My current list of spells (all of them!) for review

billking

First Post
Blizzard

Evocation [Cold]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft + 40 ft/level)
Effect: Snow, sleet, and hail spread 40 ft, 20 ft high
Duration: see text
Saving Throw: Reflex partial; Fortitude half
Spell Resistance: See text

As sleet storm, except the extreme cold caused by the storm also deals some amount of cold damage per round. Creatures are entitled to a Fortitude save for half damage, and a Reflex save as described in the sleet storm spell.

The blizzard may have any duration up to its maximum of 1 round/level. At such a duration, it deals its minimum rate of damage, 1d6 points of cold damage per round. However, the blizzard can be made quicker and more furious, lasting 1 round/2 levels and dealing 2d6 points of cold damage per round; or 1 round/3 levels and dealing 3d6 points of cold damage per round; and so on, up to its minimum duration of 1 round and its maximum rate of damage, 1d6 points of cold damage per caster level. Subjects get a separate Fortitude save for each round of damage.

Spell resistance applies to damage caused by this spell, but not to the sleet storm effect.

Material component: Shards of glass lightly coated in water.

Breeze
Evocation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature or object
Duration: 1 round
Saving Throw: See text
Spell Resistance: See text

Breeze can target either a creature or a small, unprotected flame.
When targeting a creature, the breeze knocks them down if they are Tiny or smaller unless the creature succeeds a Fortitude save. (A knocked down creature is prone; flying creatures are instead blown 1d6x10 ft away from the character.) Regardless of size, if the creature was making a ranged attack at the time, the breeze hampers the attack, imposing a -2 circumstance penalty to the attack. The creature's spell resistance applies.
When targeting a small, unprotected flame (such as a torch or candle), the breeze has a 50% chance of extinguishing the flame. Spell resistance does not apply.

Burning Touch

Necromancy
Level: Sor/Wiz 1

As chill touch, except the victim suffers 1 point of temporary Dexterity damage on a failed save instead of Strength damage.

Call Meteor
Conjuration (Summoning) [Fire]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Unlimited
Target: One location
Duration: Instantaneous (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: No

The character realigns the trajectory of a single meteor to crash upon the selected location. The character needs at least a reliable description of the location; insufficient or misleading information causes the spell to fail.
After 1d6x10 minutes, the realigned meteor strikes its intended location. The meteor itself is a sphere about 5 feet in diameter that deals 3d6 points of impact damage. When the meteor strikes, it explodes, dealing 2d6 points of fire damage to everything within 20 feet of the center of the sphere. Creatures in the area can attempt a Reflex save to half the fire damage; no save is allowed for the impact damage. The explosion sets fire to combustables within the area.
The meteor explodes as soon as it strikes a surface that provides resistance, so an underground location or a strong roof protects creatures and combustables from the meteor.

Material component: A porous lava rock.

Conversation
Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Unlimited
Target: Personal
Duration: See text
Saving Throw: None
Spell Resistance: Yes

Conversation establishes a link between two creatures, after which visual and auditory representations appear before both, allowing them to converse as if in the same room.
The spell is initiated by the character sending a special message revealing his* identity and a telepathic message informing the subject of his intent to speak and instructing him to concentrate to initiate the illusion. If the subject does not immediately answer this message, the character can continue sending this message, once per round, by maintaining concentration.
Once the subject answers the call, a phantasmal duplicate of the character appears in front of the subject and vice versa. The phantasms mimic the actions of the creature they represent, including visual, auditory, olfactory, thermal and even tactile elements, allowing each illusion to push, pull, or possibly even injure the other creature. The phantasms include gear and held objects; when objects are released, they dissappear from the phantasm. After the phanstasms appear, concentration is no longer required to maintain the spell. Either creature may will to break this link at any time, ending the spell; this is a nonaction action.
Across planes, conversation has a 1% cumulative chance to fail each round, ending the spell. (A roll of 1 first round, a roll of 1 or 2 second round, 1-3 third round, etc.)

