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Zenthar
2007-04-15, 05:23 AM
Hello people. Any of you use any custom spell in your campaigns? Thought of some? Post them here!

Dhavaer
2007-04-15, 07:30 AM
Restore
Transmutation
Level: Arcane 0; Components: V, S; Casting Time: One immediate action; Range: Short; Target: One object; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

The targeted object instantly regains 5 hit points. This can mend an object that has been broken. Only damage dealt within the last round can be repaired by this spell.


Snatch Back
Transmutation
Level: Arcane 0; Components: None; Casting Time: One swift action; Range: 10 feet; Target: One object of size Tiny or smaller; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

The targeted object returns to your hand. You must have held the object within the last minute for this spell to function. If the object is held by another creature, that creature must be willing to release the object.

Animate Vegetable
Necromancy
Level: Arcane 0; Components: V; Casting Time: Attack action; Range: Touch; Target: 1 vegetable of tiny size or smaller; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: No

The caster utters an incantation, and a single fruit or vegetable becomes filled with negative energy. It appears to decay, and grows small tendrils that function as weak limbs. It is not strong enough to carry more than 1 pound. It can move at a speed of up to 10ft., has 1 hit point and a Defence of 12. It cannot attack or speak. It follows the caster's telepathic commands to within the limits of its abilities. The most frequent use of this spell is to make one's dinner dance. The fruit or vegetable is rendered inedible by this spell.

Infernal Autograph
Evocation [Fire]
Level: Arcane 0; Components: S; Casting Time: See Text; Range: 1 ft.; Effect: Writing burnt into flammable material; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

You wave the index finger of your dominant hand over the surface to be written on, and it glows red hot for a moment before fading to show your words singed into it.
The casting time is dependant of the amount you write. A signature or similar (five words or less) takes a swift action. 10 words takes an attack action, and 25 words a full-round action. You cannot spend more than a full round on a single casting of this spell.

Sever
Transmutation
Level: Arcane 0; Components: S; Casting Time: Attack Action; Range: Short; Effect: Cuts weak object; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

Launch Bullet
Transmutation
Level: Arcane 0; Components: S, M; Casting Time: Attack Action; Range: Short; Target: 1 bullet; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

You set off a bullet, firing it without a firearm. You must make a normal ranged attack, with any modifiers the bullet would normally grant you (i.e. -2 with Glaser rounds). The bullet does half the damage it normally would if fired from a gun. Any additional effects (extra damage from an incendiary round) apply normally. Shotgun shells are not applicable targets for this spell.

Material component: The bullet to be fired.

Swat
Necromancy
Level: Arcane 0; Components: V, S; Casting Time: One attack action; Area: 5ft. burst, centred on the caster; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

When the caster completes this spell, all vermin within the spell's area with less than 1/4HD instantly die.

Snuff
Transmutation
Level: Arcane 0; Components: V; Casting Time: One swift action; Range: Short; Target: one light source; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

With a word, the caster extinguishes one non-magical light source of up to large size. It can be turned on again as normal.

Lesser Nanny
Abjuration
Level: Arcane 0; Components: V, S, M; Casting Time: One full round; Range: Touch; Target: One crib/cradle; Duration: 12 hours; Saving Throw: None; Spell Resistance: No

The caster enspells a cradle to protect it's occupant. Any infant resting within the affected object recieves a +2 resistance bonus to saves. The crib is also constantly reorganised to keep the baby safe and comfortable; blankets are arranged, toys kept away from the nose and mouth and the baby is gently turned while sleeping.

Material Components: A small statuette or symbol of protection, PDC 12.

