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  1. - Top - End - #1
    Ettin in the Playground
     
    Bohandas's Avatar

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    Default 1001 Homebrew Spells

    This is a thread to post homebrew spells. Any system (though most of mine will be 3.5). Let's try to get over a thousand. I'll get us started:

    1.) Cat's Strength (D&D 3.5)
    Transmutation
    Level: Clr 2, Drd 2, Hex 2, Pal 2, Sor/Wiz 2
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The subject becomes weaker. The spell causes a -4 enhancement penalty to Strength, with the usual changes to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

    Cat's Strength counters and dispels Bull's Strength and vice-versa.

    Arcane Material Component
    A hairball

    2.) Bull's Grace (D&D 3.5)
    Transmutation
    Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The transmuted creature becomes less graceful, agile, and coordinated. The spell causes a -4 enhancement penalty to Dexterity, adding the usual effects to AC, Reflex saves, and other uses of the Dexterity modifier.

    Bull's Grace counters and dispels Cat's Grace and vice-versa.

    Material Component
    a bit of powdered horn

    3.) Oxís Cunning (D&D 3.5)
    Transmutation
    Level: Brd 2, Drd2, Hex 2, Sor/Wiz 2
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The transmuted creature becomes stupider. The spell imposes a -4 enhancement penalty to Intelligence, adding the usual effects to Intelligence-based skill checks and other uses of the Intelligence modifier. The duration is too short to affect Wizards' (and other spellcasters who rely on Intelligence) spells per day, but the save DCs for spells they cast while under this spellís effect are effected. This spell doesnít remove or affect extra skill points.

    Arcane Material Component
    an ox tail

    Ox's Cunning counters and dispells Fox's Cunning and vice versa

    4.) Canal Ray (D&D 3.5)
    Evocation [Acid, Air]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more rays
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You blast your enemies with rays of acidic energy. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of acid damage.

    The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

    Canal Ray counters and dispels Cathode Ray (see below) and vice versa

    5.) Cathode Ray (D&D 3.5)
    Evocation [Electricity]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more rays
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You blast your enemies with rays of electricity. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of acid damage.

    The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

    Cathode Ray counters and dispels Canal Ray and vice-versa

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    Ogre in the Playground
     
    HalflingPirate

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    Default Re: 1001 Homebrew Spells

    6) False Mind
    Abjuration
    Level 2
    Components: VSM
    Casting time: one ten minute turn
    Duration: one hour per level
    Range: Touch
    Area of Effect: one person
    Saving Throw: n/a (subject must cooperate during casting or the spell fails)
    Spell Resistance: n/a (subject must cooperate during casting or the spell fails.)

    The recipient of this spell gains protection against mind-reading for the duration of the spell. Any attempts to read the mind of the subject will instead result in reading a programmed script devised at the time of casting which can be anything the spell subject desires.

    Outrageous or inapplicable false thoughts allow the mind reader a contested Will save to deduce that the subject is projecting false thoughts, but do not allow the mind reader to actually read the protected character's mind.

    The long casting time is required for the subject to devise the false thoughts mind readers will learn. They must be written by the subject on a metallic foil which is folded into a hat the subject wears. Removing the hat ends the spell, but wearing it under or over other headwear does not impair the spell. The spell will fail if anyone but the recipient of the spell attempts to write the thoughts.

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    7) Ghostly Tail (D&D 3.5)
    Transmutation
    Level: Drd 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched or Self
    Duration: 10 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This caster is treated as having a "Third Hand" in the form of a transparent tail (up to caster what it looks like) but smaller degree of manipulation but has the same range of reach. This tail can do anything your hands can do and allows you to hold and use items but use of those items with that tail suffer -2 to all checks if only the tail is used or -1 if the tail and a hand are used. For instance if you are wielding a great sword with a hand and tail you subtract -1 from all rolls using that weapon.

    Arcane Material Component:
    Waxed String with glass or amber beads tied along it.
    Last edited by InkisRatticus; 2018-02-11 at 06:48 PM.
    This is Foxglove:

    DM - Recruiting for From Buried Towers to Wings on High (3.5 e6, Kobolds, Quest to become Dragons)

    Spoiler: My Games:
    Show

    DM - Horrors, Pestilence, and Death OoC / IC
    Player - Reset, Reboot, And Try Again IC / OoC

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    NinjaGuy

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    Default Re: 1001 Homebrew Spells

    The Long Goodbye

    Necromancy [Evil]

    Level: Clr 3
    Components: V, S, M, DF
    Casting Time: 1 minute
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You temporarily restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level.

    Once broken, the connection between body and soul is very difficult to repair fully. The subject of the spell is exhausted, and has no spells prepared or spell slots available. Each day, the subject must make a DC 15 Fortitude save for each ability score. On a failed save, subject permanently loses 1 point from that ability. When any ability score reaches 0, the subject dies, its soul returning to the afterlife permanently.

    When the subject dies, it reanimates as a zombie within 24 hours.

    A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creatureís equipment or possessions are affected in any way by this spell.

    Constructs, elementals, outsiders, and undead creatures canít be raised.

    Material Component

    A black onyx gem worth at least 25 gp.
    Last edited by johnbragg; 2018-02-11 at 09:44 PM.

