Krimm_Blackleaf
2006-06-05, 12:06 AM
Abyssal Destruction
Evocation [Evil, Chaotic]
Level: Clr 5, Sor/Wiz 5
Componants: V, S, M, F
Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
Target: 1+1/caster level creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes
The caster Holds his fingers forward, is if clutching air in front of him and a chaotic surge of power shoots forth from his hand. The chaotic surge often takes different forms everytime it's cast, a glowing red or flaming bolt of lightening, a massive flaming skull, a glowing sphere of blood, but always does the same amount and type of damage. When the creature is struck, it takes 4d10 points of fire, sonic, electricity and acid damage, 1d10 per damage type. This destructive force may also strike others around the target, depending on how close they are to it(within 20 feet). But if there are more targets then the spell will affect within range of the original target, the caster will choose who it does affect, and if less, it affects everyone in range even if it is only the primary target. This spell also damages objects and terrain around the target.
Material Component: A drop of blood pricked from the casters finger
Focus: A lit candle
Balor's Sword
Transmutation [Evil, Chaotic]
Level: Sor/Wiz 7
Componants: V,S, M
Casting Time: 10 minutes
Target: 1 slashing weapon
Duration: 1 hour/caster level
Saving Throw: None (object, harmless)
Spell resistance: No (object, harmless)
This spell grants a single slashing weapon with the ability to remove a creatures head. When this spell is cast it makes the sword vorpal and enhances the attack bonus by +1. The weapon also becomes evil and chaotic for the purpouses of overcoming damage reduction.
Arcane Material Componant: the tooth or finger-nail of a balor
Heart-wrenching Grief
Enchantment [Evil]
Level: Clr 8, Sor/Wiz 8
Componants: V, S
Casting time: 1 action
Target: 1 creature
Duration: 1d4 rounds
Saving Throw: Will partial
Spell resistance: Yes
The caster speaks a few words, makes a few gestures and the target is overcome with crushing horrible grief like it's never felt before. It drops to the ground, unable to do anything, no actions at all because of it's intense horrible grief. In 1d4 rounds of this horrible emotion, the victems heart rips in half, killing it instantly. In some cases, during the grief, the victem may not only take no helpful actions, but intentionally put itself in a situation where it may die. On a successful Will save, the creature doesn't die, but takes 2d6 points of damage from internal ravaging and 3d6 points of nonlethal damage.
Death Throes
Transmutation [Evil]
Level: Clr 8, Sor/Wiz 8
Componants: V, S, M
Casting time: 1 round/caster level
Range: Personal
Target: Self
Duration: 1 hour/caster level
The caster imbues himself with the power to punish his enemies even in death. When killed while under the affect of this spell the caster explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet of him (Reflex Half). The explosion automatically destroys all weapons, armor, robes and equipment the caster wears or wields. The save DC is constitution based, instead of the casters normal spellcasting ability score.
Material Componant: The brain of a lawful outsider with an intelligence score of at least 14
Chaos Scream
Evocation [Chaotic]
Level: Sor/Wiz 3
Compnants: V, M
Casting time: 1 action
Range: 40 ft.
Area: All non-chaotic creatures in a 40-ft.-radius spread center on you.
Duration: Instantaneous
Saving Throw: Will partial
Spell resistance: Yes
The caster, after injesting something foul, screams forth a burst of raw, stomach-churning and chaotic crackling energy that spreads around him in a forty-foot area, damaging any non-chaotic creatures (including the caster). The energy deals 2d12 points of damage in itself, and also nausiates and dazes them on a failed will save. The save DC for lawful characters is higher then others by +2.
Arcane Material Componant: A half-pint of Dretch urine or blood which is injested during the casting of this spell
Nytinrag's dooming blast
Evocation [Evil, Chaotic]
Level: Sor/Wiz 5
Componants: S, V
Casting Time: 1 action
Range: Short (25 feet + 5ft./caster level)
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: No
The caster fires forth a blast of different types each time, that always deal the same amount of damage, just of a different type each time. The blast deals 5d12 points of damage and the type is determined on the grid below. This spell can either be exactly what is needed, or could be a wasted spell, depending on the roll.
