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  1. - Top - End - #151
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    Default Re: 1001 Homebrew Spells

    211)

    Grenilag's Twisted Shadow

    School: Transmutation
    Level: 4 (Sor/Wiz)
    Components: V, S, M, F
    Casting Time: 1 minute
    Range: Close (25' + 5'/2 levels)
    Target: shadow of one creature or object
    Duration: 48 hours + 24 hours/level
    Saving Throw: Will negates
    Spell Resistance: yes

    Grenilag's Twisted Shadow enables you to alter the direction that the shadow of one creature or object falls by up to 12˚/level. When the spell expires the shadow returns to its normal direction at a rate of 6˚/day. This spell does not affect undead shadows, nor does it alter the shape or length of the affected shadow, only the direction in which it falls. A shadow affected by this spell cannot be affected by a Manipulate Normal Shadows spell until it returns to its normal location relative to light sources, but may be affected by Algar's Shadow Curse and/or Curse of the Luminescent Shadow. It can be made permanent with a Permanency spell. Only creatures get saving throws; items do not unless they are sentient. The material components are four drops of undead shadow distillate and a piece of black silk. Colored spider silk will do, but the duration drops by 24 hours. The focus components are the shadow to be affected, a small mirror that reflects on both sides and your soul dagger. This spell is always Spellbound with Soul Dagger by the Onyx Society when making soul daggers for initiates of the Third Circle.

  2. - Top - End - #152
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    Default Re: 1001 Homebrew Spells

    212)

    Nonlinear Perception

    School: Divination
    Level: 3(Sor/Wiz)
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    For the duration of the spell, your perception is no longer linear. You have Line of Sight to any location to which there is a clear path between you and it, regardless of how said path may twist and turn; you can see around corners and behind obstacles, directly above, below or behind you, the contents of a room through a window without having to physically scan through the window and in other similar situations.

    This has a variety of effects. First, you cannot be flanked. Secondly, you ignore cover and concealment (including total cover and concealment) unless said cover or concealment protects creatures from all sides; a creature around the corner or behind a wall would have no cover against you but one inside a closed box still would, a creature hidden behind Obscuring mist would have no concealment against you but one hidden inside it still would. Third, in most situations creatures can't employ stealth against you (due to lack of concealment and cover).

    This spell does not negate distance penalties and does not provide line-of-effect for effects needing to travel in a straight line (such as ranged weapons and ray spells). Traps and spells triggered on sight (such as Symbol spells) do work through your improved sight even if they wouldn't normally get line of effect to you.

  3. - Top - End - #153
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    213)

    Spellbinding

    Schools: (Transmutation/Enchantment)
    Level: 7 (Sor/Wiz)
    Components: V, S, M, F
    Casting Time: 7 rounds
    Range: Personal
    Target: self
    Duration: Special
    Saving Throw: None
    Spell Resistance: no

    Spellbinding allows the subsequent simultaneous casting of spells, up to one spell level for every level above 11th that you possess. Thus, if you are a 16th level wizard you are capable of casting a 1st level spell and a 4th level spell at the same time or up to five 1st level spells all at once. Spells bound in this manner must be memorized, have all required components available, be cast immediately upon completion of this spell and be cast upon the same subject. If you attempt to bind a set of spells upon an unwilling or unconscious being, the creature is entitled to a Will save vs. each and every spell in the set even if one or more of them do not allow a save. The victim receives a +1 bonus to each save for each spell over two that you try to bind to it. If even one of the spells in the set is saved against all will fail, being bound to the spell which failed. Once successfully cast, bound spells cannot be dispelled individually. All of them must be successfully dispelled at the same time. When spells of differing duration are bound together you should assume that the spell with the shortest duration will determine the duration of all of the spells and plan accordingly. Spellbinding Permanency into the set will always be permanent and is the only way to ensure continued utility of spells with instantaneous duration or if none of the spells in the set can normally be made permanent. No set of spells to be bound may contain the same spell more than once. Attempting to bind spells with extremely divergent targets may prove impractical at best and hazardous to you at worst. This spell is typically used by higher level arcane spell casters to enhance their abilities or perceptions permanently or in the construction of magic items that are likely to encounter dispelling effects.

    It is possible for two wizards, two sorcerers or one of each to work in concert to bind spells together that they normally would not be able to due to level restrictions. In order for such cooperative casting to work, you and your assistant must first be bound together with a Body Sympathy spell. Then you must cast Spellbinding followed immediately by the spells to be bound. The levels of your assistant are added directly to yours when determining how many and what levels of spells may be bound together. Any spells in the set that your assistant is capable of casting must be cast by said assistant. When you have an assistant any being entitled to saving throws receives a +2 bonus to each save for each spell over two that you try to bind to it. No more than two spell casters may ever cooperate in this manner with this spell. Each caster must have all components for the spells they will contribute. Components cannot be shared. Under no circumstances will this spell allow you or your assistant to exceed your number of spells that can be memorized or spells per day or cast higher level spells than normal.

    The material components are a gold thread and a silver thread twisted together and wrapped around a small marble fist, a lizard's hind foot, three black pine cones and a dragon tooth. The focus components are a mithral, dragon bone or meteorite iron dagger (or if you have one, a soul dagger of any construction) and silver bells with differing tones, one for each spell to be bound, which must be rung simultaneously.
    Last edited by Ides Usher; 2020-11-18 at 06:43 PM.

  4. - Top - End - #154
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    212)

    Nonlinear Perception
    Can it be made permanent? Also I would like to add it to the list of spells that people Spellbind with Soul Dagger.

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    214)

    Scramble text

    School: Transmutation
    Level: 2(Sor/Wiz)
    Components: V, S,M
    Casting Time: 1 standard action
    Range: Touch
    Target: One object with written text
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    This spell turns the contents of any object like a book or scroll of non magical text into complete gibberish by rearranging the ink (or whatever was used) into new patterns, destroying the information therein and rendering it forever unreadable.



    Quote Originally Posted by Ides Usher View Post
    Can it be made permanent? Also I would like to add it to the list of spells that people Spellbind with Soul Dagger.
    Yes. And ok.

  6. - Top - End - #156
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    Default Re: 1001 Homebrew Spells

    [QUOTEYes. And ok.[/QUOTE]

    Thank you. I am working on providing the other spells mentioned in the previous spells posted, but I have to copy them by hand from my dinosaur computer and then type them back out here. Also, competition for use of this computer is fierce, and I am more likely to use what little time I have on this to play Skyrim or Stellaris.