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    Bugbear in the Playground
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    Default Re: 1001 Homebrew Spells

    8) Armor Armsman (D&D 5e)
    4th level Transmutation (Wizard, Sorcerer)
    Components: V, S
    Casting Time: 1 Action
    Range: Personal
    Duration: Concentration, up to 10 rounds

    Upon casting this spell, the armor the caster is wearing, provided it covers their body fully (such as plate, padded, leather or scale mail), comes to life, offering them improved strength and skill in personal combat and protecting them from harm more effectively. While this spell lasts, the caster's Strength score is improved, their Dexterity score is set and they gain temporary HP as listed in the table below, and they may make a single attack as a Bonus Action. They also become proficient in all Simple and Martial weapons, as well as the armor they are wearing as they cast the spell, for the duration of this spell.

    Armor type Strength bonus Set dexterity Temporary HP
    Light +0 16 30
    Medium +2 14 40
    Heavy +4 10 60

    Should the caster take damage exceeding the amount of temporary HP granted by this spell, the spell ends and the armor they wear is destroyed and must be repaired before it may be used again. Unlike most Concentration spells, being attacked while this spell is active does not force a Concentration check, as the armor alone takes the blow.

    ---

    The ultimate idea, here, is putting a chunk of an Animated Object on top of a spellcaster. It's kinda crazy efficient for spells to health, but that requires wearing armor that you are probably not proficient in. And thus you suffer penalties. Unless you're an Illusionist Wizard, in which case you burn a slot on Adamantine Plate, cast this, then laugh as you attack with potentially-considerable extra strength (+2 to attack rolls and damage is nasty in 5e, right?) and no actual risk because you can just make another suit of armor on the spot and run away with your spontaneous 30-60 extra health. Ultimately, it's a lesser, higher risk, version of Tenser's Transformation that doesn't preclude spellcasting.
    My most liked class, thematically, is the Artificer. Make free items! (fail by RAW to)Hold up the setting! Have access to every magic item...
    My most liked class, mechanically, is the Bard. I sing the enemy to death! (at level 21)I talk you into a suicidal fanatic! I need to cheese rules that make me sing as I fight or talk to get things done...

    I prefer t2 over anything else, because t2 lets you become anything. I think Psionics is more versatile than magic.

    Homebrewer's sig

  6. - Top - End - #6
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    HalflingPirate

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    Default Re: 1001 Homebrew Spells

    10) Unseen Servants

    The Unseen Servant is useful for cleaning up after a wizard, but hardly useful otherwise. This has lead to the development of more powerful specializations based off of the Unseen Servant which, unless otherwise noted, conforms to the level 1 version of the spell.

    Unseen Guard
    Wizard 2, Bard/Sorceror 3
    Components: V,S,M

    The caster must provide the creation with some means of making noise. It can be a musical instrument such as a horn, or a simple metal pan it can bang against a rock, but the result must be a noise that can be heard by all. (It can only play music when created by a Bard.) It must be given a command to guard a person or location, but it lacks any ability to make judgements, so it can't distinguish between friend or foe. Simply moving within its 90 foot detection range or exiting its area does not trigger it. When someone or something other than the caster moves into a 90 foot radius of the Unseen Guard's subject, and is in line of sight of the Unseen Guard, (stealth applies, but neither invisibility or etheralness does,) the guard will use its noisemaker to alert everyone that can hear. When the spell expires the noisemaker falls to the ground and may be reused.


    Unseen Warrior
    Wizard 3, Bard/Sorcerer 4
    Components V,S,M

    The caster must provide the creation with a Simple melee weapon of Medium size or smaller. It then can wield this weapon as a Warrior of the caster's level. Ranged weapons cannot be used by this creation, but improvised weapons can. It will follow the creator who may command it to attack specific targets, each command requiring an action by the caster that prevents spellcasting in the round in which the command is given. The AC of the Unseen Warrior is 10, but it is treated as invisible. Its HP and saves are the same as the caster's.

    There is a chance, 20%-Caster Level, (only levels in the spellcasting class apply for multiclass characters,) that one magic property of a magic weapon issued to the Unseen Warrior, (selected by the DM,) can be consumed permanently when the spell expires or the Unseen Warrior is destroyed. Otherwise the items simply fall to the ground when the spell ends or the Warrior is destroyed.


    Unseen Fighter
    Wizard 4, Bard/Sorcerer 5

    This version is in all ways similar to the Unseen Warrior, except that it can use any melee weapon and benefit from Armor and Shield as well, assuming they were issued to the Fighter at the time of casting. Each item given to this creation must be checked to determine if any magical properties are lost.


    Unseen Mage
    Wizard 5, Bard/Sorcerer 6

    At the time of casting the creator gives a number of scrolls to the Unseen Mage who uses them as directed by the creator. By default this will be in the order in which they are given to the Unseen Mage. The creator may command the Unseen Mage to attack the creator's target or to await command at the time of creation. As with the Unseen Warrior, commanding the Unseen Mage requires an action, whether to designate a target or to designate a particular scroll be cast. (Both commands may be given as part of the same action.)

    The Unseen Mage is incapable of physically attacking anything, being wholly reliant upon the scrolls issued at the time of creation. After creation the Unseen Mage cannot be given additional scrolls. The number and levels of scrolls is limited by the spell slots of the creator. A wizard with two Level 5 spell slots cannot issue Level 6 scrolls to the Unseen Mage, and cannot issue three Level 5 scrolls. The Unseen Mage cannot use Meta-magic feats under any conditions and gains no bonus spell slots for high Intelligence.

    Like the Unseen Warrior, the Unseen Mage is the same level as the creator and has the same HP and Saves. Unless it is required by a spell to execute a Touch attack or to move into casting range it will remain within 10 feet of the creator unless specificly commanded otherwise. When the spell ends, any unused scrolls are consumed.

