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Fallen World- 13th lvl homebrew (dark and mature)
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<blockquote data-quote="Gli'jar" data-source="post: 3728839" data-attributes="member: 36562"><p>[sblock=Canthan potential spells]</p><p></p><p>The following spells are from SC.</p><p>1st – </p><p>Conjuration</p><p>benign transposition -- 2 willing subjects of up to large switch places, med rng, no sr no save, must be willing targets</p><p>lesser orb of acid – close ranged touch deals 1d8 acid +1d8/2 levels beyond 1st (max 5d8) no save no sr</p><p>buzzing bee – a small but loud bee gives subject –10 penalty on move silently and hinders concentration to cast spells or maintain them dc is equal to buzzing bee's spell dc + level of the spell being cast no save no sr, med rng, cannot be attacked but can be dispelled. Fly speed of 180' perfect and it remains near the subject inspite of darkness, invis, polymorph, cover, concealment, or any other attempt at disguise or hiding</p><p></p><p>Transmutation</p><p>Nerveskitter – casts as immediate action, close rng, subject gains +5 on init check for the encounter</p><p></p><p>2nd – </p><p>Conjuration</p><p>baleful transposition – med rng, wil negates, sr yes 2 subject switch places of up to large size, soild object must connect targets, rope, ground bridge etc. movement is instant no AOO</p><p>ice knife – lng range,sr yes, normal ranged attack with a +2 bonus for every 2 caster levels, magical shard of ice deals 2d8 cold plus 2 dex (fort neg dex dmg) or 1d8 cold in 10’ radius burst (rflx 1/2)</p><p></p><p>Illusion</p><p>phantasmal assailants – close rng, wil disbelief, fort 1/2 sr yes, Nightmare creatures strike subject for 8 wis and 8 dex</p><p>dark way – creates temporary unbreakable bridge supporting 200 lbs/lvl, duration 1 rnd/lvl close rng, creates bridge of force 5 ft wide, 1 in thick, up to 20'per level in length</p><p></p><p>Evoc</p><p>rainbow beam –close rng, no save sr yes, ranged touch if hit target is dazzled for 1 min and ray deals 1d12/3 lvl of random type (max 5d12). Roll 1d8 1 fire, 2 acid, 3 elec, 4 poison, 5 cold, 6 sonic, 7 force, 8 multihued, roll twice ignore further 8</p><p></p><p>3rd</p><p>Conjuration</p><p>viper gout – you spit forth medium celestial or fiendish (pseudonatural?) vipers that attack you foes close rng, 1d4+3 summoned creatures for 1 rnd/lvl, spit 3 vipers as part std action or spit one viper as a move action, I cannot speak until i have spit forth all the snakes</p><p>acid breath – cone of acid deal 1d6/lvl (max 10d6), rng 15' rflx 1/2 sr yes</p><p></p><p>Div</p><p>Unluck – whenever any die roll is made roll two separate rolls take the worse of each roll for 1rnd/lvl close rng, will neg, sr yes </p><p></p><p>Trans</p><p>demon dirge – 2d6 dmg/rnd for 1d6 rnds, close rng, sr yes, creature with evil and chaotic subtype 2d6 dmg , no save, also possess tanarri subtype fort save or be stunned for the duration</p><p></p><p>Evoc</p><p>Manyjaws – one set of disembodied jaws/lvl attacks enemies for 1d6 dmg auto hits, redirect jaws as a std action, med rng, sr yes, rflx 1/2 force effect, can attack separate targets or single foe 40' movement, orig at my location duration concentration up to 3 rnds</p><p>rainbow blast –120' line beginning from my fingers, rflx 1/2 sr yes deals 5d12 damage of each energy type 1d12 for each type fire, acid, elec, cold, sonic to any creatures in line of effect</p><p></p><p>4th – </p><p>Conj</p><p>blast of flame – 60’ cone of fire from my hands 1d6/lvl (max 10d6), rflx 1/2 sr no</p><p>Translocation Trick – you and subject switch places and appear as each other, med rng, will negates, sr yes, cannot exceed dim door or look so different that disguise self would not work </p><p>orb of force – ranged touch 1d6/lvl (max 10d6), med rng, no save, no sr, rnged touch</p><p>Orb of cold -- ranged touch 1d6/lvl (max 15d6) and might be blinded sr no fort partial, successful save