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Ichneumon
2007-07-27, 06:01 AM
OKe, so this is the thread in which I post all the homebrew spells I made for my campaign. I will add more of them soon. Most of them are actually for NPCs as they are useless or to specialized to be of any real use to an adventurer, but I want them to be useable for PCs if they want to.

Ichneumon's Orbs of Imprisonment

Conjuration (creation)
Level: Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5 orbs of imprisonment immobalize one target
Duration: 1 minute/level
Saving Throw: Yes (Will)
Spell Resistance: Yes

You manifest 5 orbs out of pure energy. These orbs surround one target of your choice and imprison it by surrounding it. The target becomes immobalized if it fail a will save.

An immobilixed creature can attack and cast spells normally, but it cannot move from the square or squares that it is in. This condition does not prevent a creature from defending itself, nor does it cause a creature to lose its Dexterity bonus to Armor class.

Each round on its turn the immobalized target can attempt a new will save as to command the orbs to let him go.

As soon as the orbs are dealed any damage by a spell (e.g. magic missile or fireball) they are destroyed and the spell ends. Attacking it with a normal weapon, even one enhanced or with a spell cast on it (e.g. Magic Weapon) has no effect on the orbs.

Magnus’s Ears of Awareness

Transmutation
Level: Sor/Wiz 1
Components: V/S
Casting time: 1 round
Range: Personal
Target: You
Duration: 10 min/level

Magnus’s Ears of awareness grant casters the ability to hear light, so to see with their ears. You gain a +4 circumstance bonus on listen checks and you have normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. When this spell is activated you can use Listen checks instead of Spot or Search checks. Displacement effects, invisibility effects, illusions, gaze attacks and other similar effects confuse your senses just as they would normally do.
Magnus’s Hourglass of Timekeeping

Conjuration (Summoning)
Level: Sor/Wiz 0,
Components: V/S/M
Casting time: 1 round
Range: 0 ft.
Effect: One summoned magical hourglass
Duration: see text.

You summon an hourglass. The hourglass appears in your hand or at your feet (your choice). The running time of the hourglass is chosen by you, during casting. The hourglass is magical and starts running at the moment you cast it and nothing can cause it to run slower or to stop running (not even turning it upside-down). The spell ends when the hourglass finished running. When the spell finishes the hourglass crumbles to dust. When you aren’t near the hourglass at that time, the spell warns you and you become aware of the running out of the hourglass.

Material Components: 1 small pile of sand.

Master of the Prime

Divination
Level: Sor/Wiz 0
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: a magical voice speaks clearly, the first 300 prime numbers in a row
Duration: see text.
Saving Throw: -
Spell Resistance: No

When you cast this spell you trigger a magical voice to clearly sum up the first 300 prime numbers in a row. The language in which this is done can be chosen by you at the time of casting. It takes the voice at least 6 seconds
to say one number. When asked to do so the voice will slow down, but it will not stop until it finished. The voice refuses to repeat a number.