Eyeburn
Evocation [Fire], [Sympathetic]
Level: Arcane 3; Components: S, F; Casting Time: Full Round action; Range: Short; Target: One creature/2 levels, no two of which can be more than 30 feet apart; Duration: Instantaneous; Saving Throw: Fort Negates; Spell Resistance: Yes

You ignite a cigrette, and channel the heat into the eyes of your victims, burning them from the victims' sockets. The loss of eyes is permanent, and can be reversed only through surgery (if the replacement is normally possible with current medical technology) or with a Remove Blindness/Deafness spell. A casting of Remove Blindness/Deafness allows a second saving throw, if the saving throw is successful, the eyes grow back, but are still blind. A second casting will restore sight. This method of eye replacement may be attempted one per month.
Focus: The cigarette and lighter or match.

Cerebral Bore
Conjuration [Creation]
Level: Arcane 5; Components: V, S, M; Casting Time: 1 Attack Action; Range: Short; Target: One living creature with a brain; Duration: Instantaneous; Saving Throw: Fort partial; Spell Resistance: No

From the caster's palm, a tiny machine flies towards the target and drills into its skull, liquidating its brain.
The caster must succeed at a ranged touch attack, modified by their primary casting ability, to strike the target. If successful, the target takes 2d4 damage as the machine's whirling blades attempt to bore into its skull. Assuming the damage is not negated by damage reduction or converted to nonlethal damage, the target must make a fortitude save. If the save fails, the target takes 2d6+caster level Intelligence drain as their brain is converted into mush. If the save is successful, the target takes 1d4+half caster level Intelligence damage. If the drain or damage reduces the target's Intelligence to 0, the target dies.
A creature with regeneration may regenerate their brain; any damage or drain taken is removed as soon as the brain finishes regenerating, as detailed in the creature's description, e.g. 3d6 minutes for a troll.

Material Component: A sphere of titanium an inch in diameter, and three small diamonds (PDC 15).

Necrotic Gaze
Necromancy
Level: Arcane 5; Components: V, S; Casting Time: 1 full round action; Range: Personal; Duration: Concentration; Saving Throw: None, Will partial; Spell Resistance: No, Yes

Any living creature subjected to the caster's terrible gaze begins to wither as their body rots and putrefies. The creature takes 1d6 damage, 1 Strength damage and 1 Constitution damage, and is stunned for 1d4 rounds. A successful Will save reduces the stunned condition to shaken. This functions in all ways as a gaze attack.

Intestinal Sculpture
Transmutation
Level: Arcane 5; Components: V, S; Casting Time: 1 full round action; Range: Short; Duration: 1 round/3 levels, 1 hour/level; Saving Throw: None, Will Negates; Spell Resistance: Yes

The target's belly bulges as the caster draws their guts towards him. Each round the spell continues, the target must make a save against massive damage. If the save fails, the victim's belly ruptures and their intestines spew forth, arranging themselves into patterns and designs at the whim of the caster. This effect lasts for one hour/level, or until the guts are disturbed, at which time they succumb to gravity. Anyone apart from the caster observing the design must make a Will save or be shaken.
The intestines can be arranged into any design or shape the caster desires, limited only by their length and thickness. It is possible for the caster to write in this way.

Cleanse
Evocation
Level: Arcane 5; Components: V, S; Casting Time: 1 full round action; Area: 30ft. radius burst, centred on caster; Duration: Instantaneous; Saving Throw: Fort Half; Spell Resistance: Yes

When the spell is completed, the caster suddenly glows with a brilliant, all-consuming light (Spot check DC -5280 to see) that encompasses the spell's area. The light fades within an instant, revealing that the area has been burnt clean of life. All creatures except the caster within the area take 1d8 fire damage/caster level. Any creature brought to 0 hit points or less by this spell is killed, reduced to dry, clean bone.

Cain's Force Cannon
Evocation [Force]
Level: Arcane 5; Components: V, S; Casting Time: Attack Action; Range: Personal, Short; Duration: 1 round/level; Saving Throw: None; Spell Resistance: Yes

While the duration of this spell lasts, once per round as an attack action you may fire a blast of magical force at an opponent within short range.
The blast requires a ranged touch attack to hit, which may use the caster's primary spellcasting ability instead of her Dexterity, and deals 1d6 damage/2 levels (maximum 6d6). At the caster's option, this may be nonlethal damage.

