Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Forsaken One" data-source="post: 3107897" data-attributes="member: 799"><p><strong>Some spells from an NPC mage in my current game.</strong></p><p></p><p><strong>Cercei’s Static Charge</strong></p><p>Evocation [Electricity]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Area: 20-ft.-radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>This spell creates a static buildup in the area dealing 1d6 dmg/caster level (max 10d6) to creatures caught within its radius. This spell just harms creatures. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect.</p><p></p><p><strong>Cercei’s Prismatic Ray</strong></p><p>Evocation</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Effect: One ray</p><p>Duration: Instantaneous</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes</p><p>This spell causes seven shimmering, intertwined, multicolored beams of light to spring from your hand in a concentrated ray. Each beam has a different power. Creatures struck by the spell with 8 HD or less are automatically blinded for 2d4 rounds. The target creature is randomly struck by one or more beams, which have additional effects.</p><p>1d8 Color of Beam Effect</p><p>1 Red 20 points fire damage (Reflex half)</p><p>2 Orange 40 points acid damage (Reflex half)</p><p>3 Yellow 80 points electricity damage (Reflex half)</p><p>4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)</p><p>5 Blue Turned to stone (Fortitude negates)</p><p>6 Indigo Insane, as insanity spell (Will negates)</p><p>7 Violet Sent to another plane (Will negates)</p><p>8 Struck by two rays; roll twice more, ignoring any “8” results.</p><p></p><p></p><p><strong>Cercei’s Synaptic Shock</strong></p><p>Evocation [Electricity]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: 1 creature</p><p>Duration: 1 round /level</p><p>Saving Throw: Fortitude negates, special (see text)</p><p>Spell Resistance: Yes</p><p>A electrical current overloads the targets synapses causing great pain and interrupts motor functions. This spell deals 2d8 electricity dmg/round + fort save or is stunned and cannot take any actions that round. A succesfull save does not end the spell’s effect but just negates the damage and stun for that round. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect.</p><p></p><p></p><p><strong>Cercei’s Untiring Nourishment</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Self or one creature touched</p><p>Duration: 24 hours</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>Subject does not need to eat, drink, breathe or sleep for the duration of the spell’s effect. In addition the target is protected from any hostile nonmagical environmental effects such as lava or strong winds and protected from hostile planar traits.</p><p></p><p></p><p><strong>Cercei’s Plasma Cascade</strong></p><p>Evocation [Electricity]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Effect: One pillar of burning hot plasma / level</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>One pillar of burning hot plasma per caster level which deal 1d6 damage per caster level up to a maximum of 15d6. One pillar effects one creature or 5ft square, occupies the same space as the target creature and is up to long range high. This spell damages unattended objects or structures. Pillars can be split up into more numerous but weaker pillars. A 10th level caster can create 10 pillars of 10d6 damage each or for example 5 pillars of 10d6 damage and 10 of 5d6 damage.</p><p></p><p></p><p><strong>Cercei’s Spell Fortifier</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Duration: 10 min. / level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>All of the spells on the target gain a +4 bonus on the check to resist being dispelled. Against a targeted dispel magic this spell is always checked last. In addition this spell grants a +4 bonus on the check to prevent spells cast by the target to be counterspelled.</p><p></p><p></p><p><strong>Cercei’s Spell Sequencer</strong></p><p>Abjuration </p><p>Level: Sor/Wiz 7</p><p>Components: V, S, F</p><p>Casting Time: 1 swift action.</p><p>Range: Self</p><p>Effect: Alteration of next spell cast</p><p>Duration: 1 round /level or until discharged</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>After casting this spell on yourself you can alter one of your spells cast in one of the following ways:</p><p>Cannot be counterspelled,</p><p>Is cast at a increased casterlevel (1 level per 4 levels of the caster (max +5)),</p><p>Automatically succeeds on the casterlevel check against spellresistance,</p><p>Automatically counterspells any spell of its level or lower,</p><p>Upon completion of casting changes the spell into another spell you have memorized of the same level or lower.</p><p>Focus: A tiny ruby matrix worth at least 1000gp.</p><p></p><p></p><p><strong>Cercei’s Powerfull Discharge</strong></p><p>Evocation [Electricity]</p><p>Level: Sor/Wiz 9</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: 10 ft diameter line up to medium range</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex partial (see text)</p><p>Spell Resistance: Yes</p><p>A Powerfull Discharge spell is an explosion of burning hot plasma that detonates from your hand with a thundering roar and deals 2d6 points of electricity damage per caster level to every creature within the area. Unattended objects also take this damage. Any creature or unattended object reduced to 0 hitpoints by this spell is totally disintegrated leaving no trace.