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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Jan 2006
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    Murrlinn\'

    Default A whole lot of new spells

    I posted this in another forum I go to, but I didn't get a whole ton of feedback. I'll probably post more spells as I think of them.

    Prepare to have your eyes glaze over?

    Exile
    Abjuration
    Sor/Wiz 9, Clr 9
    Casting time: 10 rounds
    Target: Creature touched
    Effect: 1 cubic mile/level warded
    Duration: Permanent (D)
    Components: V, S, F, XP
    Save: No
    SR?: No

    Exile places a powerful enchantment on a target creature, who must be touched at the end of the casting time of the spell. The caster designates a contiguous area of one cubic mile/level. The touched creature is rendered physically incapable of entering the warded area. If it tries to walk, swim, fly, or burrow into the area, it stops at the border as if it were a physical barrier, and no method can be used to cross the barrier short of teleportation. The creature cannot use teleport, dimension door, shadow walk, or any other such spell to enter the area, although such a spell can move the creature through the area (as long as the creature doesn't stop in the area).

    Focus: An official document ordering the exile of the creature, which must be identified unequivocally. This document could be issued by an authority or by no authority other than the caster, but it must state the creature and declare that creature to be exiled.
    XP cost: 500 XP.

    Obliterate
    Conjuration
    Sor/Wiz 6
    Casting time: 1 action
    Range: Medium (75 ft plus 25 ft/2 levels)
    Duration: Instantaneous
    Area: 10 sq. ft./2 levels
    Components: V, S
    Save: No
    SR?: No

    Obliterate instantly vaporizes one 10x10x10 foot cube of inorganic, nonmagical matter per two levels, like a disintegrate spell. Only inorganic, nonmagical matter can be destroyed this way. Any matter in the area that does not meet this qualification is not destroyed.

    Zone of Pacifism
    Abjuration
    Clr 6
    Casting time: 1 action
    Range: Personal
    Target: You
    Area: 10-foot radius emanation centered on you
    Duration: 1 round/level
    Components: V, S, M, DF
    Save: No
    SR?: No

    Zone of pacifism creates an intangible, invisible area of tranquility in a 10-foot radius around you. All creatures in this area, including yourself, enemies, and allies, are rendered utterly incapable of initiating any hostile actions towards others. What is a “hostile action” is left to DM interpretation, but it generally includes any action that would damage, confuse, impair, or otherwise have a negative effect on another creature. Note that this spell prevents hostile actions from being initiated, but not from taking place, inside the area. Ranged weapons, spells, and even reach weapons function normally as long as the creature initiating the action is not in the area of the spell. Hostile actions initiated by things other than creatures (such as traps or magic items) are not inhibited by the spell.
    Material components: A drop of mercury and a miniature shield.

    False Invisibility
    Enchantment (Mind-affecting)
    Sor/Wiz 2
    Casting time: 1 action
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level
    Components: V, S
    Save?: Will negates (see text)
    SR?: Yes

    This spell causes the target creature to believe that it is rendered invisible. The creature may behave differently because it believes it cannot be seen. Each time it receives evidence that it is not in fact invisible (such as creatures pointing out its presence) it can attempt a Will save to break the effect.

    Decompression
    Transmutation
    Sor/Wiz 6
    Casting time: 1 action
    Range: Close (25 ft plus 5 ft/2 levels)
    Duration: Instantaneous
    Area: One 10x10x10 foot cube
    Components: V, S, M
    Save: Fortitude partial
    SR?: Yes

    This spell abruptly depletes the air in a 10-foot cube, causing a massive momentary drop in the air pressure. This spell deals 1d6 points of damage/level (max 15d6) as their lungs implode and tissues are disrupted. They also suffer from altitude sickness: they take 1 point of temporary damage to each ability score. A successful Fortitude save halves the damage and negates the altitude sickness.
    Material Component: A scraping of lichen that grew at least 12,000 feet above sea level.

    Liquid Body
    Transmutation
    Sor/Wiz 2
    Casting time: 1 action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Components: V, S, M
    Save?: No (harmless)
    SR?: No (harmless)

    Your body (as well as any equipment carried) melts into a amorphous, liquid mass. You lose all ability to interact physically with the environment while in this state, since you are unable to form limbs. You move at a speed of 20 feet per round on relatively flat surfaces. Oozing down a slope increases your speed to 40 feet per round. You can’t double-move or run while in this state, nor can you communicate verbally, lacking a mouth. You can seep through a crack as small as one inch by one inch. If the spell’s duration expires while you are in an area that you could not normally fit in to, you are shunted to the nearest open space, taking 1d6 points of damage per 10 feet traveled in this way. Your armor class is equal to your unarmored base armor class.
    Material component: a handful of the material of a dead ooze or slime.

