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Sped55
2005-09-04, 04:41 PM
Sorry if this belongs in the silly message board games or somewhere else, i just thought it was really gaming-related.

This thread is for creating and sharing spells to use in D&D, please be specific enough so we can use it in a game- i know ill use most of these spells.
Ok, since no one has posted ill have to start.
Ok, im thinking mine through but heres what it basically is.
Holy Arrow-
When cast upon an arrow currently being drawn back on a bow, the tip starts to glow white. When the arrow is released a bright flash comes, blinding all Evil- aligned creatures in 1d20+10 feet.


No Xp cost or components yet, and not sure which spell-level it should be. All the technical stuff im still working on, if you wanted to make it up go ahead.

stainboy
2005-09-09, 02:52 PM
This is one I've used in every 3e game I've ran with low-level necromancers, although I never bothered to write it out in WotC legalspeak until now.


Reanimation
Sor/Wiz 1
Necromancy
Casting Time: 10 minutes
Components: V, S
Area of Effect: one dead creature
Duration: 24 hours

This spell animates a single corpse as a skeleton or zombie under the caster's control. A 1st-level spellcaster can create an undead with a maximum of 1 HD; every 2 caster levels beyond 1st increase the maximum HD by 1, to a maximum of 4 HD at caster level 7th.

Reanimation may also be cast on an undead animated by Reanimation. The second casting replaces the first, effectively resetting the spell's remaining duration to 24 hours. This use of the spell functions only on undead under the caster's control.

No spellcaster can have more than one undead animated by this spell at a time. After a spellcaster has animated one undead via Reanimation,attempting to animate a second undead destroys the first one.

If Reanimation is dispelled or if the duration expires, the corpse becomes inanimate. If the corpse becomes inactive, the corpse may still be animated by subsequent castings of Reanimation. Undead that have been previously destroyed, however, cannot be animated by this spell.

ccelizic
2005-09-09, 06:05 PM
Rainguard
Evocation [Force]
Sorc/wiz 0
Components: V S
Casting Time: 1 Standard Action
Range: Personal (See text)
Effect: 3 foot diameter disk of force
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

It is much like a modified Floating disk spell. It creates a rather weak disk of force in a dome like design that floats exactly over the caster. Any liquid falling from above runs off the disk, thus shielding the caster from rain. The disk is incapable of supporting anything more substantial then water, any attacks from above immediately destroy the disk, ending the spell, and continue on to the caster. If for some odd reason you find yourself in a rain of caustic acid, this disk will protect you from that, but you are on your own agianst the pools of caustic acid that'll form at your feet. In short, it's a magic umbrella that has no actual in combat application.

Rebuttle
Enchantment (Compulsion) [language dependant, Mind affecting]
Bard 1 Sorc/Wiz 2
Component: V, M
Casting Time: 1 Immediate Action
Range: Close
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

If you successfully save agianst a suggestion spell, or spell like ability, or any other supernatural ability that acts like a suggestion spell then you may cast this spell as an immediate action on whoever used the ability or spell. If the victim fails to save then he or she is subject to his or her own suggestion. If the redirected suggestion makes no sense on the victim, the caster may, at the GM's discretion, twist the suggestion into a new one that is related to the initial suggestion.

Material Component: A drop of honey and a drop of lemon juice.

Dissonance
Evocation [Sonic]
Bard 4 Sorc/Wiz 4
Component: V M
Casting Time: 1 Standard Action
Range: Close
Target: Single Creature or Object, no bigger then large
Duration: 1 round/level (Concentration)
Saving throw: Fort Partial
Spell Resistance: Yes

The spell sets up a destructive sonic resonance in any single object or creature. If a creature is targeted, on every round it must save vs Nausea for that round as the vibrations cause severe discomfort. If the target has sonic resistance, then it does not have to save the first round, or any round it resists all of the damage. Damage works like this.

Round 1: Object or creature vibrates violently but suffers no damage. Creatures must save vs nausea.

Round 2: d6 damage

Round 3: 2d6 damage

Round 4: 3d6 damage.

Further rounds: 3d6 damage.

If at any time the concentration on the spell is broken, any further damage immediate interrupts and the spell ends. Since the spell deals sonic damage it ignores hardness to objects. Any weapons being affected by this spell suffer a -1 penalty to attack until the spell's duration is disrupted.

