View Full Version : Time Shenanigans and Other Spells (3.5)

2011-12-16, 12:58 PM
Been homebrewing again for the first time in a while, and toying around with some spells. As I had my last final for the semester today, I decided to celebrate by posting them all (most of them are stuff either used by NPCs in story of a campaign I'm going to run, or which I've been trying to get past my DM for my own wizard). They are all Sor/Wiz spells and sorted from lowest to highest level, alphabetically within levels. Feel free to comment on power level; especially with the more unusual effects.

Ward of Aura Suppression:
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 10 minutes/level (D)
All magic auras on the caster at the time of casting, and any items held or carried when the spell is cast, are rendered undetectable by magical detection such as Detect Magic or Arcane Sight for the duration of this effect; including this spellís aura. This effect ends immediately on any object dropped by the caster, or any portion of any held object which extends more than 10-ft from the spellcaster.

Zayl's Cloak of Invisibility:
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 1 minute/level (D)
Saving Throw: Will negates (see below)
Spell Resistance: No.
This spell functions as Hide from Undead (PHB 241) except instead of affecting only undead it functions against all creatures with HD no greater than one-half your caster level, and the spell does not end unless you touch or attack a creature with HD no greater than one-half your caster level.
Focus: A blue blindfold covered in arcane glyphs and prepared by the spellcaster.
Balance Comparison: Invisibility to Enemies (Oriental Adventures 106). Longer duration (1 minute/level instead of 3 rounds). Is self only instead of touch. Works on all creatures with low enough HD instead of all hostile creatures.

Reform Spell
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action.
Range: Touch
Effect: Recreated spell
Duration: Instantaneous.

Reform Spell restores a dispelled spell to existance. The spell must have been dispelled for no longer than 1 round/caster level and you must touch the target (if it was targetted) or the point of origin (for free-standing effects).

All decisions for the reformed spell are the same as when it was originally cast, and its duration is the same as the duration remaining for the original spell when it was dispelled.

If the spell allowed a save the target may make a save against the reformed effect (same rules as when the spell was first cast). The same is true of Spell Resistance. Both the save DC and the CL for overcoming Spell Resistance are the same as when the spell was originally cast.

Level: Sor/Wiz 8
Components: V, Sacrifice
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 creature, or object.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No
Counter target spell, spell-like ability, or spell effect (of a magic item) being cast or activated within range. This functions like counterspelling with dispel magic except as noted above and that it has no maximum caster level for the bonus to dispel checks.
Sacrifice: 2 points of Constitution burn.

Causality Breaker:
Transmutation (Chaotic)
Level: Sor/Wiz 9.
Components: V, S, Sacrifice, XP
Casting Time: 1 standard action.
Range: Medium (100-ft +10-ft/caster level)
Area: Emanation centered on you out to maximum range.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: Yes (see below)
You may change the events of the last round. You may undo the results of any one action (each attack in a full attack is defined as a separate action for this effect) per 6 caster levels (max 4 actions at Lv 24). This allows you to undo one creatureís movement, make a success on an attack, skill, ability, caster level or similar check a failure (but not a failure into a success), make a failed saving throw into a successful one, undo the casting of a spell other than Wish (this restores the spell slot, material components, and XP costs), undo the use of a supernatural or spell-like ability (assuming it is activated), or undo another action such as drawing a weapon, opening a door, or other such action. Only portions of actions which took place in the area can be undone, so if a spell was cast outside of the area targeting creatures inside it the actual casting could not be affected, but the target's save could be. Another example a creature outside of the area moves into it, movement outside of the area could not be affected while movement inside could be stopped and therefore you could stop the creature's movement just within the area. If the creature instead moved from within the area to outside the area you could stop it from having began its movement, thus placing it back where it had started its movement.

If a creature has spell resistance it applies to any attempt to undo one of its actions; you roll only once for each such creature and should you fail you do not undo any of their actions.

Sacrifice: 2 Con burn per action reversed.

XP: 500 XP per action reversed.

