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  1. - Top - End - #1
    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Low Power Spells

    Hey there, GitP.
    I'm typing this from my iPod so please don't mind my spelling.
    I'm looking for some good homebrew 1-3rd level spells and I was hoping you could brew some up like the cantrips thread going around?

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    Dwarf in the Playground
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    Default Re: Low Power Spells

    Flash Step
    School: Conjuration (Teleportation); Level: Sorcerer/Wizard 2, Bard 2
    Casting Time: One standard action
    Components: VS
    Range: Touch
    Target: One willing creature/2 caster levels
    Duration: 1 minute/caster level
    Saving Throw: None

    You grant the power of instantaneous movement to the target willing creatures. A creature under the effects of Flash Step may sacrifice 5 feet of movement as part of a movement action to instantly transfer themselves up to 10 feet in a chosen direction. This instant transferral may be taken at any point during the movement. If the Flash Step would end inside a space occupied by a solid body, the Flash Step fails, but the 5 feet of movement is still lost. Flash Step can also replace the free five foot step, if the creature so wishes. Flash Stepping does not provoke attacks of opportunity when it starts, during the movement, or when it ends.
    Last edited by Phillammon; 2014-04-16 at 01:45 AM. Reason: Fixing Tags
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    TaiLiu's Avatar

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    Default Re: Low Power Spells

    Exactly what kind of spells are you looking for?

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    Dwarf in the Playground
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    Default Re: Low Power Spells

    I figured it was just open season for low level spells. I feel like teleportation effects today, apparently.

    Arrow Rider
    School: Conjuration (Teleportation); Level: Sorcerer/Wizard 3
    Casting Time: One standard action
    Components: V
    Range: Touch
    Target: One arrow
    Duration: 1 round/caster level
    Saving Throw: None

    You gain the ability to travel on the back of an arrow. When an arrow under the effects of Arrow Rider is fired, the caster is instantly transferred to where the arrow lands. If the arrow lands in an occupied space, the caster is transferred to the nearest unoccupied space, continuing forward in the arrow's path. The effects of Arrow Rider immediately dissipate when the transferral completes. Additionally, the arrow gains a +1 enhancement bonus, and is treated as a magic weapon for the purposes of overcoming damage reduction.



    Strictly speaking, this one may be a transmutation spell, not conjuration. Not sure.
    Last edited by Phillammon; 2014-04-16 at 03:25 PM.
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  5. - Top - End - #5
    Dwarf in the Playground
     
    Planetar

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    Default Re: Low Power Spells

    For the arrow rider spell, I'd change two details.

    1: Have the effect end after the teleportation (otherwise you could keep firing it, aslong as the spell lasts and the arrow doesn't break).

    2: Instead of being bumped to the nearest unoccupied space, instead being bumped to the nearest unoccupied space along the path of the arrow (feels more logical to me)

    The idea behind the spell is interesting though. (And makes you think how much fun it would be to have it affect other people (the party fighter), creatures (something you summoned), stuff (that big old boulder) or even spells (eat short range boom spells at long range!).)
    Help improve my (favorite) 5e homebrews: The Circle of the Full Moon, Items of Darkness and The Unseen Hand (Warlock Patron).
    My old 3.5 homebrews: The Disciple of the gem, the Dragonhearted and my Warlock fix.

  6. - Top - End - #6
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    Default Re: Low Power Spells

    Surrounding Flame
    School: Evocation
    Level: Sorcerer/Wizard 3
    Casting Time: One standard action
    Components: VS
    Range: Touch
    Target: One Creature
    Duration: 1 round/caster level
    Saving Throw: None

    The caster summons 20 small candle flames around the target. They dance around the target, slowly easing in on him. The target is considered flanked for the duration of the spell and takes 1 point of fire damage.
    Last edited by spikeof2010; 2014-04-16 at 08:16 AM.

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    Firbolg in the Playground
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    Default Re: Low Power Spells

    Ptoldem's Compass
    School: Divination
    Level: Sorceror/Wizard 3
    Casting time: 1 standard action
    Components: SF
    Range: 50 miles/CL (see text)
    Target: Prepared focus
    Duration: 10 min/CL
    Saving Throw: None

    The caster prepares a focus ahead of time by taking two pieces of magnetite and placing them together in a special magical circle. One piece is left behind, while the other piece is taken with the caster. Upon casting this spell, the magnetite experiences a pull in the direction of the shortest direct path to the other piece ignoring obstructions, but including paths which pass through planar portals, teleportation circles, and the like - to the limit of the spell's range. This can be used to find the direction towards a planar portal leading to one's home plane, so long as the total path length is shorter than the spell's range.