Implant Evidence
Necromancy
Level: Arcane 3; Components: S, M; Casting Time: Attack action; Range: Touch; Target: One living creature; Duration: Instantaneous; Saving Throw: Fort Negates; Spell Resistance: Yes
This spell painlessly injects testable evidence of the presence of a certain kind of substance in the target's body. This is imperceptible to the target. The evidence produced is apparently genuine in every way, and indicates use of the substance going back 1 day/level prior to the casting. The evidence leaves the body at the same rate as normal. The target is not affected as if they had taken the substance in question.
The somatic component for this spell can easily be worked into a handshake; if a handshake is used to make the touch attack, it automatically hits and doesn't draw attacks of opportunity.
Material Component: The substance to be replicated. It must be on the caster's person, but not necessarily in their hand.

http://i37.photobucket.com/albums/e100/Dhavaer/morbo.jpg

Yell
Illusion
Level: Arcane 0; Components: S; Casting Time: Immediate Action; Effect: Brief image near caster; Duration: Instantaneous

The caster snaps their fingers, and a glowing image (as above, but animated) appears in the air beside them, along with a deep voice announcing that "****** DOES NOT WORK THAT WAY!". The caster can have the image announce this about the subject of their choice, but generally something about which something stupid has just been said.

Necropotence
Necromancy
Wis/Sor 2
Components: V, S
Casting Time: 1 swift action
Range: Personal

The caster channels vast amounts of life energy to empower another spell. The second spell must be cast in the same round as Necropotence. The caster may increase the caster level of the second spell to a maximum of twice his caster level (A fourth level wizard could cast a spell at 8th level). This affects all aspects of the spell, including range, caster level checks and varying effects.
At the end of the round, the caster gains negative levels equal to half the amount his caster level was increased by. These negative levels cannot be prevented or resisted in any way, and are removed without possibility of permanent level loss after the caster next regains spells.

Neural Spike
Enchantment [Mind Affecting]
Level: Arcane 2; Components: S; Casting Time: Attack action; Range: Short; Target: One creature/3 levels; Duration: Instantaneous; Saving Throw: Will Negates, Fort partial; Spell Resistance: Yes

The targets suffer a massive shock to their nervous system, taking 4d6 damage if a Will save is failed. This damage can be lethal or non-lethal at the caster's option. In addition, unless a Fortitude save is passed, the targets are stunned for one round.

Shatter Ego
Enchantment [Mind-affecting]
Level: Brd 5, Sor/Wis 6
Casting Time: 1 full round action
Components: V
Range: Caster's reach
Target: 1 creature of the same type as the caster
Duration: Concentration, max 1 round/2 levels
Saving Throw: Will Negates
Spell resistance: Yes

The caster verbally abuses and demeans the target as the spell makes their psyche vulnerable, causing massive psychological damage.
The target is stunned for the duration of the spell. The caster must remain within reach of the target and continue to abuse them to the exclusion of everything else (a full round action to maintain the spell).
Each round the target must make a Will save or suffer 1d3 Charisma damage. A successful save prevents the damage for that round, but does not end the spell.

Snuff
Necromancy [Death]
Level: Arcane 4; Components: S, XP; Casting Time: Attack action; Range: Touch; Target: One humanoid, monstrous humanoid, giant or animal with 6 HD or less; Duration: Instantaneous; Saving Throw: Will Negates; Spell Resistance: Yes

You ease your target into death with the sacrifice of a little of your own essence. The somatic components of this spell are simple, and arcane spell failure is reduced by 10%.
XP: 50xp per hit die of the target. If the target is willing, there is no XP cost, and the HD limit is negated.