    215)

    Dangira's Web of Deceit

    Schools: (Illusion/Transmutation/Evocation)
    Level: 8 (Sor/Wiz)
    Components: V, S, M, F
    Casting Time: 7 rounds
    Range: 0
    Target: 2” radius
    Duration: Permanent until activated
    Saving Throw: Special
    Spell Resistance: yes

    Dangira's Web of Deceit is a subtle and insidious combination of Illusion, Transmutation and Evocation magics. It first establishes a real web complete with a very large deceased spider at the point where the spell is intended to begin. This is usually arranged so as to block a corridor or doorway. Anyone coming into direct contact with either the web or spider must Will save vs. magic or be subject to the effects of the illusion. If the web is ignited the flame will fuel the full effects of the illusory portion to all within a 2” radius with no save. As the spell's victims continue past the remains of the web the effects are activated at intervals determined by you. These intervals may be defined by passing time, distance traveled, actions taken by those affected or any combination of the three. The effect of this spell is broken down into five parts corresponding to the five senses. Each sense is affected in turn as the spell progresses and the effects are cumulative. Example: A party comes to a turn in a corridor, encounters the web and burns it to clear the way. Ten feet further down the corridor the audible portion of the illusion makes the party hear water dripping. Fifteen feet beyond that the temperature seems to drop a few degrees and and the walls appear and feel damp. A few more feet and a distinct mustiness in the air will be detected. Turning the next corner reveals the culmination of the accumulating effects, a large pool of water blocking the way with a drip feeding it and a glimpse of a tentacle retreating into the depths and disturbing the surface. The spell is versatile enough to adapt to the expectations of its victims, providing whatever stimulus they think they should be experiencing. An illusion of the smell of frying mushrooms can lead to the sounds of cooking and dancing shadows from a fire followed by an abandoned fire and a table with an illusory plate of mushrooms with an equally illusory fork which can be picked up and used to eat the mushrooms, which of course taste exactly like mushrooms should. Or maybe the fork is real, there really is something on the plate, but it certainly isn't mushrooms... The material components are a 6 inch length of phase spider web, a lie spoken by a Paladin and a piece of iron pyrite. The focus components are a live spider and a coin that has been used for the focus of a Hrovis's Temporary Theft spell.

  7. - Top - End - #157
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Zarrgon View Post
    212)

    Nonlinear Perception

    School: Divination
    Level: 3(Sor/Wiz)
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    For the duration of the spell, your perception is no longer linear. You have Line of Sight to any location to which there is a clear path between you and it, regardless of how said path may twist and turn; you can see around corners and behind obstacles, directly above, below or behind you, the contents of a room through a window without having to physically scan through the window and in other similar situations.

    This has a variety of effects. First, you cannot be flanked. Secondly, you ignore cover and concealment (including total cover and concealment) unless said cover or concealment protects creatures from all sides; a creature around the corner or behind a wall would have no cover against you but one inside a closed box still would, a creature hidden behind Obscuring mist would have no concealment against you but one hidden inside it still would. Third, in most situations creatures can't employ stealth against you (due to lack of concealment and cover).

    This spell does not negate distance penalties and does not provide line-of-effect for effects needing to travel in a straight line (such as ranged weapons and ray spells). Traps and spells triggered on sight (such as Symbol spells) do work through your improved sight even if they wouldn't normally get line of effect to you.
    I like the concept behind this (although I'm not sure it should negate cover, as that's not a visual thing, that's just a smaller target)

    Also, this should definitely be available as a psionic power as well as a spell
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    216)

    Algar's Shadow Curse

    Schools: Transmutation
    Level: 6 (Sor/Wiz)
    Components: V, S, M, F
    Casting Time: 8 rounds
    Range: 12”
    Target: any shadow cast by one creature or object
    Duration: Permanent
    Saving Throw: Reflex negates
    Spell Resistance: yes

    Algar's Shadow Curse allows you to permanently alter the appearance of any shadows cast by one creature or object. The location and length of the shadow are not changed by this spell. The altered shadow will fall where the unaltered shadow would have fallen. Only the appearance of the shadow is changed. For example, the shadow of a simple gnomon on a sundial could be altered to resemble a sailing ship, or a bunch of flowers, leaving the appearance of the gnomon unchanged. A man's shadow could be given bat wings and horns or made to look like a juggling jester, a tree's shadow could be altered to resemble a dwarven war axe or appear to be enveloped in leaping black flames, or any other thing that you can think of. This spell does not affect the undead known as shadows. A shadow affected by this spell is not subject to the Manipulate Normal Shadows spell but may be returned to normal via Remove Curse or Dispel Magic if cast upon the shadow and not the person or object casting the shadow. Only creatures get saving throws, objects do not unless they are sentient. This spell has been used to embarrass public speakers, entertain at or disrupt social events, intimidate superstitious peasantry and distract pesky adventurers from their tasks. The material components are 12 drops of pitch and a nose hair of an ogre. The focus components are a tiny silver bell which must be rung exactly once and your soul dagger. It was reported to the Mythmamorlithy Society of Dreamers by Ardivan Korogromt that only the sound of the bell is required, not the bell itself. This has yet to be confirmed through independent sources.

  9. - Top - End - #159
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    217)

    Shadow Sound

    School: Illusion(Shadow)
    Level: 3(Sor/Wiz)
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Target: See text
    Duration: See text
    Saving Throw: Will disbelief (if interacted with); varies; see text
    Spell Resistance: Yes, see text.

    Shadow sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound shadow sound creates and changing the soundÂ’s basic character takes a move action.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Shadow sound can also perfectly recreate any sound the caster has previously heard, up to the above volume limit.

    Anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

    Finally, shadow sound can tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer, wizard or bard sonic descriptor spell of 3rd level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow sound, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow soundsÂ’s level (3rd) rather than the spellÂ’s normal level.

    Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

    Objects automatically succeed on their Will saves against this spell.

