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<blockquote data-quote="Celebrim" data-source="post: 6923328" data-attributes="member: 4937"><p><strong>Homebrew spells mentioned in the text:</strong></p><p></p><p><span style="font-size: 12px"><strong>Water Blast</strong></span></p><p><strong>Conjuration [Water]</strong></p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components: </strong>V, S, M</p><p><strong>Casting Time: </strong>1 standard action</p><p><strong>Range:</strong> Close (25’ + 5’/2 levels)</p><p><strong>Effect:</strong> Varies</p><p><strong>Duration: </strong>Instantaneous</p><p><strong>Saving Throw: </strong>Varies</p><p><strong>Spell Resistance:</strong> No</p><p> </p><p>This spell allows the caster to direct a violent stream of water toward the target of their choosing. The effect depends on the width of the blast which is chosen by the caster at the time the spell is cast.</p><p> </p><p><em>Fountain: </em>The total amount of water created by the spell is the same as the spell create water, and it moves in a line from the caster to the limit of its range. Any target in this line is forced back and to the side unless they win an opposed combat maneuver check. Large size or larger creatures are bull rushed, and smaller creatures are tackled. The fountain blast is considered medium size, the caster may use their spell-caster level in place of their BAB if they prefer, and strength bonus of the fountain is equal to the caster’s caster ability score bonus. Effected creatures are pushed back 1d6+4 feet, and have an equal chance of moving straight backwards, or 5’ to the left or right. (1d6: 1-2: left, 3-4, straight back, 5-6: right). Every target in the line is normally effected, however huge creatures or larger which successfully resist the fountain stop the blast at that point, as does any creature which is using the Covering Defense feat which resists the fountain. Any creature in the line of the fountain which is sensitive to water takes damage as if doused by the spell create water.</p><p> </p><p><em>Geyser:</em> As fountain, but the blast of water is only about a hand span wide and has greater pressure. As such, it is easily blocked by a single target in its path, but may be used to effect that target over a longer period, allowing for more dramatic effects. The caster chooses a single target within the range of the spell. The target is allowed a reflex save. If the save is failed, the target takes 1d6 non-lethal damage and must make an opposed combat maneuver check. Large size or larger creatures are bull rushed, smaller creatures are tackled. The geyser blast is considered large size, the caster may use their spell-caster level in place of their BAB if they prefer, and strength bonus of the fountain is equal to the caster’s caster ability score bonus. The caster may continue to make opposing combat maneuver checks until the target either resists successfully, or is pushed back to the limits of the range of the spell. Small sized or smaller targets so effected are pushed back with such velocity, that they are treated as falling half the distance that they are so pushed. This is edition to any incidental falling damage, such as if the object is pushed off a ledge. If any target is pushed into a solid object within the first 15’, they take double the normal non-lethal damage. If the reflex save to resist this attack succeeds, the target takes but half damage and does not have to make an opposed combat maneuver check.</p><p> </p><p><em>Jet: </em>Only a fairly small amount of water is produced, but at great pressure. It moves in a narrow line toward the target indicated, and the jet is so thin and of such great velocity that it can pierce and cut its target. This is treated as a ray attack. The spell-caster makes a ranged touch attack on the target, and if successful the target takes 1d8 plus the caster ability bonus slashing/piercing damage. On a critical hit, the target takes triple damage. The cutting power of the jet is so great, that this attack does full damage to all objects and ignores half of the object’s hardness, and half a target creature’s damage resistance.</p><p> </p><p>The material component of this spell is a gallon of water. The conjured water has the same general characteristics as the spell component, thus if the water is not potable the resulting water is not potable, if the water is briny, the resulting water is also briny. Hot, acidic, or poisoned water results in water that is warm, mildly acidic, or highly bitter and undrinkable but has no additional effects on the target.