Results 181 to 195 of 195
Thread: 1001 Homebrew Spells
-
2021-03-15, 02:16 PM (ISO 8601)
- Join Date
- Sep 2014
- Gender
Re: 1001 Homebrew Spells
My wizard has been developing some personal spells in our campaign. Most are based around paperwork and similar concepts. Scribe is used frequently (and is a counterpart to Amanuensis). Firelighter was born out of the necessity of finding a source of flame for Pyrotechnics. Spellmark is a (slightly convoluted) spell designed to create a copyright system for spell development. Efficient Secretary was the solution to bypassing the restrictive administrative roadblocks of our campaign setting. There's a few more spells, but they were more campaign specific.
Spell 241
Scribe
Transmutation
Level: Cleric 0, Sorcerer 0, Wizard 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Target: 1 writing implement, such as an ink pen or a quill.
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
With a jump, the pen jumps from your hand onto a piece of paper. As you start speaking, the pen rushes across the paper, transcribing your every word.
This spell enchants an ink pen to transcribe all words spoken within 20ft. of it. The ink pen is only able to transcribe languages the caster can speak himself, and the words must be clearly audible for the ink pen to copy correctly. Songs, sounds, and incantations cannot be accurately transcribed. The ink pen is able to understand dictation commands such as "begin a new paragraph", "open brackets", etc…
The caster may, at the time of casting, choose which individuals the ink pen must listen to.
Spell 242
Firelighter
Evocation [Fire]
Level: Druid 0, Sorcerer 0, Wizard 0
Components: S
Casting Time: 1 swift action
Range: 0 ft.
Effect: A small flame at the tip of your fingers.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You click your fingers, creating a spark. Within a second, the spark grows into a small flickering flame, dancing between your fingertips.
You create a small flame on your fingers, perfect for lighting materials or for starting a fire. The flame illuminates as brightly as a candle (5ft.). If used as a touch attack against an opponent, the flame deals 1 point of fire damage and is extinguished. You are immune to the heat of the flame.
Spell 243
Spellmark
Universal
Level: Wizard 0
Components: V, S, M
Casting Time: one hour per level of the target spell
Range: 5 ft.
Target: the source arcane writing of a spell you have independently researched
Duration: instantaneous
Saving Throw: No
Spell Resistance: No
This spell allows you to insert your personal signature into a spell you developed, making it recognisable (on paper) as a spell that you created.
The spell creates a 'spellmark', a rune that consists of your arcane mark surrounded by a thin script recording the exact time of the casting of Spellmark. You cannot manually alter your spellmark. The rune is inserted into the arcane writing of the target spell, whose structure is irreversibly altered to accommodate the additional symbol. The spellmark is now just as indispensable as every other symbol in the target spell's arcane script. Ignoring the spellmark while memorising the spell, or transcribing the spell (without the mark) into a scroll or spellbook , will result in the spell being incomplete and non-functional.
The spellmark has no effect on the spell's function or manifestation. The spellmark is only visible when the spell is transcribed onto a scroll, spellbook, or some other physical form. This representation of your arcane mark is non-magical, and is just another rune that makes up the transcription of the spell.
You can only cast Spellmark on a spell that you have created, or independently researched. The complexity of adding a spellmark requires you to know every intrinsic working of the target spell, something that can only be achieved by researching the spell from scratch. Therefore, you cannot cast Spellmark on a spell created by another caster, unless you are prepared to spend the time and money to research the spell yourself.
Material Component: 5gp's worth of expensive ink used for scribing spells into spellbooks.
Spell 244
Belgrin's Efficient Secretary
Conjuration (Creation)
Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2, Wu Jen 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 level)
Effect: One invisible, mindless, shapeless servant
Duration: 10 minute/level (D)
Saving Throw: None
Spell Resistance: No
As you finish intoning the lengthy incantation, the piles of paper around you erupt in a flurry of activity, flying back and forth between ink pens, before sorting themselves into drawers and folders.
This useful spell divines and completes the necessary paperwork to the best of its ability. The spell produces an effect akin to a highly efficient secretary, working on behalf of the caster. The secretary completes one hours' worth of paperwork every ten minutes. Examples of tasks include filling out forms, writing letters, and classifying documentation in their appropriate folders. Documents requiring signatures from the caster are automatically signed. Documents requiring signatures from anyone else are organised into annotated stacks.
Efficient Secretary will create any document as long as it does not require a forgery check to be accepted. If a critical official document or signature is needed, the spell writes the name of the document/person on a new sheet, along with any documentation required to request it. If the caster is able to supply the missing pieces before the spell ends, the spell will continue from where it left off.
The caster must provide all the supplies necessary for completing the paperwork, including multiple ink pens and enough ink and paper for the duration of the spell. The secretary cannot move beyond the spell's range.
Focus: A book on local bureaucracy.
-
2021-03-15, 10:24 PM (ISO 8601)
- Join Date
- Nov 2011
Re: 1001 Homebrew Spells
Here's one for your player:
Research Assistant
Arcane 3, Divine 4
Components V,S,M
The material components of this spell are two copper coins minted with the symbol of a deity with Magic in her portfolio, a live bookworm, and a pinch of dust from a library.
When cast the caster may choose one of three effects:
1) a volume of 125 cubic feet will be affected for each caster level, and all books, scrolls, tablets, or other items used to permanently record language within the affected volume will glow with a light visible only to the caster if they contain information which meets the caster's stated parameters. The parameters must be unambiguous and clearly stated in twenty-five words.
(Examples: "I want information on taxidermy," or, "I want works on taxidermy by Billy Cleaver," or even, "I want works with the word 'taxidermy' in them.")
Since the spell cannot read, the language in which such works are written is not relevant. The spell cannot even distinguish between media, so if the caster says 'book' and the requested information is on a scroll, or even a lampshade, the spell will illuminate these items.
This version of the spell cannot find or divine the information contained in magical writing such as spell scrolls, spell books, or magical tomes.
2) This version of the spell can affect a single book or similar object and determine upon what page a requested bit of information can be found.
It otherwise operates as above.
3) This version can be cast upon a single page and the caster learns a brief synopsis of the information on the page. Furthermore, if the page is trapped or cursed the caster may add her arcane caster level to the saves to avoid triggering or being affected by the trap or curse. If the trap or curse does not trigger the caster only learns of the existence and nature of the trap or curse.
This version of the spell will affect only a single page of a document.