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    218)

    Manipulate Normal Shadows

    Schools: Transmutation
    Level: 2 (Sor/Wiz)
    Components: S, M, F
    Casting Time: 2
    Range: 60 yards + 10 yards/level
    Target: 2 normal shadows + 2/level
    Duration: until concentration ends
    Saving Throw: None
    Spell Resistance: no

    By casting this spell you gain control of any normal shadows (generated by light striking an object) within range. So long as the shadows remain on any surface they can be shaped and moved in whatever manner you will. A shadow may be expanded in size to the range limit, shrunk to a single point or split into two or more pieces, each piece counting towards your limit of how many shadows you can control at one time. You may manipulate the desired shadows until you cease to concentrate on doing so, which ends the spell. The maximum length of time that you can count on being able to concentrate on this spell is five minutes for each point of your constitution score. To concentrate beyond this limit a Fortitude save must be made every five minutes. Each successive save beyond the first is made with a cumulative -1 penalty. Failure means your concentration has broken. If you have the Concentration skill you get a bonus to your save equal to your ranks in that skill. You may shift concentration from one shadow to another as often as desired. A shadow which is no longer concentrated on will revert immediately to its normal state. In conjunction with a Keep spell, any shadows controlled may be placed in an obsidian vial and saved for use at a later date. Partial shadows kept are generally useless, so Keep the entire desired shadow. If Manipulate Normal Shadows is not cast prior to opening a vial of shadows then all of the shadows come out at once. For this reason it is recommended that each shadow to be kept have its own obsidian vial. A creature or object whose shadow has been taken in this manner will not get their shadow back upon upon expiration of the spell or if you cease to concentrate on that particular shadow. Only by entering absolute total darkness will shadows taken by a Keep spell be renewed. A renewed shadow is not the original shadow, which will remain in its vial until the vial is opened and the shadow used or released to dissipate. Manipulate Normal Shadows has been used to embarrass public speakers, disrupt or entertain at social events, put messages on the walls of buildings, intimidate superstitious peasantry, subtly alter the ambiance at a negotiating table, distract pesky adventurers from their tasks, provide material components for certain spells and in the construction of certain magic items. The material components are seven drops of distillate from an undead shadow. The focus components are a piece of iron pyrite and a snake skin. Distillation of an undead shadow requires an alchemy lab and yields 41-52 (40 + d12) drops of distillate or it can be purchased for 1 gp per drop if you provide your own container.


    219)

    Dangira's Death Deceit

    Schools: Illusion
    Level: 3 (Sor/Wiz)
    Components: V, S, M
    Casting Time: 3
    Range: Touch
    Target: 1 person/2 levels
    Duration: 1 hour
    Saving Throw: None
    Spell Resistance: no

    This spell creates the illusion that those affected have been dead for several days. Tactile, olfactory and visual effects are included, producing a very convincing picture. If you walk around while under the effect of this spell you are likely to be mistaken for a zombie and attacked. The material component of Dangira's Death Deceit is the shadow of someone who has been hanged. If the person hanged was a witch then the duration is increased by ½ an hour. A version of this spell called Veil of Death has no material components but requires your soul dagger as a focus. Veil of Death has a duration of 30 minutes + 3 minutes/level.
    Last edited by Ides Usher; 2020-06-29 at 03:58 AM.

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    220)

    Senses Taker

    Schools: Conjuration/Divination
    Level: 4 (Sor/Wiz)
    Components: V, S, M. F
    Casting Time: 2
    Range: sight
    Target: one creature
    Duration: 1 minute + 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: yes

    The Senses Taker spell allows you to tap into all of the senses of another creature to use as your own for the duration of the spell. Their perceptions are not altered in any way unless they succeed with a spell resistance check, in which case they become aware that someone is observing in some manner, but this will not interfere with the function of this spell. You can see what they look at, hear what they hear, taste what they eat and drink, feel what they touch and smell any odors that they can. Your own senses are completely unavailable to you until the spell ends or you end the spell. You will not be able to cast spells, speak or move under your own volition. It can be cast through a crystal ball, other scrying device or divination spell that provides visual input. Timing is everything with this spell, for it grants only sensory knowledge. You cannot tell what is being thought by or extract any information from the mind of your victim without additional enchantments, all of which must be cast prior to this spell. Senses taker does not allow you to influence your victim's actions in any way, shape or form. Comprehension of what you sense is not provided by the spell, you must interpret that for yourself. For example: to obtain the contents of an important note you must read it through their eyes when they read it. If it is written in a language you do not know then the best you can do is recognize the language it is written in, but only if you have seen examples of the language on prior occasions. Experiencing another creature's death through this spell is not recommended. Two fortitude saves must be made to survive such a traumatic experience unscathed. If you make only one of the two you will go into shock and must spend 1d4 weeks in recovery. Failing both saves is fatal. The material components are two drops of black dragon blood and a black pine cone harvested at midnight under a new moon. The focus components are your soul dagger, a black silk mask which must be worn and a small silver or mithril fist.


    221)

    Hrovis's Temporary Theft

    Schools: Conjuration
    Level: 1 (Sor/Wiz)
    Components: V, S, F
    Casting Time: 6
    Range: 1 mile/level
    Target: up to 20 coins
    Duration: 1 hour
    Saving Throw: none
    Spell Resistance: no

    With this spell you conjure up to a score of coins identical to the coin used for the focus component. The coins come from the nearest sources. If there are no coins of the appropriate sort within range the spell is wasted and no coins are conjured. If there are less than a score of that sort of coin within range then all that are available will be conjured. The conjured coins do not radiate magic and the focus coin cannot be kept separate from the conjured coins. One hour after the coins have been conjured the spell expires and the coins return to their original locations. If the coin used for the focus component is deliberately marked for identification then only coins with a similar mark will be conjured. Keeping the coin that was not conjured can be assured only by not spending any of the coins. There is always a chance that that particular coin will be among those used for any purchase paid for with conjured coins. The chances of using the coin will depend on how many of the coins are on hand and how many of them are to be used for the purchase. Use of this spell is generally frowned upon by merchants and governments alike and is actually outlawed in many areas where its use has caused a lot of trouble. There is a variant of this spell call Score Score which requires your soul dagger as an additional focus component. It has a casting time of 4 and a duration of 1 hour + 3 minutes/level.
    Last edited by Ides Usher; 2021-02-19 at 07:23 PM.

