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NikolaTesla
2013-07-16, 11:03 PM
Here's the Rules:

Come up with a homebrew spell of any level and school, and post it here. You may make multiple submissions. While other systems are not strictly forbidden, it is strongly reccommended that submissions be designed for either Pathfinder or 3.5.Entries will be judged in the following categories:

Legality: Would this spell be allowed in most games?
Originality: How creative is it?
Utility: How good of a spell is it? Would you use it?
Awesomeness: :smallcool:

Please use this format or similar for your entries:

*Spell Name*
School: Spell School X
Level: X
Components: XYZ components
Casting Time: X action/rounds/minutes
Range: Xft+Xft/level
Effect: Effect X
Duration: instantaneous, permanant or X rounds/minutes/hours/days
Saving Throw: None or X negate/partial
Spell Resistance: Yes/No

Description:
Describe your spell!


Prizes:http://www.anony.ws/i/2013/07/20/QzUWD.jpghttp://www.anony.ws/i/2013/07/20/siv.jpghttp://www.anony.ws/i/2013/07/20/dKcLJ.jpg
The Grand Prize will be custom for each competition, and will be influenced by the nature of the spell that wins. Have fun!

There is a chat thread here (http://www.giantitp.com/forums/showthread.php?p=15635062#post15635062) for this competition.

Competition ends July31st, and voting will go for 10 days after that. Good Luck!

AttilaTheGeek
2013-07-17, 10:03 PM
All three spells have been created for this thread.

Rewind
School: Transmutation
Level: Sorcerer/Wizard 8
Components: V, S, F (A clockwork timepiece, if appropriate for the setting)
Casting Time: 1 full-round action
Range: unlimited and personal (see text)
Duration: 1d6+2 rounds

Description: This spell anchors you in time, allowing you to return to this moment later. The spell does nothing immediately, but any time during its duration you can activate the spell to return to your current position, hit points, spell slots, conditions, and uses per day or per encounter of any items or abilities. Activating the spell is an move action that has verbal and somatic components, but does not provoke attacks of opportunity. This spell can only be activated once, after which it is expended. If the duration expires without the spell being activated, nothing happens.

Activating this spell returns you to the position when you cast it even if you are under the effects of a spell or item that blocks teleportation as well as removing the effects of that spell or item. This spell cannot be cast while under the effects of Time Stop, whose effects are fleeting and cannot be returned to.

Rewind can be a get-out-of-jail free card if you get caught next to a dragon, pushed off a cliff with no flying, or your tower falls down, or whatnot. However, it can also be a "kickass button", because it lets you use your most powerful spells without worrying about spell slots. Or, it can be a short-duration contingency if you're about to be Dimensional Anchor'd. Or it can be a misdirection, or a diversion, but most definitely not a paradox. It still does a lot of things.

Discharge
School: Evocation [Electricity]
Level: Sorcerer/Wizard 2, Druid 2, Warmage 2 (3.5), Duskblade 2 (3.5), Magus 2 (Pathfinder), Witch 3 (Pathfinder)
Components: V, S, F (A conductive metal rod. A sword or other metal weapon can be used.)
Casting Time: 1 standard action
Range: Close (25 feet+5 feet/2 levels)
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Description:
With this spell, you launch a beam of electrical energy at your target. It requires a ranged touch attack to hit. If it hits, the target takes 2d6 electrical damage plus 1d6 per caster level (to a maximum of 10d6) and may make a Fortitude save to reduce damage by half. Regardless of whether or not the target failed the save, the beam continues, jumping to another target within close range of the first with another ranged touch attack. The second target also takes 2d6 damage plus 1d6 per caster level (to a maximum of 10d6) if they are hit and can make a Fortitude save for half. It continues, dealing damage to each target it hits, until it misses or reaches its maximum of one jump per caster level.

This spell is based heavily off Scorching Ray. The damage increase from 4d6 + 4d6/4 levels to 2d6+1d6/level (which is a minimum of 5d6) is counteracted by the Fortitude save for half. It's stronger at higher levels, where touch attacks hit more often, but the relatively lower save DC for that level compared to Scorching Ray's no save balances it out there too. The maximum jumps of one per CL will almost never be reached unless you get really lucky at level 3 or are fighting 20 colossal enemies who are nice enough to stand next to each other.