Material Component: Tuning Fork

The_Werebear
2005-09-09, 06:11 PM
Cursed Breath
Wizard/Sorcerer 6, Evil 6, Druid 7
Conjouration[Evil]
Cast time:1 Round
Components: V, S, M
Duration: Instant
Spell Resistance: No
Save: Fortitude partially negates

The caster takes a deap breath and exhales a cloud of rolling darkness outward in a 30 foot cone. Anyone in the cone immidiately must make a fortitude save or take 1d6 strength, dextarity, and constitution damage per every three levels caster levels rounded down( the damages are rolled seperatly). If they save, they instead take half that. The cloud is opaque and affects the area as a deeper darkness spell. The cloud disperses in 2d4 rounds, though a strong wind disperses it instantly.

Material components: A vial of smoke

Starbuck_II
2005-09-09, 08:22 PM
ANIMATE CORPSE (Necromantic)
You animate a corpse to fight for you.
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet+ 5 feet/level)
Target: One corpse or skeleton.
Duration: 1 minute/level
This spell functions like animate dead, except as noted above.
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. At the end of the duration, the bodies fall back into whatever form they were (corpse/bones)
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Minsc's Empathy: (divination, mind affecting)
Level: bard1, Wiz/Sorc 1
Comp: V, S
Cast: standard action
Range: close (25+5/2 levels)
Target: 1 int creature
Duration: 1 minute/level
save: will negate
sr: no
You can detect the emotions of a single creature. These emotions are relayed to you as intense feelings of a particular type: fear, hatred, love, anger, joy, apathy, despair, sorrow, desire, and so on. You sense the strength of the emotions as mild, moderate, or strong.
When reading emotions of a creature, you gain +2 competence bonus on all charisma checks made against that creature during the duration of the spell.

Thornwood413
2005-09-09, 10:36 PM
(Damn, it seems everyone is in favor of finding low level undead making spells, I'll add one an old 2nd ed. necro of mine made in the beginning of his career)
Animate Lesser Dead (Necromantic)
Creates an undead servant for you.
Level: Clr 2, Sor/Wiz 2
Components: V, S, M (body)
Casting Time: 1 standard action
Range: 20 feet
Target: One corpse.
Duration: permanent

This spell animates one body and turns it into an undead servant loyal to the caster. When created the caster may endow up to 3 simple commands that the servant will be able to perform (each must be a simple sentence and can be accompanied by a finger point), along with a default command to allow it to stop its course of action. The servants are non-combatant and have 1d4 hp, but can use simple tools (such as a shovel to dig a hole) and has a str and dex of 10 (with all over scores being non-applicable obviously)
For example the caster can create an undead and give it the commands of "Follow" and "Dig" (i know they can have a 3rd command but this works). The caster points to himself and says follow, the servant follows him, he tells it to stop, it stops. He points to the ground and says "dig" the servant starts clawing at the earth, caster sighs, says stop, gives it a shovel and repeats the command, servant digs with a shovel (the hole isn't exactly neat but its there) it keeps digging until commanded to stop and sits in the pit until commanded to follow to dig another hole.

Basically these come in handy for menial labor and weak wizards who can't carry all their equipment (also makes a quick horse that you dont have to feed, the trick is to find a way to keep it moving in a normal manner)

thatguy
2005-09-09, 11:16 PM
Mental Vise
Necromancy [Mind-Affecting]
Sorc/Wiz 4
Duration: 1 round/2 levels
Components: V, S
Target: One person
Casting time: 1 standard action

If target has more than seven spells memorized, target takes 1 HP damage for each spell in excess of seven, rounded up, each round for the duration of the spell. A successful Will save reduces the damage by half, rounded down.

The Demented One
2005-09-10, 12:22 AM
Arm of Death
Necromancy [Evil]
Level: Sor/Wiz 3, Clr 3
Components: V, S, M, F, DF
Casting Time: 5 minutes
Range: Touch
Target: Controlled undead touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

Upon completion of this spell, you touch a single corporeal undead creature under your control. The undead is completely destoryed, and absorbed into your arm. For the duration of the spell, you get a +6 bonus to Strength and gain any and all touch attacks of the absorbed undead creature.

Material Component:
A single, corporeal undead under your control

Focus:
A silver gauntlet worth 500 gp, worn on the arm that absorbs the undead.

Soul Arrow
Necromancy [Evil]
Level: Sor/Wiz 2, Clr 2
Components: V, S, M, F, DF
Casting Time: 5 minutes
Range: Touch
Target: Controlled undead touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

Upon completion of this spell, you channel a single incorporeal undead creature under your control into a silverarrow, or similar ammuntition. The undead is completely destoryed, and absorbed into the arrow. For the duration of the spell, the arrow gains an enhancement bonus equal to one-quarter your caster level. In addition, any creature hit by the arrow suffers the effects of any and all of the channeled undead's touch attacks. The arrow only functions this way if fired from a specially prepared weapon, as detailed in the Focus section. The arrow must be fired within the spell's duration or lose all effect.