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    222)

    Vanity Plate

    Schools: Transmutation
    Level: 1 (Sor/Wiz)
    Components: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target: 1 person
    Duration: permanent
    Saving Throw: none
    Spell Resistance: no

    This spell is used for removing unwanted moles, freckles, skin discolorations, acne, bruises, scars and non-magical birthmarks. It can be used to treat a sun burn or rash. Vanity Plate cannot reverse damage measured in hit points. The material component is a dab of lotion placed on the bottom of the plate or bowl of the target's next meal. The lotion must be placed by the target, not you. Once the lotion has been placed, cast the spell. The plate or bowl must be touched on the edge at the same moment that the target is touched on the end of either index finger. When the meal is complete the spell is also complete and the unwanted condition is gone. The lotion used must made from aloe or melaleuca oil and contain a frog's breath, at least two tears from a healthy infant and 10gp worth of powdered pearl. Once made there is enough lotion for a score of castings before it is gone. The lotion must be stored in a crystal container. Any other type of container has a 5% chance per day of storage to allow the lotion to spoil, cake, separate or otherwise change composition and become useless. A variant of this spell, Girilad's Blemish Removal, needs 4 gp of powdered diamond instead of pearl, requires a soul dagger for a focus and the lotion must be spread directly on the blemish to be removed. Also, the lotion for Girilad's Blemish Removal must be stored in a silver or mithral container.

    223)

    Liolomar's Party Ball

    Schools: Illusion
    Level: 1 (Sor/Wiz)
    Components: V, S, F
    Casting Time: 3
    Range: 30 feet
    Target: special
    Duration: 2 minutes/level
    Saving Throw: none
    Spell Resistance: no

    You create a shimmering globe of coruscating colors a foot across that hovers in place at a point within range that is determined by you. Twenty times per minute the globe ejects a streamer of color. Anything struck by a streamer has its color changed for 2 + d10 minutes/level. A streamer which does not strike anything within 25 yards will burst in a colorful explosion of lights. Uncontrolled streamers typically make things a single color chosen by the DM. About one in ten uncontrolled will have more than one color. Five streamers per minute per level may be controlled by you. There is no limit to the color schemes or designs of a controlled streamer save the size and shape of the object affected. Even a first level caster may have a complex coat of arms or other design appear on an object. Likenesses of important personages are also popular. Such designs require at least 5-10 minutes of planning and contemplation for each one prior to casting. Uncontrolled streamers will never strike anything that you have struck with a controlled streamer but may strike objects struck by other uncontrolled streamers. On occasion, clever casters have used this spell to surreptitiously transmit information to others who are looking for a particular color to appear in a certain spot as a prearranged signal. The focus component is a crystal prism.

  13. - Top - End - #163
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    Contagious Laughter

    Emchantment (Compulsion)
    Level: Brd 6, Sor/Wiz 7

    As Tasha's Hideous Laughter, except everyone who hears the victim must save or fall down laughing as well. This includes people who hear victims whom the spell has chained to rather than the original victim, however any given person only needs to save against the spell once, no matter how many victims they hear. The caster is immune to the effects of the spell.
    Last edited by Bohandas; 2020-09-03 at 04:38 AM.
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    225)

    Wirrwyx's Stolen Senses

    Schools: Transmutation/Conjuration
    Level: 3 (Sor/Wiz)
    Components: V, S, M
    Casting Time: 3
    Range: 180 feet
    Target: One Creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Magic Resistance: yes

    Wirrwyx's Stolen Senses allows you to take any one sense from a creature within range, unless you are 9th level or higher, in which case you may take two senses from that one creature. Taking the sense deprives the creature of its use until the spell ends. Your similar sense is replaced by the one taken for the duration of the spell. It is most commonly used to enable you to see, hear or smell things beyond your normal ability. The hearing of a bat will grant you its ability of echolocation. The sight of a bird of prey will double your effective sight range, but that of a colorblind creature will rob you of your ability to discern colors. A dog's sense of smell will allow you to track like a ranger of no more than 6th level, but at least 3rd level. Once you have taken a sense it is yours to use for duration of the spell even if you move out of range of the target creature. At least one enterprising mage has used this in conjunction with a Keep spell and the appropriate containers to acquire rare and hard to get material components from her pets and hopefully unsuspecting neighbors. If used in this manner the spell ends immediately upon the sense being properly kept, but the target creature does not automatically get their sense back. It must go through a period of regeneration and recovery that won't exceed one month. Another use is to simply blind or deafen an opponent to gain an advantage in combat, though there is a spell of of lower level that does the same thing permanently with only a vocal component and shorter casting time. The material components for this spell are a silk glove and a thief's pick that has been used to open a lock during a theft.


    226)

    Take

    Schools: Conjuration
    Level: 3 (Sor/Wiz)
    Components: V, S, F
    Casting Time: 1
    Range: 10 feet/level
    Target: One object that can be held in one hand
    Duration: Instantaneous
    Saving Throw: Reflex negates
    Magic Resistance: yes, if object is held by an intelligent being

    Take brings to your hand any item in plain view that can be held in one hand, even if it is in the possession of another person. Only if the item is firmly grasped by another person is a reflex save allowed. If the save is made possession is retained by the would be victim. If the intended victim has spell resistance you will also have to overcome that, again only if they are holding the item. The focus component of this spell is a thief's pick or tool that has actually been used by a rogue for its intended purpose. The pick or tool disappears when the spell is cast, returning to the rogue who last used it, even if the rogue is dead or on another plane. If you plan frequent use of this spell you may want to consider making arrangements with a thieves guild to ensure a supply of suitable picks and tools. A version of this spell known as Girnholth's Gratuitous Grab uses a small granite or marble fist for a focus instead of a pick or tool, which has the advantage of the fist remaining in your possession when cast. Girnholth's spell also has a set range of 40 feet and allows a Will save instead of a Reflex save.

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    227)

    Fiery Counterspell

    Schools: Abjuration / Fire
    Level: 3 (Sor/Wiz)
    Components: V, S
    Casting Time: 1
    Range: 100 ft + 10 feet/level
    Target: One spellcaster
    Duration: Instantaneous
    Saving Throw: none
    Magic Resistance: no

    This spell tries to unbalance and negate a spell being cast, by linking some of the delicate threads of magical forces to the chaotic element of fire.

