PDA

View Full Version : D&D 3.x Other Spells you've created



Aeturo
2016-12-11, 08:33 AM
I'm interested in having a character create spells in my upcoming game so I'm looking for inspiration. Please share your favorite spells that you've created or homebrew spells you really liked. I'd love to hear them :smallbiggrin:

Hashmalum
2016-12-11, 10:30 PM
Here are a bunch. I have some more but I'm too tired to type them up. I'm also not sure if you'd be interested in spells with the [Evil] descriptor, of which I have quite a few. A few spells have the [Curse] descriptor; this is self-explanatory.


Animal Guardian
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 3, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 day/level (D)
Saving Throw: None; see text
Spell Resistance: No

You compel an animal to guard one creature, thing, or place (no larger than 50 feet in diameter) that you designate when you cast the spell. The animal acts as if it knows the "defend" trick (see Player's Handbook, page 75) if used to guard a creature or the "guard" trick if used to guard a place or thing, even if the animal has never been trained. The animal will attack any creature, even unnatural creatures such as undead and aberrations, that attack the guarded creature or try to get too close to the guarded place or thing, but will not attack upon command (although you can command it to stop attacking, as if it knew the "down" trick).

This spell fails if the animal is one that has been trained by someone else, is currently acting under another enchantment, is an animal companion, is not of the animal type (magical beasts, for example, such as a familiar or awakened animal, are right out), is unfriendly or hostile to you, or has more Hit Dice than you do. The animal will break free of the compulsion if it is attacked or mistreated by a creature it is assigned to guard, or if it is unable to find food.

Material component: A morsel of food the animal likes.

Anosmia
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You call upon the powers of unlife to render the target anosmic (unable to smell). This negates the target's Scent quality, if it has one.


Bane of Defilers
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: 1 day
Range: Touch
Target: One hallowed or unhallowed area
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

This powerful spell protects a holy site (or unholy site, as the case may be) against defilement by placing a curse upon those who defile it. The spellcaster must be of the same faith as the spellcaster who cast hallow or unhallow. Once the spell has been cast, the caster designates a condition for the curse to trigger and casts the curse spell (a spell with the curse descriptor which may be of up to 4th level) into the enchanted site. Likely trigger conditions include, but are not limited to:

•The spilling of a substance designated by the caster's religion as unclean upon the site.
•The presence of a type of creature designated by the caster's religion as unclean upon the site.
•The presence of a creature of an alignment or alignments designated by the caster on the site.
•The presence of a creature with a patron deity or deities designated by the caster on the site (the caster may designate instead that a creature with any patron deity other than his own suffers the curse rather than designating a specific deity or deities).
•The presence of a creature that has committed serious sins (sufficient to cause it to lose divine spellcasting powers, whether it actually has such powers or not) for which it has not yet atoned, or a creature that has been the recipient of anathema or excommunicate upon the site.
•The speaking of a specific word or words by a creature upon the site.
•The use of arcane magic upon the site.
•The casting of divine magic by a character with a patron deity or deities designated by the caster upon the site.
•Casting of a spell with a specific descriptor upon the site.
•Removal of an object from the site by any creature other than a divine spellcaster of the caster's religion.

The spell may activate as many times as the trigger condition occurs, but no more than once per individual triggering it. Multiple bane of defilers spells (up to three) may protect a given holy (or unholy) site, but each one must have a different triggering condition. If the hallow or unhallow effect is removed, the remover is targeted by every curse spell stored by every bane of defilers spell active on the site.

Material component: Herbs, oils, and incense worth 1,000 gp.


Can Trip
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

The spell's target will trip and fall prone the next time it attempts to move (aborting its move attempt). If it has not yet acted that turn before moving, it may use its standard action as usual to regain its footing. The target is not automatically aware of the consequence of failing its saving throw against this spell, short of using Spellcraft or some similar means.

Material component(s): An untied shoelace.


Cursed Vestment
Necromancy [Curse]
Level: Clr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Armor touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You imbue a suit of armor with a curse that afflicts any who strike the armor's wearer for damage in melee. The curse effect is identical to bestow curse with the exact effect of the curse chosen at the time of casting. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.


Death Curse
Necromancy [Curse]
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 day
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target suffers 1 point of Constitution damage per hour. This spell cannot be removed with dispel magic, but remove curse or break enchantment will work.


Drain Familiar
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your familiar
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You drain 1d6 hit points per caster level from your familiar (up to a maximum of 10d6) and add them to your current hit point total. You may choose to regulate the amount drained to be less than this, in intervals of 1d6. You cannot drain more hit points than are necessary to restore you to your maximum total hit points, nor can you drain more than your familiar's current hit point total + 10 (which is enough to kill it, with all the normal consequences of a familiar dying).

Using this spell on a familiar without its permission is an evil act which will alienate the familiar. Most non-evil familiars will give permission if the master is seriously wounded or dying. Good familiars will generally sacrifice their own life for their masters. Evil familiars will never sacrifice their own lives, and will only consent to the spell if it serves their own selfish purposes.

If your familiar casts this spell somehow (such as by having it transferred with imbue familiar with spell ability or having the ability to cast it granted by the Familiar Spell feat), the direction of hit point transfer is still from familiar to master. The familiar must still touch the master for the transfer to occur.

The spell will not work if the familiar or the master is a construct, nor will it work if the familiar is undead while the master is not.


Faerie Food
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusionary food to sustain three humans or one horse/level
Duration: 1 hour
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You create illusionary food that looks, smells, tastes, and feels completely real. The illusion reacts appropriately to being cut, handled, or eaten. The illusionary food even causes creatures that eat it to feel satiated normally--although it does not truly provide nourishment. However, when the spell's duration expires, any feeling of satiation from the food also expires, likely leaving those who have eaten it even hungrier than before.

If the food is crushed, burnt, or otherwise destroyed by any means other than cutting or eating it, it disappears. It will likewise disappear if touched by cold iron.


Gaffe
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 minute or until discharged
Saving Throw: Will negates
Spell Resistance: Yes

The target's next Charisma-based skill check automatically fails. If the skill check result is important, treat it as if a 1 had been rolled on the die, or as 5 less than the check DC, whichever is lower.

Material component: A miniature sculpture of a foot, which is swallowed by the caster.


Ghost Chills/Heat
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10 ft. spread
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Creatures in this spell's area perceive a chill (or heat), as specified by the caster when the spell is cast. The caster may choose to modify apparent temperature in the area of effect by one band in either direction. This may cause creatures to adjust clothing or cast protective spells, but never deals actual damage.

Ghost chills/heat can be used to enhance the effectiveness of a silent image spell.

Material components: A bit of ground pepper dissolved in a few drops of alcohol.


Hideous Appearance
Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

Your appearance becomes so repulsive that all those who see you must make a Will save or be unable to look at you for the duration of the spell. Those who fail their saves against the spell must either avert their gaze (as if fighting a creature with a gaze attack; this grants you concealment against that creature, which gives them a 20% miss chance on their attacks against you) or close their eyes entirely (rendering them blind, with all the attendant penalties of blindness) when attacking you or targeting you with a spell or effect. Your hideous appearance does not discriminate between friend or foe; all are equally subject to its effect. Because this spell is a phantasm, your change of appearance is entirely in the minds of those who see you (mindless creatures, and other creatures who are immune to mind-affecting effects, are immune to it); what about your appearance is so horrible is different to each observer. Those who fail the Will save upon seeing you cannot recognize you.

Material component: A slug.


Idée Fixe
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The caster verbally implants a specific fixed delusional belief into the mind of the target by speech. Any sort of belief may be implanted, but a belief that endangers the target's life (such as "If you jump off a cliff, you will fly") or violates its alignment (such as "taking whatever you want is just and reasonable") adds a +4 modifier to the target's saving throw. Contrawise, a belief that seems extremely plausible at the time of implantation might have a -2 penalty to save.

Once implanted, witnessed evidence, social persuasion and critical thinking are all useless with regard to forcing a reevaluation of the implanted belief, but dispel magic or spells that cure insanity such as greater restoration or heal will remove it. The target remains unaware until the spell is ended that its belief was at odds with reality or was the result of a spell.

Material component(s): A small block, which is dropped or hurled at the target's feet.


Lend Stamina
Necromancy
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains an enhancement bonus to Constitution of up to 1 point per two levels, but no higher than 5 or the Constitution score of the caster. The caster receives an equal amount of Constitution damage. Undead and constructs cannot cast this spell.


Lend Strength
Necromancy
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains an enhancement bonus to Strength of up to 1 point per two levels, but no higher than 5 or the Strength score of the caster. The caster receives an equal amount of Strength damage. Undead and constructs cannot cast this spell.


Mute
Transmutation
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject becomes utterly unable to make any vocal utterance, although its breathing is unimpaired. Thus, it can cough, pant, wheeze, or use a breath weapon, but cannot cast spells that have verbal components.


Retaliatory Curse
Transmutation [Curse]
Level: Brd 5, Clr 5, Sor/Wiz 6
Casting Time: 1 full round

As bestow curse, except that dispel magic and remove curse spells cast at the subject are warped into bestow curse spells flung back at the caster of the dispel magic or remove curse. A normal saving throw applies against the bestow curse; treat the bestow curse spell as being a spell of the same type of magic (arcane or divine) as the retaliatory curse at the same caster level, with a spell level two levels lower than the retaliatory curse spell, not modified for metamagic feats (3rd level for a retaliatory curse cast as a bard or cleric spell, 4th level for one cast as a sorcerer or wizard spell). The curse is the same as was inflicted on the subject of the retaliatory curse spell, except that it is a normal bestow curse and not another retaliatory curse.


Speak With Clouds
Divination [Air, Water]
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 min./level

You gain the ability to speak with clouds and mist. Clouds can describe the landscape that they are floating over or have passed over for miles in every direction, as well as relate the passage and general activities of medium-size or larger creatures on the ground, on the surface of the water, or through the air within the past 1d6 days--although most clouds are too high in the sky to identify specific individuals or provide details of creatures' equipment. Clouds are also aware of any creatures within them. The occasional cloud that has been dweomered with solidity (allowing it to serve as a base for silver dragons, cloud giants, and the like) can be spoken with as if it were stone under the influence of a stone tell spell. Finally, clouds created by means of magic, such as the control weather spell, can relate this fact as well as providing a vague description of the spellcaster.