-
2021-04-04, 05:54 PM (ISO 8601)
- Join Date
- Jun 2020
- Location
- rural Iowa
- Gender
Re: 1001 Homebrew Spells
246)
Curse of the Luminescent Shadow
School(s): Transmutation/Evocation
Level: 3 (Sor/Wiz)
Components: V, S, M, F
Casting Time: 3 minutes
Range: 120'
Target: 1 object or person
Duration: 48 hours +24 hours/level
Saving Throw: Will negates
Spell Resistance: yes
When cast upon an object or creature this spell causes any shadows cast by the target to glow a sickly yellow neon color. This glow is quite easily discerned in even the brightest sunlight, even though (according to sages) it is itself insufficient for causing the target to cast a shadow. Thus, it would be impossible for an afflicted rogue to hide in any shadows that are not absolute and total darkness as he would be clearly delineated by his glowing shadow. Beings affected by this spell can not sense any change in the nature of their shadow, whether by sight or magic, though they may be informed of their shadow's condition by others. Very large targets such as long walls, dragons, mountains, multi-story buildings or gargantua will only have part of their shadows affected. You may designate up to 30 square feet of the target per level to be affected. The distinctive yellow glow of the affected shadow has led to a consensus among sages and mages alike that the creator of this spell was suffering from midasitis when he or she completed it. Casting or learning the spell does not have a chance of afflicting you with midasitis. The Curse of the Luminescent Shadow was developed specifically to stigmatize thieves, and the lengthy casting time was not an issue as the subjects of the spell were in custody when it was cast on them. The material components are a snake's scale, a living glow worm or firefly, and a drop of your blood. The focus component is your soul dagger, which must be used to draw the blood and designate the target.
A variant of this spell, Karanzig's Silver Shadow, takes 4 minutes to cast, uses two silver coins for material components instead of your blood and has no focus component. It also has a peculiar silverish shimmer applied to the subject's shadow instead of a yellowish glow.
There is a 1st level variant of Karanzig's Silver Shadow called Azinzer's Shadow Fire which has a firm duration of 8 hours, requires that you touch the target, needs an additional snake scale and four additional silver coins for material components and takes five minutes to cast. One would think that a spell producing any kind of light that has fire in its name would produce a red or orange effect, but no, Azinzer's spell has the exact same silverish shimmer that Karanzig's spell produces. Not only that, but victims of the spell can see their shadows glow as clearly as anyone else.
A variant of Azinzer's Shadow Fire allows you to select the color of the shimmer applied to the target's shadow by the addition of a peacock feather to the material components and another peacock feather for a focus. This final variant is called Azinzer's Improved Shadow Fire, even though Azinzer was long dead when Grand Imperial Archmage Iganspri Dernsopp developed it for the amusement of Princess Arnelra Hemfra of Sval.
Note – Midasitis is a highly contagious disease peculiar to human wizards. Wizards of other races do not contract it. It is a magical disease and is not affected by a priest's Cure Disease spell. Within 2-7 days of contracting it, the afflicted wizards eyes become a uniform sickly neon yellow. During this first stage, clothing worn and possessions carried begin to take on a duller, more subdued yellowish cast than that of the eyes, as do fingernails, toenails and hair. Objects touched turn yellow at the point of contact. They remain yellow for less than a second once contact is terminated, barely long enough to see it. Any human mage who comes into contact with a mage suffering from 1st stage midasitis has a 60% chance of contracting it. 1st stage midasitis generally persists for about a week before either progressing to stage 2 (65% chance) or recovering fully (35% chance).
2nd stage midasitis is characterized by a faint luminescence acquired by the eyes. Items worn or carried, plus nails and hair become the more pronounced, bolder shade of neon yellow that the eyes had in stage 1. The afflicted mage's skin attains the same duller shade of yellow that was displayed by the possessions, nails and hair in stage 1 also. Items touched remain yellow at point of contact for up to a minute after contact terminates. Every step leaves a faint yellow footprint. Low grade fever causes excessive sweating. Increased fluid intake is recommended because dehydration increases the probability of progressing to stage 3 from 60% to 85%. 2nd stage midasitis usually lasts for 1-4 days/level. Any human mage who comes into contact with a mage suffering from 2nd stage midasitis has a 70% chance of contracting it. Any human mage who comes into contact with an item touched by a mage with 2nd stage midasitis, including footprints, has a 30% chance of contracting the disease if the object is touched within 30 minutes of being released by the afflicted mage.
In 3rd stage midasitis, the diffuse glow of the eyes intensifies to roughly the equivalent of a candle. Clothes, items carried, nails and hair acquire a faint luminescence identical to that of the eyes in stage 2. The victim's skin has that more pronounced hue seen on possessions, nails and hair in stage 2. Not only do objects touched remain yellow for up to a day at the point of contact, but contact for any length of time causes the yellow to spread throughout the object at a rate of 1-4 inches/round. The afflicted mage will leave bright neon yellow footprints wherever he or she goes at this stage. In addition to the fever induced sweating, the victim experiences brief periods of sensory confusion during which colors can be smelled or heard, sounds can be tasted or seen or odors seen or heard. These episodes of dysfunctional senses last no more than 1-2 rounds, but have a 25% chance of occurring each hour. This stage can persist for up to two months. Any human mage who comes into contact with a mage suffering from 3rd stage midasitis has an 80% chance of contracting it. Any human mage who comes into contact with an item touched by a mage with 3rd stage midasitis has a 40% chance to contract the disease if the afflicted mage previously handled it within 2 days. As before, this includes footprints. Most mages who contract this disease proceed from stage 3 back to stage 2 and then to stage 1, eventually becoming normal human mages again.
Only one mage in a hundred progesses to 4th stage midasitis. Stage 4 finds the very air about the afflicted mage acquiring the yellow glow and items touched glow neon yellow instantly and entirely for about a month. The 4th and final stage sees actual beams of neon yellow light eminating from the victim's eyes. The beams extend about 5' out from the victim, and if they contact any item it will turn a glowing neon yellow for about a week. Possessions, nails and hair all have a brighter glow and the victim's skin gains luminosity as well. Individual footprints can no longer be discerned from the solid yellow path left behind. A mage with 4th stage midasitis can stand in one spot and watch the surrounding terrain turn yellow and start to glow at a rate of one foot per turn, out to about 30 feet. In addition to the fever, sweating and episodes of dysfunctional senses, 4th stage midasitis accelerates nail and hair growth to the point where wearing shoes is impractical and successful spellcasting becomes problematic unless there are no somatic components. Constant clipping must be practiced to keep spellcasting a viable option and even common things such as eating and dressing ones self can become a challenge if clipping the nails is neglected for too long. There is exactly one benefit to be had for the mage with 4th stage midasitis. One additional spell slot is gained for the mage's highest level spells available. The percentages for contracting the disease when encountering a 4th stage victim or an item they touched are 90% and 60% respectively. The time frame for objects and the path they walked on being contagious is two months. 4th stage midasitis can take up to a decade to run its course.
