Spell: Silence

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Silence (2nd level mage)

Illusion (Glamer)
Level: Wiz 2, Brd 2, Clr 2
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

Spell: Flamestrike

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Flamestrike (cleric 5th)

Flame Strike
Evocation [Fire]
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Moldvay vs spells
Spell Resistance: Yes

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Heroic Deed: Intensify Spell

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Available to MU 3+. Sacrifice a Risk Die by rolling it. If you succeed, add 50% to the damage the spell inflicts — calculate dice totals first, then add 50% of that amount. Intensifying a spell is dangerous: if your Risk Die comes up '1', you suffer 2d8 arcane backlash as your attempt fails. Successfully intensifying a spell of at least 3rd level results in a gain of one percentile point to your Intelligence, Wisdom, or Charisma — your choice.

Spell: Asmodeus' Disdain

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Asmodeus' Disdain (1st level Warlock)

Casting Time: 1 standard action
Range: 20 feet Duration: Instantaneous

Available to Warlock 1+ of Asmodeus. You release a 20-foot radius burst of devilish disdain, inflicting damage on each foe caught in the burst equal to 1d6 plus either your Charisma or Intelligence modifier — no saving throw but spell resistance applies.

If you possess the Dark Magic trait, apply its value as additional damage.

For each foe affected, gain one HP cumulatively and a +1 cumulative bonus to your next die roll before the end of your turn the following round. Your AC improves by 1 until the end of the current round. Example: if the warlock rolls 3 on the d6 die and the burst affects three targets, then the warlock would gain (1+2+3) hit points and a +3 bonus to next die roll. Any hit points beyond the caster's normal maximum are gained as temporary HP. These last until removed by injury or until ten minutes have passed.

Spell: Hellish Rebuke

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Hellish Rebuke (1st level mage)

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
Range: 60 feet
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.

Spell: Fell Finger

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Fell Finger (cantrip)

Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet

Make a ranged touch attack by pointing your finger at a target. If you hit successfully, inflict 1d6 plus your Warlock level plus your INT or CHA modifier in force damage, and you sustain the applied ability modifier in damage yourself. You may also apply your Dark Magic trait's value to this damage.

Spell: Eldritch Bolt

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Eldritch Bolt (1st level mage)

Casting Time: 1 standard action (precludes a melee attack by caster) Duration: Instantaneous Range: 90 feet

A bolt of eldritch force unerringly strikes your intended target within range, and for whom you have a clear line of sight. The bolt inflicts 1d6+1 points of force damage, no saving throw. This damage increases by 1d6+1 for every two arcane caster levels you possess beyond the 1st — 2d6+2 at 3 caster levels, 3d6+3 total at 5 caster levels, 4d6+4 at 7 caster levels, etc., to a maximum of 9d6+5. This spell can only target corporeal creatures or objects. It would not, for instance, be useful against a ghost.

The damage dice for this spell explode.

You may sacrifice a memorized spell of 1st level or higher in order to cast an Eldritch Bolt. If you have the Intensifier trait, add an additional number of d6 damage dice equal to that trait's value. For instance, Feyre at OVL-11, CL: 08 would roll 4d6+4, plus one additional d6 die.

Spell: Burning Hands

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Burning Hands (1st level mage)

Casting Time: 1 round
Duration: Instantaneous
Range: 15 feet

Each creature in a 15-foot-long cone (45 degree angle) of fire erupting from the mage's fingers must make a Moldvay save vs spells. This spell can hit one Medium-sized creature standing 5-feet from you, up to two such creatures at 10-ft distance, and up to 3 at 15-ft. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (to a maximum 5d4). Re-roll '1' results. If attuned to one or more magic items on your person, also re-roll '2' results. And, of course, 4's explode. A successful saving throw halves the damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At higher levels: when you cast this spell using a spell slot of 2nd level or higher, add +1 to the difficulty of the saving throw.

Spell Index

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Spell Name Type & Level
Asmodeus' Touch Arcane 0th
Asmodeus' Disdain Arcane 1st
Blaze Arcane 1st
Burning Hands Arcane 1st
Cataclysm Arcane 1st
Counterspell Arcane 3rd
Divine Censure Clerical 1st
Eldritch Bolt Arcane 1st
Fell Finger Arcane 0th
Fireball Arcane 3rd
Flamestrike Clerical 5th
Gaseous Form Arcane 3rd
Hand of Merciful Succor Clerical 1st
Hellish Rebuke Arcane 1st
Hold Portal Arcane 1st
Identify Arcane 1st
Invisibility Arcane 2nd
Knock Arcane 2nd
Silence Arcane 2nd
Spirit Recall ritual

Spell: Fireball

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Fireball (3rd level mage)

Casting Time: 1 round
Duration: Instantaneous
Range: 60 feet

A fist-sized ball of flame streaks from your outstretched hand to a point you designate within sixty feet of your position and then explodes into a momentary, intensely hot sphere of fire thirty feet across. This inflicts one d6 of fire damage per level the caster possesses in mage and mage subclasses. This spell can be maximized by sacrificing two daily Risk Dice. If maximized, no die rolls are needed. The spell inflicts 6 points per die. Sacrificing a vial of red dragon blood will also maximize this spell. If you sacrifice a copper coin while casting, that permits re-rolling 1 results. If you already re-roll 1's and 2's due to magical item attunement, sacrificing a copper coin will permit re-rolling 4's. Flammable items such as clothing may be set aflame and continue to burn after the fireball's nearly instantaneous duration ends — subject to the Dungeon Master's discretion.

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