You're Mine
Transmutation
Level: Hexblade 2, Sor/Wiz 2
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You place your arcane mark on a living creature. The part of the body on which the mark appears is up to you. That creature suffers a -2 penalty to attack rolls against you, -2 to AC and saves against your attacks, -2 to SR vs. your spells, and -2 to opposed skill and ability checks against you. A creature may have only one such mark at a time; if the creature already has a mark, your mark replaces it if your caster level is equal to or higher than the caster level of the previous mark's caster.

Material component: Tattoo inks worth at least 50 gp.

Aeturo
2016-12-12, 12:59 PM
I love spells with the [Evil] descriptor. I really like these spells, especially the ones from the Necromancy school. Especially Death Curse, You're Mine and Drain Familiar. Though with this character being Lawful Evil I doubt him nor his familiar would be up to use that spell too often. Great spells though. I hope you don't mind if I directly steal some :smallbiggrin:

Hashmalum
2016-12-12, 03:53 PM
I love spells with the [Evil] descriptor. I really like these spells, especially the ones from the Necromancy school. Especially Death Curse, You're Mine and Drain Familiar. Though with this character being Lawful Evil I doubt him nor his familiar would be up to use that spell too often. Great spells though. I hope you don't mind if I directly steal some :smallbiggrin:Thank you very much! I would be happy if you steal as many as you want. I've typed up some more, including the [Evil] spells I omitted in the first reply. Please feel free to steal these too.

Betraying Corpse
Necromancy [Evil]
Level: Clr 5, Sor/Wiz 6
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Corpse touched
Duration: Until corpse is raised or resurrected
Saving Throw: None
Spell Resistance: No

As lying corpse, with the additional effect that if the corpse is raised from the dead by magic such as raise dead or resurrection, a malign spirit other than that of the deceased inhabits it. The being raised from the corpse has all the memories and statistics of the original creature, except that its moral alignment shifts to evil and it has none of the original's loyalties. The caster may bargain with the evil spirit to be implanted in the corpse, offering specific rewards for specific courses of action to be taken upon arising, but it is it not magically bound to any terms agreed upon in this manner and may betray the caster as well if it sees an advantage to doing so.

Note that even if this spell is dispelled before the corpse is raised, the corpse is still defiled beyond the ability of raise dead to overcome. In order to restore an individual affected by this spell and then raised, the body must be slain (again) and resurrection or better cast on the corpse. The body's proper inhabitant is not affected by any levels lost or gained by the malign spirit in its absence, but does maintain full memory of events that happened while its body was possessed. No atonement for any such misdeeds is necessary.

XP cost: 50 per Hit Die of the deceased individual.


Blackstone's Hasty Interral
Transmutation [Earth]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Large-size or smaller creature
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

This spell can only be cast at a creature on earth, mud, clay, loose gravel, or a similar earthen surface. This causes dozens of earthen hands to form from the surface and pull the target down. If the target makes a Strength check (the DC is the spell's saving throw), the spell ends. Otherwise, the target is rendered prone and is pulled 6 feet underground, where it is held for the spell's duration. (The rules for Suffocation, on page 304 of the Dungeon Master's guide, are likely to be applicable.) Creatures that cannot be grabbed and held by the hands, such as oozes, incorporeal creatures, and creatures in gaseous form, are effectively immune to the spell.

This spell can be countered or dispelled by freedom.

Material components: A miniature shovel and a pinch of earth from a grave.


Burn Alive
Necromancy [Evil, Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D) or until target dies
Saving Throw: Fortitude negates
Spell Resistance: Yes

This terrible spell converts the target's life force into searing heat, causing it to immediately burst into flames. The target takes 2d6 points of fire damage and 2d6 points of life draining damage per round until it dies, or the spell expires; furthermore, on the second and subsequent rounds of the spell, the target's hair and clothing catch fire as well (dealing an additional 1d6 points of fire damage per round). The flames from burning hair and clothing may be extinguished by mundane means, but to no avail unless action is taken to prevent the fire from re-kindling (total immersion in water or another non-flammable liquid, or burial in earth will work).


Defile Corpse
Necromancy [Evil]
Level: Blk 2, Clr 2, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell defiles one corpse as if it had been reanimated as an undead creature and then destroyed. This prevents spells such as raise dead and speak with dead from working on the corpse, although resurrection is still possible.


Feign Disease
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You cause the symptoms of a mundane disease to appear on your body, as directed by you. This spell cannot imitate lycanthropy or other magical diseases. A detect disease spell will detect the feigned disease. Feigned diseases cannot be used to fill the disease component requirement of certain vile spells.

Most living, sentient creatures will shun an creature feigning a serious illness by means of this spell, as will many animals. As such, it's good for avoiding searches and the like. Even diseased corpses are avoided by most; if you pretend to be dead, you are unlikely to be examined closely (a person attempting to determine if you are dead without getting close to you must make a Spot check with a -10 circumstance penalty opposed by your Bluff check to note that you are alive). If you die, the symptoms of the disease do not fade from your body.


Feign Health
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You temporarily suppress the symptoms of a nonmagical illness, causing you to appear healthy (and feel somewhat better) even though you are still sick. Diseases spread by coughing, open sores, and the like are much less likely to be transmitted while the spell is in effect, but diseases that can be spread just by breathing or other less obvious means are unaffected. Also note that many diseases can be carried by an infected individual's clothing, which the spell does not affect. Even while the spell is in effect, hit point or ability score damage or drain caused by the disease continues and lost hit points or ability scores are in no way restored. The spell ends when you are killed, whether it is by the hidden disease or some other means.


Implanted Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Until discharged
Saving Throw: Will negates
Spell Resistance: Yes

You implant a suggestion into the subject's subconscious to take effect at a time that you specify. The activation specification must be one that the target understands, thus "the first time you are approached within 25 feet by a Lawful Good creature" is not valid (unless the target continuously sees alignment somehow) but "the first time you are approached within 25 feet by an individual wearing the holy symbol of Hieroneous" is perfectly reasonable (as long as the target knows what the holy symbol of Hieroneous actually looks like). Excessively specific or convoluted conditions can cause the entire effect to fail; creatures with high Intelligence can receive more complex implanted suggestions than creatures with low Intelligence. Once the suggestion activates, it continues in effect for 1 hour per level of the caster or until it has run its course, just like a normal suggestion.

If the target fails its save against this spell, it is unaware of the implanted suggestion; when it triggers, it seems to the target to be a perfectly natural and ordinary course of action.

Material components: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.


Lying Corpse
Necromancy [Evil]
Level: Blk 3, Clr 3, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Corpse touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

As defile corpse, except the caster may specify false replies to any number of questions should anyone attempt to cast speak with dead on the target.


Phantasmal Horror
Illusion (Phantasm) [Evil, Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature with sight
Duration: One round
Saving Throw: Will disbelief
Spell Resistance: Yes

The target sees a vision so ghastly, so horrifying, and so terrible that it gives a horrible shriek and feels compelled to put out its own eyes to blot out the image on a failed saving throw (it does this on its next action, dropping any items held in its hands to do so). The target continues to see the horrific vision even if it closes its eyes, but not once they have been gouged out. The caster doesn't know what the target sees or why it is so awful. Unless the target is restrained in some way or has no limbs capable of blinding itself (such as a beholder, for instance), it does such damage to its eyes that sight cannot be restored by any means short of regenerate.

This spell may be turned against its own caster by means of a helm of telepathy in the same way as a phantasmal killer.


Poison Pen
Abjuration [Evil, Language-Dependent, Mind-Affecting]
Level: Clr 4, Sor/Wiz 4
Components: V, S, M, F, Disease
Casting Time: See text
Range: Touch
Effect: Page touched, up to 3 sq. ft. in size
Duration: Permanent until discharged
Saving Throw: See psychic poison rules, Book of Vile Darkness p. 45
Spell Resistance: Yes

You write a message that carries a form of psychic poison (see the Book of Vile Darkness) that you select. The first person to read this message or cast a divination on it discharges the spell, with the normal effects of whatever type of psychic poison you imbued the message with. The casting time is the amount of time it takes to write the message, to a minimum of 1 full round.

Material component: The ink used to write the message, which must have been mixed with your saliva or urine.

Focus: The pen used to write the message, which must have been dipped in bile.

Disease component: Festering anger.


Possessing Fog
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: The caster
Duration: 10 minutes/level (D)

When you cast this spell, you and all your gear become a pale formless mist superficially indistinguishable from normal mist or fog. While in this form, your characteristics and abilities are changed as per gaseous form, but you gain an additional ability to possess the bodies of others as a full-round action by forcing your gaseous body into their lungs (creatures without lungs, including those without bodies of any kind, are unaffected). The victim gets spell resistance and a Will save to negate this effect. If the victim makes its saving throw, further attempts to possess its body with the same casting are automatically unsuccessful (the save always succeeds). A protection from evil or similar effect prevents possession.

Possession of a body is treated like magic jar, except that the victim's soul remains in its own body temporarily insensate to what is going on. If the possessed creature dies, you are merely forced out of the body immediately (and are stunned and incapable of taking any action for one round). You may leave the body of a possessed creature as a standard action.

If the spell ends for any reason, including being dismissed by you, while you are possessing a creature, it may make a Fortitude save to cough you out. If the save is made, you revert to your normal form directly in front of the creature, but otherwise it dies as you gorily rematerialize within its body causing it to burst asunder all around you. Any spell or effect that ends possession forces you out of the body (as if the creature had been killed), but does not dispel the spell.

Material component: Odem or vampire essence.


Psychic Sponge
Enchantment [Evil, Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

You make a creature vulnerable to the effects of psychic poison (see the Book of Vile Darkness) just by being near it (without having to cast a mind-affecting or divination spell, which is the normal means of contracting the effects of psychic poison). If the creature afflicted by this spell enters an area tainted by psychic poison, or touches a creature or object tainted by psychic poison, they are immediately affected by it as if they had cast a mind-affecting or divination spell in the tainted area or on the tainted creature or object. Furthermore, they suffer a -4 penalty on their saving throws against psychic poison. This spell is often used on helpless or unwilling creatures so that they can be used to detect psychic poison in the same way a caged canary in a coal mine is used to detect poison gas.

Material component: A small bit of sponge.