    This spell works in the same way as Dispel Magic, but it can only be used as "counterspell". Unlike Dispel Magic, it cannot negate an already established magic effect on a creature or area, but only negate a spell being cast
    However, if the counterspell is successful, the spell-caster who got his spell negated also suffers 1d4 fire damage with no save, per level of the spell which got countered (max 4d4). For example, a magic user casting "Summon Monster 5" (a 5 Level spell) who falls victim of a Fiery Counterspell, will see his spell negated and will suffer 4d4 fire with no save.

    Converting magic energy to fire on the fly is a risky business.
    Should the dispel check fail, the caster of Fiery Counterspell will be the one to suffer the same amount of damage (1d4 for each level of the spell being targeted, no save, max 4d4).
    Of course you should fight fire with fire. You should fight EVERYTHING with fire!
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    Ok, here's a new one:

    228.) Reduction

    Transmutation
    Level: Sor/Wiz 3, Wuj 3
    Components: V, S, F
    Casting Time: 1 round
    Range: Close
    Target: One creature or object
    Duration: 1 min/level
    Saving Throw: Fortitude negates (object)
    Spell Resistence: Yes

    This spell causes instant diminution of the target, halving its height, length, and width and dividing its weight by 8. This causes the target to decrease in size by one size category, with all the normal mechanical effects of such a size change

    Focus:
    A ball of iron formed by pressing iron fil9ngs together at high pressure without external heat. (2gp?)

    229.) Minor Transmutation of Lead to Wood

    Transmutation
    Level: Drd 0, Magewright 1, Sor/Wiz 1, Wuj 0 (wood)
    Components: V, S, F/DF
    Casting Time: 1 round
    Range: Close
    Target: up to about half a liter of molten lead
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistence: No
    Discovered during a failed experiment in replicating the philosopher's stone, this spell transmutes molten lead in a 500cc crucible into wood. For the arcane version of the spell the crucible must be made of nickel, but the druid version can use any crucible. The resultant wood is a generic sort of wood that doesn't match any particular kind of tree. Melting the lead is not included in the casting time.
    Arcane Focus: a medium sized nickel crucible which the lead is melted in (price???)

    Spoiler: original post
    Show
    Contagious Laughter

    Enchantment (Compulsion)
    Level: Brd 6, Sor/Wiz 8

    As Tasha's Hideous Laughter, except everyone who hears the victim must save or fall down laughing as well. This applies to people who hear victims whom the spell has chained to rather than the original victim, however any given person only needs to save against the spell once, no matter how many victims they hear.

    EDIT:
    Oops. Looks like I posted that one already.
    Last edited by Bohandas; 2021-01-27 at 02:10 AM.
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  17. - Top - End - #167
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    Default Re: 1001 Homebrew Spells

    I created a thread for this one ages ago, but I might as well toss it in here as well, right?

    230)

    Reanimate

    Necromancy [Evil]
    Level: Dread 5
    Components: V, S, M
    Casting Time: 1 hour
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistence: Yes (harmless)

    You call a creature's soul back to its body and bind it with negative energy, giving it a perverted semblance of life. The subject is considered to be alive, not undead, and retains its original creature type and abilities. You can reanimate a creature that has been dead for no longer than one day per caster level. The subject's soul must be free and willing to return.
    This spell functions like raise dead, except as noted here. A reanimated creature's life force is fueled by negative energy, and as such it is healed by negative energy and harmed by positive energy as if it was an undead creature. When a reanimated creature dies, it is considered to have been turned into an undead creature and destroyed for the purpose of spells such as raise dead or resurrection. The subject gains no other penalties, benefits, or traits of the undead type.

    Material Component: Black onyx gems worth a total of at least 5,000 gp.
    Last edited by Vaern; 2020-10-19 at 05:50 PM.
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    Default Re: 1001 Homebrew Spells

    Playing a Magus in Pathfinder, and found that there is one glaring gap in their spell repertoire...a decent touch cantrip to utilise Spellstrike effectively...

    231 ).

    Elemental Hand
    School evocation; Level shaman 0, magus 0, sorcerer/wizard 0
    CASTING
    Casting Time 1 standard action
    Components V, S
    EFFECT
    Range touch
    Target creature touched
    Duration instant
    Saving Throw none; Spell Resistance yes
    DESCRIPTION
    You channel elemental energy through your touch, causing 1d3 elemental damage. You must succeed on a touch attack to strike a target.
    The energy type is chosen at the time of casting from Fire, Cold, Electricity, Acid or Sonic.
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    Dwarf Magus (Deep Marshal) spell list

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Darth Ultron View Post
    100.) Religious Befuddlement
    Give it a verbal component, so that the caster is just hollering the Problem of Evil or creating methodological doubt at the top of their lungs.

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    232)

    Animate Drawing

    School(s): Conjuration, Transmutation
    Level: 1 (Sor/Wiz/Brd)
    Components: V, S, F
    Casting Time: 20 minutes or longer
    Range: 0
    Target: 2 or more drawings
    Duration: permanent
    Saving Throw: none
    Spell Resistance: no

    By means of an Animate Drawing spell you cause an inked picture to move in a programmed fashion. A drawing of a dancer can wiggle and gyrate; a picture of a skull can gnash its teeth and glare menacingly; a hand drawn colony of ants can crawl about and form words; a depiction of a horse and rider may race along a fence; drawn combatants may clash in epic glory. The spell is begun as you first set pen to paper, wall or other flat clean surface and you choose a command word. As you draw the original picture you chant the verbal component of the spell, repeating as necessary until the drawing is complete. Once the original picture is completed the command word makes it fade until it can barely be seen. You continue to chant the verbal component while you draw the final configuration of the animated drawing. When the final picture is complete another utterance of the command word finishes the spell. At that point the second drawing vanishes entirely, to be replaced by the first drawing.

    From then on, anyone observing the animated drawing and speaking the command word sets it in motion; it transforms from the first drawing to the last. This may take as little as ten seconds for very similar drawings and up to half an hour if the two drawings are radically different from each other. This time frame holds true for each additional stage that may be added when you reach higher levels. Each subsequent drawing remains visible for 1 minute/level at the time of casting unless you specify a shorter period of time as you finish the drawing but before uttering the command word. The reset from last drawing to first is sudden, with no animation occurring. The spell is often used as a simple amusement, to advertise a merchant's product, to hide a secret message or proselytize an agenda or religious position. Other uses depend on your ingenuity and inspiration. One notable sign that uses this spell is that of the Inn of Fallen Leaves, which starts as a tree with all its leaves with no caption in the empty space at the bottom. It progresses from that through all of the leaves falling into that empty space one a time to form the words “Inn of Fallen Leaves” with the tree above devoid of foliage and then after a minute starts over. Perhaps the most famous animation is on a royal wall depicting an important battle. It takes almost four hours for it to reach its final state. It is very large and in order to complete it the caster had to employ both the Sleep Leech and Anzigan's Perpetual Nourishment spells to enable the continuous chanting needed.

