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Xyphan
2014-02-03, 12:28 AM
Any awesome cantrip ideas post them here.
Bibbity Bobbity Booze
Level: Scr/Wiz 0
Componets: V/S
Casting Time: Standard
Duration: Instantaneous
Create a mug of mead or ale (1 pint)

qwertyu63
2014-02-03, 08:49 AM
Charm of Apathy
Enchantment (Charm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One humanoid creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a humanoid creature apathetic to you (treat the targetís attitude as indifferent). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

jedipotter
2014-02-03, 02:50 PM
Extinguish candles:

Extinguish candles
Evocation(Air)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 swift action
Range: Short
Area: Up to one candle/level
Duration: Instantaneous
Saving Throw: none
Spell Resistance: Yes

This cantrip creates a one or more gusts of air that extinguish any candles within range.

ZardozSpeaks
2014-02-04, 12:38 AM
Pleasant Hygiene
Transmutation
Level: Bard 0, Cleric/Oracle 0, Paladin 1, Witch 0
Components: V, S, M (a drop of perfume, olive oil, wine or soap)
Casting Time: 1 minute
Range: Touch
Target: One standard action
Duration: 24 hours (see text)
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes

Your touch cleans and washes a creature. Any creature touched is cleaned as if it had taken a bath, brushed its teeth, combed its hair, shaved body hair and undergone other mundane hygiene tasks. This spell provides a +2 circumstance bonus against the effects of Filth Fever for the next 24 hours. If in particularly dirty circumstances (such as swimming through a sewer, crawling through a dusty attic or engaging in combat), the spell ends.

Nasty Hygiene
Transmutation
Level: Bard 0, Cleric/Oracle 0, Antipaladin 1, Witch 0
Components: V, S, M (A drop of urine, feces, spit or spoiled milk)
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 24 hours (see text)
Saving Throw: Fort negates
Spell Resistance: Yes

Your touch dirties and soils a creature. Any creature touched is sweaty, dirty and gross as if they haven't bathed for a week. Their hair becomes unkempt and dirt gets under their finger nails. The creature takes a -2 circumstance penalty on saves against Filth Fever for the next 24 hours. If in particularly clean circumstances (such as taking a bath or shower), the spell ends.

The Cats
2014-02-04, 12:45 AM
Friendly Vision
Transmutation
Level: Bard 0, Witch 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level (See text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You can see everything the target sees for the duration of the spell. You must remain in contact with the target to maintain this spell. Once you lose contact, the effect immediately ends.

Mehangel
2014-02-04, 08:55 PM
Nutty Shroom Berry
Conjuration (Creation) [Plant]
Level: Bard 0, Druid 0, Witch 0
Components: V, S
Casting Time: 1 Swift Action
Range: 0ft
Target: You
Duration: Instantaneous

You close your hand and utter a small prayer invoking primal forces. As you open your hand, inside appears 1 freshly picked common native and nonpoisonous Seed (i.e acorn), Fungi (i.e. puffball mushroom), or Berry (i.e. elderberry) per caster level. If no nuts, fungi, or berries are capable of growing on that plane of existence, then the spell fails. While not alone enough for sustenance, many druids use this spell to power others.

Produce Minor Venom
Conjuration (Summoning) [Poison]
Level: Brd 0, Drd 0, Witch 0
Components: V, S
Casting Time: 1 Swift Action
Range: 0 ft
Target: You
Duration: 1 Round; See Text
Saving Throw: Fort Negates
Spell Resistance: No
Calling upon the World Serpent, and motioning with your hands, you conjure a venomous seed in your open hand. You may use a move action to envenom a single weapon such as an arrow or a longsword. Any venom not applied to a weapon before the expiration of the spell disappears along with the seed. Upon injury with an envenomed weapon, the creature must make a Fort Save DC 10 + Your key ability score for Spellcasting DCís (Charisma for Bards, Wisdom for Druids) or be poisoned. 1 minute after being poisoned a second Fort Save with the same DC must be made or else they take the same damage again. The poison produced is random upon casting, as such roll a d6 and refer to the table below to determine the effects of the poison.

1d6 Primary Secondary
1 1d2 STR 1d2 STR
2 1d2 DEX 1d2 DEX
3 1d2 CON 1d2 CON
4 1d2 INT 1d2 INT
5 1d2 WIS 1d2 WIS
6 1d2 CHA 1d2 CHA

Monk of reason
2014-02-04, 10:04 PM
Tasha's Hideous Breath
Level: Scr/Wiz 0, Dread Necromancer 0, Bard 0, Druid 0
Componets: A rotten egg or used sock
Casting Time: Swift
Duration: 1min/level
Creates a foul stench that fills the area of 40 ft radius. The sickening odor fills the room or surrounding area. There is no saving throw unless someone within the area is already sickened they must make a fortitude save of 10+casters spell casting modifier or begin to vomit.

