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Tarken
2007-08-12, 11:52 AM
I'm working on a big book* of player made spells so... any one got any, any at all

* actually large wordperfect file

ok, fine, here are mine

Tenser’s Levitation Disk
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting time: 1 Standard action
Range: Close (25 ft. + 5ft. /level)
Effect: 5 ft. diameter disk of force
Duration: 1 hour /level
Saving throw: none
Spell Resistance: no
This spell functions like Tenser’s Floating disk except that it can be raised 20 ft off the ground and move 40 ft. per turn, there is no penalty for using spells or ranged weapons from Tenser’s Levitation Disk or melee weapons to fight another spell caster who has cast Tenser’s Levitation Disk.


Tenser’s Transformation, Mass
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting time: 1 Standard action
Range: Close (25 ft. + 5ft. /level)
Target: You plus one creature/2 levels, none of which can be more than 30 ft. apart
Duration: 1 round /level
Saving throw: Will negates (harmless)
Spell Resistance: no (harmless)
This spell functions like Tenser’s Transformation except that it targets one creature/2 levels, the target’s base attack bonus is equal to your caster level or their HD, whichever is higher.
Material Component: a potion of bull’s strength, consumed by the caster during casting

yes, I like the "tenser's" spells
two more (my favorites)

Divine judgement
Universal
Level: Clr 5, Pal 4,
Components: V, S, DF
Casting time: 1 round
Range: varies
Target: one creature
Duration: varies
Saving throw: varies
Spell resistance: varies
Divine judgement is really a big bundle of spells, the effect varies with the target’s Diety, good creatures without a diety regain 2d8 +1/caster lvl hit points, evil creatures without a diety take 2d8 +1/caster lvl damage (which damages undead normally) and neutral diety-less creatures are unaffected,
Boccob, Vecna, Wee Jas: the target must make a will save or lose all spell casting abilities for 1 min/caster level
Corellon Larethian: The target gains the use of a +3 longsword that disappears after 10 min/caster level
Ehlonna:The target gains the use of a +3 longsword that disappears after 10 min/caster level
Fharlaghn: after roaming the roads for so long the target is ironically unable to move, (fort. Negates)
Gruumsh: the target loses 6 strength and 4 constitution for 1 minute. (no saving throw or spell resistance)
Heironeous: All of the target’s weaponry become holy, doing 2d6 extra damage to all evil creatures for 10 min/caster level
Hextor, Erythnul: The target recieves a mark of justice, which activates when the target does anything against the paladin code, the effect is 6 points of str. Loss
Kord, Moradin: the target gains 4 str and 4 con for 1 min
Nerull: “You like the dead so, much you may join them!” bellows a giant skull that appears and all worshippers of Nerull in the area flee from the battle at highest possible speed. (saving throw, no spell resistance )
Obad-hai: The target gains the use of a +3 quarterstaff that disappears after 10 min/caster level
Olidammara: the target gains 6 dex for 1 min
Pelor: The target gains the ability to use smite evil once (or once more) and regains 3d8 +1/caster level Hit points (the use of smite evil lasts10 min/caster level)

St. Cuthbert: nothing happens
Yondalla, Garl G.G.: The Target recieves the effect of a double enlarge person spell and grows to 4 time his normal height, this ability affects only small creatures

Arcane judgement
Universal
Level: Sor/Wiz 5
Components: V, S, F
Casting time: 1 round
Range: varies
Target: one creature
Duration: varies
Saving throw: varies
Spell resistance: varies
Arcane judgement is really a big bundle of spells, the effect varies with the target’s Deity, creatures without a deity are affected by their normal racial deity
Boccob, Vecna, Wee Jas: The target gains +4 int. and +4 cha. For 10 min.
Corellon Larethian: The target gains the use of a +3 longsword that disappears after 10 min/caster level
Ehlonna: The target gains the use of wild shape that disappears after 10 min/caster level
Fharlaghn: after roaming the roads for so long the target is ironically unable to move for 1 min/caster level, (fort. Negates)
Gruumsh (or similar dieties): the target loses 6 strength and 4 constitution for 1 minute. (no saving throw or spell resistance)
Heironeous: All of the target’s weaponry become holy, doing 2d6 extra damage to all evil creatures for 10 min/caster level
Hextor, Erythnul: The target receives a mark of justice, which activates when the target does anything against the paladin code, the effect is 6 points of str. loss
Kord, Moradin: the target gains 4 str and 4 con for 1 min
Nerull: “You like the dead so, much you may join them!” bellows a giant skull that appears and all worshippers of Nerull in the area flee from the Illusion at highest possible speed. (saving throw, no spell resistance )
Obad-hai: The target gains the use of a +3 quarterstaff that disappears after 10 min/caster level
Olidammara: the target gains 6 dex for 1 min
Pelor: The target gains the ability to use smite evil once (or once more) and regains 3d8 +1/caster level Hit points (the use of smite evil lasts10 min/caster level)
St. Cuthbert: nothing happens
Yondalla, Garl G.G.: The Target recieves the effect of a double enlarge person spell and grows to 4 time his normal height, this ability affects only small creatures.