    At 4th level you become capable of creating an animation with an intermediate stage between the original and final drawings. Every 4 levels thereafter grants one more possible step for the animation to take before assuming its final form. Each additional stage that the drawing passes through adds at least 10 minutes to the casting time. Also at 4th level you gain the ability to use other mediums than just ink for the animation, such as paint or charcoal. At 8th level you may make your animation repeat endlessly without having to use the command word each time. The focus components are the surface to be drawn on and the ink or other medium used to create the drawing.

    This spell is based on the Animate Drawing spell which, according to my notes, appeared in Dragon Magazine # 262. It has undergone several revisions and expansions to suit my particular campaign, but the original spell concept is pretty much intact I think.

    233)

    Mendrago's Fabulous Fixer

    School(s): Transmutation
    Level: 1 (Sor/Wiz)
    Components: V, S, F
    Casting Time: 2 minutes
    Range: 30 feet
    Target: 1 or more objects up to 50 lbs.
    Duration: instantaneous
    Saving Throw: none
    Spell Resistance: no

    With this spell you can fix and repair any damaged objects up to 50 lbs. Warped or dented items may be straightened, blades can be sharpened, objects with multiple breaks may be repaired. Rust, stains, scratches, dirt and other imperfections can be removed. Faded or discolored hues can be restored to their former brilliance. You can restore broken magic items to a condition where they may be enchanted again, with the exception of rods or staves that were purposely broken in a retributive strike and items which must be broken to activate their magic. You must have a soul dagger for a focus.

    There are three variants of this spell. Repair Object has no focus component but requires a silver coin, a drop of dragon blood, a drop of honey and a magnetized pin for material components. It has a three minute casting time and can be cast by bards. Ferrivald's Major Mending requires two magnets and a small granite or marble fist for focus components and a foot long length of twine for a material component. If your target is a single object it may weigh up to 60 lbs. Multiple targets are limited to 50 lbs. Banstigar's Brilliant Restoration is 2nd level, can affect a single object up to 250 lbs., multiple objects that do not exceed 200 lbs. in total and has a range of 40 feet. It requires a soul dagger and two magnets for focus components and a silver coin, a drop of honey and a foot long piece of twine for material components.

    234)

    Sleep Leech

    School(s): Conjuration, Necromancy
    Level: 3 (Sor/Wiz)
    Components: V, S, M
    Casting Time: 7 segments
    Range: 440 yards
    Target: 1 or more sleeping people
    Duration: special
    Saving Throw: Will negates
    Spell Resistance: yes

    Sleep Leech taps into every sleeping person within range to allow you to use their rest as your own for the purpose of being able to function normally without sleeping yourself. So long as there is a single person sleeping within range you may remain awake without suffering any kind of fatigue, making it possible to undertake tasks that require an extended uninterrupted period of time without fear of failure for that specific reason. The people whose rest is leeched away by this spell will not sleep well if there are too few of them. If there are fewer than a score of victims at any one time, they will not feel rested when they awaken. If there are fewer than a dozen of them they will have disturbing dreams about you. It may ultimately be to your advantage to actually hire people to sleep around you so as to avoid backlash from angry neighbors. The spell ends when you want it to unless there are no sleeping people in range, in which case the spell terminates immediately. When the spell ends you have twelve hours before you must seek sleep, so plan accordingly. The material components of this spell are seven grains of sand, two owl feathers, a pair of silk slippers worth at least 25 gp and a naturally gray orchid.

    235)

    Spell Mask

    School(s): Transmutation, Illusion
    Level: 6 (Sor/Wiz)
    Components: V, S, M, F
    Casting Time: 8 segments
    Range: personal
    Target: the next spell you cast
    Duration: permanent
    Saving Throw: none
    Spell Resistance: no

    You cast Spell Mask to prevent the next spell you cast from being revealed in the event that some other caster subsequently uses a Spell Echo spell in the area that you intend to cast it. If you are so foolish as to cast Spell Mask in the same area that you intend to cast your next spell, use of Spell Echo will reveal the casting of Spell Mask but not the spell masked by it. You must cast your next spell within a half hour or this spell dissipates and is wasted. This spell cannot mask the spells of other casters. Only your own next spell may be masked. The material components are a green silk mask and the shadow of any royal personage. Focus components are an eye taken from a blind person and your soul dagger. Possession of or casting this spell is a capital offense in areas that use Spell Echo regularly in law enforcement and the penalty should you be caught is death.
    Last edited by Ides Usher; 2021-01-28 at 11:47 AM.

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    236)

    Squire

    School: Transmutation [Good, Lawful; see text]
    Level: Pal 3
    Components: V, S, DF
    Casting Time: 1 round
    Range: Touch
    Target: One creature with Intelligence 3 or higher
    Duration: 1 hour/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You briefly grant some paladin abilities to a creature of your choice. The subject of the spell can then function as a paladin of one-half your current paladin level with respect to smite evil, lay on hands, and remove disease. The subject also radiates an aura of good as appropriate for its effective paladin level and can detect evil at will for the duration of the spell. However, squire imparts no spellcasting ability and does not grant access to spells not normally available to the subject.
    The spell does not function on a target whose alignment differs from your own and the spell's effect ends if the subject performs an action that violates your code of conduct. When cast by a paladin of freedom, tyranny, or slaughter, the subject instead gains that variant's equivalent abilities as appropriate for their effective paladin level and the spell's descriptors change to match the paladin's alignment.
    Last edited by Vaern; 2021-02-16 at 05:36 PM.
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    237.)

    Write Magic

    transmutation
    Level: Sor/Wiz 5, Arc 5, Clr 6
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Effect:
    Area:
    Target:
    Duration: Instantaneous
    Saving Throw:
    Spell Resistence:

    This spell allows you to instantly transcribe a prepared spell (or known spell in the case of spontaneous casters) to a spellbook. The prepared spell is expended in the process (or one spell slot is expended in the case of spontaneous casters).