Dhavaer's Lesser Stormcall
Evocation [electricity]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Full round
Range: Personal
Duration: 1 minute/level
Saving Throw: None and Reflex half ;see text
Spell Resistance: No and Yes; see text.
Calling power from the Elemental Plane of Air, you gain the ability to throw bursts of lightning at your foes. You may throw 1 burst/2 caster levels, maximum of 5. Throwing a burst is a standard action. Each burst does 2d6 damage in a 10 foot radius, allowing a reflex save for half. The bursts have medium range (100 feet+10 feet/level). This effect allows spell resistance.
While you have any bursts remaining, you emit light as the light spell.
If the duration expires, any remaining bursts are wasted.
Focus: A clear crystal rod costing no less than 250gp.

Dhavaer's Stormcall
Evocation
Level: Sor/Wiz 5

As for Dhavaer's Lesser Stormcall, except:
Damage for the bursts is 3d6, radius is 20 feet.
As long as you have bursts remaining, you have electricity resistance 5.
Focus: A clear crystal rod costing no less than 500gp.

Vaynor
2007-04-15, 12:26 PM
That's quite a list Dhavaer, I may snatch a few.

However, I notice a few problems with some of your spells.
Cleanse should have a limit to the damage dice, or that can be heavily abused.
Intestinal sculpture never says if the target dies from the effect, unless massive damage wasn't just a description; if so, it's a little too powerful, and gruesome. :smallwink:
Ok, Cerebral Bore also seems a little powerful for it's level, not much else.
Eyeburn, level three for permanent blindness? For a minimum of three creatures? Way too powerful for 3rd level.
Lesser Nanny should be effective for the whole night no matter what level, as babies tend to sleep for more than an hour or two.

Dhavaer
2007-04-15, 05:37 PM
Cleanse should have a limit to the damage dice, or that can be heavily abused.

How? Keep in mind it's a Modern spell, and so most ways of increasing caster levels don't exist, and caster levels are lower to begin with.


Intestinal sculpture never says if the target dies from the effect, unless massive damage wasn't just a description; if so, it's a little too powerful, and gruesome. :smallwink:

Massive Damage saves drop the victim to -1 if failed. Almost every damaging spell above second level will force a save; this one just forces several.


Ok, Cerebral Bore also seems a little powerful for it's level, not much else.

It's a save or die that also requires a touch attack. Essentially phantasmal killer with a nastier effective on a successful save.


Eyeburn, level three for permanent blindness? For a minimum of three creatures? Way too powerful for 3rd level.

Blindness/Deafness is second level for permanent blindness on a single creature at longer range. Eyeburn has longer casting time, multiple targets and is more difficult to remove. It might be worth a level 5, though.


Lesser Nanny should be effective for the whole night no matter what level, as babies tend to sleep for more than an hour or two.

Changed to 12 hours.

KingGolem
2007-04-15, 05:50 PM
I played a druid once, and I researched these spells as such. My druid was a sort of "earth and lightning theme," and several of these were made to keep up a theme and to make abjuration cooler. :smallcool:

Thunderclap
Evocation [Sonic]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Area: 15ft (+5ft per 2 caster levels) line
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Upon completing this spell, you throw your arms back and then, with palms open, you swing them forward and clap them together. As soon as you clap, a thunderous roar fills the air and a visible ripple in the air appears and begins speeding off in a straight line.

This spell creates a sonic attack that deals 1d6 points of sonic damage per 2 levels (maximum 5d6) to anything caught in the line. Creatures that can hear that are caught in the line must succeed on a Fortitude save or be deafened for 2d4 rounds.

Plant Sword
Transmutation
Level: Drd 3
Components: V, S, DF, M
Casting Time: 1 standard action
Range: 0ft
Effect: Sword-like tangle of vines
Duration: 1 min/level
Saving Throw: None
Spell Resistance: Yes

You wave your sprig of mistletoe around your fist clenched tightly around the acorn as you shout out the affirmations. Your fist begins to glow for a brief moment until several intertwining vines burst from your fist. Their leaves line up along one side and form a razor sharp edge.

