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Thread: 1001 Homebrew Spells
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2018-12-08, 05:53 PM (ISO 8601)
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2018-12-09, 11:00 PM (ISO 8601)
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Re: 1001 Homebrew Spells
99. Heart Ripper (5e)
6th-level necromancy
Casting Time: 1 action Range: touch
Components:*V, S, M (an ornate box worth 500 gp)
Duration: Instantaneous, until heart is returned to affected creature
"The ripper reaches into the victim's chest to grab their heart. This shocks and induces very much pain to the victim. Victim must make a Constitution saving throw or the victim cannot oppose to the ripper. As the ripper removes the heart, it is *wrapped in enchantments that preserve it and maintain the connection to the victim. However, the ripper can also rip the victim's heart without enchanting it, which kills the victim upon removal.
The wielder of the enchanted heart can use it in the following ways:
Crush it: The wielder squeezes the heart, causing the victim to make a DC 20 Constitution saving throw or take 33 (6d10) necrotic damage, half as much on a successful save. The wielder can use their action to *continue crushing the heart each round, forcing the victim to make another saving throw
Puppeteer: the wielder can control the victim as if it were under a Geas spell. The wielder can also control what the victim says by holding the heart and speaking into it.
Reanimation: The wielder can implant an enchanted heart inside a dead body, bringing it back to life. However, as a side effect of being brought back, the revived person becomes a violent and irrational creature begging to have their suffering ended. The creature counts as a ghoul created by the spell Create Undead."Last edited by Tothas; 2018-12-09 at 11:02 PM.
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2018-12-10, 08:48 AM (ISO 8601)
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Re: 1001 Homebrew Spells
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd 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.
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2018-12-22, 12:17 AM (ISO 8601)
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Re: 1001 Homebrew Spells
100.) Religious Befuddlement
Enchantment [Mind-Affecting]
Level: Cleric 0, Bard 0
Components: S,DF
Casting Time: 1 standard action
Range: Close
Target: I Creature
Duration: 1 round/level
Saving Throw: Wil(neg)
Spell Resistance: Yes
The target of this spell finds it difficult to concentrate on matters of religion and faith, and suffers a -4 penalty to all Knowledge (Religion) skill checks.
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2018-12-23, 04:43 PM (ISO 8601)
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Re: 1001 Homebrew Spells
101.) Word Play
Illusion [Glamer]
Level: Cleric 1, Bard 1
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level(D)
Saving Throw:
Spell Resistance:
This spell allows you to make one language that you speak sound like a different language that you speak to anyone listening to you. For example, you could have any words you spoke in Elvish sound like statements in Kobold. (You must choose an actual language when casting this spell - you cannot choose to have your words translated into Gibberish as a way to fool eavesdroppers.)
Anyone listening to you speak in the affected language can make a Will save to disbelieve the spell's effect - success means that they hear your words spoken in the original language. A person who looks closely at your lips as you talk receives a +2 circumstance bonus to the save, due to unavoidable mismatches between the words you're pronouncing and the words being spoken in the alternate language.
You can choose, at the time the spell is cast, to exclude any number of beings from the effect of the spell.
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2018-12-24, 02:38 PM (ISO 8601)
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Re: 1001 Homebrew Spells
102.) Glossolalia (3e/3.5e)
Enchantment [Mind-Affecting]
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: No
This spell renders its subject unable to coherently speak or understand any language until the spell ends. Any attempt they make to speak comes out as a string of random syllables, and any words they hear or read are perceived as random sounds or random glyphs.
Glossolalia counters and dispels Tongues
Material Component: Parrot feathersLast edited by Bohandas; 2018-12-24 at 02:44 PM.
"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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2018-12-28, 11:04 PM (ISO 8601)
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Re: 1001 Homebrew Spells
103.) Divination Veil (3e/3.5e)
Illusion [Glamer]
Level: Cleric 7, Sorcerer/Wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level(D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Divination Veil protects the target from the effects of divination information-gathering spells. Scrying spells that target the subject specifically do not work at all; scrying spells that scan an area the subject is in succeed, but don't detect the target.
The caster of Divination Veil can also choose to impart false information to any divination attempt targeted on the subject. The caster can impart as much or as little false information as he chooses, but must make the decision about what lies to spread when the Divination Veil is cast. A divination spell that targets the subject and seeks information about a topic masked by the Divination Veil will appear to work, but returns the false information rather than the correct details. A person affected in this way may make a Will save to disbelieve the glamer; if the save is successful, no information is available.
