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NikolaTesla
2013-08-01, 08:49 PM
Welcome to NikolaTesla's Homebrew Spell Competition 2!

Here's the Rules:

Come up with a homebrew spell of any level and school, and post it here. You may make multiple submissions, up to 3. 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:Coming Soon!

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

Competition ends August 7th, and voting will go for 10 days after that. Good Luck!

NOTE: While not strictly forbidden, please keep joke spells to a minimum. While certainly fun, there is no category for most hilarious spell. That could be added later though... :smallwink:

AttilaTheGeek
2013-08-02, 07:35 AM
Refraction
School: Illusion (figment)
Level: Sorcerer/Wizard 4, Bard 4, Witch 5 (Pathfinder)
Components: V
Casting Time: 1 standard action
Range: Close (25 feet+5 feet/level) and personal; see text
Effect: 1d3 copies of the caster
Duration: 1 round/2 levels

Description: This spell creates duplicates of you that you can teleport between. 1d3 illusory copies of you appear in your space, but each of them can take a full round of actions, usually two move actions. The duplicates are under your control, but you do not have to concentrate to maintain them. They look like you and can speak with your voice, but are insubstantial and cannot cast spells, though they can pretend to do so. As figments, the duplicates have AC equal to 10 plus your size modifier. If a duplicate would take any damage, it is instead destroyed.

As an immediate action, you can switch places with one of your illusions. Doing so does not have verbal or somatic components and does not provoke attacks of opportunity, but the minuscule shifts needed to switch places can be noticed with a DC 25 Perception check in Pathfinder, or a DC 25 Spot check in 3.5.

What this means is that you can have one on the front lines, one in the back, and one off to the side (if you roll to get three). Either way, the close range keeps it a battlefield tactics or control spell, and the relatively high spell slot keeps it from being a beginning-of-battle throwaway defense like Shield or Mirror Image. However, it's still an excellent defense and tactical spell without being a battlefield-wide spammer like (Evard's) Black Tentacles or [Your Choice Here] Fog. Bonus points if you cast it as a gish.

Note that it lacks a somatic component because something small enough to be DC 25 to notice isn't big enough to be restricted by armor, and same for the material component. If one "copy" is reaching to put away a spell component pouch, it kind of ruins the illusion.


Ethereal Flash
School: Transmutation
Level: Sorcerer/Wizard 1, Cleric 1, Bard 1, Magus 1 (Pathfinder)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

Description:
This spell functions like Ethereal Jaunt (http://paizo.com/prd/spells/etherealJaunt.html), but on a touched target and for a single round.
For the duration of this spell, a touched target becomes ethereal. For the duration of the spell, the target is in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, the target returns to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, the target can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells the target casts while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. The target treats other ethereal creatures and ethereal objects as if they were material.

If the spell ends and the target becomes material while inside a material object (such as a solid wall), the target is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet that it travels.

I really want this to be a first-level spell, but I'm worried that it's too strong. It's almost as crazy as Silent Image in terms of how much stuff it can do, but it requires player creativity to put it to best use. I think that balances it, at least a little. You can ready it to avoid a single attack, pass through a wall (or through a floor), use it with an illusion to make an enemy think you're an illusion when they go to attack you, or you can turn the enemy ethereal to make them ineffective for a round.

It lacks a material component because I thought "Well, if they're not there, the material component should be... nothing! On that note, Invisibility's material component (an eyelash encased in gum arabic) is just plain weird. Besides, I don't think anyone actually reads material components anyway.


Out Of Time
School: Transmutation
Level: Sorcerer/Wizard 3, Bard 3, Cleric 3
Components: V, S, M (A small hourglass timer)
Casting Time: 1 standard action
Range: Touch
Duration: Up to 1 round/ 2 levels and instantaneous; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

Description:
The touched creature vanishes completely from the time stream. When you cast this spell, you choose a duration between one round and one round per two levels. For the duration, the target has disappeared and is completely undetectable. True Seeing and all divinations fail to perceive the target, but a carefully worded Wish or Miracle can reveal that they are missing from the time stream.

At the end of the duration, the target reappears in the same space. Since the target been taken directly out of time, they perceive no time to have passed. If the space where the target would reappear is occupied, they are pushed to the nearest space they fit. However, the target takes no damage from this redirection. If the target makes a Will save, they instead reappear at a random time before they were intended to. The target has no control over when they will appear, and neither do you.

If you can't tell, a major theme I'm going for this week is utility. Again, this is a small spell with big implications. It can be the perfect hiding place, a way to deal with a surprise attack and give you time to prepare, or it can be cast on one half of a double boss fight to give you some breathing room. However, the one round per two levels limit keeps it to a very short duration - the length of a battle, or just barely long enough to prepare for a surprise fight. Still, I think this spell has a whole bunch of applications, all of which are interesting but none of which are gamebreaking.

NikolaTesla
2013-08-05, 11:50 PM
Hypnotic Stupor
School: Enchantment (Pattern) [Mind Affecting]
Level: Bard 5, Sor/Wiz 6, Summoner 6, Witch 6
Components: V, S
Casting Time: 1 Round
Range: Close (25ft+5ft/2 levels)
Effect: A shadowy snake dazes foes.
Duration: 2d4 rounds
Saving Throw: Will Negates
Spell Resistance: Yes

Description:
A shadowy twisting snake appears in the 5ft x 5ft square that you designate. The writhing of the snake, combined with the ethereal energies swirling around it, creates a hypnotic effect that causes all foes within 30ft of the snake to fall into a daze for 2d4 rounds on a failed Will saving throw.