A thicket of 3 foot long, intertwining vines sprout from your clenched fist, and the leaves on one side line up and form a razor edge. You can wield this blade-like plant as if it were a scimitar. Attacks with the plant sword are melee attacks. The blade deals 1d8 points of slashing damage, plus your strength bonus and base attack bonus. You cannot be disarmed of this weapon, for it takes root in your hand and feeds off your magical energy for the duration of the spell. If an enemy succeeds in sundering the plant sword, it grows back in 1d6 rounds.
Material Component: An acorn.

Shockwave
Evocation [Earth]
Level: Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 15ft
Area: Cone shaped spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

As you complete the affirmations and gestures of this spell, you shout and stomp your foot on the ground. The ground shakes and cracks violently in a cone shape away from where you stomped your foot.

When you cast this spell, it creates a dangerous vibration in the ground in front of you. Creatures caught in the cone take 1d6 points of bludgeoning damage per two caster levels (maximum 5d6). In addition, creatures that fail their reflex save are knocked prone for 1 round.

Stop Projectile
Abjuration
Level: Drd 2
Components: V, S, DF
Casting Time: 1 immediate action
Range: -
Target: 1 projectile
Duration: Instantaneous

You see out of the corner of your eye an archer draw their bow. As soon as their arrow is let loose, you shout out a word of power and swing your arm with outstretched fingers in the direction of the archer. In a heartbeat, a glowing, transparent leaf appears and stops the arrow before it reaches you.

This spell is to be cast as soon as an enemy fires a projectile weapon at you. When you cast this spell as a swift action, you make a melee touch attack against the enemies ranged attack. If you roll higher than your enemy did, the projectile is stopped short and is deflected harmlessly. If your enemy rolls higher than you, you fail to catch the projectile and it hits you as normal (this does not necessarily mean that it deals damage; the enemies ranged attack roll must still surpass your armor class).

Reflect Projectile
Abjuration
Level: Drd 3
Components: V, S, DF
Casting Time: 1 immediate action
Range: -
Target: 1 projectile
Duration: Instantaneous

You see out of the corner of your eye an archer draw their bow. As soon as their arrow is let loose, you shout out a word of power and swing your arm with outstretched fingers in the direction of the archer. In a heartbeat, a glowing, translucent leaf appears and stops the arrow before it reaches you. As soon as the arrow hits the leaf shield, it bounces back towards the archer who originally shot it towards you.

This spell functions as stop projectile except that the affected projectiles are thrown back at the enemy that originally shot them. The shot is exactly the same as the way they shot it (i.e. it deals the same damage and uses the same attack roll).

Lightning Run
Transmutation [Electricity]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

You shout out the words of power as you wave around your sprig of mistletoe. A loud crackling noise meets your ears as you throw your arms back, and in a flash you’re now standing 30ft away from were you were, and you turn around to see your foes knocked over.

Upon casting this spell, you temporarily gain the speed and harmful qualities of lightning. When you cast the spell, you immediately run the distance in which you normally walk in one move action. However, this only uses the standard action of your spell casting, so you can take another action in your turn. More importantly, when you run the distance, enemies that are in your path must make a Reflex save. A success indicates that they leaped out of the way and are now adjacent to wear they were and take only half damage, but failure means that they take the full 1d6 (+1d6 per two caster levels, to a maximum of 5d6) points of electricity damage and are knocked prone for one round. The line you run in needn’t be straight, so you can circle around and hit the same enemy again, and they take a -1 penalty on their save. However, if you run over them a second time, they are still knocked prone for only one round.

Stonefall
Conjuration [Earth]
Level: Drd 3
Components: V, S, DF
Casting time: 1 standard action
Range: Close (25ft+5ft per level)
Effect: A rain of stones
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You speak aloud the affirmation and gesture powerfully, pointing a few feet above your foes head. He looks up just as dozens of fair-sized stones fall on his face.

When you cast this spell, you summon ordinary stone from the Elemental Plane of Earth to rain down on one of your enemies. The target you designate takes 3d6 (+1d6 per two caster levels) points of bludgeoning damage, and where that enemy was standing (one five foot square) there is now light rubble (see Dungeon Master’s Guide for special rules).