Spellmark is brilliant. I love it.
-
2021-04-08, 02:52 PM (ISO 8601)
- Join Date
- Mar 2020
- Location
- Moscow
- Gender
-
2021-04-12, 06:53 PM (ISO 8601)
- Join Date
- Jun 2020
- Location
- rural Iowa
- Gender
Re: 1001 Homebrew Spells
247)
Physical Exchange
School(s): Conjuration
Level: 7 (Sor/Wiz/Wuj)
Components: V
Casting Time: 1
Range: Sight
Target: You and 1 other creature
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes
This spell switches the locations of you and another creature, along with items worn, held or otherwise in the immediate possession of either of you. By conscious act of will, you are able to leave any or all of your own items behind with the exception of cursed items which always return to their owner. Items such as gags, manacles and nooses may be purposely left behind for immediate use by the other person or being. The only restraint is that each of you must be able to fit in the area the other is in at the time of casting. You assume the physical position of the other creature and vice verse. This means that if you are lying on your back in the middle of the road and you exchange places with a man crouching behind a tree, you do not end up lying on your back behind the tree. You will be crouching behind the tree in the same manner that the man was. Likewise, the man will be lying on his back in the middle of the road. Other physical aspects of you and your victim are also exchanged, such as velocity and direction of travel. This spell cannot be cast through any type of scrying device. The infamous pirate mage Agthenarihaa is fond of using this spell to put a person on a nearby vessel into custody aboard her ship and then teleporting back to her ship immediately to repeat as often as necessary to cripple the other ship's functionality before initiating a boarding action.
-
2021-04-15, 11:31 PM (ISO 8601)
- Join Date
- Jun 2020
- Location
- rural Iowa
- Gender
Re: 1001 Homebrew Spells
248)
The Ancient Ever Sharp
School(s): Transmutation
Level: 3 (Sor/Wiz/Wuj)
Components: V, S, M, F
Casting Time: 4 hours
Range: Touch
Target: one blade
Duration: Permanent
Saving Throw: none
Spell Resistance: no
The Ancient Ever Sharp merely ensures that a given blade will never stay dulled or rusted and even notches will gradually repair themselves. It restores the blade to its original sharpness without the usual physical effort. This spell does nothing to clean the blade after use or prevent a blade from being broken in combat or through deliberate abuse beyond what a normal blade of like make and design could endure. Given the amount of time involved in casting the spell and the expense and rarity of the components, even the best funded armies think twice or thrice before attempting to have it cast on all of their weapons. It is usually commissioned by wealthy mercenaries for their own personal use rather than by governments for their rank and file military forces. Blades with The Ancient Ever Sharp are sometimes found in the possession of elite honor guards or special forces comprised of only the finest warriors or high ranking officers in more conventional forces. A very few wizard's guilds regularly spellbind this spell with Soul Dagger. The material components are the moonlight shadow of any magical blade other than the one to be enchanted with this casting of this spell (your own soul dagger counts), the sound of the blade to be enchanted being sharpened, seven drops of dragon blood, two blue roses, four silver cubes worth 20gp each, two gold discs worth 100 gp each that have elevated settings for two of the silver cubes and a griffon feather. Because you are required to be holding the blade above your head at the point in casting that consumes the sound of the blade being sharpened, the sound must be acquired beforehand using the spells Collect Sound or Odor and Keep. The focus components are five lit red candles (each made with 50 gp worth of cinnamon, two drops of dragon blood and the voice of a wolf), two small jade masks (one frowning and one smiling) worth 60 gp each that must be worn on your thumbs, any kind of stone that has been held in the hand of a princess and your soul dagger. The red candles can be used for up to three castings of this spell. A variant of this spell is nearly identical. Sneldine's Eternal Blade requires an additional blue rose and griffon feather for material components. The focus components for Sneldine's Eternal Blade are the same candles and masks, but the stone once held in the hand of a princess must be a well used whetstone, and instead of your soul dagger, any mithral or dragon bone dagger with a solid gold hilt and pommel worth at least 800 gp will do. Some planets and most moons do not have moons, hence have no moonlight to produce a moonlight shadow of a magical blade. There is a druidic spell called Moonlight which can be used to bypass the absence of a moon orbiting your particular world. This necessitates hiring a druid to assist with every casting of either version of the spell.
-
2021-05-24, 05:09 PM (ISO 8601)
- Join Date
- Feb 2016
Re: 1001 Homebrew Spells
249.) Shadow Architecture
Illusion [Shadow]
Level: Sor/Wiz 9
This spell functions like Mirage Arcana, except that everything created by the spell is 60% (?) real due to the power of shadow magic.
250.) Subversive Distributor
Conjuration [Teleportation] [Chaos]
Level: Sor/Wiz 7, Wuj 7 (General), Clr 8, (Beguiler 9? Urban Druid 9?)
This spell works like Teleport Object except that the caster can't actually control the item's destination. Instead the spell ensures that the object makes its way to somebody within range who isn't supposed to have it. (Weapons or lockpicks might be teleported to a prisoner or a slave; sensitive government documents might be teleported to the press or to a rival government; food might go to somebody in a besieged city or to somebody whose significant other wants them to lose weight; a house key might teleport to a burglar; liquor might teleport to an ascetic or to a child or to a recovering alcoholic, etc etc etc)
The spell also has some limited ability to bypass wards against incoming teleportation. On a successful opposed caster level check the spell can bypass one anti-teleportation effect on an area it is trying to get an object into. If this fails the spell chooses a new target location. The spell cannot bypass wards against outgoing teleportation.
251.) Multiple Independently Targetable Magic Missile
Evocation[Force]
Level: Sor/Wiz 5 (4? 6?), Wuj 5 (4? 6?)