Sacrifice Familiar
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Target: Your familiar
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When a mage binds another creature into service as his familiar, he acquires a portion of the familiar's soul at the same time as it acquires a portion of his. This is the reason mages lose XP when their familiar dies or is dismissed. This evil ritual allows a mage to forcibly take back part of his soul--by killing the familiar.

In game terms, this spell kills the familiar, but the XP loss is cut in half (from 200 XP per level to 100 XP per level) as if the Fortitude save were automatically successful. Furthermore, the caster need not wait a year and a day to replace the slain familiar. Should the slain familiar be raised from the dead, it is no longer a familiar; it loses all special abilities (such as spell resistance) it gained from familiar status and reverts to the statistics of a normal creature of its type.

The familiar must be present and restrained for the entire casting time, as it senses (via its empathic link with the master) something of what is going to happen to it. Furthermore, once the caster forms the intention to cast this spell, the familiar may make a Sense Motive check (DC 15) to realize that its master intends to do something awful to it; the familiar will be unnerved (suffering a -2 morale penalty on attack rolls, damage rolls, and saving throws) and will refuse to come within 10 feet of its master voluntarily (if the master makes a DC 15 Will save, he may compel the familiar to come to him). This situation persists until the caster successfully casts the spell or abandons the idea.

If the spell is interrupted in mid-casting, the familiar is immediately considered to be dismissed, with the full normal consequences of this situation to both the master and the familiar.

Focus: A sacrificial knife, which has certain mystical symbols of dire import written in the master's blood on one side and the familiar's blood on the other. This knife is used to ritually kill the familiar at the conclusion of the spellcasting. After casting the spell once, the knife acquires a dim evil aura detectable by the detect evil spell.


Transfer Disease
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell allows the caster to cure himself of a disease by transferring it to another living creature. The spell cannot transfer parasitic infestations such as fleas, lice, worms, ticks, or green slime. Neither can it cure diseases such as lycanthropy that are the result of a curse. However, it can cure supernatural diseases such as demon fever, devil chills, and mummy rot. A disease cannot be transferred to a victim who already has the same disease. Only one disease can be transferred at a time. If the victim is immune to disease, the spell has no effect.


Void
Abjuration
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell permanently reverses the effect of gravity on the target, causing it to fall upwards instead of downwards. Indoors, the target will fall until it hits the ceiling, suffering falling damage appropriate to the height of the ceiling. Outdoors, the target will fall into the sky and quite probably be lost forever, eventually dying from decompression and lack of breathable air as it leaves the atmosphere.

Material components: Two pieces of lodestone and a sealed bottle or other glass, ceramic, or metal enclosure from which all the air has been removed.


You Want This
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes

The target will not resist the next spell, spell-like ability, or supernatural ability you cast or use on them.

Material component: A bit of honeycomb or a drop of sweet oil.

Bohandas
2016-12-13, 01:11 AM
not playtested

Zagyg's Towering Inferno

Evocation (Fire)
Spellcraft DC: 81

Components: V, S, M, F, focus, xp
Casting Time: 11 minutes
Range: 300 Feet
Area: four 60 foot wide by 200 foot high walls and twenty 60 foot by 60 foot floors
Durion: Permanent
Saving Throw: Yes
Spell Resistence: Yes
To Develop: Seed energy (200x200 wall of flame) (DC 19) factors: increase area to 3x (+8), unusual shape (ad hoc +3), permanemt (x5) increase cating time by 10 minutes (-20), Decrease damage die 1 step (-5), component: wand of wall of fire (ad hoc -8, based on the wand's xp cost to create), focus: ring of fire elemental command (ad hoc -16, based on xp cost divided by 5), burn 2000 xp (-20)

Conjusres a 60 foot wide, 200 foot high, 20 story building made of fire. One side of each wall and floor, selected by the caster, sends forth waves of energy, dealing 2d3 points of fire damage to creatures within 10 feet and 1d3 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d4+20 points of fire damage to any creature passing through it. Even if the spell fails it still creates four regular Walls of Fire along the tower's base which appear 6 minutes into casting and persist for 1 round per caster level afterward

Focus: A Ring 0f Fire Element Command. All of its spells must be ready to use when the castib starts and all are discharged by the time the spellcasting ends (so one would need to wait a day after casting the spell before one could use the ring again for wall of Fire, and a week before one could use it for Flame Strike)

Material component: A fully charged wand of Wall of Fire, which is completely depleted by the spell.

XP Cost: 2000 xp

Morphic tide
2016-12-13, 10:21 AM
I have several that I made to copy magic item effects. Surprisingly often, the effects don't have spell equivalents.

Ball Lightning:
Evocation [Electricity]
Level: Wis/Sor 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. per caster level)
Target: A number less than or equal to caster level
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: Yes

Create a number of glowing spheres of electricity up to your caster level (No limit). They are about 3 ft. in diameter and resemble Dancing Lights, and the caster controls them in the same fashion. If they are within 5 feet of a creature, they discharge, dealing 1d6 point of electricity damage per caster level, reduced by 1d6 per sphere made (maximum 10d6). The spheres last for one minute per caster level or until discharged.

Shooting Stars:
Evocation [Fire]
Level: Sor/Wis 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft. per caster level)
Area: 5 ft. sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Shoots a small sphere of fire that deals 1d6 points of damage per caster level (maximum 5d6) to the target and 2d6 points of damage per caster level (maximum 10d6 per sphere) in a 5 ft. sphere, including the target.

Spark Shower:
Evocation [Electricity]
Level: Sor/Wis 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft. per 2 caster levels)
Area: conical burst
Duration: Instantaneous
Saving Throw: none
Spell Resistance: Yes

Makes a cloud of glittering sparks that fan out from the caster for a distance of 25 ft. plus 5 ft. per 2 caster levels feet in a cone that deals 1d4 points of damage per caster level (maximum 5d4) to creatures in the area that are not wearing or wielding a metal item and 2d4 points of damage per caster level (maximum 10d4) to creatures in the area that are wearing metal armor or wielding a metal weapon.

Aeturo
2016-12-13, 02:27 PM
I'm really liking all these spells. Bohandas: It's too bad my group never hits epic levels or that towering inferno spell would be great for setting up a more permanent base in one of my party member's fire based demi-plane. Hashmalum: quite a few of the second set of spells may not work for this character but for my next BBEG you can bet some of these will be in his arsenal. Especially the more flavorful spells like lying corpse if anyone in the party can speak with dead. Morphic Tide: I like these spells because they give interesting options to lower level blasters but for Ball Lightning am I reading it wrong or can a level 20 caster essentially have 20 spheres of ball lightning that all deal 10d10?

Eladrinblade
2016-12-13, 04:03 PM
Infuse
Transmutation
Level: Sor/Wiz 1, Artificer 1, Bard 1, other arcanists
Components: V, M
Casting Time: 1 Swift Action
Duration: 1 round
Target: one alchemical item

For one round, the alchemical item you cast this spell on has it's saving throw DC become equal to 15 + your casting stat ability modifier, with a maximum bonus from your casting stat modifier equal to half your caster level (minimum one).

edit: I suppose Spell Focus (Transmutation) should also give it's bonus, not that anybody ever takes it.


Prismatic Imbuement
Wiz/Sor 3
S, V, MC
standard action casting time
range: personal (any weapon you are currently holding)
duration: 1 minute per level until discharged

Your weapon is charged with prismatic energy and is constantly shifting in a vivid array of bright colors and gives off light equivalent to a torch. This spell can only be cast on a manufactured weapon (so no bar stools or unarmed strikes) and is cancelled if you ever drop or lose grip on your weapon, and you cannot hand the charged weapon to someone else without losing the charge (unless you share a spellbond as with a familiar). The weapon discharges on the first successful attack made with the weapon. If cast on a projectile weapon, it transfers the charge to the ammunition of that weapon, and discharges on the first successful hit made with the projectile weapon (and the projectile weapon itself emits light, as does the ammunition once fired).

Once a successful attack is made, roll a d8.
1 - 1d6 fire damage per level (max 10d6)
2 - electricity
3 - cold
4 - acid
5 - sonic
6 - the target must make a will save or be afflicted with plane shift to a random plane
7 - the target must make a fort save vs. petrification (as flesh to stone)
8 - roll twice ignoring any further results of 8

Material components: a weapon and a small prism

Aeturo
2016-12-13, 04:09 PM
Eladrinblade does infuse work with poisons? I can't remember if they count as alchemical items but it would be a great way to boost those absurdly low Poison DCs late game.

Eladrinblade
2016-12-13, 04:17 PM
Eladrinblade does infuse work with poisons? I can't remember if they count as alchemical items but it would be a great way to boost those absurdly low Poison DCs late game.

I never considered that, but yeah it should, I suppose.

edit: I'd say it would boost the DC equal to your casting stat modifier, up to a maximum DC of your level + 15. You could just make it a separate spell too.

Aeturo
2016-12-13, 04:21 PM
That's awesome. I have a friend who always complains he can't find a good way to boost poisoning his weapon. Also Prismatic Imbuement is perfect inspiration for some of the stuff I wanted to accomplish with this character :smallsmile:

Scorponok
2016-12-13, 04:56 PM
Create Fire
[Evocation]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 feet
Effect: A fire within a 5 ft. square
Target: One object
Duration: 1d4 rounds
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell creates a typical fire similar to a small torch. The fire burns out in 1d4 rounds unless it is provided with fuel to sustain it.

It can also be used to attack a creature, and causes 1 pt. of fire damage per round until extinguished. Extinguishing this mundane fire is a swift action for most creatures.

----------------------------------------------

Detect Depths
[Divination]
Level: Sor/Wiz 1, Clr 1, Drd 1, Brd 1
Casting Time: 1 standard action
Range: Personal
Components: V, S
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Casting this spell gives the caster a rough idea of the approximate depth of the water below him.

----------------------------------------------

Hazy Hands
[Illusion]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The subject's hands become slightly faster and moving them creates a bit of a blur. This gives the caster an extra +2 to Sleight of Hand checks. Having this effect active when casting spells makes identifying spells with somatic components more difficult. The Spellcraft DC needed to know what spell the caster is casting increases by +2.