Copy

Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting TIme: 1 action
Range: Touch
Target: Two pages or one scroll
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Copy duplicates two pages of mundane text from a source touched with the character's off hand to the focus, touched with the character's main hand (ambidextrous characters may use either hand). Copy transfers designs and writing from any surface; etchings on stone are transfered much like a charcoal rub. Copy transfers images in the same size, although it can transfer a part of an image at a time and thus copy a large image through multiple castings.
When used on a scroll or a page from a spellbook, copy either transfers the scroll to a new sheet of parchment or creates a false scroll.
Transfer. The original scroll or spellbook page is used, and its text disappears. The copy receives its text and magical power. When used on a spellbook, the duplicate is still owned by the same owner of the original; copy does not aid in the learning of wizard spells.
Forgery. The forgery of the scroll or spellbook is detected imediately by any character who knows the spell and successfully reads it (using Spellcraft or read magic). Characters who do not know the spell may try to detect a false scroll or spellbook using the Forgery skill after they have read it. If they fail with a scroll, they may use it as normal, but automatically suffer a mishap, dealing 1d6 points of damage per spell level to the user. If they fail with a spellbook, they cannot identify the spell nor can they learn it; they automatically fail Spellcraft checks to learn.
Focus: Two pages of paper or a sheet of parchment.

Deeper Sleep

Enchantment (Compulsion)
Level: Brd 3, Rgr 4, Sor/Wiz 3
Range: Long (400 ft + 40 ft/level)
Duration: 1 hour/level

As sleep, except the spell can affect 1d4/2 levels HD of creatures (max 10d4 HD).

Dim Vision
Transmutation
Level: Sor/Wiz 1
Standard touch spell (in terms of casting time, targets, etc.)
Duration: 1 hour/level
Save: Fort; SR: Yes

The subject's vision is mostly ruined, but it can make out vague shapes. Treat this as having everything else be in near total darkness (darkvision doesn't help). Near total darkness provides nine-tenths cover (40% miss chance to attacks).
Any spell which removes blindness removes dim vision.

Elemental Weapon
Transmutation [see text]
Level: Sor/Wiz 5
Components: V, S, F
Casting: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell imbues a weapon with elemental energy, giving it either the flaming burst, freezing burst, or shocking burst trait. A burst weapon deals +1d6 points of elemental damage on a successful hit. Additionally, on a successful critical hit, a burst weapon deals +1d10 points of elemental damage if the weapon's critical multiplier is x2, +2d10 damage if it is x3, and +3d10 damage if it is x4.
The weapon also gains an enhancement bonus to attack and damage of +1 per three caster levels above 6th (minimum +1 at 9th level; maximum +5 at 21st level). An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attacks.
Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used.
When the character uses a transmutation to add fire, cold, or lightning damage to a weapon, it is a spell of that type. For example, elemental weapon is a fire spell when the character casts it to give a weapon the flaming burst trait and a cold spell when the character uses it to give a weapon the freezing burst trait.

False Demise

Illusion (Figment) [Teleportation]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action + concentration (see text)
Range: Personal
Target/Effect: The character (and his or her equipment)/one illusory double
Duration: Instantaneous/concentration + 3 rounds (see text)
Saving Throw: None/Will disbelief (illusory component only)
Spell Resistance: No

As teleport, except this spell also creates an illusory double of the caster at the same instant the the character teleports away. This illusion contains visual, auditory, olfactory and thermal elements, and although it does not take any actions, it reacts to blows as normal, including bleeding and death.

After spending one round casting the spell, the character teleports and the illusion is created. The character must then spend additional time concentrating on the illusion. As long as the character concentrates, the illusion continues to react normally to blows. When the character stops concentrating, the illusion falls to the ground (slowly or quickly, depending upon the situation), goes into death throes, and seems to implode in a flash of bright light, ignites into flames and burns to a crisp, or some other dramatic death, as the caster decides. (Generally casters choose a death that leaves no remains, as the the sudden dissappearance of remains when the illusion ends would be suspicious; although such dramatic deaths are sometimes suspicious in and of themselves.) The death scene cannot last longer than 3 rounds, although the characer may have the illusion fall to the ground as if wounded before then (while concentrating). While dying, the illusion does not react to its surroundings.