Invigorate
School: Conjuration (Healing)
Level: Cleric 6, Druid 7, Healer 6 (3.5), Witch 7 (Pathfinder)
Components: V, S, M (A leaf of a medicinal herb)
Casting Time: 1 standard action
Range: Close (25 feet+5 feet/2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or yes; see text

Description: You unleash a powerful burst of positive energy, rejuvenating each selected creature. The healing prioritizes those at the lowest health, greatly improving their chances of survival while doing minimal healing to those not in need. Every living creature is healed for half of the hit points they are missing from their maximum. For example, a creature who has 10 remaining hit points out of a total of 100 has lost 90 hit points and therefore heals for 45, but another creature who has 80 hit points remaining out of a total of 100 has only lost 20, so only heals for 10.

Any targets who would be harmed by positive energy, such as undead, instead lose half their remaining hit points. A successful Will save by an undead reduces damage by half.

I wrote this spell to make in-combat healing viable without being boring. It compares to Mass Cure Moderate Wounds at the same level, which heals a flat 2d8+10 to each person at the level it can be cast, averaging 19. Mass Invigorate heals the same amount if each person's missing 38, which equates to half health for a character with roughly 80 hit points. 80 hit points at 11th level is a d8 HD with 16 CON and a favored class bonus for hit points, so many characters won't even have that many. It's intentional that the spell is usually weaker than Mass Cure Moderate, because it really shines when most of the party is dead or almost dead. Its ability to save potential TPKs cancels out its inefficiency the rest of the time.

Note that, since the spell does have a "variable, numeric effect", it can be affected by Empower Spell and Maximize Spell. When maximized, this spell heals each target for half of their total hit points, or deals damage to undead equal to half their total hit points (with a save for half, as usual). I'm clarifying here in the spoiler because there's no reason for it not to be affected by Maximize Spell (so there was no reason to say so in the spell itself), but I wanted to clarify.

Oddly enough, the "SR: Yes (harmless) or yes (see text)" and the very similar Will save line are copied verbatim from the Mass Cure X spells, despite sounding unintuitive.

The single-target version of this spell, Lesser Invigorate, is on the following lists: Cleric 4, Paladin 4, Druid 5, Witch 5 (Pathfinder), and Inquisitor 4 (Pathfinder). It acts exactly the same, but affects only one target within close range. Lesser Invigorate is not an entry. I chose to enter the multi-target version of the spell to better show how it prioritizes the targets with the least health.

NikolaTesla
2013-07-17, 11:07 PM
Lightning Spear
School: Conjuration [electricity]
Level: Sor/Wiz 5
Components: VSM (a small amber rod)
Casting Time: 1 Standard Action
Range: Medium (100ft+10ft/Level)
Effect: A spear like rod of lighting appears in your hand.
Duration: 1 Round/Level
Saving Throw: Fortitude half
Spell Resistance: Yes

Description:
You cause a spear length rod of lighting to appear that can be wielded similar to a spear. The electricity does no harm to you, but a successful touch attack allows you to prick an enemy with the spear dealing 5d6 points of electricity damage (fortitude half). In addition, you may throw the spear as a ranged touch attack and do the same damage. Another person may pick up the spear, but they receive damage each round they are in contact with it as if they had been hit with it. Enemies wearing a large amount of metal, such as metal armor, receive a -4 penalty to their armor class against the spear.

Flatulence
School: Enchantment
Level: 0
Components: S
Casting Time: 1 Standard Action
Range: Close (25ft+5ft/level)
Effect: You cause a creature to pass gas.
Duration: 1 round
Saving Throw: Fortitude Negates, Will Partial (see text)
Spell Resistance: Yes

Description:
You cause the subject to pass gas in a noisy and disruptive fashion for one round. The flatulence may be resisted with a succesful fortitude save, but upon failing the target must also make a will save or take a -1 penalty to all attack rolls and skill checks from embarassment (this penalty may be larger on certain diplomatic rolls at the GM's discretion). This penalty may be overcome by the subject making another will saving throw (the subject recieves a new one each round) or by spending a full round action gathering himself.