----------------------------------------------

Magic Steps
[Evocation]
Brd 1, Sor/Wiz 1
Components: V,S,M
Casting Time: 1 standard action
Duration: 1 round/level
Range: Close (25 ft. + 5 ft./level)

This creates a flight of stairs 20 ft high, 20 ft long, 5 ft. wide and at a 45 degree angle (or shorter, at caster's discretion). This flight of translucent stairs is altogether mundane, having no safety rails. It looks quite literally like 25 slabs of wood floating in mid air, going up at an angle. These stairs cannot grant concealment. It can hold up to 100 lbs./level of weight. They cannot be used for any other purpose besides climbing, such as to hinder an enemy or to hold back a moving object. If the magic steps are used for this purpose, if they are attacked or if the weight exceeds capacity, the Magic Steps blink out of existence.

Material Component
Wood from a used staircase or ladder.

----------------------------------------------

Crystal Arrow
[Conjuration] (Creation)
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: One crystal arrow
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No

This spell tips the end of a regular arrow or crossbow bolt with a crystal shard made of magical ice. When fired normally, the arrow deals normal damage plus 1d4 cold damage. This arrow also negates the effects of a Wind Wall. An arrow with this spell cast on it must be used within 1 minute or the arrow reverts back to its normal form.

----------------------------------------------

Detect Familiar
[Divination]
Level: Brd 1, Knowledge 1, Sor/Wiz 1, Drd 1, Rng 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect whether any living creatures within the area are familiars. This does not tell you anything about the owner of said familiar, only that it is a close ally or pet belonging to another creature.

----------------------------------------------

Know The Blood
[Divination]
Level: Brd 0, Clr 0, Drd 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature’s blood
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

From a single drop of blood, you may glean the following bits of information from it:
- The creature’s race (or creature type)
- The creature’s gender
- Whether they are of a royal, noble, or common family lineage
- Whether they have a mixed bloodline, and of what sort (example: dragon or fiend blood)
- If the particular creature is still alive

If there is more than a single creature’s blood in the drop of blood, the spell simply fails.

Aeturo
2016-12-13, 05:01 PM
Ooooh useful cantrips. You don't see those everyday. I was struggling to fill my level 0 spell slots so thank you Scorponok

Morphic tide
2016-12-13, 06:05 PM
I'm really liking all these spells. Bohandas: It's too bad my group never hits epic levels or that towering inferno spell would be great for setting up a more permanent base in one of my party member's fire based demi-plane. Hashmalum: quite a few of the second set of spells may not work for this character but for my next BBEG you can bet some of these will be in his arsenal. Especially the more flavorful spells like lying corpse if anyone in the party can speak with dead. Morphic Tide: I like these spells because they give interesting options to lower level blasters but for Ball Lightning am I reading it wrong or can a level 20 caster essentially have 20 spheres of ball lightning that all deal 10d10?

No, it's 20 1d6 balls or 10 10d6 balls. Really need to word that better, so that it comes out to a total of d6 equaling Caster level no matter what, but I just kept getting a need for tables or multiple sentences to make it clear.

Aeturo
2016-12-13, 06:10 PM
Ah okay that makes much more sense. I thought the spell just got really strong after level 10

Morphic tide
2016-12-13, 06:39 PM
Ah okay that makes much more sense. I thought the spell just got really strong after level 10

No, it's actually a rough exponent all the way up.

At each level up to ten, I'll give the highest damage option; then total dice:

1: 1 1d6; 1d6
2: 2 1d6; 2d6
3: 2 2d6; 4d6
4: 3 2d6; 6d6
5: 3 3d6; 9d6
6: 4 3d6; 12d6
7: 4 4d6; 16d6
8: 5 4d6; 20d6
9: 5 5d6; 25d6
10: 6 5d6; 30d6

At level 20, you get 10 10d6 balls, totaling 100d6, or 11 9d6 balls, totaling 99d6. Thing is that the target count changes. Do you want 19 Commoners dead quickly with 2d6 damage each, or do you want to kill something with 300 HP half the time?

Morphic tide
2016-12-14, 12:38 PM
Yes, this is a double post, but it has been over 12 hours.

Have a few basic attack duplicating/supporting spells:


Evocation [Force]
Level: Wis/Sorc 0
Components: V, S
Casting Time: Full-Round Action
Range: Medium (100 ft. + 10ft. per caster level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Taking several seconds to focus and aim, the caster fires a number of bolts of force equal to one-fifth their caster level, each dealing 1d4 plus casting stat modifier Force damage, acting as a ranged attack with a to-hit bonus of the caster's casting stat modifier. (Basically a Full Attack for casters. In PF, it really is a basic attack thanks to the infinite cantrips)


Conjuration[B]
Level: Paladin 0, Cleric 0
Components: V, S
Casting Time: Standard action
Range: Personal
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

The caster of this spell creates a magical duplicate of their deity's favored weapon for them to wield for 1 minute. Instead of the normal stats of the weapon, this duplicate deals 1d6 damage and x3 damage on crits if one handed, or 1d8 damage with a crit rate of 19-20 if two handed. In either case, the weapon is treated as the alignment of the caster. (Paladin likes their level 1 access to DR/Good and DR/Magic bypass, and the rare DR/Law bypass is also welcome. Also, impossible to take away weapon to specialize in)


[B]Evocation
Level: Ranger 0, Druid 0
Components: V, S
Casting Time: Standard Action
Range: Long (400 ft. + 40 ft./level)/Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster uses the power of the elements to attack. They may either add their caster level as Cold, Fire, Acid or Electric damage to their next attack or use a ranged touch attack dealing 1d4 plus casting stat Cold, Fire, Acid or Electric damage with a to-hit bonus equal to their caster level. (Small amount of extra damage to a hit for getting DR bypass as a Ranger, or a tiny amount of damage as a direct attack spell. Rangers will tend to go for the boost, Druids will tend to go for the long range damage on something that is particularly annoying)

nonsi
2016-12-14, 04:38 PM
1. Click the first item in my sig.
2. Each post has the following sequence: "Spoilers - Top - End" (top right). Hit "Spoilers" and expand all).
3. Search for "Casting Time:"

Hashmalum
2016-12-15, 06:53 PM
Ooooh useful cantrips. You don't see those everyday. I was struggling to fill my level 0 spell slots so thank you ScorponokI created some more cantrips too. I might as well post them:

Alter Coloration
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You can alter the color of your hair, eyes, or skin (choose one only per casting) to any other single color of your choosing, whether natural or unnatural. The change cannot be dispelled or dismissed, but the effect will gradually wear off over the course of several weeks as your hair grows out, the affected skin cells die out and are replaced, etc. If used as part of a disguise, changed eye color gives a +1 bonus to the Disguise check, changed hair color gives a +2 bonus, and changed skin color gives +3 (all of these bonuses stack with each other, but not with other magic such as change self, alter self, or polymorph self).

Material component: Any non-magical dye or powder of the appropriate color.


Create Staff
Conjuration (Creation)
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One staff
Duration: Instantaneous

This spell creates a non-magical wooden quarterstaff sized for your current size. It can be used for combat, poking objects from a (relatively) safe distance, as a walking stick, as firewood, or any purpose a normal wooden staff could be used for. The staff appears in the caster's hands.


Detect Disease
Divination
Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You determine whether a creature, object, or area is diseased. You can determine the exact type of disease with a successful Wisdom check (DC 20). A character with Heal skill may try a Heal check (DC 20) if the Wisdom check fails, or may try the Heal check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Note: This spell is a conversion of a spell from the 2E Wizard's Handbook, retooled along the same lines as detect poison.


Discern Age
Divination
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster instantly learns the age of the target to within the nearest year.

Material component: A calendar page.

Note: This is a conversion of a spell from 2E Tome of Magic.


Discern Altitude
Divination [Air]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster instantly learns their height above ground to the nearest foot.


Discern Depth
Divination [Earth]
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

The caster instantly learns his depth below the surface of the ground to within the nearest foot.

Focus: A length of rope, knotted at both ends, that is one foot long.


Discern Power Reserve
Divination
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Charged item touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You immediately know how many charges remain in the target magic item. The spell fails if the item is non-magical or doesn't have charges.

Material component: A piece of clear quartz worth 10 gp.


Dispel Cantrip
Abjuration
Level: Brd 0, Clr 0, Sor/Wiz 0

As dispel magic, except that it is utterly incapable of affecting any spell whose spell level is greater than 0.


Distraction
Enchantment (Compulsion) [Mind-Affecting]
Level: Asn 1, Brd 0, Sor/Wiz 0
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid of 4 HD or less
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes

With this spell, you distract the target for a brief duration, causing them to be preoccupied with their own thoughts. During this time, they suffer a -4 penalty to all skill checks. If the target attacks or is attacked, they snap out of their distracted state immediately. The spell has no effect on targets who are already in combat.

Material component: A pinch of poppy seeds.


Divine Patron
Divination
Level: Blk 1, Clr 0, Drd 0, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell tells you if the target has the same patron deity that you do. If the target succeeds in its Will save, spell resistance, is currently under an effect that would obscure its alignment to magical detection, or doesn't have the intelligence to understand the concept of a patron deity (a creature must have an Intelligence of at least 3 to have a patron deity), the spell fails (you don't know which of these conditions is the case, you only know that the spell failed). This spell can be fooled by the misdirection spell.


Flat Image
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Effect: Visual figment that cannot extend beyond four 10-ft. squares + one 10-ft. square/level
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates a two-dimensional visual illusion of an object as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect, but the plane the image is limited to cannot be rotated once the spell has begun. The image cannot appear to have depth (a convincing illusion of a bottomless pit would be beyond the spell's capabilities). Possible applications of the spell include but are not limited to flat walls, writings, shadows (across flat surfaces only), doors (without knobs), windows, paintings, liquid spills, patches of ice, concealing pits in flat surfaces, concealing empty door frames, etc.

Focus: A bit of fleece.


Ghost Scent
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory scent
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Ghost scent allows you to create a scent that increases, decreases, moves, or remains at a fixed place. You choose what type of scent the spell creates when casting the spell and cannot thereafter change its basic character. Any type of scent desired can be created, such as smoke, roasted meat, rotting carrion, fragrant flowers, feces, skunk, troglodyte stench, etc., but the odor is never strong enough to cause nausea.