    Tembriel's Tenacious Terrier
    School: Illusion (Glamer?)
    Level: Sorceror/Wizard 1
    Casting time: 1 standard action
    Components: S
    Range: Close
    Target: Creature
    Duration: Concentration + 1 round/CL
    Saving Throw: Will disbelief

    This annoying spell creates the (auditory only) illusion of a small yapping dog that can only be heard by the target. The caster can trigger the yapping with a swift or immediate action so long as they concentrate on the spell, or can allow the spell to automatically yap periodically at random. This yapping, if triggered during the target's attempt to cast a spell, provokes a DC 15 Concentration check to not lose the spell. If triggered during other actions, it applies a -1 penalty to attack rolls or skill checks made by the target at that time. If the target leaves the spell's range, the effect ends.

    Amalgam
    School: Transmutation
    Level: Sorceror/Wizard 2
    Components: VS
    Range: Touch
    Target: Up to 1lbs/CL of metal objects
    Duration: 1 round/CL
    Saving Throw: Item

    For the duration of this spell, the caster can cause metal objects which they touch with to fuse with other pieces of metal that it is in contact with. This fusion only takes place at the surface of the materials, and ends when the spell's duration ends, causing no lasting harm or change of shape to either object. For the duration of the spell, however, fused objects behave as a single piece of metal. This can be used to jam locks, climb metal surfaces, or cause an enemy's sword to stick in its scabbard. Because of the way the spell's limits work, the effect can be propagated along wires over quite a long distance.
    Last edited by NichG; 2014-04-16 at 09:10 AM.

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    Default Re: Low Power Spells

    Loek: Thanks- the effect not ending after being fired was an oversight, continuing in the path is a nice touch. Edits made, also, I have ideas for "Greater Arrow Rider" for one arrow and one touched object or creature from what you said, but it feels like it would be too high level for the purposes of this thread. Meanwhile...

    Lecter's Deception
    School: Transmutation; Level: Sorcerer/Wizard 1, Ranger 1, Bard 1
    Casting Time: One standard action
    Components: VS
    Range: Touch
    Target: See Text
    Duration: Instantaneous
    Saving Throw: None

    The caster transmutes the touched ingredients into a delicious meal, to the best of their ability. Ingredients refers to edible, inanimate matter, in sufficient quantity and proportions to make up the meal in question. If the caster wishes, they may also include a dose of potion or contact or ingestion poison among the ingredients. If they do so, any creature eating the meal is affected by the potion or poison normally.

    Additionally, the caster may choose to disguise the ingredients used in the meal. If they choose to do so, make a bluff check. Any creature attempting to identify the ingredients, or attempting to dispel, purify, purge, or otherwise remove an included potion or poison must make an opposed sense motive check against the bluff check made at cast time. If unsuccessful, the attempt fails.
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  9. - Top - End - #9
    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Re: Low Power Spells

    Quote Originally Posted by Phillammon View Post
    Loek: Thanks- the effect not ending after being fired was an oversight, continuing in the path is a nice touch. Edits made, also, I have ideas for "Greater Arrow Rider" for one arrow and one touched object or creature from what you said, but it feels like it would be too high level for the purposes of this thread. Meanwhile...

    Lecter's Deception
    School: Transmutation; Level: Sorcerer/Wizard 1, Ranger 1, Bard 1
    Casting Time: One standard action
    Components: VS
    Range: Touch
    Target: See Text
    Duration: Instantaneous
    Saving Throw: None

    The caster transmutes the touched ingredients into a delicious meal, to the best of their ability. Ingredients refers to edible, inanimate matter, in sufficient quantity and proportions to make up the meal in question. If the caster wishes, they may also include a dose of potion or contact or ingestion poison among the ingredients. If they do so, any creature eating the meal is affected by the potion or poison normally.

    Additionally, the caster may choose to disguise the ingredients used in the meal. If they choose to do so, make a bluff check. Any creature attempting to identify the ingredients, or attempting to dispel, purify, purge, or otherwise remove an included potion or poison must make an opposed sense motive check against the bluff check made at cast time. If unsuccessful, the attempt fails.

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    Dwarf in the Playground
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    Default Re: Low Power Spells

    Not even slightly sorry.