A false demise spell does not allow the caster to sense or determine the situation after teleporting away from it, although a concentrating caster knows when, how, and where the illusion is struck.

Any mishap in the teleportation component of the spell causes the illusory component to fail in a similar way. For example, an "off target" teleportation causes the illusion to appear near the caster as opposed to exactly where the caster was, while a "similar area" teleportation makes an illusory double that looks similar to, but noticeably different than, the character.

Funeral Bloom

Necromancy
Level: Drd 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft + 5 ft/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The character casts this spell upon a corpse that has been burried in some kind of dirt, although for most purposes of the spell not burried deep. Feeding upon the flesh of the corpse's body, a plant emerges from the corpse and springs instantaneously to the surface.

The following plants can be created by caster of the specified levels:
Caster level 11 or lower: Shrieker fungus
Caster level 12-13: Phantom fungus (cannot move*)
Caster level 14-15: Assassin vine
Caster level 16-19: Violet fungus
Caster level 20: Tendriculos (cannot move*)
* This overrides the creatures normal movement and replaces it with a base speed of 0 feet.

The character may create less powerful plants if the character chooses. For example, a 14th level caster could create a violet or shrieker fungus. Doing so might be a good idea, because plants created by this spell are not under the control of their animator.

Material components: The spell must be cast on a dead body burried at least a few inches into the ground (often the face of the corpse is still visible after being burried horizontally). The character must place a clear quartz gem worth at least 50 gp deep into the throat of each corpse. The magic of the spell turns these gems into the seeds of the plants themselves.

Gale
Evocation
Level: Brd 5, Sor/Wiz 5
Components: V, S, M
Casting TIme: 1 action
Range: Close (25 ft + 5 ft/level)
Area: Cone
Effect: Windstorm winds
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: No

Gale creates a cone of wind traveling at 55-70 mph. Upon casting, the wind automatically extinguishes unprotected flames in the area and has a 75% chance to extinguish protected flames.
Creatures in the area suffer the following effects upon casting:
Small or smaller creatures are blown away unless they pass a Fortitude save. Such creatures on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10 feet; flying creatures are instead blown back 2d6x10 feet away from the caster and sustain 2d6 points of subdual damage due to battering and buffering.
Medium-size creatures are knocked down unless they pass a Fortitude save. Such creatures on the ground are knocked prone by the force of the wind; flying creatures are instead blown back 1d6x10 feet.
Large or Huge creatures are checked unless they pass a Fortitude save. Checked creatures on the ground are unable to move toward you against the force of the wind; flying creatures are instead blown back 1d6x5 feet.
For 1 round, creatures inside the area find ranged attacks impossible and suffer a -8 circumstance penalty to Listen checks due to the howling of the wind.

Material component: A wooden folding fan.

Heat Wave

Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 20-ft-radius spread
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

A heat wave creates an area of strong heat that causes the air to shimmer. The heat created by this spell creates almost no pressure. A heat wave can have two effects:

Simmer. This version applies steady and constant heat to the area. This heat is uncomfortable, but does not cause damage to any creatures therein. It does not change humidity, although the humidity of the area before the spell is cast dramatically affects the amount of discomfort the spell causes. This effect lasts one round per caster level (maximum 1 minute).

Sizzle. This version applies a powerful searing heat in the area, causing burns, skin peeling, and other forms of damage to subjects. An audible sizzle sound eminates throughout the area, and all creatures in the area are dealt 1 point of fire damage per caster level (maximum 10). Unattended objects also take this damage. Any creature or object is entitled to a Fortitude save for half damage, although creatures in armor suffer a -1 circumstance penalty to their saves for each category of armor worn (-1 for light, -2 for medium, -3 for heavy). Sizzle is an instantaneous effect.

A sizzle effect sets fire to combustables that it destroys with fire damage, and melts metals that it destroys as well. If the sizzle effect destroys an interposing barrier in this way, the effect continues through the barrier.

Material component: A handful of gravel.