This spell can be used to unlock doors locked with the Prime Lock spell.
{table] #|Prime
1|2
2|3
3|5
4|7
5|11
6|13
7|17
8|19
9|23
10|29
11|31
12|37
13|41
14|43
15|47
16|53
17|59
18|61
19|67
20|71
21|73
22|79
23|83
24|89
25|97
26|101
27|103
28|107
29|109
30|113
31|127
32|131
33|137
34|139
35|149
36|151
37|157
38|163
39|167
40|173
41|179
42|181
43|191
44|193
45|197
46|199
47|211
48|223
49|227
50|229
51|233
52|239
53|241
54|251
55|257
56|263
57|269
58|271
59|277
60|281
61|283
62|293
63|307
64|311
65|313
66|317
67|331
68|337
69|347
70|349
71|353
72|359
73|367
74|373
75|379
76|383
77|389
78|397
79|401
80|409
81|419
82|421
83|431
84|433
85|439
86|443
87|449
88|457
89|461
90|463
91|467
92|479
93|487
94|491
95|499
96|503
97|509
98|521
99|523
100|541
101|547
102|557
103|563
104|569
105|571
106|577
107|587
108|593
109|599
110|601
111|607
112|613
113|617
114|619
115|631
116|641
117|643
118|647
119|653
120|659
121|661
122|673
123|677
124|683
125|691
126|701
127|709
128|719
129|727
130|733
131|739
132|743
133|751
134|757
135|761
136|769
137|773
138|787
139|797
140|809
141|811
142|821
143|823
144|827
145|829
146|839
147|853
148|857
149|859
150|863
151|877
152|881
153|883
154|887
155|907
156|911
157|919
158|929
159|937
160|941
161|947
162|953
163|967
164|971
165|977
166|983
167|991
168|997
169|1.009
170|1.013
171|1.019
172|1.021
173|1.031
174|1.033
175|1.039
176|1.049
177|1.051
178|1.061
179|1.063
180|1.069
181|1.087
182|1.091
183|1.093
184|1.097
185|1.103
186|1.109
187|1.117
188|1.123
189|1.129
190|1.151
191|1.153
192|1.163
193|1.171
194|1.181
195|1.187
196|1.193
197|1.201
198|1.213
199|1.217
200|1.223
201|1.229
202|1.231
203|1.237
204|1.249
205|1.259
206|1.277
207|1.279
208|1.283
209|1.289
210|1.291
211|1.297
212|1.301
213|1.303
214|1.307
215|1.319
216|1.321
217|1.327
218|1.361
219|1.367
220|1.373
221|1.381
222|1.399
223|1.409
224|1.423
225|1.427
226|1.429
227|1.433
228|1.439
229|1.447
230|1.451
231|1.453
232|1.459
233|1.471
234|1.481
235|1.483
236|1.487
237|1.489
238|1.493
239|1.499
240|1.511
241|1.523
242|1.531
243|1.543
244|1.549
245|1.553
246|1.559
247|1.567
248|1.571
249|1.579
250|1.583
251|1.597
252|1.601
253|1.607
254|1.609
255|1.613
256|1.619
257|1.621
258|1.627
259|1.637
260|1.657
261|1.663
262|1.667
263|1.669
264|1.693
265|1.697
266|1.699
267|1.709
268|1.721
269|1.723
270|1.733
271|1.741
272|1.747
273|1.753
274|1.759
275|1.777
276|1.783
277|1.787
278|1.789
279|1.801
280|1.811
281|1.823
282|1.831
283|1.847
284|1.861
285|1.867
286|1.871
287|1.873
288|1.877
289|1.879
290|1.889
291|1.901
292|1.907
293|1.913
294|1.931
295|1.933
296|1.949
297|1.951
298|1.973
299|1.979
300|1.987[/table]

Prime Lock

This is a variant of the Arcane Lock spell
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No

An Prime lock spell cast upon a door, chest, or portal magically locks it. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

The door unlocks for 2 minutes if within a range of 20ft someone or something sums up the first 300 prime numbers.

Material Component
Gold dust worth 25 gp.

firepup
2007-07-27, 01:16 PM
MAgnuses ears of light seems awfully familiar. Could of sworn there was a spell that did that, Though it might be a power.

Peregrine
2007-07-28, 08:23 AM
Orbs of Imprisonment: A good solid spell, and the level seems about right. But having specified that it enacts its effects by means of five orbs, could you perhaps go into the specifics on how these orbs keep the subject in place?

Ears of Awareness: The power you're thinking of is synesthete, firepup. I quite like this, but I don't see why it subsumes Search as well as Spot into Listen. I should think that you would still have to search as normal, merely using your ears instead of your eyes. (And rendering a second, Int-based skill unnecessary if you've got the one Wis-based skill, seems a trifle too much.)

Hourglass of Timekeeping: Love it. Makes me want to write a more general 'mental alarm clock' cantrip of my own.

Master of the Prime/Prime Lock: Fascinating idea. But does the former spell really take six seconds per number? Half an hour to recite the lot? One per second would seem more sensible, and make it just five minutes. --ooh, this makes me want to write another spell, a magical calculator of sorts...

Triaxx
2007-07-28, 07:38 PM
Orbs is a wierd spell. Most creatures with sufficient will to overcome it quickly, could cast spells to kill it. A fighter might overcome it, but not in a sufficiently timely manner for the attacking wizard not to have violently slaughtered him.

Ichneumon
2009-07-22, 04:09 AM
Huge thread necromancy, I think it is allowed in such cases...

Anyway, I was thinking about actually using my Orbs of Imprisonment spell and I would like to know whether or not it is really balanced.

arguskos
2009-07-22, 04:31 AM
I'd say it's not a big issue. Seems about right. Best spell I can compare it to is Bands of Steel, which is Ref or entangled, one save only, 3rd level. Entangled is rougher than immobilized too, so I'd say Will each turn or immobilized is a fine level 2.

Strawman
2009-07-22, 07:49 AM
The orbs spell has a nice visual aspect.

Magnus's Ears of Awareness is my favorite kind of spell, one that can be extremely usefull if done correctly.

The two prime spells appeal to my math-geek side. I could definitely see myself using both.

PairO'Dice Lost
2009-07-22, 08:05 AM
I'd change the orbs spell so that instead of immobilizing and allowing a Will save every round to break free, the target is stunned initially, then dazed if 1 orb is destroyed, then only immobilized if 3 orbs are destroyed, then freed if all 5 are destroyed; as-is, destroyed a single orb frees them, which makes having 5 orbs basically redundant and makes freeing the target easier. This might warrant bumping it to 4th level and halving the duration, but I think it's worth it.