Note that ghost scent can enhance the effectiveness of a silent image or minor image spell. Also note that most animals, as well as many unintelligent monsters, function as much if not more by scent than by sight and will react at least as strongly to, for example, the smell of a dangerous predatory animal as to the sight of the same animal.

Material component: A clothes pin.


Lasting Breath
Transmutation [Air]
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell increases the amount of time the target can hold their breath. Any character can hold their breath for a number of rounds equal to their Constitution score (PHB p. 84); the duration of this spell is added to this time.

Note: This is a conversion of a spell from 2E Tome of Magic.


Protection
Abjuration
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You imbue the subject with magical protection that averts attacks, granting her a +1 deflection bonus to Armor Class.

Arcane material component: A miniature shield.


Unhealth
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target sustains one point of Constitution damage. Multiple castings of this spell over a long period of time can thus gradually reduce even a healthy person to sickness and death. When cast as a still, silent spell, the cause of the victim's illness can be quite effectively hidden.

Material component: A pinch of mold or mold spores.


Unnerve
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature of 5 HD or less
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

The affected creature becomes shaken. It suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. However, it does not flee. Fear effects are cumulative; if you use this spell on a creature that is already shaken, it becomes frightened and flees as per cause fear (see DMG pp 301 for more on the various levels of fear).

Aniikinis
2016-12-17, 11:55 AM
Iron Limb
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft + 5 ft per caster level
Target: One creature
Duration: 1 minute/level
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Description: You cause any one of the target's body parts, except their head, to become massive and metallic. The target gains a slam attack that deals 1d6 (for a medium creature) bludgeoning damage. If you cast this on a limb that already has a natural attack, the damage die goes up by two.


Made for a campaign involving an Ozodrin BBEG and Gestalt Tier 3/4 characters

sarge67
2016-12-17, 04:30 PM
I never actually created a spell, but I did have a necromancer that created a magic staff.

I created a list of spells & abilities earned at specific XP levels.

When someone died, my Necro had 3 chances to stab the body in the heart and if I rolle a 20 it sucked the soul into the staff and adding their level (in XP) to the staff.

That was crazy evil stuff and eventually the party had to snuff the necromancer

Bohandas
2017-02-12, 11:50 PM
This has not been playtested. It was inspired by a thread (http://www.giantitp.com/forums/showthread.php?513796-Is-Necromancy-Evil) I was reading earlier tonight about necromancy making you evil even if you don't do anything evil with it.

Tasha's Karmic Realignment
Abjuration (or possibly Abjuration/Necromancy [Chaos] or Conjuration/Necromancy [Chaos])
Level: Clr 4, Shu 4, Adept 5, Wiz 6, Wuj 6
Components: V, S, M, F, DF, Location
Casting Time: 1 hour
Range: Touch
Target: Creature touched
Duration: Instantaneous or 1 hour/level. See text
Saving Throw: Will negates. See text
Spell Resistance: Yes

By adding and removing good and bad karma, you directly alter a creature's alignment without changing it's thoughts or behaviors. This spellhas several possible effects

Realignment
You can change the target's alignment by one step. They are their new alignment for the purposes of game mechanical effects, but this doesn't change the target's thoughts or personality - it is merely a rearrangement of karmic particles (compare the spell Animate Dead) - and they likely will drift back to their original alignment over time barring an unrelated change in behavior. This usage cannot move a creature with an alignment subtype away from its subtype's alignment (but see below)

Dealignment
You can suppress an alignment subtype for a time, until the affected creature performs a major deed of their subtype's alignment or enough minor deeds sufficient to move a normal creature to that alignment from neutral. Saves against this effect use the higher of the target's will or fortitude saves.

Add/Remove Corruption Taint
This spell can reduce or increase the character’s corruption score (see Heroes of Horror) by 1 point per five caster levels. If used within 24 hours of the target’s acquiring enough taint to qualify as mild taint, it can reduce taint below that threshold. Saves against this effect use the higher of the target's will or fortitude saves.

KArmic Retribution
Adds a +1 sacred bonus to a non-evil creature's saves and AC for one hour/level and a +1 sacred bonus to their next skill check or a -1 sacred penalty to a non-good creature's saves and AC for one hour/level and a -1 sacred penalty to their next skill check

Material Component:
Burning incense.
Additionally moves toward good or to remove taint require that the target be either clensed with water or anointed with oil, moves toward evil or to bestow taint require the target to be smeared with blood, other bodily fluid, or grave dirt, and moves toward chaos require the target to consume alcohol.

Focus:
Acceptable foci depend on the alignment the target is being moved towards. But in any case must include at least 1000 gp worth of items from any applicable categories (total. If more than two categories apply they don't have to pay twice):
Toward evil: 1000 gp worth of poisons or undead creatures
Toward Good: 1000 gp worth of newborn domestic animals or holy symbols of any god(s)
Toward Chaos: 1000 gp worth of stolen goods or gambling paraphenalia
Toward Law: 1000 gp worth of mechanical devices or legal docuents
Towards neutral with regard to good and evil: 1000 gp worth of plants or non-domestic animals
To neutral with regard to law and chaos: 1000 gp worth of multitool-like objects

Location:
A spell to change alignment to evil must be cast in a dark or shodowy location, A spell to change alignment to good must be cast in a bright or sunny location, A spell to change alignment to lawful must be cast in an artificially lit location, A spell to change alignment to chaotic must be cast in an area with an inconsistent light source (such as flickering flames or even the moon)

Jormengand
2017-02-13, 12:20 AM
This (www.giantitp.com/forums/showthread.php?503845-The-Paragon-of-Duality-(Base-Class-contxt-XXV-winner-PEACH)) comes with an entire new spell list. So does this (http://www.giantitp.com/forums/showthread.php?402968-The-Warp-Mage-(Fun-with-WHF-magic-PEACH)), although it relies on the class's unique spellcasting mechanic to balance it out. And finally, have some [cursed] spells (http://www.giantitp.com/forums/showthread.php?407406-Curses!-Cursed-again!-(3-5-PF-spells-PEACH)).

Bohandas
2017-02-13, 06:22 PM
This (www.giantitp.com/forums/showthread.php?503845-The-Paragon-of-Duality-(Base-Class-contxt-XXV-winner-PEACH)) comes with an entire new spell list. So does this (http://www.giantitp.com/forums/showthread.php?402968-The-Warp-Mage-(Fun-with-WHF-magic-PEACH)), although it relies on the class's unique spellcasting mechanic to balance it out. And finally, have some [cursed] spells (http://www.giantitp.com/forums/showthread.php?407406-Curses!-Cursed-again!-(3-5-PF-spells-PEACH)).
That's pretty cool.

XionUnborn01
2017-02-14, 03:10 PM
Here's a whole thread where playgrounders made spells. Be warned, power levels may vary greatly.

Link (http://www.giantitp.com/forums/showthread.php?494918-GITP-Makes-a-Spell!&highlight=gitp+creates+spell)

Hashmalum
2017-02-16, 04:36 PM
I made more things.


Curse of Cold Blood
Necromancy [Curse, Fire]
Level: Hex 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You curse the target to be susceptible to cold. The target loses any innate cold resistance or cold immunity and takes an extra 50% damage from cold damage. Furthermore, if the ambient temperature is moderate or colder, the target is treated as if the ambient temperature was one band colder; moderate becomes cold (Fort saves starting at DC 15 to avoid taking 1d6 nonlethal damage per hour), cold becomes severe cold (save or take 1d6 nonlethal damage every 10 minutes), and so on; see Frostburn p. 9. Endure elements or warm clothing can help prevent these effects. The target gains no special resistance to fire damage or extreme heat.

This spell cannot be dispelled by dispel magic, but can be removed with remove curse. This spell counters and dispels curse of waxen flesh.

Material component: Blood taken from a reptile.

Curse of Night's Embrace
Necromancy [Curse, Darkness]
Level: Hex 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You curse the target to burn in the light of the sun. The target takes 1 point of damage per round in direct sunlight (not the daylight spell) and takes double damage from light damage, such as searing light, sunbeam, and sunburst. Furthermore, the target suffers the light blindness quality; abrupt exposure to bright light (including the daylight spell) blinds the target for the first round of exposure and afterwards imposes the dazzled condition. The target does not gain any offsetting improvement in ability to see in low-light conditions or in the dark. If the target already suffers more severe penalties in bright light, the effects of this spell are overridden by those penalties.

This spell cannot be dispelled by dispel magic, but can be removed with remove curse.

Material component: A small box, crafted in complete darkness, whose interior has never been exposed to light.

Curse of the Haughty Tower
Necromancy [Curse]
Level: Hex 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You curse the target to be susceptible to lightning. The target loses any innate electrical resistance or immunity and takes an extra 50% damage from electrical damage. Furthermore, for every 10 minutes the target remains unsheltered in a thunderstorm, they will be struck by a lightning bolt for 1d10 d8s of electrical damage unless a Reflex save (DC 15) is made; if the target is wearing metal armor, the save is at -4. If the target is in the center of the storm, increase this to once every minute.

This spell cannot be dispelled by dispel magic, but can be removed with remove curse.

Material component: A piece of a natural object or structure which was struck by lightning from the sky.

Curse of Waxen Flesh
Necromancy [Curse, Cold]
Level: Hex 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You curse the target to be susceptible to heat and flame. The target loses any innate fire resistance or immunity and takes an extra 50% damage from fire damage. Furthermore, if the ambient temperature is moderate or warmer, the target is treated as if the ambient temperature was one band hotter; moderate becomes warm, warm becomes hot (Fort saves starting at DC 15 to avoid taking 1d4 nonlethal damage per hour), hot becomes severe heat (save or take 1d4 nonlethal damage every 10 minutes), and so on; see Sandstorm pp. 12-13. Endure elements can help prevent these effects. The target gains no special resistance to cold damage.

This spell cannot be dispelled by dispel magic, but can be removed with remove curse. This spell counters and dispels curse of cold blood.

Material component: A chunk of wax.

Dead Men Tell No Tales
Necromancy [Death]
Level: Clr 5, Sor/Wiz 5
Components: V, S, M, DF
Casting Time: See below
Range: Touch
Target: One willing living creature
Duration: Until discharged
Saving Throw: None
Spell Resistance: No

This spell causes the target to instantly die (no save) if they attempt to speak, write, sign, mouth (so that the lips can be read), or communicate via telepathy about any topics you designate when the spell is cast; the casting time is the amount of time needed to verbally forbid these topics, plus 1 full round. The target's death discharges the spell, whether it is by means of this spell or not. In either case, the resulting corpse is immune to speak with dead and raise dead.