Vadskye
2013-07-17, 11:35 PM
Revelation
Divination
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes

Description:
You bestow upon the subject an overwhelmingly powerful vision of a possible future. The spell has different effects depending on the version chosen. A successful Will save reduces the duration of the effect to 1 round.
Revelation of Conquest: You choose a vision of glorious victory, showing the subject what it must do to overcome any obstacles in its path. It gains a +5 insight bonus to attack rolls, skill checks, ability checks, and saving throws, since it always knows the right action to take.
Revelation of Destruction: You choose a vision of a terrible future where the subject experiences a grisly demise. It suffers a -5 penalty to attack rolls, skill checks, ability checks, and saving throws as it struggles to overcome the certain knowledge of its own doom.
Revelation of Truth: You choose a vision of reality itself, showing the subject what hidden truths lurk nearby. It gains the benefits of a true seeing spell.
Creatures without an Intelligence score are unaffected by revelation.

Andion Isurand
2013-07-17, 11:49 PM
Some of my custom spells. (http://magerune.blogspot.com/2011/10/spellbook-102611.html)

Xefas
2013-07-18, 12:36 AM
Invoking The Worst Day
School: Transmutation
Level: Cleric 4, Druid 4
Components: V, S
Casting Time: Standard Action
Range: Close 25ft+5ft/level
Effect: Two Created Creatures
Duration: Permanent
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Description:

Where the mad whispers of the elder ones bleed into this world, otherwise sensible and responsible men are lead astray, and delve where they ought not to. This spell is the product of one such cabal, formed of mad cultists, their reason lost to the gibbering of distant titans, until they pulled real power from the void beyond. Normal people would have exploited these magics for wealth, or fame, or the fulfillment of their desires - but these creatures lusted only for the doom that their master would unleash upon its intrusion into this realm. So, they devised a Divination to look into the future, and find the worst day that mankind would ever have, in the hopes that it would divulge portents of the time of their master's arrival

The spell wasn't strong enough, however, and so it was only capable of conjuring images from the singularly worst day any individual human would ever have. Though the cabal was never able to look upon their master's visage, the vision that they were granted inspired a spell - this spell - which proved a potent weapon in deterring adventurers from slaying them. The less scrupulous spellcasting survivors of these adventuring groups adapted the spell for their own uses, and so it spread out into the world.

As part of casting this spell, you gesture at a target in range, and focus your absolute hatred and condemnation for their continued enjoyment of life into a foul curse. The target makes a Fortitude save which, if successful, deflects the curse harmlessly. If they fail, however, woe unto them. Their testicles, or ovaries, balloon outward from their body, twisting and convulsing into the form of two angry Black Bears (their attitude begins at Hostile towards the creature from which they were spawned). The bears are also on fire. This fire deals 1d4 fire damage to the bears at the beginning of every round, as well as to their "owner" and any creature they grapple (if they grapple their owner, the fire damage does not stack). Because the bears are still attached, if their owner wishes to move against their will, he must succeed on an opposed Strength check against both bears, or else waste the action they were using to move. Killing a bear deals 1d4 damage to the owner, and renders the organ from which they were spawned useless until the owner receives the equivalent of a Regenerate spell.

*Notes: This spell has no effect on asexual creatures, and only spawns one bear per reproductive organ, to a maximum of two (in case the target has more or less than two).

inuyasha
2013-07-18, 01:36 AM
Form of sorrow
School: Conjuration [evil]
Level: Sor/Wiz 9 Clr 9
Components: V, S, F
Casting Time: One full round action
Range: Personal
Effect: Casters body is changed into that of a demon
Duration: One minute
Saving Throw: None
Spell Resistance: No

Description:
When this spell is cast, for one minute, the caster summons up the soul of a sorrowsworn demon, and replaces her soul with it's own. The caster becomes a sorrowsworn demon for one minute, but has no control over her actions, and the sorrowsworn has access to all of her items and equipment. The caster may guide the sorrowsworn in the direction she wishes, telling it to attack certain targets first over others, to remove a certain obstacle, or to do a certain task, but this requires a wisdom check (DC 25). On the last round, before the demon disappears, the demon cannot be persuaded, and does one final thing before leaving.

