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com A Dozen Effects of Lingering Spell Energy

A Dozen
Effects of Lingering
Spell Energy
by Philip Reed Requires the use of the Dungeons & Dragons®
Player’s Handbook

When a spell is successfully cast, the versed in its existence. The number of spell-
arcane or divine energy released during the casters with knowledge of lingering spell
process leaves a faint, invisible aura that is energy is small and, smaller still, is the num-
ignored by all but the most powerful of spell- ber of spellcasters who have learned how to
casters. This invisible aura is often referred to tap into this invisible aura of magical power.
as lingering spell energy by those spellcasters

Spotting Spell Energy


In the round after a divine or arcane spell
is cast all characters within sight of the cast- Open Game Content
er of the spell may make a Spellcraft check All of the text of this PDF is presented
(DC 30 + spell level). On a successful check as open game content. While this means
the lingering spell energy is “seen” by the absolutely nothing to your campaign it
spellcaster. Lingering spell energy appears does give other publishers permission to
as a faint, glowing cloud of pure arcane use this material as long as they follow the
energy and is only spotted by those who open game license (see the end of this
make a successful Spellcraft check. This PDF).
check is a free action and any spellcaster
who devotes the entire round to searching About The Author
for the spell energy gains a +5 bonus to his Philip Reed has been working profes-
roll but he also provokes an attack of oppor- sionally in the roleplaying game industry
tunity from any opponent within 5 feet. since 1995. In that time he has worked for
such companies as Atlas Games, Privateer

Tapping into Press, and Steve Jackson Games. Today


Philip spends his days at home running
Ronin Arts, writing and designing new
Spell Energy games, and reading whatever books inter-
est him at the time. To learn more about
Once the energy is spotted, all who have
seen it may attempt to tap into the energy. Philip Reed – and Ronin Arts – please visit
The energy lingers for 1d4 rounds x the www.philipjreed.com and www.roni-
level of the spell cast and tapping into narts.com.
requires the character to be within the ener-

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www.creationcrash.com A Dozen Effects of Lingering Spell Energy

gy’s cloud. A spell energy cloud extends a highest roller, as long as he equals or
number of feet from the original caster equal exceeds the DC required to tap into the ener-
to the spell’s level. gy, has successfully tapped the spell energy.
To tap into the spell energy requires a As soon as lingering spell energy is tapped
Spellcraft check (DC 15 + the level of the the cloud is absorbed into the spellcaster’s
spell cast). Only one character may tap into body. Those who had successfully “spotted”
the energy from a single cast spell; if more the spell energy now see a faint magical
than one character attempts to tap into a sin- glow surrounding the character that success-
gle cloud of lingering spell energy an fully tapped the energy.
opposed Spellcraft check must be made. The

Using Tapped Spell Energy


Once the energy is tapped it must be To place some control on the use of tapped
released within one minute or the character spell energy, the many uses have been broken
may suffer permanent damage (see below). down by level of the spell tapped. If creating
There are a number of ways in which tapped completely new uses DMs and players
spell energy may be used, a few of which fin- should consider the uses presented in this
ish out this short PDF. DMs and players are PDF a guide.
encouraged to create their own new uses for NOTE: A spellcaster may not attempt to
tapped spell energy – as always, the DM has tap the energy released by these various
the final say in what is and is not official in effects.
his campaign.
DAMAGE FROM
ARCANE AND UNUSED SPELL
DIVINE LINGERING ENERGY
If a caster has not released tapped spell
SPELL ENERGY energy within one minute (possibly due to be
The basic rules introduced in this PDF rendered unconscious or otherwise unable to
treat spell energy, no matter the source, the act) there is a chance that the caster will be
same. DMs and players with an eye for permanently harmed by the spell energy.
detail and complexity may choose to dif- The caster must make a Will save (DC 20
ferentiate between arcane and divine spell + the level of the tapped spell). If this check
energy when using these rules. To do so, succeeds the tapped spell energy has dissipat-
just pair like with like. Divine spellcasters ed without harm and is gone forever. If the
can spot and tap into divine spell energy check fails, the caster suffers 1 point of hit
while arcane spellcasters can spot and tap point damage per level of the spell tapped –
into arcane spell energy. It’s actually there is a 5% chance per level of the tapped
amazingly simple to implement in a game spell that this damage is permanent.
session but it’s an extra level of detail
(which is why this is being presented as a
variant to the basic system).