Optionally, the caster may choose to make exceptions to the blanket rule of silence, allowing the target to speak about the forbidden topic(s) to the excepted individuals (only). If the target is aware of anyone else within earshot while attempting to speak in this way, they die as normal.

This spell cannot be removed by dispel magic, but break enchantment will work.

Material component: A needle and thread (for arcane casters only), plus a hair or drop of blood from each individual that the caster wishes to make an exception for, as described above.

Minion Alarm
Abjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

You receive a mental alarm if the target creature is rendered unconscious, dies, or is subject to a mind-affecting spell. The alarm tells you which of these occurrences is the case. The alarm will wake you from normal sleep but will not affect concentration. The alarm has unlimited range, but only on the same plane of existence.

The targeted creature need not actually be a minion of yours (although it must be willing); the name merely suggests the most common use for this spell.

Minion alarm can be made permanent with a permanency spell for a cost of 1,500 XP (minimum caster level 11th).

Focus: A tiny bell and a piece of very fine silver wire.

My Soul For Vengeance
Transmutation [Evil]
Level: Corrupt 7
Components: V, S, Corrupt
Casting Time: 1 round
Range: Touch
Target: One willing evil outsider
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast this spell, you are absorbed, body and soul, into the targeted willing evil outsider. In exchange, the target is imbued with an unquenchable burning hatred and desire for vengeance upon up to one person per caster level. You must have a deep-seated hatred for these persons yourself, for it is your hatred that is absorbed by the outsider.

In addition to gaining your hatred, the target also gains your memories, your class abilities, your feats (as bonus feats), and your ranks in all of your skills if they are higher than the target's current rank in those skills. Any of the target's ability scores that are lower than yours are raised to your score in that ability. If you have more Hit Dice than the target, the target's Hit Dice are advanced until they are equal to yours, even if this exceeds the target's normal maximum Hit Dice for its species. The target also gains the alternate form special quality as a supernatural ability; the form assumed is your own. This form cannot be told apart from yours by Spot checks, for it is your form. The target's Challenge Rating increases by half your Hit Dice, rounded down.

The target assumes your identity for all purposes; the target is treated as the caster for any active spell effects of yours, for example. Any construct or undead that you control by virtue of creation, reanimation, rebuking, etc. become controlled by the target in exactly the same manner. Attempts to scry upon you become attempts to scry upon the target. Any and all active spell effects on you become active spell effects on the target, unless they cannot affect the target due to creature type, etc. Any spells you have memorized, uncast spell slots, psionic power points, or unused uses per day of your class abilities are acquired by the target. Any vestiges bound to you become bound to the target.

The target does not assume your alignment or any of your loyalties, friendships, or other positive emotions. Indeed, you can expect any friends you have to be exploited, betrayed, and destroyed by the target. Neither does the target gain any damage, drain, illness, or disability suffered by you. Any creature possessing you must vacate your body when the spell is cast, or be absorbed itself. The target's truename changes, incorporating your truename into itself.

Corruption Cost: Your body and soul. When this spell is cast, you die and cannot be raised by any spell, not even wish or miracle. Only divine intervention can restore you, and then only if the deity in question can capture and hold helpless the fiend you have been absorbed by.

Debihuman
2017-02-17, 08:38 AM
I'm interested in having a character create spells in my upcoming game so I'm looking for inspiration. Please share your favorite spells that you've created or homebrew spells you really liked. I'd love to hear them :smallbiggrin:

I have a few spells in my signature. Feel free to use any you like or tweak to your liking.

Debby

RatElemental
2017-02-17, 03:57 PM
Only spells I've made are via the epic spellcrafting rules, and only one of them was (semi) serious. An unfinished one I never could figure out how to peg the DCs of was one that would create a sentient living illusion.

Anyway, the serious one basically let any amount of people form a permanent but dismissable connection that allowed them to communicate with each other regardless of language barriers and distance, provided they were on the same plane. I got the DCs to always be the same by requiring another ritual participant for each target beyond the caster, with the assumption that each target would either be a participant or hire one.

If anyone wants the stat block on that I can try to recreate it from memory I guess. But given that it's an epic spell that doesn't go beyond what the seeds explicitly do anyone could write up something exactly or nearly the same.

Jormengand
2017-02-18, 02:09 AM
To be fair, the epic spellcasting rules can get a little silly:

Sound of Doom
Seed: Energy
Evocation [Sonic]
Spellcraft DC: 153
Components: V, S
Casting Time: 1 standard action
Range: Infinite
Area: The Observable Universe
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To develop: 1,377,000 gp, 28 days, 53,480 XP Seed: Energy (Deals 10d6 sonic) DC 19, factors: +100% area 89 times (+356), 1-action cast time (+20), Backlash 42d6 points of damage (-42), burn 20000 XP (-200)

Everyone and everything takes 10d6 points of sonic damage. You take an additional 42d6 points of backlash damage.

Pro Tip: The observable universe isn't that big when you're an epic spellcaster.

Braininthejar2
2017-02-18, 06:29 PM
Mordin's Physical Reconfiguration
Transmutation/Necromancy (requires access to both)
Level: Wiz 5
Components: V, S, M, F,
Casting Time: 1 hour
Range: Touch
Target: Object or Creature touched
Duration: Instantaneous
Saving Throw: special
Spell Resistance: Yes

This spell can only be cast on a sedated creature - otherwise it will be automatically resisted. It requires a set of lab/surgical equipment worth at least 2000gp, as well as 100gp of material components. Option 2 requires a relevant blood sample.

It can be used to accomplish any of the following:

1 Permanently alter a creature's physical appearance - this works like alter self, except the effect is non-magical and irreversible except via another procedure. A creature will be sterile if gender has been changed, unless the caster can make a difficulty 30 heal check*. Trying to create very specific effects, or mimic a specific person's appearance requires a craft: fleshwarping check **

2 Add or remove one "blood" racial ability from the target. For example, it can give a human "elven blood", causing no visible changes, but allowing him to use elf-specific items in the same way as if he were a half-elf. Regardless of the number of changes, the target always has to count as at least one type of creature, and can have a maximum of 1 "blood" racial feature more than he's started with. Unlike the appearance changes from option 1, these can be passed to offspring.

3 Reduce a cost of a graft by 10% (allowing tissues to match easier greatly simplifies the procedures)

4 With a difficulty 20 heal check, can restore ability points lost as the result of injury - such as reattaching cut tendons, or fixing a badly healed complex fracture. It can be used to reattach a lost limb, if no more than 30 minutes per level has passed. This option brings the target down to 1/2 of his full hit points, unless they were already lower - the changes in ability scores won't come into effect until full HP is restored.

* at GM's decision, players might be allowed to substitute a homebrew knowledge:medicine skill, instead of heal, making things easier for casters who don't have heal as a class skill.
** yes, the spell has its own craft skill to go with it. This is a kind of spell you build a character around.

Starbuck_II
2017-02-19, 05:38 PM
Bone Prison
School: Conj, Level Wizard/Sorcerer 4. SR: No.
You throw some bones that magically duplicate and form a cage at struck creatures. Each round, the caster make a combat maneuver (substituting your casting modifier for Strength) check to deal 2d6 + casting modifier (Int for wizards), as a free action at start of turn. If check fails, target still trapped but takes no damage that round. The target can escape the grapple normally or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC as the caster +5, DR 5/adamantine, and caster’s saves.

Based on Diablo 2 spell.

Forked Lightning:
Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium 50 ft. + 5 ft./level
Area: 10 ft. wide to 50 ft. + 5 ft./level long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The character releases a powerful stroke of electrical energy that deals 8 points of damage + 1d6 per 2 caster level (maximum 8+5d6) to each creature within its area. The bolt begins at the character's fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

And Corrupt Magic-usually spells are a level lower than needed because they have corrupt cost

Corrupt spells unless noted otherwise deal 1d3 taint per spell level with a failed saving throw (DC 10+Spell lv+ Current Taint) as normal On a success 1d3-1 (Minimum 1) taint only.

Exterminate
Necromancy
Level: Corrupt 1
Components: V S M
Casting Time: 1 action
Range: 60 area feet centered on caster
Target: See text
Duration: Instantaneous
Saving Throw: Fort Negate
Spell Resistance: Yes
In the hands of a novice spell-caster, this spell instantaneously snuffs out the life forces of small rodents and vermin in the area of effect, including such normal pests as flies, mice, beetles, rats, spiders, and the like. Only living creatures with 6 hp or less and 1 or less (in cases of vermin) intelligence can be exterminated.
Swarms instead take 1d4/level damage if fail Fort save.
This spell is well-suited to indoor or outdoor applications and is a favorite among necromancers who live among pestilence. Occasionally, cruel mages have been known to exterminate benign animals (and sometimes even others' pets) with the spell. The somatic gesture is a pointed finger, while the caster verbalizes a low zzzt sound. The material components are a pinch of lavender and dried garlic. It has absolutely no effect on sentient or aware creatures (unless swarms), or magical beings such as familiars.

Fire Burst
Necromancy/Evocation
Level: Corrupt 1
Components: V S
Casting Time: 1 action
Range: 5 yards per level
Area: 10 foot radius circle
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
When this spell is cast upon a non-magical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 2 point of damage per level of the caster (maximum of 20 points). Victims who roll a Reflex saving throw successfully suffer no damage.

Fetid Breath:
Conj (Creation)
Comp: V, S
Level: Corrupt 1
Cast: Standard
Range: 15 ft
Area: Cone
Dur: 1 rd (see text)
Save: Fort Negate (see text)
SR: No
This apell functions like Stinking Cloud, except as noted above and as follows:
You exhale 15 ft cone of stinking gas. Though the cone persists for only 1 rd, creatures who succumb to it effects are still nauseated for 1d4+1 rd after leaving the cone.
The Flock of Doom
Conjuration (summoning) [Force]
Level: Corrupt 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: All enemies in range
Duration: 1 round/level
Saving Throw: Fort Partial
Spell Resistance: No

You call upon a terrible flock of magical bird-like creatures to attack your enemies. Each round, all enemies in the flock of doom take 2 points of damage. If the target fails its fort save, it is blinded for 1 rd each time it fails save.