Focus: A scythe dipped in the blood of a recently killed innocent.

Uh oh...
School:
Level: Sor/Wis 0, Brd 0
Components: V,S
Casting Time: X action/rounds/minutes
Range: touch
Effect: Effect X
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Description:
Something embarrassingly bad happens, roll on this amazing chart to find out what happens
{table=head]D%|bad thing
1-2|Bad hair day: flip a coin, heads: the targets hair becomes caked with horribly large amounts of hair gel, tails: the targets hair becomes massive amounts of bedhead
3-4|
5-6|
7-8|
9-10|
11-12|
13-14|
15-16|
17-18|
19-20|
21-22|
23-24|
25-26|
27-28|
29-30|
31-32|
33-34|
35-36|
37-38|
39-40|
41-42|
43-44|
45-46|
47-48|
49-50|
51-52|
53-54|
55-56|
57-58|
59-60|
61-62|
63-64|
65-66|
67-68|
69-70|
71-72|
73-74|
75-76|
77-78|
79-80|
81-82|
83-84|
85-86|
87-88|
89-90|
91-92|
93-94|
95-96|
97-98|
99-00|
[/table]

Rolep
2013-07-18, 10:18 AM
Summon Elemental Shawarma
School: Conjuration [Calling]
Level: 9
Components: V, S, F
Casting Time: Standard action
Range: 25ft+5ft/level, see text
Effect: You call a powerful meaty snack from the inner planes.
Duration: 1 round/caster level
Saving Throw: Fortitude Negates, see text
Spell Resistance:No

Description:
You hold out your plate and evoke the words of power, opening an instantaneous portal to an eatery on one of the inner planes of your choice. A shawarma of that element will appear upon the plate.

An Elemental Shawarma has intelligence, and can cram itself down the throat of your enemy. At any point before the end of the duration of the spell, you may, as a standard action, make a ranged touch attack against a single foe of your choice within range. If this touch attack hits, the shawarma will force itself into your enemies digestive system, forcing it to make a fortitude save or be nauseated and further affected as detailed by its element.

Water: The Shawarma is rotten and gives the target food poisoning. On a failed fortiude save they take 2d6 damage to every ability score and must make another save one minute later or suffer another 2d6 damage to each ability score.

Fire: The shawarma is spiced with the chillis of the blazing garden, and will char your foe's insides to ash. Your foe take 1d6/caster level fire damage (half damage on a successful save). Though this is fire damage, it stems from a refined form of capsaicin, and so is not subject to fire resistance or immunity. Furthermore, it continues to burn, and the target takes a further 5d6 damage each round (1d6 on a successful save).

Air: The shawarma is substanceless and unfilling: in fact, it empties their stomach. On a failed fortitude save, they fall to 0HP. Even on a successful save, they are exhasuted from the lack of nourishment.

Earth: The shawarma is nigh-impossible to digest, and weighs heavily on the stomach. The foe, on a failed save, cannot take any actions. On a successful save, they manage to break it down, but it passes immediately to their bowels, and they have a sudden, distracting urge to go to the bathroom. This manifests by making them exhausted.

These effects end at the end of the duration of the spell, but they can also be ended prematurely. A banishment, greater restoration or heal spell will automatically end the duration.

Focus: A plate of alchemical silver, ingraved with archaic symbols depicting the inner planes and the special glyph of shawarma, worth 500gp.