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    Default Re: 1001 Homebrew Spells

    dot for dot sake
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


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    11.) Zagyg's Towering Inferno (D&D3.5, epic)

    Evocation (Fire)
    Spellcraft DC: 81

    Components: V, S, M, F, XP
    Casting Time: 11 minutes
    Range: 300 Feet
    Area: four 60 foot wide by 200 foot high walls and twenty 60 foot by 60 foot floors
    Durion: Permanent
    Saving Throw: Yes
    Spell Resistence: Yes
    To Develop: Seed energy (200x200 wall of flame) (DC 19) factors: increase area to 3x (+8), unusual shape (ad hoc +3), permanemt (x5) increase cating time by 10 minutes (-20), Decrease damage die 1 step (-5), component: wand of wall of fire (ad hoc -8, based on the wand's xp cost to create), focus: ring of fire elemental command (ad hoc -16, based on xp cost divided by 5), burn 2000 xp (-20)

    Conjures a 60 foot wide, 200 foot high, 20 story building made of fire. One side of each wall and floor, selected by the caster, sends forth waves of energy, dealing 2d3 points of fire damage to creatures within 10 feet and 1d3 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d4+20 points of fire damage to any creature passing through it. Even if the spell fails it still creates four regular Walls of Fire along the tower's base which appear 6 minutes into casting and persist for 1 round per caster level afterward

    Elementals or outsiders wih the fire subtype can walk on the building's floors as if it were solid

    Focus: A Ring 0f Fire Element Command. All of its spells must be ready to use when the casting starts and all are discharged by the time the spellcasting ends (so one would need to wait a day after casting the spell before one could use the ring again for wall of Fire, and a week before one could use it for Flame Strike)

    Material component: A fully charged wand of Wall of Fire, which is completely depleted by the spell.

    XP Cost: 2000 xp

    12.) Invisibility, Lesser (D&D 3.5, but should work in other editions where invisibility works similarly)

    Level: Brd 1, Sor/Wiz 1

    As Invisibility except that worn and carried items are not turned invisible with the subject

    EDIT:

    13.) Tasha's Karmic Realignment
    Abjuration (or possibly Abjuration/Necromancy [Chaos] or Conjuration/Necromancy [Chaos])
    Level: Clr 4, Shu 4, Adept 5, Wiz 6, Wuj 6
    Components: V, S, M, F, DF, Location
    Casting Time: 1 hour
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous or 1 hour/level. See text
    Saving Throw: Will negates. See text
    Spell Resistance: Yes

    By adding and removing good and bad karma, you directly alter a creature's alignment without changing it's thoughts or behaviors. This spellhas several possible effects

    Realignment
    You can change the target's alignment by one step. They are their new alignment for the purposes of game mechanical effects, but this doesn't change the target's thoughts or personality - it is merely a rearrangement of karmic particles (compare the spell Animate Dead) - and they likely will drift back to their original alignment over time barring an unrelated change in behavior. This usage cannot move a creature with an alignment subtype away from its subtype's alignment (but see below)

    Dealignment
    You can suppress an alignment subtype for a time, until the affected creature performs a major deed of their subtype's alignment or enough minor deeds sufficient to move a normal creature to that alignment from neutral. Saves against this effect use the higher of the target's will or fortitude saves.

    Add/Remove Corruption Taint
    This spell can reduce or increase the characterís corruption score (see Heroes of Horror) by 1 point per five caster levels. If used within 24 hours of the targetís acquiring enough taint to qualify as mild taint, it can reduce taint below that threshold. Saves against this effect use the higher of the target's will or fortitude saves.

    KArmic Retribution
    Adds a +1 sacred bonus to a non-evil creature's saves and AC for one hour/level and a +1 sacred bonus to their next skill check or a -1 sacred penalty to a non-good creature's saves and AC for one hour/level and a -1 sacred penalty to their next skill check

    Material Component:
    Burning incense.
    Additionally moves toward good or to remove taint require that the target be either clensed with water or anointed with oil, moves toward evil or to bestow taint require the target to be smeared with blood, other bodily fluid, or grave dirt, and moves toward chaos require the target to consume alcohol.

    Focus:
    Acceptable foci depend on the alignment the target is being moved towards. But in any case must include at least 1000 gp worth of items from any applicable categories (total. If more than two categories apply they don't have to pay twice):
    Toward evil: 1000 gp worth of poisons or undead creatures
    Toward Good: 1000 gp worth of newborn domestic animals or holy symbols of any god(s)
    Toward Chaos: 1000 gp worth of stolen goods or gambling paraphenalia
    Toward Law: 1000 gp worth of mechanical devices or legal docuents
    Towards neutral with regard to good and evil: 1000 gp worth of plants or non-domestic animals
    To neutral with regard to law and chaos: 1000 gp worth of multitool-like objects

    Location:
    A spell to change alignment to evil must be cast in a dark or shodowy location, A spell to change alignment to good must be cast in a bright or sunny location, A spell to change alignment to lawful must be cast in an artificially lit location, A spell to change alignment to chaotic must be cast in an area with an inconsistent light source (such as flickering flames or even the moon)

  9. - Top - End - #9

    Default Re: 1001 Homebrew Spells

    14)

    Force Slice (D&D 3.5)
    Evocation [Force]
    Level: Brd 1, Sor/Wiz 1
    Components: V
    Casting Time: 1 standard action
    Range: 10 feet
    Target: One non-magical object
    Duration: Concentration, up to 1 round/level
    Saving Throw: None
    Spell Resistance: None

    A small blade shaped force object forms near the caster. This spell is used to make small slices in non-magical objects. The spell causes 2 points of damage per round of concentration to a single visible object, ignoring the first 10 points of hardness. This spell can be used to cut through metals almost as easily as rope or wood, and cuts with as much skill as the caster has with a small knife.