    Baleful Blink
    Transmutation
    Sor/Wiz 3
    Casting time: 1 action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level (D)
    Components: V, S, M
    Save?: Will negates
    SR?: Yes

    The touched creature’s body becomes dimensionally unstable, causing it to shift into another dimension for a moment at inopportune times. Because of the nature of this spell, this instability only hampers the creature’s actions, not any actions directed at the creature. The affected creature has a 50% failure chance on any attacks or spells that target anything but itself.
    Material Component: A slice of the hide of a displacer beast.

    Second Soul
    Necromancy
    Sor/Wiz 7
    Casting time: 10 minutes
    Range: Personal
    Target: You
    Duration: 1 hour/level or until discharged
    Components: V, S, M
    Save: No (harmless)
    SR?: No (harmless)

    By casting this spell, you create a second, surrogate life-force for yourself, which you store in a large black diamond. This life-force stands in for your own in the instance of spells or effects that affect your life-force. If you are the target of a death effect and it affects you, the soul in the gem dies instead and the spell ends. If you are subjected to a trap the soul spell, the artificial soul is trapped instead and the spell ends. When you gain negative levels for any reason, the artificial soul gains them instead; it has effective Hit Dice equal to your own. If the number of negative levels gained by the artificial soul equals or exceeds your Hit Dice, the spell ends.
    Material component: A black diamond worth at least 1500 GP.

    Weaken Resilience
    Necromancy
    Sor/Wiz 3
    Casting time: 1 action
    Range: Close (25 ft plus 5 ft/2 levels)
    Duration: 24 hours
    Target: One living creature
    Components: V, S
    Save: None
    SR?: Yes

    This spell softens the target’s vital tissues, increasing the likelihood that a large amount of damage will shock the creature’s system and kill it. The creature must make a Fortitude save to avoid death from massive damage when it takes half as much damage as normally required (in most cases, this means it takes 25, not 50, points of damage to risk death from massive damage.)

    Increase Gravity
    Transmutation
    Sor/Wiz 4
    Casting time: 1 action
    Range: Close (25 feet plus 5 ft./2 levels)
    Targets: Creatures in a 15-foot radius burst
    Duration: 1 round/level
    Components: V, S, M
    Save?: Fort negates
    SR?: Yes

    This spell affects the creatures in the target area with an acute increase in gravity, making it more difficult for them to carry heavy loads (or indeed any load at all). Creatures in the area advance one level of encumbrance: those with light loads are treated as carrying medium loads, and those with medium loads are treated as carrying heavy loads. Those with heavy loads are crushed under the weight of their burdens and collapse, treated as having a Strength score of 0.
    Material components: A pound of lead.

    Ray of Erasure
    Abjuration
    Sor/Wiz 2, Clr 2
    Casting time: 1 action
    Range: Close (25 ft plus 5 ft/2 levels)
    Effect: One ray
    Duration: Instantaneous
    Components: V, S
    Save?: No
    SR?: Yes

    This spell shoots from your fingertips a ray of grey-white, negative energy. You must succeed at a ranged touch attack against your target for the spell to succeed. If you hit, the target is affected as if by the area dispelling version of the dispel magic spell, except that it only affects the struck creature or object.

    Fiery Chains
    Evocation (Fire)
    Sor/Wiz 6
    Casting time: 1 action
    Range: Close (25 ft plus 5 ft/2 levels)
    Duration: 1 round/level
    Target: 1 creature
    Components: V, S, M
    Save: No
    SR?: Yes

    This spell binds the target creature in red-hot magical chains. The chains are considered to automatically grapple the target; each round after the first the target can make an opposed grapple check or Escape Artist check to break free. The chains have a grapple bonus equal to your caster level plus your spellcasting ability score modifier. Each round the target creature remains grappled, it takes 2d6 + 1/level points of fire damage.
    Material components: A foot of chain smeared with phosphorous.

    Incapacitate
    Necromancy
    Sor/Wiz 5
    Casting time: 1 action
    Range: Close (25 ft plus 5 ft/2 levels)
    Duration: 1 round/level
    Target: 1 creature/5 levels, all of which must be within range
    Components: V, S
    Save?: Fort negates
    SR?: Yes

    This spell causes the targeted creatures to become incapacitated, regardless of their actual hit point total. While in this state they retain their current hit points, but are treated as incapacitated (can only take a partial action each round, and a strenuous action causes the creature to fall to -1 HP and start dying). Whenever the creature takes any amount of damage, it falls to -1 HP and starts dying, unless the damage would reduce its actual hit point total to lower than -1.