negates blindness close rng rnged touch attack</p><p></p><p>Evoc</p><p>vortex of teeth – 3d8 points of dmg due to force per rnd to all creatures in the area, med rng, 40' rad hollow cylinder20' high, 5' rad safe zone in center, no save, sr yes dur 1rnd/lvl, force effect looks like a school of transparant piranhas swimming through the air</p><p></p><p>abj</p><p>resistance greater – subject gains +3 on saving throws, duration 24 hrs</p><p></p><p>5th – </p><p>Conj</p><p>Arc of Lightning – line of elec arc between two creatures 1d6/lvl (max 15d6) close rflx 1/2 sr no, any creatures between the two I designate take dmg too. draw arc from any corner of creatures space to other corner anything in this line is affected</p><p>vitriolic sphere – acid deals 6d6 plus possible dmg in the following 3 rnds, lng rng, 10' rad burst, rflx partial, no sr. success save 1/2 dmg fail take 6d6 for 3 rnds</p><p>phantasmal thief – create an unseen force that steals from others, </p><p></p><p>Illus</p><p>Shadowfade – opens portal to plane of shadow, will neg, sr yes, opens 10' portal permitting me and those I designate within range (close) to pass into it. Other creatures can pass into it but must make will save</p><p></p><p>Abj</p><p>recipocal gyre – creature takes 1d12 dmg/lvl of spell affecting it (max 25d12) if fails wil then also fort save or be dazed for 1d6 rnds. wil 1/2 fort negates med rng, no sr</p><p></p><p>Evoc</p><p>fireburst greater – subjects within 15’ extending from me take 1d10/lvlfire dmg (max 15d10) rflx 1/2 sr yes</p><p>prismatic ray – ray of light blinds subject deals random effect (as prismatic spray)med rng, sr yes saving throws as prismatic spray this spell is a ray.</p><p></p><p>6th – </p><p>Conj</p><p>fire spiders – swarm of fine fire elementals deals fire dmg in an area, 10' rad spread, close rng, 1rnd/lv. reflex 1/2 sr yes, deals 4d6 of fire dmg to a crature that starts it turn in the affected area any cold spell of 3rd or higher disperses the spiders ends the spell</p><p>acid storm – deals 1d6/lvl acid dmg (max 15d6) in a 20 radius cylinder, med rng, rflx 1/2 no sr</p><p></p><p>Trans</p><p>subvert planar essence – reduces subjects dmg red. and spell resistance med rng, 1rnd/lvl 20' rad eman. centered point in space, fort neg, sr yes, reduces sr and dr by 10</p><p>stone body – your body become living stone, 1 min/lvl, gain dr 10/adam immune to blindness, crits, ability dmg, deafness, disease, drowning, posion, stunning, all spells or effects that affect phisiology or respiration +4 str, -4 dex 1/2 speed, weightx3, transmute rock to mud slowed no save for 2d6 rnds, mud to rock heals, stone to flesh ends it</p><p></p><p>7th –</p><p>abj</p><p>ghost trap – incorporeal creatures turn corporeal, 5'/lvl emanation centered on me 1min/lvl, no save or sr</p><p></p><p>Trans</p><p>glass strike – turns subject into glass, close rng, 1hr/lvl duration fort negates sr yes</p><p></p><p>This is essentially a wish list so if the spells are good but you need me to tone down the number let me know (Eg. 4 spells per level of 1st-3rd lvl spells, 3 of 4th-5th, 2 of 6th & 7th).</p><p> </p><p>I got rid of plane shift and other planar themed spells but kept dismissal on my character sheet. I figure I am not the only one who will summon beasties. Shadow fade opens a portal to plane of shadow so I felt it was ok to keep on the list.[/sblock]</p></blockquote><p></p>