  10. - Top - End - #10
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: 1001 Homebrew Spells

    Spoiler: Tasha's Karmic Realignment
    Show
    Quote Originally Posted by Bohandas View Post
    EDIT:

    13.) Tasha's Karmic Realignment
    Abjuration (or possibly Abjuration/Necromancy [Chaos] or Conjuration/Necromancy [Chaos])
    Level: Clr 4, Shu 4, Adept 5, Wiz 6, Wuj 6
    Components: V, S, M, F, DF, Location
    Casting Time: 1 hour
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous or 1 hour/level. See text
    Saving Throw: Will negates. See text
    Spell Resistance: Yes

    By adding and removing good and bad karma, you directly alter a creature's alignment without changing it's thoughts or behaviors. This spellhas several possible effects

    Realignment
    You can change the target's alignment by one step. They are their new alignment for the purposes of game mechanical effects, but this doesn't change the target's thoughts or personality - it is merely a rearrangement of karmic particles (compare the spell Animate Dead) - and they likely will drift back to their original alignment over time barring an unrelated change in behavior. This usage cannot move a creature with an alignment subtype away from its subtype's alignment (but see below)

    Dealignment
    You can suppress an alignment subtype for a time, until the affected creature performs a major deed of their subtype's alignment or enough minor deeds sufficient to move a normal creature to that alignment from neutral. Saves against this effect use the higher of the target's will or fortitude saves.

    Add/Remove Corruption Taint
    This spell can reduce or increase the characterís corruption score (see Heroes of Horror) by 1 point per five caster levels. If used within 24 hours of the targetís acquiring enough taint to qualify as mild taint, it can reduce taint below that threshold. Saves against this effect use the higher of the target's will or fortitude saves.

    KArmic Retribution
    Adds a +1 sacred bonus to a non-evil creature's saves and AC for one hour/level and a +1 sacred bonus to their next skill check or a -1 sacred penalty to a non-good creature's saves and AC for one hour/level and a -1 sacred penalty to their next skill check

    Material Component:
    Burning incense.
    Additionally moves toward good or to remove taint require that the target be either clensed with water or anointed with oil, moves toward evil or to bestow taint require the target to be smeared with blood, other bodily fluid, or grave dirt, and moves toward chaos require the target to consume alcohol.

    Focus:
    Acceptable foci depend on the alignment the target is being moved towards. But in any case must include at least 1000 gp worth of items from any applicable categories (total. If more than two categories apply they don't have to pay twice):
    Toward evil: 1000 gp worth of poisons or undead creatures
    Toward Good: 1000 gp worth of newborn domestic animals or holy symbols of any god(s)
    Toward Chaos: 1000 gp worth of stolen goods or gambling paraphenalia
    Toward Law: 1000 gp worth of mechanical devices or legal docuents
    Towards neutral with regard to good and evil: 1000 gp worth of plants or non-domestic animals
    To neutral with regard to law and chaos: 1000 gp worth of multitool-like objects

    Location:
    A spell to change alignment to evil must be cast in a dark or shodowy location, A spell to change alignment to good must be cast in a bright or sunny location, A spell to change alignment to lawful must be cast in an artificially lit location, A spell to change alignment to chaotic must be cast in an area with an inconsistent light source (such as flickering flames or even the moon)


    PEACH:
    As written this spell is far too powerful for an involuntary effect. Atonement is much less powerful and a level higher. My opinion is that this is a level 8 or 9 spell. It is also clearly a cleric specific spell, so other caster types should be excluded.

    It is an interesting spell concept.

    15) Kinetic Missile
    Evocation
    Level 2 Wiz/Sor

    This adaptation of the Magic Missile is unable to inflict damage on living beings, but it is capable of knocking them down. Objects, on the other hand, can be damaged, weakened, or destroyed by this spell.

    Against a living creature the spell is treated as a Knockdown attempt by a fighter of the wizard's level, substituting the Wizard's Int for Str. Any item held or worn by a creature which allows the item a save cannot be individually targeted. Such attempts are treated as a knockdown attempt on the creature itself.

    The visual effect of this spell is the buildup and sudden release of a large bolt of magical energy which impacts the selected target.

    Against objects the spell inflicts 1d4+1 HP of Magic damage per caster level, up to 20d4+20. It bypasses most hardness as below.

    Non-magical items:
    Wood = bypasses any hardness
    Metal = 1/4 hardness
    Cloth, Wicker, soft items = half damage

    Magical Items:
    Wood = bypasses the non magical portion of its hardness. Only hardness from magical sources applies.
    Metal = 1/4 hardness + all extra hardness from magical sources +5 hardness per +1 if applicable.
    Soft items with magical hardness are immune to this spell.

    If the HP inflicted by the spell do not exceed the HP of the target, the target is damaged but remains functional.
    If the HP inflicted by the spell equals or exceeds the HP of the target, the target shatters like glass.

    The shattering and/or debris cannot be used to inflict damage on living creatures even if the creature is directly behind the destroyed object.
    Last edited by brian 333; 2018-02-15 at 05:30 AM.

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    Default Re: 1001 Homebrew Spells

    )16 Wild Sense (D&D 3.5)
    Divination
    Level: Drd 2, Rag 2
    Components: V
    Casting Time: 1 standard action
    Range: self
    Area: one mile
    Duration: 1 minute
    Saving Throw: None
    Spell Resistance: None

    This spell gives the caster a supernatural sense of all the surrounding natural terrain. The caster can learn the direction, but not exact location, of any natural feature, terrain, object or creature; if they are within the spells area. For example the caster could find a river, a cheery tree or a wolf. A specific individual object or creature can not be sensed with this spell. If more then one natural feature, terrain, object or creature is within the area, the caster only is given the direction of the closest one.

