PDA

View Full Version : 1001 Homebrew Spells



Bohandas
2018-02-11, 04:14 PM
This is a thread to post homebrew spells. Any system (though most of mine will be 3.5). Let's try to get over a thousand. I'll get us started:

1.) Cat's Strength (D&D 3.5)
Transmutation
Level: Clr 2, Drd 2, Hex 2, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The subject becomes weaker. The spell causes a -4 enhancement penalty to Strength, with the usual changes to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Cat's Strength counters and dispels Bull's Strength and vice-versa.

Arcane Material Component
A hairball

2.) Bull's Grace (D&D 3.5)
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The transmuted creature becomes less graceful, agile, and coordinated. The spell causes a -4 enhancement penalty to Dexterity, adding the usual effects to AC, Reflex saves, and other uses of the Dexterity modifier.

Bull's Grace counters and dispels Cat's Grace and vice-versa.

Material Component
a bit of powdered horn

3.) Ox’s Cunning (D&D 3.5)
Transmutation
Level: Brd 2, Drd2, Hex 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The transmuted creature becomes stupider. The spell imposes a -4 enhancement penalty to Intelligence, adding the usual effects to Intelligence-based skill checks and other uses of the Intelligence modifier. The duration is too short to affect Wizards' (and other spellcasters who rely on Intelligence) spells per day, but the save DCs for spells they cast while under this spell’s effect are effected. This spell doesn’t remove or affect extra skill points.

Arcane Material Component
an ox tail

Ox's Cunning counters and dispells Fox's Cunning and vice versa

4.) Canal Ray (D&D 3.5)
Evocation [Acid, Air]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with rays of acidic energy. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of acid damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Canal Ray counters and dispels Cathode Ray (see below) and vice versa

5.) Cathode Ray (D&D 3.5)
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with rays of electricity. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of acid damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Cathode Ray counters and dispels Canal Ray and vice-versa

brian 333
2018-02-11, 06:45 PM
6) False Mind
Abjuration
Level 2
Components: VSM
Casting time: one ten minute turn
Duration: one hour per level
Range: Touch
Area of Effect: one person
Saving Throw: n/a (subject must cooperate during casting or the spell fails)
Spell Resistance: n/a (subject must cooperate during casting or the spell fails.)

The recipient of this spell gains protection against mind-reading for the duration of the spell. Any attempts to read the mind of the subject will instead result in reading a programmed script devised at the time of casting which can be anything the spell subject desires.

Outrageous or inapplicable false thoughts allow the mind reader a contested Will save to deduce that the subject is projecting false thoughts, but do not allow the mind reader to actually read the protected character's mind.

The long casting time is required for the subject to devise the false thoughts mind readers will learn. They must be written by the subject on a metallic foil which is folded into a hat the subject wears. Removing the hat ends the spell, but wearing it under or over other headwear does not impair the spell. The spell will fail if anyone but the recipient of the spell attempts to write the thoughts.

InkisRatticus
2018-02-11, 06:48 PM
7) Ghostly Tail (D&D 3.5)
Transmutation
Level: Drd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched or Self
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This caster is treated as having a "Third Hand" in the form of a transparent tail (up to caster what it looks like) but smaller degree of manipulation but has the same range of reach. This tail can do anything your hands can do and allows you to hold and use items but use of those items with that tail suffer -2 to all checks if only the tail is used or -1 if the tail and a hand are used. For instance if you are wielding a great sword with a hand and tail you subtract -1 from all rolls using that weapon.

Arcane Material Component: Waxed String with glass or amber beads tied along it.

johnbragg
2018-02-11, 09:37 PM
The Long Goodbye

Necromancy [Evil]

Level: Clr 3
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You temporarily restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level.

Once broken, the connection between body and soul is very difficult to repair fully. The subject of the spell is exhausted, and has no spells prepared or spell slots available. Each day, the subject must make a DC 15 Fortitude save for each ability score. On a failed save, subject permanently loses 1 point from that ability. When any ability score reaches 0, the subject dies, its soul returning to the afterlife permanently.

When the subject dies, it reanimates as a zombie within 24 hours.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

Constructs, elementals, outsiders, and undead creatures can’t be raised.

Material Component
A black onyx gem worth at least 25 gp.

Morphic tide
2018-02-11, 10:16 PM
8) Armor Armsman (D&D 5e)
4th level Transmutation (Wizard, Sorcerer)
Components: V, S
Casting Time: 1 Action
Range: Personal
Duration: Concentration, up to 10 rounds

Upon casting this spell, the armor the caster is wearing, provided it covers their body fully (such as plate, padded, leather or scale mail), comes to life, offering them improved strength and skill in personal combat and protecting them from harm more effectively. While this spell lasts, the caster's Strength score is improved, their Dexterity score is set and they gain temporary HP as listed in the table below, and they may make a single attack as a Bonus Action. They also become proficient in all Simple and Martial weapons, as well as the armor they are wearing as they cast the spell, for the duration of this spell.



Armor type
Strength bonus
Set dexterity
Temporary HP


Light
+0
16
30


Medium
+2
14
40


Heavy
+4
10
60



Should the caster take damage exceeding the amount of temporary HP granted by this spell, the spell ends and the armor they wear is destroyed and must be repaired before it may be used again. Unlike most Concentration spells, being attacked while this spell is active does not force a Concentration check, as the armor alone takes the blow.

---

The ultimate idea, here, is putting a chunk of an Animated Object on top of a spellcaster. It's kinda crazy efficient for spells to health, but that requires wearing armor that you are probably not proficient in. And thus you suffer penalties. Unless you're an Illusionist Wizard, in which case you burn a slot on Adamantine Plate, cast this, then laugh as you attack with potentially-considerable extra strength (+2 to attack rolls and damage is nasty in 5e, right?) and no actual risk because you can just make another suit of armor on the spot and run away with your spontaneous 30-60 extra health. Ultimately, it's a lesser, higher risk, version of Tenser's Transformation that doesn't preclude spellcasting.

brian 333
2018-02-12, 12:48 PM
10) Unseen Servants

The Unseen Servant (http://www.d20srd.org/srd/spells/unseenServant.htm) is useful for cleaning up after a wizard, but hardly useful otherwise. This has lead to the development of more powerful specializations based off of the Unseen Servant which, unless otherwise noted, conforms to the level 1 version of the spell.

Unseen Guard
Wizard 2, Bard/Sorceror 3
Components: V,S,M

The caster must provide the creation with some means of making noise. It can be a musical instrument such as a horn, or a simple metal pan it can bang against a rock, but the result must be a noise that can be heard by all. (It can only play music when created by a Bard.) It must be given a command to guard a person or location, but it lacks any ability to make judgements, so it can't distinguish between friend or foe. Simply moving within its 90 foot detection range or exiting its area does not trigger it. When someone or something other than the caster moves into a 90 foot radius of the Unseen Guard's subject, and is in line of sight of the Unseen Guard, (stealth applies, but neither invisibility or etheralness does,) the guard will use its noisemaker to alert everyone that can hear. When the spell expires the noisemaker falls to the ground and may be reused.


Unseen Warrior
Wizard 3, Bard/Sorcerer 4
Components V,S,M

The caster must provide the creation with a Simple melee weapon of Medium size or smaller. It then can wield this weapon as a Warrior of the caster's level. Ranged weapons cannot be used by this creation, but improvised weapons can. It will follow the creator who may command it to attack specific targets, each command requiring an action by the caster that prevents spellcasting in the round in which the command is given. The AC of the Unseen Warrior is 10, but it is treated as invisible. Its HP and saves are the same as the caster's.

There is a chance, 20%-Caster Level, (only levels in the spellcasting class apply for multiclass characters,) that one magic property of a magic weapon issued to the Unseen Warrior, (selected by the DM,) can be consumed permanently when the spell expires or the Unseen Warrior is destroyed. Otherwise the items simply fall to the ground when the spell ends or the Warrior is destroyed.


Unseen Fighter
Wizard 4, Bard/Sorcerer 5

This version is in all ways similar to the Unseen Warrior, except that it can use any melee weapon and benefit from Armor and Shield as well, assuming they were issued to the Fighter at the time of casting. Each item given to this creation must be checked to determine if any magical properties are lost.


Unseen Mage
Wizard 5, Bard/Sorcerer 6

At the time of casting the creator gives a number of scrolls to the Unseen Mage who uses them as directed by the creator. By default this will be in the order in which they are given to the Unseen Mage. The creator may command the Unseen Mage to attack the creator's target or to await command at the time of creation. As with the Unseen Warrior, commanding the Unseen Mage requires an action, whether to designate a target or to designate a particular scroll be cast. (Both commands may be given as part of the same action.)

The Unseen Mage is incapable of physically attacking anything, being wholly reliant upon the scrolls issued at the time of creation. After creation the Unseen Mage cannot be given additional scrolls. The number and levels of scrolls is limited by the spell slots of the creator. A wizard with two Level 5 spell slots cannot issue Level 6 scrolls to the Unseen Mage, and cannot issue three Level 5 scrolls. The Unseen Mage cannot use Meta-magic feats under any conditions and gains no bonus spell slots for high Intelligence.

Like the Unseen Warrior, the Unseen Mage is the same level as the creator and has the same HP and Saves. Unless it is required by a spell to execute a Touch attack or to move into casting range it will remain within 10 feet of the creator unless specificly commanded otherwise. When the spell ends, any unused scrolls are consumed.

khadgar567
2018-02-12, 01:06 PM
dot for dot sake

Bohandas
2018-02-13, 12:27 PM
11.) Zagyg's Towering Inferno (D&D3.5, epic)

Evocation (Fire)
Spellcraft DC: 81

Components: V, S, M, F, 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)

Conjures 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

Elementals or outsiders wih the fire subtype can walk on the building's floors as if it were solid

Focus: A Ring 0f Fire Element Command. All of its spells must be ready to use when the casting 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

12.) Invisibility, Lesser (D&D 3.5, but should work in other editions where invisibility works similarly)

Level: Brd 1, Sor/Wiz 1

As Invisibility except that worn and carried items are not turned invisible with the subject

EDIT:

13.) 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)

Darth Ultron
2018-02-14, 11:26 PM
14)

Force Slice (D&D 3.5)
Evocation [Force]
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: 10 feet
Target: One non-magical object
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: None

A small blade shaped force object forms near the caster. This spell is used to make small slices in non-magical objects. The spell causes 2 points of damage per round of concentration to a single visible object, ignoring the first 10 points of hardness. This spell can be used to cut through metals almost as easily as rope or wood, and cuts with as much skill as the caster has with a small knife.

brian 333
2018-02-15, 04:48 AM
EDIT:

13.) 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)

PEACH:
As written this spell is far too powerful for an involuntary effect. Atonement is much less powerful and a level higher. My opinion is that this is a level 8 or 9 spell. It is also clearly a cleric specific spell, so other caster types should be excluded.

It is an interesting spell concept.

15) Kinetic Missile
Evocation
Level 2 Wiz/Sor

This adaptation of the Magic Missile is unable to inflict damage on living beings, but it is capable of knocking them down. Objects, on the other hand, can be damaged, weakened, or destroyed by this spell.

Against a living creature the spell is treated as a Knockdown attempt by a fighter of the wizard's level, substituting the Wizard's Int for Str. Any item held or worn by a creature which allows the item a save cannot be individually targeted. Such attempts are treated as a knockdown attempt on the creature itself.

The visual effect of this spell is the buildup and sudden release of a large bolt of magical energy which impacts the selected target.

Against objects the spell inflicts 1d4+1 HP of Magic damage per caster level, up to 20d4+20. It bypasses most hardness as below.

Non-magical items:
Wood = bypasses any hardness
Metal = 1/4 hardness
Cloth, Wicker, soft items = half damage

Magical Items:
Wood = bypasses the non magical portion of its hardness. Only hardness from magical sources applies.
Metal = 1/4 hardness + all extra hardness from magical sources +5 hardness per +1 if applicable.
Soft items with magical hardness are immune to this spell.

If the HP inflicted by the spell do not exceed the HP of the target, the target is damaged but remains functional.
If the HP inflicted by the spell equals or exceeds the HP of the target, the target shatters like glass.

The shattering and/or debris cannot be used to inflict damage on living creatures even if the creature is directly behind the destroyed object.

Darth Ultron
2018-02-17, 07:21 PM
)16 Wild Sense (D&D 3.5)
Divination
Level: Drd 2, Rag 2
Components: V
Casting Time: 1 standard action
Range: self
Area: one mile
Duration: 1 minute
Saving Throw: None
Spell Resistance: None

This spell gives the caster a supernatural sense of all the surrounding natural terrain. The caster can learn the direction, but not exact location, of any natural feature, terrain, object or creature; if they are within the spells area. For example the caster could find a river, a cheery tree or a wolf. A specific individual object or creature can not be sensed with this spell. If more then one natural feature, terrain, object or creature is within the area, the caster only is given the direction of the closest one.

The caster can also learn the direction of anything unnatural within the area if they wish to do so.

This spell provides a +2 Insight bonus to knowledge nature and Survival checks.

Oerlaf
2018-02-18, 03:05 AM
A spell for 5e

Touch of Life[Cleric, Druid]
9th level conjuration
Casting Time: 1 Action
Components: V, S, M (diamonds worth at least 5'000 gp which the spell consumes)
Range: Touch
Duration: Concentration, up to 1 minute

You touch a dead creature who has been dead for up to 2 minutes and temporarily restore it to life. The subject's soul must be free and willing to return, otherwise the spell fails.
When you cast the spell, the creature is immediately restored to full hit points, vigor and health without a stanard -4 penalty from a usual raise dead spell.
Normal poisons and normal diseases are cured in the process of raising the subject, but magical diseases and curses are not undone.
While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature must be whole. Otherwise, missing parts are still missing when the creature is returned to life. The creature's equipment or posessions are untouched by the spell.
You can revive someone who has been instantly killed either by massive damage or by a spell like disintegrate or someone who has been turned into an undead and then killed again. The spell doesn't work on constructs, elementals, celestials, fiends and undead.
When the spell ends, the creature dies as if it had never been raised.
Though the creature briefly returns to life, use the time of its death prior to the casting of this spell for the purposes of determining its time since death.

brian 333
2018-02-18, 03:40 PM
18) The Golden Stair

Level 3 Illusion

The spellcaster weaves light into a stairway which can be up to 10 feet per caster level. It must touch the ground at the point of casting, and can extend in a straight line from that point at any angle from ninty degrees down to ninty degrees up. When vertically inclined at sixty degrees or more the stair becomes a ladder, and at angles under fifteen degrees the stair appears to be a bridge.

The span is normally three feet wide. A caster may increase the width by reducing the length in the same proportion, but may not increase the length by narrowing the stair. Thus, a caster capable of creating a 50' long stair may choose to increase the width to 6', resulting in a maximum length of 25'. A 9' wide stair would be but 16.33' long when created by this same caster.

The stair may be made permanent via divine or arcane means of creating magic items, usually requiring 1000gp of precious gems per 3' wide by 10' long span. Permanent stairs may be constructed to be one-way, being insubstantial and translucedt when attempting to go the wrong direction. They may also be one-use, or those who may use it may be named individually or collectively. For example, "My Friends," "Bob, Jill, and Anderson," or "Anyone wearing a Def Leppard T-Shirt," are all valid restrictions on the use of a Golden Stair.

Divine stairways may limit use to specific worshippers, faiths, or alignments as well. Materials more suitable to the divine origin of the spell may be used instead of gold. Iron for Lawful Evil, Silver for Neutral Good, etc.

The temporary version lasts until dismissed by the creator or for a maximum of ten minutes per caster level. Anything on the span falls into whatever is beneath the span.

Bohandas
2018-02-19, 01:34 AM
PEACH:
As written this spell is far too powerful for an involuntary effect. Atonement is much less powerful and a level higher. My opinion is that this is a level 8 or 9 spell. It is also clearly a cleric specific spell, so other caster types should be excluded.

It is an interesting spell concept.

I suppose the subtype suppression is a bit powerful, but otherwise, to me, it doesn't seem particularly strong compared to atonement. It can't restore spellcasting abilities or change alignment by more than one step. I suppose that maybe the subtype suppression should fall under the 1 hour per level timelimit and maybe the focus should cost more

Darth Ultron
2018-02-23, 06:34 PM
)19 Lag Behind (D&D 3.5)
Enchantment (Compulsion) [Mind Effecting]
Level: Sor/Wiz 1, Brd 1
Components: V, S,M
Casting Time: 1 standard action
Range: Medium
Target 1 creature/2 levels up to a max of 4
Duration: 2d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

This spell is similar to but less powerful than Confusion. If the subject fails his Will save he is magically confused and delays his turn until all other combatants have acted. Thus he drops to the bottom of the initiative order and always goes last in the round; he is unable to ready an action. Each round, as a swift action at the start of his turn, the subject can attempt a new saving throw to end the effect. If the save succeeds, the subject can then act normally.

Material Component- A small copper disk.

FreddyNoNose
2018-02-25, 01:52 AM
Spell Name: Manacles
Class/Spell Level: Elementalist/level 1
Casting Time: short
Range: 30
AOE: single target
Savings Throw: neg
A magic pair of manacles chain two arms behind the back of the target. If the target doesn't have "arms" it will use similar appendages such as legs, tentacles, branches, etc. For two armed humanoid types with their arms behind their back will find fighting to be difficult to impossible. Caster must have a pair of manacles to throw at the target. Target may attempt bend bars to escape or escape artist to escape. Otherwise will last for 1 day per level maximum or removed using key before that time. The manacles are ordinary and be removed/overcome by other means. Ex: cut, lock picked, etc.

The Sickly Itch:
Class/Spell Level: Witch/2nd level, Witch Doctor, Druid and other nature types/3rd level.
Range: 40
AOE: Special
Savings Throw: Neg
Duration: 10 minutes plus 1 minute per level. Although it is cumulative with other exposures from other people.
Targets a single target. Anyone who fails a savings throw, many puss filled blisters appear and explode hitting anyone with exposed flesh within a 10 foot range. They also must make savings throws or be infected and explodes. Infected are covered in foul smelling and itchy blisters and will fight a disadvantage (-1 to initiative and -2 to hit) and will have puss filled blisters explode when hit in combat. Although it only affects warm blooded creatures, zombies can be infected as well. Witches have been know to cast spell on zombies to use against others.

Paladins Law:
Class/Spell Level: Paladin/5th level
Range: 0
Target: self
Duration: 1 combat round per level.
Paladin is effectively mind barred. Once per combat round, the paladin may automatically hit with one of his weapon attacks any extra attacks are at -2. If critical hits are used the automatic hit has a 20% chance of a critical hit and +15% added to critical hit resolution. This spell is very draining and many not be used more than once per day nor more than three times in a given 7 day period.

Mogoblin
2018-02-25, 11:01 AM
Leprequivalence (5e)
Bard/Wizard cantrip
Illusion, S
1 Action
Touch
10 minutes, concentration
You can disguise any object that fits within a 3-foot cube as any other object, changing the apparent form, colour and material in any way desired, provided the changes don't stretch outside the 3 foot cube. This illusion is attached to the object and follows it around at the same speed as the real thing but does not hold up to physical inspection.

Sagittarius' Spell of Dizzying Verbosity and a Near-Infinite Gaspillage of the Finite and Priceless Time we Have on This Earth, Brought to You by the Arcane University of Mechanus (5e)
Bard/Wizard/Warlock 1
Enchantment, V
1 action
10 ft.
1 minute
One creature you choose within range must make a Charisma saving throw or start talking in an incredibly wordy and cryptic fashion involving various elaborate hand gestures, extending the time used to perform reactions with verbal components to a bonus action, bonus actions with verbal components to an action, and actions with verbal components a full round's worth of actions, including bonus actions and reactions.

Bohandas
2018-03-09, 01:06 PM
22.) Estrange Person (3.5e)

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

This spell causes the target to temporarily forget any prior familiarity they had with the caster and treat them as an unfamiliar person that they're meeting for the first time

Counters and dispels charm person

Bohandas
2018-03-10, 12:15 AM
PEACH:
As written this spell is far too powerful for an involuntary effect.

Would it help if I made it helpless targets that have been present for the full castig process only?

brian 333
2018-03-10, 09:48 AM
Would it help if I made it helpless targets that have been present for the full castig process only?

Altering a character's alignment against its will is, in my opinion, a very huge deal. This is in the realm of artifacts and epic magic. A temporary effect, limited to hours at best, might be possible with mortal magic, but even this is extremely poweful.

For example, it can turn a Paladin into a Fighter with crappy feats, or turn a Druid into an Expert with no spellcasting capability.

In my opinion, (I am admittedly not the arbiter of right and wrong) changing alignments is a serious matter which a DM should only do after having discussed the issue with a player. It certainly should not be something a player can force on another player.

Imagine an evil character with this spell casting it two times on a Paladin then declaring, "I thought your character should be a Blackguard anyway." How could the player ever get her Paladin back?

Bohandas
2018-03-11, 01:24 PM
Altering a character's alignment against its will is, in my opinion, a very huge deal. This is in the realm of artifacts and epic magic. A temporary effect, limited to hours at best, might be possible with mortal magic, but even this is extremely poweful.

For example, it can turn a Paladin into a Fighter with crappy feats, or turn a Druid into an Expert with no spellcasting capability.

In my opinion, (I am admittedly not the arbiter of right and wrong) changing alignments is a serious matter which a DM should only do after having discussed the issue with a player. It certainly should not be something a player can force on another player.

Imagine an evil character with this spell casting it two times on a Paladin then declaring, "I thought your character should be a Blackguard anyway." How could the player ever get her Paladin back?

Yeah but if the spell required them to be helpless it would mean they could have just as easily killed them. Atonement is the same level as Raise Dead but doesn't entail level loss

EDIT:
Also, you caught the part about how it only modifies karma and doesn't alter behavior right?

Bohandas
2018-03-11, 01:35 PM
23.) Cow's Wisdom (3.5e)
Transmutation
Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2, Hex 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The transmuted creature becomes dumber. The spell grants a -4 enhancement penalty to Wisdom, with the usual changes to Wisdom-related skills and Will saves. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive cow's’s wisdom do not lose bonus spells from the increased Wisdom, but the save DCs for their spells decrease and they may temporarily become unable to cast some of their higher level spells.

Arcane Material Component:
Ground beef

Cow's Wisdom counters and dispels Owl's Wisdom and vice-versa

24.) Antagonize Person (3.5e)

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

This spell decreases the target's attitude towards the caster by two steps. Targets that were already unfriendly or hostile may attack the caster provided that this is not an obviously suicidal action.

brian 333
2018-03-11, 02:32 PM
Yeah but if the spell required them to be helpless it would mean they could have just as easily killed them. Atonement is the same level as Raise Dead but doesn't entail level loss

EDIT:
Also, you caught the part about how it only modifies karma and doesn't alter behavior right?

Atonement is as powerful as Raise Dead and it cannot alter alignment against the will, and requires the active participation, of the recipient. A spell which can do so without the active consent and participation of the recipient is an order of magnitude more powerful than Atonement. It is easier to Raise Dead than to perform Atonement because Raise only requires consent, while Atonement involves the victim choosing to atone, seeking the priest capable of performing it, and the spell recipient performing acts of contrition and restitution. You can't simply impose Atonement upon someone.

So, the spell would be, on that basis alone, much more powerful than listed. But how much more powerful? The spell as written allows another player to alter major traits of another player's character without the consent of the player. It is a game-breaker certain to ruin any campaign. As was pointed out, it can destroy any character class with alignment restrictions, and any cleric character with a single casting. In the case of a paladin the spell can result in permanent loss of class features and feats with no recompense.

As for karma, the D&D Alignment System is based on actions, not intentions. If your character sets a building on fire to kill off plague-carrying lice therein it might be a Good act, unless it was full of plague victims. Alignment is not divided into two separate things: acts are the basis of alignment change.

The issue of fair play comes up here as well. How would you take it if a player, in a single casting of a spell, converted your epic mage into a fighter with your current d4 HD, all of your arcane feats erased, and no ability to select replacement feats? Altering a player's character is a huge deal, especially after nine or more levels of advancement.This is something best left to the DM and the player to decide and implement.

Granted, this is only my opinion. But it's the kind of thing that I've seen ruin campaigns.


***

Smell Of Death

Necromancy Level 2, Cleric Level 3, Wiz/Bard/Sorc Level 4
Targets 1 creature
Duration 1 Turn/ caster level

The affected being gains the aura, (and aroma,) of a Wight for the duration of the spell. While under the effects of this spell mindless undead will not attack the affected character. Sentient undead must succeed at a DC 20 Will check to choose to attack the recipient unless attacked by the affected character. Each successful attack by the affected character reduces the DC of the check by 1, and although only one save is allowed per combat round, multiple hits in the same round reduce the DC of the check by one for each check. The DC carries over for that undead each round, so if hit twice by the affected character in round 1, on round two the DC starts at 18, and is then lowered by the number of successful hits in that round, and so on.. Inniative determines when the save is rolled, but by default it is made just before the undead's attack routine begins. Once the undead succeeds at this check it is free to attack at will. Note that the attacks of the spell recipient's allies do not affect this, and each undead must make the check separately even if allied.

Bohandas
2018-03-25, 05:39 PM
25.) Olidammara's Supper (D&D 3.5; Incantation)

"Yeah, I’m on a drug. It’s called Charlie Sheen. It’s not available, because if you try it once, you will die. Your face will melt off, and your children will weep over your exploded body" -Charlie Sheen

"This is my blood of the covenant, which is poured out for many," he said to them -The Bible

Conjuration/Transmutation [Chaos]
Effective Level: 6
Skill Check: Spellcraft (2 successes), Knowledge (Religion) (2 successes), Perform (2 successes); DC26
Failure: Death
Components: V, S, M
Range: Self
Target: Self
Duration: 12 hours
Saving throw: Fortitude partial for failure effect

This ritual changes a bunch of expensive wines, foodstuffs, and narcotics which are consumed as part of the ritual, into the body and blood of Olidammara, the god of rogues. On success the caster is cured of sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8+10 temporary hit points, and grants a +1 morale bonus on sleight of hand checks, perform checks, and Will saves and immunity to fear effects for 12 hours.

On failure the caster dies, as their face melts and their body bursts, unless they succeed at a fortitude save (DC 16), in which case they still take 6d4 points of anarchic damage

Material component: 500 gp worth of fine wine, foodstuffs, and narcotics

rferries
2018-03-25, 06:34 PM
So, the spell would be, on that basis alone, much more powerful than listed. But how much more powerful? The spell as written allows another player to alter major traits of another player's character without the consent of the player. It is a game-breaker certain to ruin any campaign. As was pointed out, it can destroy any character class with alignment restrictions, and any cleric character with a single casting. In the case of a paladin the spell can result in permanent loss of class features and feats with no recompense.

I've whipped up a bunch of alignment spells and I disagree on the effect being too powerful - a helm of opposite alignment is a non-epic magic item, phantasmal killer/slay living/baleful polymorph are all more harmful to a paladin than simply losing class features. Of course, if your PCs are using spells like that on each other than the problem is with the players, not the spells themselves. :D

Smell of death is cool! You could probably just copy the spell level and wording from sanctuary for simplicity too.

brian 333
2018-03-28, 08:21 PM
26) The Questing Wisp.

Illusion
Bard/Sorceror/Wizard 5
Duration: a fortnight

When this magical effect is created it follows features such as tunnels, trails, or roads, but tends to head in as straight a path as possible at 20 miles per hour away from the caster until it meets a character fitting the description given by the caster. This can be as vague, (a human,) or as detailed, (a human wearing full plate armor bearing a lance tipped with a purple flag,) as the caster desires, but it cannot distinguish one individual from another, so it cannot be used to target a person by name.

The image has two functions: to lead the caster to a character matching the given description, or to lead a character fitting the description back to the caster. It does so by assuming the image of a will'o'wisp which hovers nearby until noticed, then floating off toward the goal. When the target character stops paying attention the image returns and waits to be noticed again. If the character follows the image it will continue to lead the character in as straight a line as possible, again following roads, paths, and passageways where possible.

The image lasts until it arrives at its destination or until fourteen days have elapsed.

Bohandas
2018-04-07, 04:58 AM
27.) Charm Spirit
Enchantment (Charm) [Mind-Affecting]

'Level: Clr 3
Components: V, S, DF
Target: One spirit (see text)/
Duration: 6 hours/level

This spell functions like charm person, except that rather than humanoids if affects works on Fey, Outsiders, Elementals, Incorporeal Undead, intelligent planar Constructs such as Inevitables, and creatures with the word "spirit" in their names such as Spiritfolk and Famine Spirits. The spell has a 50% chance to breach the type immunities of applivable constructs or undead, but it cannot defeat any other effect that cancels out mind control (such class features, specific racial traits, or spells such as mind blank or protection from good/evil/law/chaos)

Ivor_The_Mad
2018-04-09, 08:27 AM
28) Pain of the Wicked
6th-level enchantment
Casting Time: 1 Action
Range: 30ft
Components: A sharp piece of obsidian
Duration: instantaneous

You raise your hands and utter a ancient chant. You target one creature you can see within range. They must succeed on a wisdom save with disadvantage if they have caused a great amount of pain or death (determined by the DM). While the target is affected by crippling pain, any speed it has can be no higher than 0,10, or 20 feet. The target also has disadvantage on attack rolls, ~ability checks, and *saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on Constitution saving throw, or the casting fails and the spell is wasted.

*Str and Dex + one of the DMs choice except Con.
~ means optional

Interchangeable options are based off of how much pain the target has caused determined by the DM.
This is something I homebrewed up for a character i'm using.

Darth Ultron
2018-04-24, 07:26 AM
29) Air Spiral (D&D 3.5)
Evocation [Air]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 0
Area : 30 ft. Radius Spread, centered on the caster
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes


A swirling vortex of air roars outward from the caster to a radius of 30 feet. Dealing 1d8 bludgeoning damage per level. Those who fail the reflex save are also knocked prone. The air spiral also blows away light objects, like loose sand, piles of scrolls and the like.

brian 333
2018-04-24, 11:15 AM
30: Hell Hole
Conjuration/Summoning, Evil
Level 6 Clr, Level 7 Sorc/Wiz
Components = VSM
Casting Time = 1 Turn
Range = 0
Area of Effect = a circle with a 6' radius, (or four 5' squares on a combat grid)
Duration = Permanent until triggered, instantaneous at trigger point.
Saving Throw = Reflex
Spell Resistance = Yes

When this spell is used it creates a magical trap of a diabolical nature which swallows one or more creatures up to twice the HD of the caster. A Reflex Save is allowed to avoid being caught, and a successful Spell Resistance check allows the spell to trigger harmlessly.

When cast the Hell Hole must be drawn as a magic circle, pentagram, or other arcane shape which defines the area of effect. The drawing may be confined by the shape of the area, or drawn up the side of a wall or ceiling, so long as the center of the circle so defined is on the floor. The area of effect may not be intentionally reduced or altered from its circular shape.

The final component of the casting is an iron plaque or disc which has been plated in brass with a diabolical symbol imprinted on it. The plaque may be as small as a coin or as large as the spellcaster desires, but it, along with the special chalks with brass filings mixed in which are used to draw the spell circle, cost up to 500gp per casting. The disc is placed at the center of the spell circle to complete the casting.

The trap persists until the disc is touched, poked, moved or picked up by anyone (except the caster, which breaks the spell.) When this happens the area of effect glows red, then Hellfire bursts from it causing 2d8 damage to everything in the AoE, igniting flamables in the process. (Reflex = Half Damage)

Immediately thereafter, (part of the same round,) devilish hands reach out to grasp those inside the circle and drag them into it. Beginning with the lowest HD creature in the circle at the time, multiple hands target each creature in the AoE, grasping futilly at those who made their Reflex Save or who were protected by Spell Resistance. The HD or levels of the creatures dragged down may not total over twice the total HD or levels of the caster, (not just Caster Level.) When the next lowest being inside the circle has HD which would exceed the limit, the hands retreat into the ground, taking captured beings with them.

These characters are not dead. Instead, they are physically located in a void six feet below ground, maintained in a state of suspended animation. While the body is captured, the soul is dragged to Hell where devils can torment it for the duration of its temporary stay.

After 101 years have elapsed the spell automatically ends, expelling the bodies and reuniting them with their souls. What a soul remembers of the experience is vague at best, but the character's Alignment can affect the clarity of these memories. Lawful Evil characters recall bits and flashes of their existence in Hell, but each step away from LE reduces the clarity of these memories, with Chaotic Good souls recalling only a feeling of unease when thinking about it.

The spell can also be ended with the successful casting of one of the various Dispell Magic type spells upon the brass-plated iron plaque. The effect of this is exactly as above. If the spellcaster has the disc in hand and is within the original AoE the spell can be dismissed with identical results.

The bodies can be manually excavated as well, but it will require a Greater Restoration to end the state of Suspended Animation they are in. The use of elementals or Dig spells can speed the process of unearthing the bodies. The manual method of reviving a trapped character is not as certain to achieve positive results. As with Raise Dead, the soul may refuse to be returned. The choice given to the trapped character is to return to the living world or to go on to the Alignment and Deity specific afterlife, and the only knowledge the soul will have upon which to base the decision is the alignment of the caster of the Greater Restoration spell.

When a soul refuses to return, the living body will remain inanimate, and will die within a week. It can be possessed, and is likely to be by the spirit of a minor devil. Like Vampires, devil-possessed bodies retain the memories of the host body, but the new character thus created cannot gain experience or use cleric spells not granted by a deity of any alignment other than LG. A successful save against the possession attempt leaves a live, but unanimated, body. Having once refused to return to life the evicted spirit may not later choose to reanimate the body, but other agencies may attempt to make use of the living body.

jqavins
2018-04-24, 02:10 PM
2.) Bull's Grace (D&D 3.5)
When Myth Busters was testing expressions and aphorisms, the decided to test "Bull in a china shop". They built a mock-up china shop - free standing shelves with lots of breakable objects on them - and set a bull loose inside. The bull did not knock over a single thing, as I recall. He walked with ease and grace between the shelves doing no damage.

rferries
2018-04-24, 03:02 PM
When Myth Busters was testing expressions and aphorisms, the decided to test "Bull in a china shop". They built a mock-up china shop - free standing shelves with lots of breakable objects on them - and set a bull loose inside. The bull did not knock over a single thing, as I recall. He walked with ease and grace between the shelves doing no damage.

Ha I'm not surprised... just because it's large doesn't mean it isn't aware of its surroundings.

I kind of dislike the naming convention for "animal's attribute" spells - a fox may be cunning for an animal, but it's still far below human intelligence; an eagle may be magnificent but it's hopeless at Bluffing/Diplomacy/etc...

jqavins
2018-04-24, 03:04 PM
The Long Goodbye
Necromancy [Evil]
...
You temporarily restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level...I'd remove the [Evil] modifier. My dad died suddenly last week, with me a long plane ride away, and I would have been very grateful if someone had been able to cast this.