Material Components:
A single, incorporeal undead under your control and a masterwork arrow or other item of ammunition made of alchemical silver.

Focus:
A masterwork bow or other ranged weapon with silver ornamentation worth 300 gp.

Staffseal
Abjuration
Level: Clr 5, Sor/Wiz 6
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One outsider
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

A staffseal spell draws the spiritual essence of an outsider into your staff. Should the outsider fail its save, it's physical body is converted into an incorporeal mist of spiritual essence, and trapped within your staff.

While the outsider is bound in the staff, it gains a special ability based on the alignment subtypes of the creature-if a creature with the Good subtype is bound, the staff gains the Holy special ability, etc.

Should the spell be dispelled, the outsider's spiritual essence returns to its home plane. It takes 1d10 days to reform its body, after which it will seek out the caster and attempt to kill him.

Focus:

A masterwork quarterstaff

Ghost Seed
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, DF
Casting Time: 1 Day
Range: Personal
Targets: You
Duration: Until you die, then Instantaneous

This spell transfers a shard of your soul to the Ethereal Plane, where it gradually begins absorbing ectoplasm into itself.
Upon completion of the spell, you must have some link to the Ethereal Plane, to "plant" the ghost seed there. This could be done in many ways: actually being on the Ethereal Plane, having an open Gate to the ethereal plane, or being connected with a creature on the ethereal plane by empathic link.

When you die, the rest of your soul is transfered to the ghost seed, resurrecting you as a ghost. You come back with no loss of level, Constitution or prepared spells.

While in ghost form, you may attempt to manifest ethereal forms of any item on your body. Doing so takes 1 minute per 1,000 gp of the items worth, and requires a Concentration check with a DC of 10 plus the caster level of the item (for mundane items, the DC is 10.) The manifested item remains for 1 hour/caster level, after which it dissipates. That particular item can't be re-manifested for 24 hours. You may have manifest a number of items equal to your caster level at any time.

As a free action, you may choose to dismiss the spell, destroying your ghost form and any ethereal items you have manifested, and sending your soul on its journey to the afterlife. However, this also allows you to be ressurected in to your material body.

Material Component
An ethereal diamond, worth 25,000 gp.

Draupnir's Golden Hoard
Conjuration (Creation)
Level: Clr 8, Sor/Wiz 8
Components: V, S, F, DF, XP
Casting Time: 1 Hour
Duration: Instantaneous

Upon the completion of this spell, nine golden bracelets, each worth 3000 gp, fall from the skies, landing at your feet. The bracelets have no magical properties besides a faint aura of conjuration. The armbands' value is obvious from their mere apperance, the Appraise DC to determine their value is 10.

Focus:
A golden bracelet worth 3000 gp.

XP Cost:
5000 xp.


Draupnir's Free Lunch
Conjuration (Creation)
Level: Clr 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 1 Hour
Duration: Instantaneous

Upon the completion of this spell, three copper pieces appear in your hand. They are completely normal, except for a aura of faint conjuration.

ccelizic
2005-09-13, 04:49 PM
Force Weapon
Evocation (Force)
Bard 1 Sorc/wiz 1 Hexblade 1
Component: V, S
Casting Time: 1 Standard Action
Range: Personal
Effect: 1 Weapon composed of force
Duration: 1 min/ level (D)

The spell conjures a weapon composed entirely of force into existance, it appears in the caster's hand. The caster can hand it to someone else later. The weapon may be any weapon designed for a creature size medium or smaller. The weapon behaves in all aspects like a mundane masterwork weapon in more respects. It is considered magic for purposes of bypassing damage reduction, and since it is a force affect it strikes true vs incorpereal targets.

Sudden Obstacle
Illusion (Phantasm) [mind affecting]
Bard 1 Sorc/Wiz 1
Components: V S
Casting Time: 1 immediate action
Range: 10 feet
Taget: 1 charging creature
Save: Will negates
Spell Resistance: Yes
Duration: Instantaneous

This spell conjures an image of the last thing the victim would want to collide with face first, comming in for a face on collision. In most cases the illusion is so brief it has no appreciable affect, if the target is charging or running though, the illusion forces the target to stop as a reflex reaction if on a failed will save. The affected target will immediately stop and end his turn. The target must be rushing the caster for this spell to work, the caster gets to fire it off just as the attacker reaches 10 feet. This spell has no affect on someone who's not charging or running as part of their movement. This is largely used to stop a charge

Mud Geyser
Transmutation
Druid 1 sorc/wiz 2
Components: V S M
Casting time: 1 standard action.
Range: Medium
Area: 10 foot radius radius cylinder with a height of 30ft whose base is on the ground.
Save: Reflex Negates
Spell Resistance: None

This spell causes the ground to suddenly explode with a torrent of very wet and slippery mud. The targeted ground must have at least a fair amount of dirt in it's composure. Generally speaking, any sort of paved road, and finished floor will not qualify for this spell. It could feasibly be cast in a dirt floor house, but it would create a tremendous mess. Any targets caught in the area must make a reflex save or be thoroughly coated, head to toe, with slippery thick mud which has a variety of affects.

