SmileyFaceOfRom
2011-09-30, 09:38 AM
Hey all, as a long-time lurker, I finally decided to do some homebrewing of my own after seeing all of the amazing stuff on here, so please let me know any balance issues! These spells are meant to be relatively low-power utility spells as my group uses Grim'n'Gritty and jiriku's Tier 3 magic users.
I mainly post whatever spells I think of now. Some useful, some situational. Lemme know!
Gorim's Fluctuating Wisp
School Conjuration Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft.)
Area One 5 ft. square per/4 levels
Duration Concentration + 1 round per level (max 5 rounds)
Saving Throw Reflex negates (see text)
Upon completing your spell, a veil of color coalesces into being a short distance ahead of you. As an enemy cautiously enters it, the colorful strands whip and quiver around him, and his cries fill the air.
This spell fills a 5-ft square with twisting and writhing strands of light. Upon entering the affected square or beginning a turn in said square, you must make a Reflex save or roll 1d4 to determine the effects suffered. If the target rolls a natural 1 on their Reflex save, you instead roll twice and apply both affects.
1) 1d4+1 force damage
2) Fascinated for 1d3 rounds if the target fails a DC 5+Int. OR Cha. modifier Will save.
3) 1d4 fire damage and must make a Reflex save or catch on fire.
4) Blinded for 1d4 rounds
Additionally, the square is treated as difficult terrain regardless of whether the target makes the Reflex save.
Gorim's Ringing Slap
School Evocation [Sonic] Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components V, S
Range Personal
Duration Until discharged
Saving Throw Fortitude partial (see text)
The next unarmed attack you make is a touch attack which deals 1d6+Str. mod sonic damage. Additionally, if you deal damage to the target of the attack he must make a Fortitude save or be deafened for 1 round.
Voice of the General
School Enchantment [Charm] Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components S, M
Range Personal
Duration 10 minutes/level
When attempting to command creatures through the use of Intimidate, Bluff or Diplomacy, you may treat your base Int. score/2 (rounded down) as your ranks in each skill. Any real ranks bought with skill points do not apply: this ability replaces them for the duration. This bonuses can only affect targets that fulfill the following criteria.
Belong to the same organization
Of a lower rank than you
Material Component: A suitably high sign of rank (A medal of honor, uniform, etc.)
(In other words, you can't cast this, pretend to be a general in the King's Army, and try to get the local blacksmith to give you free stuff. You COULD, however, order the quartermaster of the King's Army to give you that +5 Keen Vorpal Flaming Scimitar. If you can make the DC35 check that is. A responsible DM should NOT let this happen.)
Gorim's Pocket Thunderball
School Evocation [Electricity] Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S
Range Close (25ft. + 5ft./2 levels)
Effect 1 Tiny thunderball
Duration 1 round/level
Saving Throw None
Spell Resistance Yes
This spell creates a small glowing sphere of electrical energy (about 1 foot in diameter.) The ball hovers roughly 3 feet of the ground and illuminates any area with the light equivalent to a torch. The orb can be moved at a speed of 15ft. per round with a mental command. Moving the orb requires a move action.
Once per round, as a free action, the caster can direct the orb to fire an arc of electricity at any single creature within 10ft. of the orb. The orb makes a ranged touch attack against the target with an attack modifier equal to the caster’s Charisma modifier or Intelligence modifier (whichever is higher) plus the caster’s caster level. If the attack is successful the target takes 1d6 electricity damage/2 levels.
The orb has 3 hit points per caster level, DR 5/magic, and AC of 10 + a deflection bonus equal to the caster primary casting stat modifier.
Strained Spell-turn
School Abjuration Level Sorcerer/Wizard 3
Casting Time 1 immediate action
Components V, M
Range Personal
Duration instantaneous
This spell may only be cast when damage is suffered from an enemy's spell that also allows Spell Resistance. This spell may only return a spell of levels 0-3. If used on a spell of level 4 or higher, the spell is expended as if it was cast, but with no effects,
On your next turn, you suffer 1/2 the damage you suffered from the spell and, as a free action, return the same spell at the enemy that damaged you. The spell is treated as if cast by a caster of the enemy's class, with a caster level of half the original caster level. The returned spell may only affect the original caster, even if it would normally affect more than one creature or an area more than 5 feet.
Material Component: A small gold engraved mirror worth 150gp that is shattered upon the return spell.
Hold Water
School Universal Level Sorcerer/Wizard 3
Casting Time 1 standard action
Components S, M
Range Close (25ft. + 5ft./2 levels)
Duration Permanent
Area One 5 ft. square + one 5 ft. square/3 levels
Saving Throw Reflex (see text)
This spell forces a 5 ft. square to fill with breathable air, displacing any water in said square. Creatures may make a Reflex save to avoid the air, taking an immediate 5 ft. step in a randomly chosen direction.
Material Component: A miniature, air-tight capsule that is crushed in the hand.
---An attempt at remaking the Death Armor spell from SpC so it doesn't suck quite as hard.