</p><p> </p><p><span style="font-size: 12px"><strong>Tidal Wave</strong></span></p><p><strong>Evocation [Water]</strong></p><p><strong>Level:</strong> Sor/Wiz 8</p><p><strong>Components:</strong> V, S, F</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Extreme (400’ + 20’/level)</p><p><strong>Area:</strong> Wave 40’ wide per caster level</p><p><strong>Effect:</strong> Wave of water</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude Partial</p><p><strong>Spell Resistance:</strong> No</p><p>You cause a massive wave to rise up in a nearby body of water. The body of water must be at least 400’ across and at least 20’ deep. The wave you create is 40’ wide per caster level and must form a straight line which is initially entirely contained within the range of the spell, and must be roughly perpendicular to the nearest shoreline. The wave is 5’ tall + 1’ per level of the caster. The spell automatically fails if the caster level is 10 or less. </p><p> </p><p>Once created, the wave begins immediately moving at 240’ per round in the direction of the nearest shoreline. The wave inflicts 4d6+14 damage to any creature or unattended, unfixed object in its path, and sweeps such objects a distance equal to 3 times the height of the wave in the direction the wave is travelling. A successful fortitude save half’s this damage, and prevents the object from being swept away. Creatures already in the body of water when struck by the wave may substitute their swim skill bonus for their fortitude save if their swim skill bonus is superior. Creatures that are taller than the wave receive a +4 bonus on their save. Note that the wave explicitly effects objects, so creatures without a Constitution score are not immune to the effects of the wave.</p><p> </p><p>The wave continues its movement until it reaches a shoreline, after which it sweeps ashore a distance equal to six times the height of the wave or until the shoreline rises higher than the height of the wave. If the wave does not reach a shoreline within four rounds, it dissipates. </p><p> </p><p>Any fixed structure in the wave’s path such as buildings, trees, and the like takes quadruple damage, and the wave will attempt to break such structures as a creature with a +21 bonus on the check.</p><p> </p><p>Any boat in the waves path which is not as long as the wave is tall requires a DC 20 boating check or will capsize unless it is moored and anchored. Boats which are not moored and anchored are swept by the wave as any other object, and if swept ashore take damage as if ship wrecked. Boats which are moored and anchored are treated as fixed structures.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6923328, member: 4937"] [b]Homebrew spells mentioned in the text:[/b] [SIZE=3][B]Water Blast[/B][/SIZE] [B]Conjuration [Water][/B] [B]Level:[/B] Sor/Wiz 2 [B]Components: [/B]V, S, M [B]Casting Time: [/B]1 standard action [B]Range:[/B] Close (25’ + 5’/2 levels) [B]Effect:[/B] Varies [B]Duration: [/B]Instantaneous [B]Saving Throw: [/B]Varies [B]Spell Resistance:[/B] No This spell allows the caster to direct a violent stream of water toward the target of their choosing. The effect depends on the width of the blast which is chosen by the caster at the time the spell is cast. [I]Fountain: [/I]The total amount of water created by the spell is the same as the spell create water, and it moves in a line from the caster to the limit of its range. Any target in this line is forced back and to the side unless they win an opposed combat maneuver check. Large size or larger creatures are bull rushed, and smaller creatures are tackled. The fountain blast is considered medium size, the caster may use their spell-caster level in place of their BAB if they prefer, and strength bonus of the fountain is equal to the caster’s caster ability score bonus. Effected creatures are pushed back 1d6+4 feet, and have an equal chance of moving straight backwards, or 5’ to the left or right. (1d6: 1-2: left, 3-4, straight back, 5-6: right). Every target in the line is normally effected, however huge creatures or larger which successfully resist the fountain stop the blast at that point, as does any creature which is using the Covering Defense feat which resists the fountain. Any creature in the line of the fountain which is sensitive to water takes damage as if doused by the spell create water. [I]Geyser:[/I] As fountain, but the blast of water is only about a hand span wide and has greater pressure. As such, it is easily blocked by a single target in its path, but may be used to effect that target over a longer period, allowing for more dramatic effects. The caster chooses a single target within the range of the spell. The target