</p><p>The Powerfull Discharge sets fire to combustibles and damages objects in the area. It can melt metals of any kind. If the damage caused to an interposing barrier shatters or breaks through it, the Powerfull Discharge may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. This spell even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.</p><p>If a creature or object successfully saves against this spell it takes 10d6 damage instead.</p><p></p><p></p><p><strong>Cercei’s Violent Repulsion</strong></p><p>Evocation [Force]</p><p>Level: Sor/Wiz 4</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: 40 ft.</p><p>Area: 40 ft diameter burst expanding from the caster</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort partial (see text)</p><p>Spell Resistance: Yes</p><p>A powerfull wave of force ripples out from the caster pushing creatures away from him. This spell automatically breaks a grapple upon the caster. Creatures that fail their fortsave are automatically pushed back to the outer limit of the effect. In addition, if a Large or smaller creature fails its save against the spells effect it takes 1d6 points of damage for each 10ft. traveled this way and lands prone at the edge of the spells effect. Larger creatures remain unaffected by the damage or prone landing but are still moved. If this spell is cast while the caster is swallowed whole or otherwise trapped in another creature the creature takes 1d8 points of damage per caster level (max 15d8) and the caster is forcefully expelled from its body.</p><p></p><p></p><p><strong>Cercei’s Early Prismatic Experiment</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 9</p><p>Components: V, S</p><p>Casting Time: 1 immediate action</p><p>Range: Close (25t. + 5 ft./2 levels)</p><p>Target: one or more creatures</p><p>Duration: 1 round</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Up to one target per three levels is surrounded by a primatic shimmer and is immune to all magic and damage for one round. This spell cast be cast as an immediate action to gain its benefit even when it is not your turn.</p><p></p><p></p><p><strong>Cercei’s Arclight Spray</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One or more rays </p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partial (see text)</p><p>Spell Resistance: Yes</p><p>A mass of thin, green rays springs forth from your body. Upon casting the caster specifies one type of creature or object (such as: Elves, Lawful Outsiders, weapons, armor, gold or even more specific like greatswords). Any creature or object struck by a ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature or object reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.</p><p>When used against an unspecified target while cast this spell simply disintegrates all unattended objects, structures and walls in range. Thus, the spell disintegrates only part of any very large object or structure targeted. The rays affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.</p><p>A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.</p><p>Arcane Material Component: A pinch of dust.</p><p>Arcane Focus: An emerald prism worth at least 1000gp.</p><p></p><p></p><p><strong>Cercei’s Ion Storm</strong></p><p>Evocation [Electricity]</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Self</p><p>Area: 20 ft radius surrounding the caster</p><p>Duration: 1 round /level</p><p>Saving Throw: Fortitude half, special (see text) </p><p>Spell Resistance: Yes</p><p>This spell evokes an immobile cloud of static particles that emanates from the caster at time of casting which damages and incapacitates his enemies and protects him from electricity damage. Anyone entering the area surrounding the caster takes 1d4 damage per casterlevel (max 20d4) with a fortitude save for half damage each round he remains in the area. In addition to the damage anyone within the cloak not immune to electicity who fails his save is also incapacitated for one round and reduced to a single move action for that round. This spell also grants immunity to electricity damage to the caster for the duration of the spell.</p><p></p><p></p><p><strong>Cercei’s Prismatic Eye</strong></p><p>Evocation</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Effect: 1 multicolored orb</p><p>Duration: 1 round /level</p><p>Saving Throw: None</p><p>Spell Resistance: None</p><p>Creates one multicolored orb that stays within 5 ft of the caster and follows at a fly speed of 100ft (perfect) while still being able to fire and at a maximum speed of 400ft in a round without being able to fire its ray. As a move action the caster can direct the eye at its speed to any point within range. If the eye gets out of the spells range it simply disappears and the spell ends. The eye can fire a Prismatic Ray once per round at a target in range at the casters ranged attack bonus. The caster can select the eyes target once per round as a free action. The eye is a tiny construct with AC 18 + the casters int bonus as a deflection modifier to AC and with hitpoints equal to half that of the caster and has his saves.</p><p></p><p></p><p><strong>Cercei’s Sky Call</strong></p><p>Evocation [Force]</p><p>Level: Sor/Wiz 8</p><p>Components: S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: one creature or object (100lb/level) per level, no two creatures or objects can be more then 30 ft. apart</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: None</p><p>A powerfull force throws your enemies skywards. Targets who fail their save are flung up to a mile into any direction specified by the caster. If the targets are unable to fly they take appropriate falling damage.