Death Armor
School Necromancy Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M
Range Personal
Duration 1 minute/level
Any creature that strikes you with a melee attack while adjacent to you (within 5 ft.) takes 1d6+1 damage per 2/caster levels (maximum +10).
Material Component: Paste made from ground bones.
I mainly post whatever spells I think of now. Some useful, some situational. Lemme know!
Gorim's Fluctuating Wisp
School Conjuration Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft.)
Area One 5 ft. square per/4 levels
Duration Concentration + 1 round per level (max 5 rounds)
Saving Throw Reflex negates (see text)
Upon completing your spell, a veil of color coalesces into being a short distance ahead of you. As an enemy cautiously enters it, the colorful strands whip and quiver around him, and his cries fill the air.
This spell fills a 5-ft square with twisting and writhing strands of light. Upon entering the affected square or beginning a turn in said square, you must make a Reflex save or roll 1d4 to determine the effects suffered. If the target rolls a natural 1 on their Reflex save, you instead roll twice and apply both affects.
1) 1d4+1 force damage
2) Fascinated for 1d3 rounds if the target fails a DC 5+Int. OR Cha. modifier Will save.
3) 1d4 fire damage and must make a Reflex save or catch on fire.
4) Blinded for 1d4 rounds
Additionally, the square is treated as difficult terrain regardless of whether the target makes the Reflex save.
Gorim's Ringing Slap
School Evocation [Sonic] Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components V, S
Range Personal
Duration Until discharged
Saving Throw Fortitude partial (see text)
The next unarmed attack you make is a touch attack which deals 1d6+Str. mod sonic damage. Additionally, if you deal damage to the target of the attack he must make a Fortitude save or be deafened for 1 round.
Voice of the General
School Enchantment [Charm] Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components S, M
Range Personal
Duration 10 minutes/level
When attempting to command creatures through the use of Intimidate, Bluff or Diplomacy, you may treat your base Int. score/2 (rounded down) as your ranks in each skill. Any real ranks bought with skill points do not apply: this ability replaces them for the duration. This bonuses can only affect targets that fulfill the following criteria.
Belong to the same organization
Of a lower rank than you
Material Component: A suitably high sign of rank (A medal of honor, uniform, etc.)
(In other words, you can't cast this, pretend to be a general in the King's Army, and try to get the local blacksmith to give you free stuff. You COULD, however, order the quartermaster of the King's Army to give you that +5 Keen Vorpal Flaming Scimitar. If you can make the DC35 check that is. A responsible DM should NOT let this happen.)
Gorim's Pocket Thunderball
School Evocation [Electricity] Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S
Range Close (25ft. + 5ft./2 levels)
Effect 1 Tiny thunderball
Duration 1 round/level
Saving Throw None
Spell Resistance Yes
This spell creates a small glowing sphere of electrical energy (about 1 foot in diameter.) The ball hovers roughly 3 feet of the ground and illuminates any area with the light equivalent to a torch. The orb can be moved at a speed of 15ft. per round with a mental command. Moving the orb requires a move action.
Once per round, as a free action, the caster can direct the orb to fire an arc of electricity at any single creature within 10ft. of the orb. The orb makes a ranged touch attack against the target with an attack modifier equal to the caster’s Charisma modifier or Intelligence modifier (whichever is higher) plus the caster’s caster level. If the attack is successful the target takes 1d6 electricity damage/2 levels.
The orb has 3 hit points per caster level, DR 5/magic, and AC of 10 + a deflection bonus equal to the caster primary casting stat modifier.
Strained Spell-turn
School Abjuration Level Sorcerer/Wizard 3
Casting Time 1 immediate action
Components V, M
Range Personal
Duration instantaneous
This spell may only be cast when damage is suffered from an enemy's spell that also allows Spell Resistance. This spell may only return a spell of levels 0-3. If used on a spell of level 4 or higher, the spell is expended as if it was cast, but with no effects,
On your next turn, you suffer 1/2 the damage you suffered from the spell and, as a free action, return the same spell at the enemy that damaged you. The spell is treated as if cast by a caster of the enemy's class, with a caster level of half the original caster level. The returned spell may only affect the original caster, even if it would normally affect more than one creature or an area more than 5 feet.
Material Component: A small gold engraved mirror worth 150gp that is shattered upon the return spell.
Hold Water
School Universal Level Sorcerer/Wizard 3
Casting Time 1 standard action
Components S, M
Range Close (25ft. + 5ft./2 levels)
Duration Permanent
Area One 5 ft. square + one 5 ft. square/3 levels
Saving Throw Reflex (see text)
This spell forces a 5 ft. square to fill with breathable air, displacing any water in said square. Creatures may make a Reflex save to avoid the air, taking an immediate 5 ft. step in a randomly chosen direction.
Material Component: A miniature, air-tight capsule that is crushed in the hand.
---An attempt at remaking the Death Armor spell from SpC so it doesn't suck quite as hard.
Death Armor
School Necromancy Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M
Range Personal
Duration 1 minute/level
Any creature that strikes you with a melee attack while adjacent to you (within 5 ft.) takes 1d6+1 damage per 2/caster levels (maximum +10).
Material Component: Paste made from ground bones.