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2018-12-30, 05:17 PM (ISO 8601)
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Re: 1001 Homebrew Spells
104) Hidey-Hole
Transmutation
Level: Bard 1, Cowardice 1
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One touched smooth surface.
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You reach out to a surface nearby, and it bends to help you hide.
When this spell is cast on a surface, a crack appears that only you can see. Reaching into the crack instantly sucks you into an extradimensional space, as rope trick except for its duration, that it can hold only one creature (namely you) and that the 'viewing window' is a square six inches on a side at your eye level.Last edited by Auroch; 2018-12-30 at 05:18 PM.
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2019-01-01, 06:04 PM (ISO 8601)
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Re: 1001 Homebrew Spells
105.) Maleficent Memory (3e/3.5e)
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Cleric 3, Bard 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
As bestow curse except as noted above and as follows: This spell takes a memory of the target and creates a mental illusion of the worst possible outcome. That illusionary memory then stays in the forefront of the targets thoughts and has a negative effect. The caster can choose the memory and mental illusion if they so wish, otherwise the spell will simply have random ones chosen. If the caster picks a particularly appropriate memory and mental image(DM's discretion) the spell will have a minus four to the will save.
Remove curse has no effect if cast on a creature effected by Maleficent Memory.
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2019-01-04, 09:28 PM (ISO 8601)
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Re: 1001 Homebrew Spells
106.) Imaginary Companion (3e/3.5e)
Illusion (Phantasm) [Mind-Affecting]
Level: Bard 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates an imaginary illusionary companion for a single individual. The companion can take any form that the target is comfortable with, often a person or an animal. In any case the companion can speak any language the target knows and will be quite talkative. The companion will ask and listen to all the details about the targets life. The companion will ask questions at random, and in no set order.
Others can not hear or see the companion, but they can see and hear the target talk. There is a flat 50% per hour that the random things the target says might be useful or relevant. Clever casters need just listen to learn something.
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2019-01-05, 08:11 PM (ISO 8601)
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Re: 1001 Homebrew Spells
107.) Creature Image (3e/3.5e)
Illusion (Figment)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Effect: Visual figment, not larger than Large size
Duration: Concentration + 1 round/level (D)
Saving Throw: Will disbelief
Spell Resistance: No
This spell creates a visual illusion of a Large or smaller creature, as visualized by the caster. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
The Creature Image acts according to the caster's instructions, not unlike a summoned monster. The spell ends if the figment moves out of range.
Material component: A bit of fleece
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2019-01-05, 09:10 PM (ISO 8601)
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Re: 1001 Homebrew Spells
108) Dung Heap (But it has many more colorful names)
3.5 e, and now 5e for your casting pleasure.
Conjuration...RITUAL
Level: 2nd Sorc/Wiz/Bard/(a Warlock invocation can do this at will)
Components: S, M
Casting Time: 1 standard action
Range: 120 feet
Target: Creature
Duration: instantaneous
Saving Throw: None
Spell Resistance: Nope.
This spell summons 10 pounds of fresh, smelly dung from any sewer, outhouse, or dung heap within a 20 mile radius (if none is available, nothing happens and the spell slot is lost). The dung appears directly above the head of the victim and falls upon him (summoning occurs above the target, hence no resistance).
All the caster need do is succeed with a spell attack, there is no save against this (there is no dodge either). There is no verbal component to give you away. The material component is a pinch of dried dung dust or a spell focus.
Since this spell is primarily used against politicians, it is illegal in most civilized states. It is highly prized among the more sophomoric casters who tend to get kicked out of towns a lot. There is a warlock invocation that can do this at will but all known users have been hunted down and killed after several towns were drenched in a sh!tstorm.
~~there is a rumor that there this spell if finding its way into the clerical trickster domain.
PS/ The lucky halfling trait and the luck feat have no effect against this spell, again because the summoning takes place above the victim. There is no easy way out of this spell outside of soap and water.Last edited by Cyclops08; 2019-01-05 at 09:16 PM.
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2019-01-06, 02:23 PM (ISO 8601)
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Re: 1001 Homebrew Spells
109) Summon Skeleton 5e
Conjuration/Necromancy, Ritual
Level: 2nd Sorc/Wiz
Components: S, M
Casting Time: 1 standard action
Range: 10 feet
Target: Creature
Duration: eight hours
Saving Throw: None
Spell Resistance: Nope.
Material Component: crushed bone powder from a sentient humanoid. A spell focus will not work here.
This spells summons forth a single skeleton that obeys your verbal commands. Skeletons have no real will of their own, so concentration is not required. The skeleton arrives with a sword (1D8) and nothing else.