    Power of Regeneration
    Transmutation
    Clr 8, Drd 8
    Casting time: 1 action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Components: V, S, DF
    Save: None (harmless)
    SR?: No (harmless)

    Your body becomes flushed with life-force. For the duration of the spell, you gain regeneration 5. That is, all damage is converted to subdual damage, and you heal 5 points of damage each round. No type of damage penetrates this regeneration.

    Cone of Pestilence
    Necromancy
    Clr 4, Drd 3
    Casting time: 1 action
    Area: 20-foot cone originating at you
    Duration: Instantaneous
    Components: V, S, DF
    Save?: Fort negates
    SR?: Yes

    Creatures in the cone of this spell must make Fortitude saves or contract a dangerous disease. This disease deals 1d6 points of Con damage and has an incubation period of 1 hour. The Fortitude save to remove the disease is the same as the one to avoid infection.

    Thin Blood
    Necromancy
    Sor/Wiz 2
    Casting time: 1 action
    Range: Close (25 ft plus 5 ft/2 levels)
    Duration: 1 round/level
    Target: 1 creature
    Components: V, S
    Save?: Fort negates
    SR?: Yes

    This spell acts as a magical anticoagulant to the target creature’s blood, causing wounds to bleed profusely. Whenever the creature takes piercing or slashing damage while this spell is active, the wound bleeds for 1 point of damage per round afterwards. This bleeding is cumulative. The bleeding can only be stopped by applying magical healing or by a Heal check (DC=spell’s DC). Current and future bleeding stops when the spell’s duration expires.

    Tissue Annihilation
    Necromancy
    Sor/Wiz 5
    Casting time: 1 action
    Range: Medium (75 feet plus 25 ft/2 levels)
    Duration: Instantaneous
    Effect: Ray
    Components: V, S, M
    Save?: Fort partial
    SR?: Yes

    A beam of shifting, erratic colors and shapes erupts from your pointing finger. Creatures struck by the beam have portions of their anatomy transported to another dimension. This mutilation causes the creature to take 2d4 points of Con drain. A successful Fortitude save reduces the Con drain by half.

    Material component: A flask containing the protoplasm of a teratomorph, which must be kept stable by casting dimensional anchor on it once per day.

    Instant Move
    Transmutation
    Sor/Wiz 3, Travel 3
    Casting time: 1 action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Components: S
    Save?: No (harmless)
    SR?: No (harmless)

    This spell causes you to move instantaneously to a point of your choosing. You can move up to 10 feet/level using this spell, but you can only move to a space that you could normally move to without magical aid. If you can’t fly, you can’t move into the air. You can’t move through walls or other obstacles unless you can move around them, which takes up feet of movement. You can’t move through water with this spell unless you have a swim speed.

    Jellied Air
    Transmutation
    Sor/Wiz 5
    Casting time: 1 action
    Range: Close (25 ft + 5 ft/2 levels)
    Duration: 1 round/level
    Area: 20 cubic feet
    Components: V, S, M
    Save?: Reflex negates (see text)
    SR?: Yes

    This spell condenses the air in the targeted area to the consistency of jelly. This effect is invisible, so creatures can’t notice the jellied air until they move into it. Creatures within 5 feet of the edge of the area of effect can make Reflex saves to jump outside the area, but other creatures can’t escape in time. Creatures moving through the area are slowed to a movement rate of 5 feet per full round of action. No ranged attacks are possible in the area, and melee attacks suffer a -8 penalty. Spellcasting is possible in the area but requires a DC 20 Concentration check. In addition, the jellied air is impossible to breathe, so creatures must hold their breaths in the area.
    Material component: A chunk of gelatinous cube.

    Spirit Arrow
    Evocation
    Drd 3, Rgr 3
    Casting time: 1 action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Components: V, S
    Save?: No (harmless)
    SR?: Yes (see text)

    This spell conjures a ghostly green longbow in your hands. When drawn and fired, this spirit bow fires a green arrow of energy to a range of 120 feet. You make a ranged touch attack to hit with the arrow. On a hit, the arrow deals 1d8+1/caster level points of magical damage, then dissipates. You can only shoot one such arrow per round regardless of your base attack bonus or feats. You are considered to be automatically proficient with this weapon.