Xefas
2014-02-04, 10:40 PM
I'd like to think less in terms of "this spell would give me a mechanical advantage in the game" and more "what spells would I make as an apprentice wizard?". Here you go.

Xefas' Lesser Discomfort-Ablating Eye Aegis
Enchantment [Mind-Affecting]
Level: Bard 0, Cleric 0, Sorcerer/Wizard 0
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

With a nigh-unnoticeable shift of energy in your body, you create a shield of mind-altering magic in your eyes. For the duration, you no longer feel uncomfortable while making direct eye contact with others, and creatures that make direct eye contact with you are similarly protected. In addition, if you briefly make eye contact with someone, then hastily glance away, you do not unintentionally worry about whether they thought you were avoiding eye contact because you don't like them for some reason. If they did, in fact, think that you hastily looking away from them to break eye contact was a slight against them, they must make a Will save or else forget about it immediately and just feel largely neutral about the position of your eyes in relation to their own.

Xefas' Greater Discomfort-Ablating Eye Aegis
Enchantment [Mind-Affecting]
Level: Assassin 1, Bard 1, Cleric 1, Sorcerer/Wizard 1
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

In addition to the effects of Xefas' Lesser Discomfort-Ablating Eye Aegis, its greater iteration also endows you with the ability to feel comfortable with the position of your eyes while waiting for long periods of time. You can somehow look without really looking at anything. People do not suddenly turn their heads and get the impression that you've been staring creepily at them for minutes at a time (unless you actually have been), members of any gender do not assume that you've been inspecting them in a sexually derisive manner (unless you actually have been), you do not require years-old magazines to glare intensely at while sitting in a waiting room just to occupy your vision so you don't feel like you've accidentally offended someone by looking at them for too long, and so on.

This spell doesn't cover hands, though. You'll still never know what to do with your hands.

Xefas' Lesser Discomfort-Ablating Hand Aegis
Enchantment [Mind-Affecting]
Level: Bard 0, Cleric 0, Sorcerer/Wizard 0
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

...unless you have this spell! For its duration, while absentmindedly waiting, you never feel uncomfortable about the position of your hands. In the pockets, dangling at your side, cupped behind the back, hanging in the belt loops - anything feels perfectly normal. You don't even feel like you're giving off an unnecessarily antisocial vibe when you cross your arms, and creatures observing you fold your arms that would assume that you're being unnecessarily antisocial by doing so must make a Will save or find the position of your arms entirely neutral to their impression of you.

Xefas' Greater Discomfort-Ablating Hand Aegis
Enchantment [Mind-Affecting]
Level: Assassin 1, Bard 1, Cleric 1, Sorcerer/Wizard 1
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

In addition to the effects of Xefas' Lesser Discomfort-Ablating Eye Aegis, its greater iteration also prevents you from feeling uncomfortable with handshakes. Your hands never feel too sweaty, they never come out of your pockets with mysterious lint on them, your nails never drag awkwardly across the recipient's palm, and you feel as if you gave the exact amount of pressure and length for the occasion. Creatures that would make negative judgments about you based solely on your handshake must make a Will save or judge you based on other attributes entirely.

Quiddle
2014-02-05, 12:11 AM
Quiddle's instant scribe
Conjuration
Level:Cleric 0, Bard 0, Sorcerer 0, Wizard 0,
Components: Ink
Casting Time: 1 move action
Range: Touch
Target: 5 nonmagical blank pages/lvl
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With a swift movement you pour a flask of ink over your blank books or scroll. The ink binds immediately to the pages as if you had written your desired passage or passages out.

Quiddle's Winning Smile
Transmutation
Level: Bard 0
Components: V, S
Casting Time: 1 Standerd action
Target: You
Duration: 5 minutes
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You gain a +2 bonus to diplomacy checks against other humanoids. Upon attempting a diplomacy check against an intelligent creature that creature may attempt a DC 7+Cha modifier spellcraft check. If they fail their check then nothing happens. However if they make their check then they notice that you are using magic to enhance your diplomatic efforts and you get -8 to diplomacy checks on them.