When destroyed, turned, or when the spell expires, the skeleton fades away.Last edited by Cyclops08; 2019-01-06 at 02:26 PM.
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2019-01-06, 07:01 PM (ISO 8601)
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Re: 1001 Homebrew Spells
110) Prismatic Phage (5e Spell)
9th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a diamond worth at least 1,000 gp)
Duration: Instantaneous
Your hand glows with fiery multicolored light. The next time you make an unarmed strike against a creature, that creature must make a DC 20 Constitution saving throw or become infected with the deadly Prismatic Phage. Over the course of 1d4 weeks, a creature infected with Prismatic Phage's skin becomes shiny, translucent, and multifaceted like a gemstone, and they begin to glow with a many-colored inner flame. At the end of the weeks, the creature freezes into a crystal statue as the glow within them grows brighter and brighter, eventually cracking their crystalline skin after an hour. Then, the statue explodes into a brilliant conflagration of thousands of colored lights. Any creature within fifty feet must make a DC 20 Dexterity saving throw, or one of the following effects is inflicted on them (roll a d8):
1.Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Regardless of whether the creature succeeded on the save, they also must make a DC 18 Constitution saving throw or become infected with Prismatic Phage.
One can collect the shards of crystal from a former victim of the Prismatic Phage. These can be powdered and fed to a creature, infecting them with the Phage unless they succeed on DC 18 Constitution saving throw.
Hehe. Put some Prismatic Powder in a Potion of Healing and give it to some unwitting adventurers.
"Oh wow, my skin's crystal and I'm glowing! How pretty!"
In the middle of a dragon fight, one adventurer explodes, infecting the dragon, the rest of the party, and the dragon's minions with P.P. The dragon goes first, and the minions flee and begin living as bandits...for a little. They infect a nobleman they were robbing with P.P., who goes back to town and infects, well, everyone else. People come to visit the town and find everyone there missing and crystal shards all over the ground. Uh oh....Last edited by Sizzlefoot; 2019-01-06 at 07:09 PM.
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2019-01-07, 08:14 AM (ISO 8601)
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Re: 1001 Homebrew Spells
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd 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.
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2019-01-15, 09:17 PM (ISO 8601)
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Re: 1001 Homebrew Spells
111.) Honor's Peacekeeping (3.5e)
Evocation [Good, Law]
Level: [placeholder for domain] 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You draw down holy power to smite your enemies.
Neutral Good, Lawful Good, and Lawful Neutral creatures are unaffected
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each Neutral Evil, Chaotic Evil, or Chaotic Neutral creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to a NE, CE, or CN outsider) and causes their weapons to be flung out of their hands. Creatures with firmly secured weapons (such as with a locked gauntlet) or natural weapons are knocked prone. A successful Will saving throw reduces damage to half and negates the disarming.
The spell deals only half damage to creatures who are Chaotic Good, True Neutral, or Lawful Evil, and they are not disarmed. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.Last edited by Bohandas; 2019-01-15 at 09:20 PM.
"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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2019-01-20, 10:09 AM (ISO 8601)
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Re: 1001 Homebrew Spells
Flaming Chariot
D&D 3.5/ Pathfinder
Conjuration
Level: Cleric/Oracle 8
Components:V, S, M (glimming charcoal and a hair of a horse)
Casting Time: one full-round action
Range:5 feet
Duration: 1 Minute/Level
Saving Throw: Reflex for half Damage
You petition your god for a dramatic and fast means of escape and travel. After casting the spell, a flaming war wagon, pulled by two flaming horses, appears adjacent to you. After stepping on the war wagon, you can direct the chariot to move up to 120 feet (40 meters) per round. The flaming chariot flies with perfect manoverability. Should you fall unconscious, the flaming chariot continues with the last set path and velocity, but stops before crashing into the ground or a wall. If you leave the war wagon, the chariot stops. Noboldy else can direct the flaming chariot. The war wagon has place enough for three medium creatures to stand on it. People on the war wagon have partial cover from all sides but from the back. If somebody attacks the flaming chariot (the war wagon or the horses) or ist occupants with a melee attack, he gets 6D6 fire Damage (Reflex halfs). Merely being adjacent to the chariot is harmless for both creatures and objects. The flaming chariot has 150 hp, AC 28, Touch AC 22, and spell resistance 23. Each of the horses (they are corporal and you can ride on them, if you don't mind the fire damage) has 50 hp. Slaying one horse halves the maximum velocity of the flaming chariot, slaying both makes it immobile. Once during the duration, the flaming chariot can plane shift as the spell. After plane shifting, the spell ends after 2D6 rounds, during which the chariot tries to find a secure landing spot.Avatar made bei linklele!