    Arrow Reflection
    Abjuration
    Sor/Wiz 4, Clr 4
    Casting time: 1 action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Components: V, S
    Save?: No (harmless)
    SR?: No (harmless)

    This spell surrounds you with an invisible shield against ranged weapon attacks. Whenever you are the target of a ranged weapon (including bows, crossbows, or thrown weapons, but not spells), the attack roll made to hit you actually is used to attempt to hit the attacker, as the projectile seems to reflect off a barrier in front of you and flies back at the attacker. The attack roll is then compared to the attacker’s AC to see if it hits the attacker, doing normal damage for that attack.

    Summon Spirit Wolf
    Conjuration (Summoning)
    Drd 4
    Casting time: 1 full round
    Range: 0 ft
    Effect: Summoned spirit wolf
    Duration: 1 hour/level
    Components: V, S, M
    Save?: No (harmless)
    SR? No (harmless)

    This spell summons the spirit of a powerful wolf from the spirit world to assist you. This spirit wolf arrives by your side one round after casting the spell and follows your verbal instructions. It is intelligent enough to act without instructions but always obeys your commands. You can communicate to the wolf in any language, but you gain no ability to see through its eyes, nor can the wolf communicate with you. If the wolf ranges 1000 feet or more from you, it dissipates.
    Material component: Incense and dried herbs, which you can obtain with a Knowledge (nature) check DC 15 from a forest.

    Spirit wolf:
    Medium outsider (incorporeal)
    HD: 6d8+18 (42 HP)
    Init: +4 (Dex)
    Speed: 40 feet
    AC: 16 (+4 Dex, +2 deflection)
    Base Attack/Grapple: +6/+7
    Attack: Bite +10 melee (1d6+1 and trip)
    Full attack: Bite +10 melee (1d6+1 and trip)
    Special Qualities: Limited incorporeal, scent
    Special Attacks: Trip, ghost touch bite
    Saves: Fort +8 Ref +9 Will +6
    Abilities: Str 13 Dex 18 Con 16 Int 8 Wis 12 Cha 14
    Feats: Weapon Finesse, Weapon Focus (bite), Track
    Skills: Survival +10, Listen +10

    The spirit wolf attacks with a bite that can trip opponents.

    Limited incorporeal: The spirit wolf is an incorporeal creature in all respects except the following: It cannot pass through solid objects, and it cannot fly. Plus, it can attack corporeal creatures with natural weapons (see ghost touch bite, below). It retains all other qualities of incorporeal creatures, though.

    Trip: If the spirit wolf hits with a bite attack, it can make a free trip attempt against the defender without provoking an attack of opportunity. The opponent cannot react to trip the wolf.

    Ghost touch bite: The spirit wolf’s bite behaves as a corporeal weapon, negating the miss chance the wolf would normally suffer. This also means the wolf can exert force on corporeal objects (and thus has a Strength score).

    Summon Spirit Bear
    Conjuration (Summoning)
    Drd 7

    As summon spirit wolf, except it summons a spirit bear (see below).

    Spirit Bear
    Large outsider (incorporeal)
    HD: 12d8+48 (96 HP)
    Init: +2 (Dex)
    Speed: 30 feet
    AC: 14 (+2 Dex, +2 deflection)
    BAB/Grapple: +12/+21
    Attack: 2 claws +18 melee (1d6+5)
    Full Attack: 2 claws +18 melee (1d6+5) and bite +13 melee (1d10+5)
    Special Qualities: Limited incorporeal, scent
    Special Attacks: Ghost touch bite and claws, improved grab
    Saves: Fort +12 Ref +10 Will +9
    Abilities: Str 21 Dex 14 Con 19 Int 8 Wis 12 Cha 14
    Feats: Power Attack, Alertness, Weapon Focus (claw), Weapon Focus (bite), Track
    Skills: Survival +16, Listen +16

    The spirit bear attacks with its claws and bite, and grapples foes.

    Limited incorporeal: See spirit wolf.

    Ghost touch bite and claws: See spirit wolf.

    Improved grab: If a spirit bear hits with a claw attack, it can attempt to grapple the defender as a free action (Grapple bonus +21). It can choose to conduct the grapple normally, or just use its paw to hold the opponent (-20 to the check, but the spirit bear is not considered grappled).

    Mask of Death
    Necromancy (Death)
    Sor/Wiz 8, Death 8
    Casting time: 1 action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Components: V, S, F
    Save: Fort negates
    SR?: Yes

    This spell transforms your face into a soul-chilling mask of darkness and terror. Any creatures that view your face must make Fortitude saves each round they see it or die. A successful save staves off death for that round. Treat this ability like a gaze attack that is always active; you can’t target a specific creature with your gaze. Your allies as well as your enemies are subject to this effect.
    Focus: A mask carved of darkwood worth 2000 GP.