Vaynor
2007-04-15, 05:56 PM
How? Keep in mind it's a Modern spell, and so most ways of increasing caster levels don't exist, and caster levels are lower to begin with.

Well, you never mentioned it was modern.


Massive Damage saves drop the victim to -1 if failed. Almost every damaging spell above second level will force a save; this one just forces several.

It's a save or die that also requires a touch attack. Essentially phantasmal killer with a nastier effective on a successful save.

Blindness/Deafness is second level for permanent blindness on a single creature at longer range. Eyeburn has longer casting time, multiple targets and is more difficult to remove. It might be worth a level 5, though.

Nevermind. :smallsmile:

EDIT: Reflect Projectile should be an immediate action, so it can be cast int her turn, for better reflection, same with Stop Projectile.

KingGolem
2007-04-15, 06:37 PM
EDIT: Reflect Projectile should be an immediate action, so it can be cast int her turn, for better reflection, same with Stop Projectile.

Oh, thanks. Sorry about that, I often times get swift and immediate actions mixed up.

Vaynor
2007-04-15, 06:39 PM
Oh, thanks. Sorry about that, I often times get swift and immediate actions mixed up.

Yup, it's confusing. :smallsmile:

Dhavaer
2007-04-15, 11:24 PM
Roberta's Tall Frosty Glass of Shut the **** Up
Conjuration [Creation]
Level: Arcane 2; Components: V, S; Casting Time: Attack Action; Range: 0 ft.; Effect: 1 magical drink; Duration: 1 minute/level, 1 hour/level (see text); Saving Throw: Fort negates; Spell Resistance: No

The caster conjures a pleasantly cool, sweet drink. The drink's exact flavour and appearance is up to the caster, but it is generally fruity, sweet and brightly coloured. The drink remains until ingested or the duration ends (1 minute/level). The glass lasts until the duration ends (1 minute/level).
Once the drink has been ingested, the drinker must make a saving throw. If the save is failed, they cannot vocalise any sound for 1 hour/level. This affects only the first person to drink other than the caster.

Headache
Necromancy [pain]
Level: Sor/Wiz 0
Components: None
Casting Time: One standard action
Range: Short
Target: One living creature with a head
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
You shove the target's mind hard, causing a brief jolt of pain. This does no damage, but the target takes a -1 penalty to Concentration checks.

Flensing Fury
Evocation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: One standard action.
Range: Short
Target: One creature or object.
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
Your target is subjected to a brief blast of destructive energy, dealing 1d6 damage/level, max 10d6. This damage is untyped and bypasses hardness. Thsi spell has no effect on incorporeal creatures.
Focus: One ring, mounted with a single ruby, costing no less than 250gp.

Dhavaer's Dark Replenishing
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One living creature, either helpless or willing.
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes
You draw power and vitality from your victim. For all intents and purposes, you count as having rested for eight hours. You heal naturally and may prepare spells. You still may not prepare spells cast in the last eight hours.
Your target becomes exhausted, and gains no benefit from their next eight hours of rest, not even removal of the exhausted condition.
Arcane Focus: A black sapphire lens, costing no less than 1000gp.

Dhavaer's Exsanguination
Transmutation [Evil]
Level: Sor/Wiz 4
Components: V, S
Casting Time: Standard Action
Range: Short
Target: One living creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You pull the target's blood out of their body in a painful and gruesome manner. They take 2d4 Constitution damage .