Currently playing:
Gardin Farawyn Saskeon of Efteria, Elven Bard und Oracle
Faire Camoretta, Halfling Monk.
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2019-01-22, 08:25 AM (ISO 8601)
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Re: 1001 Homebrew Spells
-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd 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.
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2019-02-22, 08:10 PM (ISO 8601)
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Re: 1001 Homebrew Spells
113. D&D 3.5
Noise Filter (Illusion)
Range: 10 yards / level Components: S, M
Duration: 1 minute / level Casting Time: standard action
Area of Effect: 5 foot radius / level Save: Will disbelief (if interacted with)
Spell Resistance: No
All creatures within the area effect at the time of casting will have their
hearing muted - they will not hear anything unless they have some other
confirmation of its existence. Thus, you can only hear people speak if you can
see their face or know precisely what they will say; background noise will
continue if you know it should be there but sudden noises from the next room
will not be heard, etc. Once a creature notices or becomes suspicious of the
effect (by turning around and seeing a large pile of broken crockery they did
not hear break, for example), it will automatically be dispelled with respect
to that creature. The material component is a pair of blinders.
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2019-02-23, 12:41 AM (ISO 8601)
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Re: 1001 Homebrew Spells
114: Bliss(3.5)
2nd level Cleric Spell
Abjuration
Range: Touch
Duration: 6 - Wis Bonus of victim rounds. (Any result less than 1 results in the spell having no effect. Negative Wis Modifiers increase the duration beyond 6 rounds.)
Save = Will -2 if Evil, -1 if Neutral (on good/evil axis) Any creature lacking a Will save is unaffected by this spell.
Area of Effect = 1 creature
The recipient of this spell is induced into a state of bliss, in which the things going on around him do not matter. He simply wants to stand there and feel groovy. Poking or prodding grants an additional save. Anything which might inflict HP damage, or which forces a save automatically breaks the enchantment, though for the purposes of any attack the victim of the spell is considered flat-footed.
114.5: Mass Bliss
4th level Cleric Spell
Range: 10'
Area Of Effect: 10'radius of target
Other than as noted, this is the same as the Bliss spell, but it can affect a number of victims up to the Wisdom bonus of the caster.
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2019-02-25, 02:47 AM (ISO 8601)
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"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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2019-03-12, 11:38 PM (ISO 8601)
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Re: 1001 Homebrew Spells
115.) Visualize Auras
Divination
Level: Sight 6 (See below)
Components: V, S,
Casting Time: 1 standard action
Range: Medium (self)
Duration: 10 min./ level (D)
Saving Throw: N/A
Spell Resistence: N/A
This spell works like a combination of the Detect Magic, Detect Undead, Discern Shapechanger (SC), and Deathwatch, as well as Detect Evil, Detect Chaos, Detect Good, and Detect Law; except that it works out to medium range, reveals auras instantly, doesn't require concentration, and covers the caster's full normal angle of vision.
It also allows you to Read Magic on a held item once per round.
It can see through anything that Detect Secret Doors can, but does not allow normal vision through these things, only the ability to see auras.
--
Greater Aura Visualization/Numinous Sight
Divination
Level: Sight 8 (See Below)
Components: V, S,
Casting Time: 1 standard action
Range: Medium (self)
Duration: 10 min./ level (D)
Saving Throw: N/A
Spell Resistence: N/A
Like Visualize Auras (see above) this spell works like a combination of the Detect Magic, Detect Undead, Discern Shapechanger (SC) and Deathwatch, as well as Detect Evil, Detect Chaos, Detect Good, Detect Law.
In addition to these, this spell adds the effects of Detect Scrying, Detect Secret Doors, Detect Snares and Pits, and See Invisibility
It also allows you to Read Magic once per round.
It also grants the caster a bonus to spot and search checks equal to half their caster level.
It works out to medium range, reveals auras instantly, doesn't require concentration, and covers the caster's full normal angle of vision.
If the caster does concentrate they can see through solid objects within 20 feet of them as per a Ring of X-Ray Vision
It can see other detectable things through anything that Detect Secret Doors can, but does not allow normal vision through these things except as noted above, only the ability to see auras.