</p><p></p><p></p><p><strong>Cercei’s Temporary Expulsion</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One ray</p><p>Duration: one round /level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>A glimmering orange ray springs from your hand. It requires a ranged touch attack to hit your target. If the target is hit by the ray and fails it save it is hurled through the dimensional barrier to a temporary pocket on the astral plane. After the spells duration the target reappears right where it left. If the space is occupied at the moment of return the target reappears at the nearest available space.</p><p></p><p></p><p><strong>Cercei’s Intimidating Presence</strong></p><p>Illusion [Glamer]</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Self</p><p>Effect: Minor visual alterations to the casters appearance</p><p>Duration: 24 hours</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>Grants +4 to the casters intimidate checks and allows the caster to make esthetic changes to his appearance. This spell does not allow to caster to change his appearance into another form then his own or grant a bonus to disguise checks. It is possible though that the caster might for example be mistaken as a firegenasi if he chooses to appear with a paler skin and flaming eyes and hair.</p><p></p><p></p><p><strong>Cercei’s Defensive Matrix</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Short (25ft + 5ft / 2 levels)</p><p>Effect: A damage absorbing shield</p><p>Duration: 10 min. / level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>A bright white matrix surrounds the target and absorbs damage. The Defensive Matrix absorbs up to 10 hp worth of damage per level from any source that would have otherwise damaged the target.</p><p>Arcane Focus: A clear cut brilliant diamond matrix worth at least 1000gp.</p><p></p><p></p><p><strong>Cercei’s Perimiter</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, F</p><p>Casting Time: 30 minutes</p><p>Range: Anywhere within the area to be warded</p><p>Area: Up to 200 sq. ft./level (S)</p><p>Duration: 2 hours/level (D)</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p>This spell covers the warded area in a soft blue glow that seems to emanate from a faint mist. In the warded area no dimensional magic functions such as a shadow-walk spell or even a simple teleport spell. Likewise it is not possible to access the warded area by any extra dimensional means such as by teleportation magic or from the ethereal plane. In addition to this the warded area is impervious to any divination effects used to scry or otherwise reveal things inside the warded area. The whole area is covered in a faint blue mist that blocks sight beyond 60ft and so grants everything further then 60ft away total concealment. </p><p>Focus: A small decanter containing mist from the elemental plane of air that has been magically altered by a special ritual.</p><p></p><p></p><p><strong>Cercei’s Spellcell v2.0</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One creature or object</p><p>Duration: 1 round / level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: None</p><p>A tangle of bright blue rays made from anti-magic springs forth from your body and launches itself at its target. It requires a ranged touch attack to hit. The rays form a shimmering matrix around its target and affect it with an antimagic aura, which prevents the target from using any of its magical items, casting spells, supernatural or spelllike abilities for the duration of the spell.</p><p></p><p></p><p><strong>Cercei’s Thought Shield</strong></p><p>Abjuration </p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action.</p><p>Range: Personal</p><p>Effect: Deflection bonus to armor class</p><p>Duration: 1 hour /level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>This spell grants a deflection bonus to armor class equal to the casters intelligence bonus.</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 3107897, member: 799"] [b]Some spells from an NPC mage in my current game.[/b] [B]Cercei’s Static Charge[/B] Evocation [Electricity] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell creates a static buildup in the area dealing 1d6 dmg/caster level (max 10d6) to creatures caught within its radius. This spell just harms creatures. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect. [B]Cercei’s Prismatic Ray[/B] Evocation Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One ray Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell causes seven shimmering, intertwined, multicolored beams of light to spring from your hand in a concentrated ray. Each beam has a different power. Creatures struck by the spell with 8 HD or less are automatically blinded for 2d4 rounds. The target creature is randomly struck by one or more beams, which have additional effects. 1d8 Color of Beam Effect 1 Red 20 points fire damage (Reflex half) 2 Orange 40 points acid damage (Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 Struck by two rays; roll twice more, ignoring any “8” results. [B]Cercei’s Synaptic Shock[/B] Evocation [Electricity] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round /level Saving Throw: Fortitude negates, special (see text) Spell Resistance: Yes A electrical current overloads the targets synapses causing great pain and interrupts motor functions. This spell deals 2d8 electricity dmg/round + fort save or is stunned and cannot take any actions that round. A succesfull save does not end the spell’s effect but just negates the damage and stun for that round. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect. [B]Cercei’s Untiring Nourishment[/B] Abjuration Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Self or one creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Subject does not need to eat, drink, breathe or sleep for the duration of the spell’s effect. In addition the target is protected from any hostile nonmagical environmental effects such as lava or strong winds and protected from hostile planar traits. [B]Cercei’s Plasma Cascade[/B] Evocation [Electricity] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: One pillar of burning hot plasma / level Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes One pillar of burning hot plasma per caster level which deal 1d6 damage per caster level up to a maximum of 15d6. One pillar effects one creature or 5ft square, occupies the same space as the target creature and is up to long range high. This spell damages unattended objects or structures. Pillars can be split up into more numerous but weaker pillars. A 10th level caster can create 10 pillars of 10d6 damage each or for example 5 pillars of 10d6 damage and 10 of 5d6 damage. [B]Cercei’s Spell Fortifier[/B] Abjuration Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Touch Duration: 10 min. / level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) All of the spells on the target gain a +4 bonus on the check to resist being dispelled. Against a targeted dispel magic this spell is always checked last. In addition this spell grants a +4 bonus on the check to prevent spells cast by the target to be counterspelled. [B]Cercei’s Spell Sequencer[/B] Abjuration Level: Sor/Wiz 7 Components: V, S, F Casting Time: 1 swift action. Range: Self Effect: Alteration of next spell cast Duration: 1 round /level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) After casting this spell on yourself you can alter one of your spells cast in one of the following ways: Cannot be counterspelled, Is cast at a increased casterlevel (1 level per 4 levels of the caster (max +5)), Automatically succeeds on the casterlevel check against spellresistance, Automatically counterspells any spell of its level or lower, Upon completion of casting changes the spell into another spell you have memorized of the same level or lower. Focus: A tiny ruby matrix worth at least 1000gp. [B]Cercei’s Powerfull Discharge[/B] Evocation [Electricity] Level: Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 10 ft diameter line up to medium range Duration: Instantaneous Saving Throw: Reflex partial (see text) Spell Resistance: Yes A Powerfull Discharge spell is an explosion of burning hot plasma that detonates from your hand with a thundering roar and deals 2d6 points of electricity damage per caster level to every creature within the area. Unattended objects also take this damage. Any creature or unattended object reduced to 0 hitpoints by this spell is totally disintegrated leaving no trace. The Powerfull Discharge sets fire to combustibles and damages objects in the area. It can melt metals of any kind. If the damage caused to an interposing barrier shatters or breaks through it, the Powerfull Discharge may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. This spell even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. If a creature or object successfully saves against this spell it takes 10d6 damage instead. [B]Cercei’s Violent Repulsion[/B] Evocation [Force] Level: Sor/Wiz 4 Components: V Casting Time: 1 standard action Range: 40 ft. Area: 40 ft diameter burst expanding from the caster Duration: Instantaneous Saving Throw: Fort partial (see text) Spell Resistance: Yes A powerfull wave of force ripples out from the caster pushing creatures away from him. This spell automatically breaks a grapple upon the caster. Creatures that fail their fortsave are automatically pushed back to the outer limit of the effect. In addition, if a Large or smaller creature fails its save against the spells effect it takes 1d6 points of damage for each 10ft. traveled this way and lands prone at the edge of the spells effect. Larger creatures remain unaffected by the damage or prone landing but are still moved. If this spell is cast while the caster is swallowed whole or otherwise trapped in another creature the creature takes 1d8 points of damage per caster level (max 15d8) and the caster is forcefully expelled from its body. [B]Cercei’s Early Prismatic Experiment[/B] Abjuration Level: Sor/Wiz 9 Components: V, S Casting Time: 1 immediate action Range: Close (25t. + 5 ft./2 levels) Target: one or more creatures Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes Up to one target per three levels is surrounded by a primatic shimmer and is immune to all magic and damage for one round. This spell cast be cast as an immediate action to gain its benefit even when it is not your turn. [B]Cercei’s Arclight Spray[/B] Transmutation Level: Sor/Wiz 8 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes A mass of thin, green rays springs forth from your body. Upon casting the caster specifies one type of creature or object (such as: Elves, Lawful Outsiders, weapons, armor, gold or even more specific like greatswords). Any creature or object struck by a ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature or object reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an unspecified target while cast this spell simply disintegrates all unattended objects, structures and walls in range. Thus, the spell disintegrates only part of any very large object or structure targeted. The rays affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Arcane Material Component: A pinch of dust. Arcane Focus: An emerald prism worth at least 1000gp. [B]Cercei’s Ion Storm[/B] Evocation [Electricity] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Self Area: 20 ft radius surrounding the caster Duration: 1 round /level Saving Throw: Fortitude half, special (see text) Spell Resistance: Yes This spell evokes an immobile cloud of