    Alternately, the prepared spell can be written to a scroll (again expending the prepared spell/spell slot in the process), provided that the spell level is low enough. casters of level 13 or lower can scribe spells up to level 3. Level 14 casters can scribe spells up to level 4. Level 23 casters can scribe scrolls up to level 5. Thereafter they gain access to another spell level of scrolls every 5 caster levels up to level 42, when they can scribe 9th level scrolls. All such scrolls are created at minimum caster level.

    NOTE: I based the caster level requirements on at what caster level the the price of expended spells (as per the Spellcasting and Services table in the SRD) becomes worth more than the price of the scroll
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    238._ Randomize Weather (3.5e)

    Transmutation
    Level: Clr 6, Drd 6, Shu 5 (Water), Sor/Wiz 6, Wuj 5 (General)
    Components: V, S, M
    Casting Time: 10 min
    Area: 2 mile radius, centered on you (3 mile radius for druids)
    Duration: Instantaneous/2d20 hours
    Saving Throw: N/A
    Spell Resistence: N/A

    This spell randomly changes the weather within a two mile radius. When it is cast roll on DMG table 3-23: Random Weather (or the local weather table if in an area with non-standard weather); over the course of ten minutes the local weather changes match the result of this roll. The weather is not thereafter magical, and prevailing conditions (although not necessarily the specific local weather conditions that existed prior to the casting of the spell) overtake it in about 2d20 hours.

    Material Component: The wing of a butterfly
    Last edited by Bohandas; 2021-01-27 at 02:06 AM.
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  24. - Top - End - #174
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    Quote Originally Posted by Bohandas View Post
    237.)

    Write Magic

    transmutation
    Level: Sor/Wiz 5, Arc 5, Clr 6
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Effect:
    Area:
    Target:
    Duration: Instantaneous
    Saving Throw:
    Spell Resistence:

    This spell allows you to instantly transcribe a prepared spell (or known spell in the case of spontaneous casters) to a spellbook. The prepared spell is expended in the process (or one spell slot is expended in the case of spontaneous casters).

    Alternately, the prepared spell can be written to a scroll (again expending the prepared spell/spell slot in the process), provided that the spell level is low enough. casters of level 13 or lower can scribe spells up to level 3. Level 14 casters can scribe spells up to level 4. Level 23 casters can scribe scrolls up to level 5. Thereafter they gain access to another spell level of scrolls every 5 caster levels up to level 42, when they can scribe 9th level scrolls. All such scrolls are created at minimum caster level.

    NOTE: I based the caster level requirements on at what caster level the the price of expended spells (as per the Spellcasting and Services table in the SRD) becomes worth more than the price of the scroll
    I think making the scroll function of this spell more like the effect of Quick Potion might be easier to work with. Limit the scroll's ability to function to, say, one day per caster level, remove the caster level restrictions for maximum spell level, and specify that the scroll has no actual GP value. The spell becomes more versatile for creating a few consumables without giving the player another way to break the economy with spell slots.
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    239)

    Dirimir's Undeniable Dagger

    School(s): Conjuration
    Level: 1 (Sor/Wiz)
    Components: V, S, M, F
    Casting Time: 1 segment
    Range: 100 feet + 10 feet/level
    Target: up to 5 creatures within 15 feet of each other
    Duration: 1 minute
    Saving Throw: none
    Spell Resistance: yes

    This spell projects the slice of your soul dagger, which is the focus component, upon the flesh of up to five victims. This includes enemy creatures in a melee. The targets must be seen or otherwise detected to be hit. Near-total concealment such as that offered by arrow slits can render this spell ineffective, but armor is no deterrent. You must select the specific target by sight, sound or odor. Specific parts of a creature cannot be singled out to receive the cut. Inanimate objects such as ropes, leather straps or curtains are not affected and any attempt to use this spell in that manner will fail. Animate objects such as golems and undead are affected. Each cut afflicts 1d4 +1 points of damage. For every two of your levels above 1st you gain an additional cut, up to a maximum of 5 cuts at 9th level. If you have multiple cut capability you may have them affect a single creature or multiple creatures within the area of effect as desired. All cuts must be made within the 1 minute limit or be wasted. The material component is a handful of coarse sand. A variation of this spell, Alvence's Selective Slicer, affects only inanimate objects which could normally be cut by a dagger. A thick rope or piece of leather will likely require two or more cuts to sever. Unlike Dirimir's spell, the spell Alvence derived from it enables precise targeting and allows up to 9 level dependent cuts. Spell Resistance is “no”. All other parameters and components are identical to Dirimir's Undeniable Dagger, except for the vocal component, which is backwards.

    This was originally written out as Alvence's Selective Slicer and Dirimir's spell was the variant. It took me a couple of years to realize that the Undeniable Dagger was functionally indistinguishable from Magic Missile and thus probably derived from it instead of Alvence's spell. This meant that I needed to rewrite it the other way around, which I did about 30 years ago. Felt kind of dumb missing something so obvious, but as I copy these spells off of my dinosaur computer by hand I continue to find more stupid mistakes and inconsistencies that must be corrected before I feel comfortable posting them.

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    240)

    Capture Voice

    School(s): Conjuration
    Level: 2 (Sor/Wiz/Brd/Asn/Wuj)
    Components: S, M, F
    Casting Time: 1 action
    Range: Close – 25' + 5'/2 levels
    Target: 1 vocally capable creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: yes