TuggyNE
2014-02-05, 12:26 AM
I'd like to think less in terms of "this spell would give me a mechanical advantage in the game" and more "what spells would I make as an apprentice wizard?". Here you go.

Xefas' Lesser Discomfort-Ablating Eye Aegis
Enchantment [Mind-Affecting]
Level: Bard 0, Cleric 0, Sorcerer/Wizard 0
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

With a nigh-unnoticeable shift of energy in your body, you create a shield of mind-altering magic in your eyes. For the duration, you no longer feel uncomfortable while making direct eye contact with others, and creatures that make direct eye contact with you are similarly protected. In addition, if you briefly make eye contact with someone, then hastily glance away, you do not unintentionally worry about whether they thought you were avoiding eye contact because you don't like them for some reason. If they did, in fact, think that you hastily looking away from them to break eye contact was a slight against them, they must make a Will save or else forget about it immediately and just feel largely neutral about the position of your eyes in relation to their own.

Xefas' Greater Discomfort-Ablating Eye Aegis
Enchantment [Mind-Affecting]
Level: Assassin 1, Bard 1, Cleric 1, Sorcerer/Wizard 1
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

In addition to the effects of Xefas' Lesser Discomfort-Ablating Eye Aegis, its greater iteration also endows you with the ability to feel comfortable with the position of your eyes while waiting for long periods of time. You can somehow look without really looking at anything. People do not suddenly turn their heads and get the impression that you've been staring creepily at them for minutes at a time (unless you actually have been), members of any gender do not assume that you've been inspecting them in a sexually derisive manner (unless you actually have been), you do not require years-old magazines to glare intensely at while sitting in a waiting room just to occupy your vision so you don't feel like you've accidentally offended someone by looking at them for too long, and so on.

This spell doesn't cover hands, though. You'll still never know what to do with your hands.

Xefas' Lesser Discomfort-Ablating Hand Aegis
Enchantment [Mind-Affecting]
Level: Bard 0, Cleric 0, Sorcerer/Wizard 0
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

...unless you have this spell! For its duration, while absentmindedly waiting, you never feel uncomfortable about the position of your hands. In the pockets, dangling at your side, cupped behind the back, hanging in the belt loops - anything feels perfectly normal. You don't even feel like you're giving off an unnecessarily antisocial vibe when you cross your arms, and creatures observing you fold your arms that would assume that you're being unnecessarily antisocial by doing so must make a Will save or find the position of your arms entirely neutral to their impression of you.

Xefas' Greater Discomfort-Ablating Hand Aegis
Enchantment [Mind-Affecting]
Level: Assassin 1, Bard 1, Cleric 1, Sorcerer/Wizard 1
Components: -
Casting Time: Immediate Action
Range: Personal
Target: You
Duration: 1 hour/level

In addition to the effects of Xefas' Lesser Discomfort-Ablating Eye Aegis, its greater iteration also prevents you from feeling uncomfortable with handshakes. Your hands never feel too sweaty, they never come out of your pockets with mysterious lint on them, your nails never drag awkwardly across the recipient's palm, and you feel as if you gave the exact amount of pressure and length for the occasion. Creatures that would make negative judgments about you based solely on your handshake must make a Will save or judge you based on other attributes entirely.

I would cast the [not actually censored] out of of these. Well done!

Xuldarinar
2014-02-05, 12:33 AM
Not a great cantrip but I thought I would give this a go.

Sign of Lazarus
Necromancy
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Cast Time: Standard action
Range: Touch
Target: Dead matter touched weighing no more than 5 lb./level
Durration: 1 min./level
Saving Throw: No; See Text
Spell Resistance: No; See Text

This spell allows you to place a small magical rune upon formerly living matter. For the duration of the spell, you may cause the matter to move how ever you please as if it were alive. This cannot effect more than 5 lb./level of dead matter, and if it is attached to something the spell only effects the portion touched. For instance, placing a sign of lazarus allows on a dead creature's hand allows control of the hand and even the arm, provided together their weight doesn't exceed the weight limit of the spell. If the dead material is theoretically capable of locomotion an doesn't exceed the maximum weight of the spell then it may be moved 5 feet in a given round. Otherwise it can simply be moved in any manner a creature with it attached could have done in life. The targeted flesh does not need to be moved every round after the casting of the spell to maintain the effect.
If this spell is used on any portion of a creature that is undead, the spell becomes subject to spell resistance. If the caster attempts to move any portion of an undead creature, the undead creature is permitted a Will save to resist the effect.