Force Slice (D&D 3.5)
Evocation [Force]
...
A small blade shaped force object forms near the caster...This is making me consider a new spell mechanic, which probably should be a separate thread if discussion goes on I've begun a discussion of here (http://www.giantitp.com/forums/showthread.php?557176-Low-Power-Spells-for-High-Level-Casters&p=23021368). This seems like it ought to be a cantrip, but only if the caster can cast force spells. Some sort of mechanic that makes a certain caster level required, but if that is met then the spell takes up a lower level slot, for a small and simple application of advanced methods.


Wild Sense (D&D 3.5)
Divination
...
This spell gives the caster a supernatural sense of all the surrounding natural terrain... If more then one natural feature, terrain, object or creature is within the area, the caster only is given the direction of the closest one...The caster ought to be able to detect multiple items of the same type. After detecting the closest, and within the duration of the spell, the caster can choose to detect the next closest, and so on.

rferries
2018-04-25, 02:35 AM
Aw man, sorry to hear that. Hope you're handling it ok, trite as that is to say.

Darth Ultron
2018-04-25, 07:26 AM
31) Crushing Cave (D&D 3.5)
Evocation [Earth]
Level: Sor/Wiz 4, Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Target : One Creature
Duration: Concentration(D)
Saving Throw: Yes (see text)
Spell Resistance: Yes


You create a cave of earth(dirt, sand, gravel and rock) around the creature that slowly, but surely moves in, crushing it. If the creature fails an initial reflex save, it becomes trapped.

This has the following effects:
*The creature must hold it's breath or suffocate.
*The creature may not move from its position, unless it success on a strength check opposed by your caster level check. Note that successful movement does not end the spell, as the effect moves with the target.
*Every round, the creature must succeed on a fortitude save or take 4d6 damage, half of which is piercing damage and half of which is bludgeoning damage.

Material Component: A handful of any type of earth.

jqavins
2018-04-25, 10:07 AM
31) Crushing Cave (D&D 3.5)
Evocation [Earth]
Level: Sor/Wiz 4, Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Target : One Creature
Duration: Concentration(D)
Saving Throw: Yes (see text)
Spell Resistance: Yes


You create a cave of earth(dirt, sand, gravel and rock) of force around the creature that slowly, but surely moves in, crushing it. If the creature fails an initial reflex save, it becomes trapped.

This has the following effects:
*The creature must hold it's breath or suffocate.
*The creature may not move from its position, unless it success on a strength check opposed by your caster level check. Note that successful movement does not end the spell, as the effect moves with the target.
*Every round, the creature must succeed on a fortitude save or take 4d6 damage, half of which is piercing damage and half of which is bludgeoning damage.

Material Component: A handful of any type of earth.
Nit pick: What exactly does "a cave of earth... of force" mean?

General: Whoa, Nelly!!! Save or die in a fourth level spell!

Tvtyrant
2018-04-25, 01:57 PM
Create Mountain Range (2E)
Psionic Enchantment
Preparation Time: 81 days
Casting time: 9 days
Range: 100 miles
Material Component: 9 gems worth at least 20,000GP each.
Focus: Helm of Brilliance


The caster buries the 9 gems used as components in the earth where they wish mountains to sprout. Over each gem the caster must erect an obelisk covered in intricate runes, a task taking 9 days per obelisk.

The caster must then wear the Helm of Brilliance while casting Create Mountain Range. The casting time is 9 days.

The effects of the spell vary based on the type of gem used. Where a Ruby is buried a squat active volcano opens, erupting continously for 1 year before settling into a smoking hill half a mile high.

Where a diamond is planted a tall, spire like mountain grows. 2 miles high and topped with snow.

An emerald creates a butte, with a small spring that renders the mountain unsually green and fertile.

A saphire creates a glacier covered mountain a mile high that melts over the next few years and provides water to the valley it creates.

After a decade the mountains begin to slump back into their original positions, sinking over the course of a year.

jqavins
2018-04-25, 02:03 PM
Create Mountain Range (2E)
Psionic Enchantment
Preparation Time: 89 days
Casting time: 9 days
Range: 100 miles
Material Component: 9 gems worth at least 20,000GP each.
Focus: Helm of Brilliance


The caster buries the 9 gems... a task taking 9 days per obelisk...
Where do the other eight days of prep come in?

Tvtyrant
2018-04-25, 02:29 PM
Where do the other eight days of prep come in?

Darn it. Math is not my strongest department.

I could drop it to 81 days and then keep the casting time the same? 90 days seems plenty and mathematically neater.

Darth Ultron
2018-05-06, 08:21 PM
33) Watermantle (D&D 3.5)
Abjuration [Water]
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Caster
Target : Caster
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The caster of this spell is surrounded by an thin layer of clean water that moves with him. Note that unless the caster can breathe water they will start to drown once this spell is cast. While it lasts, the watermantle confers several benefits upon the caster, as follows:

First, the caster is rendered immune to the effects (both harmful and beneficial) of non-magical liquids and liquid effects, as the watermantle continuously replenishes the water the caster breaths and is covered in, filtering out such things. This includes acids and liquid poisons.

Also, when subjected to liquid effects of fantastic nature (spells, spell-like effects, breath weapons, etc.), the watermantle reduces all damage inflicted upon the caster by 1/2. If the caster also makes her saving throw vs. such effects, the damage is nullified completely. If such a liquid effect is such that it is not expressed by hit-point damage (death, petrification, paralyzation, nausea, etc.) the caster receives a +4 bonus to her saving throws. If the effect does both damaging and 'other' effects, the watermantle confers both advantages.

Lastly, the watermantle provides the caster with breathable water even in a hostile atmosphere, such as dry desert or in a vacuum.

The watermantile, despite it's nature, offers no protection against fire or flames what so ever

The material components for this spell are a handful of crushed sea shells and a small air bladder.

Bohandas
2018-05-30, 06:14 PM
34.) Lighter (D&D 3.5, Incantation)

Evocation
Effective Level: 0th
Skill Check: Spellcraft DC ~21 (17-26) (depending on if reduced area is considered applicable and validity of ad-hoc ruling of reduced DC for incantations replicating effects well below 6th level)
Failure: Backlash, see text
Components: V, S
Casting Time: 10 minutes (edit: 1-5 minutes)
Range: Touch
Target: One flammable object
Duration: Instantaneous
Saving Throw: Reflex negates (object) (DC 16 + caster’s Int modifier)
Spell Resistance: Yes (object)

This spell sets a single flammable object on fire. If the spell is botched it goes up in a flash that blinds the caster for 1d6 rounds on a failed DC 11 fortitude save or dazzles them for 1d6 rounds on a successful save. If a 1 is rolled on this save they must make a reflex save at DC 11 or be set on fire themself

EDIT:

35.) Slow Your Roll

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Clr 1, Wiz 2
Range: Close
Target: 1 Creature per 5 caster levels, all of which must be within a 10-ft.-radius

As Calm Emotions except as noted above

DustyHalo
2018-05-31, 03:31 AM
(5e)
ABSORPTION SHIELD
3rd-level abjuration (Wizard, Paladin, Sorcerer)
Casting Time: 1 action
Range: 5 feet
Components: V,S
Duration: Concentration, up to 1 minute
A blue, shimmering, 15 by 5 foot wide shield appears in front of you with 1d10 + 15 hitpoints. When an attack is directed towards a creature behind the shield, the shield takes the damage instead. You roll an additional 1d10 per spell level after 3rd.

jqavins
2018-05-31, 10:03 AM
34.) Lighter (D&D 3.5, Incantation)

Evocation
Effective Level: 0th
Skill Check: Spellcraft DC ~21 (17-26) (depending on if reduced area is considered applicable and validity of ad-hoc ruling of reduced DC for incantations replicating effects well below 6th level)
Failure: Backlash, see text
[B]Components: V, S
Casting Time: 10 minutes
That sounds like a really long casting time. Virtually anyone, with very little instruction, a little experience and a match can get a good campfire going in half that time. And this only replaces the match. I would take this all the way down to a swift action, though not overriding the limit of one spell per turn. (And the somatic component should be tucking one's thumb tip into the crook of the bent index finger and then flicking it up; a small flame emerges from the tip of the thumb, which is used to light another object.)

36. (Well, no, not really)

Would someone please come up with a spell whose verbal component is "Hold my beer" and has a corresponding gesture as the first step in the somatic component. The beer itself is the material component.

PhoenixPhyre
2018-05-31, 03:20 PM
]Would someone please come up with a spell whose verbal component is "Hold my beer" and has a corresponding gesture as the first step in the somatic component. The beer itself is the material component.

The result must involve a large change of extreme self harm.

jqavins
2018-05-31, 03:54 PM
36) Hold My Beer (D&D 3.5)
Abjuration (?*)
Level: Any caster class 1; Any class 0
Components: V, S, M
Casting Time: One standard action
Range: Caster
Target : Caster (and any cohorts; see below)
Duration: One following action (see below)
Saving Throw: None
Spell Resistance: No

The casting of this spell involves the following steps:
Somatic component: Hand a vessel containing an alcoholic beverage (typically a container of beer) to another person;
Verbal component: Say "Hold my beer" (or substitute the word for a different drink if applicable);
Perform a needlessly dangerous act.
The holder of the beverage must continue to hold it until the act is completed or the spell fails, as if the caster were unable to cast it at all. (See below.)

The caster gains a +2 Luck bonus on any one saving throw (usually Ref or Fort) that is required to avoid taking damage as a result of the act. If the act involves more than one person, the effect covers all participants, giving each the bonus to one save.

After the act is concluded, the caster feels an irresistible compulsion (no save) to chug the drink, which thus comprises the spell's material component. If the caster is unable to drink, the holder of the drink is subject to the compulsion.**

Oddly, the mere existence of this spell causes others who are not normally able to cast spells to believe that they can cast this one. Those who imitate the verbal and somatic components somehow manage to cause a reverse effect, suffering a -2 Karmic penalty on all saves to avoid taking damage from the act. This experience does not dispel the belief that it will work next time.

* Is there a better choice than Abjuration for this?
** That's right; if the caster is injured despite the save bonus, and is lying on the ground bleeding, his (it's almost always "his") buddy will chug the drink before rendering aid.

Bohandas
2018-06-01, 12:24 AM
That sounds like a really long casting time. Virtually anyone, with very little instruction, a little experience and a match can get a good campfire going in half that time. And this only replaces the match. I would take this all the way down to a swift action, though not overriding the limit of one spell per turn. (And the somatic component should be tucking one's thumb tip into the crook of the bent index finger and then flicking it up; a small flame emerges from the tip of the thumb, which is used to light another object.)
Hmmm, I was going by the guidelines for developing incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm) which prescribe 10 minutes per skill check (and 1 skill check per spell level), but now that you mention it, since it's lv0 equivalent it should probably just be 5 minutes for the check

Tvtyrant
2018-06-01, 03:50 PM
36) Hold My Beer (D&D 3.5)
Abjuration (?*)
Level: Any caster class 1; Any class 0
Components: V, S, M
Casting Time: One standard action
Range: Caster
Target : Caster (and any cohorts; see below)
Duration: One following action (see below)
Saving Throw: None
Spell Resistance: No

The casting of this spell involves the following steps:
Somatic component: Hand a vessel containing an alcoholic beverage (typically a container of beer) to another person;
Verbal component: Say "Hold my beer" (or substitute the word for a different drink if applicable);
Perform a needlessly dangerous act.
The holder of the beverage must continue to hold it until the act is completed or the spell fails, as if the caster were unable to cast it at all. (See below.)

The caster gains a +2 Luck bonus on any one saving throw (usually Ref or Fort) that is required to avoid taking damage as a result of the act. If the act involves more than one person, the effect covers all participants, giving each the bonus to one save.

After the act is concluded, the caster feels an irresistible compulsion (no save) to chug the drink, which thus comprises the spell's material component. If the caster is unable to drink, the holder of the drink is subject to the compulsion.**

Oddly, the mere existence of this spell causes others who are not normally able to cast spells to believe that they can cast this one. Those who imitate the verbal and somatic components somehow manage to cause a reverse effect, suffering a -2 Karmic penalty on all saves to avoid taking damage from the act. This experience does not dispel the belief that it will work next time.

* Is there a better choice than Abjuration for this?
** That's right; if the caster is injured despite the save bonus, and is lying on the ground bleeding, his (it's almost always "his") buddy will chug the drink before rendering aid.
Isn't this an extremely powerful mindeffecting enchantment? You basically give out a no save compulsion to do something stupid, and a -2 to skills.

jqavins
2018-06-01, 04:29 PM
Isn't this an extremely powerful mindeffecting enchantment? You basically give out a no save compulsion to do something stupid, and a -2 to skills.
No, the only compulsion is to drink the beer. Doing something stupid was the original motivator to cast the thing. And that doesn't occur in the same instances when the -2 on saves does; the -2 comes when it is cast by those who shouldn't cast it, and the compulsion occurs only when it is cast correctly. And the compulsion usually only affects the caster himself, who knew what he was doing (or should have).

Anyway, maybe with any sort of no save compulsion it should be a level higher.

Bohandas
2018-06-02, 04:43 AM
37.) Body Ward
Abjuration
Level: Adept 2, Clr 2, Drd 2, Hex 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2,
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living corporeal creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The affected creature is warded against bodily failure and illness. The spell grants the subject a +4 resistance bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

Tvtyrant
2018-06-02, 09:33 AM
No, the only compulsion is to drink the beer. Doing something stupid was the original motivator to cast the thing. And that doesn't occur in the same instances when the -2 on saves does; the -2 comes when it is cast by those who shouldn't cast it, and the compulsion occurs only when it is cast correctly. And the compulsion usually only affects the caster himself, who knew what he was doing (or should have).

Anyway, maybe with any sort of no save compulsion it should be a level higher.

Okay, I misunderstood this part:

"After the act is concluded, the caster feels an irresistible compulsion (no save) to chug the drink, which thus comprises the spell's material component. If the caster is unable to drink, the holder of the drink is subject to the compulsion.**

Oddly, the mere existence of this spell causes others who are not normally able to cast spells to believe that they can cast this one. Those who imitate the verbal and somatic components somehow manage to cause a reverse effect, suffering a -2 Karmic penalty on all saves to avoid taking damage from the act. This experience does not dispel the belief that it will work next time."

It seemed like it was saying that other individuals would believe they can cast but can't, causing them to imitate you with a -2 to saves.

Bohandas
2018-06-03, 02:30 AM
38.) Standing Water (D&D 3.5, Incantation)
Transmutation/Necromancy
Effective Level: 5th
Skill Check: DC 24; Spellcraft (2 checks), Knowledge (Nature) (1 check), Survival (1 check), Swim (1 check)
Failure: Backlash, see text
Components: V, S, Location
Casting Time: 50 minutes
Target: One pool of stagnant water
Effect: One medium sized pseudo-water-elememtal
Range: ten feet
Duration: Permanent (see text)

This spell creates a mindless false water elemental from a pool of stagnant water. This creature has the same statistics as a medium water elemental except that it has no intelligence score (do not recalculate skills) and it's slam attacks expose targets to filth fever. The pseudo-elemental follows the caster's commands but is only capable of understanding simple orders. The pseudo-elemental is bound to the surface of the pond it was conjured from; it walks along the pond's surface and cannot sink below the surface or walk beyond the pond's edge. If the pseudo-elemental is ever knocked prone the spell instantly ends.

The caster must cast the spell from inside the stagnant pond, which exposes them to filth fever. The caster must be careful not to disturb the still water as they cast the spell (hence the swim and survival checks).

Failure: If the spell is botched then filthy, agitated, turbulent, partially enchanted pond water sloshes violently over and around the caster, causing them to immediately contract filth fever (DC 18 resists, failure by six or more means the disease takes hold with no incubation period), and must also make an immediate fortitude save to avoid drowning (a dc 25 swim check bypasses this). This agitation of the water also means that the same pond cannot be used to attempt this spell again for at least a day.

Bohandas
2018-06-24, 04:26 PM
39.) Color Ray (D&D 3.5e)
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Effect: Ray
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes


A multicolored ray springs from your hand. You must succeed on a ranged touch attack to strike the target.

The target is affected according to its Hit Dice (sightless creatures are not affected regardless):

2 HD or less
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)


3 or 4 HD:
The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.


5 or more HD:
The creature is stunned for 1 round.

Material Component:
A pinch each of powder or sand that is colored red, yellow, and blue.

The Magister
2018-07-05, 04:14 PM
All of the 'original' spells from my current PC's spellbook. Joker's cold fusion is the only one that I created myself - the rest are modified versions of spells from various sources: Pathfinder, Mongoose, Sword & Sorcery, online homebrew, etc. I've left out a few that would seem overpowered outside of my campaign, but some could probably still be seen in that way, but whatever....


Joker's Awaken Automaton
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target: One non-hostile construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates an efflux of pseudo-sentience within a mindless construct (such as a golem or an animated object). The targeted construct gains Intelligence, Wisdom and Charisma scores of 3d6 +1 per 6 caster levels (maximum 3d6+5). These scores replace the construct's former ability scores where applicable. If the construct's new Wisdom or Charisma scores are less than its current Wisdom or Charisma score, the construct retains the old score. The spell has no effect on constructs that already have an Intelligence score.

Material Component: Scarlet and blue, incandescent blue and pink and green ioun stones, giving +2 enhancement bonuses to Intelligence, Wisdom and Charisma, respectively. The stones are worth 8,000 gp each.
XP Cost: 2,000


Joker's Binding Circle
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: Standard action
Range: Medium (100' + 10'/level)
Area: Circle with a radius of up to 5'/level (50' maximum)
Duration: One minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Anyone in the area of this spell when it is cast is bound within the complex circle of arcane sigils and diagrams it creates, but only so long as they are touching the ground at the time. Creatures entering the circle after it is created are unaffected, but it is dispelled if the caster enters it. Creatures within can take any normal action but cannot leave by any means short of limited wish, miracle or wish. Attempts to dispel it have a +5 bonus.

Material Component: A mixture of finely-ground alabaster, sulfur and cold iron filings in a tiny, tightly-wrapped pouch of thin, dried cockatrice stomach that has been lightly dusted with powdered silver, costing 10 gp.


Joker's Blazing Embers
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting time: Standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10'-radius spread
Duration: Instantaneous; see text
Saving Throw: See text
Spell Resistance: No

This spell conjures a large, blazing sphere of embers. Any creature in the spell's area takes 1d4 points of fire damage per caster level (maximum 5d4) from the intense heat it generates unless they succeed on a Reflex save for half damage. The sphere bursts at the end of the caster's turn, scattering embers in a 10' radius before burning out in 1d8+2 rounds.

Each time a creature moves into an area covered by the embers, it takes 1 point of fire damage. If a creature spends its entire turn within the area, it must make a Reflex save or take an additional 1d4 points of fire damage.

Material component: A 1"-diameter, 1/4"-thick disc of fire-hardened apple, maple or walnut wood with the appropriate sigils burned into it.


Joker's Cold Fusion
Transmutation
Level: Sor/Wiz 1
Components: V, S, M, F, XP
Casting Time: See text
Range: Touch
Target: One weapon crafted by the caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows the caster to alloy cold iron with any other metal and preserve the abilities of both the former and the latter (if it has any) for the purpose of forging a weapon. If it is alloyed with mundane metal such as steel, it merely grants any weapon made from it the hardness and hit points of the latter metal. If it is alloyed with more exotic materials such as adamantine, then a weapon made from it is capable of overcoming the damage reduction of creatures vulnerable to both materials while still maintaining adamantine's ability to ignore hardness.

This spell is first cast when the Craft check to make the weapon begins and frees up its spell slot or daily spell usage as normal, but adds one hour to every day spent working on the weapon. It the caster does not have at least four ranks in Craft (Weaponsmithing), they cannot even prepare or otherwise cast it. Attempting to cast it without this prerequisite or using the resulting alloy to create anything but a weapon causes the Craft check to automatically fail and destroys both metals. Even if all otherwise goes well, there is still only an 80% chance + 1 per caster level that the spell will succeed; failure does not destroy the metals, but the alloying cannot be attempted again until the caster gains at least one level, even if different metals are used.

Material Component: A piece of both metals to be alloyed worth at least 10 gp each inscribed with the appropriate arcane sigils.
Focus: A masterwork smith's hammer inscribed with arcane sigils, which is used to forge the weapon.
XP Cost: 100


Joker's Comestible Putrefaction
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10'
Target: 1²'/level of food and water or one potion; see text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object, destroying it if it fails a saving throw.


Joker's Compelling Question
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: Standard action
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The caster asks the target a single, simple question that can be answered with a single word. On the target's next turn, as a free action, it answers as truthfully as possible; it cannot attempt to lie - directly, by omission or otherwise - unless aided by magic, psionics or other effects. The DM is free to assign modifiers to the save based on how important the target considers the answer. Asking someone whether or not they are the king's murderer, for example, involves a closely-guarded secret and may earn a trained assassin at least a +4 competence bonus to the save. Asking the village idiot, on the other hand, if he is the one who tried to break into the bakery the previous night, is likely to procure an emphatic "Yes!" without issue.


Joker's Corpse Puppet
Necromancy [Evil]
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: (25' + 5'/2 levels)
Target: One corpse
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You animate a corpse as per animate dead, transforming it into a skeleton or zombie. However, it only lasts as long as you concentrate. The skeleton or zombie uses your caster level as its base attack bonus. When you cease concentration, it falls at the end of your next turn, but may be re-animated with another casting. It does not count against the total HD of undead that can be controlled at one time, and may not be more than one size category larger than your natural form (though it may be of any smaller category).

Material Component: Any bone or bone fragment inscribed with the appropriate sigils.


Joker's Curse of Estrangement
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes the target to temporarily forget any prior familiarity they had with the caster and treat them as an unfamiliar person whom they're meeting for the first time if the caster interacts with them.

This spell counters and dispels charm person.


Joker's Discerning Eye
Divination
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

This spell reveals the exact monetary value of a single item for the region in which it is cast.

Focus: Magnifying lens.


Joker's Energy Lash
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: Standard action
Range: Personal
Effect: 10'-long whip of force energy
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a whip made of force energy that springs from the caster's hand (or the most suitable analogous appendage) and is wielded as if they were proficient with it if they weren't already. It has a 10' reach, deals 1d6 points of damage +1 per two caster levels (maximum +10) or the caster's Intelligence modifier (whichever is higher) and can be used to grapple without provoking attacks of opportunity.

Material Component: A 3-inch strip of leather that has been dipped in mercury and inscribed with arcane sigils.


Joker's Enhanced Research and Development
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 day/level
Saving Throw: None (harmless)
Spell Resistance: No

This spell affords the recipient a clarity of mind that allows one to perform research or craft magic items and constructs (such as golems and homunculi) at a much greater pace. While this spell is active, the recipient gains the following benefits:

- The casting times of legend lore and identify are reduced by 75%
- The recipient gains a +10 circumstance bonus on Spellcraft checks to research new spells
- Only half the normal amount of time is required to research a new spell
- Crafting magic items and constructs takes half the normal amount of time

These effects do not stack with non-permanent effects (such as repeated castings of this spell) but do stack with permanent mundane, magical or otherwise supernatural effects (such as the Speedy Crafting feat, the maester's Quick Crafting class feature or the Efficient Item Creation feat). This spell does not affect items or constructs created with divine magic or psionics. Users of divine magic may use this spell normally if they have at least enough levels in an arcane spellcasting class to cast it.


Joker's Extended Charge
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: Standard action
Range: Touch
Duration: 1 round/2 levels (D)
Saving Throw: None
Spell Resistance: No

When cast on a wand, this spell lets it be used throughout the duration without expending any charges, but this may be done no more than once per round.

Materical Component: 1 gp worth of colloidal silver that has been struck by natural lightning.


Joker's Fight or Flight
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Until the end of the subject's next turn
Saving Throw: No
Spell Resistance: No

Once during the spell’s duration, as a swift action, the subject of this spell can gain a +1 bonus to attack, + 1 per two caster levels beyond 1st (maximum +5 at 9th level) or an additional +5' bonus to one speed of their choice per caster level (maximum +50 at 10th level). This effect lasts until the end of the subject’s next turn.


Joker's Fire Stride
Transmutation [Teleportation]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until expended; see text

You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must occupy at least as much space as you do. Fire elementals and other fire creatures are not considered 'fires' for the purpose of this spell, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires within long range (400 ft. + 40 ft/level) and can transport yourself to one of them. Each transport counts as a full-round action. With each casting of the spell, you can transport yourself once per caster level. If a fire's location doesn't offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don't sense its location. If a fire rests on a surface that can't support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there. Fire stride provides no protection against fire, so it is advisable to obtain such protection before using the spell.


Joker's Force Ward
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: None
Spell Resistance: Yes

This spell protects a creature from damage by force effects, such as magic missile, in a manner similar to protection from energy. When the spell absorbs 12 points of force damage per caster level, its effects end. It also provides the recipient with the ability to pass through a wall of force, though this immediately ends the spell. It does not allow one to attack through the wall - it simply permits them to move through it.


Joker's Gloomlight
Illusion (Shadow) [Light]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent
Saving Throw: No
Spell Resistance: No

The touched object sheds an eerie radiance in a 60' radius, granting creatures with darkvision the ability to perceive colour. Both darkness and light spells counter this effect.


Joker's Glowing Orb
Evocation [Light]
Level: Sor/Wiz 1
Components: V, S, F
Casting time: 1 standard action
Range: Touch
Effect: Magical, controllable light source
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (a standard action), provided that the orb is within 30' of you. The light level ranges from no light at all to illumination within a 60' radius. The colour of the light may be altered as a free action. There is no limit to the number of glowing orbs you can create, and you can control their light levels independently or in concert. If a glowing orb is destroyed, the magic is lost. If you die, however, an orb retains its magic. Any creature with an Intelligence or Wisdom score of at least 13 can gain control of an orb simply by touching it. There is no limit to the number of creatures that may control an orb, though the orb's creator may revoke another being's control at any time as a free action.

Focus: The glass sphere (50 gp) into which the light is placed. An orb usable for this purpose has at least hardness 0 and 2 hit points.


Joker's Improved Magic Missile
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to ten creatures, no two of which can be more than 20' apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d6+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

You gain an additional missile for every two caster levels (two missiles at 5th level, three at 7th, four at 9th, five at 11th, etc), to a maximum of ten missiles at 21st level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature.


Joker's Javelin
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One creature, object or force effect
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to hurl a javelin-like bolt of force energy that has two effects. You make a single attack roll when casting the spell and, if you succeed at a ranged touch attack, you automatically dispel any force-based defensive spell of 2nd level or lower, such as mage armour or shield. It also suppresses bracers of armour and similar items for 1d4 rounds. If this attack roll also overcomes the target's normal AC (discounting any bonus from force-based effects), the javelin inflicts 1d8 points of damage per two caster levels (maximum 5d8). Once per day, if this spell is cast in the same round as - or in the round immediately following the casting of - Joker's energy lash, the latter spell may be immediately converted into Joker's javelin without expending the spell or an unused slot, but only if the energy lash is still active.


Joker's Lightning Lance
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 40' line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A spear of lightning launches up to 40' from the caster's hand, striking all creatures in its path. Any creature in the area takes 4d4 points of electricity damage. This damage is increased by 1d4 per two levels over first, to a maximum of 8d4 at 9th level. If they succeed on a Reflex saving throw the targets only suffer half damage.

Objects in range may be specifically targeted at the caster's discretion; they are otherwise not subject to damage. Attended objects pass or fail their save with their owner.


Joker's Mirror Portal
Transmutation
Level: Sor/Wiz 6
Components: V, S, AF, XP
Casting Time: 10 minutes
Range: Touch
Target: Two silver mirrors
Duration: One day/level
Saving Throw: None
Spell Resistance: No

This spell creates a one-way passage between any two mirrors. Once the spell is cast, the mirrors can be moved any distance apart, though they cease to function if one is moved to another plane unless they are both moved there, at which point they resume their normal function. Anyone stepping into one mirror comes out the other, but the passage cannot be made two-way unless the spell is cast twice (in which case the second casting takes one minute and requires only 50 XP). This spell cannot link more than two mirrors together, though there is no limit to how many pairs one may link. The mirrors can, obviously, transport only creatures that can fit through them; therefore, a determined halfling can probably squeeze through a Small mirror and emerge from a Large mirror, but an ogre cannot do the opposite without the appropriate magical or psionic assistance. Gazing into one mirror shows either the normal reflection or whatever is reflected in the other mirror, depending on what the viewer wants to see. This spell can be made permanent, but the base XP cost is doubled if a two-way portal is made, and the casting time is increased to thirty minutes for one-way portals and one hour for two-way portals; two-way portals include the base XP cost of the spell itself in addition to the cost of the secondary mirror, for a total of 8000 XP.

Arcane Focus: Two fine mirrors of highly-polished silver, worth at least 500 gp each.
XP Cost: 500


Joker's Phantom Artillery
Conjuration [Creation]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: Standard action
Range: Close (25' + 5'/2 levels)
Effect: One siege weapon created from energy
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
This spell creates a temporary siege engine that you and your allies may crew and fire. In addition, each time you prepare the engine for firing, it magically creates its own ammunition. This makes it much easier to prepare the weapon for attack, increasing its rate of fire. However, other forms of ammunition may be used as normal, if available. The type of siege engine created depends on your caster level:

Level 7 to 11:

You may create a ballista. It takes 2 rounds to prepare this weapon for firing. The ballista is treated as a +1 weapon.

Level 12 to 16:

You may create a ballista as above or a light catapult. It takes 2 fewer rounds than normal to prepare the catapult for firing, though the time necessary to aim or re-aim it is unchanged. The catapult or ballista is treated as a +2 weapon.

Level 17 or higher:

You may create a ballista, light catapult, or a heavy catapult. It takes 3 fewer rounds than normal to prepare a heavy catapult for firing, though the time necessary to aim or re-aim it does not change. These siege weapons function as +3 weapons.

Material Component: A stone weighing at least 1 lb. or a crossbow bolt, depending on the type of siege engine created, both of which must be inscribed with arcane sigils.


Joker's Power Surge
Transmutation
Level: Sor/Wiz 3
Components: S, XP
Casting Time: 1 standard action
Range: Touch
Target: Wand, sceptre or staff touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

Touching a wand or staff that has at least one charge, you imbue it with one temporary charge per three caster levels. These charges work like temporary hit points: When a character uses the item, deduct the charges spent from the temporary charges first. When the spell expires, any remaining temporary charges are lost. The affected item must have at least one charge for this spell to function.

XP Cost: 5 XP times the level of the highest-level spell stored in the item.


Joker's Retributive Ward
Abjuration [Force]
Level: Sor/Wiz 6
Components: V, S, M
Casting time: Standard action
Range: Personal
Target: You
Duration: 1 minute/2 levels (D)
Saving Throw: Reflex partial
Spell Resistance: Yes

Any creature that physically attacks (i.e., not using magic, psionics, spell-like abilities, etc.) the caster suffers arcane feedback that inflicts 2d6 points of force damage +1 per two caster levels (maximum +20), regardless of whether or not the attack succeeds. On a successful save, an attacker still receives 2d6 points of damage. This damage applies only to attackers using conventional weapons; if the caster is targeted by a ballista or catapult, for example, those operating the device are unaffected.

Material Component: A few shards from a crystal hammer that was broken against a wall of force.


Joker's Shrapnel Globe
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: Standard action
Range: Close (25' + 5'/2 levels)
Effect: One exploding metal sphere
Duration: 2 rounds/level
Saving Throw: Reflex half (see text)
Spell: Resistance: Yes

This spell creates a small metal sphere slightly larger than a human fist that exists for two rounds per caster level. If you hurl or drop the globe, it detonates either upon impact or at a point determined by the caster, spraying metal shards in all directions in a 20' radius. The shrapnel inflicts 1d8+1 points of damage per two caster levels, to a maximum of 5d8+5. Despite what one would expect from a shrapnel-based effect, the damage it causes is untyped and, therefore, not subject to damage reduction. Throwing or dropping the sphere where you want requires a standard action, resolved as a grenade-like missile. Dropping the sphere subjects the user to its damage, but for them, a successful Reflex save negates all damage and is rolled with a bonus equal to the caster's base Intelligence modifier (i.e., items worn by the caster such as headbands of intellect or spells like fox's cunning do not affect the save bonus). You may give the sphere to another creature to use, but it requires a standard action to do so and must be used within a number of rounds equal to the caster's base Intelligence modifier or it will revert to the form of the spell's material component, which can be used to cast it only once more, as it will immediately oxidize and disintegrate if it remains unused after a second casting.

Material Component: 1-ounce polished steel sphere inscribed with arcane sigils.


Joker's Skeletal Expurgation
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse or corporeal undead
Duration: Instantaneous or 1 minute; see text
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton (as well as the flesh and organs as dust, fresh gore, desiccated tissue or any other appropriate form, at the casters discretion). If it is cast on a non-skeletal corporeal undead creature, it takes a –2 penalty on all rolls and to its Armor Class for 1 minute. This also affects corpses and undead with exoskeletons, such as ankhegs or chuuls.

Material Component: A pinch of powdered death cap mushrooms.


Joker's Skeletal Servant
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse or skeleton
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the body or bones of a person or creature into an undead skeleton. This spell will only animate dead creatures of Medium size or smaller. The skeleton follows all of the caster's mental or verbal commands and remains animated until it is destroyed; a destroyed skeleton cannot be reanimated again.

Regardless of the number of times this spell is cast, only a single skeleton animated by this spell may be controlled at any one time by a single caster. If another skeleton is animated using this spell while one is already under your control, the original is destroyed.

The skeleton does not count against your HD limit of controlled undead, but otherwise follows the normal rules for animating and controlling undead. An undead skeleton can be created only from a mostly-intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones, cleanly or messily, at the caster's discretion.

Material Component: A piece of black onyx worth at least 50gp placed in the mouth or eye socket of the corpse or skeleton.


Joker's Skull Bomb
Necromancy
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: 10'-radius burst
Duration: 1d4 rounds or until discharged
Saving Throw: Will partial
Spell Resistance: Yes

When this spell is cast, the skull is infused with necromantic energy and thrown. Any creatures in the area are dealt 1 damage per caster level (maximum 10), and are slowed for 1d4 rounds as the space around them is 'thickened.' A successful Will save negates the slowing, but not the damage.

Material Component: A skull of any kind. If the caster uses the Eschew Materials feat, a spectral skull with an appearance of the caster's choice is instead produced and thrown in place of a material skull.


Joker's Superior Hardening
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: Standard action
Range: Touch
Target: One item of a volume no greater than 104'/level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)

This spell greatly increases the hardness and hit points of of various materials. An object increases in hardness by one point per caster level (maximum 40), the break DC increases by 25% and it gains a number of hit points per inch of thickness equal to half the caster's Intelligence modifier (both rounded up; minimum 1). Materials thinner than one inch are treated as if they are one inch thick.

Material Component: A small piece of particularly sturdy material at least loosely connected to the material being hardened: i.e., granite for stone; tungsten for metal; pure quartz for glass or crystal; hardwood, bone, hide, scales, shell or carapace from a creature with at least a +3 natural armour bonus for organic materials like cloth, leather, paper, rope or wood, etc.