yes, they were "loosely based" on each other

Sorry if I broke any size rules I didn't know about.

Balkash
2007-08-12, 12:05 PM
Aura of Unluck
enchantment (compulsion)[mind-affecting]
Level: Sor/Wiz 9
Components: V,S,M
Casting Time: 1 full action
Range: close (10ft. + 5ft./caster level)
Area: 10ft. radius centred on target area
Duration: (see text)
Saving Throw: none
Spell Resistance: yes

A potent spell which, when cast, creates an overwhelming aura of despair that affects all creatures within the aura. Once a creature has been in the area of the spell, they recieve a penalty on all attack rolls, saving throws, ability checks, skill checks, and damage rolls equal to 4 + (caster level/3) with a maximum penalty of -10. Unlike other area spells, the effects of this spell do not cease when an affected creature leaves the area. The despair caused by this spell is so crushing, it continues to haunt the affected creature for 12 hours. The only means of removing the Aura of Unluck is Mordenkainen's Disjunction, Miracle, or Wish, otherwise the Aura of Unluck remains for 24 hours after casting. The only means of removing the effects of the spell are Wish and Miracle. Dispel Magic, Greater Dispel Magic, Break Enchantment, Remove Curse, Antimagic Field, Mordenkainen's Disjunction, and Limited Wish do nothing to the effects Aura of Unluck. Aura of Unluck can be made permanent with a permancy spell.

Material Component: A vial of tears and a vial of the caster's blood

Tarken
2007-08-12, 02:02 PM
oops! for Elhonna it says "+3 longsword" , I mean't longbow

Mount
2007-08-12, 06:30 PM
It's been a hundred years since I used these, so I've forgotten the statting and such, but I'd love to see someone else using them (so feel free to yoink them and tweak as desired) They were designed as "adventuring spells" for an elementalist -- easy to learn, but versatile in application.

Airblade
This was a scaling 1st level spell when I built it. It allows the caster to harden air into a 1" wide plane of glassy, translucent blue force. The airblade must be anchored on at least one edge, into non-living material. Casting time is almost instantaneous: The caster breaks a piece of mica or glass, and touches each half to the location of one end of the blade. Once cast, it remains for one round per caster level.
There are two variant uses for this spell:
1) It may be anchored at two sides across a doorway or hallway. The caster must place one hand at each anchor point, and the blade springs into existence between his hands. Therefore, the airblade can never exceed the length of the casters reach. (A human could create a 5'-6' blade, but a gnome would be limited to 3'-4') In this configuration, it acts as a trap, and allows a spot check/reflex save. Any creature attempting to move through the trapped square will take slashing damage, equal to 1d2 * (size category of creature) +1hp per caster level. [This is on the theory that larger critters have larger mass, and will thus press harder against the blade when they touch it. Also, at DM discretion, it could be capable of severing the limbs of a fast-moving enemy]
2) Alternately, it can be anchored onto a blunt weapon such as a quarterstaff, changing the damage type to slashing, and adding bonus damage of 1d2/caster level. [Normal attack rolls still apply: the airblade does not grant any form of competency in combat, it just makes your stick sharp -- nice against enemies with resistance to bludgeoning weapons.]

Channel Heat
This was also built as a scaling 1st level spell. The caster raises or lowers the temperature in a 20' x 20' x 20' cube of air (or equivalent volume) by 10 degrees. This builds up a "charge" in the caster's hands, which leaps to the next metal object she touches. If unused, the "charge" dissipates after 1 round/caster level, and the local air temperature returns to normal. If the ambient temperature is not especially hot or cold, the charge does 1d4 damage per caster level to any creature touching that object. If the caster cooled the air, this is expressed as fire damage; if the air was heated, this is cold damage. In hot environments, the fire damage gains a bonus of +2hp/caster level; cold environments likewise increase cold damage. Essentially this is a hot-and-cold running Chill Touch spell, with a 2 round casting time and no atk/stat injury. (So, a mage could use this to cool or heat an area, and then deliberately waste the charge, or my favorite: Cool the tent and heat the cookpot!)