Kazyan
2014-02-05, 03:33 AM
Dream
Enchantment [Mind-Affecting]
Level: Bard 0, Sorcerer/Wizard 0, Wu Jen 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Target: One willing creature
Duration: 1 minute, then duration of sleep

The subject feels a significant, but not overwhelming, desire to sleep. The intensity is such that the subject will prefer sleep over leisure activity, if given a choice, but if otherwise motivated to stay awake, they can do so with mild discomfort. Should the subject lay down, close their eyes, and will themselves to sleep, sleep will occur almost immediately.

If a creature sleeps due to this spell, they will experience (and remember upon waking) a dream, usually a vivid one, unless they are incapable of dreaming for whatever reason. The content of the dream is determined by the result of a d% plus caster level.

{table=head]d%+CL result|Content of dream
115+|Extremely pleasant and self-affirming
80-114|Pleasant emotions
60-79|Bizarre activities or experiences ("interesting" dream)
20-59|Mundane activity or experiences
6-19|Vague (not vivid)
3-5|Confusing or unsettling
2|Nightmare
[/table]

Accomplished spellcasters that can spare a spell slot often cast an empowered or maximized version of this spell nightly.

Blue_C.
2014-02-05, 10:52 AM
Charm of Apathy
Enchantment (Charm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One humanoid creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a humanoid creature apathetic to you (treat the targetís attitude as indifferent). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

That's pretty clever. I like it!


Tasha's Hideous Breath
Level: Scr/Wiz 0, Dread Necromancer 0, Bard 0, Druid 0
Componets: A rotten egg or used sock
Casting Time: Swift
Duration: 1min/level
Creates a foul stench that fills the area of 40 ft radius. The sickening odor fills the room or surrounding area. There is no saving throw unless someone within the area is already sickened they must make a fortitude save of 10+casters spell casting modifier or begin to vomit.

As written, this seems pretty strong for a cantrip. It is possibly stronger than you actually intend it to be, as sickened (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened) and nauseated (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated) are defined conditions for 3.5 and Pathfinder. Compare it to Touch of Fatigue (http://www.d20pfsrd.com/magic/all-spells/t/touch-of-fatigue), which is a touch spell, affects one target, lasts 1/10th the time, and incurs a similar penalty on that target but can't further affect them, whereas this spell can force a target to do nothing but take a single move action in a round. Just eyeballing it, I might guess it to be about 2nd level, but that would depend on if the effect is centered on the caster, or it can be targeted at a range. It might be as high as 3rd, since it doesn't allow a save.

My own contribution:
Tender Care
Conjuration (Healing)
Level: Cleric 0, Druid 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of non-lethal damage.
Undead who are targeted by this spell feel intense pain that staggers them for one round, but are otherwise unaffected. If their save succeeds, they are not affected at all.

Blue_C.
2014-02-09, 01:42 AM
Tasha's Hideous Breath
Level: Scr/Wiz 0, Dread Necromancer 0, Bard 0, Druid 0
Componets: A rotten egg or used sock
Casting Time: Swift
Duration: 1min/level
Creates a foul stench that fills the area of 40 ft radius. The sickening odor fills the room or surrounding area. There is no saving throw unless someone within the area is already sickened they must make a fortitude save of 10+casters spell casting modifier or begin to vomit.

I can't stop from turning this one over and over in my head. Here's my version of the same concept.

Tasha's Hideous Kiss
Evocation
Level: Assassin 1, Bard 0, Blackguard 1, Dread Necromancer 0, Druid 0, Sor/Wiz 0.
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched (see special below)
Duration: 1 round
Saving Throw: Fort Negates
Spell Resistance: Yes
With a word, you may imbue yourself with a vile substance and use it to nauseate another. You must succeed at a touch attack to strike a target. If successful, the target is immediately nauseated for one round. After that round, the condition ends.
Special: This spell may be cast while grappled without needing to succeed at a concentration check. Normal 3.5 (http://www.d20srd.org/srd/skills/concentration.htm) Normal PF (http://www.d20pfsrd.com/magic#TOC-Concentration)

Debihuman
2014-02-09, 11:13 AM
Tasha's Hideous Breath

Here let me fix this for you. The duration is far too long for a cantrip. The original spell is 1 round/level.

Tasha's Hideous Breath
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 0, Dread Necromancer 0, Druid 0, Sorcerer/Wizard 0
Components: M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One Creature, see text
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This spell afflicts the subject with uncontrollable halitosis. It collapses into a fit of dry heaves, falling prone. The subject can take no actions while heaving, but is not considered helpless. After the spell ends, it can act normally.