Meatier Shawarma
School: Transmutation
Level: 9
Components: V, S, M
Casting Time: Standard action
Range: 100ft + 10ft/caster level
Effect: You overfill a shawarma with meat, causing it to swell to a massive size.
Duration: 1 round/caster level
Saving Throw: Reflex partial
Spell Resistance: No

Description:
The Shawarma in your hand flies to any point within range, the meat within it multiplying, making it grow until it is Colossal+++ size (60ft by 60ft). It then falls upon everything underneath it, forcing them to make a reflex save. Those who fail take 1d6 bludgeoning damage/10ft of height fromwhich the shawarma was dropped, and anyone who succeeds takes half damage. If the character is unable to reach the edge of the shawarma with a sigle move action, they automatically fail. Those who succeed move to the nearest square outwith the space taken up by the shawarma. Those who fail find themselves trapped within the shawarma. They must immediately hold their breath or suffocate, as if underwater. To escape, they must swim out. However, since the meat is much thicker than water, the DC to succeed the swim check is 30. Furthermore, they take 10d6 bludgeoning damage each round they remain immersed.

This spell is more powerful when cast with an elemental shawarma as the material component. Anyone who is suffocating while within the shawarma must suffer the effect of eating an elemental shawarma in addition to the normal effects of suffocation.

The shawarma dissappears after the duration finishes.

Material Component: A shawarma.

Debihuman
2013-07-18, 01:21 PM
Hideous Daughter
School:Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One female creature; see text
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Description:
This spell afflicts the subject with disfiguring acne. It collapses into wails of despair, falling prone. The subject can take no actions while sobbing but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because teenage angst doesn't “translate” well.

Material Component:
Tiny chocolate bars that are thrown at the target and a washcloth that is waved in the air.

NB: I originally wrote this spell for the Tasha's Hideous Daughter Thread on June 20th. I figure it's new enough to count for this contest.

3WhiteFox3
2013-07-18, 02:58 PM
Create Scion of Evil
School: Transmutation [Evil]
Level: 9
Components: V,S,M
Casting Time: Full Round Action (See Text)
Range: Touch
Effect: Target person below the age of 13 is infused with the power of a Devil.
Duration: Instantaneous
Saving Throw: (See Text)
Spell Resistance: No

Description: This spell creates a ritual that infuses one child no older than 13 years of age with Devilish power. This spell is used by cultists to create elite champions empowered by the innocence of a child's soul and the great strength of a powerful Devil.

As a full round action, the necessary components for the spell are activated (if any component is missing, the spell fails) and a ritual that lasts for a number of hours equal to 1/2 of the chosen Devil's CR must be observed. During this ritual the biological parents (or parent if only one is currently living) must agree to concede their son's body and soul in signing a contract that allows the Devil to transmit it's power. After the lengthy ritual ceremony concludes, the parents use a specially prepared dagger to shed their blood and begin the transfusion of power. The exact details of the preparations and rituals are not set in stone but vary wildly from case to case.

No will saves are allowed for this typically, as the magic only cares about the consent given by the parents. However, they may make will saves if either parent has second thoughts, success means that the spell fails and no power is transmitted. Additionally the child must make a Fortitude save (DC 15; for this purpose assume a Fort Save mod of +5 for the ) or the spell fails as he is simply to weak, in addition he is affected by a Greater Bestow Curse spell as if he failed his save. The deed required to break the curse is that he slay the Devil that was being used.

A successful use of this spell transmits the following benefits to the recipient. And the child becomes a Scion of Evil.

+4 Racial Bonus to Strength and Dexterity
+2 Racial Bonus to Charisma
-2 Racial Penalty to Constitution, Wisdom and Intelligence

Special Attacks:
Rage (Ex) (As a Barbarian of his 1/2 his level (minimum 1) or his barbarian level (must have at least 1 Barbarian level already) +3, whichever is greater)
Two Claw Attacks (1d4 damage for a medium creature and count as evil aligned for the purposes of overcoming damage reduction)

Special Qualities
Positive Energy Weakness (Su) - Positive energy and damage spells with the good descriptor disrupt the powerful evil magic inside the body. The Scion of Evil is not healed by Positive Energy, but damaged as if he were undead. In addition Positive Energy and damage done by a [Good] spell staggers the Scion for 1 turn.
Regeneration 1 (Ex) [Positive Energy and damage from spells with the [Good] descriptor]

They also gain bonus powers according to what Devil was the base of the spell. All powers act as the listed power(s) for the original creature, but with adjusted save DCs. Unless otherwise noted DCs are based off Charisma and caster level is equal to the Scion's character level.