Compress Air
Built as a 2nd level spell. The caster compresses an amount of air up to a 10' cube, down to 1/10th its original volume. Each round of casting, the mass of air loses 2/10 of it's original volume; thus to reach the maximum compression (and full spell effect), casting time is 5 rounds. While under the effect of this spell, the compressed air is semi-solid, and can be manipulated by hand, as though it were a lump of runny clay. The air remains spellbound for 10 minutes per caster level, though the caster can voluntarily end the spell. If the compressed air is placed in a suitably strong airtight container, it will remain compressed by physics once the spell ends. Creatures take no damage from breathing the compressed air -- the air that enters their lungs is at normal pressure; if placed in some sort of container, this spell will allow creatures to breathe underwater, as though they were still in a 10' cube of normal air. If the spell is voluntarily dropped, the air explodes back to its original volume. This acts as a spherical Gust of Wind, pushing light objects and creatures away from the center of the cube, and potentially blowing out normal fires. It also is quite noisy, and may deafen or stun creatures for one round. (Fort/Will respectively) Further, if the spell is dropped while the air-mass is in a fragile container, the container saves versus a crushing blow. If it fails, the container shatters and the expanding air sprays shards in all directions [my DM used 1d4 slashing for glass or pottery, or proportionately more for more durable substances such as metal.]

NakedCelt
2007-08-12, 08:28 PM
Here are three (http://www.giantitp.com/forums/showthread.php?t=51544): Liquid Form, Plasma Form, and Solid Form.

Harold
2007-08-13, 11:43 AM
tah-dah!


X-ray vision
divination
Level: Sor/Wiz 1, Clr 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You or 1 willing subject
Duration:1 min./level
Saving Throw: none (harmless)
Spell Resistance: none (harmless)

This spell allows the subject to see through objects other than 1 foot of
lead or 3 feet of stone and gain a +15 to spot checks and +10 to search.


Change race/Sub-race
universal
Level: Sor/Wiz 8, Drd 7, clr 8
Components: XP, S, V, DF
Casting time: 10 Min
Range: touch
Target: You or 1 person
Duration: Instantaneous
Spell Resistance: none (harmless)
Saving Throw: will (if not willing)fort 15(see text)

This spell may change your race, it must transform you to a humanoid. You lose your racial bonus and penalty and gain the ones of the chosen race
Divine focus: Hair of creature to be transformed into
XP cost :caster cost: 2000 creature being transformed cost:300 per lvl if saving throw fails, 100 if succeed (DC is fixed at 15)

Harold
2007-08-15, 01:27 PM
It's been a hundred years since I used these, so I've forgotten the statting and such, but I'd love to see someone else using them (so feel free to yoink them and tweak as desired) They were designed as "adventuring spells" for an elementalist -- easy to learn, but versatile in application.


all stat-ed up and every thing :smallwink:

Airblade
Transmutation
Level: 1 Sor/Wiz
components: V, S, F
Casting time: free action
Range: Character height
Effect: One sword-like piece of hardened air
Duration: 1 Round/level
saving throw: Reflex half
spell resistance: None
It allows the caster to harden air into a 1" wide plane of glassy, translucent blue force. The airblade must be anchored on at least one edge, into non-living material. Casting time is almost instantaneous: The caster breaks a piece of mica or glass, and touches each half to the location of one end of the blade. There are two variant uses for this spell:
1) It may be anchored at two sides across a doorway or hallway. The caster must place one hand at each anchor point, and the blade springs into existence between his hands. Therefore, the airblade can never exceed the length of the casters reach. (A human could create a 5'-6' blade, but a gnome would be limited to 3'-4') In this configuration, it acts as a trap, and allows a spot check/reflex save. Any creature attempting to move through the trapped square will take slashing damage, equal to 1d2 * (size category of creature) +1hp per caster level. [This is on the theory that larger critters have larger mass, and will thus press harder against the blade when they touch it. Also, at DM discretion, it could be capable of severing the limbs of a fast-moving enemy] this use allows a reflex save for half damage, add or subtract 2 to the DC for each 10ft. Above 30 ft the creature is moving.
2) Alternately, it can be anchored onto a blunt weapon such as a quarterstaff, changing the damage type to slashing, and adding bonus damage of 1d2/caster level. [Normal attack rolls still apply: the airblade does not grant any form of competency in combat, it just makes your stick sharp -- nice against enemies with resistance to bludgeoning weapons.] (no reflex)
Focus: the two pieces of glass mentioned above
Channel Heat
evocation (Fire)
Level: Sor/Wiz 1
Casting Time: 2 rounds(one to take temperature another to dissipated)
Range 100 ft +10ft/level
Area: a 20' x 20' x 20' cube
Duration: 1 round/level
The caster raises or lowers the temperature in a 20' x 20' x 20' cube of air (or equivalent volume) by 10 degrees C . This builds up a "charge" in the caster's hands, which leaps to the next metal object she touches. If unused, the "charge" dissipates after 1 round/caster level, and the local air temperature returns to normal. If the ambient temperature is not especially hot or cold, the charge does 1d4 damage per caster level to any creature touching that object. If the caster cooled the air, this is expressed as fire damage; if the air was heated, this is cold damage. In hot environments, the fire damage gains a bonus of +2hp/caster level; cold environments likewise increase cold damage. Essentially this is a hot-and-cold running Chill Touch spell, with a 2 round casting time and no atk/stat injury. (So, a mage could use this to cool or heat an area, and then deliberately waste the charge, or my favorite: Cool the tent and heat the cookpot!)

