All the spells that I have made to date come all and see them

las

First Post
So time to show all that I have made.

Blend into Shadows
Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/ level

You draw shado to your self giving you the fallowing ability. In any conditions other than full daylight, you can disappear into the shadows, giving it you nine-tenths concealment. Artificial illumination, even a light or continual flame spell. Does not negate this ability. A daylight spell, however, will.

Death Beam
Necromancy [Evil] (Death)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Rectangle 5 feet wide and up to close range long
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A black beam comes out of you outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 6d6 points of damage +2 points per caster level (+40 max). Of course they all might die from damage even if they succeed at their saving throws.
XP Cost: 1,000 XP

Fire Dart
Evocation (Fire)
Level: Sor/Wiz 1, Wuj 1-(Fire)
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes

One fire dart shoots from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4-fire damage).

Forceball
Evocation (Force)
Level: Sor/Wiz 5, FM 4
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft, radius spread
Casting Time: 1 action
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball, except what’s noted above and what’s next. It does 1d4 points of force damage per caster level (Max 15d4). This does not set things on fire like fireball.
Material Component: A glass ball worth 10 gp.

Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Touch
Casting Time: 1 action
Target: Creature toughed
Duration: One minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

An invisible but tangible field of force a kin to Mage armor surrounds the subject of force field, providing a protective cover that can takes damage for the creature. The field has HP of 5/level (Max 50 HP) and DR 1/level (Maz 10 DR). All damage that the creature would take is delt to the shield, when the shileds HP is gone the Shield is gone.
Material Component: A glass ball worth 10 gp.

Force Spikes
Evocation (Force)
Level: Sor/Wiz 3, FM 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft, radius spread
Casting Time: 1 action
Duration: 10 rounds +1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: No

As Spike Stones but the damage is 1d4+1 force damage. Creatures that fly, or other typs of movemt are not effected by this spell.
Force Spikes is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as Force Spikes are hard to detect. A rougou (only) can use the Search skill to find the Focre Spike. The DC is 25 + spell level, DC 28 for force spikes.

Force Dart
Evocation (Force)
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You throw a dart made of force at your target. You must succed at a ranged touch attack to hit your target. The needle deals a total of 1d4 points of force damage per two caster levels (maximum 10d4-force damage)
Material Component: A glass dart worth 1 gp.

Gather Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip gives the caster a glimpse into some into a bit of knowledge. The caster gains a +2 insight bonus to his next Gather Information or Knowledge check.
Focus: A book.

Greater Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4

As Force field but has 10 HP per caster level (Max 150) and DR 1 per caster level (max 15)
Material Component: A glass ball worth 100 gp.

Greater Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4

As Mage Armor but that AC bonus is +6.

Greater Static Shock
Evocation [Electricity]
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 9 + 1 round/caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

Now can you stand the shock.

You form a static charge on the target. Every round of the spell’s duration, a blue arc strikes the target. Each arc inflicts 2d6 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.

Greater Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 15 minutes/ level

You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at triple his normal land speed, with perfect maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.

Hand Of Fate
Transmutation [Chaos]
Level: Clr 3, Sor/Wiz 3
Casting Time: 1 action
Range: Touch
Duration: 1 min/level
Target: Creature touched
Components: V, S,
Saving Throw: Will negates
Spell Resistance: Yes

The subject becomes better or worse. The spell grants an enhancement bonus to a stat rolled at random (1d6, 1 Str, 2 Dex, 2 Con, 4 Int, 5 Wis, 6 Cha). Then roll a d6 on a 1-3 the is a negative penetaly, on 4-6 it’s a postive bonus ether way its Equal to 2d6+2.

Immolation
Evocation [Fire]
Level: Sor/Wiz 5
Casting Time: 1 action
Range: Personal
Duration: One round per level
Target: Self
Components: V,S
Saving Throw: None
Spell Resistance: No

This spell covers the caster’s entire body in a layer of fire. The target of this spell takes 1 points of damage/caster level (maximum 15 points of damage) per round this spell is in effect. The next time anyone strikes the target in melee with a medium or smaller sized weapon, the attacker suffers 1d4 points of fire damage per caster level (maximum 15d4). The person (or thing) taking the damage must make a Reflex save for half damage from this spell. The spell also increases the damage of the casters unarmed attacks by half the damage the caster recives from the spell rounded down. The damage to the caster may be adverted in a few ways, one is to have or cast a resistance ability but this is a flawed wrout because it impeads the flame, for each point of damage averted in this way a like amount of dice of damage is taken off the fire also fisibly dims, if all the damage to the caster is stoped in this way the fire goes out ending the spell. The spellls damaging side effect can also be negated by casting ice spells at the caster negating a equal amount of damage and redusing the damage of the spell.