Joker's Sparklight
Evocation [Light]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: 5'-radius of weak light
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

As light, but it creates a weaker light that only helps those with low-light vision. It provides enough light to render darkvision useless within its 5' radius, but not enough to allow a human to read or distinguish colour.

Material Component: A pinch of powdered firefly or phosphorescent moss.


Joker's Teleport Co-ordinates Transfer
Divination
Level: Sor/Wiz 4
Components: V, S
Casting Time: Standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: No

This spell allows the caster to communicate information about a particular location to the target with enough clarity to make them as familiar with it as the caster for the purpose of teleportation spells, psionics or other effects that require one to be at least somewhat familiar with the destination. It may also be used to learn co-ordinates from a willing creature. When this spell is scribed onto a scoll or used to craft another item, the crafter may choose to specify a fixed location instead of allowing the user to do it themselves (which may or may not be clear to them, at the crafter's discretion), with no change in price, creation cost or crafting time. If used on an unwilling target to impart information, they are allowed a Will save to determine whether or not the information is transferred. This spell cannot be used to extract co-ordinates from an unwilling target unless they are duped, coerced or otherwise compelled to allow the caster to learn it. If the target is magically- or psionically-compelled to provide the information, they gain a +4 bonus on the Will save.


Joker's Warding Globes
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: Standard action
Range: Personal
Effect: One two-inch globe/two levels (maximum 6)
Duration: One minute per level or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates up to six small globes of force energy that float around the caster within 5' (the ignorant might mistake them for ioun stones). These globes grant a +1 deflection bonus to AC per globe, intercept attacks of opportunity and deal 2d6 damage in the process (Reflex half); this destroys the globe. The globes foil attacks with reach weapons, but this does no damage to the attacker. The globes can only be interacted with when blocking attacks of opportunity; they cannot be deliberately targeted, unerringly dodging all attacks. When attacked by a creature with spell resistance, a caster level check must be made as normal to overcome it. If the the check fails, the creature makes the attack as normal, but no spheres are lost, since they do not even react to the creature's presence.

Material Component: A small glass sphere worth 10 gp for each sphere to be created.


Man.... I've never noticed how.... wordy.... some of these are. Or how lazy I got with the material components. I'm the only one who ever reads them, so I never bothered to be concise. Oh well....

brian 333
2018-07-06, 09:10 AM
Which brings us to 71. The next spell is number is 72

rferries
2018-07-06, 01:12 PM
Magister, those are worthy of their own post (or own series of posts, even)! Some are just a little too good (joker's blazing embers vs burning hands), but the vast majority are both novel and balanced.

The Magister
2018-07-07, 02:32 PM
Yeah, that one originally did 1d4 damage per two caster levels and burned out in 1d8 rounds, but my primary campaign is a pretty high-powered experimental progression to test modified (and original) rules, so I changed it. I guess I forgot to 'reset' it when I posted it. Seriously, you should have seen the ones I left out.

brian 333
2018-07-08, 12:45 PM
72: Arcane Tag

Sorcerer/Wizard 5, Bard 7
Components: V, S, M
Casting Time: 1 Action
Range: 25 feet/25 miles
Effect: 1 item or individual, max 1 sq. foot
Duration: Permanent for items, 1 month for creatures
Save: Reflex
Spell Resistance: No

When this spell is cast the wizard hurls a quill made of silver or some other precious metal (with a minimum cost of 50 gp) at a target within 25 feet which can only avoid this spell through a Reflex save. If this save fails, the victim is given an Arcane Mark (http://www.d20srd.org/srd/spells/arcaneMark.htm) by the caster.

In addition to the normal effects of an Arcane Mark, the Arcane Tag confers a +100% bonus to any attempt by the caster to scry upon the victim. Additionally, if the victim is within 25 miles of the caster, the victim's distance and direction is known to the caster.

Any number of items can be so marked, and this mark can be used as the required Arcane Mark spell for the purposes of Instant Summons spells.

The spellcaster can only have a number of living creatures Arcane Tagged which equals the caster's Charisma bonus, (minimum of 1) Tagging another creature beyond the maximum dismisses the Arcane Tag which is oldest. In no case does such a Tag last for more than 30 days on any living creatures.

Darth Ultron
2018-07-10, 10:24 PM
73.) Cows of Chaos
Conjuration(Summoning, Chaos)
Level: Clr 3,Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close
Effect: a herd of Chaos Cows
Duration: 3 rounds/level
Saving Throw: None
Spell Resistance: No

This spell summons a herd of Chaos Cows, female bovines from the elven plane of Arvandor. The Chaos Cows appear where the caster designates, but no two can be farther apart then 30 feet. The spell summons six Chaos Cows, plus one Chaos Cow per caster level. The Chaos Cows are passive and non aggressive, and simply mull about the area. A Chaos Cow will only fight if directly attacked first. The caster has no control over the Chaos Cows summoned by this spell.
Mostly the Chaos Cows get in the way, take up space, make noise and eat nearby grass. They do provide quite a distraction, and it is possible to make them stampede.
Focus: a bag and a bit of hay or grass.

Notes: An ancient elven spell created to annoy other races, but particularity humans, dwarves and orcs.


Chaos Cow Magical Beast(Extraplanar)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 feet
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Law, Stampede
Special Qualities: Darkvision 60’, Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5, Fast Healing 1, Immunity to polymorph and petrification.
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Chaotic Planes
Organization: Herd
Challenge Rating: 3
Treasure: none
Alignment: Chaotic
Advancement: -

The Chaos Cows a female bovines from the elven plane of Arvandor. A Chaos Cow stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weighs 1,800 to 2,400 pounds.

Smite Law (Su): Once per day, an anarchic creature can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a lawful opponent.
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

brian 333
2018-07-11, 10:52 AM
73.) Cows of Chaos
Conjuration(Summoning, Chaos)
Level: Clr 3,Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close
Effect: a herd of Chaos Cows
Duration: 3 rounds/level
Saving Throw: None
Spell Resistance: No

This spell summons a herd of Chaos Cows, female bovines from the elven plane of Arvandor. The Chaos Cows appear where the caster designates, but no two can be farther apart then 30 feet. The spell summons six Chaos Cows, plus one Chaos Cow per caster level. The Chaos Cows are passive and non aggressive, and simply mull about the area. A Chaos Cow will only fight if directly attacked first. The caster has no control over the Chaos Cows summoned by this spell.
Mostly the Chaos Cows get in the way, take up space, make noise and eat nearby grass. They do provide quite a distraction, and it is possible to make them stampede.
Focus: a bag and a bit of hay or grass.

Notes: An ancient elven spell created to annoy other races, but particularity humans, dwarves and orcs.


Chaos Cow Magical Beast(Extraplanar)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 feet
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Law, Stampede
Special Qualities: Darkvision 60’, Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5, Fast Healing 1, Immunity to polymorph and petrification.
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Chaotic Planes
Organization: Herd
Challenge Rating: 3
Treasure: none
Alignment: Chaotic
Advancement: -

The Chaos Cows a female bovines from the elven plane of Arvandor. A Chaos Cow stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weighs 1,800 to 2,400 pounds.

Smite Law (Su): Once per day, an anarchic creature can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a lawful opponent.
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Now my hobgoblins have a favorite food. Imagine the fun as ranks of hobgoblin archers and spearmen line up against a stampede of chaos cows.

Bonus: stylisly colored leather goods!

Darth Ultron
2018-07-12, 11:50 PM
74.) Know Animal's Companion
Divination
Level: Sor/Wiz 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Effect: one animal
Duration: Instantaneous
Saving Throw: Wil(neg)
Spell Resistance: Yes

This spell divines if an animal has a companion or master and gives the caster some knowledge of that person. The caster learns the general physical appearance, how long ago the animal was in the presence, and the general direction of the companion or animal's master.

This spell is quite useful in determining if an animal is just acting naturally or might be in the service of someone nearby.

Pippa the Pixie
2018-07-22, 12:04 AM
75.) Mental Prompt
Divination
Level: Sor/Wiz 1
Components: V, S,M
Casting Time: 1 standard action
Range: 0
Effect: Caster
Duration: 1 week per level
Saving Throw: Wil(neg)
Spell Resistance: Yes


This spell is used to remind the wizard of an appointment or event. The
wizard decides when and what to be reminded of (within 1 week per level),
and a voice only the wizard can hear will deliver the reminder at that
time. The reminding message can be uo to 20 words long. The material
component is a small piece of elephant hide.

AtlasSniperman
2018-07-24, 04:58 PM
76) Tag Along
Conjuration (Teleportation)
Sor/wiz 1
Components: V,S
Casting Time: immediate
Range: Touch
Duration: one spell
Saving throw: will negates(harmless)
Spell Resistance: no

You cast this spell when another spellcaster is casting a Teleportation spell. Increase the number of creatures that spell can take by 1(above any normal maximum) so long as you are one of the teleported creatures. If the spell normally would not allow your familiar due to creature limit restrictions, your familiar counts as an object on your person.

TrT8r
2018-07-26, 03:47 PM
No. 77 (5e) Channel blade.
The caster chooses one nonmagical weapon of their choice. The weapon counts as a plus one magical version of itself, and the caster has proficiency with that weapon. Additionally, the weapon can return to it's owners grasp as a bonus action, and it counts as a spell casting focus.
Casting time: 5 minutes
Duration: 8 hours
Components: V,S,M ( some black pearls, worth a total of 100 gp)
Level 4? Spell

nonsi
2018-07-27, 06:10 PM
.
#78 (3.5e)

Star Burst
Evocation
Level: Sorc/Wiz 9
Components: V, S, M (a diamond worth 2500gp)
Casting Time: Standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30' radius
Duration: Instantaneous
Saving Throws: No and Yes (see below)
Spell Resistance: No

As you hurl the diamond in your hand toward your enemies, it inflates and shatters into a swarm of blazing fragments..

This spectacular spell rains down a hailstorm of diamond-like fragments of different shapes and sizes upon the affected area. The fragments explode upon impact.
All targets in the AoE take damage as follows:
- 4d8 bludgeoning *
- 4d8 piercing *
- 4d8 slashing *
- 4d8 force ** (the concussive explosion)
- 4d8 fire ** (the heat)
- 4d8 pure light ** (flash of light)
* Damage is treated as magical and adamantine and silver.
** This damage is halved by a successful Ref save.
The area of effect is then filled with smoke for 2d4+1 rounds. Treat as Fog Cloud effect.
Special: Treat the entire AoE as exposed to 3 consecutive rounds of Daylight effect.

Bohandas
2018-08-01, 01:56 AM
79.) Degenerate Conception (D&D 3.5)

Necromancy [Evil]
Level: Misery 9 (see below)
Components: V, DF
Casting Time: 1 minute
Range: Close
Target: One corporeal living entity (see text)
Area: 60 foor radius spread or N/A; (See text)
Duration: Instantaneous or permanent, (see text)
Saving Throw: Fortitude negates, (see text)
Spell Resistence: Yes

This spell has a variety of possible effects:

1.) It can cause a female (or hermaphoraditic, or isogamous) creature to immediately conceive an Unholy Scion (Heroes of Horror pg 155-157), even if they are too old or too young (though this latter use may end up causing the target physical harm in addition to the spell's basic effects), and even if they do not meet the creature type requirements listed in Heroes of Horror. The development is not accelerated in any way and takes the usual course of post-fertilization developmemt for the target's species. Humans are pregnant for 9 months, lizardfolk lay an egg, treants bear fruit, etc. For species where fertilization usually takes place outside of the body and have no mechanisms for dealing with internal fertilization this may, again, eventually cause the target physical harm if they don't happen to spawn before the Unholy Scion grows too large to be expelled.

2.) It can cause any living corporeal creature, male or female, to develop a fast growing teratoma that cannot be cured with positive energy based healing

3.) It can infect the target with any type of parasite that meets the following criteria:
*hatches from an egg inside the host's body,
*does not constitute an encounter of CR greater than the caster's caster level,
*Is either evil (such as a Gutworm {Fiend Folio pg220} or Ekolid {Fiendish Codex 1 pg38}) or unintelligent (such as a tapeworm, parasitoid hymenopteran, or botfly).

4.) It can curse a creature so that all of that creature's future offspring will be deformed or cursed in some specific way, chosen by the caster. This is a curse and can only be removed by break enchantment, limited wish, wish, miracle, mordenkainen's disjunction, bend reality, or reality revision. Removing the curse from the target does not remove curses that may have been passed on to offspring; these are seperate once they take effect must be removed seperately (although these are less tenacious and may also be removed via remove curse) and any disfigurements to offspring must be corrected medically or with specialized healing magic

In addition to basic uses - such as causing all offspring to be born with limbs missing, or deafness, or progeria; or with an inexplicable tendency to be targeted by thieves or rabid animals - There are two special uses of this version of the spell:
-Firstly it can cause all offspring to be of a specific mutant morph (such as draconians (in metallic dragons), spawn of tiamat (in chromatic dragons), or malenti (in sahuagin)), as long as that morph is evil and is not more powerful than the standard wild type
-Secondly it can cause inanimate plants to bring forth only poisonous fruit. This mostly applies only to ordinary non-creature plants but for the purposes of this spell non-intelligent plant creatures with no move speed may also be affected. This use may optionally target all plants within a 60 foot radius rather than an individual plant.

Regardless of the version chosen any creature that fails its save by more than 5 points gains 1d3-1 (can be zero) points of corruption taint (heroes of horror pg62-68)


Misery Domain

Granted Power: Add Intimidate and Disable Device to list of cleric class skills.
Black Bag spell (even when cast as wizard or assassin) optionally also conjures holy symbol, holy symbol branding iron, and thieves tools suitable for sabotage in addition to standard torture implements

1. Black Bag (BoVD): Create extradimensional bag of torture tools
2. Blindness/Deafness: makes subject blind or deaf.
3. Bestow Curse: Subject receives either a -6 on one ability; -4 penalty on attacks, saves, and skill checks; or 50% chance of losing each action.
4. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves and checks.
5. Nightmare: Send vision dealing 1d10 damage, fatigue.
6. Cloak of Hate(Heroes of Horror): Target provokes hostile reactions, takes -10 on diplomacy checks.
7. Bestow Greater Curse(Spell Compendium; BoVD): As Bestow Curse, but more severe penalties
8. Polymorph Any Object: Changes any subject into anything else
(alternately Baleful Object from Rite Publishing's "101 8th level spells")
9. Degenerate Conception (new): Implant evil creature in victim's body and possibly increase taint score

Darth Ultron
2018-08-01, 03:03 PM
80.) Char Sight
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 0
Effect: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

This spell allows the caster to touch a burned, chard item and see a vision of the event that burned and chard the item. The caster can see the area around the item for five feet, with an additional five feet per three caster levels. The vision is in real time and last however long the item was on fire: a log that burned for five hours would produce a five hour vision. The vision is as clear as if the caster was standing there watching the event. The caster can see an event in the past within one month(30 days) per caster level: at 12th level is time-frame becomes unlimited. If an object has been burned and chard several times, the caster will see the vision in order from most recent, and each vision will require a separate casting of this spell.

Pippa the Pixie
2018-08-13, 10:14 PM
81.) Detect Crime
Divination
Level: Sor/Wiz 2
Components: V, S,M, F
Casting Time: 1 standard action
Range: Long
Effect: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration: 1 min./level
Saving Throw: No
Spell Resistance: None

This spell lets a caster to detect crime in the spells area of effect. The caster gets the distance and direction to the nearest crime being actively committed when the spell is cast.

The spell requires a focus of a written set of laws and will only detect crimes against those set laws. The spell is blocked by even a thin sheet of lead.

Material component: a small piece of crystal

Focus: Some form of written set of descriptive laws written by someone with at least 10 ranks in Knowledge Local.

Darth Ultron
2018-08-14, 09:03 PM
82.) Illusionary Tactility
Illusion(Glamer)
Level: Sor/Wiz 1
Components: V, S,M
Casting Time: 1 standard action
Range: Long
Effect: tactile glamer that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw:Will disbelief (if interacted with)
Spell Resistance: None


With this spell, the caster creates an tactile illusion within the area of effect. Only unattended objects can be effect by this spell. The specific illusion is limited only by the imagination of the caster. The wizard must maintain concentration during the spell's duration. The material components for this spell are a pinch of sand or grit and a small patch of silk fabric.

Derpaligtr
2018-08-14, 09:29 PM
83) Secret Style Broth Breath Noodle-Jitsu

You summon the broth of your monastery's Core Cup in your stomach and spew it forth at your enemies by expending 2 ki. Each creature in a 15' cone take 3d8 acid damage. A successful dexterity save halves this damage. For each ki above 2 that you use, this damage increases by 1d8. The target smells faintly like broth and bile for 24 hours, even if they shower.

___
All the noodle-jitsu spells require a verbal component (yelling the name of the secret style noodle jitsu) and somatic component.

This is for my 5e Homebrew: Monastic Tradition: Way of the Cup Noodle

jqavins
2018-08-15, 07:57 AM
83) Secret Style Broth Breath Noodle-Jitsu...You have a bizarre imagination.:smallsmile:

Derpaligtr
2018-08-15, 08:04 AM
You have a bizarre imagination.:smallsmile:

Thank you :)

I'm kinda proud of this one haha

gooddragon1
2018-08-20, 12:53 AM
A few I've made:

84.) Shockfrost (http://www.giantitp.com/forums/showthread.php?550227-Shockfrost-3-5-Wiz-Sorc-4th-level-spell)
Evocation [Cold, Electricity, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude negates, Will negates (see text)
Spell Resistance: Yes

You release a powerful stroke of electrical energy mixed with cold energy that deals 1d6 points of cold damage per two caster levels (maximum 6d6) and 1d6 points of electricity damage per two caster levels (maximum 6d6) to each creature within its area. Creatures who succeed on a reflex save take half of this damage. The bolt begins at your fingertips.

Creatures that take cold damage from this spell have all movement speeds halved for 1d4+1 rounds unless they succeed on a fortitude save. Creatures that take electricity damage from this spell can only take a standard or move action each round for 1d4+1 rounds unless they succeed on a will save (this is a mind-affecting effect that only affects creatures with an electrically based nervous system).

The lightning bolt damages objects in its path and does twice as much damage to them (it is still subject to hardness however). 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.

Material Component

A glass rod encapsulating a metal core.

===

Was inspired by a combo I liked in Magicka 1 and 2 A-R-E-A

===

85.) Adjust Weapon (http://www.giantitp.com/forums/showthread.php?566063-Adjust-Weapon-1st-Level-3-5-Spell&p=23285345#post23285345)
Transmutation
Level: Bard 1, Paladin 1, Ranger 1, Wizard 1
Components: V, S
Casting Time: 1 standard action (see below)
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Adjust weapon modifies a weapon (including natural weapons and unarmed strikes) and any ammunition it fires to be unaffected by a natural impediment of your choice (such as wind or underwater but not solid walls) or a magical impediment that would be a valid target of a dispel magic spell (this spell is ineffective against impediments generated by spells of 5th level or higher). Weapons thrown by an affected limb possessing a natural weapon or unarmed strike also benefit from this spell. Spells that do not affect the ability of a weapon to reach its target (such as the flight path of an arrow being unaffected by an illusion) are not valid options for this spell to adjust against. Furthermore, any weapon affected by this spell does not apply nonproficiency penalties for its use if its user is not proficient with it.

Adjust weapon can be used to lesser effect against some special qualities of monsters such as the immunity or resistance of a swarm to weapon damage (giving a 20% chance of damaging them normally on each attack with that weapon). The chances for other qualities are generally low if it is at all possible.

Adjust weapon may be cast as part of an attack action on a weapon being used for the attack action (full, standard, etc.) as long as the user has a base attack bonus of at least +3.

===

Was "part" of my ranger variant to fix certain issues.

===

86.) Brain Freeze (http://www.giantitp.com/forums/showthread.php?562303-Brain-Freeze-(3-5-Wizard-Spell-Save-or-Die)&p=23178573#post23178573)
Evocation [Cold]
Level: Sor/Wiz 8, Druid 9, Wu Jen 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with a brain.
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You cause the blood in the brain of any one living creature within range to almost instantly freeze and crystallize resulting in their death. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of cold damage +1 point per caster level and is stunned for 1 round. Creatures immune to cold damage are immune to this spell. Creatures with cold resistance at least equal to your caster level are not stunned if they successfully save against this spell. Creatures with cold resistance also get a +2 bonus on their saving throw.

The subject might die from damage even if it succeeds on its saving throw.

Material Component: A piece of dry ice.

===

Really liked waterbending at the time, still do a bit.

===

I probably have more somewhere maybe. This what I could find on hand.

Bohandas
2018-08-25, 09:53 AM
87.) Putrefy Food and Drink (D&D 3.5)

Transmutation
Level: Adept 0, Asn 1, Blk 1, Blighter 0, Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: 1 cu. ft./level of food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell causes food to rot and water to turn dirty and stale. Holy water and similar food and drink of significance is spoiled by putrefy food and drink, but the spell has no effect on creatures of any type nor any effect upon magic potions other than to make them taste funny.

Derpaligtr
2018-08-25, 04:43 PM
88 5e

Materialize Killer
Casting Time: 1 Action
Range: 40'
Components: V, S
Duration: Concentration

You create a nightmarish creature from raw material. You focus the creature onto a target within range. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before this transmutation ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the target is no longer frightened and takes no damage from the transmutation and is immune to it for 24 hours.

You can move the nightmarish creature up to 30 feet as a bonus action on your turn. You can use your action to allow the materialized killer affect a different creature. If another creature saw the initial target pass their saving throw against this fabrication, they gain advantage on their saving throws.

====

I'm doing a homebrew setting and this is one of the transmutations that the classes can perform.

It's my take on changing an illusion spell and making it a transmutation spell.

The Magister
2018-09-07, 06:03 PM
89 - 3.5 D&D

This is a hybrid of a homebrew spell I found and amanuensis from the Spell Compendium, with a few personal adjustments:

Joker's Rapid Replication
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard action
Range: Touch
Target: 2 Documents or books touched/Intelligence bonus
Duration: Concentration
Saving Throw: None
Spell Resistance: No
This spell functions as amanuensis, but with the following improvements. Otherwise, it retains the lesser spell's functions:

The caster touches one non-magical book or document and another book or document with as many blank pages, and two pages per caster level (maximum 20) per round are copied into/onto the blank medium instead of 250 words per minute. The text and any illustrations (including illuminations) are perfectly copied, and a single casting can save months of copying time. If interrupted, the caster must make a DC 20 Concentration check to continue copying. If the copied material contains effects such as a sepia snake sigil or explosive runes, the text is copied normally (without transferring the effect), but the effect is not triggered unless the caster fails at a Concentration check equal to the spell's normal DC +4, in which case the effect comes from the original text and does not damage the copy.

Spellbooks and spell scrolls may be copied, but the text and diagrams are non-magical in nature, which is instantly recognizable (no check required) to anyone with at least one caster level in any spellcasting class or five or more ranks in Knowledge (Arcana). Attempting to prepare, cast or copy (even, ironically, using Joker's rapid replication) 'spells' from such sources results in one point of damage per spell level to the would-be caster's Intelligence, Wisdom or Charisma (depending on their class) at the end of the preparation, copying or casting time, thus wasting any materials used in the process, but not XP. Up to two books or other documents per point of the caster's primary spellcasting ability score may be copied per casting. Certain images, words, paragraphs or entire pages may be omitted, but nothing may be added or otherwise altered.

If this spell is used to copy text onto a medium made from different material (such as from parchment to bound sheets of thin silver or wood or stone magically treated to be as supple as vellum but still just as sturdy), the colour of the text (which may become indentations, etchings, engravings or even burned into the new medium) and illustrations (which are subjected to the aforementioned changes) is not transferred. Needless to say, any Forgery, Bluff or other checks relying on a copy made from different materials automatically fail, unless the party to be deceived is very unfamiliar with the original. The viability of even attempting to make such a check is left to the DM's discretion.

Material Component: Blank pages of any suitable material, either bound or unbound, equal in number to the amount to be copied. The pages are not actually consumed; rather, they are filled with the information from the original. For this reason, they also do not count as expensive material components for the purposes of creating scrolls and book- or scroll-like wondrous items involving this spell, as they are considered to be part of the raw materials cost.

Darth Ultron
2018-10-05, 10:28 PM
90. 3.5E

Peaceful Polymorph
Transmutation (Curse)
Level: Sor/Wiz 4, Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Creature Touched
Duration: Permanent
Saving Throw: Wil(neg)
Spell Resistance: Yes


This spell is cast upon a single creature and effects any manufactured weapon they touch, weld and have in their possession. Any such weapon, including ammunition, is immediately polymorphed into random tool or other non combated related item. Once out of the effected characters possesion the effect ends and the object returns to normal. This spell has no effect on natural weapons or magic weapons.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Tron Troll
2018-11-07, 05:00 PM
5E

Stone spears

3rd Level Conjuration
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, 1 Minute

You summon 3 spears made of stone and throw them at a target within range making a separate ranged spell attack for each. On hit the target takes 1d8 piercing damage + 1d4 bludgeoning damage. Whilst this spell is active you can spend your bonus action to summon 1 additional spear and throw it.

At Higher Levels: +1 additional spear created initially.

Lacuna Caster
2018-11-07, 06:36 PM
When Myth Busters was testing expressions and aphorisms, the decided to test "Bull in a china shop". They built a mock-up china shop - free standing shelves with lots of breakable objects on them - and set a bull loose inside. The bull did not knock over a single thing, as I recall. He walked with ease and grace between the shelves doing no damage.

I was going to suggest Sloth's Strength, Walrus' Grace, Mayfly's Endurance, Lemming's Wisdom, Turkey's Cunning and Mole-Rat's Splendour.

jqavins
2018-11-08, 08:16 AM
I was going to suggest Sloth's Strength, Walrus' Grace, Mayfly's Endurance, Lemming's Wisdom, Turkey's Cunning and Mole-Rat's Splendour.I think of sloths hanging upsidedown for hours and I'm not sure their strength is so bad. How about Worm's Strength?

Lacuna Caster
2018-11-08, 11:23 AM
I think of sloths hanging upsidedown for hours and I'm not sure their strength is so bad. How about Worm's Strength?
You may have a point (http://slothconservation.com/think-stronger-sloth/). Maybe Sponge's Cunning would work too?

Bohandas
2018-11-24, 09:28 PM
92.) Aggravate Person 3.5e
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a humanoid creature regard you as an enemy and attack you (treat the target’s attitude as hostile). If the creature has any legitimate reason to dislike by you or your allies it receives a -2 penalty on its saving throw.

An affected creature does not continue to attack if doing so would be suicidal but it will disregard any danger danger of non-lethal injury, of being made to look foolish, or of being arrested for assault.

At the caster's option they can cause a target who fails their save to believe that they have succeeded at a save against being charmed, but to do so the caster must succeed at a spellcraft check against either DC 16 or the target's opposed spellcraft roll (if the target is trained in that skill), whichever is higher. If the caster doesn't beat either target and the target rolls above 16 then the spell fails.

TurboGhast
2018-11-26, 12:50 AM
I like making custom spells, and think I'm going to post to this thread a lot because of that.

93) Chilling Cone
3rd level evocation
Casters: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30 ft cone)
Components: V, S, M (A Crystal or Glass cone)
Duration: Instantaneous
Each creature in a 30 ft cone originating from you must make a Constitution save or take 3d10 cold damage and have their speed halved for 1 minute. Saving halves the cold damage and prevents the speed havling. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

94) Rescue
3rd level conjuration
Casters: Cleric, Sorcerer, Wizard
Casting Time: 1 bonus action
Range: 60 ft
Components: V, S, M (A fishing hook)
Duration: Instantaneous
Choose an ally within range. They may teleport to an unoccupied space within 5 feet of you.

Evil the Cat
2018-12-01, 04:43 PM
I often have my wizard characters create their own unique spells, so I can offer a few.

(95) Trissani's Disgruntled Unseen Servant (5E)
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a knotted piece of string and a bit of wood)
Duration: 1 hour

One of Trissani's first attempts to create a new spell, this spell creates an uncontrolled version of unseen servant. While the goal was to create an unseen servant with slightly more autonomy, to allow it to work without concentration, it instead does completely random tasks.

This spell creates an invisible, mindless, shapeless force that performs simple tasks until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns, the servant moves up to 15 feet and interacts with an object seemingly at random. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Though the disgruntled servant is as likely to perform a destructive or inconvenient task as a useful one. Once it picks a task to do, the servant performs the task to the best of its ability until it completes the task, then chooses another task at random.

If you move more than 60' away from the servant, it will follow you until it is back within 60' of you, and then choose another random task to do.

(96) Trissani's Trepidations (5E)
1st-level enchantment
Classes: Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, M (butterfly wings)
Duration: Concentration, up to 10 minutes

You fill a target with a mild sense of fear and foreboding. An unwilling creature must make a Wisdom save to resist. Creatures immune to fear are immune to this effect. For the duration of the spell, the target has advantage on initiative checks and a +5 bonus to their passive perception. The target also has disadvantage on saving throws against fear effects. If a target successfully resists a fear effect or gains the frightened condition, this spell immediately ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.


(97) Trissani's Trebuchet (5E)
2nd-level evocation
Classes: Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You launch a medium or smaller creature you can see that is standing on a solid surface into the air, as if fired from a trebuchet. The target must make a strength save. On a failed save, the creature is launched at an arc away from you that reaches 50 feet in the air, and ends 50 feet from their launch point. At this point, they will fall and take falling damage as normal (1d6 bludgeoning damage for each 10 feet beyond the first 10). If they are unable to travel the distance due to a ceiling or wall, they will take 1d6 bludgeoning damage for each 10 feet of prevented movement, before falling to the ground as normal. You can cast this spell on yourself, being launched in the direction you are facing, the spell otherwise functions the same.

Creatures able to fly or glide can still be launched, but are generally able to prevent the falling damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vertical and horizontal distance launched each increase by 10 feet.

Sizzlefoot
2018-12-02, 12:22 AM
Tentacled Touch
Transmutation cantrip (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a bit of octupus tentacle)
Duration: Instantaneous

You briefly morph one of your arms into a fleshy, suckered tendril. You can use the tendril to make a melee weapon attack against a creature within range, dealing 1d6 bludgeoning damage on a hit. In addition, the creature must succeed on a Constitution saving throw or suffer an additional 1d6 points of poison damage. Once you make the attack, whether or not it hits, your arm morphs back into its natural form.

Sizzlefoot
2018-12-02, 12:26 AM
I was going to suggest Sloth's Strength, Walrus' Grace, Mayfly's Endurance, Lemming's Wisdom, Turkey's Cunning and Mole-Rat's Splendour.

I personally find mole-rats to be quite....splendorful? Splendorous? I dunno.

jqavins
2018-12-03, 08:25 AM
splendorful? Splendorous? I dunno.The word is "splendid".

rferries
2018-12-03, 08:44 AM
92.) Aggravate Person 3.5e
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a humanoid creature regard you as an enemy and attack you (treat the target’s attitude as hostile). If the creature has any legitimate reason to dislike by you or your allies it receives a -2 penalty on its saving throw.

An affected creature does not continue to attack if doing so would be suicidal but it will disregard any danger danger of non-lethal injury, of being made to look foolish, or of being arrested for assault.

At the caster's option they can cause a target who fails their save to believe that they have succeeded at a save against being charmed, but to do so the caster must succeed at a spellcraft check against either DC 16 or the target's opposed spellcraft roll (if the target is trained in that skill), whichever is higher. If the caster doesn't beat either target and the target rolls above 16 then the spell fails.

This is fantastic... such a great tool for roleplaying campaigns. Imagine all the trouble a trickster could cause, without ever actually hurting anyone (except maybe themselves).

Sizzlefoot
2018-12-03, 11:07 AM
the word is "splendid".

proper english is for the weak.

Darth Ultron
2018-12-07, 10:42 PM
98.) Cognizant Contract
Divination
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S,M
Casting Time: 10 minutes
Range: Close
Target: Up to one willing creature/level
Duration: see text
Saving Throw: None
Spell Resistance: No

This spell was created to assist in the enforcement of contracts, especially when the reliability of one or more parties is in doubt. If one of the targets of this spell violates the terms of the contract, all other targets are immediately notified. The notification comes in the form of a brief telepathic message, no more than a few sentences long, that specifies who broke the contract and in what way.

This spell lasts as long as the terms of the contract in question stipulate. However, if a target violates the contract, the spell immediately ends for that target only. Other targets remain under the effect of the spell until the contract expires or they themselves violate its terms.

Focus: A written copy of the contract in question, which all targets of the spell must sign during casting.

Bohandas
2018-12-08, 01:43 PM
proper english is for the weak.

"Splendiferous" then

Sizzlefoot
2018-12-08, 05:53 PM
"Splendiferous" then

Hmm. Better.

Tothas
2018-12-09, 11:00 PM
99. Heart Ripper (5e)
6th-level necromancy
Casting Time: 1 action Range: touch
Components:*V, S, M (an ornate box worth 500 gp)
Duration: Instantaneous, until heart is returned to affected creature
"The ripper reaches into the victim's chest to grab their heart. This shocks and induces very much pain to the victim. Victim must make a Constitution saving throw or the victim cannot oppose to the ripper. As the ripper removes the heart, it is *wrapped in enchantments that preserve it and maintain the connection to the victim. However, the ripper can also rip the victim's heart without enchanting it, which kills the victim upon removal.


The wielder of the enchanted heart can use it in the following ways:


Crush it: The wielder squeezes the heart, causing the victim to make a DC 20 Constitution saving throw or take 33 (6d10) necrotic damage, half as much on a successful save. The wielder can use their action to *continue crushing the heart each round, forcing the victim to make another saving throw


Puppeteer: the wielder can control the victim as if it were under a Geas spell. The wielder can also control what the victim says by holding the heart and speaking into it.


Reanimation: The wielder can implant an enchanted heart inside a dead body, bringing it back to life. However, as a side effect of being brought back, the revived person becomes a violent and irrational creature begging to have their suffering ended. The creature counts as a ghoul created by the spell Create Undead."

jqavins
2018-12-10, 08:48 AM
98.) Cognizant Contract...Perhaps there should be an option for the notification to include the violators' locations. "We know what you did, and we know where you are!"

Darth Ultron
2018-12-22, 12:17 AM
100.) Religious Befuddlement
Enchantment [Mind-Affecting]
Level: Cleric 0, Bard 0
Components: S,DF
Casting Time: 1 standard action
Range: Close
Target: I Creature
Duration: 1 round/level
Saving Throw: Wil(neg)
Spell Resistance: Yes


The target of this spell finds it difficult to concentrate on matters of religion and faith, and suffers a -4 penalty to all Knowledge (Religion) skill checks.