Barbed Devil - Fear (Su), Improved Grab (Ex)
Bearded Devil - Beard (Ex)
Bone Devil - Bite (Ex) [Primary natural weapon] Sting (Ex) [Secondary natural weapon with the listed poison; DC based on Constitution]
Chain Devil - Dancing Chains (Su) [May only control up to 2 chains]
Erinyes - Charm Monster 2/day (SLA)
Hellcat - Pounce (Ex)
Horned Devil - Stun (Su) [Strength based DC] DR 5 Silver/Good
Ice Devil - Cone of Cold 3/day (SLA)
Pit Fiend - Greater Dispel Magic 1/day, Fireball 1/day, Magic Circle Against Good 1/day, Persistent Image 1/day

Components: (2000 times the CR of the Devil) worth of incense, gems, animal sacrifices, powders and herbs, as well as (400 times the CR of the Devil) experience points and a dagger treated with a mixture of obsidian and animal blood worth at least 500 gp.

Arcanist
2013-07-18, 04:00 PM
Old (http://www.giantitp.com/forums/showpost.php?p=14947244&postcount=14)

I just realized that I should probably make more spells below Epic level :smallsigh:

Epic Spells

Mavin's Worldweave
Mavin's Worldweave
Evocation (Netherese) [Weather]
Spellcraft DC: 125
Components: V,S
Casting Time: 1 minute
Range: 0ft
Area: 2 mile
Duration: Permanent
Saving Throw: No
Spell Resistance: None

Development: 1,125,000gp; 23 days; 45,000xp ;Seeds: Energy (DC 25); Factors: Permanent (x5).

The Worldweave allowed an Archwizard to change the weather patterns of a large parcel of land until dispelled. Throughout Netheril’s existence, this spell was used hundreds of times to stay the effects of the polar ice in its northern borders. This gave Netheril’s land a temperate climate instead of one more suited for its placement on the globe—a subarctic climate. With a single cast, the Archwizard was able to change the climate of an area by one grade—either up or down. Refer to the table below to determine the grade changes possible. It was possible to change the climate more than one step, but multiple castings of Mavin’s Worldweave were required.

{table=head] | Tropic |
Subtropic |
Temperate |
Subarctic

Arctic | 4 | 3 | 2 | 1
Subarctic | 3 | 2 | 1 | —
Temperate | 2 | 1 | — | 1
Subtropic | 1 | — | 1 | 2
[/table]

Mavin's Earthfast
Mavin's Earthfast
Transmutation (Netherese)
Spellcraft DC: 57
Components: V, S, M
Casting Time: 1 minute
Range: 1 mile
Target: Cave (rough area of earth, 1 mile high and 1 mile in radius from the casters location)
Duration: Permanent
Saving Throw: No
Spell Resistance: None

Development: 513,000gp; 11 days; 20,520xp. Transform (DC 21). Factors: Increase Hardness by 100 (+50 DC), Increase area by 1,760% (+36 DC). Mitigating Factors: Expensive Material components (125,000gp) (-50 DC).

This spell was initially created to allow further mining of areas that were too dangerous to work otherwise. By casting the Earthfast spell, large areas of underground tunnels became impervious to cave-ins and other similar catastrophes, the magic supporting the ceiling so that additional mining could continue. The spell was also used for other purposes, since it also drastically halted the weathering of city streets and buildings. Many cities sought out Archwizards who would cast the Earthfast spell to preserve important areas of their community. The material components for this spell were a stone of controlling Earth Elementals, Six Chardalyns (each of which was imbued with a transmute mud to rock spell), and an Earth Elemental. All of the components were consumed during casting.

Material Components:
A Stone of Controlling Earth Elementals, Six Chardalyns (each of which was imbued with a transmute mud to rock spell), and an Earth Elemental all of which costing 125,000gp.