Anyone standing adjacent to the afflicted subject is accosted by the foul stench and is nauseated for the duration of the spell.

Material Component: A rotten egg or used sock

jedipotter
2014-02-10, 02:38 PM
Close Portal
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 swift action
Range: Short
Effect: One object
Duration: Instantaneous
Saving Throw: none
Spell Resistance: Yes

The caster simply gestures and any single door, shutter, chest or other such closeable object in range, that he could close by hand, flies closed with a bang. It does not lock (although one with a sliding latch might fasten automatically). If the portal in question requires more than 20 lbs of force to move, such as a stuck door, the spell fails.

Debihuman
2014-02-10, 05:35 PM
Jedipotter: the Open/Close cantrip already does what Open Portal does.

Most of these cantrips would be rejected for being overpowered. Durations are too long, actions to cast are too short, etc. Most spells take a standard action to cast. If the spell affects another creature such as Tasha's Hideous Kiss then making it a swift action means that the PC can effectively cast another spell in that round and affect someone with another spell. Whoa, how is that fair?

Debby

Blue_C.
2014-02-12, 12:16 PM
@ Debihuman Admittedly, I was unsure of the swift action cast time myself. I eventually came down on that side, obviously, but set the range to touch and shortened to duration to 1 round to match the other Swift spells in the Spell compendium.

Question though. When you say, "How is that fair?" who should it be fair towards? Not trying to argue with you, but I can think of at least two parties that you could mean, and my answer would be different for each.

Edit: I feel awkward to say this, but you may have made the same mistake I did, which was to power that original spell down not quite far enough. Compare your version to Daze (http://www.d20pfsrd.com/magic/all-spells/d/daze). Especially if cast by a sorcerer, who does not need to dirty themselves with Material components, your version is clearly the superior spell, as it's an AoE save or suck that can do everything Daze can do, only better.

Zweisteine
2014-02-13, 01:09 PM
These spells are based on Guidance, made specific to some situations. I am a bit unsure of how to deal with skills. Specifying one skill makes the spell rather unappealing, but "skill groups" are hard to define.

I only included core base classes, to avoid the trouble of searching for all the classes that would get them. The only serious abuse I see for this is the Beguiler/Rainbow Servant, who could use this as a strict improvement over Guidance. But at that level (both character level and optimization level), a small competence bonus shouldn't make much of difference.

Guided Strike
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +2 competence bonus on a single attack roll.

Three versions of this spell exist. The first, Guided Strike, is described above. Guided Resistance grants its bonus on any save. The third spell is actually a set of very similar spells. Guided Skill grants a bonus on a skill check, but different versions of the spell exist for different skills. For example, Guided Thought aids Knowledge checks, and Guided Perception boosts Spot, Listen, Search, and Sense Motive. Alternatively, there could be a different spell for each skill, though the bonus might be +3 in that case.
Also, Guided Skill and Guided Resistance are not on the paladin spell list.

Debihuman
2014-02-13, 06:21 PM
Question though. When you say, "How is that fair?" who should it be fair towards? Not trying to argue with you, but I can think of at least two parties that you could mean, and my answer would be different for each.

In this case, fairness equates to how this spell compares to other similar spells. Is it fair to allow PCs or Monsters to to have access to this spell? Would it be unfair to the PCs if I gave this to a creature as a new spell? If my players would object that I'm not being a fair DM, then I have to take that complaint seriously. If I gave this to the PCs would I have to then have to adjust creatures to make them viable against it? If any of those answers are YES, then the spell isn't fair to whoever is at the receiving end.

Debby

saxavarius
2014-02-13, 10:20 PM
Moving Day
Level: Clr 0, Drd 0, Wiz/Sor 0, Brd 0
Components: V,S
Casting time: 10 rounds
Target: all mundane, non-masterwork, objects in sight

allows you to pack all your mundane possessions into a single bag for easy moving.

http://www.youtube.com/watch?v=7bd5YUEOwlE

Blue_C.
2014-02-13, 10:40 PM
In this case, fairness equates to how this spell compares to other similar spells. Is it fair to allow PCs or Monsters to to have access to this spell? Would it be unfair to the PCs if I gave this to a creature as a new spell? If my players would object that I'm not being a fair DM, then I have to take that complaint seriously. If I gave this to the PCs would I have to then have to adjust creatures to make them viable against it? If any of those answers are YES, then the spell isn't fair to whoever is at the receiving end.