Pippa the Pixie
2018-12-23, 04:43 PM
101.) Word Play
Illusion [Glamer]
Level: Cleric 1, Bard 1
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level(D)
Saving Throw:
Spell Resistance:

This spell allows you to make one language that you speak sound like a different language that you speak to anyone listening to you. For example, you could have any words you spoke in Elvish sound like statements in Kobold. (You must choose an actual language when casting this spell - you cannot choose to have your words translated into Gibberish as a way to fool eavesdroppers.)

Anyone listening to you speak in the affected language can make a Will save to disbelieve the spell's effect - success means that they hear your words spoken in the original language. A person who looks closely at your lips as you talk receives a +2 circumstance bonus to the save, due to unavoidable mismatches between the words you're pronouncing and the words being spoken in the alternate language.

You can choose, at the time the spell is cast, to exclude any number of beings from the effect of the spell.

Bohandas
2018-12-24, 02:38 PM
102.) Glossolalia (3e/3.5e)
Enchantment [Mind-Affecting]
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: No

This spell renders its subject unable to coherently speak or understand any language until the spell ends. Any attempt they make to speak comes out as a string of random syllables, and any words they hear or read are perceived as random sounds or random glyphs.

Glossolalia counters and dispels Tongues

Material Component: Parrot feathers

Darth Ultron
2018-12-28, 11:04 PM
103.) Divination Veil (3e/3.5e)
Illusion [Glamer]
Level: Cleric 7, Sorcerer/Wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level(D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Divination Veil protects the target from the effects of divination information-gathering spells. Scrying spells that target the subject specifically do not work at all; scrying spells that scan an area the subject is in succeed, but don't detect the target.

The caster of Divination Veil can also choose to impart false information to any divination attempt targeted on the subject. The caster can impart as much or as little false information as he chooses, but must make the decision about what lies to spread when the Divination Veil is cast. A divination spell that targets the subject and seeks information about a topic masked by the Divination Veil will appear to work, but returns the false information rather than the correct details. A person affected in this way may make a Will save to disbelieve the glamer; if the save is successful, no information is available.

Auroch
2018-12-30, 05:17 PM
104) Hidey-Hole
Transmutation
Level: Bard 1, Cowardice 1 (http://www.giantitp.com/forums/showthread.php?577340-Cowardice-Domain&p=23601915)
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One touched smooth surface.
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You reach out to a surface nearby, and it bends to help you hide.

When this spell is cast on a surface, a crack appears that only you can see. Reaching into the crack instantly sucks you into an extradimensional space, as rope trick except for its duration, that it can hold only one creature (namely you) and that the 'viewing window' is a square six inches on a side at your eye level.

Darth Ultron
2019-01-01, 06:04 PM
105.) Maleficent Memory (3e/3.5e)
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Cleric 3, Bard 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes


As bestow curse except as noted above and as follows: This spell takes a memory of the target and creates a mental illusion of the worst possible outcome. That illusionary memory then stays in the forefront of the targets thoughts and has a negative effect. The caster can choose the memory and mental illusion if they so wish, otherwise the spell will simply have random ones chosen. If the caster picks a particularly appropriate memory and mental image(DM's discretion) the spell will have a minus four to the will save.

Remove curse has no effect if cast on a creature effected by Maleficent Memory.

Pippa the Pixie
2019-01-04, 09:28 PM
106.) Imaginary Companion (3e/3.5e)
Illusion (Phantasm) [Mind-Affecting]
Level: Bard 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates an imaginary illusionary companion for a single individual. The companion can take any form that the target is comfortable with, often a person or an animal. In any case the companion can speak any language the target knows and will be quite talkative. The companion will ask and listen to all the details about the targets life. The companion will ask questions at random, and in no set order.

Others can not hear or see the companion, but they can see and hear the target talk. There is a flat 50% per hour that the random things the target says might be useful or relevant. Clever casters need just listen to learn something.

Darth Ultron
2019-01-05, 08:11 PM
107.) Creature Image (3e/3.5e)
Illusion (Figment)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Effect: Visual figment, not larger than Large size
Duration: Concentration + 1 round/level (D)
Saving Throw: Will disbelief
Spell Resistance: No

This spell creates a visual illusion of a Large or smaller creature, as visualized by the caster. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

The Creature Image acts according to the caster's instructions, not unlike a summoned monster. The spell ends if the figment moves out of range.

Material component: A bit of fleece

Cyclops08
2019-01-05, 09:10 PM
108) Dung Heap (But it has many more colorful names)
3.5 e, and now 5e for your casting pleasure.
Conjuration...RITUAL
Level: 2nd Sorc/Wiz/Bard/(a Warlock invocation can do this at will)
Components: S, M
Casting Time: 1 standard action
Range: 120 feet
Target: Creature
Duration: instantaneous
Saving Throw: None
Spell Resistance: Nope.

This spell summons 10 pounds of fresh, smelly dung from any sewer, outhouse, or dung heap within a 20 mile radius (if none is available, nothing happens and the spell slot is lost). The dung appears directly above the head of the victim and falls upon him (summoning occurs above the target, hence no resistance).

All the caster need do is succeed with a spell attack, there is no save against this (there is no dodge either). There is no verbal component to give you away. The material component is a pinch of dried dung dust or a spell focus.

Since this spell is primarily used against politicians, it is illegal in most civilized states. It is highly prized among the more sophomoric casters who tend to get kicked out of towns a lot. There is a warlock invocation that can do this at will but all known users have been hunted down and killed after several towns were drenched in a sh!tstorm.

~~there is a rumor that there this spell if finding its way into the clerical trickster domain.

PS/ The lucky halfling trait and the luck feat have no effect against this spell, again because the summoning takes place above the victim. There is no easy way out of this spell outside of soap and water.

Cyclops08
2019-01-06, 02:23 PM
109) Summon Skeleton 5e

Conjuration/Necromancy, Ritual
Level: 2nd Sorc/Wiz
Components: S, M
Casting Time: 1 standard action
Range: 10 feet
Target: Creature
Duration: eight hours
Saving Throw: None
Spell Resistance: Nope.
Material Component: crushed bone powder from a sentient humanoid. A spell focus will not work here.

This spells summons forth a single skeleton that obeys your verbal commands. Skeletons have no real will of their own, so concentration is not required. The skeleton arrives with a sword (1D8) and nothing else.

When destroyed, turned, or when the spell expires, the skeleton fades away.

Sizzlefoot
2019-01-06, 07:01 PM
110) Prismatic Phage (5e Spell)
9th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a diamond worth at least 1,000 gp)
Duration: Instantaneous

Your hand glows with fiery multicolored light. The next time you make an unarmed strike against a creature, that creature must make a DC 20 Constitution saving throw or become infected with the deadly Prismatic Phage. Over the course of 1d4 weeks, a creature infected with Prismatic Phage's skin becomes shiny, translucent, and multifaceted like a gemstone, and they begin to glow with a many-colored inner flame. At the end of the weeks, the creature freezes into a crystal statue as the glow within them grows brighter and brighter, eventually cracking their crystalline skin after an hour. Then, the statue explodes into a brilliant conflagration of thousands of colored lights. Any creature within fifty feet must make a DC 20 Dexterity saving throw, or one of the following effects is inflicted on them (roll a d8):

1.Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Regardless of whether the creature succeeded on the save, they also must make a DC 18 Constitution saving throw or become infected with Prismatic Phage.

One can collect the shards of crystal from a former victim of the Prismatic Phage. These can be powdered and fed to a creature, infecting them with the Phage unless they succeed on DC 18 Constitution saving throw.

Hehe. Put some Prismatic Powder in a Potion of Healing and give it to some unwitting adventurers.
"Oh wow, my skin's crystal and I'm glowing! How pretty!"
In the middle of a dragon fight, one adventurer explodes, infecting the dragon, the rest of the party, and the dragon's minions with P.P. The dragon goes first, and the minions flee and begin living as bandits...for a little. They infect a nobleman they were robbing with P.P., who goes back to town and infects, well, everyone else. People come to visit the town and find everyone there missing and crystal shards all over the ground. Uh oh....

jqavins
2019-01-07, 08:14 AM
110) Prismatic Phage (5e Spell)...
Hehe. Put some Prismatic Powder in a Potion of Healing and give it to some unwitting adventurers.
"Oh wow, my skin's crystal and I'm glowing! How pretty!"
In the middle of a dragon fight, one adventurer explodes, infecting the dragon, the rest of the party, and the dragon's minions with P.P. The dragon goes first, and the minions flee and begin living as bandits...for a little. They infect a nobleman they were robbing with P.P., who goes back to town and infects, well, everyone else. People come to visit the town and find everyone there missing and crystal shards all over the ground. Uh oh....The terminally ill hero deliberately becomes infected then, just as the end is coming, walks bold as brass into the court of the evil king.

Bohandas
2019-01-15, 09:17 PM
111.) Honor's Peacekeeping (3.5e)
Evocation [Good, Law]
Level: [placeholder for domain] 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies.

Neutral Good, Lawful Good, and Lawful Neutral creatures are unaffected

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each Neutral Evil, Chaotic Evil, or Chaotic Neutral creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to a NE, CE, or CN outsider) and causes their weapons to be flung out of their hands. Creatures with firmly secured weapons (such as with a locked gauntlet) or natural weapons are knocked prone. A successful Will saving throw reduces damage to half and negates the disarming.

The spell deals only half damage to creatures who are Chaotic Good, True Neutral, or Lawful Evil, and they are not disarmed. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Elvensilver
2019-01-20, 10:09 AM
Flaming Chariot
D&D 3.5/ Pathfinder
Conjuration
Level: Cleric/Oracle 8
Components:V, S, M (glimming charcoal and a hair of a horse)
Casting Time: one full-round action
Range:5 feet
Duration: 1 Minute/Level
Saving Throw: Reflex for half Damage
You petition your god for a dramatic and fast means of escape and travel. After casting the spell, a flaming war wagon, pulled by two flaming horses, appears adjacent to you. After stepping on the war wagon, you can direct the chariot to move up to 120 feet (40 meters) per round. The flaming chariot flies with perfect manoverability. Should you fall unconscious, the flaming chariot continues with the last set path and velocity, but stops before crashing into the ground or a wall. If you leave the war wagon, the chariot stops. Noboldy else can direct the flaming chariot. The war wagon has place enough for three medium creatures to stand on it. People on the war wagon have partial cover from all sides but from the back. If somebody attacks the flaming chariot (the war wagon or the horses) or ist occupants with a melee attack, he gets 6D6 fire Damage (Reflex halfs). Merely being adjacent to the chariot is harmless for both creatures and objects. The flaming chariot has 150 hp, AC 28, Touch AC 22, and spell resistance 23. Each of the horses (they are corporal and you can ride on them, if you don't mind the fire damage) has 50 hp. Slaying one horse halves the maximum velocity of the flaming chariot, slaying both makes it immobile. Once during the duration, the flaming chariot can plane shift as the spell. After plane shifting, the spell ends after 2D6 rounds, during which the chariot tries to find a secure landing spot.

jqavins
2019-01-22, 08:25 AM
Flaming Chariot...
[T]he chariot to move up to 120 feet (40 meters) per round.Nit pick: 36* meters, not 40. The "a meter is a yard" approximation is really not very good; 10 feet is 3 meters is much closer.

* 36.576 exactly. Which would round to 37. I"m going with 36 because it's the answer by the 10:3 rule.

Tron Troll
2019-02-22, 08:10 PM
113. D&D 3.5

Noise Filter (Illusion)

Range: 10 yards / level Components: S, M
Duration: 1 minute / level Casting Time: standard action
Area of Effect: 5 foot radius / level Save: Will disbelief (if interacted with)
Spell Resistance: No

All creatures within the area effect at the time of casting will have their
hearing muted - they will not hear anything unless they have some other
confirmation of its existence. Thus, you can only hear people speak if you can
see their face or know precisely what they will say; background noise will
continue if you know it should be there but sudden noises from the next room
will not be heard, etc. Once a creature notices or becomes suspicious of the
effect (by turning around and seeing a large pile of broken crockery they did
not hear break, for example), it will automatically be dispelled with respect
to that creature. The material component is a pair of blinders.

brian 333
2019-02-23, 12:41 AM
114: Bliss(3.5)

2nd level Cleric Spell
Abjuration
Range: Touch
Duration: 6 - Wis Bonus of victim rounds. (Any result less than 1 results in the spell having no effect. Negative Wis Modifiers increase the duration beyond 6 rounds.)
Save = Will -2 if Evil, -1 if Neutral (on good/evil axis) Any creature lacking a Will save is unaffected by this spell.
Area of Effect = 1 creature

The recipient of this spell is induced into a state of bliss, in which the things going on around him do not matter. He simply wants to stand there and feel groovy. Poking or prodding grants an additional save. Anything which might inflict HP damage, or which forces a save automatically breaks the enchantment, though for the purposes of any attack the victim of the spell is considered flat-footed.

114.5: Mass Bliss
4th level Cleric Spell
Range: 10'
Area Of Effect: 10'radius of target

Other than as noted, this is the same as the Bliss spell, but it can affect a number of victims up to the Wisdom bonus of the caster.

Bohandas
2019-02-25, 02:47 AM
Save = Will -2 if Evil, -1 if Neutral (on good/evil axis) Any creature lacking a Will save is unaffected by this spell.

Is the -2 to the DC or to the roll?

Bohandas
2019-03-12, 11:38 PM
115.) Visualize Auras

Divination
Level: Sight 6 (See below)
Components: V, S,
Casting Time: 1 standard action
Range: Medium (self)
Duration: 10 min./ level (D)
Saving Throw: N/A
Spell Resistence: N/A

This spell works like a combination of the Detect Magic, Detect Undead, Discern Shapechanger (SC), and Deathwatch, as well as Detect Evil, Detect Chaos, Detect Good, and Detect Law; except that it works out to medium range, reveals auras instantly, doesn't require concentration, and covers the caster's full normal angle of vision.

It also allows you to Read Magic on a held item once per round.

It can see through anything that Detect Secret Doors can, but does not allow normal vision through these things, only the ability to see auras.

--
Greater Aura Visualization/Numinous Sight

Divination
Level: Sight 8 (See Below)
Components: V, S,
Casting Time: 1 standard action
Range: Medium (self)
Duration: 10 min./ level (D)
Saving Throw: N/A
Spell Resistence: N/A

Like Visualize Auras (see above) this spell works like a combination of the Detect Magic, Detect Undead, Discern Shapechanger (SC) and Deathwatch, as well as Detect Evil, Detect Chaos, Detect Good, Detect Law.

In addition to these, this spell adds the effects of Detect Scrying, Detect Secret Doors, Detect Snares and Pits, and See Invisibility

It also allows you to Read Magic once per round.

It also grants the caster a bonus to spot and search checks equal to half their caster level.

It works out to medium range, reveals auras instantly, doesn't require concentration, and covers the caster's full normal angle of vision.

If the caster does concentrate they can see through solid objects within 20 feet of them as per a Ring of X-Ray Vision

It can see other detectable things through anything that Detect Secret Doors can, but does not allow normal vision through these things except as noted above, only the ability to see auras.

---------

Sight Domain
Granted Power: Add search and spot to list of class skills. Gain low-light vision (if character already has low-light vision, gain darkvision instead, and if they already have darkvision either increase its range by 15 feet or remove any racial drawback that would blind the character in sunlight)
1.) Low Light Vision (SC, CArc)
2.) Remove blindness
3.) Arcane Sight
4.) Arcane Eye
5.) True Seeing
6.) Visualize Auras (see abobe)
7.) Greater Scrying
8.) Greater Visualize Auras/Numinous Sight (See above)
9.) Eye of Power (SC)

Bohandas
2019-04-06, 11:43 AM
117.) Run-On Death Sentence

Enchantment (Compulsion) [Death, Mind-Affecting]
Level: Sor/Wiz 9
Components: V
Casting Time: Varies, up to 1 round per caster level (see text)
Range: Close
Target: One living creature with up to (16 x casting time) hitpoints
Duration: Instantaneous
Saving Throw: None
Spell Resistence: Yes

Heaping up bombastic words of power, the caster can slay one creature, whether the creature can hear them or not, whose current hitpoints are lower than 16 times the number of rounds spent casting the spell (maximum number of rounds equals the caster's caster level)

Bohandas
2019-05-28, 08:11 PM
118.) Enlarge Monster (3.5e)

Level: sor/wiz 4
Duration: 10 minutes/level

This spell functions like Enlarge Person except the spell functions on creatures of any type

Geopol4r
2020-01-20, 07:26 AM
3.5
Raining cats and dogs
Conj
Wiz 9
Duration:1 round per level
Material component: cat whisker and dog fur
Effect: when this spell is cast, 1d10 riding dogs and house cats rain from the sky. Evey time you cast this, roll percentile. 1=permanent 2-99=normal 100=instead rains awakened magebred warcows with 5 levels in wizard each. They are hostile and have a plus 1000 in bluff.

Ventruenox
2020-01-20, 01:33 PM
119) Turn Unthread
Abjuration
1st Level Moderator Spell
Casting Time: 1 standard action
Range: Close
Target: 1 Thread
Duration: Permanent
Saving Throw: none
Spell Resistance:none

Close one thread that has not seen activity in the past 45 days. The effects of this spell may only be undone by a moderator or administrator after receiving a request to reopen the thread.

Peelee
2020-01-20, 03:15 PM
The Mod on the Silver Mountain: Threadurrection!

137beth
2020-01-20, 07:32 PM
119) Turn Unthread
Abjuration
1st Level Moderator Spell
Casting Time: 1 standard action
Range: Close
Target: 1 Thread
Duration: Permanent
Saving Throw: none
Spell Resistance:none

Close one thread that has not seen activity in the past 45 days. The effects of this spell may only be undone by a moderator or administrator after receiving a request to reopen the thread.
May I put this quote in my extended sig?

RatElemental
2020-01-24, 01:32 AM
Well since this is back, may as well...

120

Absolute Finale
Wiz/Sor 9, Cleric 9, Druid 9
Universal [Death]
V, S, M
1 Full Round Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: Instantaneous or Permanent (see text)
Saving Throw: Will partial (see text)
Spell Resistance: No

You reweave the threads of fate itself, drawing the personal journey of your target to a close for good.

A target who fails their saving throw is immediately struck dead somehow. Heart attacks, falling objects or accidental slips are common, though the deed may also be done through more dramatic means such as the target simply ceasing to exist for little discernible reason. Furthermore, any attempts to raise the unfortunate victim will fail in some manner. Material components will go missing, clerics for hire will be indisposed, the body will be unrecoverable, etc. Only a wish or miracle can reverse this effect and stop fate meddling in the creature's return.

A target who succeeds their save is still stricken by misfortune. The caster outlines a horrible fate that befalls them as Greater Bestow Curse with no further saving throw.

Material Component: An intricately woven tapestry made of red yarn, costing no less than 1000 GP per hit die of the affected creature

Klaus Teufel
2020-01-26, 02:30 AM
A utility spell for necromancers:

Excarnate Corpse

1st level* transmutation

Casting Time: 1 minute (ritual)

Range: 30 feet

Components: V, S, small bone

Duration: Instant

You target the corpse of a humanoid or beast, medium-sized or smaller, that has a skeleton. After one minute of concentration on the ritual, the corps splits allowing the complete, connected skeleton to appear inanimate lying atop the corpse.

At Higher Levels: For each level the caster is above 5th level, they can excarnate an additional creature**.

Klaus Teufel
2020-01-26, 09:16 AM
Serene Glide of the Zephyr

transmutation spell

1st level

Casting Time: 1 action.

Range: Self

Components: a dandelion seed

Duration: up to 12 hours.

Once cast this spell allows the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain.

It does not work if you are encumbered, or wearing any form of armour or shield. You may land and float multiple times within the duration of the spell. If you take bludgeoning damage while floating, you are pushed back 10 feet, and the spell ends. Spells and effects that would force you to move end the spell.

Bohandas
2020-03-13, 12:15 PM
123.) Seal of Vecna

Abjuration
Level: Magic 9 (Vecna)
Components: S, DF
Casting Time: 1 standard action
Range: Close
Area: All magical items and effects within a 40 foot radius burst
Saving Throw: Will negates (object) and Will negates (see text)
Spell Resistence: No

This spell binds magical effects to a secret new command word known only to the caster and to Vecna. Any attempt to glean the secret word by reading the caster's mind poses the same risks as contacting a lesser deity via contact other plane (Will save at DC 12 or have Int and Cha reduced to 8 for three weeks)

This spell permanently seals off the magic in all magic items within its radius that fail their saving throw. From then on the affected items can only be activated by speaking a command word secretly chosen by the caster at the time of casting (in addition to any command words that they may have already required). The new command word cannot be revealed with identify. It can be revealed with Analyze Dweomer, however the affected item automatically makes a will save using either its own save bonus, or thay of the cleric who cast the seal of vecna, whichever is higher. Anybody who casts either identify or analyze dweomer on an object sealed by this spell must succeed at a DC 12 will save or have their intelligence and charisma reduced to 8 for three weeks as if they had botched an attempt to contact a lesser deity with contact other plane; this danger is waived if they already know the seal's command word and speak it aloud while casting the divination. The need for the additional command word can only be removed by means of Wish, Miracle, Reality Revision, Freedom, Unbinding, Reaving Dispel, or Total Repair.

The spell also causes all magical constructs in the area that fail their saves to become inert until woken by the same command word. Speaking this word to them a second time causes them to fall inert again. This cycle can be repeated indefinitely. Vulnerability to this command word can be removed with Wish, Miracle, Reality Revision, Freedom, Unbinding, Reaving Dispel, or Total Repair

It also suppresses all spell effects ongoing in its area at the time of casting as if they were in an anti-magic field. This lasts forever but only affects spells in progress at the time of casting and can be lifted with the same command word as the other effects or via Break Enchantment, Bend Reality, Small Miracle (see below), Limited Wish, Wish, Miracle, Reality Revision, Freedom, Unbinding, Reaving Dispel, or by any effect that removes an antimagic field or undoes dispelling.

124.) Small Miracle

Evocation
Level: Clr 7
Components: V, S
Casting Time: 1 standard action
Range: see text
Target, Effec or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistence: Yes

A Small Miracle can do any of the following things

*Duplicate any cleric spell of 6th level or lower (including spells to which you have access because of your domains).
*Duplicate any other spell of 5th level or lower.
*Undo the harmful effects of certain spells, such as geas/quest or insanity.
*Have any effect whose power level is in line with the above effects.

D&D_Fan
2020-03-13, 03:15 PM
Again, I'm not good w/ 3.5e so If anyone wants to stat out my concepts.

Molecular Degradation
Destroys objects, can deal heavy damage, and makes enemies lighter. can also damage magic items. Radiation damage (light/radiant+death/necrotic). TL;DR Causes things to fail, and die.

Mood Swing
Weak spell that can change a target's attitude to a certain thing, but only to the opposite (hostile to friendly, friendly to hostile) Can't affect indifferent creatures.

Mass Otto's Irresistible Dance/Choreomania
Otto's Irresistible Dance but it affects a large amount of targets.

Empty Object
Will remove all contents from a nonmagical object. Has a chance of removing enchantments from magical objects.

Apathy
Can make an enemy refuse to attack, run, or really do anything of significance.

Minor Wish
Can only replicate the effects of:
Creation, Major Image, Alter Self, Skill Empowerment
All Spells are in 5e, but [if someone knows the 3.5e equivalents, please add.

Coins
2020-04-02, 04:29 PM
Abrubt Decay

Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 15ft +5ft/level
Area: 1 target object or 5ft x 5ft x1 inch area
Duration: Instant
Saving Throw: Will(See text)
Spell Resistance: Yes (See text)

Non-living objects decay into dust. This spell does 1d6 points of damage/2 caster levels(max 10d6) to an object. Non magical items instantly turn to dust and do not get a saving throw. Magical items worn or held receive a 2+ half the caster level or the save of the person or creature holding it. Whichever is higher. Unattended magical items save is 2+ half the caster level. Creatures such as constructs or animated objects use their own saving throws.
If an object has spell resistance or the person holding the object has spell resistance that must be over come by making a caster level check (1d20+ caster level). Constructs or animated objects must use their own spell resistance if applicable.
The spell affects any object of 5ft cube thick area, or target object such as a door for a medium sized creature, a table, chair, or bench.

Absorb Magic

Evocation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Self only
Duration: 1 round/ 2 levels
Saving Throw: None
Spell Resistance: None

Whenever you make a save against a spell that targets you, if you succeed the spell gets absorbed providing a bonus equal to the level of the spell cast. The bonus applies to Spell DC’s and caster level checks. In addition, any spells you cast that do damage or heal an ally, gets an additional die worth of damage plus an amount equal to the spell level absorbed. This can exceed the maximum amount allowed for the spell. Multiple spells can not be absorbed by a single cast and bonuses do not stack.
Material Component: An opal worth at least 100gp

Acid Rain

Conjuration
Level: Druid 6/Shaman 6
Components: V, S
Casting Time: 1 standard action
Range: 25ft + 10ft/level
Effect: 10ft Cube/level
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

A green fog forms and drops of acid fall from the cloud. Any creature or object takes 1d4 +1/round points of damage each round it remains in the effected area. A gust of wind or similar spell will push the cloud to the edges of its range.
Magical items must make a saving throw each round they are in the area.
(Example: 1st round a creature or object would take 1d4+1 points of acid damage. On round 2 it would take 1d4 +2, and round 3 it would take 1d4+3 and so on)

Amplify

Universal
Level: Bard 6
Components: V
Casting Time: 1 standard action
Range: 1 target/3 levels
Effect: all allies within range
Duration: 1 round/3 levels
Saving Throw: Will negates (Harmless)
Spell Resistance: None

Increases the threat range of weapons by 1 (does not stack with keen ability). When a
Successful attack is made by a weapon its damage is maximized. Any caster who casts a
spell may add a meta magic feat from the following list (Spell Penetration, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, or Widen Spell) to that spell without using a spell slot higher.

Avoid Planer Effects

Abjuration
Level: Clr/Drd 2 Sorc/Wiz 3
Components: V
Casting Time: 1 Standard action
Range: 20ft
Targets: 1 creature/level in a 20ft radius burst centered on you
Duration: 1min/level
Saving Throw: None
Spell Resistance: Yes

The danger of the plane surprises you, and you have barely time to bark out a few elder words of power. In a moment you’re safe, and you gain a brief respite—time enough to cast more permanent protective spells. You gain a temporary respite from
the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG150).
Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a water dominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid
planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology,
avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for
example, avoid planar effects protects against the base cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits aren’t
negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades).The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme
and non-natural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane.

Blizzard

Evocation
Level: Drd/Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: 50ft+10ft/caster level
Area: 10ft cubed/Caster Level
Duration: 1 round/caster level
Saving Throw: Reflex(Half)
Spell Resistance: Yes

Unleash Blistering cold and powerful wind to confuse and freeze your foes.
Upon casting this spell powerful wind and snow engulfs the area of effect. The temperature drops well below zero. The powerful wind, snow, and ice reduce visibility to zero (Whiteout conditions) giving allies total concealment, and making ranged weapons all but impossible to use. Treat this as a windstorm category (DMG pg 87).The temperature drops to below zero degrees making any metal objects too cold to handle. Treat this as a chill metal effect. Lastly creatures in the area take 1d6 cold damage each round they are in the area of effect. Material Component: A bit of ice or snow.

Boil Blood

Necromancy
Level: Clr/Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard action
Range: 25ft+5ft/caster level
Area: Target (living creatures only)
Duration: 5 rounds
Saving Throw: Fortitude (special)
Spell Resistance: Yes

I heard the tormenting pain, and saw blood spew forth from his mouth and eyes. The pool of blood still steaming, then he fell to the ground and screamed no more. The corpse lay motionless still smoldering.
A target, unfortunate enough to be effected by boil blood, suffers the following effects:
- (Round 1) The subject takes 1d6 points of damage and all spellcasting is interrupted. They also take a -2 penalty to all attack and damage rolls. Targets may make a concentration check DC equals 10+ability mod+spell level) to continue casting.
- (Round 2) The pain intensifies and the subject takes another 2d8 points of damage and permanently losses 2 points of constitution and strength.
- (Round 3) The pain becomes unbearable the subject looses all ability to cast or attack and takes 3d10 points of damage.
- (Round 4) The blood inside begins to burn the internal organs and the subject falls prone to the ground. They must make a fortitude save or be slain. If the subject makes its save they still take an additional 4d12 points of damage.
The subject may make a fortitude save each round to stop the effects, but those effects last 1 round/caster level except where otherwise noted.

Brain Bug

Enchantment
Level: Brd/Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: 25ft+5ft/caster level
Area: Single Target
Duration: 1 round/caster level
Saving Throw: Will negates
Spell Resistance: Yes

A spectral worm forms and travels to the target and vanishes in a puff of vapor. The subject loses 1d3 temporary points of intelligence and wisdom each round. The caster must make a concentration check each round (see PHB pg 70) or the spell ends. Any temporary loss of ability points that results, affects all other modifiers and bonuses. Temporary ability drain restores at 1 point per day or by restoration, miracle, or wish spells and similar magic.Clutch or Orcus

Caltrops

Conjuration
Level: Assassin 2
Components: S
Casting Time: 1 standard action
Area: 50ft +5ft/ level area
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

Designate an area to be covered by caltrops each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus+0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC15 Heal, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Any creature that needs to make a reflex save while in the area receives a -2 penalty. Caltrops may not be effective against unusual opponents.


Necromancy [Evil]
Level: Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe’s
heart from afar, anticipating the moment its smoking remains will rest in your palm.
Magical force grips the subject’s heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this
spell, its smoking heart appears in your hand.

Comet Strike

Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400ft+40ft/Caster Level)
Area Of Effect: Radius 25ft+5ft/Caster Level
Duration: Instant
Saving Throw: Reflex(Half)
Spell Resistance: Yes

You call forth a giant comet from the sky to strike your opponent(s). You must first select a target for the spell. Comet Strike deals 1d6 points of damage per caster level to target(s) in the initial 25ft radius area, to a maximum of 20d6. Treat half of this damage as cold damage and the other as bludgeoning. Anyone outside that area to the end of the spells area takes 1d4 points of bludgeoning damage per caster level. Anyone caught in the area may be knocked down from the impact. An Acrobatics check (DC20) will negate this effect. Spell casters must make a concentration check to maintain spell casting (DC 10+Damage Taken+Level of spell your casting)

Death’s Breath

Transmutation
Level: Brd Cleric Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 1 min/caster level
Saving Throw: Fortitude
Spell Resistance: Yes (Harmless)

Subjects do not need to breathe and are immune to gases, smoke, Inhaled poisons, spores, or in an environment where there is no air, but not under water.

Death’s Grasp

Conjuration(summoning)
Level: Blk/Clr/Sor/Wiz 3
Components: M
Casting Time: 1 standard action
Range: 50ft+5ft/level
Area: 15ft+5ft/level
Saving Throw: None
Spell Resistance: No

Undead hands reach from the ground to grab those caught in the area. Each round those caught in the area of effect must make a strength check (DC 15) or become stuck to the ground. Each hand has AC 5 and 4hp each. Treat the hands as ½ HD/5ft of area for the purposes of turning and spell effects. Material components: A piece of flesh from a corpse

Dimensional Blade

Transmutation
Level: Sor/Wiz 6
Components: S, M
Casting Time: 1 Standard action
Range: Self only
Target: Self only
Area: Self
Duration: 1 round/ 2 caster levels
Saving Throw: No
Spell Resistance: None

You summon any melee slashing or piercing weapon of your choosing to your hand. Any weapon proficiency or feats such as weapon focus also apply. The weapon chosen deals damage as the normal weapon does, except you may not add your strength modifier to damage rolls. When an attack is made with the chosen weapon the weapon negates all AC from armor or any magical enhancement bonuses. Armor from dexterity, natural, and spells and spell like effects still apply. The exception being mage armor and other force armor spells. A dimensional blade also overcomes all damage reduction.

Divine Zephyr

Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 Standard Action
Range: 15ft radius centered on caster
Duration: 1 round/level
Save: Fort(half)
Spell Resistance: Yes

Creates an immobile ward against fire creatures. Fire creatures staying or entering the area take 1d4 per caster level in damage (5d4 max).

Dragon’s Fire

Evocation(Fire)
Level: Sor/Wiz 5
Components: V, M
Casting Time: 1 standard action
Range: 60ft
Area: Cone shaped burst
Duration: Instantaneous
Save: Reflex (Half)
Spell Resistance: None

Like the fearsome red dragons you spew forth a cone of fire from your mouth dealing 1d6 points of fire damage/caster level (15d6 max) to anyone caught in the effected area. Combustible objects caught in the area also ignite.

Earthbind

Transmutation
Level:, Drd/Sorc/Wiz 2
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Area: Single target
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your foe will reach you in seconds. You cast this spell, and yellow strips of magical energy loop about its wings, hampering its flight and dragging it to ground.
You hinder the subject creature's ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.
Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting fly speed (such as jumping or levitate or air walk spells).
Elemental Body I

Transmutation(Polymorph)
Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (the element you plan to assume)
Range: personal
Target: you
Duration: 1 min/level (D)
When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental (see the Pathfinder RPG Bestiary). The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
Spells that can affect only elementals, such as binding or banishment spells do affect you. In the case of banishment on a failed saving throw, it merely reverts you to your normal state. Spells that bind you only work as long as you remain in the elemental state.

Envenom Weapon

Transmutation
Level: Asn/Drd/Rng 4
Components: V, M
Casting Time: 1 standard action
Range: Special
Target: Special
Duration: 1 round/2caster levels(8 max)
Saving Throw: Fortitude negates
Spell Resistance: None

A wielded weapon becomes incased in a poison for 1 round/2 caster levels. Ranged weapons confer this onto the ammo used. The poison deals 1d2 points of temporary ability damage on a successful hit. You may select which ability score to effect upon casting the spell. Material Components: A small glass vial and a gem worth at least 100gp.

Entangling Vines

Conjuration
Level: Drd/Rng 3
Components: V, S, M
Casting Time: 1 Standard action
Range: 100ft+10ft/level
Effect: 30ft radius
Duration: 10 minutes/level
Saving Throw: Reflex negates
Spell Resistance: No

Vines grow from everywhere and wrap around those caught within them. The vines must sprout from between two solid objects such as walls, floors and ceiling, boulders, trees or the like. Anyone caught in the effected area may make a strength check DC20 or escape artist check DC25 to break free. If you succeed on your strength or escape artist checks you may move 5 ft plus an additional 5ft for each 5 points by which the check result exceeds 10. If you have at least 5ft of vines between you and the enemy it provides partial cover, if you have 20ft or more it provides total cover. The vines are flammable and any fire source from a torch to a flaming sword will set ablaze the vines dealing 2d4 points of fire damage from the flames. Material Component: A bit of plant material.

