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  1. - Top - End - #121
    Dwarf in the Playground
    Join Date
    Jul 2017

    Default Re: 1001 Homebrew Spells

    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.

  2. - Top - End - #122
    Ettin in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: 1001 Homebrew Spells

    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.
    Last edited by Bohandas; 2020-03-13 at 03:13 PM.
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    If we shadows have offended, think but this, and all is mended. That you have but slumbered here, while these visions did appear, and this weak and idle theme, no more yielding but a dream. -Midsummer Night's Dream, Act 5, Scene 1

  3. - Top - End - #123
    Dwarf in the Playground
    Join Date
    Nov 2019
    Location
    Earth
    Gender
    Male

    Default Re: 1001 Homebrew Spells

    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.
    Empire!6
    Check it out. It's fun.

  4. - Top - End - #124
    Pixie in the Playground
    Join Date
    Apr 2020

    Default Re: 1001 Homebrew Spells

    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.

  5. - Top - End - #125
    Pixie in the Playground
    Join Date
    Apr 2020

    Default Re: 1001 Homebrew Spells

    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.

  6. - Top - End - #126
    Banned
     
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    Default Re: 1001 Homebrew Spells

    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.

  7. - Top - End - #127
    Titan in the Playground
     
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    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."
    Last edited by Segev; 2020-04-22 at 10:41 AM.

  8. - Top - End - #128
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Segev View Post
    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.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    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!

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    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).

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    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.

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    Default Re: 1001 Homebrew Spells

    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.
    Last edited by D&D_Fan; 2020-04-23 at 02:45 PM. Reason: Fixes
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by D&D_Fan View Post
    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.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Segev View Post
    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
    Last edited by D&D_Fan; 2020-04-23 at 02:44 PM.
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    Default Re: 1001 Homebrew Spells

    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.
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by D&D_Fan View Post
    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.

    Quote Originally Posted by D&D_Fan View Post
    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.

    Quote Originally Posted by D&D_Fan View Post
    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?

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Segev View Post
    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.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    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.
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    Default Re: 1001 Homebrew Spells

    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.
    Last edited by Spellweaver; 2020-04-28 at 04:52 PM.

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    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

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    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.
    Last edited by Bohandas; 2020-05-01 at 03:09 AM.
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    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...).

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Segev View Post
    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.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    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.

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    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

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    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.

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    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.
    Last edited by Ides Usher; 2020-06-07 at 03:38 PM.

  28. - Top - End - #148
    Pixie in the Playground
    Join Date
    Jun 2020
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    Default Re: 1001 Homebrew Spells

    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.

  29. - Top - End - #149
    Banned
     
    Beholder

    Join Date
    May 2012

    Default Re: 1001 Homebrew Spells

    )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
    Last edited by Zarrgon; 2020-06-05 at 09:02 PM.

  30. - Top - End - #150
    Ettin in the Playground
     
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    Join Date
    Feb 2016

    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    )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
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