Karsus' Contingent Duplicant
Illusion (Shadow)
Level: Wiz/Sor 9
Components: V,S,M,F,XP
Casting Time: 10 minutes
Range: Personal
Effect: Double of the caster
Duration: Until discharged

Research into the demiplane of shadow yielded many prosperous results for those willing to accept it's practitioners. Karsus was one such individual whom instead of shunning Telemont, accepted him with open arms along with his research.

This spell establishes perimeters to momentarily tears a piece of the Plane of Shadows and gives life into the new piece of shade. This for functions as a Simulacrum spell, creating a duplicate of the caster with the following changes:


The Simulacrum instead has a HD equal to the casters with 3 negative levels.
The Simulacrum fades away after 1 hour/caster level after being created.


Other than that, the duplicate functions exactly as a standard Simulacrum.

Focus: 1/100th figure of the caster made from obsidian costing no less than 1,000gp.
Material: A small ruby placed into the crown of the figure costing 100gp per HD.
XP: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

Larloch's Portal Beyond the Planes
Conjuration (Teleportation)
Level: Wiz/Sor 7
Components: V,S,F
Casting Time: Full Round action
Range: Medium (100 ft. + 10ft/level)
Effect: See text
Duration: 1 round/caster level
Saving Throw: None
Spell Resistance: No

Larloch's research into Planar travel (and omniscience) yielded this spell, which is just a small piece of his sinister plan.

This spell allows a Caster to open a portal to a plane that is keyed to any focus that the caster might have on their person, however the Spellcaster cannot dictate specifically where the portal will spawn, only that it will spawn in the least hostile location on that plane. Creatures permitted by the caster are allowed to travel through the planes as well, however such creatures have all of their equipment examined by the Spellcaster as they pass through it; This effect is similar to an Identify spell that had been casted upon any and all magical items passing through.

Focus: A piece of raw material (Stone, sticks, branches, metal, etc.) native to the targeted plane.

I'll just keep editing this for spells that I think up :smallsigh:

ShriekingDrake
2013-07-19, 09:37 PM
Hold Your Horses
School: Enchantment (compulsion)
Level: Brd 3, Drd 3, Rgr 3, Sor/Wiz 4
Components: V, S
Casting Time: Standard action
Range: 50 ft.-radius, centered on you
Target: Any number of target mounts within range
Duration: 1 round
Saving Throw: Will negates; see text
Spell Resistance: Yes

With a shout of "Whoa!" and an up-held hand you cause opponents' mounts to stop moving, suddenly.

You cause any number of target mounted creatures within range to abruptly halt for one round. Targeted creatures that make a will save are unaffected. Creatures riding upon an affected mount must make a reflex save or be unseated (i.e., knocked off) from their mounts and take 1d6 falling damage; riders failing their reflex save by four or more are also knocked prone. A flying mount that is halted won't fall immediately to the ground, but will be discombobulated and its rider, if unseated, will fall absent some other means of flight (use falling damage from heights as appropriate). A swimming mount that is halted stops swimming for one round and its rider, if unseated, would have to rely on its own swimming ability (no falling damage, typically).

ShriekingDrake
2013-07-22, 11:38 AM
Cynosure
School: Enchantment (compulsion)
Level: Brd 6, Clr 8, Drd 8, Pal 4
Components: V, S
Casting Time: Standard action
Range: Personal
Area: 100-ft. radius, centered on you
Duration: 1d4+1 rounds
Saving Throw: Will partial
Spell Resistance: Yes

With a flourish, you draw the attention of your opponents to you.

Starting at the beginning of your next turn, all opponents within 100 feet of you direct their hostile attention toward you. They cease attacking other creatures or doing other activities and attempt to attack you. While they will not intentionally put themselves in harm's way, they will focus their attention on attacking or attempting to attack you for 1d4+1 rounds. Those opponents who make their will save will direct their attention to you for only one round. Opponents within range without any means to perceive you are unaffected.