Improved Trap Sound
Transmutation [Sonic]
Level: Brd 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: An empty crustacean shell
Duration: 1 round/level, then permanent
Saving Throw: None
Spell Resistance: No

As trap sound, except the sound is trapped in a seashell, not a jar, and after recording the sound loops permanently, beginging (and ending) with the last word of the verbal component of the spellcasting.
Unlike trap sound, the seashell does not play the sounds loudly. The sounds can only be heard at their full volume by putting the transmuted shell up to one's ear; even small distances from the shell the sounds are inaudible except to the keenest ears.

"Mass Transmutation" line of spells (Endurance, Strength, Grace, Wisdom, Cunning, and Splendor... the 1d4+1 ability bonus spells... but in mass form)

Transmutation
Level: 5 (same classes as original)
Range: Close (25 ft + 5 ft/level)
Targets: One creature/2 levels, no two of which can be more than 30 ft apart
Duration: 2 hours/level

As endurance, except the character can increase the *Str/Dex/Con/Int/Wis/Cha * of other people as well, and the bonus is 1d3 points.

Mass Fly

Transmutation
Level: Sor/Wiz 6
Range: Medium (100 ft + 10 ft/level)
Targets: One creature/level, no two of which can be more than 30 ft apart.

As fly, except that it can affect more creatures.

Paradigm Shift
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting: 1 action
Range: Medium
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The subject's view towards the world is permanently changed by the character's spell, having one of the following forms:
Bitterness: The subject's opinion of other people decreases, causing him to believe people are against him more than with him. All of the subject's relationships shift down one level on the NPC Attitude Table, and the subject is incapable of having a helpful relationship with anyone. Paradigm shift (bitterness) counteracts the effects of paradigm shift (compassion).
Compassion: The subject's opinion of other people increases, causing him to believe people are with him more than against him. All of the subject's relationships shift up one level on the NPC Attitude Table, and the subject is incapable of having a hostile relationship with anyone. The subject is compelled not to initiate conflict between himself and anyone else (although the subject reacts to conflict normally). Paradigm shift (compassion) counteracts the effects of paradigm shift (bitterness).
In any case, the effects of paradigm shift cannot be dispelled or removed using remove curse or even limited wish. Only greater restoration, miracle, wish, or the proper form of paradigm shift can restore the subject.
Once a certain form of the spell has taken hold, casting it another time on the subject has no effect.
Photograph

Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting TIme: 1 action
Range: Touch
Target: A sheet of paper or parchment.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Photograph transfers to a blank sheet of paper or parchment exactly what the character sees through one of his or her eyes. Photograph is fooled by illusions such as silent image as long as the illusion is not created by the character and the character is not under the effect of some spell that makes him completely immune to illusions, such as true seeing.
An erase spell has no effect on a photograph.
Focus: The sheet of paper or parchment.

Possess Animal

Necromancy
Level: Drd 2
Components: V, S, DF
Target: one animal

As magic jar, except as noted above. This spell does not require a gemstone as a spell focus, but instead uses the druid's divine focus.

Ray of Clumsiness

Necromancy
Level: Sor/Wiz 1

As ray of enfeeblement, except the subject suffers an enchancement penalty to Dexterity, not Strength. The subject's Dexterity score cannot drop below 1 due to this effect.

Sabotage Teleportation
Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting: 1 action
Range: Medium
Target: One living creature
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

The character creates a field of magical energy that hampers the subject's ability to navigate through the Astral Plane. Any teleportation ability used by the subject is immediately off target (even teleport without error).
An off target teleport arrives 1d10x1d10 percent of the total distance off target in a random direction. For example, if the subject was teleporting 200 feet using dimension door, and the two dice rolls were 4 and 7, the character would be off target by 28%, or 56 feet, in a random direction. An off target teleportation cannot exceed the spell's normal range.

Focus: A jade yardstick with golden plate markings, costing at least 200 gp.