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www.creationcrash.com A Dozen Effects of Lingering Spell Energy

Sample Effects
Acidic Spit Arcane Surge, Greater
Level: 1 Level: 8
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature Target: One creature
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Reflex half Saving Throw: None
Spell Resistance: Yes Spell Resistance: Yes
By making a successful ranged touch Like arcane surge, except it inflicts 10d8
attack, as a free action, the caster spits a glob points of damage on the target.
of acid that inflicts 1d4 points of damage on
the target. The targeted creature, if it makes a
Aura of Desecration
successful Reflex save (DC 20), suffers only Level: 4
half damage. Range: 10 ft. radius emanation, centered
on you
Arcane Heart Duration: 5 rounds
Level: 3 Saving Throw: None
Range: Touch Spell Resistance: Yes
Target: Caster As a free action you envelope yourself –
Duration: 30 minutes or until used, see and the area around you – in an aura of evil
text power that effects undead and turning
Saving Throw: Will negates (harmless) attempts. All turn attempts make within the
Spell Resistance: Yes (harmless) aura suffer a –4 profane penalty; all undead
The caster fortifies his soul by completely within the area gain a +1 profane bonus on all
absorbing the tapped spell energy, as a free attack rolls, damage rolls, and saves.
action, melding its power with his own innate
Condemn
magical skills. The caster is immune to the
effects of energy draining creatures or pow- Level: 6
ers for 30 minutes or until an energy draining Range: Close (25 ft. + 5 ft./2 levels)
effect is thwarted by this effect. Target: One divine spellcaster
Duration: 6 rounds
Arcane Surge
Saving Throw: Will half (see text)
Level: 1 Spell Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels) My making a successful ranged touch
Target: One creature attack against the chosen target, the target’s
Duration: Instantaneous ability to cast divine spells is eliminated for
Saving Throw: None the spell’s duration. This effect severs the
Spell Resistance: Yes spellcaster’s connection with his deity for the
As a free action you unleash the tapped duration. If the target makes a successful Will
spell energy in a pinprick of bright white save (DC 26) the effect’s duration is cut in
light that shoots forth from your hand and half.
strikes one creature – of your choice – within The target also loses all class abilities
range. The target of this spell suffers 1d4+1 related to his divine class for the duration of
points of arcane damage. this effect.

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Consume Undead Strength Mindfeed


Level: 2 Level: 7
Range: Touch Range: Touch
Target: One undead creature touched Target: Creature touched
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Will negates Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: Yes
My making a successful touch attack By grasping the target’s head in your
against any undead creature, as a standard hands, as a standard action, you drain 1d4
action, the caster inflicts 4d4 points of dam- points of the target’s Intelligence and gain a
age to the undead creature. The caster also number of temporary hit points equal to 4x
gains a +4 enhancement bonus to Strength the number of Intelligence points drained.
for a number of rounds equal to the HD of the These hit points may raise you above your
undead creature successfully damaged by maximum number of hit points and they
this effect. remain for 24 hours or until lost to hit point
damage.
Divine Agent
Level: 5 Ray of Decay
Range: Touch Level: 2
Target: Caster Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes Effect: Ray
Saving Throw: Will negates (harmless) Duration: Instantaneous
Spell Resistance: Yes (harmless) Saving Throw: None
The tapped spell energy, as a standard Spell Resistance: Yes
action, transforms the caster into an agent of As a standard action, on his turn, you fire
the gods, granting a +2 enhancement bonus a magical ray. You must succeed a ranged
to all attributes and sheathing the caster visi- touch attack with the ray to deal 5d4 points of
ble divine energy that blinds all who look at damage to the target.
him (Reflex save DC 20 to avoid the blind-
ness effect).
Temporary Healing
Additionally, upon transformation, a blade Level: 0
of fire appears in the caster’s hand (as per the Range: Touch
flame blade spell) and lasts until the caster Target: Caster
releases it or this effect ends. Duration: Variable, see text.
Saving Throw: Will negates (harmless)
Immunity to Chaos
Spell Resistance: Yes (harmless)
Level: 9
As a move-equivalent action, you may
Range: Touch transform the spell energy into 2d4 tempo-
Target: Caster rary hit points – add these to your current hit
Duration: 30 minutes points though you may not go over your
Saving Throw: None maximum number of hit points. These points
Spell Resistance: Yes fade away at the rate of 1 hit point/round.
For the duration of this effect the caster
cannot be harmed by any spell, spell-like
ability, magic item, or supernatural effect that
has the [Chaotic] descriptor.

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or the associated products contributed to the challenge to the ownership of that Product Ronin Arts – www.roninarts.com.
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A Dozen Effects of Lingering Spell Energy is copyright © 2004 Philip Reed. All text in this book is designated as
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