    The caster can also learn the direction of anything unnatural within the area if they wish to do so.

    This spell provides a +2 Insight bonus to knowledge nature and Survival checks.
    Last edited by Darth Ultron; 2018-02-17 at 07:22 PM.

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    Dwarf in the Playground
     
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    Default Re: 1001 Homebrew Spells

    A spell for 5e

    Touch of Life[Cleric, Druid]
    9th level conjuration
    Casting Time: 1 Action
    Components: V, S, M (diamonds worth at least 5'000 gp which the spell consumes)
    Range: Touch
    Duration: Concentration, up to 1 minute

    You touch a dead creature who has been dead for up to 2 minutes and temporarily restore it to life. The subject's soul must be free and willing to return, otherwise the spell fails.
    When you cast the spell, the creature is immediately restored to full hit points, vigor and health without a stanard -4 penalty from a usual raise dead spell.
    Normal poisons and normal diseases are cured in the process of raising the subject, but magical diseases and curses are not undone.
    While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature must be whole. Otherwise, missing parts are still missing when the creature is returned to life. The creature's equipment or posessions are untouched by the spell.
    You can revive someone who has been instantly killed either by massive damage or by a spell like disintegrate or someone who has been turned into an undead and then killed again. The spell doesn't work on constructs, elementals, celestials, fiends and undead.
    When the spell ends, the creature dies as if it had never been raised.
    Though the creature briefly returns to life, use the time of its death prior to the casting of this spell for the purposes of determining its time since death.

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    Ogre in the Playground
     
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    Default Re: 1001 Homebrew Spells

    18) The Golden Stair

    Level 3 Illusion

    The spellcaster weaves light into a stairway which can be up to 10 feet per caster level. It must touch the ground at the point of casting, and can extend in a straight line from that point at any angle from ninty degrees down to ninty degrees up. When vertically inclined at sixty degrees or more the stair becomes a ladder, and at angles under fifteen degrees the stair appears to be a bridge.

    The span is normally three feet wide. A caster may increase the width by reducing the length in the same proportion, but may not increase the length by narrowing the stair. Thus, a caster capable of creating a 50' long stair may choose to increase the width to 6', resulting in a maximum length of 25'. A 9' wide stair would be but 16.33' long when created by this same caster.

    The stair may be made permanent via divine or arcane means of creating magic items, usually requiring 1000gp of precious gems per 3' wide by 10' long span. Permanent stairs may be constructed to be one-way, being insubstantial and translucedt when attempting to go the wrong direction. They may also be one-use, or those who may use it may be named individually or collectively. For example, "My Friends," "Bob, Jill, and Anderson," or "Anyone wearing a Def Leppard T-Shirt," are all valid restrictions on the use of a Golden Stair.

    Divine stairways may limit use to specific worshippers, faiths, or alignments as well. Materials more suitable to the divine origin of the spell may be used instead of gold. Iron for Lawful Evil, Silver for Neutral Good, etc.

    The temporary version lasts until dismissed by the creator or for a maximum of ten minutes per caster level. Anything on the span falls into whatever is beneath the span.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by brian 333 View Post

    PEACH:
    As written this spell is far too powerful for an involuntary effect. Atonement is much less powerful and a level higher. My opinion is that this is a level 8 or 9 spell. It is also clearly a cleric specific spell, so other caster types should be excluded.

    It is an interesting spell concept.
    I suppose the subtype suppression is a bit powerful, but otherwise, to me, it doesn't seem particularly strong compared to atonement. It can't restore spellcasting abilities or change alignment by more than one step. I suppose that maybe the subtype suppression should fall under the 1 hour per level timelimit and maybe the focus should cost more

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    Default Re: 1001 Homebrew Spells

    )19 Lag Behind (D&D 3.5)
    Enchantment (Compulsion) [Mind Effecting]
    Level: Sor/Wiz 1, Brd 1
    Components: V, S,M
    Casting Time: 1 standard action
    Range: Medium
    Target 1 creature/2 levels up to a max of 4
    Duration: 2d4 rounds
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell is similar to but less powerful than Confusion. If the subject fails his Will save he is magically confused and delays his turn until all other combatants have acted. Thus he drops to the bottom of the initiative order and always goes last in the round; he is unable to ready an action. Each round, as a swift action at the start of his turn, the subject can attempt a new saving throw to end the effect. If the save succeeds, the subject can then act normally.

    Material Component- A small copper disk.

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    Spell Name: Manacles
    Class/Spell Level: Elementalist/level 1
    Casting Time: short
    Range: 30
    AOE: single target
    Savings Throw: neg
    A magic pair of manacles chain two arms behind the back of the target. If the target doesn't have "arms" it will use similar appendages such as legs, tentacles, branches, etc. For two armed humanoid types with their arms behind their back will find fighting to be difficult to impossible. Caster must have a pair of manacles to throw at the target. Target may attempt bend bars to escape or escape artist to escape. Otherwise will last for 1 day per level maximum or removed using key before that time. The manacles are ordinary and be removed/overcome by other means. Ex: cut, lock picked, etc.