Compress Air
Transmutation
level: Sor/Wiz 2
Casting Time: a move action
Range 30 ft.
Area: 10' Cube
Duration
The caster compresses an amount of air up to a 10' cube, down to 1/10th its original volume.;. While under the effect of this spell, the compressed air is semi-solid, and can be manipulated by hand, as though it were a lump of runny clay. The air remains spellbound for 10 minutes per caster level, though the caster can voluntarily end the spell. If the compressed air is placed in a suitably strong airtight container, it will remain compressed by physics once the spell ends. Creatures take no damage from breathing the compressed air -- the air that enters their lungs is at normal pressure; if placed in some sort of container, this spell will allow creatures to breathe underwater, as though they were still in a 10' cube of normal air. If the spell is voluntarily dropped, the air explodes back to its original volume. This acts as a spherical Gust of Wind, pushing light objects and creatures away from the center of the cube, and potentially blowing out normal fires. It also is quite noisy, and may deafen or stun creatures for one round. (Fort/Will respectively) Further, if the spell is dropped while the air-mass is in a fragile container, the container saves versus a crushing blow. If it fails, the container shatters and the expanding air sprays shards in all directions.

Ta-Da

Tarken
2007-08-15, 04:08 PM
2 new spells for you!

Emotion Transaction
Enchantment
level: Sor/Wiz 3
Components: S, V
Casting Time: 1 standard action
Range: 30 ft. + 5 ft. /level
Duration: 1 minute/Caster level
Saving Throw: none
Spell resistance: yes
The caster temporarily removes all negative emotions from their person, gaining a +1 moral bonus to all saving throws and attack rolls, but that’s not all, these effects are reversed on the target of this spell (ranged touch attack)
and additional effects can be added through the troubles the caster has encountered in their long life (all these effects stack with each other but not with them selves(ie: if 3 direct family members have died the caster only receives +1 to damage rolls)) :
Death of a direct family member: +1 to Damage rolls
Death of an indirect family member: +1 to attack rolls
Death of a pet: +1 to will saves
Death of home community: +1 to attack rolls
Loss of an important item: +1 to fort. saves


Emotion Transaction, Greater
Enchantment
level: Sor/Wiz 5
Components: S, V
Casting Time: 1 standard action
Range: 30 ft. + 5 ft. /level
Duration: 1 minute/Caster level
Saving Throw: none
Spell resistance: yes
The caster temporarily removes all negative emotions from their person, gaining a +1 moral bonus to all saving throws and attack rolls, but that’s not all, these effects are reversed on the target of this spell (ranged touch attack)
and additional effects can be added through the troubles the caster has encountered in their long life (all these effects stack with each other and with them selves) :
Death of each direct family member: +1 to Damage rolls
Death of each indirect family member: +1 to attack rolls
Death of each pet: +1 to will saves
Death of home community: +1 to attack rolls
Loss of each important item: +1 to fort. saves

I just made these 60 seconds ago so if anyone has any idea's i'd probably be happy to hear it.

SlaadLord
2007-08-15, 06:29 PM
Disrupt Matter
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes

A light blue beam of energy shoots from your hand, disrupting the molecules of a creature or object you strike. You must succeed on a ranged touch attack to strike a target. This attack deals 1d6 points of damage per caster level to the target as the beam disrupts its very structure on a molecular level. This spell deals full damage to objects.