Debby

Sounds good. I hadn't been considering it from a player vs monster with this ability perspective, and your quite right about that needing to be a metric. Alright, you've convinced me to change the cast time.

TheFamilarRaven
2014-02-14, 01:28 AM
Ring-A-Ling
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V
Casting Time: Standard Action
Range: Touch
Target: Any mundane object weighing less than 5 lbs.
Duration: Up to 24 hours (see text)

You designate a small, unassuming item, and think of a specific time of day, (i.e 6:00am), or general time (sunrise). When the designated time comes, the object begins to ring loudly for 15 seconds, before stopping. This continues every minute for one hour until the object is smacked. It will not ring again until the spell is cast upon it once more.

AkazilliaDeNaro
2014-02-14, 10:56 AM
Akazillia's Wise Move
Divination
Level: Sor/Wiz 0, Bard 0, Cleric 0
Components: V, S,
Casting Time: 1 round
Range: Self
Target: Self
Duration: Instantaneous
Saving Throw: Harmless
Spell Resistance: None

While playing a game in which you can make a decision, you feel which decision would be the most either; Beneficial, or Detrimental. This spell cannot predict the future so may not make the best decision.

example: If you are playing chess, you feel which move is the best according to what is currently on the board, not what will happen or what your opponent may do.

Xyphan
2014-04-07, 09:49 PM
Ring-A-Ling
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V
Target: Any mundane object weighing less than 5 lbs.
Duration: Permanent or until discharged.

You designate a small, unassuming item, and think of a specific time of day, (i.e 6:00am), or general time (sunrise). When the designated time comes, the object begins to ring loudly for 15 seconds, before stopping. This continues every minute for one hour until the object is smacked. It will not ring again until the next day, at the the same time.

That is not a spell it's an enchantment. A simple fix is for it to only happen once and then it's dispelled.

spikeof2010
2014-04-08, 09:28 PM
Vocal Alteration
Transmutation
Level: Brd 0, Scr/Wiz 1
Components: V
Casting Time: Standard
Duration:1 round/level

Alter your voice to either gain a +1 diplomacy check or +1 intimidate check.

Kaegro
2014-04-08, 11:01 PM
Here are some I dreamed I wish to use for my Awakened Golem Bard.

Spring's Beauty
Conjuration
Level: Brd 0, Drd 0, Src/Wiz 0
Components: V
Casting Time: Swift Action
Duration: Instantaneous

You summon up a rose in your hand. The thorns are trimmed and thus cannot be used be used as a material component.

Flashy Symbol
Conjuration
Level: Asa 1, Brd 0, Scr/Wiz 0
Components: V, S
Casting Time: Standard Action
Duration: Permanent (See text)

You summon up a personal insignia. It can be placed upon any nonliving material. It acts like mundane paint and thus can be easily removed by an equally-mundane rag and some water on most surfaces. Some armies use this to brand armor and robes.

jedipotter
2014-04-13, 11:49 AM
Jedipotter: the Open/Close cantrip already does what Open Portal does.
Debby

True, but Close Portal has a swift casting time. Not standard like open/close. So the caster can do the quick, dramatic ''close the door''. Like ''your not going anywhere'' (cast swift action Close Portal) door slams shut! Then attacks with standard action.

Using Open/Close just does not cut it. ''you can't leave''......takes standard action to cast open/close door slams shut. Then the foe can't take another action.

The ''slam the door'' effect is very popular in fiction. You can see it on Charmed, Supernatural and even Once Upon A Time.

Xerlith
2014-04-13, 01:22 PM
True, but Close Portal has a swift casting time. Not standard like open/close. So the caster can do the quick, dramatic ''close the door''. Like ''your not going anywhere'' (cast swift action Close Portal) door slams shut! Then attacks with standard action.

Using Open/Close just does not cut it. ''you can't leave''......takes standard action to cast open/close door slams shut. Then the foe can't take another action.

The ''slam the door'' effect is very popular in fiction. You can see it on Charmed, Supernatural and even Once Upon A Time.

Shouldn't that be an immediate action then? It might be a bit too much for a cantrip though (even if its REALLY situational).