Components: V, S
Casting Time: 1 standard action
Range: Medium plus Medium (See text)
Target: Up to primary targets, plus up to five secondary targets (within 15 feet of each other) per primary target
Duration: Instantaneous
Saving Throw: None
Spell Resistence: Yes
You fire off a number of force projectiles equal to one quarter (?) your level (up to 5 projectiles at level 20) which unerringly hit creatures within medium range dealing 2d4 damage. Alternately they may be aimed at points in space. In any case, each of these projectiles then effectively becomes the origin of a magic missile spell, splitting into five projectiles which each unerringly hits a creature within medium range of the original projectile (and within a 15 foot radius of each other) for 1d4+1 damage. Any spell that blocks magic missile blocks this spell as well.
(Did I already post a spell like this?)Last edited by Bohandas; 2021-05-24 at 05:12 PM.
"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
Omegaupdate Forum
WoTC Forums Archive + Indexing Projext
PostImage, a free and sensible alternative to Photobucket
Temple+ Modding Project for Atari's Temple of Elemental Evil
Morrus' RPG Forum (EN World v2)
-
2021-07-06, 11:20 PM (ISO 8601)
- Join Date
- Feb 2016
Re: 1001 Homebrew Spells
252.) Triage
Necromancy [Good]
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft
Area: 30 ft cone shaped emanation
Duration: 10 min./level
Saving Throw: No
Spell Resistence: No
Calling upon the gods of healing, you determine the condition of creatures within range. You know if a creature is a.) unharmed, b.) suffering from a condition that can be helped with a heal check, c.) suffering from a condition that can only be helped by magical healing, d.) dead, e.) Other. If a creature falls into multiple categories you learn of all of them"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
Omegaupdate Forum
WoTC Forums Archive + Indexing Projext
PostImage, a free and sensible alternative to Photobucket
Temple+ Modding Project for Atari's Temple of Elemental Evil
Morrus' RPG Forum (EN World v2)
-
2021-07-14, 02:32 PM (ISO 8601)
- Join Date
- Feb 2012
- Location
- Midwestern U.S.
- Gender
Re: 1001 Homebrew Spells
#253
Cone of Flensing
Transmutation [Evil]
Level: Sor/Wiz 6
Components: V (Dark Speech), S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The caster looses a cone of sickly, purple light from splayed fingertips that strips the flesh from those it falls on, dealing 1d4 slashing damage per caster level (max. 20d4). Those who fail their saving throw are stripped of their natural armor bonus until subject to Restoration or an equivalent effect; creatures who fail their save are also sickened by the intense pain until the damage is healed. Most victims of this spell are left horrifically scarred by the loss of their skin.
Casting this spell requires usage of the foul Dark Speech in its verbal components. This spell cannot be enhanced by the Dark Speech (BoVD) feat in the usual way; casting it inflicts 1d4 points of Charisma burn on the caster. Unlike most uses of the Dark Speech, attempting to cast the spell without the appropriate feat doesn't automatically kill the caster - but it does subject them to the spell's full effects without a saving throw.
-
2021-08-06, 04:22 AM (ISO 8601)
- Join Date
- Aug 2021
Re: 1001 Homebrew Spells
#254
STUTTER
1st-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 minute
Class: Bard, Wizard
Choose a creature within range that you can see. The
creature must make a Constitution saving throw against
your spell save DC. If failed, then for the duration, the
creature has disadvantage on any ability checks involving
speech and if it attempts to cast a spell with verbal
components, then it must first pass a saving throw using its
spellcasting ability modifier against your spell save DC, or
the spell fails to work.
The creature can repeat the Constitution saving throw at
the end of each of its turns, ending the spell on a success.
#255
FUMBLE
1st-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 minute
Class: Bard, Wizard
Choose a creature within range that you can see. The
creature must make a Constitution saving throw against
your spell save DC. If failed, then for the duration, the
creature has disadvantage on Dexterity ability checks and if
it attempts to cast a spell with somatic components, then it
must first pass a saving throw using its spellcasting ability
modifier against your spell save DC, or the spell fails to
work.
The creature can repeat the Constitution saving throw at
the end of each of its turns, ending the spell on a success.
#256
SELF-HOLDING BAG
4th-level Conjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a bag of holding)
Duration: 24 hours
Class: Wizard
You fold your bag of holding into itself and bind the
resulting nothing to you. For the duration, you can pull the
bag of holding out of an extradimensional space or put it
back as a bonus action. When the duration ends, the bag
reappears at your feet.
-
2021-08-09, 07:31 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- In my own little world...
- Gender
Re: 1001 Homebrew Spells
I had posted these some years ago, but thought they would work for this thread, too.
#257
Improve Wounds
Conjuration (Healing), Necromancy
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 , Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel energy that converts lethal damage that a creature currently suffers from to non-lethal damage. You convert 5 HP +5 HP/level, to a maximum of 40 HP at 7th level (assuming the creature has that much lethal damage). You also remove weariness from the subject. Unconscious becomes Exhausted, Exhausted becomes Fatigued, Fatigued becomes Normal.
#258
Exacerbate Wounds
Necromancy
Level: Clr 1, Destruction 1, Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel energy that converts non-lethal damage that a creature currently suffers from to lethal damage. You convert 5 HP +5 HP/level, to a maximum of 40 HP at 7th level (assuming the creature has that much non-lethal damage). You also inflict weariness on the subject. Normal becomes Fatigued, Fatigued becomes Exhausted, Exhausted becomes Unconscious.
#259
Reduce Damage
Protection, Necromancy
Level: Clr 3, Drd 3, Pal 2, Wiz/Sor 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
You buffer the target from harm. Every round, 5 points of lethal damage taken by the target is instead taken as non-lethal damage. This increases by +1 HP per 2 caster levels.
For example: Bob is the recipient of Reduce Damage. He is hit by a Frost Giant for 30 points of damage. He sustains 25 points of lethal damage and 5 points of non-lethal damage.
#260
Speed Recovery
Conjuration (Healing), Necromancy
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 , Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You infuse your target with healing energy, doubling their rate of natural healing for 24 hours. This spell does not affect Fast Healing, Regeneration, Magical Healing, or other special abilities.
