Electrohydra
2010-12-16, 12:33 AM
My first homebrew, I have had these spell ideas in my head for some time now and would like some input on how balanced they are, and if they are well formatted, I was not sure on a few places. Thanks.
Detect illumination
Divination
Level: Priest 0, druid 0, ranger 1, assassin 1
Components: V, S
Casting Time:1 standard action
Range:60 feet
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Originally developed by a vampire of unknown name after he was fooled by adventurers into believing their magical light was sunlight under the name detect daylight , this cantrip made it's way around the world, and is particularly liked by those who want to learn an easy way to foil certain types of illusions. Creatures that fear sunlight also appreciate this spell.
For the duration of the spell, you are aware of the nature of any illumination (or lack of) within 60 feet. This spell gives you two kinds of information: First, what is the nature of the illumination (artificial light, sunlight or no light), and also it's source (magical or mundane).
Mark the prey
Divination
Level: Druid 0, Ranger 1, Assassin 1
Components: V, F
Casting Time: 1 standard action
Range: Close
Target: 1 living creature
Duration: 3 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: None
Tired of raiding halflings using potions of invisibility to escape when he engaged them in combat, the elven druid Ean'darf created this spell. His grove was peaceful, if only until the halflings discovered teleportation.
The caster must first throw a previously prepared small stone on the target (1d2 bludgeoning damage, range increment 10 feet) either as a regular ranged attack or as a ranged touch attack, although the second option deals no damage. If the attack hits a living creature, then for the duration of the spell you know if the target is within range of it.
Focus: A painted rock the size of a fist
Shun the iron
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: 1 willing creature
Duration: Special (see text)
Saving Throw: Special (see text)
Spell Resistance: None
Captain Elanor the mighty was known for teaching his fellow pirates dirty tricks, the most famous was throwing armored opponents overboard. When a bunch of hopeful adventurers tried to do the same, they learned the hard way that you did not beat a pirate at his own game. The captain's mage had created an ingenious solution a long time ago.
The target's armor starts to loosen immediately, making it possible to remove it in a record time. Every round spent touching the target counts as 1 minute taking it off normally. Note that while the caster is touching the target, he cannot use his hand to do anything, but may take other actions normally, as long as he keeps contact (stays within his unarmed reach of the target). If the armor is intelligent, it is allowed a will saving throw to remain on the target.
Detect illumination
Divination
Level: Priest 0, druid 0, ranger 1, assassin 1
Components: V, S
Casting Time:1 standard action
Range:60 feet
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Originally developed by a vampire of unknown name after he was fooled by adventurers into believing their magical light was sunlight under the name detect daylight , this cantrip made it's way around the world, and is particularly liked by those who want to learn an easy way to foil certain types of illusions. Creatures that fear sunlight also appreciate this spell.
For the duration of the spell, you are aware of the nature of any illumination (or lack of) within 60 feet. This spell gives you two kinds of information: First, what is the nature of the illumination (artificial light, sunlight or no light), and also it's source (magical or mundane).
Mark the prey
Divination
Level: Druid 0, Ranger 1, Assassin 1
Components: V, F
Casting Time: 1 standard action
Range: Close
Target: 1 living creature
Duration: 3 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: None
Tired of raiding halflings using potions of invisibility to escape when he engaged them in combat, the elven druid Ean'darf created this spell. His grove was peaceful, if only until the halflings discovered teleportation.
The caster must first throw a previously prepared small stone on the target (1d2 bludgeoning damage, range increment 10 feet) either as a regular ranged attack or as a ranged touch attack, although the second option deals no damage. If the attack hits a living creature, then for the duration of the spell you know if the target is within range of it.
Focus: A painted rock the size of a fist
Shun the iron
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: 1 willing creature
Duration: Special (see text)
Saving Throw: Special (see text)
Spell Resistance: None
Captain Elanor the mighty was known for teaching his fellow pirates dirty tricks, the most famous was throwing armored opponents overboard. When a bunch of hopeful adventurers tried to do the same, they learned the hard way that you did not beat a pirate at his own game. The captain's mage had created an ingenious solution a long time ago.
The target's armor starts to loosen immediately, making it possible to remove it in a record time. Every round spent touching the target counts as 1 minute taking it off normally. Note that while the caster is touching the target, he cannot use his hand to do anything, but may take other actions normally, as long as he keeps contact (stays within his unarmed reach of the target). If the armor is intelligent, it is allowed a will saving throw to remain on the target.