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  1. - Top - End - #61

    Default Re: 1001 Homebrew Spells

    75.) Mental Prompt
    Divination
    Level: Sor/Wiz 1
    Components: V, S,M
    Casting Time: 1 standard action
    Range: 0
    Effect: Caster
    Duration: 1 week per level
    Saving Throw: Wil(neg)
    Spell Resistance: Yes


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

  2. - Top - End - #62
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: 1001 Homebrew Spells

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

    You cast this spell when another spellcaster is casting a Teleportation spell. Increase the number of creatures that spell can take by 1(above any normal maximum) so long as you are one of the teleported creatures. If the spell normally would not allow your familiar due to creature limit restrictions, your familiar counts as an object on your person.
    Your friendly neighbourhood sniperman.
    My controversial opinions:
    • I like blue souls.
    • Alignment isn't terrible.

    My Homebrew: Feng Shui; Magic in Zones, Plus others I'm not particularly proud of rn.

  3. - Top - End - #63
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    Beholder

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    Default Re: 1001 Homebrew Spells

    No. 77 (5e) Channel blade.
    The caster chooses one nonmagical weapon of their choice. The weapon counts as a plus one magical version of itself, and the caster has proficiency with that weapon. Additionally, the weapon can return to it's owners grasp as a bonus action, and it counts as a spell casting focus.
    Casting time: 5 minutes
    Duration: 8 hours
    Components: V,S,M ( some black pearls, worth a total of 100 gp)
    Level 4? Spell
    DM's law; Don't tell them how stupid their idea is until it is already too late to reverse it.
    Generation 20. Every time you see a generation, copy it into your Sig and add one. This is a social experiment.

  4. - Top - End - #64
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    nonsi's Avatar

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    Default Re: 1001 Homebrew Spells

    .
    #78 (3.5e)

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

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

    This spectacular spell rains down a hailstorm of diamond-like fragments of different shapes and sizes upon the affected area. The fragments explode upon impact.
    All targets in the AoE take damage as follows:
    - 4d8 bludgeoning *
    - 4d8 piercing *
    - 4d8 slashing *
    - 4d8 force ** (the concussive explosion)
    - 4d8 fire ** (the heat)
    - 4d8 pure light ** (flash of light)
    * Damage is treated as magical and adamantine and silver.
    ** This damage is halved by a successful Ref save.
    The area of effect is then filled with smoke for 2d4+1 rounds. Treat as Fog Cloud effect.
    Special: Treat the entire AoE as exposed to 3 consecutive rounds of Daylight effect.
    Last edited by nonsi; 2018-07-27 at 06:11 PM.

  5. - Top - End - #65
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    Default Re: 1001 Homebrew Spells

    79.) Degenerate Conception (D&D 3.5)

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

    This spell has a variety of possible effects:

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

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

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

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

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

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


    Misery Domain

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

    1. Black Bag (BoVD): Create extradimensional bag of torture tools
    2. Blindness/Deafness: makes subject blind or deaf.
    3. Bestow Curse: Subject receives either a -6 on one ability; -4 penalty on attacks, saves, and skill checks; or 50% chance of losing each action.
    4. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves and checks.
    5. Nightmare: Send vision dealing 1d10 damage, fatigue.
    6. Cloak of Hate(Heroes of Horror): Target provokes hostile reactions, takes -10 on diplomacy checks.
    7. Bestow Greater Curse(Spell Compendium; BoVD): As Bestow Curse, but more severe penalties
    8. Polymorph Any Object: Changes any subject into anything else
    (alternately Baleful Object from Rite Publishing's "101 8th level spells")
    9. Degenerate Conception (new): Implant evil creature in victim's body and possibly increase taint score
    Last edited by Bohandas; 2018-08-01 at 11:08 AM.
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  6. - Top - End - #66

    Default Re: 1001 Homebrew Spells

    80.) Char Sight
    Divination
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 0
    Effect: Caster
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: None