Invocation of Nehek
Necromancy
Level: Corrupt 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: Any number of creatures in range
Duration: Instantaneous, none see text
Saving Throw: None
Spell Resistance: No

Each creature targeted takes 1d6/2 levels (minimum 1d6) points of negative energy damage. Further, any creature killed in range can be raised as a zombie for 1 minute before turning to dust.

Warp Lightning
Evocation [Electricity]
Level: Corrupt 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft/level)
Target: Up to 1d6 creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You fire out random bolts of lightning, blasting up to 1d6 target creatures. Each creature thus affected takes 1d6 points of electricity damage per 2 caster level (minimum 1d6, max 5d6). You do not have to target all of the creatures possible, and choose the target after rolling the die.

If you roll 1 on the 1d6 to see how many creatures are targeted, you accidentally hit yourself instead, and resolve the damage against you. If you maximise the spell, you still need to roll the die to see whether or not you hit yourself. If you do, you still hit up to five other targets

Shadow Ray
Necromancy
Level: Corrupt 1
Components: V, S
Casting Time: 1 action
Range: short (25 ft. + 5 ft. / 2 levels)
Duration: 1 min/level
Saving Throw: Fort (see below)
Spell Resistance: Yes
The spell-caster sends forth a beam of dark energy that hits one enemy with a ranged touch attack. If the attack succeeds, the enemy takes 1d4+1/2 caster levels penalty to an attribute of the caster's choice.
However, the caster has to make a will saving throw against his own spell or be caught in the backlash of the foul powers used here. If the save fails, the caster takes the same amount of penalty to his Wisdom.

Water Shield
Abjuration
Level: Corrupt 1
Components: V, S
Casting Time: 1 action
Range: personal
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No
A transparent watery shield appears on the casters arm that can be used like a
normal large shield with the addition of Protection from Energy 10 against fire, but no ASF from the shield. The protection increases by 10 every 5 levels.

Black Lightning
Evocation [Death, Electricity, Evil]
Level: Corrupt 1
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (creatures with evil subtype, and creatures immune to death effects are not affected by the profane energy).
Material Component: A piece of humanoid scalp
Focus: a rod of black crystal.

Mist claw
Conj [Creation]
Level: Corrupt 1
Components: V, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Small draconic fist of mist
Duration: 1 rd/lv
Saving Throw: None
Spell Resistance: Yes
You create a disembodied dragon claw made out of shadowy translucent mist. It moves within range as you direct it (a free action). The claw can pass through any opening that would allow fog or mist to pass through it. It can be used in one of two ways, and you can change the way that you use the claw each round.

Directed Attack: As a standard action you can direct the claw to attack a creature in range;
Supplemental Attack: As a free action you can direct the claw to assist you in fighting a creature you are attacking in melee. The claw does not interfere with your attacks, nor you its (for example, neither you nor the claw suffer any penalties for fighting with two weapons).

The claw always uses your melee attack bonus and deals 8 points of slashing damage. It is treated as a magic weapon for the purpose of bypassing damage reduction. It does not get iterative attacks. It always attacks from your direction and cannot flank or gain the benefits from flanking with another creature. The claw does not convey spells (unlike spectral hand). If not directed to attack on a particular round, the claw returns to you and hovers. If an attacked creature has spell resistance, you make a caster level check against that spell resistance the first time the mist claw strikes it. If the creature resists the spell, the claw is dispelled, otherwise it has its normal full effect on the creature.

The claw can be attacked. It is treated as a Small creature (+1 size bonus to AC) with a natural armor bonus equal to your Intelligence (if a wizard spell) or Charisma (if a sorcerer spell) bonus. It has 10 hit points +2/caster level. Destroying the mistclaw does not harm you. It is not incorporeal and does not have an incorporeal miss chance, and it does not ignore the miss chance of incorporeal targets (though it can harm incorporeal creatures because it is treated as a magic weapon).
Focus: have a dragon scale or talon as a focus.

2nd Level:
Circle of Nausea:
Evocation [Evil]
Level: Corrupt 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: An Emanation extending within a 20 ft raduis around a 2 ft radius circle on the ground with caster in center
Duration: Dur 1 min/level
Saving Throw: Fort Negate
Spell Resistance: Yes
Evil energy bursts from all directions from spell’s origin, filling area with pain. Everyone in spell’s area must make a Fort save or take -2 penalty to all attack, saves, and skill checks. Anyone succeeding needs to make a new save each round they are in area. The pain lasts as long as spell lasts.
Caster stands in circle, which must be prepared ahead of time, by enscribing a circle upon the ground and putting a stone on the circle at each of the cardinal directions. Creation of the circle takes 1 hour, but once crated may be reused any number of times.
If anyone attempts to cross the circle during spell’s duration, she must succeed at a Fort save or be nauseated until spell effect ends. Nauseated characters cannot cross the circle. If someone breaches the circle without becoming nauseated , the spell ends.

Dark Bolt:
Evocation: [Darkness, Cold, Force]
Level: Corrupt 2
Components: V, S,
Casting Time: 1 action
Range: 25 + 5/2lvs
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes
Caster makes a ranged touch attack vs a foe, launching the bolt of cold darkness from her left hand. This bolt deals 1d8 per 2 caster levels (Max 6d8). Half of damage is cold and other is Force. When struck , creature must make a Fort save or be stunned 1 rd, overwhelmed by the charge of Darkbolt.

Necromantic Scorcher
School: Necromancy/Evocation [fire,] Level: Corrupt 2
Casting time: 1 standard action
Components: V, S
Range: 60 ft
Area: 60 ft line extending from the caster’s square
Duration: Instantaneous
Save: Reflex half Spell Resistance: Yes
This spell inflicts 2d6 Fire damage and 2d6 negative energy plus 1d6 fire damage and 1d6 negative energy damage per 2 caster levels past 3rd (max 9d6 fire and 9d6 negative energy damage at level 15) to each everything in its area. For each creature or object between a given target and the caster, however, that target gains a +2 bonus to its saving throw.

Seething Eyebane:
Transmutation (Evil, Acid)
Level: Corrupt 2
Components: V S
Casting Time: 1 action
Range: Touch
Target: creature touched
Duration: Instantaneous
Saving Throw: Fort Negate, Reflex ½ (see text)
Spell Resistance: Yes
Subject’s eyes burst spraying acid on everyone within 5 ft. Subject blinded (fort negate) and take 1d6 acid damage. Those sprayed take 2d6 acid (Reflex ½).
The targets eyes return to natural state before this spell is cast in 5 hours per caster level. Remove Blindness/deafness spell instead also heals the eyes and restores sight in 10 hours after casting. Regeneration or similar effect will instead instantly heal the eyes. Otherwise, the eyes are useless and target is blind.
(This is a revised Vile spell.)

Erratic Explosion
School: Necromancy/Evocation [fire,] Level: Corrupt 2
Casting time: 1 standard action
Components: V, S, M (drop of oil)
Range: 25 +5 ft/2lv
Area: 20 ft radius spread
Duration: Instantaneous
Save: Reflex half Spell Resistance: Yes
A somewhat less popular variant of the fireball spell, this spell packs a similar punch into a much easier to cast spell, although its effects can be notably more difficult to control. Like a fireball spell, a golden bead flies forth from your finger towards a point you determine. Unlike a fireball spell, however, you must succeed on a Spellcraft check (DC 25) or the bead explodes prematurely. For every point by which you fail to meet the Spellcraft DC, the spell’s area moves 5 feet closer to you (for example, if you determined that the center of the blast would be 30 feet away from you, and got a result of 22 on your Spellcraft check, the center of the blast would be only 15 feet away from you, and you would now be in the blast, as well).
As with fireball, an early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Wherever the explosion occurs, it deals 1d6+1d6 points of fire damage per 2 caster level to each creature and unattended object in the area, to a maximum of 6d6 at 10th level. The explosion sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Erupting Firebolt:
Evocation (Fire)
Level: Corrupt 2
Components: V, s
Cast: Standard
Range: 40 ft
Area: 40 ft line
Dur: Instant
Reflex: 1/2
SR: Yes
You fire a bolt of bright flame which flies off and explodes, sending a cone of ash and flame all over your enemies.
Upon finishing casting this spell, you fire as far as 40-ft. line; at any point during this line, you may have it stop and explode into a 20 feet cone-shaped spread, pointing in the same direction of the line. Any creatures caught within the spell area take 1d6 fire damage per caster level (maximum of 6d6); creatures caught by both the line and cone take an extra 2d6 fire damage.
This spell leaves ash residue on the ground, and the area that the cone occupies is difficult terrain. Light wind will disperse the ashes over the course of 10 minutes, moderate wind over the course of 1 minute, while severe or stronger wind will disperse it in 1 round.

Rain of Blood
Level: arcana 2 (necromancy) Runtime: full action Range: 30m Area: radius of 30m emanation Duration: 1 minute Saving Throw: none
Blood rain is a peculiar magic, which resembles a ritual due to its complexity. During casting, the arcane is cut, losing 2d4 hit points. When the blood falls to the ground, a shower of thick blood begins. The rain burns and necrotizes the flesh of all living beings in the area except the caster, causing 3d10 points of damage per round. A creature gets a Fort save for ½ damage. Creatures under shelter (under roofs, inside caves, etc.) suffer no damage, and creatures with partial cover from the sky (under trees) just suffer 1d10 points of damage per round. This spell can only be launched in the open.