#261
Cheat Death
Conjuration (Healing), Necromancy
Level: Clr 1, Drd 1, Healing 1, Pal 2, Rgr 2 , Wiz/Sor 2
Components: V, S, special
Casting Time: 1 standard action
Range: Touch
Target: one being who has been dead no more than 1 minute per 5 levels
Duration: Instantaneous
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
You channel your own life energy into a recently deceased creature, preventing it from actually dying. Upon touching the recently deceased, you take 2 points of Constitution Burn, and they are returned to -2 HP and Stabilized. If the caster chooses, they may take 4 points of Constitution Burn and return the target to 1 HP. This spell is only effective on beings who have been deceased no more than 1 minute per 5 caster levels, with bodies that have not been destroyed (i.e. disintegrated, eaten, etc.)
If made into a potion, it must be consumed by a volunteer who touches the target, taking 2 points of Constitution Burn.Last edited by Melayl; 2021-08-09 at 07:33 PM.
-
2021-08-10, 09:08 AM (ISO 8601)
- Join Date
- Aug 2021
Re: 1001 Homebrew Spells
Here is some blood magic:
#262
BLOOD BOIL
2nd-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
Class: Cleric, Warlock, Wizard
You deal 1d6 necrotic damage to a creature within range
that you can see. At the beginning of each of its turns, the
creature must succeed on a Constitution saving throw. On a
failed save, the creature takes 1d4 necrotic damage and is
paralyzed for the rest of the round. On a successful save,
the effect ends.
This spell has no effect on creatures without blood or
blood flow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage on a failed saving
throw increases by 1d4 for each slot level above 2nd.
#263
BLOOD DRAIN
1st-level Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Class: Cleric, Warlock, Wizard
You extend your hand towards a creature you can see
within range and draw its blood out in a mist towards you.
The creature must make on a Constitution saving throw,
taking 2d8 necrotic damage on a failure and half as much
on a success. You regain hit points equal to half the damage
caused.
This spell has no effect on creatures without blood or
blood flow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.
#264
BLOOD SPIKES
3rd-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
Choose a creature within range that you can see. The
creature must make a Constitution saving throw against
your spell save DC. If failed, then you transform part of its
blood into solid spikes that shoot from its body, attacking
anyone nearby. The creature takes 2d10 necrotic damage
and, if it failed the save, another 3d10 piercing damage.
Afterwards, each creature in a 15 feet radius of the original
target must make a Dexterity saving throw, taking 3d10
piercing damage on a failure.
This spell has no effect on creatures without blood or
blood flow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the piercing damage is increased
by 1d10 for each slot level above 3rd.
#265
BLOODLETTING BITE
Necromancy cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a weapon)
Duration: Instantaneous
Class: Warlock, Wizard
As part of the action used to cast this spell, you must make
a weapon attack against one creature within the spell’s
range, otherwise the spell fails. On a hit, the target suffers
the attack’s normal effects, and if the target has less than
half of its maximum hit points remaining it takes an
additional 1d12 necrotic damage.
At 5th level, the additional damage dealt by this attack
becomes 2d12. This damage increases by 1d12 again at
11th level (3d12) and 17th level (4d12).
#266
CRIMSON BLADE
2nd-level Necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Class: Sorcerer, Warlock, Wizard
When you cast this spell, you must spend 1 hit die, as blood
seeps out of your skin, runs down your arm and calcifies in
a thin veneer of a weapon in your hand. For the duration
you are proficient with this weapon.
The weapon is a one handed melee weapon of a shape
and size of your choice, and deals bludgeoning, piercing or
slashing damage (your choice). Its damage die is equal to
the hit die you spent when casting the spell, and you use
your spellcasting ability modifier to make attacks with this
weapon.
Additionally, the first time each turn you hit with this
weapon, it deals additional necrotic damage equal to the hit
die you spent when casting the spell.
-
2021-08-13, 11:33 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- The Great White North
Re: 1001 Homebrew Spells
Some spells from my Wu Jen (5E) conversion (and I was told that here was the place to post them for feedback?);
#267
Arboreal Transformation
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (leaves from seven different trees)
Duration: Instantaneous
You cause a target’s skin to split open, revealing the bark and leaves beneath their skin as they quickly transform into a tree. One creature of your choice within range must make a Constitution saving throw. On a failed save, the target is petrified and turned into an inanimate tree, requiring either a wish spell or this spell cast on them again to restore them to their normal form. On a successful save, it can use either an action or a bonus action, not both, on its turn. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn and can only spend a single Legendary Action per turn (if it has any).
A target suffering the secondary effect can make a Wisdom saving throw at the end of each of its turns. On a successful save, the secondary effect ends.
This spell has no effect on undead or constructs.
Classes: Druid
#268
Dancing Blade
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a weapon)
Duration: Concentration, up to 1 hour
You cause a weapon to rise up and become animate, orbiting a creature within range. Choose an inanimate weapon within range; either unattended or in the possession of a willing target within the spell’s range. For purposes of the weapon’s reach, it is considered to be wielded by the creature. As a bonus action, you can mentally command it to attack a creature within range. It attacks twice, deals damage normal to the weapon animated, and it attacks using your Intelligence modifier rather than your Strength or Dexterity modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the weapon may attack three times, and if you use a spell slot of 8th level or higher, the weapon attacks four times.
Classes: Artificer, Bard, Sorcerer, Wizard
#269
Decapitating Scarf
8th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M (a silk scarf)
Duration: Instantaneous
With a flick of your wrist, the silk scarf used to cast this spell flies at a target that you can see and assumes the sharpness or adamantine as it wraps around the target’s neck. If you hit the creature with a ranged spell attack and it cannot survive the loss of its head, it dies. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes 15d10 slashing damage from the spell.
Classes: Bard, Sorcerer, Wizard
#270
Entangling Scarf
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M (a silk scarf)
Duration: Concentration, up to 1 minute
With a flick of your wrist, the silk scarf used to cast this spell flies at a target that you can see and assumes the strength of steel as it wraps around the target, immobilizing it. Make a ranged spell attack against the target; they take 2d8 points of bludgeoning damage and are restrained. A creature restrained by the scarf can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Classes: Bard, Paladin, Sorcerer, Wizard
#271
Earth Glide
7th-level transmutation
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a piece of unworked stone)
Duration: Concentration, up to 10 minutes
This spell grants up to 5 willing creatures that you can see within range the ability to burrow through earth and stone. While doing so, the creatures don't disturb the material that they move through. While within the earth or stone, they have tremorsense 120 feet and can magically sense any open pockets within that distance.
When the spell ends, if a creature is within 100 feet of an open space, they take 1d10 force damage for every 10 feet required to reach the open space. If there is no space within 100 feet, they become petrified and nearly indistinguishable from the stone or earth surrounding them.