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

  7. - Top - End - #67

    Default Re: 1001 Homebrew Spells

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

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

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

    Material component: a small piece of crystal

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

  8. - Top - End - #68

    Default Re: 1001 Homebrew Spells

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


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

  9. - Top - End - #69
    Orc in the Playground
     
    DwarfBarbarianGuy

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    Default Re: 1001 Homebrew Spells

    83) Secret Style Broth Breath Noodle-Jitsu

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

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

    This is for my 5e Homebrew: Monastic Tradition: Way of the Cup Noodle
    Last edited by Derpaligtr; 2018-08-14 at 09:30 PM.
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  10. - Top - End - #70
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Derpaligtr View Post
    83) Secret Style Broth Breath Noodle-Jitsu...
    You have a bizarre imagination.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  11. - Top - End - #71
    Orc in the Playground
     
    DwarfBarbarianGuy

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by jqavins View Post
    You have a bizarre imagination.
    Thank you :)

    I'm kinda proud of this one haha
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  12. - Top - End - #72
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    Default Re: 1001 Homebrew Spells

    A few I've made:

    84.) Shockfrost
    Evocation [Cold, Electricity, Mind-Affecting]
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 120 ft.
    Area: 120-ft. line
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude negates, Will negates (see text)
    Spell Resistance: Yes

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

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

    The lightning bolt damages objects in its path and does twice as much damage to them (it is still subject to hardness however). If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

    Material Component

    A glass rod encapsulating a metal core.

    ===

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

    ===

    85.) Adjust Weapon
    Transmutation
    Level: Bard 1, Paladin 1, Ranger 1, Wizard 1
    Components: V, S
    Casting Time: 1 standard action (see below)
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)

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

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

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

    ===

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

    ===

    86.) Brain Freeze
    Evocation [Cold]
    Level: Sor/Wiz 8, Druid 9, Wu Jen 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature with a brain.
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

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

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

    Material Component: A piece of dry ice.

    ===

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

    ===

    I probably have more somewhere maybe. This what I could find on hand.
    Last edited by gooddragon1; 2018-08-20 at 01:10 AM.
    There is no emotion more useless in life than hate.

  13. - Top - End - #73
    Firbolg in the Playground
     
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    Default Re: 1001 Homebrew Spells

    87.) Putrefy Food and Drink (D&D 3.5)

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

    This spell causes food to rot and water to turn dirty and stale. Holy water and similar food and drink of significance is spoiled by putrefy food and drink, but the spell has no effect on creatures of any type nor any effect upon magic potions other than to make them taste funny.
    Last edited by Bohandas; 2018-08-25 at 12:53 PM.
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  14. - Top - End - #74
    Orc in the Playground
     
    DwarfBarbarianGuy

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    Default Re: 1001 Homebrew Spells

    88 5e

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

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

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

    ====

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

    It's my take on changing an illusion spell and making it a transmutation spell.
    Last edited by Derpaligtr; 2018-08-25 at 04:44 PM.
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  15. - Top - End - #75
    Pixie in the Playground
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    Default Re: 1001 Homebrew Spells

    89 - 3.5 D&D

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

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

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

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

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

    Material Component: Blank pages of any suitable material, either bound or unbound, equal in number to the amount to be copied. The pages are not actually consumed; rather, they are filled with the information from the original. For this reason, they also do not count as expensive material components for the purposes of creating scrolls and book- or scroll-like wondrous items involving this spell, as they are considered to be part of the raw materials cost.
    Last edited by The Magister; 2018-11-04 at 11:46 AM.

  16. - Top - End - #76

    Default Re: 1001 Homebrew Spells

    90. 3.5E

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


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

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

    Bestow curse counters remove curse.
    Last edited by Darth Ultron; 2018-10-05 at 10:29 PM.

  17. - Top - End - #77
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    Beholder

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    Default Re: 1001 Homebrew Spells

    5E

    Stone spears

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

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

    At Higher Levels: +1 additional spear created initially.