Damage Type (d10)
1 Slashing
2 Piercing
3 Bludgeoning
4 Fire
5 Cold
6 Acid
7 Sonic
8 Negative energy (heals undead)
9 Positive Energy (heals living)
10 No particular type (hurts all)
Nytinrag's ravinous Quasit horde
Conjuration [Evil]
Level: Clr 7, Sor/Wiz 7
Componants: S, V, F
Casting time: full round action
Range: Close (25 ft. +5 ft./caster level)
Effect: 2d20+1/caster level summoned Quasits
Duration: 1 hour
Saving Throw: none
Spell resistance: No
The caster reaches his arcane hand into the bowels of the abyss and summons forth 2d20+1/caster level quasits that all obey the casters command without question. They are usually summoned around one or many opponants of the caster and attack relentlessly unless commanded not to. This Quasit horde may also be given commands such as "scout the area for suspicious people and kill them" or "guard here and kill any intruders" and most commands often include the death of foes or innocent bystanders. The quasit horde stays and obeys for one hour or until dismissed or killed.
Focus: a shard of glass or similar material and a worn leather glove
Demon Horns
Transmutation [Evil]
Level: Brd 3, Clr 3, Sor/Wiz 3
Componants: S, V
Casting time: 1 action
Range: Personal
Target: Self
Duration: 2 hours/caster level
The caster brings forth a demonic growth from it's skull, growing demonic horns from his head. They often vary in appearance from caster to caster, some are ram-like, some are like that of a rhinocerous but they all have the same affect. They give the caster a +4 to intimidate checks and gives them a gore attack. This attack does 1d6 + strength modifier damage and is treated as chaotic and evil for the purpouses of overcoming damage reduction. The damage dice increases or decreases depending on size and does not affect creatures that already have a gore attack, it just makes it unholy.
Unseen arena
Illusion [Figment, Phantasm]
Level: Clr 2, Sor/Wiz 2
Componants: V, S, F
Casting Time: 1 minute
Range: Close (25 ft.+5 ft./2 caster levels)
Target: All willing subjects
Duration: Until one player is victorious! (actually instant)
The caster brings forth an illusion into the minds of all willing subjects, where they believe they're all brought into an arena, usually magnificent, or some significance to the caster, as the caster is the one who decides what it looks like. This is most commonly used between a party where more then one person wants a certain item the group has picked up, or during a vast tournament where the loss of life is not an option. When the characters are brought into this fictional mental image of an arena, they are at full HP, have all spells available (like they never cast any of them that day) and are stricken of all maladies that do not affect the mind. If there is a mental malady on one subject, they may attempt a will save to rid themselves of it when within the unseen arena. To all those outside the illusionary fight, it appears as if the characters merely closed thier eyes for about a second and twitched. All spells, hp, and maladies are still the same as they were right before they entered the arena.
Focus: a wooden disk at least 5 inches in diameter, but no more then one foot in diameter. (wooden holy symbols may be used)
Skull-lantern
Necromancy
Level: Clr 2, Sor/Wiz 2
Componants: S, F
Casting time: one full round
Range: 10ft. circle spread on caster
Target: Humanoid skulls, all of which must be within the 10-ft. radius of the caster
Duration: Permenant
The caster makes a few gestures and whatever undead or dead creatures heads are within 10 feet of him glow with unnatural light from within, shooting light from thier eyes, nose and mouth acting like a torch. This affect can be permenant but also may be dismissed by the caster at any time, but not resumable until it is cast again. This spell is particularly useful to necromancers who lack torches or darkvision and anyone who happens to have a severed head or skull handy and no torches.
Focus: A tiny wooden skull figurine
Skull of fire
Necromancy [fire, evil]
Level: Sor/Wiz 4
Componants: S, F
Casting Time: standard action
Range: Short(25ft.+5ft. per caster level)
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: No
The caster takes a skull in hand and fires it forward through pure force of will, igniting it into flames and hitting the designated target. The flames of the skull are ablaze so brightly it acts as a torch through the area it flies through. The skull strikes it target and deals 1d8 points of fire and bludgeoning damage per caster level (maximum 15d8). Half the damage is from the flames and half from the bludgeoning of the skull.