    The Sickly Itch:
    Class/Spell Level: Witch/2nd level, Witch Doctor, Druid and other nature types/3rd level.
    Range: 40
    AOE: Special
    Savings Throw: Neg
    Duration: 10 minutes plus 1 minute per level. Although it is cumulative with other exposures from other people.
    Targets a single target. Anyone who fails a savings throw, many puss filled blisters appear and explode hitting anyone with exposed flesh within a 10 foot range. They also must make savings throws or be infected and explodes. Infected are covered in foul smelling and itchy blisters and will fight a disadvantage (-1 to initiative and -2 to hit) and will have puss filled blisters explode when hit in combat. Although it only affects warm blooded creatures, zombies can be infected as well. Witches have been know to cast spell on zombies to use against others.

    Paladins Law:
    Class/Spell Level: Paladin/5th level
    Range: 0
    Target: self
    Duration: 1 combat round per level.
    Paladin is effectively mind barred. Once per combat round, the paladin may automatically hit with one of his weapon attacks any extra attacks are at -2. If critical hits are used the automatic hit has a 20% chance of a critical hit and +15% added to critical hit resolution. This spell is very draining and many not be used more than once per day nor more than three times in a given 7 day period.

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    Leprequivalence (5e)
    Bard/Wizard cantrip
    Illusion, S
    1 Action
    Touch
    10 minutes, concentration
    You can disguise any object that fits within a 3-foot cube as any other object, changing the apparent form, colour and material in any way desired, provided the changes don't stretch outside the 3 foot cube. This illusion is attached to the object and follows it around at the same speed as the real thing but does not hold up to physical inspection.

    Sagittarius' Spell of Dizzying Verbosity and a Near-Infinite Gaspillage of the Finite and Priceless Time we Have on This Earth, Brought to You by the Arcane University of Mechanus (5e)
    Bard/Wizard/Warlock 1
    Enchantment, V
    1 action
    10 ft.
    1 minute
    One creature you choose within range must make a Charisma saving throw or start talking in an incredibly wordy and cryptic fashion involving various elaborate hand gestures, extending the time used to perform reactions with verbal components to a bonus action, bonus actions with verbal components to an action, and actions with verbal components a full round's worth of actions, including bonus actions and reactions.
    Last edited by Mogoblin; 2018-02-25 at 11:36 AM.

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    22.) Estrange Person (3.5e)

    Enchantment (Charm) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell causes the target to temporarily forget any prior familiarity they had with the caster and treat them as an unfamiliar person that they're meeting for the first time

    Counters and dispels charm person

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by brian 333 View Post

    PEACH:
    As written this spell is far too powerful for an involuntary effect.
    Would it help if I made it helpless targets that have been present for the full castig process only?

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Bohandas View Post
    Would it help if I made it helpless targets that have been present for the full castig process only?
    Altering a character's alignment against its will is, in my opinion, a very huge deal. This is in the realm of artifacts and epic magic. A temporary effect, limited to hours at best, might be possible with mortal magic, but even this is extremely poweful.

    For example, it can turn a Paladin into a Fighter with crappy feats, or turn a Druid into an Expert with no spellcasting capability.

    In my opinion, (I am admittedly not the arbiter of right and wrong) changing alignments is a serious matter which a DM should only do after having discussed the issue with a player. It certainly should not be something a player can force on another player.

    Imagine an evil character with this spell casting it two times on a Paladin then declaring, "I thought your character should be a Blackguard anyway." How could the player ever get her Paladin back?

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by brian 333 View Post
    Altering a character's alignment against its will is, in my opinion, a very huge deal. This is in the realm of artifacts and epic magic. A temporary effect, limited to hours at best, might be possible with mortal magic, but even this is extremely poweful.

    For example, it can turn a Paladin into a Fighter with crappy feats, or turn a Druid into an Expert with no spellcasting capability.

    In my opinion, (I am admittedly not the arbiter of right and wrong) changing alignments is a serious matter which a DM should only do after having discussed the issue with a player. It certainly should not be something a player can force on another player.

    Imagine an evil character with this spell casting it two times on a Paladin then declaring, "I thought your character should be a Blackguard anyway." How could the player ever get her Paladin back?
    Yeah but if the spell required them to be helpless it would mean they could have just as easily killed them. Atonement is the same level as Raise Dead but doesn't entail level loss

    EDIT:
    Also, you caught the part about how it only modifies karma and doesn't alter behavior right?

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    23.) Cow's Wisdom (3.5e)
    Transmutation
    Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2, Hex 2
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The transmuted creature becomes dumber. The spell grants a -4 enhancement penalty to Wisdom, with the usual changes to Wisdom-related skills and Will saves. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive cow'sís wisdom do not lose bonus spells from the increased Wisdom, but the save DCs for their spells decrease and they may temporarily become unable to cast some of their higher level spells.

    Arcane Material Component:
    Ground beef

    Cow's Wisdom counters and dispels Owl's Wisdom and vice-versa

    24.) Antagonize Person (3.5e)

    Enchantment (Charm) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell decreases the target's attitude towards the caster by two steps. Targets that were already unfriendly or hostile may attack the caster provided that this is not an obviously suicidal action.

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by Bohandas View Post
    Yeah but if the spell required them to be helpless it would mean they could have just as easily killed them. Atonement is the same level as Raise Dead but doesn't entail level loss

    EDIT:
    Also, you caught the part about how it only modifies karma and doesn't alter behavior right?
    Atonement is as powerful as Raise Dead and it cannot alter alignment against the will, and requires the active participation, of the recipient. A spell which can do so without the active consent and participation of the recipient is an order of magnitude more powerful than Atonement. It is easier to Raise Dead than to perform Atonement because Raise only requires consent, while Atonement involves the victim choosing to atone, seeking the priest capable of performing it, and the spell recipient performing acts of contrition and restitution. You can't simply impose Atonement upon someone.