static particles that emanates from the caster at time of casting which damages and incapacitates his enemies and protects him from electricity damage. Anyone entering the area surrounding the caster takes 1d4 damage per casterlevel (max 20d4) with a fortitude save for half damage each round he remains in the area. In addition to the damage anyone within the cloak not immune to electicity who fails his save is also incapacitated for one round and reduced to a single move action for that round. This spell also grants immunity to electricity damage to the caster for the duration of the spell. [B]Cercei’s Prismatic Eye[/B] Evocation Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: 1 multicolored orb Duration: 1 round /level Saving Throw: None Spell Resistance: None Creates one multicolored orb that stays within 5 ft of the caster and follows at a fly speed of 100ft (perfect) while still being able to fire and at a maximum speed of 400ft in a round without being able to fire its ray. As a move action the caster can direct the eye at its speed to any point within range. If the eye gets out of the spells range it simply disappears and the spell ends. The eye can fire a Prismatic Ray once per round at a target in range at the casters ranged attack bonus. The caster can select the eyes target once per round as a free action. The eye is a tiny construct with AC 18 + the casters int bonus as a deflection modifier to AC and with hitpoints equal to half that of the caster and has his saves. [B]Cercei’s Sky Call[/B] Evocation [Force] Level: Sor/Wiz 8 Components: S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: one creature or object (100lb/level) per level, no two creatures or objects can be more then 30 ft. apart Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: None A powerfull force throws your enemies skywards. Targets who fail their save are flung up to a mile into any direction specified by the caster. If the targets are unable to fly they take appropriate falling damage. [B]Cercei’s Temporary Expulsion[/B] Abjuration Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One ray Duration: one round /level Saving Throw: Will negates Spell Resistance: Yes A glimmering orange ray springs from your hand. It requires a ranged touch attack to hit your target. If the target is hit by the ray and fails it save it is hurled through the dimensional barrier to a temporary pocket on the astral plane. After the spells duration the target reappears right where it left. If the space is occupied at the moment of return the target reappears at the nearest available space. [B]Cercei’s Intimidating Presence[/B] Illusion [Glamer] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Self Effect: Minor visual alterations to the casters appearance Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Grants +4 to the casters intimidate checks and allows the caster to make esthetic changes to his appearance. This spell does not allow to caster to change his appearance into another form then his own or grant a bonus to disguise checks. It is possible though that the caster might for example be mistaken as a firegenasi if he chooses to appear with a paler skin and flaming eyes and hair. [B]Cercei’s Defensive Matrix[/B] Abjuration Level: Sor/Wiz 8 Components: V, S, F Casting Time: 1 standard action Range: Short (25ft + 5ft / 2 levels) Effect: A damage absorbing shield Duration: 10 min. / level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A bright white matrix surrounds the target and absorbs damage. The Defensive Matrix absorbs up to 10 hp worth of damage per level from any source that would have otherwise damaged the target. Arcane Focus: A clear cut brilliant diamond matrix worth at least 1000gp. [B]Cercei’s Perimiter[/B] Abjuration Level: Sor/Wiz 7 Components: V, S, F Casting Time: 30 minutes Range: Anywhere within the area to be warded Area: Up to 200 sq. ft./level (S) Duration: 2 hours/level (D) Saving Throw: See text Spell Resistance: See text This spell covers the warded area in a soft blue glow that seems to emanate from a faint mist. In the warded area no dimensional magic functions such as a shadow-walk spell or even a simple teleport spell. Likewise it is not possible to access the warded area by any extra dimensional means such as by teleportation magic or from the ethereal plane. In addition to this the warded area is impervious to any divination effects used to scry or otherwise reveal things inside the warded area. The whole area is covered in a faint blue mist that blocks sight beyond 60ft and so grants everything further then 60ft away total concealment. Focus: A small decanter containing mist from the elemental plane of air that has been magically altered by a special ritual. [B]Cercei’s Spellcell v2.0[/B] Abjuration Level: Sor/Wiz 8 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: 1 round / level Saving Throw: Will negates Spell Resistance: None A tangle of bright blue rays made from anti-magic springs forth from your body and launches itself at its target. It requires a ranged touch attack to hit. The rays form a shimmering matrix around its target and affect it with an antimagic aura, which prevents the target from using any of its magical items, casting spells, supernatural or spelllike abilities for the duration of the spell. [B]Cercei’s Thought Shield[/B] Abjuration Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action. Range: Personal Effect: Deflection bonus to armor class Duration: 1 hour /level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants a deflection bonus to armor class equal to the casters intelligence bonus. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]
Top