Classes: Druid
#272
Iron Body
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of iron)
Duration: 8 hours
You transform your body into living metal, conferring the following properties:- Any critical hit against you becomes a normal hit.
- You cannot be blinded, deafened, diseased or stunned.
- You do not need to breathe.
- You have resistance to acid, fire and lightning damage.
- Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your spellcasting modifier.
Classes: Sorcerer, Wizard
#273
Mold Iron Golem
9th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an iron ingot)
Duration: Concentration, up to 1 hour
Dropping an iron ingot at your feet, a massive metallic humanoid rises up, ready to serve its master. An iron golemMM appears in an adjacent unoccupied space. If there is not sufficient space to summon the construct, the spell fails. At the end of the spell duration, if your concentration is broken or if it reaches 0 hit points, the construct crumples into a mass of iron that quickly rusts away into nothing.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Classes: Sorcerer, Wizard
#274
Red Tide
7th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of contaminated water)
Duration: Instantaneous
With a wave of your hand, a torrent of red-tinged water bursts forth in a mighty wave. Each creature in a 30-foot radius of a point chosen within range must make a Strength saving throw or be pushed back to the edge of the spell and knocked prone. Additionally, any creature caught in the wave takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A creature that fails the save also becomes incapactiated. An incapacitated target can make a Constitution saving throw at the end of each of its turns. On a successful save, the incapacitating effect ends. This secondary effect is a magical disease, and any advantage to saving throws against it or immunity to disease applies.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Classes: Druid
#275
Storm of Needles
3rd-level transmutation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (three steel needles)
Duration: Instantaneous
A needle flicked from your fingers multiplies into a virtual hailstorm of needles. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Classes: Artificer, Sorcerer, Wizard
#276
Touch of the Green Man
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a living sapling)
Duration: Concentration, up to 1 hour
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Huge or smaller plant with a challenge rating equal to half of your level (round down).
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen plant, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Classes: Druid
#277
Vitrify
9th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shard of igneous rock, such as obsidian)
Duration: Until dispelled
You choose an area of stone, sand or mud that you can see that fits within a 40-foot cube and is within range. Nonmagical rock, sand or mud of any sort in the area becomes an equal volume of thick, flowing lava that remains for the spell's duration.
The ground in the spell's area becomes liquified enough that creatures can sink into it. Each foot that a creature moves through the mud costs 5 feet of movement, and any creature on the ground when you cast the spell immediately falls into the lava. Any creature that falls into the lava or starts its turn there takes 10d10 fire damage. Any object that falls into the lava takes damage on initial contact and once per round thereafter until it is removed from the lava or destroyed.
If you cast the spell on a ceiling, the lava falls. Any creature under the lava when it falls takes 20d10 fire damage and must make a Dexterity saving throw. A creature becomes restrained on a failed save, requiring its action to end the restrained condition. Each foot that a creature moves through the lava costs 10 feet of movement, and they take 20d10 fire damage when it moves into the area for the first time on a turn or ends its turn there.
Classes: DruidLast edited by Kuulvheysoon; 2021-08-13 at 03:23 PM.
-
2021-08-13, 05:52 PM (ISO 8601)
- Join Date
- Apr 2008
Re: 1001 Homebrew Spells
Bohandas recommended I transport these over here, so... off we go. All spells 3.5 edition.
#278 Expel
Abjuration
Level: Hexblade 2, Suel Arcanamach 2, Wu Jen 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 60 ft. radius burst
Duration: See text
Saving Throw: Will partial
Spell Resistance: Yes
This spell allows the caster to capture a target who has escaped into extradimensional or nondimensional space via some magical (including supernatural, psionic, etc.) effect. The caster must specify a creature either by name or by focusing on a specific mental image of that creature (for example, if a beholder went into a rope trick, the caster could not say "the beholder" or picture any given beholder, but would need to either know the personal name of that beholder or have seen that specific beholder and focus on its image). If any extradimensional or nondimensional entrance, opening, rift, portal, or other such aperture is within the spell's area of effect, the creature specified will be forced out of the extradimensional or nondimensional space and into the nearest adjacent empty space to said opening.
If the creature so specified is expelled, it is prevented from leaving the plane it's currently on, whether to another plane or into extradimensional or nondimensional space, for 1 round per 2 caster levels - no entering a rope trick or magnificent mansion, no teleport or dimension door, no plane shift or ethereal jaunt, et cetera. Although astral projection still works, the subject's astral body cannot exit onto another plane from the Astral while this injunction is in effect. A successful Will save negates this effect but the expulsion itself still takes place.
If the specified creature is the creator of the extradimensional or nondimensional space by way of a spell or other ability or effect (not generated from e.g. a magic item), they are entitled to an opposed caster level check to prevent their own expulsion. If they choose to resist being expelled in this fashion, regardless of success or failure the remaining duration of the effect sustaining the extradimensional or nondimensional space is halved (round down). If such resistance is successful, the caster of expel knows that it was resisted, but does not become aware of the nature of the extradimensional or nondimensional space containing the specified creature, nor of the location of its entrance.
As a magical creation of the ancient Arcanamachs, expel is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel expel.
#279 Grimgauntlet
Transmutation
Level: Duskblade 4, Hexblade 3, Suel Arcanamach 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A spell devoted to strengthening close-combat magic, grimgauntlet is a valued tool of the arcanamachs. A grimgauntlet spell causes one of the touched creature's hands (or equivalent limbs) to be wreathed in black flame. While active, the grimgauntlet provides its wearer with a +4 enhancement bonus to Strength. Additionally, the caster level of any melee touch effects used by the wearer of the grimgauntlet, as well as saving throw DCs for such effects if applicable, increase by 2.
If a weapon is wielded in the hand wreathed by the grimgauntlet, melee touch effects may be discharged via successful attacks with that weapon. The wearer of the grimgauntlet can choose to release the touch spell charge through the weapon but must do so before the attack roll is made. If the grimgauntlet is holding a ranged weapon, the melee touch effect can be transmitted through that weapon as well.
When the wearer of the grimgauntlet misses with a melee touch attack that would have transmitted a spell or other effect, they may discharge the remaining duration of the spell in order to make a second attempt immediately. The charge of the touch effect is not lost until such a second attempt is resolved.
As a magical creation of the ancient Arcanamachs, grimgauntlet is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel grimgauntlet.