    So, the spell would be, on that basis alone, much more powerful than listed. But how much more powerful? The spell as written allows another player to alter major traits of another player's character without the consent of the player. It is a game-breaker certain to ruin any campaign. As was pointed out, it can destroy any character class with alignment restrictions, and any cleric character with a single casting. In the case of a paladin the spell can result in permanent loss of class features and feats with no recompense.

    As for karma, the D&D Alignment System is based on actions, not intentions. If your character sets a building on fire to kill off plague-carrying lice therein it might be a Good act, unless it was full of plague victims. Alignment is not divided into two separate things: acts are the basis of alignment change.

    The issue of fair play comes up here as well. How would you take it if a player, in a single casting of a spell, converted your epic mage into a fighter with your current d4 HD, all of your arcane feats erased, and no ability to select replacement feats? Altering a player's character is a huge deal, especially after nine or more levels of advancement.This is something best left to the DM and the player to decide and implement.

    Granted, this is only my opinion. But it's the kind of thing that I've seen ruin campaigns.


    ***

    Smell Of Death

    Necromancy Level 2, Cleric Level 3, Wiz/Bard/Sorc Level 4
    Targets 1 creature
    Duration 1 Turn/ caster level

    The affected being gains the aura, (and aroma,) of a Wight for the duration of the spell. While under the effects of this spell mindless undead will not attack the affected character. Sentient undead must succeed at a DC 20 Will check to choose to attack the recipient unless attacked by the affected character. Each successful attack by the affected character reduces the DC of the check by 1, and although only one save is allowed per combat round, multiple hits in the same round reduce the DC of the check by one for each check. The DC carries over for that undead each round, so if hit twice by the affected character in round 1, on round two the DC starts at 18, and is then lowered by the number of successful hits in that round, and so on.. Inniative determines when the save is rolled, but by default it is made just before the undead's attack routine begins. Once the undead succeeds at this check it is free to attack at will. Note that the attacks of the spell recipient's allies do not affect this, and each undead must make the check separately even if allied.

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    25.) Olidammara's Supper (D&D 3.5; Incantation)

    "Yeah, Iím on a drug. Itís called Charlie Sheen. Itís not available, because if you try it once, you will die. Your face will melt off, and your children will weep over your exploded body" -Charlie Sheen

    "This is my blood of the covenant, which is poured out for many," he said to them -The Bible

    Conjuration/Transmutation [Chaos]
    Effective Level: 6
    Skill Check: Spellcraft (2 successes), Knowledge (Religion) (2 successes), Perform (2 successes); DC26
    Failure: Death
    Components: V, S, M
    Range: Self
    Target: Self
    Duration: 12 hours
    Saving throw: Fortitude partial for failure effect

    This ritual changes a bunch of expensive wines, foodstuffs, and narcotics which are consumed as part of the ritual, into the body and blood of Olidammara, the god of rogues. On success the caster is cured of sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8+10 temporary hit points, and grants a +1 morale bonus on sleight of hand checks, perform checks, and Will saves and immunity to fear effects for 12 hours.

    On failure the caster dies, as their face melts and their body bursts, unless they succeed at a fortitude save (DC 16), in which case they still take 6d4 points of anarchic damage

    Material component: 500 gp worth of fine wine, foodstuffs, and narcotics

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    Default Re: 1001 Homebrew Spells

    Quote Originally Posted by brian 333 View Post
    So, the spell would be, on that basis alone, much more powerful than listed. But how much more powerful? The spell as written allows another player to alter major traits of another player's character without the consent of the player. It is a game-breaker certain to ruin any campaign. As was pointed out, it can destroy any character class with alignment restrictions, and any cleric character with a single casting. In the case of a paladin the spell can result in permanent loss of class features and feats with no recompense.
    I've whipped up a bunch of alignment spells and I disagree on the effect being too powerful - a helm of opposite alignment is a non-epic magic item, phantasmal killer/slay living/baleful polymorph are all more harmful to a paladin than simply losing class features. Of course, if your PCs are using spells like that on each other than the problem is with the players, not the spells themselves. :D

    Smell of death is cool! You could probably just copy the spell level and wording from sanctuary for simplicity too.

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    26) The Questing Wisp.

    Illusion
    Bard/Sorceror/Wizard 5
    Duration: a fortnight

    When this magical effect is created it follows features such as tunnels, trails, or roads, but tends to head in as straight a path as possible at 20 miles per hour away from the caster until it meets a character fitting the description given by the caster. This can be as vague, (a human,) or as detailed, (a human wearing full plate armor bearing a lance tipped with a purple flag,) as the caster desires, but it cannot distinguish one individual from another, so it cannot be used to target a person by name.

    The image has two functions: to lead the caster to a character matching the given description, or to lead a character fitting the description back to the caster. It does so by assuming the image of a will'o'wisp which hovers nearby until noticed, then floating off toward the goal. When the target character stops paying attention the image returns and waits to be noticed again. If the character follows the image it will continue to lead the character in as straight a line as possible, again following roads, paths, and passageways where possible.

    The image lasts until it arrives at its destination or until fourteen days have elapsed.

