mage would not be all that powerful comparatively. Now, if you were allowed to hand them off to the nearest fighter then that is a whole nother ball of wax.
"If you had not committed great sins, God would not have sent a punishment like me upon you." -Genghis Khan
Nelzie wrote:
Diversity of spells, in what fashion?
What exactly needs to be accomplished?
I don't want the same spell described differently--I would like to add to my campaign actual, well thought-out spells that do not simply mimic other spells. I could spend the time to create many of my own but why reinvent the wheel when there are so many good resources out there.
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I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
Alcahaelas wrote:
I don't want the same spell described differently--I would like to add to my campaign actual, well thought-out spells that do not simply mimic other spells. I could spend the time to create many of my own but why reinvent the wheel when there are so many good resources out there.
It's all in how you describe the spells and their effects.
When the players in my game were introduced to the Silken Thurge, they had no clue what spells were being tossed at them. Simple redressing completely changed their view on what the spells were all about and if they had wanted to, the wizards in the party could have learned those spells as new, separate spells for their books.
Thus, they could have had Magic Missile and Slicing Ribbons.
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pactmaster wrote:
I use the Atomik Grimoire from Mark Chase for both Iron Gauntlets and C&C, the latter for specialization on the existing C&C spells, the former as a default magic system. This is a generic magic system designed to be used for any rpg.
Ooh, kewel! Tell us more! What do you like about it? Did it convert over easily?
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::: Shane
The Atomik Grimoire has nine spheres of magic that are broken down further into circles. The .pdf is a very generic add-on that is non-system specific. It is based on a magic pool system with difficulties added in. It works with C&C fairly effortlessly, which is a strong point of both the 'Grimoire and C&C.
I don't work for Precis Intermedia or Mark Chase, but they put out some neat products.
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Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
Nelzie wrote:
It's all in how you describe the spells and their effects.
When the players in my game were introduced to the Silken Thurge, they had no clue what spells were being tossed at them. Simple redressing completely changed their view on what the spells were all about and if they had wanted to, the wizards in the party could have learned those spells as new, separate spells for their books.
Thus, they could have had Magic Missile and Slicing Ribbons.
But it's the same thing, just different packaging. That's not quite what I'm looking for, though I do appreciate the perspective. Thanks.
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I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.