Eye of the Beholder

Conjuration
Level: Sor/Wiz 8
Components: V, M
Casting Time: 1 Standard action
Range: 50ft+10ft/caster level
Effect: One quasi-real giant eye
Duration: 1 round/caster level (Special see below)
Spell Resistance: See Below

This spell summons a quasi-real beholder that immediately attacks your foes. Once per round it fires one of its 11 eye rays at a target. You choose which eye ray to fire and at which target, although the target must be in range. The rays all function as per the spell, but are treated as though they were cast as a 15th level caster. Choices of rays are as follows:
-Charm Monster, Charm Person, Sleep, Flesh to Stone, Slow, Inflict Moderate Wounds, Finger of Death, Disintegrate, Fear, Telekinesis.
Once an eye ray has been used it cannot be used again. Once all eyes are used up, the spell ends. The beholder may be destroyed by a greater dispel, Mordenkainen’s Disjunction, or by a disintegrate spell.

False Path

Illusion
Level: Drd/Rng 1
Components: V, S
Casting Time: Instant
Range: 100ft+10ft/level
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: None

You make an set of tracks of any creature you know. Any creature with the track feat may make a tracking check (DC equal to 10+ability mod+spell level) to notice that the tracks are fake. A dispel magic or similar spell will end the effect. A true seeing spell will also see that the tracks are false.

Flame Dagger

Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A dagger like beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be used as a weapon. You create a bladelike beam that you can wield as if it were a dagger. Attacks with a flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. A flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on. This spell does not function under water.
Material Component: A candle.

Flash Point

Evocation
Level: Clr/Pal/Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: 50ft cone
Area: Cone shaped burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

A sudden flash of light that dispels darkness effects, and blinds any creatures caught in the area of effect. The blind effect lasts for 2 rounds. Undead creatures take 2d6 points of damage.

Force Weapon

Evocation
Level: Sor/Wiz 5
Components: V, M
Casting Time: 1 Standard Action
Range: 0ft
Effect: A translucent object
Duration: 1 round/caster level
Saving Throw: No
Spell Resistance: Yes

A weapon of your choosing forms in your hand it has all the characteristics of that weapon. Any feats that normally apply to that weapon also apply. The weapon gives the user a +3 to hit, but not damage. Unlike other similar spells, you may apply your strength modifier to your attacks. The weapon may also hit ethereal creatures as they were material. Dispel magic, or antimagic field do not affect it, but disintegrate and Mordenkainen’s Disjunction will destroy it.

Freezing Fog

Conjuration (Creation) [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: Reflex partial; see text
Spell Resistance: No

A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost. A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has partial concealment, while creatures farther away have total concealment. Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a –2 penalty on melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6. Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can’t take a 5-foot step. A severe wind disperses the cloud in
1 round. The spell does not function underwater.

Gloom

Enchantment
Level: Brd 5
Components: V, S
Casting Time: 1 Standard action
Range: 15ft+5ft/caster level
Effect: Target creature
Duration: 1 round/caster level
Saving Throw: Will Negates
Spell Resistance: Yes

Subject takes a -4 penalty to attack and damage rolls. In addition they receive a -4 penalty to all will saves. All concentration checks have an additional +4 DC.

Gravity Well

Universal
Level: Sorc/Wiz 7
Components: V, S
Casting Time: 1 Standard Action
Range: 30ft+5ft/caster level
Effect: 20ft cubed+10ft cubed/caster level
Duration: 1 round/caster level
Saving Throw: Reflex Negates
Spell Resistance: Yes

Subjects caught in the area of effect are limited to 5ft movements, reducing the number of attacks per round to 1, suffer a -2 penalty to attack rolls, and lose their dexterity modifier to AC. Casting spells with a somatic component have an additional 10% spell failure rate. All concentration checks are made with a -2 penalty. All ranged attacks have their distance reduced by half. Flying creatures caught in the area of effect must make a strength check DC20 or fall and take double falling damage. All jump, climb, balance, perform checks (that require movement), swim, tumble, and athletics checks receive a -2 penalty. All distances related to these skills are reduced by 75%. All carrying capacities are reduced by half.
Additionally any creature that attacks or moves inside the effected area must make a Strength check the following round or suffer the following effects:
-1st fail- dexterity check or drop weapon or shield. (DC15)
-2nd fail in a row-Fatigued
-3rd fail in a row- Exhausted
-4th fail in a row- Helpless

Greater Weakness

Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: 25ft+5ft/2 Caster levels
Effect: Single target
Duration: 1 Round/caster level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The target temporarily suffers 2d4 +1 str/con per two caster levels. (2d4+5 max). Can not drop subjects ability scores below 1.

Healing Water

Transmutation
Level: Clr/Drd/Pal 2
Components: V, S
Casting Time: 1Stanard Action
Range: 10ft+1ft/level
Effect: Special
Duration: 10 min+1 min/caster level
Saving Throw: Will(object)
Spell Resistance: Yes(Object)

This spell turn any ordinary container of water into a healing potion for a short time. Anyone who drinks from the container heals 1d6+1/caster level (max +5). This spell automatically upon casting purifies the water.

Holy Bolt

Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: 25ft+5ft/2caster levels
Effect: 1 Target
Duration: Instant
Saving Throw: Reflex (Half)
Spell Resistance: Yes

You raise your hand white lightning shoots from your holy symbol the vampire’s body erupts into white fire and turns into ash.

Bolts of holy lightning erupt from your hand dealing 1d6 points damage per 2 caster levels(7d6 max). Half of this is electric damage and the other is holy. Against undead this spell deals 1d6/caster level (15d6 max).

Ice Dagger

Evocation [Cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A dagger like beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You evoke the spell and a chilling blue beam that radiates a blue light from your hand, ready to be used as a weapon. You create a bladelike beam that you can wield as if it were a dagger. Attacks with a ice dagger are melee touch attacks, and the blade deals 1d4 points of cold damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. This spell does not function under water.
Material Component: A piece of ice.

Inflict Disease

Necromancy
Level: Blk/Clr 4 Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Effect: Target
Duration: 1 min/Caster level
Saving Throw: Fort Negates
Spell Resistance: Yes

You make a melee touch attack against a target, if you hit the target is subject to a disease of your choosing (pg. 74 DMG). (DC 10+ability mod+spell level) or listed DC whichever is higher. Any other saves associated with the disease chosen must be made as normal. Does not work on nonliving creatures.

Inspiring Chant

Enchantment
Level: Brd 4
Components:
Casting Time:
Range: 1 Target
Duration: 1 Round
Saving Throw: Will (Harmless)
Spell Resistance: Yes (Harmless)

The target of this spell receives a 5+1/2 your caster levels buff to a single skill check, attack roll, or saving throw.

Judgment

Evocation [Holy Sonic Fire Lightning]
Level: Clr 9
Components: V, S, M, DF, XP
Casting Time: 1 round
Range: 50ft+10ft/level
Effect: Target
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

The target of this spell is being condemned by the casters deity and has been found unworthy. The target gets a -4 penalty to attack rolls, damage rolls, skills, ability checks, AC, saves, caster level checks, and turn or rebuke checks. They also lose 4 permanent points to one ability stat of your choosing. Only a miracle or wish spell may be used to remove these effects.
In addition they take 4d6 holy, 4d6 fire, and 4d6 Lightning damage.
Material Component: A holy symbol of your deity, a gem worth 5000gp and 1000xp, all of which are consumed in the process.

Know Opponent

Divination
Level: Brd/Clr/Sor/Wiz 3
Components: S, V, DF
Casting Time: 1 Standard Action
Range: 25ft+5ft/caster level
Effect: Single Target
Duration: Instant
Saving Throw: Will Negates
Spell Resistance: Yes

When you cast this spell you may choose 1d4+2 strengths or weaknesses of your opponent. Examples include spells or spell like abilities, psyonics, special attacks, damage reduction, or resistance to certain kinds of magic or energy types. Examples of vulnerabilities include certain types of magic, weapon damage or energy types. You always know the strongest strength or the greatest weakness first. You may also learn remaining hit points, targets AC or attack power. All revealed information is determined by the DM.

Line of Acid

Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: 120ft
Area: Single target and splash
Duration: Instant
Saving Throw: Reflex
Spell Resistance: Yes

A single line of acid spurts forth from your finger. You must make a ranged touch attack, if you succeed the target takes 1d6 points of acid damage/caster level. (10d6 max). If you hit your target anything within 5ft also takes 1d6 points of acid damage.

Coins
2020-04-02, 04:33 PM
Lower Spell Resistance

Transmutation
Level: Brd/Clr/Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: 25ft+5ft/2 caster levels
Target: Single Target
Duration: 1 round/caster level
Saving Throw: Will Negates
Spell Resistance: None

Lower targets spell resistance by 1 per 2 caster levels caster level (10 max). This can not lower their spell resistance below 0.

Malhavoc’s Malign Misfortune

Necromancy
Level 8
Components V, S
Casting Time 1 standard action
Range 60ft/5ft per caster level
Area of Effect 30ft radius
Duration Permanent
Saving Throw; Will Negates
Spell Resistance Yes

A dark cloud fills the area then disappears, all targets in the area make a will saving throw, those that fail roll with disadvantage on all die rolls including damage rolls. A greater restoration, remove curse, miracle, or wish spell will remove the effect.

Mass Fly

Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 20ft radius centered on you
Effect: Multiple Targets
Duration: 1 minute/caster level
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

All within a 20ft radius fly as per the spell.

Mass Mage Armor

Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 25ft+5ft/2 caster levels
Target: designated targets within range
Duration: 10 minutes/level
Saving Throw: Will negates (Harmless)
Spell Resistance: No

As per mage armor spell, but multiple targets.

Mass Vigor

Conjuration
Level: Clr/Drd 5
Components: V, S
Casting Time: 1 Standard action
Range: 30ft radius+1ft/caster level
Target: All targets within range
Duration: 8 rounds
Saving Throw: Will negates(Harmless)
Spell Resistance: Yes(Harmless)

All targets within range receive 1d6 points of healing each round for 4 rounds. If someone under the effects of vigor, is subject to a dispel magic, dead magic zone, or other magic canceling effect the spell immediately ends.

Mind Rot

Necromancy
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: Single
Duration: 1 round/2 caster levels
Saving Throw: Will (Negates) initial (Special)
Spell Resistance: Yes

With a touch attack you permanently reduce the targets intelligence, wisdom, and charisma by 1d4 +1/round, but can not reduce the targets scores below 1. The spells effect may make it impossible to cast some or all of its spells. The target gets a fortitude save each round to end the drain (DC 10+ability score+ spell level). Ability scores lost may be regained only be a restoration, greater restoration, miracle, or wish spells.

Negative Energy Aura

Necromancy
Level: Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level

You speak the ancient words of this spell and an aura of black, crackling negative energy surrounds you. Each round on your turn, every living creature within 10 feet of you loses 1 hit point per three caster levels (maximum 5). Undead creatures instead gain 2 hit points per round (though they can’t exceed their full normal hit point total from this effect). Characters with immunity to negative energy effects are not affected by this aura. The aura does not affect you.

Nullifying Ray

Abjuration
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 Standard action
Range: 25ft+5ft/caster level
Area: Target
Duration: 1 round/caster level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You make a ranged touch attack, any creature hit by this spell has all of its supernatural abilities suppressed for the duration of the spell. Abilities and aura’s include regeneration, fast healing, breath weapons, shapeshifting abilities, beholders eye rays, fear auras, or a basilisks gaze attacks. It does not affect spell like abilities or extraordinary abilities.

Plague of Undead

Necromancy [Evil]
Level: Clr/Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen. This spell turns the bones or bodies of dead creatures into undead skeletons (MM225) or zombies (MM265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands.
The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more undead with this spell than four times the level of this spell, or the animated dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead. Material Component: A black sapphire worth 100 gp
Or, several black sapphires with a total value of 100 gp.

Positive Energy Aura

Conjuration (Healing)
Level: Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You speak the eldritch phrases of power and an aura of white, shining, positive energy surrounds you. Each round on your turn, every living creature within 10 feet of you gains 1 hit point per three caster levels (maximum 5). Creatures can’t exceed their full normal hit point totals as a result of this effect. Undead creatures take 2 points of damage per round. Characters with immunity to positive energy effects are not affected by this aura. A positive energy aura does not affect you.

Quicksand

Transmutation
Level: Drd 4
Components: V, S, M
Casting Time: 1 Standard action
Range: 25ft+5ft/3 caster levels
Area: Target 15ft diameter
Duration: 1 round/caster level
Saving Throw: Reflex (Negates)
Spell Resistance: Yes

The ground beneath their feet trembles and becomes a thick viscous liquid. Anyone caught within the area of effect must make a reflex save (DC 10+ability mod+spell level) or be stuck in quicksand. Any creature caught is unable to move the each round unless a strength check is made (DC 20) or escape artistry check DC30. Even if the strength check is made movement is restricted to 5ft. Any attempts to jump out receive a -10 penalty. Anyone who fails their strength check is also denied their dexterity bonus to AC and is considered flanked. Any other reflex saves are treated with a -2 penalty. On the second round, if the strength check fails, the target suffers a -2 to all melee attacks rolls, and casting spells with a somatic component require a concentration check (DC15). On the third round, if the strength check fails, the target is limited to 1 attack, and is unable to cast spells with a somatic component. Targets in the affected area will never sink below their necks and need not worry about suffocation.

Resist Critical

Level: Brd/Pal/Clr/Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: Single
Duration: 1 round/caster level
Saving Throw: Fortitude (Harmless)
Spell Resistance: Yes (Harmless)

Critical hits made against the target of this spell have a 25% chance to be treated as normal hits. When a critical hit is scored against you roll percentile dice, any result of 25 or less negates the critical and damage is rolled as normal.

Self Sacrifice

Necromancy
Level: Blk/Pal 4
Component: V, S
Casting Time: 1 Standard action
Range: 15ft+5ft/caster level
Area: Up to 4 targets
Duration: Instant
Saving Throw: Fortitude (Harmless)
Spell Resistance: None

You take 4d8 +1/level damage and distribute the total to up to 4 other targets within range as a heal. You may distribute the total in any way you choose.

Solid Magic

Conjuration(creation)
Level: Sor/Wiz 9
Components: V, S, XP
Area: 5ft x 5ft area/caster level
Casting Time: 1 min/5ft x 5ft area
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Creates a blob of solid raw magic that can be spread onto any surface. Any spell may be cast into this substance and stored. The spell is triggered each time someone comes into contact with the area. The area can be disarmed by disable device (DC34). This however only disables the device for a number of rounds equal to the difference between your disable device check and the DC. Solid magic can be dispelled only by a greater dispel magic, Mordenkainen’s Disjunction, rod of cancellation or sphere of annihilation spells and effects. Dispelling such an area only dispels the magic stored and not the substance itself. A second cast must be used to dispel the substance in which it disappears permanently. You may create an amount that covers a 5ft x5ft area/caster level. Each 5ft x5ft area costs 100xp.

Sniper’s Shot

Divination
Level: Rng 3
Components: S
Range: Personal
Target: Self only
Duration: 1 round

You gain a +10 to attack rolls with a ranged weapon and your weapons’ threat range is increased by 1. In addition, penalties from shooting into melee are reduced by 2. All concealment penalties besides full, are negated.

Summon Poison

Conjuration
Level: Asn/Blk 4
Components: S, M
Casting Time: 1 round
Target: 0ft
Effect: 1 dose of poison
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Poison is illegal to have in many cities, and often difficult to get when you are in unfriendly areas. This spell summons a dose of the poison of your choice (DMG 80).
Material Components: A glass vial and a gem worth at least the cost of 1 dose of poison.

Siphon Magic

Universal
Level: Sor/Wiz 9
Components: V, S
Target: Single Target
Casting Time: 1 Round
Range: 35ft+5ft/caster level
Target: Single Target
Duration: 1 Round
Saving Throw: Will (Negates)
Spell Resistance: Yes

Bolts of pure magic shoot from your eyes into the eyes or your target. The subject loses 1d6+1/3 caster levels of spells that the target has prepared. You may cast those spells at your caster level paying any xp or material cost above 25gp. The target loses those spells until they memorize spells for the next day. You may not exceed your limit for spells for any particular level. Sorcerers may only cast these spells even if they do not know them, and they do not exceed the number of times they can cast a spell of any level. Sorcerers need not pay any material costs, but they may still have to pay other costs. You lose the spells you gained after 24 hours or until you memorize spells for the next day. Attempts to research spells not known to you have their time and resource cost reduced by 10%.

Static Field

Evocation
Level 3
Components V, S, M
Casting Time 1 Standard action
Target Self only
Duration 1 round/caster level
Saving Throw: None
Spell Resistance Yes

You envelop yourself in a field of electricity. Any opponent that enters within a 5ft radius takes 1d4 points of electrical damage each round they remain within the field. Treat this as an area spell when dealing with swarms of tiny creatures or spells such as insect plague. Iron golems and other creatures with similar vulnerabilities are also considered slowed while standing in the area of effect.

Thorn Armor

Transmutation
Level: Rng 3
Components: V, S, M
Casting Time: 1 Standard action
Target: Self only
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

Your body sprouts sharp thorns anytime a hit from a melee or touch attack, but not ranged touch attack, hits the attacker takes 1d4 points of damage.

Undeath’s Eternal Foe

Abjuration [Good]
Level: Cleric 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Targets: One creature/5 levels
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

You invoke the power of good and indicate each of your party members in turn. A crystal blue aura springs up around each of them, fortifying them against the assaults
of undead. You grant one or more creatures, special abilities that allow them to effectively destroy undead. All subjects receive a death ward effect (PH217). The subjects also have immunity to the special attacks and abilities of undead that deal ability damage, ability drain, fear effects, disease, paralysis, or poison. Targets can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons. They also gain a +4 sacred bonus to AC against attacks by undead.

Unluck

Divination
Level: Shm/Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Spewing a curse of bad luck, you fling a piece of broken mirror at your target. The mirror shard dissipates harmlessly as soon as it leaves your hand, and the sound of rolling dice is perceptible for an instant. When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied. Material Component: A piece of a broken mirror.

Vigor

Conjuration
Level: Clr/Drd 3
Components: V, S
Casting Time: 1 Standard action
Range: 30ft radius+1ft/caster level
Target: Single(within range)
Duration: 8 rounds
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

A single target within range receive 1d6 points of healing each round for 4 rounds. If someone under the effects of vigor, is subject to a dispel magic, dead magic zone, or other magic canceling effect the spell immediately ends.

Vision’s of Torment

Enchantment
Level: Clr/Sor/Wiz 6
Components: V, S
Casting Time: 1 round
Range: 50ft
Target: Single
Duration: 1 round/caster level
Saving Throw: Will (Negates)
Spell Resistance: Yes

Fills the targets mind with visions of torment and pain causing temporary insanity, and eventually physical pain. Any subject that fails their saving throw each round temporarily suffers a -4 penalty to wisdom, and intelligence scores, and forces a concentration check (DC18+spell level) to cast any spell. The recipient also attacks the nearest creature to the best of its abilities. The images become so real to the recipient that they start taking physical damage. Each round that they fail their saving throw they suffer 1d6 points of damage.

Volo’s Valuables

Conjuration(Creation)
Level: Brd 6
Components: V, S
Casting Time: 1 round
Range: Pocket Dimension
Target: dimensional space
Duration: 2 min/caster level
Saving Throw: None
Spell Resistance: No

Summons a dimensional closet filled with many useful common items. Items include, but are not limited to ladders, rope, lanterns and the like. Refer to (PHB 128-129). Restrictions include no animals or food, and nothing over 1000gp. It takes an action to find and pull out an item. Items last for the duration of the spell then disappear.

Wall of Sound

Evocation
Level: Brd 4
Components: V, S, MF
Casting Time: 1 Standard Action
Range: 50ft
Area: Special (see below)
Duration: 1 round/caster level
Saving Throw: See Below
Spell Resistance: No

Creates a wall of noise that violently shakes the air and objects in front of it. You may shape the wall as you wish, but are limited to 5ft cubed/caster level. Anyone standing behind the wall, does not hear the noise and is otherwise unaffected. However, ranged attacks through the wall including rays, have a -4 penalty to hit. Anyone in front of the wall and within 15ft must make a fortitude save each round or be deafened. Deafened creatures may move out of the area to end the deafened effect after 1 round.

Warp Magic

Evocation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: 50ft+5ft/caster level
Area: 25ft radius
Effect: Wild Magic Zone
Duration: 1 round/2 caster levels
Saving Throw: None
Spell Resistance: No

Creates a wild magic zone in the affected area. Anyone casting a spell, using a spell like ability, or activating a magical item must roll from the following list:
Table of Wild Magic Effects
d% Effect*
01-10 The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it fails.
11-20 The spell affects a random target or area. The DM should randomly choose a different target from among those in range of the spell or relocate the point of origin of the spell to a random place within range of the spell. To generate the direction in which the point of origin is moved randomly, roll 1d8 on the Grenade like Weapons diagram on page 138 of the Player's Handbook. To generate how far the point of origin is moved from its intended position randomly, roll 3d6. Multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells, or by 80 feet for long-range spells. It is possible for the spell effect to extend outside the wild magic zone; however, its point of origin cannot exceed its range. If the result generated would do that, adjust the point of origin to the limit of the range in the randomly generated direction. Spells whose range is personal or touch simply fail.
21-30 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item or spell-like ability are used up.
31-40 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.) An item does not lose charges, and the use does not count against an item's or spell-like ability's use limits.
41-50 The spell functions, but shimmering colors swirl around the caster in a 30-foot radius for 1d4 rounds. Consider this a glitterdust effect with a save DC of 10 + spell level of the spell that generated this result.
51-60 The spell functions normally.
61-70 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.) An item does not lose any charges that would have been expended, and the use does not count against an item's or spell-like ability's use limits.
71-80 The spell functions at increased strength. Saving throws against the spell suffer a -2 penalty. The spell is maximized as if with the Maximize Spell feat. If the spell is already maximized, this result has no further effect.
81-90 The spell changes into a different spell, roll a d8 to determine which spell level is cast. You may choose another spell of that level.
91-96 Spell has double effect, including damage, benefits or penalties, but you lose the ability to cast another spell for 1d10 days.
97-100 The spell functions normally, but turns the wild magic zone turns into a dead magic zone causing an explosion to anyone within the area dealing 20d6 points of damage. No saving throw.

Weakness

Necromancy
Level: Blk/Sor/Wiz 3
Components: S, V
Casting Time: 1 standard action
Range: 25ft+5ft/2 caster levels
Effect: Single Target
Duration: 1 Round/caster level
Saving Throw: Fortitude
Spell Resistance: Yes

Subject temporarily loses 1d4 +1 strength per 2 caster levels (+5 max). This spell can not drop an ability score below 1.

Zarrgon
2020-04-22, 10:35 AM
Swift Eye

Divination
Level: Sor/Wiz 1
Components: S
Casting Time: 1 swift action
Range: Close
Effect: Magical Sensor
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You create an invisible magical sensor that sends you visual information. The swift eye appears adjacent to the caster, but it can then travel outside your line of sight without hindrance. The swift eye travels instantaneously up to a maximum 30 feet, as directed by the caster. It sees exactly as you would see if you were there.

The eye can travel in any direction. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use the swift eye.

Segev
2020-04-22, 10:41 AM
Swift Eye

Divination
Level: Sor/Wiz 1
Components: S
Casting Time: 1 swift action
Range: Close
Effect: Magical Sensor
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You create an invisible magical sensor that sends you visual information. The swift eye appears adjacent to the caster, but it can then travel outside your line of sight without hindrance. The swift eye travels instantaneously up to a maximum 30 feet, as directed by the caster. It sees exactly as you would see if you were there.

The eye can travel in any direction. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use the swift eye.

I'm trying to imagine the use case for this one. Seeing around a corner real quickly? Peeking through a lock? With only one round, you get less than six seconds of looking around, so it's a very quick glimpse of whatever. Certainly not enough time to do detailed counting or reconnisance. But you could see "there's a dragon in there" or "there's a lot of goblins lounging around."

Zarrgon
2020-04-22, 12:00 PM
I'm trying to imagine the use case for this one. Seeing around a corner real quickly? Peeking through a lock? With only one round, you get less than six seconds of looking around, so it's a very quick glimpse of whatever. Certainly not enough time to do detailed counting or reconnisance. But you could see "there's a dragon in there" or "there's a lot of goblins lounging around."

Yes, it's basically a quick peak into a location, particularity a room. Diviners are one of my favorite spellcasters, but they get only a couple spells. Scrying is great, but this spell is available at 1 st level. This lets our low level diviner have a useful divination spell to cast and feel like they are a diviner.

Segev
2020-04-22, 01:13 PM
Yes, it's basically a quick peak into a location, particularity a room. Diviners are one of my favorite spellcasters, but they get only a couple spells. Scrying is great, but this spell is available at 1 st level. This lets our low level diviner have a useful divination spell to cast and feel like they are a diviner.

Okay, I can see how that'd be useful. Also, it gives me the following idea:

Pessimistic Prediction
Divination
Level: Sor/Wiz 1
Components: V, F (a mirror or bit of crystal)
Casting Time: 1 round
Range: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You peer into the focus and, while muttering the words of the spell, envision a round's worth of actions you could take instead of casting the spell. The DM tells you what you would experience if you performed these actions, assuming you fail all relevant checks, saves, and attack rolls, and any relevant attacks, checks, and saves made by your enemies are successful. For example, you could declare you go to open a door, and if the door is trapped, the DM will describe how you open it and the trap goes off, and what its effects are (since you are assumed in the vision to fail all attempts to notice it or save against its effects). If you would have managed to open it, he will tell you what you would have seen on the other side.

This spell is generally not very useful in combat, but can be a godsend for verifying the safety of certain risky actions, or for garnering information without taking much risk. Knowing that opening a door will get you ambushed by goblins is pretty valuable!

Zarrgon
2020-04-23, 12:04 PM
Wind Nudge

Evocation [Air]
Level: Sor/Wiz 0
Components: V,S
Casting Time: 1 swift action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This ray evokes a focused blast of wind, similar to what an normal human can do. This is sufficient to switch a lever, move small objects, and possibly open a stuck door or push weak creatures around but does not allow fine manipulation. A ranged touch attack is required to hit, and the spell can attempt Strength feats involving pushing (such as opening a stuck door), bull rush, or trip as a Medium size creature with Strength 10 (+0 on strength feat, bull rush or trip rolls).

Segev
2020-04-23, 12:06 PM
Wind Nudge

Evocation [Air]
Level: Sor/Wiz 0
Components: V,S
Casting Time: 1 swift action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This ray evokes a focused blast of wind, similar to what an normal human can do. This is sufficient to switch a lever, move small objects, and possibly open a stuck door or push weak creatures around but does not allow fine manipulation. A ranged touch attack is required to hit, and the spell can attempt Strength feats involving pushing (such as opening a stuck door), bull rush, or trip as a Medium size creature with Strength 10 (+0 on strength feat, bull rush or trip rolls).

Just checking, because I guess the answer is "it's only a swift action to cast," but why use this over mage hand?

And, if I'm right about the answer, when is a swift action vs. a standard action to cast going to matter enough to make choosing to learn/prepare this over mage hand (or instead of other options alongside mage hand) going to be worth the opportunity cost? Especially since mage hand can already be in effect in a lot of cases, making the swift action casting time even less relevant.

D&D_Fan
2020-04-23, 12:28 PM
Evil Spells
Please help me make these balanced.

Bones to Dust
Wizard/Sorcerer 8 (Necromancy)
Components: V,S
Casting time: 1 action
Range: Medium (90ft.) One target
The target must make a DC18 Constitution Save, or have their bones turn to dust. They take 50(10d10) Bludgeoning Damage and 25(5d10) Necrotic Damage and fall prone. They are also paralyzed. Greater restoration and higher healing spells can undo this paralyzation.

Crushing Gravity
Wizard 6 (Transmutation)
Components: V,S
Casting time: 1 minute
Range: Close (60ft.) one target
Duration 10 minute (requires concentration)
This spell increases the mass of the target significantly. While affected in this way, the target has disadvantage on all Dexterity Saving throws and Checks, In addition, they must make a DC 15 strength check every five feet they move. If they fail the check, they instead do not move. If they fail the check by 5 or more, they fall prone.

Impaling Strike
Wizard/Psion 5 (Evocation)
Components: S, M (an iron spike)
Casting time: 1 action
Range: Special
Duration: 1 minute
This spell fires a spike of sharp energy in a line 360ft. long, 5ft. wide line. any creature standing in the line must make a DC18 Dexterity Saving throw or take 30(5d12) Piercing damage. and be restrained for up to 1 minute. During the duration, a creature that is restrained can make a DC16 Strength check to escape.

Segev
2020-04-23, 01:48 PM
Evil Spells
Please help me make these balanced.Which edition do you mean these for? I see reference to both Constitution Saves (which suggest 5e) and Psion (which suggests 3.PF). Though typically, psions don't have the same spell schools, because they're using a different (albeit similar) subsystem.

The balance points for damage between various levels of spells is significantly different between the editions.

D&D_Fan
2020-04-23, 02:43 PM
Which edition do you mean these for? I see reference to both Constitution Saves (which suggest 5e) and Psion (which suggests 3.PF). Though typically, psions don't have the same spell schools, because they're using a different (albeit similar) subsystem.

The balance points for damage between various levels of spells is significantly different between the editions.

I guess 3.x because that's what the thread recommends I think, but I don't have much experience, but I think there is still constitution is 3.x because I looked it up. I don't have anything to base damage off of. This is why I was asking for help with this stuff. Also psions don't have spells slots, so I guess I'll remove that

D&D_Fan
2020-04-23, 02:46 PM
I fixed the spells ish. but I think the damage and saves might not be balanced.
I'm really trying to make concepts, but I tried stating today with little success it seems.

Segev
2020-04-23, 03:36 PM
Evil Spells
Please help me make these balanced.

Bones to Dust
Wizard/Sorcerer 8 (Necromancy)
Components: V,S
Casting time: 1 action
Range: Medium (90ft.) One target
The target must make a DC18 Constitution Save, or have their bones turn to dust. They take 50(10d10) Bludgeoning Damage and 25(5d10) Necrotic Damage and fall prone. They are also paralyzed. Greater restoration and higher healing spells can undo this paralyzation.


15d10 is about right for an 8th level spell, since you get it at 15th level. It's a little odd in 3.5 for it to not scale with caster level, and it should be a Fortitude save (no need to state DC; spell DCs are defined by level and casting stat). Duration should be Instantaneous. Might also make it a save for half damage, and make the paralysis contingent upon being reduced below a certain threshold of hp (as their skeleton is not sufficiently pulvariszed to paralyze them before that).

So something like this, maybe:

Bones to Dust
Wizard/Sorcerer 8 (Necromancy)
Components: V,S
Casting time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature with a skeleton
Saving Throw: Fort. Partial
Spell Resistance: Yes
If the target is a living creature and succeeds on the save, it takes 1d10 negative energy damage for every 3 of your caster levels as your magic weakens and splinters its bones. If a living target fails the save, it takes 10d10 Bludgeoning Damage in addition to the negative energy damage, and falls prone. If it has 50 or fewer hp left afterwards, it is also paralyzed. Greater restoration and higher healing spells can undo this paralyzation.

Against undead creatures with skeletons, this does 1d10 damage per caster level, and allows no save.

For a 5e spell, though, I think you're closer to the mark with the fixed values. In fact, I think as written it probably is reasonable. Remove reference to "medium" range and just give the 90 ft. Remove the "DC 18" and just say the target must succeed on a Constitution save or take the damage. Maybe leave the necrotic damage even if they make the save.



Crushing Gravity
Wizard 6 (Transmutation)
Components: V,S
Casting time: 1 minute
Range: Close (60ft.) one target
Duration 10 minute (requires concentration)
This spell increases the mass of the target significantly. While affected in this way, the target has disadvantage on all Dexterity Saving throws and Checks, In addition, they must make a DC 15 strength check every five feet they move. If they fail the check, they instead do not move. If they fail the check by 5 or more, they fall prone.Similar notes for being 5e: remove the "close" and just leave the 60 ft. range note.

This one, I am not sure how you'd use it. With so long a casting time, how do you keep the target in range while doing it? It's probably okay for a 6th level spell; compare it to, say, Tasha's hideous laughter, which can fully-disable someone. The 6th level tag making it so they are unable to shake out of it and the lack of save to avoid it is a bit over-the-top. Maybe if they succeed on the Strength check 3 times the spell ends?

Feels like it should have a Strength save to negate initially, too. And reduce casting time to one action; unless you have a clear non-combat use for it, this really can't afford a 1 minute casting time.


Impaling Strike
Wizard/Psion 5 (Evocation)
Components: S, M (an iron spike)
Casting time: 1 action
Range: Special
Duration: 1 minute
This spell fires a spike of sharp energy in a line 360ft. long, 5ft. wide line. any creature standing in the line must make a DC18 Dexterity Saving throw or take 30(5d12) Piercing damage. and be restrained for up to 1 minute. During the duration, a creature that is restrained can make a DC16 Strength check to escape.This one is also...probably okay (as a 5e spell). The damage is a touch low, but the restrained condition is powerful. If I read it right, it creates a glowing spike of energy that persists like an immovable rod for the duration, pinning creatures it pierces through in place unless they make the strength check to escape?

Zarrgon
2020-04-23, 06:28 PM
Just checking, because I guess the answer is "it's only a swift action to cast," but why use this over mage hand?

Because the cantrip mage hand does not do that much. The description says: You point your finger at an object and can lift it and move it at will from a distance.

Now it's true that the vast majority of games houserule that ''mage hand" is, in fact, "telekinetic wish" and can do anything that they can pass off as "telekinesis".

Wind Nudge also has a strength of 10, so it can for example close and open door. Mage hand can only move a 5 pound object, so would be unable to move a typical man sided door...unless your using the "telekinetic wish" homebrew version.

Wind Nudge can also effect several small objects, like a table full of scrolls. Mage hand can only move one 5 pound object, so would be unable to move several scrolls on a table top...unless your using the "telekinetic wish" homebrew version.

jqavins
2020-04-27, 11:58 AM
Yes, it's basically a quick peak into a location, particularity a room. Diviners are one of my favorite spellcasters, but they get only a couple spells. Scrying is great, but this spell is available at 1 st level. This lets our low level diviner have a useful divination spell to cast and feel like they are a diviner.Perhaps make the duration increase with level a little bit? Say, 1+int(level/3) rounds. That would make it somewhat better in a more powerful mage's hands, but still never spectacularly so.

Spellweaver
2020-04-28, 04:52 PM
Traveling Rumor

Enchantment/Charm (Mind-Affecting) (Language Dependent) (Curse)
Level: Cleric 3, Sor/Wiz 3
Components: S
Casting Time: 1 standard action
Range: Close
Target: One Creature
Duration: One week or until the word dies out
Saving Throw: Will Yes
Spell Resistance: Yes

By casting this spell, the caster starts a “rumor” of up to 30 words. The recipient of this spell, will believe the spoken words if he or she fails the saving throw. If a recipient believes the words he or she will tell the words on to two other creatures as soon as is reasonably possible (within one hour during the day, 8 hours during the night). These creatures are also entitled to a saving throw, however, they get +1 bonus to their roll. Every consecutive “generation” gets an additional saving throw bonus of +1. The spell keeps on working for a full week or until the spell extinguishes due to resisting the spell. Although after a week the word does not spread anymore by magical means, people can be still convinced of their truth. If the words still seem important enough to convey to others, people will still do so. It is possible that the rumor becomes more fantastic as they travel along, adding personal fantasies of the tellers of the words.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Zarrgon
2020-04-30, 09:28 PM
Sudden Souse

Evocation (Water)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 swift action
Range: Close
Target: One medium sized creature or object per five levels
Duration: Instantaneous
Saving Throw: Fort Yes
Spell Resistance: Yes

This spell evokes a sudden amount of water to fall from the sky and drench one or more creatures. The water puts out any non-magical flames and washes away any non magical materials coverings such as mud, dust or dirt. This spell has no affect on creatures, other then making them wet.

Material Component: a small piece of a sponge and a drop of water

Bohandas
2020-05-01, 03:08 AM
204.) Lesser Animate Dead ("Advanced Weekend At Bernie's")

Necromancy [Evil]
Level: Adept 2, Asn 4, Blighter 2, Blk 3, Clr 2, Dread Necromancer 3, Sor/Wiz 2, Wuj 2
Components: V, S, M
Casting Time: one full round
Range: Touch
Target: One recently dead corpse of a humanoid, monstrous humanoid, animal, or magical beast
Duration: 64 hours
Saving Throw: None
Spell Resistence: No

This spell turns the bones or bodies of dead creatures into undead lesser zombies (see below) that follow your spoken commands. The bodies used must be largely intact and must be free of any significant decomposition. A body that has been dead for more than one day per caster level is unsuitable for this spell.

The undead remain animated for sixty-four hours or until destroyed, whichever comes first. A destroyed zombie cannot be animated again.

You can’t create more HD of undead than your caster level with a single casting of this spell.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Material Component:
Discs of smoked glass, placed onto the eyes of the corpse you intend to animate


Lesser Zombie template

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.

Creating A Lesser Zombie
"Lesser Zombie" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type
The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice
Drop any Hit Dice from class levels (to a minimum of 1) and raise them to d12s. Do not double the hit dice. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the lesser animate dead spell.

Speed
If the base creature can fly, its maneuverability rating drops to clumsy.

Base Attack
A lesser zombie has a base attack bonus equal to ½ its Hit Dice.

Attacks
A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It does not gain the slam attack of a normal zombie but retains any slam attack it may have already had.

Damage
Natural and manufactured weapons deal damage normally.

Special Attacks
A lesser zombie retains none of the base creature’s special attacks.

Special Qualities
A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Damage Reduction (Ex):
A zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.

Single Actions Only:
Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

Abilities
A lesser zombie’s Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills
A zombie has no skills.

Feats
A zombie loses all feats of the base creature and gains Toughness.

Segev
2020-05-01, 10:25 AM
Sudden Souse

Evocation (Water)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 swift action
Range: Close
Target: One medium sized creature or object per five levels
Duration: Instantaneous
Saving Throw: Fort Yes
Spell Resistance: Yes

This spell evokes a sudden amount of water to fall from the sky and drench one or more creatures. The water puts out any non-magical flames and washes away any non magical materials coverings such as mud, dust or dirt. This spell has no affect on creatures, other then making them wet.

Material Component: a small piece of a sponge and a drop of water

This is honestly probably better as a cantrip. You don't specify an amount of water, so it would be hard to use as spontaneous water generation for storage or use other than "being wet," and so if you just make it so the water is non-potable and evaporates after the target is dried off and can't be stored, you have a cantrip's worth of utility. The actual utility of this spell as written only might be broken as a cantrip if people try to cheese water creation out of it (and there's already the 0th level spell create water for that, so...).

Zarrgon
2020-05-01, 03:02 PM
This is honestly probably better as a cantrip. You don't specify an amount of water, so it would be hard to use as spontaneous water generation for storage or use other than "being wet," and so if you just make it so the water is non-potable and evaporates after the target is dried off and can't be stored, you have a cantrip's worth of utility. The actual utility of this spell as written only might be broken as a cantrip if people try to cheese water creation out of it (and there's already the 0th level spell create water for that, so...).

Well to put out a fire or wash off substances on objects and creatures feels a lot more powerful then a cantrip. There are a lot of ways to catch a person or object on fire or cover them will all types of harmful substances, and undoing all that is way more powerful then a cantrip.

As the spell is an Evocation, that allows for the water to not stick around long: just long enough to put out the fire and wash substances away.

And this is also an attack spell too, for example, at night you could put out the bounty hunters torches or a guard fire and so forth: that again makes it much more powerful then a cantrip.

Segev
2020-05-01, 03:08 PM
Well to put out a fire or wash off substances on objects and creatures feels a lot more powerful then a cantrip. There are a lot of ways to catch a person or object on fire or cover them will all types of harmful substances, and undoing all that is way more powerful then a cantrip.

As the spell is an Evocation, that allows for the water to not stick around long: just long enough to put out the fire and wash substances away.

And this is also an attack spell too, for example, at night you could put out the bounty hunters torches or a guard fire and so forth: that again makes it much more powerful then a cantrip.

Hm. Very situational, still. Maybe only level 1? Split the difference? I just have a hard time seeing this as preferable to preparing, say, glitterdust. Or worse, spending a spell known as a sorcerer on it.

Zarrgon
2020-05-05, 03:23 PM
Phantasmal Phobia

Illusion (Phantasm)[Fear, Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 1 day/level
Saving Throw: Wil neg
Spell Resistance: Yes

This spell creates a phantasmal phobia of a single object or creature type( so it could be wooden spoons but not the King Spoon or dogs, but not the dog Barkk) that the subject forms by the fears of the subject’s subconscious mind into something that its conscious mind can visualize. Only the spell’s subject can see the phantasmal phoba. You see only a vague shape(s). The target first gets a Will save to recognize the image as unreal. If that save fails, the subject takes 3d6 points of damage and is subject to the spell.

Anytime the subject is within 15 feet of the object or creature and is able to perceive it, the subject becomes frightened until the object is again more than 15 feet away. The caster can choose the subject of the phobia or let it be randomly be determined. Choosing something the subject already has a fear of grants a -2 to their saving throw.

The Material Component is a fang or stinger from any animal or vermin

Ides Usher
2020-06-01, 01:48 AM
Karanzig's True Shadow

School: Divination
Level: 2 (Sor/Wiz)
Components: V,S,F
Casting Time: 2 turns
Area of Effect: self
Range: self
Duration: 10 minutes/level
Saving Throw: none
Spell Resistance: no

Karanzig's True Shadow alters your perception such that the shadows of any magically transformed or polymorphed creatures or items seen remain true to their original form. Other beings cannot discern the shadow's true nature unless they can see through your eyes while this spell is in effect. Indeed, this spell may not reveal the true nature of the altered item or creature even to you, depending on lighting, viewing angle, the presence of smoke, fog, haze, mist or other factors determined by the DM. The spell does nothing to alert you that any observable shadow differs from the form of the creature or item casting it. It is entirely up to you to discern any discrepancy between shadow and object, but once a discrepancy has been found you will know the item has been altered even if the exact nature of the transformed thing cannot be determined by the shadow alone.
This spell can be used with Crystal Balls or other scrying devices that allow visual examination of distant areas. Creatures and items that are invisible do not cast shadows and cannot be detected with this spell. Permanency can be cast upon Karanzig's True Shadow. The focus components are a small crystal rod at least 4 inches long, a 2 inch square black silk cloth and a hollow silver pyramid containing the polished eye of a bird of prey.

Ides Usher
2020-06-02, 02:35 PM
Bruise From Afar

School: Necromancy
Level: 2 (Sor/Wiz)
Components: V,S,M,F
Casting Time: 2 turns
Range: sight
Target: 1 person
Duration: 3-10 days (d8+2)
Saving Throw: Reflex negates
Spell Resistance: yes

With this spell you are able to inflict 10-15 (d6+9) prominent bruises upon any one person seen. This is likely to give the impression that the victim has been beaten. The victim feels no pain from the bruises and the spell causes no damage measured in Hit Points. The bruises are real; they are not an illusion and do not radiate magic. A Cure Minor Wounds spell will cause all of them to instantly disappear, but they will gradually fade on their own over the course of 3-10 (d8+2) days. The duration of each bruise is determined individually. Bruise From Afar can be cast through scrying spells or devices, as can any of its variants. The material components are a piece of bruised fruit, a drop of dragon blood, the head of a toad and a red leaf. The focus component is your soul dagger. A variant of this spell, Zerbuor's Mysterious Pummelation, uses a small granite or marble fist for a focus instead of a soul dagger but only causes 7-12 (d6+6) bruises. It also requires a black leaf and a blue leaf for material components in addition to those needed for Bruise From Afar. Another variant is a Clr/Drd spell called Divine Beating. It has the same material components as Zerbuor's Mysterious Pummelation. Its divine focus components are a gold ring worth 50 gp and a holy symbol. Permanency will not affect any of the three versions of this spell.

Ides Usher
2020-06-03, 06:43 PM
It didn't occur to me that these should be numbered. Karanzig's True Shadow should be 208 and Bruise From Afar should be 209. Let me know if I have miscounted. Also, Traveling Rumor is excellent and would have been a perfect fit for my Intrigue campaign.

Zarrgon
2020-06-05, 09:01 PM
)210

Inscentibility

Illusion
Level: Sor/Wiz 2, Bard 2, Ranger 1, Assassin 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature; or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object effected by this spell becomes inscentible, vanishing from scent and smell. No type of scent can be used to track, locate or identity the effected creature or object. For the spells duration, the effected creature or object has no scent.

If the recipient is a creature carrying gear, that too has no scent. Items dropped or put down become scented again ; items picked up loose their scent if tucked into the clothing or pouches worn by the creature.

Of course, the subject is not magically silenced or invisible , and certain other conditions can render the recipient detectable. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

This spell will effect things such as pepper or perfume, as well as the stench of creatures such as troglodytes. For the duration of the spell such things have no effect.

Material component: A bit of cloth

Bohandas
2020-06-06, 12:01 PM
)210

Inscentibility

Illusion
Level: Sor/Wiz 2, Bard 2, Ranger 1, Assassin 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature; or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object effected by this spell becomes inscentible, vanishing from scent and smell. No type of scent can be used to track, locate or identity the effected creature or object. For the spells duration, the effected creature or object has no scent.

If the recipient is a creature carrying gear, that too has no scent. Items dropped or put down become scented again ; items picked up loose their scent if tucked into the clothing or pouches worn by the creature.

Of course, the subject is not magically silenced or invisible , and certain other conditions can render the recipient detectable. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

This spell will effect things such as pepper or perfume, as well as the stench of creatures such as troglodytes. For the duration of the spell such things have no effect.

Material component: A bit of cloth

I'd give it to Lv 1 druids as well

Ides Usher
2020-06-07, 03:46 PM
211)

Grenilag's Twisted Shadow

School: Transmutation
Level: 4 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 1 minute
Range: Close (25' + 5'/2 levels)
Target: shadow of one creature or object
Duration: 48 hours + 24 hours/level
Saving Throw: Will negates
Spell Resistance: yes

Grenilag's Twisted Shadow enables you to alter the direction that the shadow of one creature or object falls by up to 12˚/level. When the spell expires the shadow returns to its normal direction at a rate of 6˚/day. This spell does not affect undead shadows, nor does it alter the shape or length of the affected shadow, only the direction in which it falls. A shadow affected by this spell cannot be affected by a Manipulate Normal Shadows spell until it returns to its normal location relative to light sources, but may be affected by Algar's Shadow Curse and/or Curse of the Luminescent Shadow. It can be made permanent with a Permanency spell. Only creatures get saving throws; items do not unless they are sentient. The material components are four drops of undead shadow distillate and a piece of black silk. Colored spider silk will do, but the duration drops by 24 hours. The focus components are the shadow to be affected, a small mirror that reflects on both sides and your soul dagger. This spell is always Spellbound with Soul Dagger by the Onyx Society when making soul daggers for initiates of the Third Circle.

Zarrgon
2020-06-12, 07:37 PM
212)

Nonlinear Perception

School: Divination
Level: 3(Sor/Wiz)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

For the duration of the spell, your perception is no longer linear. You have Line of Sight to any location to which there is a clear path between you and it, regardless of how said path may twist and turn; you can see around corners and behind obstacles, directly above, below or behind you, the contents of a room through a window without having to physically scan through the window and in other similar situations.

This has a variety of effects. First, you cannot be flanked. Secondly, you ignore cover and concealment (including total cover and concealment) unless said cover or concealment protects creatures from all sides; a creature around the corner or behind a wall would have no cover against you but one inside a closed box still would, a creature hidden behind Obscuring mist would have no concealment against you but one hidden inside it still would. Third, in most situations creatures can't employ stealth against you (due to lack of concealment and cover).

This spell does not negate distance penalties and does not provide line-of-effect for effects needing to travel in a straight line (such as ranged weapons and ray spells). Traps and spells triggered on sight (such as Symbol spells) do work through your improved sight even if they wouldn't normally get line of effect to you.

Ides Usher
2020-06-13, 06:29 AM
213)

Spellbinding

Schools: (Transmutation/Enchantment)
Level: 7 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 7 rounds
Range: Personal
Target: self
Duration: Special
Saving Throw: None
Spell Resistance: no

Spellbinding allows the subsequent simultaneous casting of spells, up to one spell level for every level above 11th that you possess. Thus, if you are a 16th level wizard you are capable of casting a 1st level spell and a 4th level spell at the same time or up to five 1st level spells all at once. Spells bound in this manner must be memorized, have all required components available, be cast immediately upon completion of this spell and be cast upon the same subject. If you attempt to bind a set of spells upon an unwilling or unconscious being, the creature is entitled to a Will save vs. each and every spell in the set even if one or more of them do not allow a save. The victim receives a +1 bonus to each save for each spell over two that you try to bind to it. If even one of the spells in the set is saved against all will fail, being bound to the spell which failed. Once successfully cast, bound spells cannot be dispelled individually. All of them must be successfully dispelled at the same time. When spells of differing duration are bound together you should assume that the spell with the shortest duration will determine the duration of all of the spells and plan accordingly. Spellbinding Permanency into the set will always be permanent and is the only way to ensure continued utility of spells with instantaneous duration or if none of the spells in the set can normally be made permanent. No set of spells to be bound may contain the same spell more than once. Attempting to bind spells with extremely divergent targets may prove impractical at best and hazardous to you at worst. This spell is typically used by higher level arcane spell casters to enhance their abilities or perceptions permanently or in the construction of magic items that are likely to encounter dispelling effects.

It is possible for two wizards, two sorcerers or one of each to work in concert to bind spells together that they normally would not be able to due to level restrictions. In order for such cooperative casting to work, you and your assistant must first be bound together with a Body Sympathy spell. Then you must cast Spellbinding followed immediately by the spells to be bound. The levels of your assistant are added directly to yours when determining how many and what levels of spells may be bound together. Any spells in the set that your assistant is capable of casting must be cast by said assistant. When you have an assistant any being entitled to saving throws receives a +2 bonus to each save for each spell over two that you try to bind to it. No more than two spell casters may ever cooperate in this manner with this spell. Each caster must have all components for the spells they will contribute. Components cannot be shared. Under no circumstances will this spell allow you or your assistant to exceed your number of spells that can be memorized or spells per day or cast higher level spells than normal.

The material components are a gold thread and a silver thread twisted together and wrapped around a small marble fist, a lizard's hind foot, three black pine cones and a dragon tooth. The focus components are a mithral, dragon bone or meteorite iron dagger (or if you have one, a soul dagger of any construction) and silver bells with differing tones, one for each spell to be bound, which must be rung simultaneously.

Ides Usher
2020-06-14, 12:56 AM
212)

Nonlinear Perception

Can it be made permanent? Also I would like to add it to the list of spells that people Spellbind with Soul Dagger.

Zarrgon
2020-06-21, 06:02 PM
214)

Scramble text

School: Transmutation
Level: 2(Sor/Wiz)
Components: V, S,M
Casting Time: 1 standard action
Range: Touch
Target: One object with written text
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell turns the contents of any object like a book or scroll of non magical text into complete gibberish by rearranging the ink (or whatever was used) into new patterns, destroying the information therein and rendering it forever unreadable.




Can it be made permanent? Also I would like to add it to the list of spells that people Spellbind with Soul Dagger.

Yes. And ok.

Ides Usher
2020-06-23, 04:17 PM
[QUOTEYes. And ok.[/QUOTE]

Thank you. I am working on providing the other spells mentioned in the previous spells posted, but I have to copy them by hand from my dinosaur computer and then type them back out here. Also, competition for use of this computer is fierce, and I am more likely to use what little time I have on this to play Skyrim or Stellaris.

215)

Dangira's Web of Deceit

Schools: (Illusion/Transmutation/Evocation)
Level: 8 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 7 rounds
Range: 0
Target: 2” radius
Duration: Permanent until activated
Saving Throw: Special
Spell Resistance: yes

Dangira's Web of Deceit is a subtle and insidious combination of Illusion, Transmutation and Evocation magics. It first establishes a real web complete with a very large deceased spider at the point where the spell is intended to begin. This is usually arranged so as to block a corridor or doorway. Anyone coming into direct contact with either the web or spider must Will save vs. magic or be subject to the effects of the illusion. If the web is ignited the flame will fuel the full effects of the illusory portion to all within a 2” radius with no save. As the spell's victims continue past the remains of the web the effects are activated at intervals determined by you. These intervals may be defined by passing time, distance traveled, actions taken by those affected or any combination of the three. The effect of this spell is broken down into five parts corresponding to the five senses. Each sense is affected in turn as the spell progresses and the effects are cumulative. Example: A party comes to a turn in a corridor, encounters the web and burns it to clear the way. Ten feet further down the corridor the audible portion of the illusion makes the party hear water dripping. Fifteen feet beyond that the temperature seems to drop a few degrees and and the walls appear and feel damp. A few more feet and a distinct mustiness in the air will be detected. Turning the next corner reveals the culmination of the accumulating effects, a large pool of water blocking the way with a drip feeding it and a glimpse of a tentacle retreating into the depths and disturbing the surface. The spell is versatile enough to adapt to the expectations of its victims, providing whatever stimulus they think they should be experiencing. An illusion of the smell of frying mushrooms can lead to the sounds of cooking and dancing shadows from a fire followed by an abandoned fire and a table with an illusory plate of mushrooms with an equally illusory fork which can be picked up and used to eat the mushrooms, which of course taste exactly like mushrooms should. Or maybe the fork is real, there really is something on the plate, but it certainly isn't mushrooms... The material components are a 6 inch length of phase spider web, a lie spoken by a Paladin and a piece of iron pyrite. The focus components are a live spider and a coin that has been used for the focus of a Hrovis's Temporary Theft spell.

Bohandas
2020-06-24, 12:13 AM
212)

Nonlinear Perception

School: Divination
Level: 3(Sor/Wiz)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

For the duration of the spell, your perception is no longer linear. You have Line of Sight to any location to which there is a clear path between you and it, regardless of how said path may twist and turn; you can see around corners and behind obstacles, directly above, below or behind you, the contents of a room through a window without having to physically scan through the window and in other similar situations.

This has a variety of effects. First, you cannot be flanked. Secondly, you ignore cover and concealment (including total cover and concealment) unless said cover or concealment protects creatures from all sides; a creature around the corner or behind a wall would have no cover against you but one inside a closed box still would, a creature hidden behind Obscuring mist would have no concealment against you but one hidden inside it still would. Third, in most situations creatures can't employ stealth against you (due to lack of concealment and cover).

This spell does not negate distance penalties and does not provide line-of-effect for effects needing to travel in a straight line (such as ranged weapons and ray spells). Traps and spells triggered on sight (such as Symbol spells) do work through your improved sight even if they wouldn't normally get line of effect to you.

I like the concept behind this (although I'm not sure it should negate cover, as that's not a visual thing, that's just a smaller target)

Also, this should definitely be available as a psionic power as well as a spell

Ides Usher
2020-06-24, 07:32 AM
216)

Algar's Shadow Curse

Schools: Transmutation
Level: 6 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 8 rounds
Range: 12”
Target: any shadow cast by one creature or object
Duration: Permanent
Saving Throw: Reflex negates
Spell Resistance: yes

Algar's Shadow Curse allows you to permanently alter the appearance of any shadows cast by one creature or object. The location and length of the shadow are not changed by this spell. The altered shadow will fall where the unaltered shadow would have fallen. Only the appearance of the shadow is changed. For example, the shadow of a simple gnomon on a sundial could be altered to resemble a sailing ship, or a bunch of flowers, leaving the appearance of the gnomon unchanged. A man's shadow could be given bat wings and horns or made to look like a juggling jester, a tree's shadow could be altered to resemble a dwarven war axe or appear to be enveloped in leaping black flames, or any other thing that you can think of. This spell does not affect the undead known as shadows. A shadow affected by this spell is not subject to the Manipulate Normal Shadows spell but may be returned to normal via Remove Curse or Dispel Magic if cast upon the shadow and not the person or object casting the shadow. Only creatures get saving throws, objects do not unless they are sentient. This spell has been used to embarrass public speakers, entertain at or disrupt social events, intimidate superstitious peasantry and distract pesky adventurers from their tasks. The material components are 12 drops of pitch and a nose hair of an ogre. The focus components are a tiny silver bell which must be rung exactly once and your soul dagger. It was reported to the Mythmamorlithy Society of Dreamers by Ardivan Korogromt that only the sound of the bell is required, not the bell itself. This has yet to be confirmed through independent sources.

Zarrgon
2020-06-24, 04:33 PM
217)

Shadow Sound

School: Illusion(Shadow)
Level: 3(Sor/Wiz)
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes, see text.

Shadow sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound shadow sound creates and changing the soundÂ’s basic character takes a move action.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Shadow sound can also perfectly recreate any sound the caster has previously heard, up to the above volume limit.

Anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Finally, shadow sound can tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer, wizard or bard sonic descriptor spell of 3rd level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow sound, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow soundsÂ’s level (3rd) rather than the spellÂ’s normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

Ides Usher
2020-06-29, 03:48 AM
218)

Manipulate Normal Shadows

Schools: Transmutation
Level: 2 (Sor/Wiz)
Components: S, M, F
Casting Time: 2
Range: 60 yards + 10 yards/level
Target: 2 normal shadows + 2/level
Duration: until concentration ends
Saving Throw: None
Spell Resistance: no

By casting this spell you gain control of any normal shadows (generated by light striking an object) within range. So long as the shadows remain on any surface they can be shaped and moved in whatever manner you will. A shadow may be expanded in size to the range limit, shrunk to a single point or split into two or more pieces, each piece counting towards your limit of how many shadows you can control at one time. You may manipulate the desired shadows until you cease to concentrate on doing so, which ends the spell. The maximum length of time that you can count on being able to concentrate on this spell is five minutes for each point of your constitution score. To concentrate beyond this limit a Fortitude save must be made every five minutes. Each successive save beyond the first is made with a cumulative -1 penalty. Failure means your concentration has broken. If you have the Concentration skill you get a bonus to your save equal to your ranks in that skill. You may shift concentration from one shadow to another as often as desired. A shadow which is no longer concentrated on will revert immediately to its normal state. In conjunction with a Keep spell, any shadows controlled may be placed in an obsidian vial and saved for use at a later date. Partial shadows kept are generally useless, so Keep the entire desired shadow. If Manipulate Normal Shadows is not cast prior to opening a vial of shadows then all of the shadows come out at once. For this reason it is recommended that each shadow to be kept have its own obsidian vial. A creature or object whose shadow has been taken in this manner will not get their shadow back upon upon expiration of the spell or if you cease to concentrate on that particular shadow. Only by entering absolute total darkness will shadows taken by a Keep spell be renewed. A renewed shadow is not the original shadow, which will remain in its vial until the vial is opened and the shadow used or released to dissipate. Manipulate Normal Shadows has been used to embarrass public speakers, disrupt or entertain at social events, put messages on the walls of buildings, intimidate superstitious peasantry, subtly alter the ambiance at a negotiating table, distract pesky adventurers from their tasks, provide material components for certain spells and in the construction of certain magic items. The material components are seven drops of distillate from an undead shadow. The focus components are a piece of iron pyrite and a snake skin. Distillation of an undead shadow requires an alchemy lab and yields 41-52 (40 + d12) drops of distillate or it can be purchased for 1 gp per drop if you provide your own container.


219)

Dangira's Death Deceit

Schools: Illusion
Level: 3 (Sor/Wiz)
Components: V, S, M
Casting Time: 3
Range: Touch
Target: 1 person/2 levels
Duration: 1 hour
Saving Throw: None
Spell Resistance: no

This spell creates the illusion that those affected have been dead for several days. Tactile, olfactory and visual effects are included, producing a very convincing picture. If you walk around while under the effect of this spell you are likely to be mistaken for a zombie and attacked. The material component of Dangira's Death Deceit is the shadow of someone who has been hanged. If the person hanged was a witch then the duration is increased by ½ an hour. A version of this spell called Veil of Death has no material components but requires your soul dagger as a focus. Veil of Death has a duration of 30 minutes + 3 minutes/level.

Ides Usher
2020-07-02, 03:24 PM
220)

Senses Taker

Schools: Conjuration/Divination
Level: 4 (Sor/Wiz)
Components: V, S, M. F
Casting Time: 2
Range: sight
Target: one creature
Duration: 1 minute + 1 minute/level
Saving Throw: Will negates
Spell Resistance: yes

The Senses Taker spell allows you to tap into all of the senses of another creature to use as your own for the duration of the spell. Their perceptions are not altered in any way unless they succeed with a spell resistance check, in which case they become aware that someone is observing in some manner, but this will not interfere with the function of this spell. You can see what they look at, hear what they hear, taste what they eat and drink, feel what they touch and smell any odors that they can. Your own senses are completely unavailable to you until the spell ends or you end the spell. You will not be able to cast spells, speak or move under your own volition. It can be cast through a crystal ball, other scrying device or divination spell that provides visual input. Timing is everything with this spell, for it grants only sensory knowledge. You cannot tell what is being thought by or extract any information from the mind of your victim without additional enchantments, all of which must be cast prior to this spell. Senses taker does not allow you to influence your victim's actions in any way, shape or form. Comprehension of what you sense is not provided by the spell, you must interpret that for yourself. For example: to obtain the contents of an important note you must read it through their eyes when they read it. If it is written in a language you do not know then the best you can do is recognize the language it is written in, but only if you have seen examples of the language on prior occasions. Experiencing another creature's death through this spell is not recommended. Two fortitude saves must be made to survive such a traumatic experience unscathed. If you make only one of the two you will go into shock and must spend 1d4 weeks in recovery. Failing both saves is fatal. The material components are two drops of black dragon blood and a black pine cone harvested at midnight under a new moon. The focus components are your soul dagger, a black silk mask which must be worn and a small silver or mithril fist.


221)

Hrovis's Temporary Theft

Schools: Conjuration
Level: 1 (Sor/Wiz)
Components: V, S, F
Casting Time: 6
Range: 1 mile/level
Target: up to 20 coins
Duration: 1 hour
Saving Throw: none
Spell Resistance: no

With this spell you conjure up to a score of coins identical to the coin used for the focus component. The coins come from the nearest sources. If there are no coins of the appropriate sort within range the spell is wasted and no coins are conjured. If there are less than a score of that sort of coin within range then all that are available will be conjured. The conjured coins do not radiate magic and the focus coin cannot be kept separate from the conjured coins. One hour after the coins have been conjured the spell expires and the coins return to their original locations. If the coin used for the focus component is deliberately marked for identification then only coins with a similar mark will be conjured. Keeping the coin that was not conjured can be assured only by not spending any of the coins. There is always a chance that that particular coin will be among those used for any purchase paid for with conjured coins. The chances of using the coin will depend on how many of the coins are on hand and how many of them are to be used for the purchase. Use of this spell is generally frowned upon by merchants and governments alike and is actually outlawed in many areas where its use has caused a lot of trouble. There is a variant of this spell call Score Score which requires your soul dagger as an additional focus component. It has a casting time of 4 and a duration of 1 hour + 3 minutes/level.

Ides Usher
2020-07-25, 09:14 PM
222)

Vanity Plate

Schools: Transmutation
Level: 1 (Sor/Wiz)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: 1 person
Duration: permanent
Saving Throw: none
Spell Resistance: no

This spell is used for removing unwanted moles, freckles, skin discolorations, acne, bruises, scars and non-magical birthmarks. It can be used to treat a sun burn or rash. Vanity Plate cannot reverse damage measured in hit points. The material component is a dab of lotion placed on the bottom of the plate or bowl of the target's next meal. The lotion must be placed by the target, not you. Once the lotion has been placed, cast the spell. The plate or bowl must be touched on the edge at the same moment that the target is touched on the end of either index finger. When the meal is complete the spell is also complete and the unwanted condition is gone. The lotion used must made from aloe or melaleuca oil and contain a frog's breath, at least two tears from a healthy infant and 10gp worth of powdered pearl. Once made there is enough lotion for a score of castings before it is gone. The lotion must be stored in a crystal container. Any other type of container has a 5% chance per day of storage to allow the lotion to spoil, cake, separate or otherwise change composition and become useless. A variant of this spell, Girilad's Blemish Removal, needs 4 gp of powdered diamond instead of pearl, requires a soul dagger for a focus and the lotion must be spread directly on the blemish to be removed. Also, the lotion for Girilad's Blemish Removal must be stored in a silver or mithral container.

223)

Liolomar's Party Ball

Schools: Illusion
Level: 1 (Sor/Wiz)
Components: V, S, F
Casting Time: 3
Range: 30 feet
Target: special
Duration: 2 minutes/level
Saving Throw: none
Spell Resistance: no

You create a shimmering globe of coruscating colors a foot across that hovers in place at a point within range that is determined by you. Twenty times per minute the globe ejects a streamer of color. Anything struck by a streamer has its color changed for 2 + d10 minutes/level. A streamer which does not strike anything within 25 yards will burst in a colorful explosion of lights. Uncontrolled streamers typically make things a single color chosen by the DM. About one in ten uncontrolled will have more than one color. Five streamers per minute per level may be controlled by you. There is no limit to the color schemes or designs of a controlled streamer save the size and shape of the object affected. Even a first level caster may have a complex coat of arms or other design appear on an object. Likenesses of important personages are also popular. Such designs require at least 5-10 minutes of planning and contemplation for each one prior to casting. Uncontrolled streamers will never strike anything that you have struck with a controlled streamer but may strike objects struck by other uncontrolled streamers. On occasion, clever casters have used this spell to surreptitiously transmit information to others who are looking for a particular color to appear in a certain spot as a prearranged signal. The focus component is a crystal prism.

Bohandas
2020-09-03, 04:32 AM
Contagious Laughter

Emchantment (Compulsion)
Level: Brd 6, Sor/Wiz 7

As Tasha's Hideous Laughter, except everyone who hears the victim must save or fall down laughing as well. This includes people who hear victims whom the spell has chained to rather than the original victim, however any given person only needs to save against the spell once, no matter how many victims they hear. The caster is immune to the effects of the spell.

Ides Usher
2020-09-05, 10:07 AM
225)

Wirrwyx's Stolen Senses

Schools: Transmutation/Conjuration
Level: 3 (Sor/Wiz)
Components: V, S, M
Casting Time: 3
Range: 180 feet
Target: One Creature
Duration: 1 round/level
Saving Throw: Will negates
Magic Resistance: yes

Wirrwyx's Stolen Senses allows you to take any one sense from a creature within range, unless you are 9th level or higher, in which case you may take two senses from that one creature. Taking the sense deprives the creature of its use until the spell ends. Your similar sense is replaced by the one taken for the duration of the spell. It is most commonly used to enable you to see, hear or smell things beyond your normal ability. The hearing of a bat will grant you its ability of echolocation. The sight of a bird of prey will double your effective sight range, but that of a colorblind creature will rob you of your ability to discern colors. A dog's sense of smell will allow you to track like a ranger of no more than 6th level, but at least 3rd level. Once you have taken a sense it is yours to use for duration of the spell even if you move out of range of the target creature. At least one enterprising mage has used this in conjunction with a Keep spell and the appropriate containers to acquire rare and hard to get material components from her pets and hopefully unsuspecting neighbors. If used in this manner the spell ends immediately upon the sense being properly kept, but the target creature does not automatically get their sense back. It must go through a period of regeneration and recovery that won't exceed one month. Another use is to simply blind or deafen an opponent to gain an advantage in combat, though there is a spell of of lower level that does the same thing permanently with only a vocal component and shorter casting time. The material components for this spell are a silk glove and a thief's pick that has been used to open a lock during a theft.


226)

Take

Schools: Conjuration
Level: 3 (Sor/Wiz)
Components: V, S, F
Casting Time: 1
Range: 10 feet/level
Target: One object that can be held in one hand
Duration: Instantaneous
Saving Throw: Reflex negates
Magic Resistance: yes, if object is held by an intelligent being

Take brings to your hand any item in plain view that can be held in one hand, even if it is in the possession of another person. Only if the item is firmly grasped by another person is a reflex save allowed. If the save is made possession is retained by the would be victim. If the intended victim has spell resistance you will also have to overcome that, again only if they are holding the item. The focus component of this spell is a thief's pick or tool that has actually been used by a rogue for its intended purpose. The pick or tool disappears when the spell is cast, returning to the rogue who last used it, even if the rogue is dead or on another plane. If you plan frequent use of this spell you may want to consider making arrangements with a thieves guild to ensure a supply of suitable picks and tools. A version of this spell known as Girnholth's Gratuitous Grab uses a small granite or marble fist for a focus instead of a pick or tool, which has the advantage of the fist remaining in your possession when cast. Girnholth's spell also has a set range of 40 feet and allows a Will save instead of a Reflex save.

Chas Kramer
2020-09-07, 07:49 AM
227)

Fiery Counterspell

Schools: Abjuration / Fire
Level: 3 (Sor/Wiz)
Components: V, S
Casting Time: 1
Range: 100 ft + 10 feet/level
Target: One spellcaster
Duration: Instantaneous
Saving Throw: none
Magic Resistance: no

This spell tries to unbalance and negate a spell being cast, by linking some of the delicate threads of magical forces to the chaotic element of fire.

This spell works in the same way as Dispel Magic, but it can only be used as "counterspell". Unlike Dispel Magic, it cannot negate an already established magic effect on a creature or area, but only negate a spell being cast
However, if the counterspell is successful, the spell-caster who got his spell negated also suffers 1d4 fire damage with no save, per level of the spell which got countered (max 4d4). For example, a magic user casting "Summon Monster 5" (a 5 Level spell) who falls victim of a Fiery Counterspell, will see his spell negated and will suffer 4d4 fire with no save.

Converting magic energy to fire on the fly is a risky business.
Should the dispel check fail, the caster of Fiery Counterspell will be the one to suffer the same amount of damage (1d4 for each level of the spell being targeted, no save, max 4d4).

Bohandas
2020-10-18, 06:46 PM
Ok, here's a new one:

228.) Reduction

Transmutation
Level: Sor/Wiz 3, Wuj 3
Components: V, S, F
Casting Time: 1 round
Range: Close
Target: One creature or object
Duration: 1 min/level
Saving Throw: Fortitude negates (object)
Spell Resistence: Yes

This spell causes instant diminution of the target, halving its height, length, and width and dividing its weight by 8. This causes the target to decrease in size by one size category, with all the normal mechanical effects of such a size change

Focus:
A ball of iron formed by pressing iron fil9ngs together at high pressure without external heat. (2gp?)

229.) Minor Transmutation of Lead to Wood

Transmutation
Level: Drd 0, Magewright 1, Sor/Wiz 1, Wuj 0 (wood)
Components: V, S, F/DF
Casting Time: 1 round
Range: Close
Target: up to about half a liter of molten lead
Duration: Instantaneous
Saving Throw: No
Spell Resistence: No
Discovered during a failed experiment in replicating the philosopher's stone, this spell transmutes molten lead in a 500cc crucible into wood. For the arcane version of the spell the crucible must be made of nickel, but the druid version can use any crucible. The resultant wood is a generic sort of wood that doesn't match any particular kind of tree. Melting the lead is not included in the casting time.
Arcane Focus: a medium sized nickel crucible which the lead is melted in (price???)

Contagious Laughter

Enchantment (Compulsion)
Level: Brd 6, Sor/Wiz 8

As Tasha's Hideous Laughter, except everyone who hears the victim must save or fall down laughing as well. This applies to people who hear victims whom the spell has chained to rather than the original victim, however any given person only needs to save against the spell once, no matter how many victims they hear.

EDIT:
Oops. Looks like I posted that one already.

Vaern
2020-10-19, 05:50 PM
I created a thread for this one ages ago, but I might as well toss it in here as well, right?

230)

Reanimate

Necromancy [Evil]
Level: Dread 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistence: Yes (harmless)

You call a creature's soul back to its body and bind it with negative energy, giving it a perverted semblance of life. The subject is considered to be alive, not undead, and retains its original creature type and abilities. You can reanimate a creature that has been dead for no longer than one day per caster level. The subject's soul must be free and willing to return.
This spell functions like raise dead, except as noted here. A reanimated creature's life force is fueled by negative energy, and as such it is healed by negative energy and harmed by positive energy as if it was an undead creature. When a reanimated creature dies, it is considered to have been turned into an undead creature and destroyed for the purpose of spells such as raise dead or resurrection. The subject gains no other penalties, benefits, or traits of the undead type.

Material Component: Black onyx gems worth a total of at least 5,000 gp.

aglondier
2020-10-23, 09:47 PM
Playing a Magus in Pathfinder, and found that there is one glaring gap in their spell repertoire...a decent touch cantrip to utilise Spellstrike effectively...

231 ).

Elemental Hand
School evocation; Level shaman 0, magus 0, sorcerer/wizard 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration instant
Saving Throw none; Spell Resistance yes
DESCRIPTION
You channel elemental energy through your touch, causing 1d3 elemental damage. You must succeed on a touch attack to strike a target.
The energy type is chosen at the time of casting from Fire, Cold, Electricity, Acid or Sonic.

Isocahedron
2020-10-26, 12:12 AM
100.) Religious Befuddlement


Give it a verbal component, so that the caster is just hollering the Problem of Evil or creating methodological doubt at the top of their lungs.

Ides Usher
2020-11-19, 07:42 PM
232)

Animate Drawing

School(s): Conjuration, Transmutation
Level: 1 (Sor/Wiz/Brd)
Components: V, S, F
Casting Time: 20 minutes or longer
Range: 0
Target: 2 or more drawings
Duration: permanent
Saving Throw: none
Spell Resistance: no

By means of an Animate Drawing spell you cause an inked picture to move in a programmed fashion. A drawing of a dancer can wiggle and gyrate; a picture of a skull can gnash its teeth and glare menacingly; a hand drawn colony of ants can crawl about and form words; a depiction of a horse and rider may race along a fence; drawn combatants may clash in epic glory. The spell is begun as you first set pen to paper, wall or other flat clean surface and you choose a command word. As you draw the original picture you chant the verbal component of the spell, repeating as necessary until the drawing is complete. Once the original picture is completed the command word makes it fade until it can barely be seen. You continue to chant the verbal component while you draw the final configuration of the animated drawing. When the final picture is complete another utterance of the command word finishes the spell. At that point the second drawing vanishes entirely, to be replaced by the first drawing.

From then on, anyone observing the animated drawing and speaking the command word sets it in motion; it transforms from the first drawing to the last. This may take as little as ten seconds for very similar drawings and up to half an hour if the two drawings are radically different from each other. This time frame holds true for each additional stage that may be added when you reach higher levels. Each subsequent drawing remains visible for 1 minute/level at the time of casting unless you specify a shorter period of time as you finish the drawing but before uttering the command word. The reset from last drawing to first is sudden, with no animation occurring. The spell is often used as a simple amusement, to advertise a merchant's product, to hide a secret message or proselytize an agenda or religious position. Other uses depend on your ingenuity and inspiration. One notable sign that uses this spell is that of the Inn of Fallen Leaves, which starts as a tree with all its leaves with no caption in the empty space at the bottom. It progresses from that through all of the leaves falling into that empty space one a time to form the words “Inn of Fallen Leaves” with the tree above devoid of foliage and then after a minute starts over. Perhaps the most famous animation is on a royal wall depicting an important battle. It takes almost four hours for it to reach its final state. It is very large and in order to complete it the caster had to employ both the Sleep Leech and Anzigan's Perpetual Nourishment spells to enable the continuous chanting needed.

At 4th level you become capable of creating an animation with an intermediate stage between the original and final drawings. Every 4 levels thereafter grants one more possible step for the animation to take before assuming its final form. Each additional stage that the drawing passes through adds at least 10 minutes to the casting time. Also at 4th level you gain the ability to use other mediums than just ink for the animation, such as paint or charcoal. At 8th level you may make your animation repeat endlessly without having to use the command word each time. The focus components are the surface to be drawn on and the ink or other medium used to create the drawing.

This spell is based on the Animate Drawing spell which, according to my notes, appeared in Dragon Magazine # 262. It has undergone several revisions and expansions to suit my particular campaign, but the original spell concept is pretty much intact I think.

233)

Mendrago's Fabulous Fixer

School(s): Transmutation
Level: 1 (Sor/Wiz)
Components: V, S, F
Casting Time: 2 minutes
Range: 30 feet
Target: 1 or more objects up to 50 lbs.
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

With this spell you can fix and repair any damaged objects up to 50 lbs. Warped or dented items may be straightened, blades can be sharpened, objects with multiple breaks may be repaired. Rust, stains, scratches, dirt and other imperfections can be removed. Faded or discolored hues can be restored to their former brilliance. You can restore broken magic items to a condition where they may be enchanted again, with the exception of rods or staves that were purposely broken in a retributive strike and items which must be broken to activate their magic. You must have a soul dagger for a focus.

There are three variants of this spell. Repair Object has no focus component but requires a silver coin, a drop of dragon blood, a drop of honey and a magnetized pin for material components. It has a three minute casting time and can be cast by bards. Ferrivald's Major Mending requires two magnets and a small granite or marble fist for focus components and a foot long length of twine for a material component. If your target is a single object it may weigh up to 60 lbs. Multiple targets are limited to 50 lbs. Banstigar's Brilliant Restoration is 2nd level, can affect a single object up to 250 lbs., multiple objects that do not exceed 200 lbs. in total and has a range of 40 feet. It requires a soul dagger and two magnets for focus components and a silver coin, a drop of honey and a foot long piece of twine for material components.

234)

Sleep Leech

School(s): Conjuration, Necromancy
Level: 3 (Sor/Wiz)
Components: V, S, M
Casting Time: 7 segments
Range: 440 yards
Target: 1 or more sleeping people
Duration: special
Saving Throw: Will negates
Spell Resistance: yes

Sleep Leech taps into every sleeping person within range to allow you to use their rest as your own for the purpose of being able to function normally without sleeping yourself. So long as there is a single person sleeping within range you may remain awake without suffering any kind of fatigue, making it possible to undertake tasks that require an extended uninterrupted period of time without fear of failure for that specific reason. The people whose rest is leeched away by this spell will not sleep well if there are too few of them. If there are fewer than a score of victims at any one time, they will not feel rested when they awaken. If there are fewer than a dozen of them they will have disturbing dreams about you. It may ultimately be to your advantage to actually hire people to sleep around you so as to avoid backlash from angry neighbors. The spell ends when you want it to unless there are no sleeping people in range, in which case the spell terminates immediately. When the spell ends you have twelve hours before you must seek sleep, so plan accordingly. The material components of this spell are seven grains of sand, two owl feathers, a pair of silk slippers worth at least 25 gp and a naturally gray orchid.

235)

Spell Mask

School(s): Transmutation, Illusion
Level: 6 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 8 segments
Range: personal
Target: the next spell you cast
Duration: permanent
Saving Throw: none
Spell Resistance: no

You cast Spell Mask to prevent the next spell you cast from being revealed in the event that some other caster subsequently uses a Spell Echo spell in the area that you intend to cast it. If you are so foolish as to cast Spell Mask in the same area that you intend to cast your next spell, use of Spell Echo will reveal the casting of Spell Mask but not the spell masked by it. You must cast your next spell within a half hour or this spell dissipates and is wasted. This spell cannot mask the spells of other casters. Only your own next spell may be masked. The material components are a green silk mask and the shadow of any royal personage. Focus components are an eye taken from a blind person and your soul dagger. Possession of or casting this spell is a capital offense in areas that use Spell Echo regularly in law enforcement and the penalty should you be caught is death.

Vaern
2020-11-26, 10:00 PM
236)

Squire

School: Transmutation [Good, Lawful; see text]
Level: Pal 3
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: One creature with Intelligence 3 or higher
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You briefly grant some paladin abilities to a creature of your choice. The subject of the spell can then function as a paladin of one-half your current paladin level with respect to smite evil, lay on hands, and remove disease. The subject also radiates an aura of good as appropriate for its effective paladin level and can detect evil at will for the duration of the spell. However, squire imparts no spellcasting ability and does not grant access to spells not normally available to the subject.
The spell does not function on a target whose alignment differs from your own and the spell's effect ends if the subject performs an action that violates your code of conduct. When cast by a paladin of freedom, tyranny, or slaughter, the subject instead gains that variant's equivalent abilities as appropriate for their effective paladin level and the spell's descriptors change to match the paladin's alignment.

Bohandas
2020-12-22, 02:33 PM
237.)

Write Magic

transmutation
Level: Sor/Wiz 5, Arc 5, Clr 6
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect:
Area:
Target:
Duration: Instantaneous
Saving Throw:
Spell Resistence:

This spell allows you to instantly transcribe a prepared spell (or known spell in the case of spontaneous casters) to a spellbook. The prepared spell is expended in the process (or one spell slot is expended in the case of spontaneous casters).

Alternately, the prepared spell can be written to a scroll (again expending the prepared spell/spell slot in the process), provided that the spell level is low enough. casters of level 13 or lower can scribe spells up to level 3. Level 14 casters can scribe spells up to level 4. Level 23 casters can scribe scrolls up to level 5. Thereafter they gain access to another spell level of scrolls every 5 caster levels up to level 42, when they can scribe 9th level scrolls. All such scrolls are created at minimum caster level.

NOTE: I based the caster level requirements on at what caster level the the price of expended spells (as per the Spellcasting and Services table in the SRD) becomes worth more than the price of the scroll

Bohandas
2021-01-27, 02:05 AM
238._ Randomize Weather (3.5e)

Transmutation
Level: Clr 6, Drd 6, Shu 5 (Water), Sor/Wiz 6, Wuj 5 (General)
Components: V, S, M
Casting Time: 10 min
Area: 2 mile radius, centered on you (3 mile radius for druids)
Duration: Instantaneous/2d20 hours
Saving Throw: N/A
Spell Resistence: N/A

This spell randomly changes the weather within a two mile radius. When it is cast roll on DMG table 3-23: Random Weather (or the local weather table if in an area with non-standard weather); over the course of ten minutes the local weather changes match the result of this roll. The weather is not thereafter magical, and prevailing conditions (although not necessarily the specific local weather conditions that existed prior to the casting of the spell) overtake it in about 2d20 hours.

Material Component: The wing of a butterfly

Vaern
2021-01-28, 10:19 AM
237.)

Write Magic

transmutation
Level: Sor/Wiz 5, Arc 5, Clr 6
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect:
Area:
Target:
Duration: Instantaneous
Saving Throw:
Spell Resistence:

This spell allows you to instantly transcribe a prepared spell (or known spell in the case of spontaneous casters) to a spellbook. The prepared spell is expended in the process (or one spell slot is expended in the case of spontaneous casters).

Alternately, the prepared spell can be written to a scroll (again expending the prepared spell/spell slot in the process), provided that the spell level is low enough. casters of level 13 or lower can scribe spells up to level 3. Level 14 casters can scribe spells up to level 4. Level 23 casters can scribe scrolls up to level 5. Thereafter they gain access to another spell level of scrolls every 5 caster levels up to level 42, when they can scribe 9th level scrolls. All such scrolls are created at minimum caster level.

NOTE: I based the caster level requirements on at what caster level the the price of expended spells (as per the Spellcasting and Services table in the SRD) becomes worth more than the price of the scroll
I think making the scroll function of this spell more like the effect of Quick Potion might be easier to work with. Limit the scroll's ability to function to, say, one day per caster level, remove the caster level restrictions for maximum spell level, and specify that the scroll has no actual GP value. The spell becomes more versatile for creating a few consumables without giving the player another way to break the economy with spell slots.

Ides Usher
2021-02-14, 05:37 PM
239)

Dirimir's Undeniable Dagger

School(s): Conjuration
Level: 1 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 1 segment
Range: 100 feet + 10 feet/level
Target: up to 5 creatures within 15 feet of each other
Duration: 1 minute
Saving Throw: none
Spell Resistance: yes

This spell projects the slice of your soul dagger, which is the focus component, upon the flesh of up to five victims. This includes enemy creatures in a melee. The targets must be seen or otherwise detected to be hit. Near-total concealment such as that offered by arrow slits can render this spell ineffective, but armor is no deterrent. You must select the specific target by sight, sound or odor. Specific parts of a creature cannot be singled out to receive the cut. Inanimate objects such as ropes, leather straps or curtains are not affected and any attempt to use this spell in that manner will fail. Animate objects such as golems and undead are affected. Each cut afflicts 1d4 +1 points of damage. For every two of your levels above 1st you gain an additional cut, up to a maximum of 5 cuts at 9th level. If you have multiple cut capability you may have them affect a single creature or multiple creatures within the area of effect as desired. All cuts must be made within the 1 minute limit or be wasted. The material component is a handful of coarse sand. A variation of this spell, Alvence's Selective Slicer, affects only inanimate objects which could normally be cut by a dagger. A thick rope or piece of leather will likely require two or more cuts to sever. Unlike Dirimir's spell, the spell Alvence derived from it enables precise targeting and allows up to 9 level dependent cuts. Spell Resistance is “no”. All other parameters and components are identical to Dirimir's Undeniable Dagger, except for the vocal component, which is backwards.

This was originally written out as Alvence's Selective Slicer and Dirimir's spell was the variant. It took me a couple of years to realize that the Undeniable Dagger was functionally indistinguishable from Magic Missile and thus probably derived from it instead of Alvence's spell. This meant that I needed to rewrite it the other way around, which I did about 30 years ago. Felt kind of dumb missing something so obvious, but as I copy these spells off of my dinosaur computer by hand I continue to find more stupid mistakes and inconsistencies that must be corrected before I feel comfortable posting them.

Ides Usher
2021-02-19, 06:45 PM
240)

Capture Voice

School(s): Conjuration
Level: 2 (Sor/Wiz/Brd/Asn/Wuj)
Components: S, M, F
Casting Time: 1 action
Range: Close – 25' + 5'/2 levels
Target: 1 vocally capable creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: yes

When this spell is cast the voice of one creature within range is taken for your own use. The victim may try to speak all he wants but no vocal sound can be made by him for the duration of the spell. The victim is quite capable of making other noises such as clapping, snapping fingers or playing a musical instrument. You have full use of the victim's voice until the end of the spell, but may choose to use your own voice at any time and may switch back and forth between voices as often as time permits. If you have memorized Capture Voice multiple times you may juggle as many voices as you have available spells. In conjunction with a Ventriloquism spell, it is useful for putting words of your choosing directly into the mouths of others. If the victim just closes their mouth and does not try to speak you may need an additional illusion of their mouth moving to be convincing. Possession of another creature's voice does not under any circumstance provide knowledge of that creature's language. A spell caster whose voice has been usurped may not cast any spells with vocal components unless he has prepared one or more Silent Spells or a Vocalize spell is used to counter the loss of voice. Magics such as Dispel Silence have no effect as the victim's voice has not been silenced, but actually taken away. If you allow the spell to end normally then the victim immediately fully regains their voice upon the spell's expiration. In the event that the taken voice is placed in a silver or mithral box worth at least 200 gp via a Keep spell, the victim's voice gradually regenerates over the course of a month. The victim whose voice has been kept will have regained enough use of his voice to communicate and cast spells after 2-3 days, though no one familiar with the victim will be able to recognize his voice as his for about 2 weeks. No one who has been a victim of this spell may be a victim of it again until they have fully recovered their voice. The focus components of the Capture Voice spell are a tiny silver cage worth at least 50 gp and a tiny gold tube worth at least 1000 gp as a masterwork of art. The tube must be long enough and thin enough to pass through the bars of the cage and out the other side. The material component is your Arcane Mark which must be cast upon the floor of the cage prior to casting this spell. If you are casting multiples of this spell it is highly recommended that you have a separate cage prepared for each instance of this spell to be cast. During casting the tube is pointed at the target and you must suck air through the tube while it is poked through the bars of the cage.

A variant of this spell, Feragna's Speech Thief, requires the use of your soul dagger but has no other expensive components. It cannot be cast by Bards or Assassins as they do not have access to their own soul daggers. The soul dagger must be slashed at the victim with one hand while the other hand snatches the voice from the air and brings it to your mouth. Feragna's Speech Thief has a hard limit of two voices that can be taken at once no matter how many additional times you have it memorized, so memorizing it more than twice is not usually done. The two voice limit for Feragna's Speech Thief has seemed arbitrary and illogical to those affected by it, and at least two books have been written about it. They are An Analysis of the Fundamental Limits of Magical Accretions by Alvence Wordsmith and The Imperceptible Disadvantages of Having a Soul Dagger by Karzarac Ingolthast.


I quite like Squire and Randomize Weather.

Bohandas
2021-02-19, 07:06 PM
240)

Capture Voice

School(s): Conjuration
Level: 2 (Sor/Wiz)
Components: S, M, F
Casting Time: 1 action
Range: Close – 25' + 5'/2 levels
Target: 1 vocally capable creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: yes

When this spell is cast the voice of one creature within range is taken for your own use. The victim may try to speak all he wants but no vocal sound can be made by him for the duration of the spell. The victim is quite capable of making other noises such as clapping, snapping fingers or playing a musical instrument. You have full use of the victim's voice until the end of the spell, but may choose to use your own voice at any time and may switch back and forth between voices as often as time permits. If you have memorized Capture Voice multiple times you may juggle as many voices as you have available spells. In conjunction with a Ventriloquism spell, it is useful for putting words of your choosing directly into the mouths of others. If the victim just closes their mouth and does not try to speak you may need an additional illusion of their mouth moving to be convincing. Possession of another creature's voice does not under any circumstance provide knowledge of that creature's language. A spell caster whose voice has been usurped may not cast any spells with vocal components unless he has prepared one or more Silent Spells or a Vocalize spell is used to counter the loss of voice. Magics such as Dispel Silence have no effect as the victim's voice has not been silenced, but actually taken away. If you allow the spell to end normally then the victim immediately fully regains their voice upon the spell's expiration. In the event that the taken voice is placed in a silver or mithral box worth at least 200 gp via a Keep spell, the victim's voice gradually regenerates over the course of a month. The victim whose voice has been kept will have regained enough use of his voice to communicate and cast spells after 2-3 days, though no one familiar with the victim will be able to recognize his voice as his for about 2 weeks. No one who has been a victim of this spell may be a victim of it again until they have fully recovered their voice. The focus components of the Capture Voice spell are a tiny silver cage worth at least 50 gp and a tiny gold tube worth at least 1000 gp as a masterwork of art. The tube must be long enough and thin enough to pass through the bars of the cage and out the other side. The material component is your Arcane Mark which must be cast upon the floor of the cage prior to casting this spell. If you are casting multiples of this spell it is highly recommended that you have a separate cage prepared for each instance of this spell to be cast. During casting the tube is pointed at the target and you must suck air through the tube while it is poked through the bars of the cage.

A variant of this spell, Feragna's Speech Thief, requires the use of a soul dagger but has no other expensive components. The soul dagger must be slashed at the victim with one hand while the other hand snatches the voice from the air and brings it to your mouth. Feragna's Speech Thief has a hard limit of two voices that can be taken at once no matter how many additional times you have it memorized, so memorizing it more than twice is not usually done. The two voice limit for Feragna's Speech Thief has seemed arbitrary and illogical to those affected by it, and at least two books have been written about it. They are An Analysis of the Fundamental Limits of Magical Accretions by Alvence Wordsmith and The Imperceptible Disadvantages of Having a Soul Dagger by Karzarac Ingolthast.


I quite like Squire and Randomize Weather.

this ought to be a bard, assassin, and wu jen spell as well

Vaern
2021-02-19, 07:43 PM
I can imagine that Capture Voice spell being used in conjunction with Fins To Feet and Craft Wondrous Item to create a sort of magically binding contract with which an aquatic creature could be transformed into a regular humanoid in exchange for forfeiting their voice to the contact's creator. I may or may not have tried doing exactly that in a 5th edition game...

Ides Usher
2021-02-19, 08:11 PM
this ought to be a bard, assassin, and wu jen spell as well

Thank you. This seems very reasonable and I have adjusted the text accordingly.

Ides Usher
2021-02-20, 10:20 AM
I can imagine that Capture Voice spell being used in conjunction with Fins To Feet and Craft Wondrous Item to create a sort of magically binding contract with which an aquatic creature could be transformed into a regular humanoid in exchange for forfeiting their voice to the contact's creator. I may or may not have tried doing exactly that in a 5th edition game...

New uses for old spells should be encouraged. New misuses for old spells should also be encouraged. Push those limits until they break right off. Then post the results so we can have a good laugh. Not sure which category this example falls into.

Odin's Eyepatch
2021-03-15, 02:16 PM
My wizard has been developing some personal spells in our campaign. Most are based around paperwork and similar concepts. Scribe is used frequently (and is a counterpart to Amanuensis). Firelighter was born out of the necessity of finding a source of flame for Pyrotechnics. Spellmark is a (slightly convoluted) spell designed to create a copyright system for spell development. Efficient Secretary was the solution to bypassing the restrictive administrative roadblocks of our campaign setting. There's a few more spells, but they were more campaign specific.

Spell 241

Scribe
Transmutation
Level: Cleric 0, Sorcerer 0, Wizard 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Target: 1 writing implement, such as an ink pen or a quill.
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

With a jump, the pen jumps from your hand onto a piece of paper. As you start speaking, the pen rushes across the paper, transcribing your every word.

This spell enchants an ink pen to transcribe all words spoken within 20ft. of it. The ink pen is only able to transcribe languages the caster can speak himself, and the words must be clearly audible for the ink pen to copy correctly. Songs, sounds, and incantations cannot be accurately transcribed. The ink pen is able to understand dictation commands such as "begin a new paragraph", "open brackets", etc…

The caster may, at the time of casting, choose which individuals the ink pen must listen to.

Spell 242

Firelighter
Evocation [Fire]
Level: Druid 0, Sorcerer 0, Wizard 0
Components: S
Casting Time: 1 swift action
Range: 0 ft.
Effect: A small flame at the tip of your fingers.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You click your fingers, creating a spark. Within a second, the spark grows into a small flickering flame, dancing between your fingertips.

You create a small flame on your fingers, perfect for lighting materials or for starting a fire. The flame illuminates as brightly as a candle (5ft.). If used as a touch attack against an opponent, the flame deals 1 point of fire damage and is extinguished. You are immune to the heat of the flame.

Spell 243

Spellmark
Universal
Level: Wizard 0
Components: V, S, M
Casting Time: one hour per level of the target spell
Range: 5 ft.
Target: the source arcane writing of a spell you have independently researched
Duration: instantaneous
Saving Throw: No
Spell Resistance: No

This spell allows you to insert your personal signature into a spell you developed, making it recognisable (on paper) as a spell that you created.

The spell creates a 'spellmark', a rune that consists of your arcane mark surrounded by a thin script recording the exact time of the casting of Spellmark. You cannot manually alter your spellmark. The rune is inserted into the arcane writing of the target spell, whose structure is irreversibly altered to accommodate the additional symbol. The spellmark is now just as indispensable as every other symbol in the target spell's arcane script. Ignoring the spellmark while memorising the spell, or transcribing the spell (without the mark) into a scroll or spellbook , will result in the spell being incomplete and non-functional.

The spellmark has no effect on the spell's function or manifestation. The spellmark is only visible when the spell is transcribed onto a scroll, spellbook, or some other physical form. This representation of your arcane mark is non-magical, and is just another rune that makes up the transcription of the spell.

You can only cast Spellmark on a spell that you have created, or independently researched. The complexity of adding a spellmark requires you to know every intrinsic working of the target spell, something that can only be achieved by researching the spell from scratch. Therefore, you cannot cast Spellmark on a spell created by another caster, unless you are prepared to spend the time and money to research the spell yourself.

Material Component: 5gp's worth of expensive ink used for scribing spells into spellbooks.

Spell 244

Belgrin's Efficient Secretary
Conjuration (Creation)
Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2, Wu Jen 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 level)
Effect: One invisible, mindless, shapeless servant
Duration: 10 minute/level (D)
Saving Throw: None
Spell Resistance: No

As you finish intoning the lengthy incantation, the piles of paper around you erupt in a flurry of activity, flying back and forth between ink pens, before sorting themselves into drawers and folders.

This useful spell divines and completes the necessary paperwork to the best of its ability. The spell produces an effect akin to a highly efficient secretary, working on behalf of the caster. The secretary completes one hours' worth of paperwork every ten minutes. Examples of tasks include filling out forms, writing letters, and classifying documentation in their appropriate folders. Documents requiring signatures from the caster are automatically signed. Documents requiring signatures from anyone else are organised into annotated stacks.

Efficient Secretary will create any document as long as it does not require a forgery check to be accepted. If a critical official document or signature is needed, the spell writes the name of the document/person on a new sheet, along with any documentation required to request it. If the caster is able to supply the missing pieces before the spell ends, the spell will continue from where it left off.

The caster must provide all the supplies necessary for completing the paperwork, including multiple ink pens and enough ink and paper for the duration of the spell. The secretary cannot move beyond the spell's range.

Focus: A book on local bureaucracy.

brian 333
2021-03-15, 10:24 PM
Here's one for your player:

Research Assistant
Arcane 3, Divine 4
Components V,S,M

The material components of this spell are two copper coins minted with the symbol of a deity with Magic in her portfolio, a live bookworm, and a pinch of dust from a library.

When cast the caster may choose one of three effects:

1) a volume of 125 cubic feet will be affected for each caster level, and all books, scrolls, tablets, or other items used to permanently record language within the affected volume will glow with a light visible only to the caster if they contain information which meets the caster's stated parameters. The parameters must be unambiguous and clearly stated in twenty-five words.
(Examples: "I want information on taxidermy," or, "I want works on taxidermy by Billy Cleaver," or even, "I want works with the word 'taxidermy' in them.")
Since the spell cannot read, the language in which such works are written is not relevant. The spell cannot even distinguish between media, so if the caster says 'book' and the requested information is on a scroll, or even a lampshade, the spell will illuminate these items.
This version of the spell cannot find or divine the information contained in magical writing such as spell scrolls, spell books, or magical tomes.

2) This version of the spell can affect a single book or similar object and determine upon what page a requested bit of information can be found.
It otherwise operates as above.

3) This version can be cast upon a single page and the caster learns a brief synopsis of the information on the page. Furthermore, if the page is trapped or cursed the caster may add her arcane caster level to the saves to avoid triggering or being affected by the trap or curse. If the trap or curse does not trigger the caster only learns of the existence and nature of the trap or curse.
This version of the spell will affect only a single page of a document.

Ides Usher
2021-04-04, 05:54 PM
246)

Curse of the Luminescent Shadow

School(s): Transmutation/Evocation
Level: 3 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 3 minutes
Range: 120'
Target: 1 object or person
Duration: 48 hours +24 hours/level
Saving Throw: Will negates
Spell Resistance: yes

When cast upon an object or creature this spell causes any shadows cast by the target to glow a sickly yellow neon color. This glow is quite easily discerned in even the brightest sunlight, even though (according to sages) it is itself insufficient for causing the target to cast a shadow. Thus, it would be impossible for an afflicted rogue to hide in any shadows that are not absolute and total darkness as he would be clearly delineated by his glowing shadow. Beings affected by this spell can not sense any change in the nature of their shadow, whether by sight or magic, though they may be informed of their shadow's condition by others. Very large targets such as long walls, dragons, mountains, multi-story buildings or gargantua will only have part of their shadows affected. You may designate up to 30 square feet of the target per level to be affected. The distinctive yellow glow of the affected shadow has led to a consensus among sages and mages alike that the creator of this spell was suffering from midasitis when he or she completed it. Casting or learning the spell does not have a chance of afflicting you with midasitis. The Curse of the Luminescent Shadow was developed specifically to stigmatize thieves, and the lengthy casting time was not an issue as the subjects of the spell were in custody when it was cast on them. The material components are a snake's scale, a living glow worm or firefly, and a drop of your blood. The focus component is your soul dagger, which must be used to draw the blood and designate the target.

A variant of this spell, Karanzig's Silver Shadow, takes 4 minutes to cast, uses two silver coins for material components instead of your blood and has no focus component. It also has a peculiar silverish shimmer applied to the subject's shadow instead of a yellowish glow.

There is a 1st level variant of Karanzig's Silver Shadow called Azinzer's Shadow Fire which has a firm duration of 8 hours, requires that you touch the target, needs an additional snake scale and four additional silver coins for material components and takes five minutes to cast. One would think that a spell producing any kind of light that has fire in its name would produce a red or orange effect, but no, Azinzer's spell has the exact same silverish shimmer that Karanzig's spell produces. Not only that, but victims of the spell can see their shadows glow as clearly as anyone else.

A variant of Azinzer's Shadow Fire allows you to select the color of the shimmer applied to the target's shadow by the addition of a peacock feather to the material components and another peacock feather for a focus. This final variant is called Azinzer's Improved Shadow Fire, even though Azinzer was long dead when Grand Imperial Archmage Iganspri Dernsopp developed it for the amusement of Princess Arnelra Hemfra of Sval.

Note – Midasitis is a highly contagious disease peculiar to human wizards. Wizards of other races do not contract it. It is a magical disease and is not affected by a priest's Cure Disease spell. Within 2-7 days of contracting it, the afflicted wizards eyes become a uniform sickly neon yellow. During this first stage, clothing worn and possessions carried begin to take on a duller, more subdued yellowish cast than that of the eyes, as do fingernails, toenails and hair. Objects touched turn yellow at the point of contact. They remain yellow for less than a second once contact is terminated, barely long enough to see it. Any human mage who comes into contact with a mage suffering from 1st stage midasitis has a 60% chance of contracting it. 1st stage midasitis generally persists for about a week before either progressing to stage 2 (65% chance) or recovering fully (35% chance).

2nd stage midasitis is characterized by a faint luminescence acquired by the eyes. Items worn or carried, plus nails and hair become the more pronounced, bolder shade of neon yellow that the eyes had in stage 1. The afflicted mage's skin attains the same duller shade of yellow that was displayed by the possessions, nails and hair in stage 1 also. Items touched remain yellow at point of contact for up to a minute after contact terminates. Every step leaves a faint yellow footprint. Low grade fever causes excessive sweating. Increased fluid intake is recommended because dehydration increases the probability of progressing to stage 3 from 60% to 85%. 2nd stage midasitis usually lasts for 1-4 days/level. Any human mage who comes into contact with a mage suffering from 2nd stage midasitis has a 70% chance of contracting it. Any human mage who comes into contact with an item touched by a mage with 2nd stage midasitis, including footprints, has a 30% chance of contracting the disease if the object is touched within 30 minutes of being released by the afflicted mage.

In 3rd stage midasitis, the diffuse glow of the eyes intensifies to roughly the equivalent of a candle. Clothes, items carried, nails and hair acquire a faint luminescence identical to that of the eyes in stage 2. The victim's skin has that more pronounced hue seen on possessions, nails and hair in stage 2. Not only do objects touched remain yellow for up to a day at the point of contact, but contact for any length of time causes the yellow to spread throughout the object at a rate of 1-4 inches/round. The afflicted mage will leave bright neon yellow footprints wherever he or she goes at this stage. In addition to the fever induced sweating, the victim experiences brief periods of sensory confusion during which colors can be smelled or heard, sounds can be tasted or seen or odors seen or heard. These episodes of dysfunctional senses last no more than 1-2 rounds, but have a 25% chance of occurring each hour. This stage can persist for up to two months. Any human mage who comes into contact with a mage suffering from 3rd stage midasitis has an 80% chance of contracting it. Any human mage who comes into contact with an item touched by a mage with 3rd stage midasitis has a 40% chance to contract the disease if the afflicted mage previously handled it within 2 days. As before, this includes footprints. Most mages who contract this disease proceed from stage 3 back to stage 2 and then to stage 1, eventually becoming normal human mages again.

Only one mage in a hundred progesses to 4th stage midasitis. Stage 4 finds the very air about the afflicted mage acquiring the yellow glow and items touched glow neon yellow instantly and entirely for about a month. The 4th and final stage sees actual beams of neon yellow light eminating from the victim's eyes. The beams extend about 5' out from the victim, and if they contact any item it will turn a glowing neon yellow for about a week. Possessions, nails and hair all have a brighter glow and the victim's skin gains luminosity as well. Individual footprints can no longer be discerned from the solid yellow path left behind. A mage with 4th stage midasitis can stand in one spot and watch the surrounding terrain turn yellow and start to glow at a rate of one foot per turn, out to about 30 feet. In addition to the fever, sweating and episodes of dysfunctional senses, 4th stage midasitis accelerates nail and hair growth to the point where wearing shoes is impractical and successful spellcasting becomes problematic unless there are no somatic components. Constant clipping must be practiced to keep spellcasting a viable option and even common things such as eating and dressing ones self can become a challenge if clipping the nails is neglected for too long. There is exactly one benefit to be had for the mage with 4th stage midasitis. One additional spell slot is gained for the mage's highest level spells available. The percentages for contracting the disease when encountering a 4th stage victim or an item they touched are 90% and 60% respectively. The time frame for objects and the path they walked on being contagious is two months. 4th stage midasitis can take up to a decade to run its course.