-Victim's attacks suffer a 30% miss chance due to mud in the eyes until the victim spends a standard action to whipe them clean

-Charging and running requires a dc 10 balance check. Failure by less then 5 means the victim stumbles and fails to cover the distance, failure by more then 5 means the victim falls prone.

-The mud increases the victim's check penalty by -2. This does NOT apply to hide checks.

A victim can spend a full round action that provokes an attack of oppertunity to whipe himself clean.

Anyone who fails their reflex save must make a second immediate reflex save or fall prone.

Material Component: Some dirt and some water.

The_Werebear
2005-09-13, 05:30 PM
Mersisto's Gutripper
Evocation [Force]
Sorc/Wiz 8 War 8
Component: V M
Casting Time: 1 Standard Action
Range: Close
Duration: 1 round/level
Saving throw: No
Spell Resistance: Yes

This is a spell summons a dagger made out of pure force. The dagger appears on the caster's turn and attacks then. It provides a flanking bonus, and sneak attacks as a 10 level rogue. As a creation of force, it affects incorpreal creatures. It attacks once each round at a base attack bonus of your caster level + your intellegence or charisma bonus (wizard and sorcerer respecitvely) + 4. Its damage is equal to 1d8+4+ its sneak attack if warrented. If the sword attempts to strike a creature with spell resistance, then the caster level check is rolled. If it fails, then the dagger is deflected but may try again next round. Changing targets of the dagger is a free action.

SpiderBrigade
2005-09-13, 10:07 PM
Mental Vise
Necromancy [Mind-Affecting]
Sorc/Wiz 4
Duration: 1 round/2 levels
Components: V, S
Target: One person
Casting time: 1 standard action

If target has more than seven spells memorized, target takes 1 HP damage for each spell in excess of seven, rounded up, each round for the duration of the spell. A successful Will save reduces the damage by half, rounded down
I like that one. While we're at it:

Mental Rack
Necromancy [Mind-Affecting]
Sorc/Wiz 4
Duration: 1 round/2 levels
Components: V, S
Target: One person
Casting time: 1 standard action

If target has fewer than six spells memorized, target takes 1 HP damage for each spell fewer than six each round for the duration of the spell. A successful Will save reduces the damage by half, rounded down.

AdInfinitum
2005-09-13, 10:18 PM
Created for my first character, an epic level Half-Air Elemental Avariel. I was a bit out of my league, but some of these would still be nice to have...

Vertical Lift – Sor/Wiz 2 Conj(Teleportation), VS, 1 std action, personal, inst.
You teleport 70’ straight up. If this would put you in an already occupied space, you are displaced upwards to the nearest available space in the same direction without damage. You may bring up to a medium load of equipment with you, but no additional characters.
Nice for rogues, and the avariel's dive attack.

Soar – Sor/Wiz 0 Conj[Wind], VS, 1 standard action, personal, 1 hr/lvl (d)
The caster’s flight speed is increased by 15 ft. This spell does not grant flight to those without it. This does not stack with Haste or any other magical or enhancement effects that increase speed.

Simple Shelter – Sor/Wiz 1 Conj[Wood], VSM(small twig), 1 standard action, 12 hours (d)
Creates a simple structure of 4 8’ wood poles, each supporting one corner of a 30’x30’ wood plank. This structure does not blow away in wind, and is immune to water damage, providing a safe shelter from rain. In the event it is broken, the spell ends immediately.

Dustblind – Sor/Wiz 0 Conj[wind], VS, 1 standard action, 1 target within 10’, inst, reflex negates, no SR
A fast spiral of wind travels up the target’s body (up to a medium height). If target is standing on a granulated surface (dust, sand, etc.), this is carried with the spiral, blinding the subject for two rounds if they fail a reflex save.

Backwind – Sor/Wiz 4 Conj[Wind], VS, touch, 1 standard action, 1 rnd/lvl
One touched projectile weapon benefits from a wind tunnel that drives its ammunition faster than normal, resulting in a 20’ bonus to range increment and an extra 1d6 + 1 per two caster levels (max +10) damage per arrow.