Dhavaer's Malice
Enchantment [Mind Affecting]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close
Target: One intelligent creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You blast the target's mind with dark energy, dissolving their ego. The target is reduced to 0 Cha. This is not ability damage or drain. They are still able to breathe, but are no longer considered a creature. They cannot move or take actions. This effect can be removed by a Remove Curse spell cast at least the caster level of Malice, or by a Wish or Miracle spell.
It is entirely likely that the target of this spell with starve to death, as they are incapable of drinking or eating.

alchemy.freak
2007-04-16, 09:55 AM
I made a home brew spell for my Call of Ctluhlu (is that how you spell it, i really don't know)

the idea is that the player who uses it, read the spell a long time ago so he can do it, but he has no control over the finer points

since it is CoC there is no spell level, or number per day, instead spells drain or damagesanity points, and other ability scores, the more the damage the more powerful the spell

evocation of the book of flame

components, V S, Sanity
Cost: 1DX
Casting time: 1 standard action
Range: 50ft
Target: anything
Save: reflex half

This spell creates an 1d20 ft wide burst of flames at the point the caster designates,

in order to decide how much damage it deals: there are 6 types of dice, D4 D6 D8 D10 D12 and D20, arrange these dice in any order, now roll a D6, the number it lands on is the type of dice you roll for damage, roll two of that dice type for the damage of the spell, roll one for the sanity damage

for example, say you arranged the dice by size, (the d4 goes first and the d20 is at the end) and you roll a 3 on the d6, then that means you roll 2d8 for the spell damage, and 1d8 sanity damage.


this is a fun little spell, that really adds some randomness to the game

KingGolem
2007-04-16, 06:37 PM
Roberta's Tall Frosty Glass of Shut the **** Up

Dear god, that's genius! :smallbiggrin: I am totally using that in my campaign!


Anyway, alchemy.freak, that's an interesting spell you've made, even though I'm not fully familiar with the sanity system, that spell looks like it can deal some serious damage to a wizard(or whatever they use in that system)'s mind.

Edit: Sorry, I was looking at the wrong spell level for Headache, it seems pretty good.

Dhavaer
2007-04-16, 06:38 PM
Secondly, though I haven't looked over all of your spells, Dhavaer, that one spell Headache seems greatly underpowered. A 2nd level spell that only gives the target a -1 penalty to concentration checks for 1 round? I don't think any wizard would take that.

?

Headache is a cantrip.

KingGolem
2007-04-16, 06:40 PM
Oh, sorry, I was looking at the spell level for the spell right below it.

Fax Celestis
2007-04-16, 06:56 PM
My spells. (http://corporation.walagata.com/fax/wiki/index.php/Spells)

Autarch
2007-04-16, 08:41 PM
Fax, are you paying for that site?

oh, almost forgot: here is a cleric spell.

Sympathetic Vision
Divination
Level: Clr 4
Components: V, S, DF
Casting Time: One Round
Range: Touch
Target: Personal
Duration: 10min/level
Effect: Gain insight into the health of willing creatures
All allies within your sight appear to have colored auras surrounding them. The castor must have at least 8 ranks in healing to understand the significance of the colors that make up an individual’s aura. The colors show you in one glance the status of your allies: disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. In addition, you have an enhanced view of the severity of any wounds they may be suffering. You may determine at a glance whether they are unwounded, slightly wounded, lightly wounded, heavily wounded, seriously wounded, or critically wounded. Which category a wounded creature falls into can be determined by this table:

{table=head]% HP Damage | Description
10% or less | slightly wounded
25% or less | lightly wounded
50% or less | heavily wounded
75% or less | seriously wounded
More than 75% | critically wounded[/table]

You cannot see the auras of unwilling creatures; if a creature would not want you to know the information gained by this spell, they are treated as unwilling.

Fax Celestis
2007-04-16, 09:04 PM
Fax, are you paying for that site?

Walagata's hosting service is $10/year for 10mb of space and 50gb of bandwith per month, perfect for wiki storage.

Alternatively, I could switch to $5/month for 50mb of space and 100gb of bandwidth. It's a really good host.

Autarch
2007-04-16, 09:15 PM
Walagata's hosting service is $10/year for 10mb of space and 50gb of bandwith per month, perfect for wiki storage.

Alternatively, I could switch to $5/month for 50mb of space and 100gb of bandwidth. It's a really good host.

Cool. I'm going to bookmark that in case I need it in the future. Nice spells, by the way :smallbiggrin: