A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2010

    Default Assorted Spells (3.5, PEACH)

    In preparation for an upcoming game, I am creating a few homebrew spells. Since this is my first homebrew attempt, I'd like to get a little feedback.

    Set 1 (13 spells)
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    Create Living Vault
    Level: Sor/Wiz 15
    Components: V,S,XP
    Casting Time: 1 day
    Range: 0 ft.
    Effect: One Living Vault
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.


    Greater Gate
    Conjuration (Creation) [Battle Magic]
    Level: Cleric 12, Wiz 12
    Components: V, S, F, D
    Casting Time: 5 rounds (1 Fields of Blood round)
    Range: Medium (100 ft. +10 ft./level)
    Effect: See text
    Duration: Permanent (see text)
    Saving Throw: None
    Spell Resistance: No

    Casting a Greater Gate spell creates a gate between your plane of existence and a plane you specify, allowing travel between these two planes in either direction.

    The gate itself is a circular hoop or disk up to 20 ft./caster level 90 feet in radius (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

    A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.


    A gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate can be opened to another point on the same plane.

    The gate will stay open until the focus is removed, or the caster dismisses the gate, at which point the planar connection is severed.

    Focus: An item native to the astral plane, worth at least 10,000 gp.

    Animate Building
    Transmutation [Battle Magic]
    Level: Cleric 10, Sor/Wiz 11
    Components: V, S
    Casting Time: 5 rounds (1 FoB round)
    Range: Touch
    Effect: One animated building
    Duration: Permanent until triggered, then 1 minute/level or 1 hour/level
    Save Throw: Will (harmless)
    Spell Resistance: No

    This spell has two modes of operation, animate or trap, chosen by the caster at the time of casting.

    In the first mode of operation, the building is animated for one hour per caster level. In the second mode, the building remains dormant until a condition specified by the caster is fulfilled. This can be as simple as a command word, or something like being subject to detect good followed by being shot by an arrow then being fled from.

    The building is treated as an animated object two sizes larger than the target.



    Blade Creation (Single)
    Conjuration (creation)
    Level: Cleric 7, Sor/Wiz 6
    Components: S
    Casting Time: 1 standard action
    Range: Personal, Close (25 +5/2 levels)
    Effect: One weapon
    Target: Self, or one creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    When this spell is cast, a weapon is created possessing an enchantment equivalent of +1 per four caster levels. This weapon may either be created in hand or launched at a creature in range, which is resolved as a melee attack using the weapon.


    Blade Creation (Multiple)
    Level: Cleric 8, Sor/Wiz 7
    Components: V,S
    Effect: One weapon/2 caster levels

    As Blade Creation (Single) except as noted.

    The weapons created possess an enchantment equivalent of +1 per six caster levels. The decision to launch or retain the weapons is made individually per weapon.


    Blade Creation (Hoard)
    Level: Cleric 9, Sor/Wiz 9
    Effect: Two weapons/caster level

    As Blade Creation (Multiple) except as noted.

    The weapons created possess an enchantment equivalent of +1 per ten caster levels.


    Blade Creation (Unlimited)
    Conjuration (creation) [Battle Magic]
    Cleric 10, Sor/Wiz 11
    Components: V,S
    Casting Time: 5 rounds, or one FoB round
    Range: Medium (100 feet + 10/caster level) (two inches + 1/five caster levels)
    Area: Medium (100 feet + 10/caster level) (two inches + 1/five caster levels), centered on you
    Effect: A rain of weapons
    Duration: 1 round/level, Instantaneous, or 1 FoB round/5 levels
    Saving Throw: Reflex Partial (see text)
    Spell Resistance: No

    ”I am the bone of my sword.
    Steel is my body, and fire is my blood.
    I have created over a thousand blades.
    Unknown to Death, Nor known to Life.
    Have withstood pain to create many weapons,
    yet those hands will never hold anything.
    So, as I pray...Unlimited Blade Works.”


    As the final words of this spell are pronounced, the formation of blades beyond counting begins. The blades rain down upon the area, subjecting each five foot square in the area, and any creatures within the area, to an attack by 1d10 weapons/five caster levels. Creatures that make a reflex save may make a five foot step into the square with the fewest attacks.

    The weapons possess an enchantment equivalent of +1/15 caster levels, and use the caster's ranged attack bonus.


    Control Weather, Greater
    Transmutation
    Level: Druid 11
    Components: V,S
    Casting Time: 10 minutes, see text
    Range: 1 mile/level
    Area: 1 mile/level emanation, centered on you; see text
    Duration: 4d12 days
    Saving Throw: None
    Spell Resistance:No

    You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You may adjust the temperature and season each by one step per ten caster levels.

    You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

    Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.


    Stop Time
    Transmutation
    Level: Sor/Wiz 18
    Components: V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/three levels

    Created by a mage with far more power than sense, this spell achieves through raw power what Time Stop does by trickery.

    For the spells duration, a small planar bubble is created which encapsulates the caster and her equipment. This planar bubble moves with the caster, and possesses the flowing time trait. One minute within the bubble is equal to no time on the material plane.

    From the perspective of the caster, all effects outside of the bubble are suspended for the duration of the spell. A thrown knife simply hangs in the air, frozen an inch from the caster's fingers. When the spell ends, the knife would resume its motion as normal.


    Laser
    Evocation [Force]
    Level: Cleric 4, Druid 4, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 + 10ft./level)
    Area: 100+10 ft/level line
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes

    You release a beam of force that deals 1d4 points of force damage per caster level (maximum 10d4) to each creature within its area. If the beam encounters a barrier and deals enough damage to destroy it, the beam will continue beyond the barrier to the limit of its range.


    Large Laser
    Evocation [Force]
    Level: Cleric 5, Druid 5, Sor/Wiz 5

    As Laser, but the cap is increased to 20d4


    Spark
    Evocation [Force]
    Level: Druid 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Long (400 + 40ft./level)
    Area: 400+40 ft/level line
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: No

    Though similar in appearance to the Laser, a proper Spark is far more dangerous.

    The beam of force deals 1d8 points of force damage per caster level to each creature within the area of effect. If the beam encounters a barrier and deals enough damage to destroy it, the beam will continue beyond the barrier to the limit of its range.

    The spark requires an external energy source to function, as its power is beyond that of any normal spellcaster.

    Focus: A magical focus (wand, reactor, staff, umbrella, etc.) worth at least 200,000 gp.


    Master Spark
    Evocation [Force]
    Level: Druid 13, Sor/Wiz 13
    Components: V, S, F
    Casting Time: 1 full round action
    Range: Very Long (800 + 80ft/level)
    Area: Line 800+80 ft/level long, fifteen feet wide
    Duration: Instantaneous
    Saving Throw: Reflex Half, see text
    Spell Resistance: No

    An expression of magic far beyond even the spark in power, the Master spark can be considered an example of evocation magic at it's highest point.

    The beam of force deals 2d12 points of force damage per caster level to each creature within the area of effect. If the beam encounters a barrier and deals enough damage to destroy it, the beam will continue beyond the barrier to the limit of its range. A creature caught in the center of the beam may not attempt a reflex save for half damage.

    Focus: A magical focus (wand, staff, reactor, umbrella, etc.) worth at least 5,000,000 gp.
    Last edited by NM020110; 2013-01-10 at 12:19 AM.
    Status: Recovering. ETA: 3 days

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Jun 2012

    Default Re: Assorted Spells (3.5, PEACH)

    First of all, there are no spell levels above 9; you should write these out as Epic spells for those spells to be coherent to the game system.

    Secondly, Create Living Vault already exists.

    http://dnd-wiki.org/wiki/SRD:Create_Living_Vault

    How is Greater Gate better than Gate? It doesn't seem like it does as much. And what's a "Field of Blood round"?

    I'd rename Stop Time, simply because it's too easy to confuse it with "Time Stop." Maybe something like "Time Freeze" or something.

  3. - Top - End - #3
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2010

    Default Re: Assorted Spells (3.5, PEACH)

    The epic spell system was banned outright, for being entirely too abuseable. As a compromise, we're allowed to create spells which are greater than ninth level, and cast them through slots gained by the Improved Spell Capacity feat.

    I'm aware of Create Living Vault, and basically copied it.

    Greater gate has three differences. Firstly, the gate is far larger, and so more suitable for movement of larger numbers. Secondly, it has a longer duration. Finally, it may connect two points on the same plane.

    Fields of Blood-The Book of War is a sourcebook dealing with mass combat and nation management.

    Stop Time was so named as an intentional jab at Time Stop for not actually stopping time. I'd agree that Frozen Time might be a bit better.


    Thank you for your review.
    Status: Recovering. ETA: 3 days

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Jun 2012

    Default Re: Assorted Spells (3.5, PEACH)

    Alright. As a future note, you should probably mention houserules like that epic spell adjustment thing next time. XD

  5. - Top - End - #5
    Ogre in the Playground
     
    AttilaTheGeek's Avatar

    Join Date
    Nov 2012
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    Boston (UTC-5)
    Gender
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    Default Re: Assorted Spells (3.5, PEACH)

    I really like Laser. However, as a laser, which is usually a thin beam of (deadly) light, shouldn't it have a Reflex save to negate entirely (and do more damage than the very comparable Lightning Bolt to compensate), as opposed to doing less damage and automatically hitting everyone?
    Last edited by AttilaTheGeek; 2012-12-30 at 11:28 PM.
    Homebrew: TemporalistQuotebox • Avatar by Kris on a Stick
    Blue is for sarcasm • Call me Attila

  6. - Top - End - #6
    Firbolg in the Playground
    Join Date
    Mar 2011
    Location
    Australia

    Default Re: Assorted Spells (3.5, PEACH)

    Q as to greater spark.
    If it is the peak of Evocation, and has more power behind it then anything else, why is it level 8 instead of 9?
    Also, where are you getting focus worth 5 million? [Ok, maybe a major artefact], and given the spells fluff, if it weren't for the expense, I would say you want a material component, not a focus.
    Also, I would insert in the Spark and Greater Spark spells a claus: Once using this spell, the item looses all it's charges, and cannot be used to cast this spell until it regains all it's charges. Also, any item use to power (spell name) needs to have all it's charges remaining. [Or less, for spark and laser, with less removed. Perhaps 50-75-100%]
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