---------
Sight Domain
Granted Power: Add search and spot to list of class skills. Gain low-light vision (if character already has low-light vision, gain darkvision instead, and if they already have darkvision either increase its range by 15 feet or remove any racial drawback that would blind the character in sunlight)
1.) Low Light Vision (SC, CArc)
2.) Remove blindness
3.) Arcane Sight
4.) Arcane Eye
5.) True Seeing
6.) Visualize Auras (see abobe)
7.) Greater Scrying
8.) Greater Visualize Auras/Numinous Sight (See above)
9.) Eye of Power (SC)"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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2019-04-06, 11:43 AM (ISO 8601)
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Re: 1001 Homebrew Spells
117.) Run-On Death Sentence
Enchantment (Compulsion) [Death, Mind-Affecting]
Level: Sor/Wiz 9
Components: V
Casting Time: Varies, up to 1 round per caster level (see text)
Range: Close
Target: One living creature with up to (16 x casting time) hitpoints
Duration: Instantaneous
Saving Throw: None
Spell Resistence: Yes
Heaping up bombastic words of power, the caster can slay one creature, whether the creature can hear them or not, whose current hitpoints are lower than 16 times the number of rounds spent casting the spell (maximum number of rounds equals the caster's caster level)Last edited by Bohandas; 2019-04-06 at 11:45 AM.
"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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2019-05-28, 08:11 PM (ISO 8601)
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Re: 1001 Homebrew Spells
118.) Enlarge Monster (3.5e)
Level: sor/wiz 4
Duration: 10 minutes/level
This spell functions like Enlarge Person except the spell functions on creatures of any type"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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2020-01-20, 07:26 AM (ISO 8601)
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Re: 1001 Homebrew Spells
3.5
Raining cats and dogs
Conj
Wiz 9
Duration:1 round per level
Material component: cat whisker and dog fur
Effect: when this spell is cast, 1d10 riding dogs and house cats rain from the sky. Evey time you cast this, roll percentile. 1=permanent 2-99=normal 100=instead rains awakened magebred warcows with 5 levels in wizard each. They are hostile and have a plus 1000 in bluff.
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2020-01-20, 01:33 PM (ISO 8601)
Re: 1001 Homebrew Spells
119) Turn Unthread
Abjuration
1st Level Moderator Spell
Casting Time: 1 standard action
Range: Close
Target: 1 Thread
Duration: Permanent
Saving Throw: none
Spell Resistance:none
Close one thread that has not seen activity in the past 45 days. The effects of this spell may only be undone by a moderator or administrator after receiving a request to reopen the thread.
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2020-01-20, 03:15 PM (ISO 8601)
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Re: 1001 Homebrew Spells
The Mod on the Silver Mountain: Threadurrection!
Cuthalion's art is the prettiest art of all the art. Like my avatar.
Number of times Roland St. Jude has sworn revenge upon me: 2
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2020-01-20, 07:32 PM (ISO 8601)
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2020-01-24, 01:32 AM (ISO 8601)
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Re: 1001 Homebrew Spells
Well since this is back, may as well...
120
Absolute Finale
Wiz/Sor 9, Cleric 9, Druid 9
Universal [Death]
V, S, M
1 Full Round Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: Instantaneous or Permanent (see text)
Saving Throw: Will partial (see text)
Spell Resistance: No
You reweave the threads of fate itself, drawing the personal journey of your target to a close for good.
A target who fails their saving throw is immediately struck dead somehow. Heart attacks, falling objects or accidental slips are common, though the deed may also be done through more dramatic means such as the target simply ceasing to exist for little discernible reason. Furthermore, any attempts to raise the unfortunate victim will fail in some manner. Material components will go missing, clerics for hire will be indisposed, the body will be unrecoverable, etc. Only a wish or miracle can reverse this effect and stop fate meddling in the creature's return.
A target who succeeds their save is still stricken by misfortune. The caster outlines a horrible fate that befalls them as Greater Bestow Curse with no further saving throw.
Material Component: An intricately woven tapestry made of red yarn, costing no less than 1000 GP per hit die of the affected creatureLast edited by RatElemental; 2020-01-24 at 01:33 AM.
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2020-01-26, 02:30 AM (ISO 8601)
- Join Date
- Jul 2017
Re: 1001 Homebrew Spells
A utility spell for necromancers:
Excarnate Corpse
1st level* transmutation
Casting Time: 1 minute (ritual)
Range: 30 feet
Components: V, S, small bone
Duration: Instant
You target the corpse of a humanoid or beast, medium-sized or smaller, that has a skeleton. After one minute of concentration on the ritual, the corps splits allowing the complete, connected skeleton to appear inanimate lying atop the corpse.
At Higher Levels: For each level the caster is above 5th level, they can excarnate an additional creature**.