Cascading Fire Cloak
Abjuration [Fire]
Level: Corrupt 2
Components: V, S
Casting Time: 1 standard action
Range: You and your allies within 20 feet.
Area: 20-ft.-radius spread
Duration: 1 round/level.
Saving Throw: None
Spell Resistance: No

You equip yourself and your allies with blazing cloaks of fire. Any foe who moves out of a square within your natural reach, or attacks you from within your natural reach, takes 2d6 fire damage each time they do so. You each get a +5 bonus on intimidate checks, plus 1 per 3 levels. You can't use Cascading Fire Cloak on unintelligent creatures, but your mounts are immune to the effect

Damage Mirror:
School transmutation (evil); Level Corrupt 2
Casting Time 1 standard action
Components V, S, DF
Range Personal
Duration 1 minute/level
Saving Throw None; Spell Resistance yes
If Damage Mirror is active, if caster is hit, there is a sound of shattering glass then everyone within 10 ft of caster is dealt identical damage. This spell is expended when triggered; if opponent has multiple attacks then only first triggers the spell

Thunderous Pyre
Evocation [Evil]
Level: Corrupt 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25+5/2 level)
Area: 5 ft square/level
Duration: Instantaneous
Saving Throw: Reflex Partial, See text
Spell Resistance: Yes
First created by the sorcerer Palin when he was troubled by a group of goblins, this spell has rapidly gained favor among sorcerers. When you cast this spell, you summon gouts of flame from the ground and lightning from the air, dealing 2d6 points of fire damage as well as 2d6 lightning damage to all within the area of effect. In addition, any creature affected must succeed on a Reflex save or catch on fire.
Material Component: A small cylinder of sulfur soaked in a drop of oil.

Summon Wax Golem
Conj (summoning)
Level: Corrupt 2
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You wave your hand over a lump of Wax while chanting a lengthy incantation.
Moments later, a golem of similar substance appears in a flash of light to serve you.
You summon a Stone Golem made of Wax.
The golem begins acting at the start of your next turn and follows your simple commands.
The golem disappears when it is destroyed or when the spell's duration expires.
Focus: A small lump of wax.
(I created a strange template here basically, weaker than a real Stone Golem)

Least Vampiric pulse:
Necromancy
Level: Corrupt 2
Components: V S
Casting Time: 1 action
Range: Touch
Target: 1 living creature/lv in a 20 ft radius burs centered on you.
Duration: Instantaneous, 1 hour; see text
Saving Throw: Fort save 1/2
Spell Resistance: Yes
You unleash bluish/purple energy then feel the life force drain from your targets and flow into you.
You must succeed on a Ranged touch attack on each target. You deal deals 1d6 points of damage per two caster level (maximum 5d6), but no more than the amount needed to drop the drop a creature to 0 hp. A successful Fort save reduces this damage to ½. You gain temporary hit points equal to the maximum damage you dealt to all targets combined. The temporary hit points disappear 1 hour later.

3rd level:
Usirian's Incantation of Vengeance
Enchantment
Level: Corrupt 3
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target creature's speed is reduced by half, and they treat all terrain as difficult and dangerous for the duration.

Channeled Pyroblast:
Evocation (fire)
Level: Corrupt 3
Components: V, S
Casting Time: see text
Range: Medium (100 ft + 10 ft/level)
Target: See Text
Duration: Instantanous
Saving Throw: Reflex 1/2
Spell Resistance: Yes
You do not need to declare ahead of time how long you wish to spend casting, but decide when finished casting. This spell creates a bolt of fiery energy.
If casting as a swift action, it deals 1d4 fire per level (max 10d4) against a single target of your choice.
If casting as a standard, it deals 1d6 fire per level (max 10d6) against all creatures in a 10 ft radius. If casting as a full rd action, it deals 1d8 fire per level (max 10d8) against all creatures in a 15 ft radius. If casting as a 2 roundsaction, it deals 1d10 fire per level (max 10d10) against all creatures in a 20 ft radius
(Better version of PHB 2 spell)

Summon Junk Golem
Conj (summoning)
Level: Corrupt 3
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You wave your hand over a lump of spare parts and trash while chanting a lengthy incantation.
Moments later, a golem of similar substance appears in a flash of light to serve you.
You summon a iron golem made of junk.
The golem begins acting at the start of your next turn and follows your simple commands.
The golem disappears when it is destroyed or when the spell's duration expires.
Focus: A small lump of trash and spare pants
(Again a template to make a weaker golem that is a summonable)

Arrow of Annihilation
School: Evocation [Force] Level: Corrupt 3
Casting time: 1 standard action
Components: V, S,
Range: 100 ft
Area: see text, 15 ft radius spread
Duration: Instantaneous
Save: Reflex half Spell Resistance: Yes
An Arrow of Antimatter springs from your hand and speeds to its target. The arrow deals 4d6x10 points of damage in a 15 foot radius.
It deals 1d20x10 points of force damage each creature in the area, to a maximum of 200 if max rolled. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Lesser Vampiric pulse:
Necromancy
Level: Corrupt 3
Components: V S
Casting Time: 1 action
Range: Touch
Target: 1 living creature/lv in a 20 ft radius burs centered on you.
Duration: Instantaneous, 1 hour; see text
Saving Throw: Fort save partial
Spell Resistance: Yes
You unleash bluish/purple energy then feel the life force drain from your targets and flow into you.
You must succeed on a Ranged touch attack on each target. You deal deals 1d6 points of damage per caster level (maximum 10d6), but no more than the amount needed to drop the drop a creature to 0 hp. A successful Fort save reduces this damage to ½, but a failure knocks a target prone. You gain temporary hit points equal to the maximum damage you dealt to all targets combined. The temporary hit points disappear 1 hour later.

4th Level:
-- Hellfire:
Level: Corrupt 4
Components: V, S,
Casting Time: 1 action
Range: 25 + 5/2 lvs
Target: 5ft raduis
Duration: Instantaneous
Save: None
SR: Yes
Caster creates a small explosion of brimstone and fire that deals 4d6 points of special diabolic fire damage. Flames that not reduced by any magical effect like resist energy, Protection from energy, Fire Shield, or similar magic. Only true fire resistance can reduce it.

Violet Flame
Evocation/Transmutation (Curse, Fire)
Level: Corrupt 4
Components: V, S, M
Casting Time: 1 action
Range: 50 ft
Target: 20ft raduis
Duration: Permanent
Save: Reflex Negate
SR: Yes
Violet flame causes all creatures within area to burst into purple flames. A reflex negate negates the effect upon the creature, but if failed it is there upon the creature till removed. Dispel magic and similar effects can remove the effect, but it spreads upon any living creature touched. Burning creatures take 1d6 damage per round until flame is dispelled (remove curse will work as well). Creatures reduced to 0 hp crumble into purple ash similar to disintegrate effect.
Material component: Purple sapphire rubbed between fingers

The Burning Head
Conjuration [Fire, Fear]
Level: Corrupt 4
Components:V, S
Casting Time:1 standard action
Range: 60 ft
Area: 60 ft line
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: No

You fire a cackling face, burning all about it, which launches itself towards the foe. Anyone struck must take 1d6/level (maximum 20d6) fire damage. They must also take a will save or be shaken for 1d6 rounds.

Soulblight
Necromancy
Level: Corrupt 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The target creature takes a -4 penalty to strength and constitution for the duration.

Oblinus’s Shattering Obelisk
Conjuration/Necromancy
Level: Corrupt 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Target: One humanoid, and a 20 ft radius area
Duration: 3 rounds
Saving Throw: Special, see spell description.
Spell Resistance: Yes

Oblinus’s final work, the mage thought. What a joke. It was barely having any effect on the subject of the test... wait. What was this? The subject didn't escape yet? *BOOM* And then the obelisk exploded? Hmm... perhaps old man Oblinus’s was smarter than he looked....

Oblinus’s Shattering Obelisk is the last spell the grand archmage Oblinus’s crafted before being taken by Those in the Dark. It conjures an obelisk over the target, entombing them in a tower of black, energy draining and body crushing stone, before exploding for the final nail in the target's coffin.

Casting: There is no save against being affected to begin with, though spell resistance applies.
Round 1: The target must make a Reflex save, or be trapped inside the obelisk, and takes 3d6 crushing damage (Ref neg, and ends the spell).
Round 2: The target must make a Fortitude save, or gain 1d4 negative levels. Success does not free them from the obelisk. Either way, they take an additional 2d6 crushing damage. The negative levels are temporary, and go away after 24 hours.
Round 3: The obelisk explodes, dealing the target a final 2d6 crushing damage, and forcing Reflex saves from everyone in the area (including the subject) or take 5d6 piercing damage (Ref half).

5th level:
The Curse of Anraheir
Transmutation (Curse)
Level: Corrupt 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft+ 40 ft/level)
Target: 1 creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

The targeted creatures are cursed, and take a -5 penalty to attack rolls. They treat everything as difficult and dangerous terrain.

. Dawn of Dead
Necromancy [Evil, War]
Level: Corrupt 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft. / level)
Area: Corpses within a 60-ft. burst (see text)
Duration: Concentration (up to 1 minute / level)
Saving throw: None
Spell Resistance: No

You cause all the corpses within the spell's radius (Including those buried underground up to a depth of 10 feet) to rise as undead skeletons or zombies.
Up to 25 Hit Dice worth of undead creatures per caster level can be created in this manner. These undead do not count toward your control limit for commanding undead trough the rebuke undead ability or trough spells such as animate dead. Any undead created by this spell that move out of its range are instantly destroyed. Likewise, when the
spell ends, all undeads created by it are instantly destroyed.
Focus Component: An iron crown studded with onyx gems worth 3,000 gold
Material Component: one 10-gp onyx for every undead creature animated by this spell.

Greater Vampiric pulse:
Necromancy
Level: Corrupt 5
Components: V S
Casting Time: 1 action
Range: Touch
Target: 1 living creature/lv in a 20 ft radius burs centered on you.
Duration: Instantaneous, 1 hour; see text
Saving Throw: Fort save partial
Spell Resistance: Yes
You unleash bluish/purple energy then feel the life force drain from your targets and flow into you.
You must succeed on a Ranged touch attack on each target. You deal deals 1d8 points of damage per caster level (maximum 10d8), but no more than the amount needed to drop the drop a creature to 0 hp. A successful Fort save reduces this damage to ½, but a regardless of a save it knocks a target prone. You gain temporary hit points equal to the maximum damage you dealt to all targets combined. The temporary hit points disappear 1 hour later.

Crushing Fist of Spite:
Evocation [Evil, Force]
Level: Corrupt 5
Components: V, S, M,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 5-ft.-radius cylinder, 30 ft. high
Duration: 1 round/level
Saving Throw: Reflex half or Reflex negates (see text)
Spell Resistance: Yes

A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. All creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6). A successful Reflex saving throw reduces damage by half. Each round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again. It continues to attack the same area unless otherwise directed. The fist does not need to strike the ground. It can attack airborne targets as well. Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell’s area.
(Epic spell now non-epic)