Mystical Conduit:
Level: Sor/Wiz 9
Components: V, S, M, Sacrifice
Casting Time: 1 full round
Range: 60-ft
Area: 60-ft emanation centered on you.
Duration: 1 minute/caster level
Saving Throw: No.
Spell Resistance: No
This spellís primary effect is that it suppresses all Antimagic Fields within range; even those of deific power level are suppressed if the deityís divine rank is no higher than 1/4th your CL; if the divine rank is above this threshold it is treated as a dead magic area (see secondary effect).
This spellís secondary effect is that it mitigates the effects of naturally occurring dead magic areas. While within the area of this spellís effect magic can function although it is impeded. To cast any spell, use a spell-like ability, or spell trigger or spell completion item, in this area requires a spellcraft check with a DC of the effective spell level squared (so DC 1 for 1st level, 4 for 2nd, 9 for 3rd, 16 for 4th, 25 for 5th, 36 for 6th, 49 for 7th [cap short pre-epic of Spellcraft boosting item or spell], 64 for 8th, 81 for 9th, 100 for 10th). Existing spell effects of above 5th level are suppressed (those 5th level or lower continue to function). Magic items that are not spell trigger or spell completion but which activate a spell effect through command word or use require a Use Magic Device check with the same DC as listed above (continuous items must be checked every minute). Magic items that do not directly duplicate a spell effect (Cloak of Resistance, Bracers of Armor, etc) have their effects halved (bonuses halved, or for the flaming quality of a sword it deals +1d3 or +1d6/2 damage, for the keen effect of a weapon it increases threat range by 50%, etc), or otherwise reduced as the DM sees fit (Anklet of Translocation has range halved, Belt of Battle has charge use doubled, as possible examples). Supernatural abilities, like magic items, have their effects halved.
Mystical Conduit itself may be freely cast in an anti-magic field or dead magic zone.
Mystical Conduit and psionics: Psionics are affected normally, except that the DC is set by power points spent and equals ((power points +1)/2)2 - ((power points +1)/2) + Power Level. For a power used at its minimum augmentation this gives you the same number as using raw power level ((power points +1 )/2 = Power Level when used at minimum augmentation) but works with augmentation so that a 1st level power augmented to 17 PP would have a DC of 73, while a 9th level power would have DC 81.
Material Component: A blue diamond worth at least 2000 GP.
Sacrifice: 2 points of Constitution and Charisma burn; unlike other sacrifice costs this cost is paid immediately upon casting instead of when the spell ends.

Spell Render
Abjuration (Chaotic)
Level: Sor/Wiz 9
Components: V, M, Sacrifice
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 or more creatures, objects, or effects no two of which are more than 30-ft apart.
Duration: Instantaneous
Saving Throw: Will partial (object)
Spell Resistance: No
This spell functions as a targeted (Greater) Dispel Magic against any number of target creatures, objects, or magical effects except for the following exceptions. There is no limit to the caster level bonus to your dispel check, and you gain a +5 on all dispel checks. Any magic item dispelled by this effect must make a Will save or have its magical powers suppressed for 1 minute per caster level. In addition any effect which can be dispelled by Mageís Disjunction can be dispelled by this spell as well although you still must make a dispel check.
Like Dispel Magic you may instead cast this spell to counter another spell, activation of a spell trigger or spell completion item, or spell-like ability. Unlike Dispel Magic you do not need to make a dispel check; you instead automatically succeed at dispelling.
Material Component: A dull grey ioun stone; unlike normal it does not need to be in hand and may simply be in orbit around the caster.
Sacrifice: 2 points of Constitution burn.

Note: This is not actually meant for games which have Disjunction.

Temporal Banishment:
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: See text
Saving Throw: Will partial
Spell Resistance: Yes

With a single burst of laughter you banish the target into the future. If the target fails its saving throw it is banished from time itself until your death (defined as any period in which you remain dead for at least 1 hour). On a successful saving throw the creature is blasted with temporal energy taking 1d6 Constitution damage +1/5 caster levels (maximum +6 at 30th level). This spell does not affect creatures and objects of larger than gargantuan size +1 size category per 4 CL above 17. Effects which block extradimensional travel do not block temporal banishment, but do grant the target a +4 on their Will save. The caster may choose whether to banish just the creature or also any or all items it is carrying.
A creature removed from the time stream by this spell is completely unaffected by any mortal magic (including Wish) and can only be restored to reality by the intervention of a god of time. The caster themselves cannot restore the creature with less than a Wish spell cast within a Time Stop (not Temporal Acceleration).
If the caster casts Time Stop there is a 1% chance per creature they have banished with this spell that they are attacked by a spectral (incorporeal) form of one of the banished creatures within the stopped time. This creature will remain within any time stop the caster casts until it is defeated or killed.
Undead, constructs, and other creatures which are not alive cannot cast this spell.

Transcendent Tentacles:
Conjuration (Creation)/Abjuration
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action and 1 swift action
Area: 15-ft.-radius spread
Duration: 1 round/2 caster levels

This spell functions as Evardís Black Tentacles except as noted here. The tentacles have a Str equal to your Intelligence or Charisma (whichever is higher), deal 1d6/5 caster levels (max 6d6 at 30th) + Str damage each round to all grappled creatures and creatures within the area of effect cannot travel extradimensionally. Finally Freedom of Movement and like effects do not grant immunity to being grappled by the tentacles only imposing a -20 on their grapple checks.
Focus: The beak of a giant octopus or squid inscribed with eldritch runes.