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enigmatime
2010-04-25, 03:11 PM
I'll start:

Create Exact Timepiece
Conjuring (Creation)
All 0 (rngr and pal 1)
Components: S, M
Range: Touch (See text)
Duration: instantaneous
Saving Throw: None
Spell Resistance: No

You create a timepiece that shows the exact time for the plane you are on. If you go to a different plane it instantly changes to the time it is on that plane and the timepiece changes at the rate of the new plane. It shows you the date and time down to the millisecond. You can use it to time something by pressing a button in the upper left hand corner of the timepiece. By pressing the upper right hand button, it causes a bluish light to come from the face of the timepiece. This is effectively a Light spell. It last for ten seconds. You can set it to go off at the time of your choice by pressing the lower center button and saying the exact time you wish for it to go off. It makes beeping sounds that only you and your familiar/steed/animal companion (if you have one) can hear. By pressing the button in the upper center you can record events (up to three hours in length) and play them back as a Major Image spell minus smell and thermal effects. It plays back as a three-dimensional image through a tiny lenses. It is an almost life-size image. It is 50% the size of the original image. You can zoom in on portions of the image, pause it, fast forward it, or rewind it. It looks exactly like the original image except in size. To cast the spell, you must tap your wrist twice while holding a spring and 26 rubies worth 26 gp.

Material Components: A small spring and 26 rubies worth 26 gp.

Somatic Component: Tap your wrist twice while holding the material components.

See Temperature
Divination
Level: Sor/Wiz 0, Crl 0, Drd 0
Components: S, M
Casting Time: 1 standard action
Range: As far as you can normally see and through walls (kinda)
Effect: You see as a snake does
Duration: 2 minute/level

You have the ability to see the heat of an object through the eyes of a snake. You cannot cast this on others, only yourself. It gives a +3 on spot for seeing invisible bodies. Works kind of like True Seeing only you cannot see through illusions, you see the heat of the illusion made. You can see through walls only if something on the other side of the wall is hotter than the wall. To cast this spell, you must grind up snake skin until it is a fine powder. You then have to mix it with water. Mix until it is a paste and rub it on your eyes. Once you wash it off you see like a snake.

Material Component: Snake skin paste

Somatic Component: Rub snake skin paste in your eyes then wash it out

Just post any spells or invocations that you've made.

MoleMage
2010-04-25, 11:35 PM
Stone Spike Grenade V.S.M.
3rd Level Wizard/Sorcerer
Transmutation

Range: Touch
Target: 1 Stone touched, up to 5 pounds/caster level
Area: 15 foot sphere
Duration: up to 1 round/caster level
Save: Reflex half

The caster transforms one stone into a deadly explosive weapon. At the end of the caster's turn after the duration expires, the stone fires spikes all around it, dealing 1d6 piercing damage plus 1d6 for every 5 pounds. The caster must declare the duration when casting the spell.

Material Component: The quill from a hedgehog.

Nature's Arcana I S.M.
2nd Level Wizard/Sorcerer
Transmutation

Range: Self
Duration: Instantaneous
Cast time: 1 hour.
Save: N/A

Allows a Wizard to add a spell to his spell book from the Druid spell list. In order to do this, the Wizard must expend a divine spell scroll of the spell to be learned. This spell allows the Wizard to learn any 0 or 1st level spell. (Nature's Arcana II-VII also exist for each additional spell level. Each is as Nature's Arcana I, but spell levels up to the number of Nature's Arcana are allowed).

Material Component: Divine Spell Scroll containing the spell to be learned.

Also see the Cantrips for the Domestic Sorcerer in my sig. It fairly dead and should be let be, but I don't want to take up as much space as they would take.

Jarrick
2010-04-25, 11:41 PM
Create Hivenest Creature
Conjuration (Calling)
Level: Cleric 7, Druid 7, Sorcerer/Wizard 7
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One large or larger corporeal construct, plant, or undead creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You summon a swarm of diminutive or fine vermin of 9 or fewer hit dice and nest it into the body of a corporeal Construct, Plant, or Undead creature. Nesting the swarm applies the Hivenest Creature template (see page 116 of Dungeonscape) to the target creature. This spell can be cast multiple times on the same target. Each additional casting adds another swarm of the same kind nested in the initial casting to the base creature. See the Hivenest Creature Template for more information.

Material Component: A bit of honey and a piece of amber containing the desired vermin worth at least 500 gp.
XP Cost: 100 XP.

Temotei
2010-04-25, 11:53 PM
Enter Lysander.

arguskos
2010-04-25, 11:59 PM
Easier to post links to old threads of mine with spells in them:
The Eye Spells (http://www.giantitp.com/forums/showthread.php?t=85748)
Daer'ragh's Spellbook (http://www.giantitp.com/forums/showthread.php?t=99755)
Malygnus' Shattering Obelisk (http://www.giantitp.com/forums/showthread.php?t=85648)

Don't post in those threads though, they're ancient.

The Vorpal Tribble
2010-04-26, 12:01 AM
Here's a few. My favorite is Purge Stomach (http://www.giantitp.com/forums/showpost.php?p=8080722&postcount=4#Spells)

Lord Vukodlak
2010-04-26, 01:12 AM
Swarm Form
Transmutation
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level (D)

The swarm form spell allows you to transform your body and all worn and carried possessions into a swarm, in a similar fashion to how polymorph works. Casting the spell initially restores lost hit points as if you had rested for a full day.

You can transform yourself into a swarm of the animals or vermin.
The assumed form can't have more Hit Dice then your caster level (or the subject's HD, whichever is lower), to a maximum of 15HD. Your type changes to match that of the swarm.

Once the form is chosen you may shift back and forth between swarm form and your regular form for the duration of the spell. Disincorporating into the swarm is a standard action, reforming into a your natural form is a full-round action, though reforming happens instantly when the spell's duration expires.

You gain the strength, dexterity and constitution scores, but retain your intelligence, wisdom and charisma scores. Unlike polymorph you gain both the extraordinary special attacks and qualities of the base form.

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

As a swarm you are immune to any spell or effect that targets a specific number of creatures, with the exception of mind-affecting effects as you retain your intelligence score and possess a hive mind.

In addition you are vulnerable to things that have special effects against swarms, you take half again as much damage(+50%) from spells or effects that affect an area such as splash weapons and many evocation spells. Weapon vulnerabilities are dependent on the form taken.

You can not cast spells with verbal or somatic components, any and all equipment worn or carried melds into the swarm and becomes nonfunctional or simply drops to the ground, spells with material or focus may be difficult or impossible for the individual members of your swarm to carry.