Justice
Evocation (lawful)
Level: Clr 3
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 Creature/2 levels

As Righteous Bolt but can hit more targets. No target can be more than 30 ft. from each other.

Lesser Static Shock
Evocation [Electricity]
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 + 1round/2 caster levels
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

Ready for a shock.

You form a static charge on the target. Every round of the spell’s duration, a red arc strikes the target. Each arc inflicts 1d4 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.

Lesser Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 5 minutes/ level

You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at half his normal land speed, with poor maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.

Mind Ripper
Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, F
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

A black ray springs from your hand. You must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6-enhancement penalty to Intelligence, with an additional –1 per two caster levels (maximum additional penalty of –10). The subject also takes 2 points of damage per –1 enhancement penalty (this damage heals at the normal rate, it does not come back when this spell ends). As the subject's Intelligence drops they expiriance the following effects. at 10 the creature is unable to cast spells, at 4 he can't use Intelligence-based skills, at 2 or less the subject can't even communicate coherently. Still the creature knows who its friends are and can follow them and even protect them. This spell can not bring to targets Intelligence under 1.
Focus: A glass skull that’s worth at least 10 gp.

Natures Insight
Divination
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip gives the caster a glimpse into a peach of natures lore. The caster gains a +2 insight bonus to his next Knowledge (nature) or Wilderness Lore check.

Righteous Bolt
Evocation (lawful)
Level: Clr 2
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

This spell invokes the righteousness of law to launch a bolt of law at the target. You must succeed at a ranged touch attack to hit your target. Dealing 1d4 points of lawful damage/2 levels (Max 5d4 points of lawful damage) to none lawful targets. This spell does 1d8 points of lawful damage/2 levels (Max 5d8 points of lawful damage) to chaotic targets.

Static Cling
Evocation [Electricity]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

You form a small static charge on the target. Every round of the spell’s duration, it arcs and strikes the target. Each arc inflicts 1 point of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.

Static Shock
Evocation [Electricity]
Level: Brd 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 5 + 1 round/caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

Your going to get a shock out of this.

You form a static charge on the target. Every round of the spell’s duration, a green arc strikes the target. Each arc inflicts 1d8 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.

Sweet Talk
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip gives the caster a sweet nice and pleasant speaking tone. The caster gains a +2 competence bonus to his next Diplomacy check.
Focus: A scroll that has nothing on it.

Zap
Evocation (Fire, Electricity)
Level: Sor/Wiz 0, Wuj 0-(Fire)
Components: V, S
Casting Time: 1 action
Range: Close (25-ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You release a small, thin, orange colored beam. You must make a ranged touch attack to deal damage to a target. The spell deals 1 point of electricity and 1 point of fire damage.

So there they all are.
 

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I would remove the saves (but not spell resistance) from the spells which use Force. IIRC, force-type spells do not allow for a save, but are balanced in that they deal damage with d4s. Otherwise, these spells look very nice. My favorite are the Shadow Wings spells.

-Craer
 

Brief analysis of the spells:

Blend into Shadows: Interesting and balanced- more powerful than Invisibility, though not as powerful as Improved Invisibility.

Death Beam: Nasty but fine at 9th.

Fire Dart: Reasonable enough. Scales quicker than Magic Missile, but needs a RTA and inflicts less damage of an inferior type. Compared with Lesser Fire Orb, it scales quicker but has a smaller cap.

Forceball: Seems fine to me.

Force Field (and Greater Force Field): Okay I guess. They are more powerful than Stoneskin (GFF clearly so, FF is weaker but is two levels lower), but only last 1/10th as long.

Gather Knowledge: Fine.

Greater Mage Armour: Again, looks okay.

Greater Static Shock (and the rest of the series): Personally, I think that these are slightly too weak when compared to other direct-damage spells. Whilst they do do a lot of damage over time, most combats rarely last longer than around 4-6 rounds, so it is unlikely that all of the damage (certainly for SS and GSS) will be inflicted in time. Moreover, delayed damage means that there is a greater opportunity to be healed in the interim, and avoids the potential of death from massive damage. Finally, it only affects a single creature which can save to avoid the effect altogether. Either reduce the levels or up the damage: I would recommend the latter.