is allowed a reflex save. If the save is failed, the target takes 1d6 non-lethal damage and must make an opposed combat maneuver check. Large size or larger creatures are bull rushed, smaller creatures are tackled. The geyser blast is considered large size, the caster may use their spell-caster level in place of their BAB if they prefer, and strength bonus of the fountain is equal to the caster’s caster ability score bonus. The caster may continue to make opposing combat maneuver checks until the target either resists successfully, or is pushed back to the limits of the range of the spell. Small sized or smaller targets so effected are pushed back with such velocity, that they are treated as falling half the distance that they are so pushed. This is edition to any incidental falling damage, such as if the object is pushed off a ledge. If any target is pushed into a solid object within the first 15’, they take double the normal non-lethal damage. If the reflex save to resist this attack succeeds, the target takes but half damage and does not have to make an opposed combat maneuver check. [I]Jet: [/I]Only a fairly small amount of water is produced, but at great pressure. It moves in a narrow line toward the target indicated, and the jet is so thin and of such great velocity that it can pierce and cut its target. This is treated as a ray attack. The spell-caster makes a ranged touch attack on the target, and if successful the target takes 1d8 plus the caster ability bonus slashing/piercing damage. On a critical hit, the target takes triple damage. The cutting power of the jet is so great, that this attack does full damage to all objects and ignores half of the object’s hardness, and half a target creature’s damage resistance. The material component of this spell is a gallon of water. The conjured water has the same general characteristics as the spell component, thus if the water is not potable the resulting water is not potable, if the water is briny, the resulting water is also briny. Hot, acidic, or poisoned water results in water that is warm, mildly acidic, or highly bitter and undrinkable but has no additional effects on the target. [SIZE=3][B]Tidal Wave[/B][/SIZE] [B]Evocation [Water][/B] [B]Level:[/B] Sor/Wiz 8 [B]Components:[/B] V, S, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Extreme (400’ + 20’/level) [B]Area:[/B] Wave 40’ wide per caster level [B]Effect:[/B] Wave of water [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude Partial [B]Spell Resistance:[/B] No You cause a massive wave to rise up in a nearby body of water. The body of water must be at least 400’ across and at least 20’ deep. The wave you create is 40’ wide per caster level and must form a straight line which is initially entirely contained within the range of the spell, and must be roughly perpendicular to the nearest shoreline. The wave is 5’ tall + 1’ per level of the caster. The spell automatically fails if the caster level is 10 or less. Once created, the wave begins immediately moving at 240’ per round in the direction of the nearest shoreline. The wave inflicts 4d6+14 damage to any creature or unattended, unfixed object in its path, and sweeps such objects a distance equal to 3 times the height of the wave in the direction the wave is travelling. A successful fortitude save half’s this damage, and prevents the object from being swept away. Creatures already in the body of water when struck by the wave may substitute their swim skill bonus for their fortitude save if their swim skill bonus is superior. Creatures that are taller than the wave receive a +4 bonus on their save. Note that the wave explicitly effects objects, so creatures without a Constitution score are not immune to the effects of the wave. The wave continues its movement until it reaches a shoreline, after which it sweeps ashore a distance equal to six times the height of the wave or until the shoreline rises higher than the height of the wave. If the wave does not reach a shoreline within four rounds, it dissipates. Any fixed structure in the wave’s path such as buildings, trees, and the like takes quadruple damage, and the wave will attempt to break such structures as a creature with a +21 bonus on the check. Any boat in the waves path which is not as long as the wave is tall requires a DC 20 boating check or will capsize unless it is moored and anchored. Boats which are not moored and anchored are swept by the wave as any other object, and if swept ashore take damage as if ship wrecked. Boats which are moored and anchored are treated as fixed structures. [/QUOTE]
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