Spellmark is brilliant. I love it.

loky1109
2021-04-08, 02:52 PM
Spell 242

This is one of uses of prestidigitation (see Tome And Blood, p. 80).


Spell 241
I saw this somewhere. Can't remember.

Ides Usher
2021-04-12, 06:53 PM
247)

Physical Exchange

School(s): Conjuration
Level: 7 (Sor/Wiz/Wuj)
Components: V
Casting Time: 1
Range: Sight
Target: You and 1 other creature
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes

This spell switches the locations of you and another creature, along with items worn, held or otherwise in the immediate possession of either of you. By conscious act of will, you are able to leave any or all of your own items behind with the exception of cursed items which always return to their owner. Items such as gags, manacles and nooses may be purposely left behind for immediate use by the other person or being. The only restraint is that each of you must be able to fit in the area the other is in at the time of casting. You assume the physical position of the other creature and vice verse. This means that if you are lying on your back in the middle of the road and you exchange places with a man crouching behind a tree, you do not end up lying on your back behind the tree. You will be crouching behind the tree in the same manner that the man was. Likewise, the man will be lying on his back in the middle of the road. Other physical aspects of you and your victim are also exchanged, such as velocity and direction of travel. This spell cannot be cast through any type of scrying device. The infamous pirate mage Agthenarihaa is fond of using this spell to put a person on a nearby vessel into custody aboard her ship and then teleporting back to her ship immediately to repeat as often as necessary to cripple the other ship's functionality before initiating a boarding action.

Ides Usher
2021-04-15, 11:31 PM
248)

The Ancient Ever Sharp

School(s): Transmutation
Level: 3 (Sor/Wiz/Wuj)
Components: V, S, M, F
Casting Time: 4 hours
Range: Touch
Target: one blade
Duration: Permanent
Saving Throw: none
Spell Resistance: no

The Ancient Ever Sharp merely ensures that a given blade will never stay dulled or rusted and even notches will gradually repair themselves. It restores the blade to its original sharpness without the usual physical effort. This spell does nothing to clean the blade after use or prevent a blade from being broken in combat or through deliberate abuse beyond what a normal blade of like make and design could endure. Given the amount of time involved in casting the spell and the expense and rarity of the components, even the best funded armies think twice or thrice before attempting to have it cast on all of their weapons. It is usually commissioned by wealthy mercenaries for their own personal use rather than by governments for their rank and file military forces. Blades with The Ancient Ever Sharp are sometimes found in the possession of elite honor guards or special forces comprised of only the finest warriors or high ranking officers in more conventional forces. A very few wizard's guilds regularly spellbind this spell with Soul Dagger. The material components are the moonlight shadow of any magical blade other than the one to be enchanted with this casting of this spell (your own soul dagger counts), the sound of the blade to be enchanted being sharpened, seven drops of dragon blood, two blue roses, four silver cubes worth 20gp each, two gold discs worth 100 gp each that have elevated settings for two of the silver cubes and a griffon feather. Because you are required to be holding the blade above your head at the point in casting that consumes the sound of the blade being sharpened, the sound must be acquired beforehand using the spells Collect Sound or Odor and Keep. The focus components are five lit red candles (each made with 50 gp worth of cinnamon, two drops of dragon blood and the voice of a wolf), two small jade masks (one frowning and one smiling) worth 60 gp each that must be worn on your thumbs, any kind of stone that has been held in the hand of a princess and your soul dagger. The red candles can be used for up to three castings of this spell. A variant of this spell is nearly identical. Sneldine's Eternal Blade requires an additional blue rose and griffon feather for material components. The focus components for Sneldine's Eternal Blade are the same candles and masks, but the stone once held in the hand of a princess must be a well used whetstone, and instead of your soul dagger, any mithral or dragon bone dagger with a solid gold hilt and pommel worth at least 800 gp will do. Some planets and most moons do not have moons, hence have no moonlight to produce a moonlight shadow of a magical blade. There is a druidic spell called Moonlight which can be used to bypass the absence of a moon orbiting your particular world. This necessitates hiring a druid to assist with every casting of either version of the spell.

Bohandas
2021-05-24, 05:09 PM
249.) Shadow Architecture

Illusion [Shadow]
Level: Sor/Wiz 9

This spell functions like Mirage Arcana, except that everything created by the spell is 60% (?) real due to the power of shadow magic.

250.) Subversive Distributor

Conjuration [Teleportation] [Chaos]
Level: Sor/Wiz 7, Wuj 7 (General), Clr 8, (Beguiler 9? Urban Druid 9?)

This spell works like Teleport Object except that the caster can't actually control the item's destination. Instead the spell ensures that the object makes its way to somebody within range who isn't supposed to have it. (Weapons or lockpicks might be teleported to a prisoner or a slave; sensitive government documents might be teleported to the press or to a rival government; food might go to somebody in a besieged city or to somebody whose significant other wants them to lose weight; a house key might teleport to a burglar; liquor might teleport to an ascetic or to a child or to a recovering alcoholic, etc etc etc)

The spell also has some limited ability to bypass wards against incoming teleportation. On a successful opposed caster level check the spell can bypass one anti-teleportation effect on an area it is trying to get an object into. If this fails the spell chooses a new target location. The spell cannot bypass wards against outgoing teleportation.

251.) Multiple Independently Targetable Magic Missile

Evocation[Force]
Level: Sor/Wiz 5 (4? 6?), Wuj 5 (4? 6?)
Components: V, S
Casting Time: 1 standard action
Range: Medium plus Medium (See text)
Target: Up to primary targets, plus up to five secondary targets (within 15 feet of each other) per primary target
Duration: Instantaneous
Saving Throw: None
Spell Resistence: Yes

You fire off a number of force projectiles equal to one quarter (?) your level (up to 5 projectiles at level 20) which unerringly hit creatures within medium range dealing 2d4 damage. Alternately they may be aimed at points in space. In any case, each of these projectiles then effectively becomes the origin of a magic missile spell, splitting into five projectiles which each unerringly hits a creature within medium range of the original projectile (and within a 15 foot radius of each other) for 1d4+1 damage. Any spell that blocks magic missile blocks this spell as well.

(Did I already post a spell like this?)

Bohandas
2021-07-06, 11:20 PM
252.) Triage

Necromancy [Good]
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft
Area: 30 ft cone shaped emanation
Duration: 10 min./level
Saving Throw: No
Spell Resistence: No

Calling upon the gods of healing, you determine the condition of creatures within range. You know if a creature is a.) unharmed, b.) suffering from a condition that can be helped with a heal check, c.) suffering from a condition that can only be helped by magical healing, d.) dead, e.) Other. If a creature falls into multiple categories you learn of all of them

Arkanist
2021-07-14, 02:32 PM
#253
Cone of Flensing
Transmutation [Evil]
Level: Sor/Wiz 6
Components: V (Dark Speech), S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The caster looses a cone of sickly, purple light from splayed fingertips that strips the flesh from those it falls on, dealing 1d4 slashing damage per caster level (max. 20d4). Those who fail their saving throw are stripped of their natural armor bonus (https://www.d20srd.org/srd/theBasics.htm#naturalArmorBonus) until subject to Restoration (https://www.d20srd.org/srd/spells/restoration.htm) or an equivalent effect; creatures who fail their save are also sickened (https://www.d20srd.org/srd/conditionSummary.htm#sickened) by the intense pain until the damage is healed. Most victims of this spell are left horrifically scarred by the loss of their skin.

Casting this spell requires usage of the foul Dark Speech in its verbal components. This spell cannot be enhanced by the Dark Speech (BoVD) feat in the usual way; casting it inflicts 1d4 points of Charisma burn on the caster. Unlike most uses of the Dark Speech, attempting to cast the spell without the appropriate feat doesn't automatically kill the caster - but it does subject them to the spell's full effects without a saving throw.

Formion
2021-08-06, 04:22 AM
#254

STUTTER
1st-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 minute
Class: Bard, Wizard

Choose a creature within range that you can see. The
creature must make a Constitution saving throw against
your spell save DC. If failed, then for the duration, the
creature has disadvantage on any ability checks involving
speech and if it attempts to cast a spell with verbal
components, then it must first pass a saving throw using its
spellcasting ability modifier against your spell save DC, or
the spell fails to work.
The creature can repeat the Constitution saving throw at
the end of each of its turns, ending the spell on a success.

#255

FUMBLE
1st-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 minute
Class: Bard, Wizard

Choose a creature within range that you can see. The
creature must make a Constitution saving throw against
your spell save DC. If failed, then for the duration, the
creature has disadvantage on Dexterity ability checks and if
it attempts to cast a spell with somatic components, then it
must first pass a saving throw using its spellcasting ability
modifier against your spell save DC, or the spell fails to
work.
The creature can repeat the Constitution saving throw at
the end of each of its turns, ending the spell on a success.

#256


SELF-HOLDING BAG
4th-level Conjuration

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a bag of holding)
Duration: 24 hours
Class: Wizard

You fold your bag of holding into itself and bind the
resulting nothing to you. For the duration, you can pull the
bag of holding out of an extradimensional space or put it
back as a bonus action. When the duration ends, the bag
reappears at your feet.

Melayl
2021-08-09, 07:31 PM
I had posted these some years ago, but thought they would work for this thread, too.


#257
Improve Wounds
Conjuration (Healing), Necromancy
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 , Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel energy that converts lethal damage that a creature currently suffers from to non-lethal damage. You convert 5 HP +5 HP/level, to a maximum of 40 HP at 7th level (assuming the creature has that much lethal damage). You also remove weariness from the subject. Unconscious becomes Exhausted, Exhausted becomes Fatigued, Fatigued becomes Normal.

#258
Exacerbate Wounds
Necromancy
Level: Clr 1, Destruction 1, Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel energy that converts non-lethal damage that a creature currently suffers from to lethal damage. You convert 5 HP +5 HP/level, to a maximum of 40 HP at 7th level (assuming the creature has that much non-lethal damage). You also inflict weariness on the subject. Normal becomes Fatigued, Fatigued becomes Exhausted, Exhausted becomes Unconscious.

#259
Reduce Damage
Protection, Necromancy
Level: Clr 3, Drd 3, Pal 2, Wiz/Sor 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
You buffer the target from harm. Every round, 5 points of lethal damage taken by the target is instead taken as non-lethal damage. This increases by +1 HP per 2 caster levels.

For example: Bob is the recipient of Reduce Damage. He is hit by a Frost Giant for 30 points of damage. He sustains 25 points of lethal damage and 5 points of non-lethal damage.

#260
Speed Recovery
Conjuration (Healing), Necromancy
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 , Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You infuse your target with healing energy, doubling their rate of natural healing (http://www.systemreferencedocuments.org/35/sovelior_sage/injuryAndDeath.html) for 24 hours. This spell does not affect Fast Healing, Regeneration, Magical Healing, or other special abilities.

#261
Cheat Death
Conjuration (Healing), Necromancy
Level: Clr 1, Drd 1, Healing 1, Pal 2, Rgr 2 , Wiz/Sor 2
Components: V, S, special
Casting Time: 1 standard action
Range: Touch
Target: one being who has been dead no more than 1 minute per 5 levels
Duration: Instantaneous
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
You channel your own life energy into a recently deceased creature, preventing it from actually dying. Upon touching the recently deceased, you take 2 points of Constitution Burn, and they are returned to -2 HP and Stabilized. If the caster chooses, they may take 4 points of Constitution Burn and return the target to 1 HP. This spell is only effective on beings who have been deceased no more than 1 minute per 5 caster levels, with bodies that have not been destroyed (i.e. disintegrated, eaten, etc.)

If made into a potion, it must be consumed by a volunteer who touches the target, taking 2 points of Constitution Burn.

Formion
2021-08-10, 09:08 AM
Here is some blood magic:

#262

BLOOD BOIL
2nd-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
Class: Cleric, Warlock, Wizard

You deal 1d6 necrotic damage to a creature within range
that you can see. At the beginning of each of its turns, the
creature must succeed on a Constitution saving throw. On a
failed save, the creature takes 1d4 necrotic damage and is
paralyzed for the rest of the round. On a successful save,
the effect ends.
This spell has no effect on creatures without blood or
blood flow such as constructs, oozes, or undead.

At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage on a failed saving
throw increases by 1d4 for each slot level above 2nd.


#263

BLOOD DRAIN
1st-level Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Class: Cleric, Warlock, Wizard

You extend your hand towards a creature you can see
within range and draw its blood out in a mist towards you.
The creature must make on a Constitution saving throw,
taking 2d8 necrotic damage on a failure and half as much
on a success. You regain hit points equal to half the damage
caused.
This spell has no effect on creatures without blood or
blood flow such as constructs, oozes, or undead.

At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.


#264

BLOOD SPIKES
3rd-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard

Choose a creature within range that you can see. The
creature must make a Constitution saving throw against
your spell save DC. If failed, then you transform part of its
blood into solid spikes that shoot from its body, attacking
anyone nearby. The creature takes 2d10 necrotic damage
and, if it failed the save, another 3d10 piercing damage.
Afterwards, each creature in a 15 feet radius of the original
target must make a Dexterity saving throw, taking 3d10
piercing damage on a failure.
This spell has no effect on creatures without blood or
blood flow such as constructs, oozes, or undead.

At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the piercing damage is increased
by 1d10 for each slot level above 3rd.


#265

BLOODLETTING BITE
Necromancy cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a weapon)
Duration: Instantaneous
Class: Warlock, Wizard

As part of the action used to cast this spell, you must make
a weapon attack against one creature within the spell’s
range, otherwise the spell fails. On a hit, the target suffers
the attack’s normal effects, and if the target has less than
half of its maximum hit points remaining it takes an
additional 1d12 necrotic damage.

At 5th level, the additional damage dealt by this attack
becomes 2d12. This damage increases by 1d12 again at
11th level (3d12) and 17th level (4d12).


#266

CRIMSON BLADE
2nd-level Necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Class: Sorcerer, Warlock, Wizard

When you cast this spell, you must spend 1 hit die, as blood
seeps out of your skin, runs down your arm and calcifies in
a thin veneer of a weapon in your hand. For the duration
you are proficient with this weapon.
The weapon is a one handed melee weapon of a shape
and size of your choice, and deals bludgeoning, piercing or
slashing damage (your choice). Its damage die is equal to
the hit die you spent when casting the spell, and you use
your spellcasting ability modifier to make attacks with this
weapon.
Additionally, the first time each turn you hit with this
weapon, it deals additional necrotic damage equal to the hit
die you spent when casting the spell.

Kuulvheysoon
2021-08-13, 11:33 AM
Some spells from my Wu Jen (5E) conversion (and I was told that here was the place to post them for feedback?);

#267
Arboreal Transformation
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (leaves from seven different trees)
Duration: Instantaneous

You cause a target’s skin to split open, revealing the bark and leaves beneath their skin as they quickly transform into a tree. One creature of your choice within range must make a Constitution saving throw. On a failed save, the target is petrified and turned into an inanimate tree, requiring either a wish spell or this spell cast on them again to restore them to their normal form. On a successful save, it can use either an action or a bonus action, not both, on its turn. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn and can only spend a single Legendary Action per turn (if it has any).

A target suffering the secondary effect can make a Wisdom saving throw at the end of each of its turns. On a successful save, the secondary effect ends.

This spell has no effect on undead or constructs.

Classes: Druid

#268
Dancing Blade
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a weapon)
Duration: Concentration, up to 1 hour

You cause a weapon to rise up and become animate, orbiting a creature within range. Choose an inanimate weapon within range; either unattended or in the possession of a willing target within the spell’s range. For purposes of the weapon’s reach, it is considered to be wielded by the creature. As a bonus action, you can mentally command it to attack a creature within range. It attacks twice, deals damage normal to the weapon animated, and it attacks using your Intelligence modifier rather than your Strength or Dexterity modifier.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the weapon may attack three times, and if you use a spell slot of 8th level or higher, the weapon attacks four times.

Classes: Artificer, Bard, Sorcerer, Wizard

#269
Decapitating Scarf
8th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M (a silk scarf)
Duration: Instantaneous

With a flick of your wrist, the silk scarf used to cast this spell flies at a target that you can see and assumes the sharpness or adamantine as it wraps around the target’s neck. If you hit the creature with a ranged spell attack and it cannot survive the loss of its head, it dies. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes 15d10 slashing damage from the spell.

Classes: Bard, Sorcerer, Wizard

#270
Entangling Scarf
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M (a silk scarf)
Duration: Concentration, up to 1 minute

With a flick of your wrist, the silk scarf used to cast this spell flies at a target that you can see and assumes the strength of steel as it wraps around the target, immobilizing it. Make a ranged spell attack against the target; they take 2d8 points of bludgeoning damage and are restrained. A creature restrained by the scarf can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Classes: Bard, Paladin, Sorcerer, Wizard

#271
Earth Glide
7th-level transmutation
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a piece of unworked stone)
Duration: Concentration, up to 10 minutes

This spell grants up to 5 willing creatures that you can see within range the ability to burrow through earth and stone. While doing so, the creatures don't disturb the material that they move through. While within the earth or stone, they have tremorsense 120 feet and can magically sense any open pockets within that distance.

When the spell ends, if a creature is within 100 feet of an open space, they take 1d10 force damage for every 10 feet required to reach the open space. If there is no space within 100 feet, they become petrified and nearly indistinguishable from the stone or earth surrounding them.

Classes: Druid

#272
Iron Body
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of iron)
Duration: 8 hours

You transform your body into living metal, conferring the following properties:
Any critical hit against you becomes a normal hit.
You cannot be blinded, deafened, diseased or stunned.
You do not need to breathe.
You have resistance to acid, fire and lightning damage.
Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your spellcasting modifier.
Classes: Sorcerer, Wizard

#273
Mold Iron Golem
9th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an iron ingot)
Duration: Concentration, up to 1 hour

Dropping an iron ingot at your feet, a massive metallic humanoid rises up, ready to serve its master. An iron golemMM appears in an adjacent unoccupied space. If there is not sufficient space to summon the construct, the spell fails. At the end of the spell duration, if your concentration is broken or if it reaches 0 hit points, the construct crumples into a mass of iron that quickly rusts away into nothing.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Classes: Sorcerer, Wizard

#274
Red Tide
7th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of contaminated water)
Duration: Instantaneous

With a wave of your hand, a torrent of red-tinged water bursts forth in a mighty wave. Each creature in a 30-foot radius of a point chosen within range must make a Strength saving throw or be pushed back to the edge of the spell and knocked prone. Additionally, any creature caught in the wave takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A creature that fails the save also becomes incapactiated. An incapacitated target can make a Constitution saving throw at the end of each of its turns. On a successful save, the incapacitating effect ends. This secondary effect is a magical disease, and any advantage to saving throws against it or immunity to disease applies.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.

Classes: Druid

#275
Storm of Needles
3rd-level transmutation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (three steel needles)
Duration: Instantaneous

A needle flicked from your fingers multiplies into a virtual hailstorm of needles. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Artificer, Sorcerer, Wizard

#276
Touch of the Green Man
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a living sapling)
Duration: Concentration, up to 1 hour

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Huge or smaller plant with a challenge rating equal to half of your level (round down).

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen plant, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

Classes: Druid

#277
Vitrify
9th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shard of igneous rock, such as obsidian)
Duration: Until dispelled

You choose an area of stone, sand or mud that you can see that fits within a 40-foot cube and is within range. Nonmagical rock, sand or mud of any sort in the area becomes an equal volume of thick, flowing lava that remains for the spell's duration.

The ground in the spell's area becomes liquified enough that creatures can sink into it. Each foot that a creature moves through the mud costs 5 feet of movement, and any creature on the ground when you cast the spell immediately falls into the lava. Any creature that falls into the lava or starts its turn there takes 10d10 fire damage. Any object that falls into the lava takes damage on initial contact and once per round thereafter until it is removed from the lava or destroyed.

If you cast the spell on a ceiling, the lava falls. Any creature under the lava when it falls takes 20d10 fire damage and must make a Dexterity saving throw. A creature becomes restrained on a failed save, requiring its action to end the restrained condition. Each foot that a creature moves through the lava costs 10 feet of movement, and they take 20d10 fire damage when it moves into the area for the first time on a turn or ends its turn there.

Classes: Druid

afroakuma
2021-08-13, 05:52 PM
Bohandas recommended I transport these over here, so... off we go. All spells 3.5 edition.

#278 Expel
Abjuration
Level: Hexblade 2, Suel Arcanamach 2, Wu Jen 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 60 ft. radius burst
Duration: See text
Saving Throw: Will partial
Spell Resistance: Yes

This spell allows the caster to capture a target who has escaped into extradimensional or nondimensional space via some magical (including supernatural, psionic, etc.) effect. The caster must specify a creature either by name or by focusing on a specific mental image of that creature (for example, if a beholder went into a rope trick, the caster could not say "the beholder" or picture any given beholder, but would need to either know the personal name of that beholder or have seen that specific beholder and focus on its image). If any extradimensional or nondimensional entrance, opening, rift, portal, or other such aperture is within the spell's area of effect, the creature specified will be forced out of the extradimensional or nondimensional space and into the nearest adjacent empty space to said opening.

If the creature so specified is expelled, it is prevented from leaving the plane it's currently on, whether to another plane or into extradimensional or nondimensional space, for 1 round per 2 caster levels - no entering a rope trick or magnificent mansion, no teleport or dimension door, no plane shift or ethereal jaunt, et cetera. Although astral projection still works, the subject's astral body cannot exit onto another plane from the Astral while this injunction is in effect. A successful Will save negates this effect but the expulsion itself still takes place.

If the specified creature is the creator of the extradimensional or nondimensional space by way of a spell or other ability or effect (not generated from e.g. a magic item), they are entitled to an opposed caster level check to prevent their own expulsion. If they choose to resist being expelled in this fashion, regardless of success or failure the remaining duration of the effect sustaining the extradimensional or nondimensional space is halved (round down). If such resistance is successful, the caster of expel knows that it was resisted, but does not become aware of the nature of the extradimensional or nondimensional space containing the specified creature, nor of the location of its entrance.

As a magical creation of the ancient Arcanamachs, expel is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel expel.

#279 Grimgauntlet
Transmutation
Level: Duskblade 4, Hexblade 3, Suel Arcanamach 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A spell devoted to strengthening close-combat magic, grimgauntlet is a valued tool of the arcanamachs. A grimgauntlet spell causes one of the touched creature's hands (or equivalent limbs) to be wreathed in black flame. While active, the grimgauntlet provides its wearer with a +4 enhancement bonus to Strength. Additionally, the caster level of any melee touch effects used by the wearer of the grimgauntlet, as well as saving throw DCs for such effects if applicable, increase by 2.

If a weapon is wielded in the hand wreathed by the grimgauntlet, melee touch effects may be discharged via successful attacks with that weapon. The wearer of the grimgauntlet can choose to release the touch spell charge through the weapon but must do so before the attack roll is made. If the grimgauntlet is holding a ranged weapon, the melee touch effect can be transmitted through that weapon as well.

When the wearer of the grimgauntlet misses with a melee touch attack that would have transmitted a spell or other effect, they may discharge the remaining duration of the spell in order to make a second attempt immediately. The charge of the touch effect is not lost until such a second attempt is resolved.

As a magical creation of the ancient Arcanamachs, grimgauntlet is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel grimgauntlet.

Focus: A miniature black gauntlet

#280 Jekova's Fraudulent Fortification
Illusion (Figment)
Level: Beguiler 2, Hexblade 2, Suel Arcanamach 2, Wu Jen 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: One illusory magical protection
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

A deception used by the ancient arcanamachs, Jekova's fraudulent fortification creates the illusion of the caster being protected by an abjuration effect. This illusion is centered on and follows the caster, and can duplicate the apparent visual and magical presence of any abjuration spell of 9th level or lower that could provide a direct defense (so for example while dispel magic might "defend" a caster by eliminating a threatening spell or effect, its defensive characteristic is incidental to the specific function of the spell).

The illusory abjuration exactly resembles the real spell, except it provides no meaningful defense of any kind. A successful Spellcraft check made to identify the abjuration being falsified will return the duplicated spell on a success, unless the one making the Spellcraft check already disbelieves the illusion. The magical aura of this spell reads as abjuration rather than illusion and mimicks the strength of the spell being duplicated. Observing the effectiveness of the illusory barrier in defending the caster (or lack of effectiveness, rather) against an effect that would normally be handled by the spell being duplicated entitles the observer to a save to disbelieve. The observer must be aware of the nature of the defensive spell being imitated.

Decoding the nature of this spell as it is being cast is quite difficult. The normal Spellcraft DC to identify Jekova's fraudulent fortification being cast is increased by the caster's level. A single caster can benefit from multiple castings of this spell, each emulating a different abjuration.

As a magical creation of the ancient Arcanamachs, Jekova's fraudulent fortification is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel fraudulent fortification.

Material component: A glass bead, an eggshell, or a piece of quartz

#281 Magewitness
Divination
Level: Cleric 3 (Wee Jas), Paladin 2 (Wee Jas), Suel Arcanamach 2, Ultimate Magus 3*, Wu Jen 3
Components: V, F, DF
Casting Time: 1 swift action
Range: Personal
Target: Self
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No

When casting this spell, the caster focuses on a creature within line of sight. Insight into the magical auras around that creature ripples down from the future into the caster's mind in the present, giving the caster a limited awareness of the next spell that creature will cast (or spell-like ability that creature will use) within 1 minute. This awareness comes in the form of the spell's school and subschool, if any. This information is as accurate as possible, but it can be mistaken if the creature does not cast a spell or use a spell-like ability within 1 minute. Once the creature focused on has cast a spell or used a spell-like ability, or after 1 minute without casting spells or using a spell-like ability, the information provided by magewitness is no longer relevant.

Magewitness specifically does not have any capacity to identify anything that is not a spell or spell-like ability (e.g. psionics, utterances, supernatural abilities, etc.) For this purpose, spell-like abilities listed in a creature's entity as "Psionics" should be exempt from the effects of this spell.

Special note: some players may not like being forced to commit to actions in advance. Work with your group to determine if NPCs should be using this spell against your party.

Divine spellcasters who do not worship Wee Jas cannot cast this spell.

Arcane focus: A ruby of at least 100 gp value.

Divine focus: A silver holy symbol of Wee Jas.

*A character who has levels in the Ultimate MagusCM prestige class may learn and cast this spell using a 3rd level slot from either of the arcane spellcasting classes used to qualify for Ultimate Magus.

#282 Greater Magewitness
Divination
Level: Cleric 6 (Wee Jas), Paladin 4 (Wee Jas), Suel Arcanamach 4, Ultimate Magus 6*, Wu Jen 6

As magewitness but the caster may focus on up to one creature per two caster levels (max 5 creatures) and learns about the next spell each of them will cast.

*A character who has levels in the Ultimate MagusCM prestige class may learn and cast this spell using a 6th level slot from either of the arcane spellcasting classes used to qualify for Ultimate Magus.

#283 Rellimirck's Reactive Restraint
Transmutation
Level: Assassin 1, Duskblade 3, Hexblade 2, Suel Arcanamach 1, Warmage 3, Wu Jen 3
Components: S
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This cunning and irksome spell is favored in duels with spellcasters as it offers an opportunity to impede them in their casting. By making a ranged touch attack against a target who is about to cast a spell or use a similar ability, make an attack, or make a Reflex save, the caster causes the air around one of the target's hands to thicken temporarily, impeding the intended movement of the limb in question in a fashion similar to physically grabbing the target's hand. This results in a -2 penalty to attack and damage rolls and to Reflex saving throws. This spell must be cast prior to the attack roll, saving throw, or resolution of the spell.

If the target was in the process of casting a spell with a somatic component, they must make a Concentration check (DC 15 + spell level + restraint caster level up to 10th level) or lose the spell. Rellimirck's reactive restraint expires after the target attempts one attack roll (and attendant damage roll), one Reflex save, or one spell or other ability requiring a somatic component or hand motion; otherwise it expires automatically at the end of the target's current action (or immediately if the target was not taking any action).

#284 Saeryn's Secret Word
Divination
Level: Suel Arcanamach 5
Components: V
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The most subtle but feared of the spells developed by the ancient Suel arcanamachs, Saeryn's secret word involved the wizard Saeryn, one of the Mages of Power of the ancient Suel Imperium. Through dangerous research, the power of this spell was uncovered, which briefly illuminates the caster's mind with a True Word, an ancient utterance of profound power. This word is forgotten immediately and irrevocably, uttered as part of the casting of the spell but unintelligible to any listener.

When spoke, Saeryn's secret word allows the caster to bypass any one magical (including supernatural, psionic, etc.) effect of less than epic or godly origin which would admit the creator of the effect or other authorized creatures but restrict those not welcomed by the effect's creator. This includes spells such as Leomund's tiny hut, Mordenkainen's magnificent mansion, arcane lock, and even the boundary of a demiplane created via genesis. Portals, phase doors, and similar effects grant the caster passage. Glyphs of warding, symbols and other effects that can be bypassed safely by the creator or another creature using a password will allow the caster to pass safely as well. Effects of epic or godly origin allow an opposed caster level check to bypass in this fashion, with a +5 bonus on the check.

Saeryn's secret word has no effect on mundane methods of restricting entry or passage; a door with a physical lock and key still needs to be opened conventionally, a portcullis raised, and so forth.

The power of Saeryn's secret word applies to one chosen effect, one time only. Once that effect has been passed, the caster has no further protection against or exemption from that effect in the future unless the spell is employed a second time or some other method of admission is arranged (the original creator of the restricting effect granting this spell's caster permission, for example).

#285 Saeryn's Shadow Stalk
Illusion (Shadow)
Level: Assassin 4, Hexblade 4, Suel Arcanamach 4
Components: S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 1 hour/level or until discharged
Saving Throw: None
Spell Resistance: No

Derived from ancient texts on shadow magic, this Suloise spell was handed down only to the most trusted of magic warriors, for fear of it being turned against the ruling wizard class. It must be cast while the caster is within 10 ft. of a square that has dim illumination or less.

The caster selects a target, forging a link between themselves and the target's shadow. To maintain this link, the spell slips the caster into the Plane of Shadow, leaving behind an illusory duplicate that acts as a minor image. The caster can move about much more quickly on the Plane of Shadow - 50 miles per hour, or roughly 220 feet of movement speed. The caster can perceive the target's shadow on the Plane of Shadow as a glowing beacon.

As a move action while the spell remains in effect, the caster can step 'out' of the target’s shadow. To do so, the caster must be adjacent to the space on the Plane of Shadow that corresponds to the target’s space. After stepping out of the target’s shadow, the target is flat-footed until their next turn unless they had identified the shadow stalk effect cast upon them. Once the caster emerges from shadow, the spell automatically ends.

If the target is standing in bright illumination when the caster wishes to exit, the caster will be dazzled for 1d4 rounds. If the spell duration elapses while the caster is still on the Plane of Shadow, the caster is shunted 1d10×100 feet in a random horizontal direction from the target's location. If this would place the caster within a solid object, the caster is shunted 1d10×1,000 feet in the same direction. If this would still place the caster within a solid object, the caster is shunted to the nearest empty space available, but the strain of this activity renders the caster fatigued (no save). If the target should enter a different plane other than the Plane of Shadow, the tracking beacon is lost (though a jaunt through another plane to return to the plane of origin, for instance dimension door or teleport, results in the beacon reappearing at the target's new location). The visibility of the beacon clarifies the area immediately around it to the vision of the caster, allowing for effects relying on familiarity as though the caster had viewed the location once.

If the target enters the Plane of Shadow, the caster gains a significant advantage - a +2 insight bonus to attack rolls, damage rolls, skill checks, and saving throws pertaining to the target of the spell for as long as the two are on the Plane of Shadow.

As a magical creation of the ancient Arcanamachs, Saeryn's shadow stalk is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel shadow stalk.

#286 Slerotin's Spell Suppression
Abjuration
Level: Duskblade 3, Hexblade 3, Sorcerer/Wizard 5, Suel Arcanamach 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster, creature, or object
Duration: Instantaneous or see text
Saving Throw: None
Spell Resistance: No

A specialized variation of dispel magic created by Slerotin, a Suel wizard known by some as the Last Mage of Power, Slerotin's spell suppression is specially designed to unravel Arcanamach spells. This spell functions as dispel magic, save that it is always targeted and applies the area dispel effect in a 20 ft. radius around its target (unless being used as a counterspell). Additionally, when a dispel check fails by 4 or less, the spell effect that was checked against is suppressed for 1 round per 2 caster levels (max 5 rounds). Time suppressed does not count against an effect's duration. A suppressed spell has no effect and is not considered active for the purpose of anything that would benefit from the spell being in place (e.g. if heart of air is suppressed while heart of water remains active, the creature so affected does not benefit from light fortification as they would if both spells were active) but may still be subject to further dispelling while suppressed.

Instead of using it as a dispel or counterspell, a Suel arcanamach may also cast this spell in an inverted fashion, absorbing the potential magic to recharge one of their daily uses of dispelling strike. This has no effect if the arcanamach has not expended any daily uses.

#287 Time Mask
Abjuration
Level: Beguiler 6, Hexblade 4, Suel Arcanamach 4, Wu Jen 5
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A powerful defensive ward derived from ancient Suel chronomantic traditions, a time mask interferes with time and causality in the immediate proximity of the wearer.

The wearer of a time mask is immune to any magical or supernatural slow effect. Quintessence parts like water at the wearer's touch. Any effect which would be triggered by the presence of the wearer or a non-physical interaction (for instance, looking at a symbol of death or meeting the conditions of a contingency, or setting off a magical alarm) ignores the wearer when determining whether or not it triggers. Spells and effects which function by providing insight into the future, such as moment of prescience or foresight, provide no benefits against the activities of the wearer. Similarly, spells and effects that would predict the future cannot foresee the casting of time mask nor any activities conducted during the duration (e.g. commune, contact other plane, divination, etc).

In addition to these benefits, the wearer of the time mask enjoys a +2 insight bonus to initiative.

As a magical creation of the ancient Arcanamachs, time mask is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel a time mask.

Focus: A miniature crystal mask

Bohandas
2021-09-23, 05:13 PM
#288 Entropump

Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time:1 standard action
Range: touch
Target: person or object touched
Duration: 24 hours
Saving Throw: fortitude negates
Spell Resistence:

by opening short-lived conduits to the positive and negative energy planes you jumpstart the flow of entropy and the normal effects of time. While in effect, this spell suppresses the effects of timeless planes, spells such as temporal stasis, and other such effects.

Focus: A bone and an egg, which are touched to opposite sides of the subject


#289 Charles' Triple Illusion

Illusion (glamer)
Level: Brd 2, Sor/Wiz 3, Temple Raider 2, Wuj 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

As Disguise Self except as noted above and that the spell can create up to three different simultaneous disguises that different people will see depending on what angle they view you from. Additionally, if a viewer makes the save to disbelieve one disguise, they must make a second save to see through the entire spell, otherwise they will see one of the other disguises instead.