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    27.) Charm Spirit
    Enchantment (Charm) [Mind-Affecting]

    'Level: Clr 3
    Components: V, S, DF
    Target: One spirit (see text)/
    Duration: 6 hours/level

    This spell functions like charm person, except that rather than humanoids if affects works on Fey, Outsiders, Elementals, Incorporeal Undead, intelligent planar Constructs such as Inevitables, and creatures with the word "spirit" in their names such as Spiritfolk and Famine Spirits. The spell has a 50% chance to breach the type immunities of applivable constructs or undead, but it cannot defeat any other effect that cancels out mind control (such class features, specific racial traits, or spells such as mind blank or protection from good/evil/law/chaos)

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    28) Pain of the Wicked
    6th-level enchantment
    Casting Time: 1 Action
    Range: 30ft
    Components: A sharp piece of obsidian
    Duration: instantaneous

    You raise your hands and utter a ancient chant. You target one creature you can see within range. They must succeed on a wisdom save with disadvantage if they have caused a great amount of pain or death (determined by the DM). While the target is affected by crippling pain, any speed it has can be no higher than 0,10, or 20 feet. The target also has disadvantage on attack rolls, ~ability checks, and *saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on Constitution saving throw, or the casting fails and the spell is wasted.

    *Str and Dex + one of the DMs choice except Con.
    ~ means optional

    Interchangeable options are based off of how much pain the target has caused determined by the DM.
    This is something I homebrewed up for a character i'm using.
    Last edited by Ivor_The_Mad; 2018-04-09 at 08:30 AM.
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    Spoiler: The Night of the Living Thread
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    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

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    Default Re: 1001 Homebrew Spells

    29) Air Spiral (D&D 3.5)
    Evocation [Air]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: 0
    Area : 30 ft. Radius Spread, centered on the caster
    Duration: Instantaneous
    Saving Throw: Yes
    Spell Resistance: Yes


    A swirling vortex of air roars outward from the caster to a radius of 30 feet. Dealing 1d8 bludgeoning damage per level. Those who fail the reflex save are also knocked prone. The air spiral also blows away light objects, like loose sand, piles of scrolls and the like.

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    30: Hell Hole
    Conjuration/Summoning, Evil
    Level 6 Clr, Level 7 Sorc/Wiz
    Components = VSM
    Casting Time = 1 Turn
    Range = 0
    Area of Effect = a circle with a 6' radius, (or four 5' squares on a combat grid)
    Duration = Permanent until triggered, instantaneous at trigger point.
    Saving Throw = Reflex
    Spell Resistance = Yes

    When this spell is used it creates a magical trap of a diabolical nature which swallows one or more creatures up to twice the HD of the caster. A Reflex Save is allowed to avoid being caught, and a successful Spell Resistance check allows the spell to trigger harmlessly.

    When cast the Hell Hole must be drawn as a magic circle, pentagram, or other arcane shape which defines the area of effect. The drawing may be confined by the shape of the area, or drawn up the side of a wall or ceiling, so long as the center of the circle so defined is on the floor. The area of effect may not be intentionally reduced or altered from its circular shape.

    The final component of the casting is an iron plaque or disc which has been plated in brass with a diabolical symbol imprinted on it. The plaque may be as small as a coin or as large as the spellcaster desires, but it, along with the special chalks with brass filings mixed in which are used to draw the spell circle, cost up to 500gp per casting. The disc is placed at the center of the spell circle to complete the casting.

    The trap persists until the disc is touched, poked, moved or picked up by anyone (except the caster, which breaks the spell.) When this happens the area of effect glows red, then Hellfire bursts from it causing 2d8 damage to everything in the AoE, igniting flamables in the process. (Reflex = Half Damage)

    Immediately thereafter, (part of the same round,) devilish hands reach out to grasp those inside the circle and drag them into it. Beginning with the lowest HD creature in the circle at the time, multiple hands target each creature in the AoE, grasping futilly at those who made their Reflex Save or who were protected by Spell Resistance. The HD or levels of the creatures dragged down may not total over twice the total HD or levels of the caster, (not just Caster Level.) When the next lowest being inside the circle has HD which would exceed the limit, the hands retreat into the ground, taking captured beings with them.

    These characters are not dead. Instead, they are physically located in a void six feet below ground, maintained in a state of suspended animation. While the body is captured, the soul is dragged to Hell where devils can torment it for the duration of its temporary stay.

    After 101 years have elapsed the spell automatically ends, expelling the bodies and reuniting them with their souls. What a soul remembers of the experience is vague at best, but the character's Alignment can affect the clarity of these memories. Lawful Evil characters recall bits and flashes of their existence in Hell, but each step away from LE reduces the clarity of these memories, with Chaotic Good souls recalling only a feeling of unease when thinking about it.

    The spell can also be ended with the successful casting of one of the various Dispell Magic type spells upon the brass-plated iron plaque. The effect of this is exactly as above. If the spellcaster has the disc in hand and is within the original AoE the spell can be dismissed with identical results.

    The bodies can be manually excavated as well, but it will require a Greater Restoration to end the state of Suspended Animation they are in. The use of elementals or Dig spells can speed the process of unearthing the bodies. The manual method of reviving a trapped character is not as certain to achieve positive results. As with Raise Dead, the soul may refuse to be returned. The choice given to the trapped character is to return to the living world or to go on to the Alignment and Deity specific afterlife, and the only knowledge the soul will have upon which to base the decision is the alignment of the caster of the Greater Restoration spell.

    When a soul refuses to return, the living body will remain inanimate, and will die within a week. It can be possessed, and is likely to be by the spirit of a minor devil. Like Vampires, devil-possessed bodies retain the memories of the host body, but the new character thus created cannot gain experience or use cleric spells not granted by a deity of any alignment other than LG. A successful save against the possession attempt leaves a live, but unanimated, body. Having once refused to return to life the evicted spirit may not later choose to reanimate the body, but other agencies may attempt to make use of the living body.

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