    When this spell is cast the voice of one creature within range is taken for your own use. The victim may try to speak all he wants but no vocal sound can be made by him for the duration of the spell. The victim is quite capable of making other noises such as clapping, snapping fingers or playing a musical instrument. You have full use of the victim's voice until the end of the spell, but may choose to use your own voice at any time and may switch back and forth between voices as often as time permits. If you have memorized Capture Voice multiple times you may juggle as many voices as you have available spells. In conjunction with a Ventriloquism spell, it is useful for putting words of your choosing directly into the mouths of others. If the victim just closes their mouth and does not try to speak you may need an additional illusion of their mouth moving to be convincing. Possession of another creature's voice does not under any circumstance provide knowledge of that creature's language. A spell caster whose voice has been usurped may not cast any spells with vocal components unless he has prepared one or more Silent Spells or a Vocalize spell is used to counter the loss of voice. Magics such as Dispel Silence have no effect as the victim's voice has not been silenced, but actually taken away. If you allow the spell to end normally then the victim immediately fully regains their voice upon the spell's expiration. In the event that the taken voice is placed in a silver or mithral box worth at least 200 gp via a Keep spell, the victim's voice gradually regenerates over the course of a month. The victim whose voice has been kept will have regained enough use of his voice to communicate and cast spells after 2-3 days, though no one familiar with the victim will be able to recognize his voice as his for about 2 weeks. No one who has been a victim of this spell may be a victim of it again until they have fully recovered their voice. The focus components of the Capture Voice spell are a tiny silver cage worth at least 50 gp and a tiny gold tube worth at least 1000 gp as a masterwork of art. The tube must be long enough and thin enough to pass through the bars of the cage and out the other side. The material component is your Arcane Mark which must be cast upon the floor of the cage prior to casting this spell. If you are casting multiples of this spell it is highly recommended that you have a separate cage prepared for each instance of this spell to be cast. During casting the tube is pointed at the target and you must suck air through the tube while it is poked through the bars of the cage.

    A variant of this spell, Feragna's Speech Thief, requires the use of your soul dagger but has no other expensive components. It cannot be cast by Bards or Assassins as they do not have access to their own soul daggers. The soul dagger must be slashed at the victim with one hand while the other hand snatches the voice from the air and brings it to your mouth. Feragna's Speech Thief has a hard limit of two voices that can be taken at once no matter how many additional times you have it memorized, so memorizing it more than twice is not usually done. The two voice limit for Feragna's Speech Thief has seemed arbitrary and illogical to those affected by it, and at least two books have been written about it. They are An Analysis of the Fundamental Limits of Magical Accretions by Alvence Wordsmith and The Imperceptible Disadvantages of Having a Soul Dagger by Karzarac Ingolthast.


    I quite like Squire and Randomize Weather.
    Last edited by Ides Usher; 2021-02-19 at 08:08 PM.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Ides Usher View Post
    240)

    Capture Voice

    School(s): Conjuration
    Level: 2 (Sor/Wiz)
    Components: S, M, F
    Casting Time: 1 action
    Range: Close – 25' + 5'/2 levels
    Target: 1 vocally capable creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: yes

    When this spell is cast the voice of one creature within range is taken for your own use. The victim may try to speak all he wants but no vocal sound can be made by him for the duration of the spell. The victim is quite capable of making other noises such as clapping, snapping fingers or playing a musical instrument. You have full use of the victim's voice until the end of the spell, but may choose to use your own voice at any time and may switch back and forth between voices as often as time permits. If you have memorized Capture Voice multiple times you may juggle as many voices as you have available spells. In conjunction with a Ventriloquism spell, it is useful for putting words of your choosing directly into the mouths of others. If the victim just closes their mouth and does not try to speak you may need an additional illusion of their mouth moving to be convincing. Possession of another creature's voice does not under any circumstance provide knowledge of that creature's language. A spell caster whose voice has been usurped may not cast any spells with vocal components unless he has prepared one or more Silent Spells or a Vocalize spell is used to counter the loss of voice. Magics such as Dispel Silence have no effect as the victim's voice has not been silenced, but actually taken away. If you allow the spell to end normally then the victim immediately fully regains their voice upon the spell's expiration. In the event that the taken voice is placed in a silver or mithral box worth at least 200 gp via a Keep spell, the victim's voice gradually regenerates over the course of a month. The victim whose voice has been kept will have regained enough use of his voice to communicate and cast spells after 2-3 days, though no one familiar with the victim will be able to recognize his voice as his for about 2 weeks. No one who has been a victim of this spell may be a victim of it again until they have fully recovered their voice. The focus components of the Capture Voice spell are a tiny silver cage worth at least 50 gp and a tiny gold tube worth at least 1000 gp as a masterwork of art. The tube must be long enough and thin enough to pass through the bars of the cage and out the other side. The material component is your Arcane Mark which must be cast upon the floor of the cage prior to casting this spell. If you are casting multiples of this spell it is highly recommended that you have a separate cage prepared for each instance of this spell to be cast. During casting the tube is pointed at the target and you must suck air through the tube while it is poked through the bars of the cage.

    A variant of this spell, Feragna's Speech Thief, requires the use of a soul dagger but has no other expensive components. The soul dagger must be slashed at the victim with one hand while the other hand snatches the voice from the air and brings it to your mouth. Feragna's Speech Thief has a hard limit of two voices that can be taken at once no matter how many additional times you have it memorized, so memorizing it more than twice is not usually done. The two voice limit for Feragna's Speech Thief has seemed arbitrary and illogical to those affected by it, and at least two books have been written about it. They are An Analysis of the Fundamental Limits of Magical Accretions by Alvence Wordsmith and The Imperceptible Disadvantages of Having a Soul Dagger by Karzarac Ingolthast.


    I quite like Squire and Randomize Weather.
    this ought to be a bard, assassin, and wu jen spell as well
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  28. - Top - End - #178
    Bugbear in the Playground
     
    BardGuy

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    Default Re: 1001 Homebrew Spells

    I can imagine that Capture Voice spell being used in conjunction with Fins To Feet and Craft Wondrous Item to create a sort of magically binding contract with which an aquatic creature could be transformed into a regular humanoid in exchange for forfeiting their voice to the contact's creator. I may or may not have tried doing exactly that in a 5th edition game...
    Last edited by Vaern; 2021-02-19 at 07:45 PM.

  29. - Top - End - #179
    Pixie in the Playground
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Bohandas View Post
    this ought to be a bard, assassin, and wu jen spell as well
    Thank you. This seems very reasonable and I have adjusted the text accordingly.

  30. - Top - End - #180
    Pixie in the Playground
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Vaern View Post
    I can imagine that Capture Voice spell being used in conjunction with Fins To Feet and Craft Wondrous Item to create a sort of magically binding contract with which an aquatic creature could be transformed into a regular humanoid in exchange for forfeiting their voice to the contact's creator. I may or may not have tried doing exactly that in a 5th edition game...
    New uses for old spells should be encouraged. New misuses for old spells should also be encouraged. Push those limits until they break right off. Then post the results so we can have a good laugh. Not sure which category this example falls into.

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