    Concussive Wave
    School: Evocation; Level: Sorcerer/Wizard 1
    Casting Time: One standard action
    Components: VS
    Range: Personal
    Area: 5 foot/caster level radius burst
    Duration: Instantaneous
    Saving Throw: Reflex negates

    The caster slams the ground, letting loose a concussive shockwave. All creatures and objects failing their reflex save are moved to the closest point on the edge of the radius of the shockwave, taking 1d6 points of damage for every 10 feet moved in this way. If the movement is less than 10 feet, Concussive Wave deals no damage. If the path to the point in question is blocked by an obstacle, the creature or object stops at this obstacle and takes an additional 1d6 damage, on top of damage already taken from the movement. Creatures moved in this way are also knocked prone. This movement does not provoke attacks of opportunity.
    Last edited by Phillammon; 2014-04-17 at 03:41 AM.
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  11. - Top - End - #11
    Ogre in the Playground
     
    Flumph

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    Default Re: Low Power Spells

    Amalgam
    A higher version of this spell (Mass Almagram) can be used as an effective Hold Person to a fighter in full plate, since it effects all the joints. I realize this is impractical at the Touch range, but I just imagine casting this on an individual with full plate, locking them in there armor. "Say Oilcan!"

  12. - Top - End - #12
    Ogre in the Playground
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    Default Re: Low Power Spells

    Dispel Magic, Lesser
    Abjuration
    Level: Sor/Wiz 1

    This spell functions like dispel magic, except that the maximum caster level on your dispel check is reduced to +1 (instead of +10).

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    HalflingPirate

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    Default Re: Low Power Spells

    Not the most sure of the balance level of these, but:

    Wall of Echoes
    Evocation (Sonic)
    Level: Wiz/Sor 2, Bard 2
    Components: V, F (a musical instrument or a trained Perform [oratory, singing, or comedy])
    Casting time: 1 Standard Action
    Duration: 1 round/CL
    Range: Short (25ft + 5ft/2 levels)
    Area: 1 5ft by 10ft section/level
    SR: Yes, Saving Throw: Reflex negates (see text)

    An ear piercing scream from the caster or a very poor note from the caster's instrument forms into a softly humming wall. A creature caught in the path of the wall as the spell casts is allowed a reflex save to take a 5ft step to escape the wall. If the saving throw fails, or the creature moves through the wall, they take 1d6 sonic damage + 1 sonic damage/2 levels (max 1d6+5 sonic damage).

    The wall, by mixing in it's harsh sounds with a spell that tries to pass through it, acts as improved cover versus Sonic spells and language-dependent spells. If the spell does not have an attack roll or Reflex save, it instead breaks line of effect for that spell.

    Static Charge
    Evocation (Lightning)
    Level: Sor/Wiz 3
    Components: V, S
    Casting time: 1 standard action
    Duration: 1 round/level
    Range: Medium (100 + 10ft/level)
    SR: Yes, Save: Fortitude Negates

    A pulse of electricity is placed on the target, tearing into any wounds that open up on the target. Any time that the target takes any damage from any source other than this spell, it also takes 1 + 1 per 3 caster levels lightning damage (max 6).
    Last edited by Kamai; 2014-04-16 at 10:01 PM.

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    NecromancerGirl

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    Default Re: Low Power Spells

    Ooo, these are fun to think of. Upon review, I seem to have written spells that reference the most ungainly and irritating sections of the 3.5 ruleset, but hell with it, if you can't infuse unholy life into someone's pants, why even study necromancy?

    Animate Leather
    School: Necromancy [Evil], Level: Clr 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 Standard action
    Duration: 1 round/level (max 5)
    Range: Short (25ft + 5ft/2 levels)
    Targets: Leather equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 5 lbs. of leather/level, all of which must be within a 30-ft. circle
    Saving throw: Will negates (object)
    Spell Resistance: No

    This spell reanimates leather equipment or items as a mindless, undead creature made of cured skin. The animated leather has no muscles or will of its own, and mindlessly grapples any creature that wears it or draws near, including allies of the caster, but never the caster themselves.

    Unattended, nonmagical items get no saving throw. Magical leather gets a saving throw against the spell, and leather worn or in the possession of a creature uses the creature's saving throw, unless its own is higher.

    Creatures wearing armor or clothing made of leather, or wearing an item made wholly or significantly of leather (at least 5 lbs.) is subject to grapple attempts every round on the caster's initiative. The animated leather uses the caster's intelligence modifier as its Strength modifier, is considered a Medium creature, and automatically grabs its target if the target is touching or wearing the item. An animated leather item grappling or pinning a creature may, as it chooses, do damage as an unarmed Medium creature (1d3 nonlethal), or disarm or use the creature's own weapon against them if pinning.