Focus: A humanoid skull of at least small size
my first shot at making spells, please give helpful suggestions to make them balanced and useful
Evocation [Evil, Chaotic]
Level: Clr 5, Sor/Wiz 5
Componants: V, S, M, F
Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
Target: 1+1/caster level creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes
The caster Holds his fingers forward, is if clutching air in front of him and a chaotic surge of power shoots forth from his hand. The chaotic surge often takes different forms everytime it's cast, a glowing red or flaming bolt of lightening, a massive flaming skull, a glowing sphere of blood, but always does the same amount and type of damage. When the creature is struck, it takes 4d10 points of fire, sonic, electricity and acid damage, 1d10 per damage type. This destructive force may also strike others around the target, depending on how close they are to it(within 20 feet). But if there are more targets then the spell will affect within range of the original target, the caster will choose who it does affect, and if less, it affects everyone in range even if it is only the primary target. This spell also damages objects and terrain around the target.
Material Component: A drop of blood pricked from the casters finger
Focus: A lit candle
Balor's Sword
Transmutation [Evil, Chaotic]
Level: Sor/Wiz 7
Componants: V,S, M
Casting Time: 10 minutes
Target: 1 slashing weapon
Duration: 1 hour/caster level
Saving Throw: None (object, harmless)
Spell resistance: No (object, harmless)
This spell grants a single slashing weapon with the ability to remove a creatures head. When this spell is cast it makes the sword vorpal and enhances the attack bonus by +1. The weapon also becomes evil and chaotic for the purpouses of overcoming damage reduction.
Arcane Material Componant: the tooth or finger-nail of a balor
Heart-wrenching Grief
Enchantment [Evil]
Level: Clr 8, Sor/Wiz 8
Componants: V, S
Casting time: 1 action
Target: 1 creature
Duration: 1d4 rounds
Saving Throw: Will partial
Spell resistance: Yes
The caster speaks a few words, makes a few gestures and the target is overcome with crushing horrible grief like it's never felt before. It drops to the ground, unable to do anything, no actions at all because of it's intense horrible grief. In 1d4 rounds of this horrible emotion, the victems heart rips in half, killing it instantly. In some cases, during the grief, the victem may not only take no helpful actions, but intentionally put itself in a situation where it may die. On a successful Will save, the creature doesn't die, but takes 2d6 points of damage from internal ravaging and 3d6 points of nonlethal damage.
Death Throes
Transmutation [Evil]
Level: Clr 8, Sor/Wiz 8
Componants: V, S, M
Casting time: 1 round/caster level
Range: Personal
Target: Self
Duration: 1 hour/caster level
The caster imbues himself with the power to punish his enemies even in death. When killed while under the affect of this spell the caster explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet of him (Reflex Half). The explosion automatically destroys all weapons, armor, robes and equipment the caster wears or wields. The save DC is constitution based, instead of the casters normal spellcasting ability score.
Material Componant: The brain of a lawful outsider with an intelligence score of at least 14
Chaos Scream
Evocation [Chaotic]
Level: Sor/Wiz 3
Compnants: V, M
Casting time: 1 action
Range: 40 ft.
Area: All non-chaotic creatures in a 40-ft.-radius spread center on you.
Duration: Instantaneous
Saving Throw: Will partial
Spell resistance: Yes
The caster, after injesting something foul, screams forth a burst of raw, stomach-churning and chaotic crackling energy that spreads around him in a forty-foot area, damaging any non-chaotic creatures (including the caster). The energy deals 2d12 points of damage in itself, and also nausiates and dazes them on a failed will save. The save DC for lawful characters is higher then others by +2.
Arcane Material Componant: A half-pint of Dretch urine or blood which is injested during the casting of this spell
Nytinrag's dooming blast
Evocation [Evil, Chaotic]
Level: Sor/Wiz 5
Componants: S, V
Casting Time: 1 action
Range: Short (25 feet + 5ft./caster level)
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: No
The caster fires forth a blast of different types each time, that always deal the same amount of damage, just of a different type each time. The blast deals 5d12 points of damage and the type is determined on the grid below. This spell can either be exactly what is needed, or could be a wasted spell, depending on the roll.