Greater Shadow Wings: Weak when compared to Fly. Extended Fly has a longer duration (20 mins/level vs. 15 mins/level), can be used on other people and allows more than a light load. Unless the aerial tactical maneuvrability classes are being used (which I as a DM find very tedious), I can see very few reasons to use GSW rather than Fly.

Hand of Fate: Weak. It is too chaotic to use as either a reliable buff or debuff spell, and is further hampered by short duration (if used as buff) or a Will save to negate (if used to debuff).

Immolation: A strange spell. Unless adequate precaution are taken, this is an instant suicide spell- and if precaution is taken, then the spell itself is nerfed. I can see very very few wizards using this spell, and if used, I can see no reason why the said wizard would be attacked in melee (better to let him burn to death!)

Justice (and Righteous Bolt): Okay.

Lesser Shadow Wings: Clearly inferior to Alter Self, the flying application of which is stronger and is far more versatile in general.

Mind Ripper: A nice debuff and damage spell.

Nature's Insight/Sweet Talk/Zap: All nice cantrips.
 

These look great. I really like most of them.

I was wondering if you have submitted them to anywhere? If not, you might consider submitting them to the Netbook of Spells and Magic that's put out by the Fantasy Community Council, their web address is: http://www.fancc.net/

It's just a thought so more people can enjoy your hard work.
 

Airwolf in time the will be on the this site.

http://www.realmsofevil.net/

on the main page (Posted alot of these in the messagebords). Its going to take some time for them to get formated and on the frunt page, plus there when kingofchaos (Forum leader and owner of the site) get around to it ill be DMing in a world that me and other people will be doing. Plus I use them them for my wizards char when I can.
 
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Freezing Acid Beam
Evocation [Acid, Cold]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid and cold energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of acid damage for every 2/caster levels (max 5d6 Acid) and 1d6 points of cold damage for every 2/caster levels (max 5d6 Cold Damage).

Burning Acid Beam
Evocation [Acid, Fire]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid and fire energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of acid damage for every 2/caster levels (max 5d6 Acid) and 1d6 points of fire damage for every 2/caster levels (max 5d6 Fire Damage).

Screaming Acid Beam
Evocation [Acid, Sonic]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid and sonic energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of acid damage for every 2/caster levels (max 5d6 Acid) and 1d6 points of sonic damage for every 2/caster levels (max 5d6 Sonic Damage).

Shocking Acid Beam
Evocation [Acid, Electricity]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid and electricity energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of acid damage for every 2/caster levels (max 5d6 Acid) and 1d6 points of electricity damage for every 2/caster levels (max 5d6 Electricity Damage).

Freezing Fire Beam
Evocation [Cold, Fire]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of colf and fire energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of cold damage for every 2/caster levels (max 5d6 Cold damage) and 1d6 points of fire damage for every 2/caster levels (max 5d6 Fire Damage).

Freezing Electricity Beam
Evocation [Cold, Electricity]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of cold and electricity energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of cold damage for every 2/caster levels (max 5d6 Cold damage) and 1d6 points of electricity damage for every 2/caster levels (max 5d6 Electricity Damage).

Screaming Cold Beam
Evocation [Cold, Sonic]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of cold and sonic energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of a cold damage for every 2/caster levels (max 5d6 Cold) and 1d6 points of sonic damage for every 2/caster levels (max 5d6 Sonic Damage).

Shocking Fire Beam
Evocation [Fire, Electricity]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of fire and electricity energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of fire damage for every 2/caster levels (max 5d6 Fire damage) and 1d6 points of electricity damage for every 2/caster levels (max 5d6 Electricity Damage).

Screaming Electricity Beam
Evocation [Electricity, Sonic]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of electricity and sonic energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of a electricity damage for every 2/caster levels (max 5d6 Electricity) and 1d6 points of sonic damage for every 2/caster levels (max 5d6 Sonic Damage).

Burning Sonic Beam
Evocation [Fire, Sonic]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of fire and sonic energy come from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of fire damage for every 2/caster levels (max 5d6 Fire) and 1d6 points of sonic damage for every 2/caster levels (max 5d6 Sonic Damage).

here some more I just made.
 
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The composite elemental attack spells are certainly an interesting idea, but clearly underpowered as written. With slightly worse damage scaling (e.g. 4d6 v 5d6 at 5th level) and the same cap, the are really dragged down by only affecting one target (although the RTA is compensated by lack of saving throw).

Perhaps raise the cap, otherwise there are very few applications where these would be preferable to Fireball, Lightning Bolt or Icy Burst.
 

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