Spawn Vermin

Necromancy
Level: Drd 3
Casting Time: 1 action
Range: Touch
Targets: One or more non-vermin corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell consumes the bodies of dead creatures to spawn and control vermin. The spell functions by magically implanting an insect larvae genetically altered for extremely rapid growth within a dead, non-vermin body. The larvae within the corpse feeds off of the flesh, growing rapidly until, after consuming all organic matter underneath the skin, the vermin bursts from the corpse, fully mature. The entire process occurs with near-instant speed.

The spell requires a mostly intact corpse to work, identical to that needed to animate a zombie.

The vermin created by this spell are attuned to the character's spoken commands. They can follow the character, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The vermin remain until they are destroyed.

Regardless of the type of vermin, the character can't create more HD of vermin than the character has caster levels with a single casting of create vermin. The vermin the character creates remain under the character's control indefinitely. No matter how many times the character uses the spell, however, the character can only control 2 HD worth of vermin per caster level. If the character exceeds this number, all the newly created creatures fall under the character's control, and any excess vermin from previous castings become uncontrolled (the character chooses which creatures are released.)

Monstrous centipede: The centipede has statistics depending upon the size of the corpse used to create it; the spawned centipede is the same size of the host creature.

Monstrous scorpion or monstrous spider: Scorpions or scorpions have statistics depending upon the size of the corpse used to create it; the spawned scorpion is one size smaller than the size of the host creature.

You cannot create vermin other than monstrous centipedes, scorpions and spiders with this spell. Attempting to cast this spell on a living creature has no effect.

Material Component: A clear quartz worth at least 50 gp inserted deep into the throat of each corpse. The magic of the spell turns these gems into the insect larvae themselves.

Superior Mage Armor

Conjuration (Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 2 days/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A powerful field of tangible yet invisible force surrounds the subject, providing an armor bonus of 3 + 1/3 levels to AC (maximum total bonus 8). Like mage armor, superior mage armor entails no armor check penalty, arcane spell failure rate, or speed reduction. Since superior mage armor is made of force, incorporal creatures can't bypass it the way they do normal armor. Superior mage armor is pleasant and comfortable to sleep in.

Focus: A small square of chainmail.

Trap Sound
Transmutation [Sonic]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: A flask or vial
Duration: 1 round/level, then permanent until discharged
Saving Throw: None
Spell Resistance: No

Trap sound records 1 round/level of sounds and stores them magically into a small jar. After being stored and sealed with a stopper or similar device, the sounds can be replayed by removing the stopper. After the trapped sound is released, it can be stopped by putting the stopper back on the jar, but any sounds released cannot be recovered (except by another casting). After the entire recording is played, the spell is discharged. The sounds are played back as loud as they are "heard" by the jar.
If a stopper is not placed on the jar immediately after the maximum recording time, the jar proceeds to replay the recorded sounds as if the stopper was removed.
Focus: A vial or flask.
 

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Dougal DeKree

First Post
reacting on the bump .)

Hi billking,

I really like most of your spells, only a few comments:

Call Meteor on lvl7? why that? you could conjour somthing that makes more damage to structures than those 5d6... ok, it's stylish ,)

Dim Vision seems like an instakill spell at lvl1, or is there some lvl1 kind of counterspell?

Superior Mage Armour: Well, sorry, but i hate it. 2days per lvl? bigggg bonus on ac and versus touch-attacks? not only too low on lvl but rather unbalancing if you ask me. Imagine a troup of barbarians with 1 sorcerer...that gives the players the creeps, believe me .)

Any hints, why you did those spells the way you did?

Dougal DeKree, Gnomish Illusionist
 

billking

First Post
Call Meteor isn't designed to damage structures per se; it's designed to damage creatures. Of course, enclosed locations can't be hit, but it's great against an adventuring party camped in the wilderness or the unsuspecting travelers of a bustling city street. It's best when combined with greater scrying, allowing you to hit your targets with uncanny accuracy (assuming they stay still for a few minutes).

Dim vision gives penalties to Spot checks but doesn't make them impossible, nor does it make attacking impossible. I wouldn't call it an insta-kill, although perhaps an insta-win (the enemy flees and recovers later).

Superior mage armor: How about 1 day fixed duration?
 

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