Fighter spells

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TerishD
TerishD's picture
Fighter spells

I have always joked about these. Well, my son now feels he is able to handle DMing. I thought about the character I would play in his campaign, and came up with the challenge to actually play a fighter type character with aspirations to out-do the spell casters. Just to be able to show off, I worked up the spells I would be casting.

Determine Magic
Assumption
Level: Bar 1, Fig 1
Components: S
Casting Time: 1 action
Range: 0
Effect: A decision about the presence of magic is made
Duration: Sometimes this spell can take a while
Saving Throw: None
Spell Resistance: No
By rubbing his chin, the caster is able to come to a conclusion whether magic is present and active. Sometimes it is obvious, such as someone flying without wings or an object is glowing without being on fire. There are however times when the casting of this spell does not give a definite response, but the caster will just have to trust that he is calling things correctly.

Locate Ground
Realization
Level: Bar 1, Fig 1
Components: S
Casting Time: 1 action
Range: 0
Effect: Presence of footing determined
Duration: Immediate
Saving Throw: None
Spell Resistance: No
By stomping feet and moving arms the caster is able to get a sense of the terrain. Note that particulars of needing to cast this spell could result in what the moderator gives as a reply. It might be that the caster has imbibed too much of certain substances (or simply drank a certain substance), so needs to assure himself that the ground is not moving around. It might be that some levitation effect has affected the caster, so the ground is no longer under his feet. This spell does have its uses, although the reason for it needing to be cast is sometimes laughable.

Move through Water
Determination
Level: Bar 1, Fig 1
Components: None
Casting Time: 1 action
Range: Touch
Effect: Water is not a barrier
Duration: Hopefully long enough
Saving Throw: None
Spell Resistance: No
By casting this spell, one is able to find themselves surrounded by liquid and still able to move. Moderators should certainly force Swim checks, but failure does not stop movement (ex. the one effected by this spell could be sinking, flailing his arms and legs, but can move in some fashion). Those petrified, held, or bound might be limited in movement, but their lack of movement is not due to the water itself. Note that while somatic actions are not required, they are needed to propel oneself through water, or push (throw) others into the water.

Physical Weapon
Preparedness
Level: Bar 1, Fig 1
Components: S, Focus
Casting Time: 1 action
Range: 0
Effect: Weapon is gained and used
Duration: Usually through the entire combat
Saving Throw: None
Spell Resistance: No
A weapon that the caster has on his person is set to be used, and is used. Note that just as the Clerics can cast Spiritual Weapon and attack with it, the caster of this spell can gain his weapon and make an attack. Note that the weapon is just a focus, so is not consumed by the casting of this spell.