Andion Isurand
2014-04-13, 02:23 PM
Channeled Seeker's Strike
Divination
Level: Asn 1, Rgr 1, Sor/Wiz 0
Components: None
Casting Time: minimum of 1 round (see text)
Range: Personal
Target: You
Duration: Concentration + 1 round or until discharged

You gain an insight bonus on your next attack roll made during this spell's duration, equal to twice the number of rounds you spent casting this spell, to a maximum bonus of +10. In addition, you may roll twice to avoid any miss chance imposed by concealment on that attack.

somebody27else
2014-04-13, 08:33 PM
Trace Greatsword
Conjuration (Creation) (Weapon)
Components: V
Casting Time: 1 move action
Range: 5-foot (radius) circle around caster
Duration: 2 rounds, see text

As you concentrate furiously, you bring a pseudo-greatsword into existence. A pseudo-greatsword appears somewhere inside the spell's range. This pseudo-greatsword has all the qualities of a normal greatsword, but for a few things. It has Hardness 10 and 3 HP. If it has not been broken after 2 rounds, it expires. When this pseudo-greatsword is destroyed or expires, it acts as if the disintegrate spell was cast upon it.

TuggyNE
2014-04-13, 11:13 PM
Channeled Seeker's Strike
Divination
Level: Asn 1, Rgr 1, Sor/Wiz 0
Components: None
Casting Time: minimum of 1 round (see text)
Range: Personal
Target: You
Duration: Concentration + 1 round or until discharged

You gain an insight bonus on your next attack roll made during this spell's duration, equal to the number of rounds you spent casting this spell, to a maximum bonus of 10. In addition, you may roll twice to avoid any miss chance imposed by concealment on that attack.

This seems a little weak; it takes ten rounds of casting to get half the effect of true strike. Maybe give a bonus of twice the number of rounds up to +10 total?

Andion Isurand
2014-04-14, 12:37 AM
Alrighty, it was meant for an opening attack anyway.

jedipotter
2014-04-14, 11:15 PM
Shouldn't that be an immediate action then? It might be a bit too much for a cantrip though (even if its REALLY situational).

A swift action does not need any action to trigger it like an immediate one does.

You think closing one door is a bit too much for a cantrip? You really think a swift action to close a door should be first level?

TuggyNE
2014-04-15, 07:04 PM
A swift action does not need any action to trigger it like an immediate one does.

Ummmmm. That's incorrect. A swift action ability requires a swift action, of which you get one per turn*, usable under the same conditions as a free action; an immediate action ability uses up next turn's swift action if used off-turn, or this turn's if used on-turn, and is usable not only under the same conditions as a free action, but also in response to and preempting any action taken by any other character at any time. As such, immediate action abilities are in all ways strictly superior to swift action abilities.

* Barring exotic stuff like Ruby Knight Vindicator or Chronotyryns.

Inevitability
2014-04-20, 02:20 PM
Discrete Aid
Illusion
Level: Sorcerer/Wizard 0, Cleric 0, Beguiler 0
Components: -
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible aiding force
Duration: Instantaneous
Saving throw: Will partial, see text
Spell resistance: None

As part of casting this spell, you Aid Another. However, neither the subject of the aid another action nor any people who observe you notice that you are aiding someone. The subject does not notice the attempt to aid him unless you want him to.
People observing you carefully gain a will saving throw to notice that you are aiding someone.


How's this? I could see use for it when assisting a very proud person who accepts no help, or maybe cheating in a school exam without anyone noticing you're helping others make knowledge checks.

1whoscribbled
2014-04-21, 07:30 AM
Moving Day
Level: Clr 0, Drd 0, Wiz/Sor 0, Brd 0
Components: V,S
Casting time: 10 rounds
Target: all mundane, non-masterwork, objects in sight

allows you to pack all your mundane possessions into a single bag for easy moving.

http://www.youtube.com/watch?v=7bd5YUEOwlE

This is a thiefs dream :)

spikeof2010
2014-04-21, 09:00 AM
Decrease Appetite
Enchantment
Level: Brd 0, Sor/Wiz 0
Components: None
Casting Time: 1 round
Range: 30 ft
Target: Any living creature
Duration: 10 mins/level

Upon casting, the targeted creature will be turned off from eating anything for 10 minutes per caster level. This is a mind-affecting effect.

Increase Appetite
Enchantment
Level: Brd 0, Sor/Wiz 0
Components: None
Casting Time: 1 round
Range: 30 ft
Target: Any living creature
Duration: 10 mins/level

Upon casting, the targeted creature will be craving food for 10 minutes per caster level. This is a mind-affecting effect.


A chef's dream.

Jormengand
2014-04-21, 11:39 AM
Bigby's Slapping Hand
Conjuration
Level: Brd 0 Sor/Wiz 0
Components: V, S
Casting time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Effect: One slapping hand.
Duration: 1 minute

The spell creates one diminutive hand, which cannot pick anything up but will slap a target within range on command, dealing 1 point of force damage. Moving the hand to slap someone is a standard action.