  18. - Top - End - #78
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by jqavins View Post
    When Myth Busters was testing expressions and aphorisms, the decided to test "Bull in a china shop". They built a mock-up china shop - free standing shelves with lots of breakable objects on them - and set a bull loose inside. The bull did not knock over a single thing, as I recall. He walked with ease and grace between the shelves doing no damage.
    I was going to suggest Sloth's Strength, Walrus' Grace, Mayfly's Endurance, Lemming's Wisdom, Turkey's Cunning and Mole-Rat's Splendour.
    Give directly to the extreme poor.

  19. - Top - End - #79
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    jqavins's Avatar

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Lacuna Caster View Post
    I was going to suggest Sloth's Strength, Walrus' Grace, Mayfly's Endurance, Lemming's Wisdom, Turkey's Cunning and Mole-Rat's Splendour.
    I think of sloths hanging upsidedown for hours and I'm not sure their strength is so bad. How about Worm's Strength?
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  20. - Top - End - #80
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by jqavins View Post
    I think of sloths hanging upsidedown for hours and I'm not sure their strength is so bad. How about Worm's Strength?
    You may have a point. Maybe Sponge's Cunning would work too?
    Give directly to the extreme poor.

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    Default Re: 1001 Homebrew Spells

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

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

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

    At the caster's option they can cause a target who fails their save to believe that they have succeeded at a save against being charmed, but to do so the caster must succeed at a spellcraft check against either DC 16 or the target's opposed spellcraft roll (if the target is trained in that skill), whichever is higher. If the caster doesn't beat either target and the target rolls above 16 then the spell fails.
    Last edited by Bohandas; 2018-11-26 at 01:06 PM.
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  22. - Top - End - #82
    Bugbear in the Playground
     
    TurboGhast's Avatar

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    Default Re: 1001 Homebrew Spells

    I like making custom spells, and think I'm going to post to this thread a lot because of that.

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

    94) Rescue
    3rd level conjuration
    Casters: Cleric, Sorcerer, Wizard
    Casting Time: 1 bonus action
    Range: 60 ft
    Components: V, S, M (A fishing hook)
    Duration: Instantaneous
    Choose an ally within range. They may teleport to an unoccupied space within 5 feet of you.
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  23. - Top - End - #83
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    NecromancerGuy

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    Default Re: 1001 Homebrew Spells

    I often have my wizard characters create their own unique spells, so I can offer a few.

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

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

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

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

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

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

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

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


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

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

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

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vertical and horizontal distance launched each increase by 10 feet.
    Last edited by Evil the Cat; 2018-12-01 at 05:00 PM.
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  24. - Top - End - #84
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    Kobold

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    Default Re: 1001 Homebrew Spells

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

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

  25. - Top - End - #85
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    Kobold

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Lacuna Caster View Post
    I was going to suggest Sloth's Strength, Walrus' Grace, Mayfly's Endurance, Lemming's Wisdom, Turkey's Cunning and Mole-Rat's Splendour.
    I personally find mole-rats to be quite....splendorful? Splendorous? I dunno.

  26. - Top - End - #86
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Sizzlefoot View Post
    splendorful? Splendorous? I dunno.
    The word is "splendid".
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  27. - Top - End - #87
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    OldWizardGuy

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    Default Re: 1001 Homebrew Spells

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

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

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

    At the caster's option they can cause a target who fails their save to believe that they have succeeded at a save against being charmed, but to do so the caster must succeed at a spellcraft check against either DC 16 or the target's opposed spellcraft roll (if the target is trained in that skill), whichever is higher. If the caster doesn't beat either target and the target rolls above 16 then the spell fails.
    This is fantastic... such a great tool for roleplaying campaigns. Imagine all the trouble a trickster could cause, without ever actually hurting anyone (except maybe themselves).

  28. - Top - End - #88
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    Kobold

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by jqavins View Post
    the word is "splendid".
    proper english is for the weak.

  29. - Top - End - #89

    Default Re: 1001 Homebrew Spells

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

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

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

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

  30. - Top - End - #90
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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Sizzlefoot View Post
    proper english is for the weak.
    "Splendiferous" then
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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