Focus: A miniature black gauntlet
#280 Jekova's Fraudulent Fortification
Illusion (Figment)
Level: Beguiler 2, Hexblade 2, Suel Arcanamach 2, Wu Jen 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: One illusory magical protection
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
A deception used by the ancient arcanamachs, Jekova's fraudulent fortification creates the illusion of the caster being protected by an abjuration effect. This illusion is centered on and follows the caster, and can duplicate the apparent visual and magical presence of any abjuration spell of 9th level or lower that could provide a direct defense (so for example while dispel magic might "defend" a caster by eliminating a threatening spell or effect, its defensive characteristic is incidental to the specific function of the spell).
The illusory abjuration exactly resembles the real spell, except it provides no meaningful defense of any kind. A successful Spellcraft check made to identify the abjuration being falsified will return the duplicated spell on a success, unless the one making the Spellcraft check already disbelieves the illusion. The magical aura of this spell reads as abjuration rather than illusion and mimicks the strength of the spell being duplicated. Observing the effectiveness of the illusory barrier in defending the caster (or lack of effectiveness, rather) against an effect that would normally be handled by the spell being duplicated entitles the observer to a save to disbelieve. The observer must be aware of the nature of the defensive spell being imitated.
Decoding the nature of this spell as it is being cast is quite difficult. The normal Spellcraft DC to identify Jekova's fraudulent fortification being cast is increased by the caster's level. A single caster can benefit from multiple castings of this spell, each emulating a different abjuration.
As a magical creation of the ancient Arcanamachs, Jekova's fraudulent fortification is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel fraudulent fortification.
Material component: A glass bead, an eggshell, or a piece of quartz
#281 Magewitness
Divination
Level: Cleric 3 (Wee Jas), Paladin 2 (Wee Jas), Suel Arcanamach 2, Ultimate Magus 3*, Wu Jen 3
Components: V, F, DF
Casting Time: 1 swift action
Range: Personal
Target: Self
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No
When casting this spell, the caster focuses on a creature within line of sight. Insight into the magical auras around that creature ripples down from the future into the caster's mind in the present, giving the caster a limited awareness of the next spell that creature will cast (or spell-like ability that creature will use) within 1 minute. This awareness comes in the form of the spell's school and subschool, if any. This information is as accurate as possible, but it can be mistaken if the creature does not cast a spell or use a spell-like ability within 1 minute. Once the creature focused on has cast a spell or used a spell-like ability, or after 1 minute without casting spells or using a spell-like ability, the information provided by magewitness is no longer relevant.
Magewitness specifically does not have any capacity to identify anything that is not a spell or spell-like ability (e.g. psionics, utterances, supernatural abilities, etc.) For this purpose, spell-like abilities listed in a creature's entity as "Psionics" should be exempt from the effects of this spell.
Special note: some players may not like being forced to commit to actions in advance. Work with your group to determine if NPCs should be using this spell against your party.
Divine spellcasters who do not worship Wee Jas cannot cast this spell.
Arcane focus: A ruby of at least 100 gp value.
Divine focus: A silver holy symbol of Wee Jas.
*A character who has levels in the Ultimate MagusCM prestige class may learn and cast this spell using a 3rd level slot from either of the arcane spellcasting classes used to qualify for Ultimate Magus.
#282 Greater Magewitness
Divination
Level: Cleric 6 (Wee Jas), Paladin 4 (Wee Jas), Suel Arcanamach 4, Ultimate Magus 6*, Wu Jen 6
As magewitness but the caster may focus on up to one creature per two caster levels (max 5 creatures) and learns about the next spell each of them will cast.
*A character who has levels in the Ultimate MagusCM prestige class may learn and cast this spell using a 6th level slot from either of the arcane spellcasting classes used to qualify for Ultimate Magus.
#283 Rellimirck's Reactive Restraint
Transmutation
Level: Assassin 1, Duskblade 3, Hexblade 2, Suel Arcanamach 1, Warmage 3, Wu Jen 3
Components: S
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This cunning and irksome spell is favored in duels with spellcasters as it offers an opportunity to impede them in their casting. By making a ranged touch attack against a target who is about to cast a spell or use a similar ability, make an attack, or make a Reflex save, the caster causes the air around one of the target's hands to thicken temporarily, impeding the intended movement of the limb in question in a fashion similar to physically grabbing the target's hand. This results in a -2 penalty to attack and damage rolls and to Reflex saving throws. This spell must be cast prior to the attack roll, saving throw, or resolution of the spell.
If the target was in the process of casting a spell with a somatic component, they must make a Concentration check (DC 15 + spell level + restraint caster level up to 10th level) or lose the spell. Rellimirck's reactive restraint expires after the target attempts one attack roll (and attendant damage roll), one Reflex save, or one spell or other ability requiring a somatic component or hand motion; otherwise it expires automatically at the end of the target's current action (or immediately if the target was not taking any action).
#284 Saeryn's Secret Word
Divination
Level: Suel Arcanamach 5
Components: V
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The most subtle but feared of the spells developed by the ancient Suel arcanamachs, Saeryn's secret word involved the wizard Saeryn, one of the Mages of Power of the ancient Suel Imperium. Through dangerous research, the power of this spell was uncovered, which briefly illuminates the caster's mind with a True Word, an ancient utterance of profound power. This word is forgotten immediately and irrevocably, uttered as part of the casting of the spell but unintelligible to any listener.
When spoke, Saeryn's secret word allows the caster to bypass any one magical (including supernatural, psionic, etc.) effect of less than epic or godly origin which would admit the creator of the effect or other authorized creatures but restrict those not welcomed by the effect's creator. This includes spells such as Leomund's tiny hut, Mordenkainen's magnificent mansion, arcane lock, and even the boundary of a demiplane created via genesis. Portals, phase doors, and similar effects grant the caster passage. Glyphs of warding, symbols and other effects that can be bypassed safely by the creator or another creature using a password will allow the caster to pass safely as well. Effects of epic or godly origin allow an opposed caster level check to bypass in this fashion, with a +5 bonus on the check.
Saeryn's secret word has no effect on mundane methods of restricting entry or passage; a door with a physical lock and key still needs to be opened conventionally, a portcullis raised, and so forth.
The power of Saeryn's secret word applies to one chosen effect, one time only. Once that effect has been passed, the caster has no further protection against or exemption from that effect in the future unless the spell is employed a second time or some other method of admission is arranged (the original creator of the restricting effect granting this spell's caster permission, for example).