Damage Type (d10)
1 Slashing
2 Piercing
3 Bludgeoning
4 Fire
5 Cold
6 Acid
7 Sonic
8 Negative energy (heals undead)
9 Positive Energy (heals living)
10 No particular type (hurts all)
Nytinrag's ravinous Quasit horde
Conjuration [Evil]
Level: Clr 7, Sor/Wiz 7
Componants: S, V, F
Casting time: full round action
Range: Close (25 ft. +5 ft./caster level)
Effect: 2d20+1/caster level summoned Quasits
Duration: 1 hour
Saving Throw: none
Spell resistance: No
The caster reaches his arcane hand into the bowels of the abyss and summons forth 2d20+1/caster level quasits that all obey the casters command without question. They are usually summoned around one or many opponants of the caster and attack relentlessly unless commanded not to. This Quasit horde may also be given commands such as "scout the area for suspicious people and kill them" or "guard here and kill any intruders" and most commands often include the death of foes or innocent bystanders. The quasit horde stays and obeys for one hour or until dismissed or killed.
Focus: a shard of glass or similar material and a worn leather glove
Demon Horns
Transmutation [Evil]
Level: Brd 3, Clr 3, Sor/Wiz 3
Componants: S, V
Casting time: 1 action
Range: Personal
Target: Self
Duration: 2 hours/caster level
The caster brings forth a demonic growth from it's skull, growing demonic horns from his head. They often vary in appearance from caster to caster, some are ram-like, some are like that of a rhinocerous but they all have the same affect. They give the caster a +4 to intimidate checks and gives them a gore attack. This attack does 1d6 + strength modifier damage and is treated as chaotic and evil for the purpouses of overcoming damage reduction. The damage dice increases or decreases depending on size and does not affect creatures that already have a gore attack, it just makes it unholy.
Unseen arena
Illusion [Figment, Phantasm]
Level: Clr 2, Sor/Wiz 2
Componants: V, S, F
Casting Time: 1 minute
Range: Close (25 ft.+5 ft./2 caster levels)
Target: All willing subjects
Duration: Until one player is victorious! (actually instant)
The caster brings forth an illusion into the minds of all willing subjects, where they believe they're all brought into an arena, usually magnificent, or some significance to the caster, as the caster is the one who decides what it looks like. This is most commonly used between a party where more then one person wants a certain item the group has picked up, or during a vast tournament where the loss of life is not an option. When the characters are brought into this fictional mental image of an arena, they are at full HP, have all spells available (like they never cast any of them that day) and are stricken of all maladies that do not affect the mind. If there is a mental malady on one subject, they may attempt a will save to rid themselves of it when within the unseen arena. To all those outside the illusionary fight, it appears as if the characters merely closed thier eyes for about a second and twitched. All spells, hp, and maladies are still the same as they were right before they entered the arena.
Focus: a wooden disk at least 5 inches in diameter, but no more then one foot in diameter. (wooden holy symbols may be used)
Skull-lantern
Necromancy
Level: Clr 2, Sor/Wiz 2
Componants: S, F
Casting time: one full round
Range: 10ft. circle spread on caster
Target: Humanoid skulls, all of which must be within the 10-ft. radius of the caster
Duration: Permenant
The caster makes a few gestures and whatever undead or dead creatures heads are within 10 feet of him glow with unnatural light from within, shooting light from thier eyes, nose and mouth acting like a torch. This affect can be permenant but also may be dismissed by the caster at any time, but not resumable until it is cast again. This spell is particularly useful to necromancers who lack torches or darkvision and anyone who happens to have a severed head or skull handy and no torches.
Focus: A tiny wooden skull figurine
Skull of fire
Necromancy [fire, evil]
Level: Sor/Wiz 4
Componants: S, F
Casting Time: standard action
Range: Short(25ft.+5ft. per caster level)
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: No
The caster takes a skull in hand and fires it forward through pure force of will, igniting it into flames and hitting the designated target. The flames of the skull are ablaze so brightly it acts as a torch through the area it flies through. The skull strikes it target and deals 1d8 points of fire and bludgeoning damage per caster level (maximum 15d8). Half the damage is from the flames and half from the bludgeoning of the skull.
Focus: A humanoid skull of at least small size
my first shot at making spells, please give helpful suggestions to make them balanced and useful