    Impending Doom
    Enchantment (Mind-affecting, Fear)
    Sor/Wiz 4, Brd 3
    Casting time: 1 action
    Range: Medium (75 feet + 25 ft/2 levels)
    Duration: 10 rounds
    Target: One creature
    Components: V, S
    Save: Will partial
    SR?: Yes

    This spell fills the target’s mind with doubt and fear, a gnawing sense of imminent disaster. This hampers the target’s ability to act. There is a cumulative 10% chance each round the spell lasts that the target takes no actions that round, becoming immobilized with fear (the target still defends itself normally). That is to say, the first round there is a 10% chance, the second a 20% chance, and so on until it reaches 100% on the 10th round, at which time the spell ends. A successful Will save halves the duration of the spell; it maxes out at 5 rounds (50% chance).

    Scrambled Teleport
    Conjuration
    Sor/Wiz 8
    Casting Time: 1 action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Components: V, S
    Save: Will negates
    SR?: Yes

    This spell sends the touched creature to a location far away, while simultaneously scrambling its structure, causing intense pain. The creature is teleported 15d10 feet away in a random direction (roll again if this would place the creature inside a solid object), and in addition takes 1d10 points of damage per two caster levels (max 10d10).

    Force Discharge
    Evocation
    Sor/Wiz 3
    Casting time: 1 action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Components: V, S
    Save?: No
    SR?: Yes

    This spell causes magical energies latent in the touched creature to erupt violently, dissipating them and harming the subject. If the touched creature had a charge of a spell active on it (for example, shocking grasp), that charge is discharged and fizzles (has no effect), and the creature takes 2d6 points of damage per level of the spell.

    Extract Skeleton
    Necromancy (Death)
    Sor/Wiz 7
    Casting time: 1 action
    Range: Medium (75 feet + 25 ft/2 levels)
    Duration: Instantaneous
    Target: One creature
    Components: V, S, M
    Save: Fortitude partial
    SR?: Yes

    This spell gruesomely extracts the target creature’s skeleton through its flesh, killing it. If the creature makes its Fortitude save, it instead takes 3d6+1/level points of damage (which may kill it anyway). If the skeleton is extracted, it automatically animates as a skeleton of the appropriate size and type that is under your control. The Hit Dice of the skeleton counts against your total for the animate dead spell.
    Material Component: An onyx gem worth at least 50 GP.
    Wizard: You know what\'s the best negotiation spell?&&&&Rogue: Charm person?&&&&Wizard: Meteor swarm.

  2. - Top - End - #2
    Banned
     
    Brickwall's Avatar

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    Default Re: A whole lot of new spells

    I've seen Zone of Pacifism and Spirit Arrow in other places. Also, some others look familiar. Random selections from the spell compendium?

  3. - Top - End - #3
    Ettin in the Playground
     
    Dhavaer's Avatar

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    Default Re: A whole lot of new spells

    I agree, I have seen some of these before. They look fairly balanced, overall, but perhaps you could post them one at a time? It's very difficult to read with all of them there.
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  4. - Top - End - #4
    Halfling in the Playground
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    Default Re: A whole lot of new spells

    1. How can exile be broken? If someone else casts MKD at the location the exile spell was cast does this end it? What happens to the creature the moment it is touched? It is theorectically breaking the rules of exile at that moment. SR should apply though you could introduce a penalty.

    2. Zone of Pacifism. Should an attack by creatures outside the zone should end the spell? Can a creature choose to leave the area affected so that it may resume attacks?

    3. Weaken resilience is overpowered. 25 dmg is not hard for a lvl 3 barbarian using powerattack. at 5-6th level you'd be forcing Fort vs. Death saves quite often.

    4. Increase gravity : Can a creature drop its equipment to return to normal Str?

    5. Ray of Erasure should still be lvl 3. No save and no caster level check? That is overpowered. You should keep the caster level check.

    6. Fiery Chains seems more powerfull than the Bigby's series of spells. The auto-grapple is overpowered. It should have to make a grapple check.

    7. Incapacitate seems overpowered. Should probably be lvl 8 as it appears to be more powerfull than finger of death

    8. Arrow rejection is overpowered. Lvl 6-7 at a minimum.

    9. Mask of death is overpowered. I would make it require concentration on part of the caster to maintain and make it level 9. This is more powerfull than Wail of the Banshee.

    10. The fact that impending doom still affects a character to that degree on a succesfull save is overpowered.

    11. Force discharge : 10d6 at level 5? (Assuming I understood right). That is too much.

    12. This is finger of death, only better. You get much better range and the skeleton minion. Up the spell a level.
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