    If an unattended leather item is successfully animated, it is immobile, but will attempt to initiate a grapple on any adjacent creature (apart from the caster). Unattended leather items are considered to have hardness 2 and 5 hit points/inch of thickness. As an undead creature, animated leather can be damaged by positive energy, as well as be turned or rebuked; however, a turned or rebuked animated leather item will only refrain from attacking the turning cleric, and cannot be destroyed, bolstered or commanded.


    Rapid Reference
    School: Divination, Level: Bard 0, Sor/Wiz 0
    Components: V
    Casting time: 1 Standard action
    Range: 60 ft.
    Area: Cone-shaped emanation
    Duration: Concentration, up to 1 min/level
    Saving throw: None
    Spell Resistance: No

    Specify a word or a short phrase comprising of no more than five words in total. You can immediately detect this word or phrase in written documents within a cone-shaped emanation originating from your square. If located within a book, you also know which page and line contains each instance of the caster's key word or phrase. This spell can penetrate mundane drawers, chests and secret compartments, but cannot bypass any form of magical protection. This caster must know the language of their key word or phrase in order to detect it.


    Circle of Razors
    School: Conjuration (Creation), Level: Sor/Wiz 1
    Components: V, S, M
    Casting time: 1 Standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 5 ft. circle surrounding one creature
    Duration: 1d4+1 rounds/+1 round every 2 levels (max 1d4+5)
    Saving throw: Special; see text
    Spell Resistance: No

    The caster conjures a circle of dancing razors around a target. Creatures trapped inside the circle of razors can act and fight normally, but any attempt the trapped creature makes to leave, voluntary or not, automatically incurs 1d4/level (max 5d4) slashing and piercing damage.

    When initially cast, the target creature is entitled to one Reflex saving throw. If successful, the target creature can move 5 feet in any direction; the circle remains active on the square the target creature used to inhabit. Creatures trapped inside the circle are entitled to a Tumble check (DC equal to the caster's spell DC) to escape the circle once trapped inside; if successful, treat as if the creature made a successful Reflex saving throw.

    Material component: A loop of wire

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    Dwarf in the Playground
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    Default Re: Low Power Spells

    Memento
    School: Enchantment; Level: Cleric 2
    Casting Time: One standard action
    Components: VS
    Range: Touch
    Target: Willing creature and piece of equipment
    Duration: Instantaneous
    Saving Throw: None

    The caster forges an unbreakable bond between the target and a piece of their equipment, turning the equipment into a Memento. If the creature dies, the Memento gains special qualities. If worn, the Memento grants access to the memories of the dead creature as if they were the wearer's. Additionally, for the purposes of the spell Resurrection, the Memento is treated as having been part of the creature's body at the time of death. If the creature returns to being alive through any means, the Memento returns to being a mundane piece of equipment.
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    Ogre in the Playground
     
    Flumph

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    Default Re: Low Power Spells

    So Memento is useful if you have a dying sage of lost lore, and you use that to have a portable knowledge check boost.

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    Ogre in the Playground
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    Default Re: Low Power Spells

    I've got another spell for you. It goes like this:

    Distant Chime
    Evocation
    Level: Brd 2
    Components: V, S, F
    Casting time: 1 standard action
    Range: See text
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You ring an etched bell, and the targeted creature hears the chime. You must be familiar with the targeted creature. The only information communicated is the note (i.e. timing/length is not included).

    If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the distant chime does not arrive.

    Focus: A etched silver bell with a ruby, sapphire or emerald embedded. Each bell is a different note (i.e. there are three possible messages), and each costs 100 gp.
    Last edited by qwertyu63; 2014-04-29 at 03:01 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  18. - Top - End - #18
    Dwarf in the Playground
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    Default Re: Low Power Spells

    I hadn't thought of that, regarding Memento. And now, for its exact opposite:

    End of Grief
    School: Enchantment; Level: Cleric 3
    Casting Time: One standard action
    Components: VS
    Range: Touch
    Target: Dead creature (whole corpse)
    Duration: Instantaneous
    Saving Throw: Will negates (see text)

    The caster eases the passing of the target. On casting End of Grief, all creatures with memories pertaining to the target must make a Will save. If unsuccessful, these memories are lost. If the saving throw is successful, the memories are not lost, and the creature becomes aware that End of Grief had been cast. Creatures are entitled to another saving throw whenever they are presented with proof of the target's existence, for example, finding items belonging to the target, or pictures. If successful, the memories return as if the initial saving throw had been successful.
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