#285 Saeryn's Shadow Stalk
Illusion (Shadow)
Level: Assassin 4, Hexblade 4, Suel Arcanamach 4
Components: S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 1 hour/level or until discharged
Saving Throw: None
Spell Resistance: No
Derived from ancient texts on shadow magic, this Suloise spell was handed down only to the most trusted of magic warriors, for fear of it being turned against the ruling wizard class. It must be cast while the caster is within 10 ft. of a square that has dim illumination or less.
The caster selects a target, forging a link between themselves and the target's shadow. To maintain this link, the spell slips the caster into the Plane of Shadow, leaving behind an illusory duplicate that acts as a minor image. The caster can move about much more quickly on the Plane of Shadow - 50 miles per hour, or roughly 220 feet of movement speed. The caster can perceive the target's shadow on the Plane of Shadow as a glowing beacon.
As a move action while the spell remains in effect, the caster can step 'out' of the target’s shadow. To do so, the caster must be adjacent to the space on the Plane of Shadow that corresponds to the target’s space. After stepping out of the target’s shadow, the target is flat-footed until their next turn unless they had identified the shadow stalk effect cast upon them. Once the caster emerges from shadow, the spell automatically ends.
If the target is standing in bright illumination when the caster wishes to exit, the caster will be dazzled for 1d4 rounds. If the spell duration elapses while the caster is still on the Plane of Shadow, the caster is shunted 1d10×100 feet in a random horizontal direction from the target's location. If this would place the caster within a solid object, the caster is shunted 1d10×1,000 feet in the same direction. If this would still place the caster within a solid object, the caster is shunted to the nearest empty space available, but the strain of this activity renders the caster fatigued (no save). If the target should enter a different plane other than the Plane of Shadow, the tracking beacon is lost (though a jaunt through another plane to return to the plane of origin, for instance dimension door or teleport, results in the beacon reappearing at the target's new location). The visibility of the beacon clarifies the area immediately around it to the vision of the caster, allowing for effects relying on familiarity as though the caster had viewed the location once.
If the target enters the Plane of Shadow, the caster gains a significant advantage - a +2 insight bonus to attack rolls, damage rolls, skill checks, and saving throws pertaining to the target of the spell for as long as the two are on the Plane of Shadow.
As a magical creation of the ancient Arcanamachs, Saeryn's shadow stalk is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel shadow stalk.
#286 Slerotin's Spell Suppression
Abjuration
Level: Duskblade 3, Hexblade 3, Sorcerer/Wizard 5, Suel Arcanamach 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster, creature, or object
Duration: Instantaneous or see text
Saving Throw: None
Spell Resistance: No
A specialized variation of dispel magic created by Slerotin, a Suel wizard known by some as the Last Mage of Power, Slerotin's spell suppression is specially designed to unravel Arcanamach spells. This spell functions as dispel magic, save that it is always targeted and applies the area dispel effect in a 20 ft. radius around its target (unless being used as a counterspell). Additionally, when a dispel check fails by 4 or less, the spell effect that was checked against is suppressed for 1 round per 2 caster levels (max 5 rounds). Time suppressed does not count against an effect's duration. A suppressed spell has no effect and is not considered active for the purpose of anything that would benefit from the spell being in place (e.g. if heart of air is suppressed while heart of water remains active, the creature so affected does not benefit from light fortification as they would if both spells were active) but may still be subject to further dispelling while suppressed.
Instead of using it as a dispel or counterspell, a Suel arcanamach may also cast this spell in an inverted fashion, absorbing the potential magic to recharge one of their daily uses of dispelling strike. This has no effect if the arcanamach has not expended any daily uses.
#287 Time Mask
Abjuration
Level: Beguiler 6, Hexblade 4, Suel Arcanamach 4, Wu Jen 5
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A powerful defensive ward derived from ancient Suel chronomantic traditions, a time mask interferes with time and causality in the immediate proximity of the wearer.
The wearer of a time mask is immune to any magical or supernatural slow effect. Quintessence parts like water at the wearer's touch. Any effect which would be triggered by the presence of the wearer or a non-physical interaction (for instance, looking at a symbol of death or meeting the conditions of a contingency, or setting off a magical alarm) ignores the wearer when determining whether or not it triggers. Spells and effects which function by providing insight into the future, such as moment of prescience or foresight, provide no benefits against the activities of the wearer. Similarly, spells and effects that would predict the future cannot foresee the casting of time mask nor any activities conducted during the duration (e.g. commune, contact other plane, divination, etc).
In addition to these benefits, the wearer of the time mask enjoys a +2 insight bonus to initiative.
As a magical creation of the ancient Arcanamachs, time mask is not subject to dispel magic, though an antimagic field or similar effect will still suppress it as normal. Slerotin's spell suppression can dispel a time mask.
Focus: A miniature crystal maskLast edited by afroakuma; 2021-08-13 at 05:56 PM.
Need a place to hang? Like Discord? Don't mind dealing with a capricious demon lord? Then you're welcome to join our LGBTQ+ friendly, often silly, very geeky server to discuss food, music, video games, tabletop, and much more.
Manual of the Planes 5th Edition: for all the things the official 5E Planescape didn't cover. Check it out.
-
2021-09-23, 05:13 PM (ISO 8601)
- Join Date
- Feb 2016
Re: 1001 Homebrew Spells
#288 Entropump
Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time:1 standard action
Range: touch
Target: person or object touched
Duration: 24 hours
Saving Throw: fortitude negates
Spell Resistence:
by opening short-lived conduits to the positive and negative energy planes you jumpstart the flow of entropy and the normal effects of time. While in effect, this spell suppresses the effects of timeless planes, spells such as temporal stasis, and other such effects.
Focus: A bone and an egg, which are touched to opposite sides of the subject
#289 Charles' Triple Illusion
Illusion (glamer)
Level: Brd 2, Sor/Wiz 3, Temple Raider 2, Wuj 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level
As Disguise Self except as noted above and that the spell can create up to three different simultaneous disguises that different people will see depending on what angle they view you from. Additionally, if a viewer makes the save to disbelieve one disguise, they must make a second save to see through the entire spell, otherwise they will see one of the other disguises instead."If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
Omegaupdate Forum
WoTC Forums Archive + Indexing Projext
PostImage, a free and sensible alternative to Photobucket
Temple+ Modding Project for Atari's Temple of Elemental Evil
Morrus' RPG Forum (EN World v2)