Sightless creatures are not affected by Hypnotic Stupor

Vadskye
2013-08-06, 11:30 PM
Ablative Ward
Abjuration
Level: Sor/Wiz 2
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

Description:
You ignore the first 10 damage you would take from any spell or spell-like ability. Spells that are not subject to spell resistance are not reduced by ablative ward
You can cast this spell instantly - quickly enough to gain its benefits in an emergency. Casting the spell is an immediate action, so you can use this spell even when it’s not your turn.


Bloodbond
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Vial of your blood touched
Duration: 10 min./level or 1 day/level; see text
Saving Throw: Will negates (object); see text
Spell Resistance: Yes (object)

Description:
You imbue a vial (1 ounce) of your blood with your life force for for 10 minutes per level. If a creature drinks the entirety of the blood before it loses its potency, they become bloodbonded to you for a number of days equal to your caster level. There is no saving throw to resist becoming bloodbonded, though spell resistance applies normally.
A bloodbonded creature suffer no ill effects, except that it perceives you in a more favorable light. If you bloodbond the creature again before the effect wears off, the severity of the effects increases, and the effect does not wear off until the more recent effect wears off.
A creature twice bloodbonded is treated as if it was charmed by you, as the charm person spell, except that this affects a creature of any type and is not a mind-affecting effect.
A creature thrice bloodbonded is treated as if it was dominated by you, as the dominate person spell, except that this affects a creature of any type and is not a mind-effecting effect. Additionally, you do not gain a special mental link with the creature; it merely obeys any order which you give it in person.
Creatures without blood or which are incapable of digestion are immune to bloodbond.

ironwizard
2013-08-07, 12:17 AM
Time Compression
School: Transmutation (Chronomancy)
Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: Standard
Range: Personal
Duration: 1 Round/2 levels
Saving Throw: N/A
Spell Resistance: N/A

By means of this powerful dweomer, the wizard is able to alter the flow of time for himself. While this spell is active, the wizard reduces the casting time of all spells by one step. X Minutes becomes X Rounds, X Rounds becomes 1 Full-Round, 1 Full round becomes Standard, Standard becomes Move-Equivalent, and Move-Equivalent becomes Swift. Spells of Swift Casting Time remain Swift. Special: This spell may Recurs. That it, a Wizard may cast this spell while already under it's effects. These effects stack, but the duration of the inner spell is cut in half. (This recursion may chain indefinitely, halving the innermost spell's duration each time.)

Temporal Stasis
School: Transmutation (Chronomancy)
Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: Standard
Range: Close (25 ft + 5ft/2 Levels)
Duration: up to 10 years/2 levels
Saving Throw: Reflex Negates
Spell Resistance: No

Description:
This spell places the target area and all creatures contained therein in an independent bubble of space-time. Once active, the bubble cannot be dispelled except by Wish, Miracle, Divine Intervention, or Mordenkainen's Disjunction. The area inside the bubble and all included creatures do not experience the effects of time. People don't age, food doesn't spoil, and metal doesn't rust. Passage into or out of the bubble is impossible by any means once the spell has been cast. In fact, when the spell ends (either because the duration expires or it gets dispelled) the area re-enters the time stream as if no time had passed. Thus a creature affected would feel as if no time had elapsed, because for it, no time had elapsed! A successful Reflex saving throw means that a creature managed to dive out of the affected area in time (pun absolutely intended) (making an immediate move out of the affected area by the shortest distance possible. This does not proc an attack of opportunity.)

Temporal Flash
School: Transmutation (Chronomancy)
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: Standard
Range: Close (25 ft + 5ft/2 Levels)
Duration: Instantaneous/Special
Saving Throw: Reflex Negates
Spell Resistance: No

Description:
This spell is the inverse of Temporal Stasis. It advances time within a region (a 5ft radius burst) several years in the blink of an eye. A creature within the affected area may attempt a reflex save to dodge out of the way. (making an immediate move out of the affected area by the shortest distance possible. This does not proc an attack of opportunity) Affected creatures age 10 years per 2 caster levels. Note that creatures caught by this spell do not actually experience the time passing, and so do not have to eat, sleep, etc... but likewise do not get a chance to recover hit points, spell slots, etc...

I know (Chronomancy) isn't a base 3.5 tag, but it'll be part of a Chronomancer PrC I'm working on. Also because it makes sense.

Palanan
2013-08-07, 05:55 PM
Burning Skin

School: Transmutation
Level: Drd 2, Nature 3, Slime 3
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Effect: recipient's skin exudes acid
Duration: 1 min./level
Saving Throw: none
Spell Resistance: No

Description:

Upon casting this spell, your skin exudes a caustic sweat that eats through clothing, metal, rope, and anything else in physical contact, dealing 1d2+1 points of acid damage per round. Although the effect is spread across your body, a DC 15 Concentration check allows you to focus the acid exudate in a particular region--most commonly the hands, but also wrists, ankles, etc. as required. Focused exudate deals 1d4+1 points of acid damage per round. Your own clothing, armor and other items are not immune to the acid, but focusing the exudate directs the acid away from clothed and/or armored portions of your body.

For the duration of the spell your unarmed attacks each deal 1d2+1 points of acid damage; a successful DC 15 concentration check to focus the exudate allows you to deal 1d4+1 points of acid damage per unarmed attack. The acid exudate can only be focused on surface areas of your skin; it cannot be focused on the mouth and then spit as a ranged attack. If you are rendered unconscious while the spell is active, the acid fades to normal sweat and the remainder of the spell's effect is lost. This spell has no effect if cast underwater.

NikolaTesla
2013-08-10, 01:19 AM
Thank you everyone for your submissions!

Please vote for your favorite spells here in the voting thread! (http://www.giantitp.com/forums/showthread.php?p=15799250#post15799250)