Palanan
2013-07-23, 09:20 PM
Sacred Mist

School: Conjuration (Creation) [Good]
Level: Clr 2, Pal 2
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: mist spreads in 10-ft. radius from selected point
Duration: 1 round/level
Saving Throw: Will partial; see text
Spell Resistance: No

Description:

A silvery-shimmering mist billows out from the point you designate, swirling softly through a space twenty feet across and ten feet high. Charged with holy power, each round the mist deals 1d6+1 point per caster level (maximum +5) to any undead or evil outsiders caught within its area.

While within the mist, undead and evil outsiders are effectively blinded; their vision is negated entirely. Any other evil creature must make a Will save to treat the mist as obscuring mist, negating sight beyond 5 feet; a failed Will save renders the sacred mist entirely opaque for that creature. Good and neutral creatures automatically make this save, treating the visibility the same as obscuring mist, while the caster of the spell is able to see into and through the mist as if it were transparent.

The sacred mist may be dispersed by wind, as if it were obscuring mist, but fire spells have no effect on it. When sacred mist is cast within the area of a consecrate spell, its duration is doubled, and the mist deals one extra point of damage per round.

Morcleon
2013-07-23, 09:37 PM
Aura of Inherent Combustibility
School: Evocation [Fire]
Level: Sorc/Wiz 5, Warmage 5, Wu Jen 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 60-ft.-radius emanation centered on you
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

A faint, almost imperceptible red light bathes the area around you finish casting this spell. The temperature seems to rise a tiny bit and everything feels slightly warmer to the touch...

Everything within the spell's radius becomes flammable. Everything. This includes things such as water, metal and any tangible objects normally nonflammable. Even plotanium. All creatures and objects within the area lose any fire resistance and/or immunity from any source and gain vulnerability to fire. Objects take full damage from fire, although hardness does still apply. The caster is immune to these effects.

However, you may not use this spell to burn abstract concepts or game mechanics. Artifacts and deities are unaffected by mortal magic such as this.

Material Components: A dry piece of wood or similarly flammable object.

Vadskye
2013-07-23, 10:55 PM
Shadow Puppet
Illusion (Shadow)
Level: Sor/Wiz 9
Range: Personal and Long (400 ft. + 40 ft./level); see text
Target: You
Effect: One shadow duplicate
Duration: One round/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Description:
You step into the Plane of Shadow (as shadow walk), and at the same time, you create a quasi-real, illusory version of yourself (as project image). The double appears superimposed over your body so that observers don't notice an image appearing and you disappearing. You can then control the image and cast spells through it, as the project image spell, even though you are on a different plane.
If the image moves farther than Long range away from where it was originally created, or if you leave the Plane of Shadow, the image ceases to exist.

Xuldarinar
2013-07-23, 11:24 PM
Combustable Fruit
School: Conjuration (Creation) [Fire]
Level: Art 3, Drd 3, Sor/Wis 3
Components: V,S,M
Casting Time: 1 standard action
Range: Touch
Targets: One fruit
Duration: 10 min/level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No

Description:
A single fruit in your possession becomes explosive. If someone attempts to consume the fruit, or if it thrown, it becomes a splash weapon. As a splash weapon, the combustable fruit has a range increment of 10 ft. A ranged touch attack roll is required to strike the intended target. The fruit, assuming it hits it's target, deals 1d6 points of fire damage per caster level (maximum 10d6). This fruit explodes upon striking any hard surface. In addition to it's regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly, or attempting to consume the combustable fruit, is not allowed a saving throw.

Material Component: Any fruit. (Lemons, however, are traditional)

NikolaTesla
2013-08-03, 11:32 AM
Thank you everyone for your wonderful submissions; thanks to you this kick off spell competition has been a great success! Submissions for NT's Home Brew Spell Competition 1 are now closed, but voting is still open until August 11th, and can be found here:

Voting Thread (http://www.giantitp.com/forums/showthread.php?t=295648)

If you have ideas for spells, it's not to late to submit them! Come and join NT's Home Brew Spell Competition 2 and prove yourself the greatest wizard of them all!

NT's HBSC2 (http://www.giantitp.com/forums/showthread.php?t=295656)