Raine's Piercing Cry
Evocation
Level: Brd 0, Sor/Wiz 0
Components: V
Casting time: 1 swift action
Range: 100 feet
Duration: Instantaneous

The caster emits a high-pitched shriek, interrupting any attempt at conversation.

Monologue/Pontificate
Universal
Sor/Wiz 0, Cle 0, Drd 0, Brd 0 Magic Mook 0, Antipaladin 1, Dungeonmaster 0, just about anything else 0 or 1.
Casting time: 1 immediate action.
Range: See text.
Target: See text.
Duration: Concentration, up to 1 minute/level
Saving throw: Will partial
Spell Resistance: No

You may only prepare one copy of Monologue/Pontificate each day. If you are a prepared caster (or a PF caster with infinite 0-level spells) you can only cast it once per day too. When you prepare Monologue/Pontificate, choose another spell you know of the same level. If you don't prepare spells, ignore this.

Time stops while you deliver an extended speech to the heroes. Everyone in a different room from you is frozen in time for the spell's duration (in reality, you and the room are just moving a lot faster than everything else, so there is no save against this affect and no, you aren't immune to it). People in the same room are too dumb to attack you while you're giving a speech, and just sit there doing nothing. They may take a single free action each round to talk back to you, but must take a will save to do so unless you specifically allow them to speak without making such a save.

During the spell, you can only take standard actions to concentrate on the spell, move actions to pace around in a suitably smarmy manner (though you reappear in the same location you started in for an insufficiently explained reason when the spell ends) or free actions to talk.

Once the spell ends, not only do you return to your original location, but everyone returns to normal initiative order, it becomes whoever's turn it was before you cast the spell. You immediately gain an extra 0-level spell for the day, which is prepared as the spell you chose earlier if you prepare spells, and yes, you can have your swift action back, may it serve you well. If you got it as a Spell-like ability, any further uses of it today are resolved as whatever spell you chose.

Arcane casters usually call this spell Monologue, while divine casters are at least a little bit more honest and call the same spell Pontificate.

Inevitability
2014-04-21, 02:16 PM
Decrease Appetite
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: None
Casting Time: 1 round
Range: 30 ft
Target: Any living creature
Duration: 10 mins/level

Upon casting, the targeted creature will be turned off from eating anything for 10 minutes per caster level. This is a mind-affecting effect.

Increase Appetite
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: None
Casting Time: 1 round
Range: 30 ft
Target: Any living creature
Duration: 10 mins/level

Upon casting, the targeted creature will be craving food for 10 minutes per caster level. This is a mind-affecting effect.


A chef's dream.

Shouldn't these be Enchantment?

spikeof2010
2014-04-21, 03:03 PM
Shouldn't these be Enchantment?

Fixed. wasn't thinking straight. :p

TheFamilarRaven
2014-04-21, 10:56 PM
Raven's Magic Table Games
Evocation
Level: Brd 0, Wiz/Sor 0
Components: V, S, M
Casting time: 1 Minute
Range: 5ft
Area: 5ft
Duration: 2 hours/level

Upon casting this spell, the caster creates solid objects of force that can take the form of any game piece the caster wishes. For example, the caster can summon chess pieces, dice, playing cards etc. The caster may also create the appropriate game board or table for whatever game they had in mind. The board or table can only be created in an unoccupied space adjacent to the caster, and can be any shape, provided it is not bigger than the area it occupies. Anyone can move the pieces or table around, but they are inherently fragile, and break with any modest amount of effort.

Material Component: One mundane game piece, such as a playing card, a die, or checkers piece.

Alex12
2014-04-22, 08:32 AM
Raven's Magic Table Games
Evocation
Level: Brd 0, Wiz/Sor 0
Components: V, S, M
Casting time: 1 Minute
Range: 5ft
Duration: 2 hours/level

Upon casting this spell, the caster creates solid objects of force that can take the form of any game piece the caster wishes. For example, the caster can summon chess pieces, dice, playing cards etc. The caster may also create the appropriate game board or table for whatever game they had in mind. The board or table can only be created in an unoccupied space adjacent to the caster, and can be any shape, provided it is not bigger than the area it occupies. Anyone can move the pieces or table around, but they are inherently fragile, and break with any modest amount of effort.

Material Component: One mundane game piece, such as a playing card, a die, or checkers piece.

I want this spell so my character is never without the fixings for a quick round of Cars & Cubicles.