[QUOTE="Gli'jar, post: 3728839, member: 36562"] [sblock=Canthan potential spells] The following spells are from SC. 1st – Conjuration benign transposition -- 2 willing subjects of up to large switch places, med rng, no sr no save, must be willing targets lesser orb of acid – close ranged touch deals 1d8 acid +1d8/2 levels beyond 1st (max 5d8) no save no sr buzzing bee – a small but loud bee gives subject –10 penalty on move silently and hinders concentration to cast spells or maintain them dc is equal to buzzing bee's spell dc + level of the spell being cast no save no sr, med rng, cannot be attacked but can be dispelled. Fly speed of 180' perfect and it remains near the subject inspite of darkness, invis, polymorph, cover, concealment, or any other attempt at disguise or hiding Transmutation Nerveskitter – casts as immediate action, close rng, subject gains +5 on init check for the encounter 2nd – Conjuration baleful transposition – med rng, wil negates, sr yes 2 subject switch places of up to large size, soild object must connect targets, rope, ground bridge etc. movement is instant no AOO ice knife – lng range,sr yes, normal ranged attack with a +2 bonus for every 2 caster levels, magical shard of ice deals 2d8 cold plus 2 dex (fort neg dex dmg) or 1d8 cold in 10’ radius burst (rflx 1/2) Illusion phantasmal assailants – close rng, wil disbelief, fort 1/2 sr yes, Nightmare creatures strike subject for 8 wis and 8 dex dark way – creates temporary unbreakable bridge supporting 200 lbs/lvl, duration 1 rnd/lvl close rng, creates bridge of force 5 ft wide, 1 in thick, up to 20'per level in length Evoc rainbow beam –close rng, no save sr yes, ranged touch if hit target is dazzled for 1 min and ray deals 1d12/3 lvl of random type (max 5d12). Roll 1d8 1 fire, 2 acid, 3 elec, 4 poison, 5 cold, 6 sonic, 7 force, 8 multihued, roll twice ignore further 8 3rd Conjuration viper gout – you spit forth medium celestial or fiendish (pseudonatural?) vipers that attack you foes close rng, 1d4+3 summoned creatures for 1 rnd/lvl, spit 3 vipers as part std action or spit one viper as a move action, I cannot speak until i have spit forth all the snakes acid breath – cone of acid deal 1d6/lvl (max 10d6), rng 15' rflx 1/2 sr yes Div Unluck – whenever any die roll is made roll two separate rolls take the worse of each roll for 1rnd/lvl close rng, will neg, sr yes Trans demon dirge – 2d6 dmg/rnd for 1d6 rnds, close rng, sr yes, creature with evil and chaotic subtype 2d6 dmg , no save, also possess tanarri subtype fort save or be stunned for the duration Evoc Manyjaws – one set of disembodied jaws/lvl attacks enemies for 1d6 dmg auto hits, redirect jaws as a std action, med rng, sr yes, rflx 1/2 force effect, can attack separate targets or single foe 40' movement, orig at my location duration concentration up to 3 rnds rainbow blast –120' line beginning from my fingers, rflx 1/2 sr yes deals 5d12 damage of each energy type 1d12 for each type fire, acid, elec, cold, sonic to any creatures in line of effect 4th – Conj blast of flame – 60’ cone of fire from my hands 1d6/lvl (max 10d6), rflx 1/2 sr no Translocation Trick – you and subject switch places and appear as each other, med rng, will negates, sr yes, cannot exceed dim door or look so different that disguise self would not work orb of force – ranged touch 1d6/lvl (max 10d6), med rng, no save, no sr, rnged touch Orb of cold -- ranged touch 1d6/lvl (max 15d6) and might be blinded sr no fort partial, successful save negates blindness close rng rnged touch attack Evoc vortex of teeth – 3d8 points of dmg due to force per rnd to all creatures in the area, med rng, 40' rad hollow cylinder20' high, 5' rad safe zone in center, no save, sr yes dur 1rnd/lvl, force effect looks like a school of transparant piranhas swimming through the air abj resistance greater – subject gains +3 on saving throws, duration 24 hrs 5th – Conj Arc of Lightning – line of elec arc between two creatures 1d6/lvl (max 15d6) close rflx 1/2 sr no, any creatures between the two I designate take dmg too. draw arc from any corner of creatures space to other corner anything in this line is affected vitriolic sphere – acid deals 6d6 plus possible dmg in the following 3 rnds, lng rng, 10' rad burst, rflx partial, no sr. success save 1/2 dmg fail take 6d6 for 3 rnds phantasmal thief – create an unseen force that steals from others, Illus Shadowfade – opens portal to plane of shadow, will neg, sr yes, opens 10' portal permitting me and those I designate within range (close) to pass into it. Other creatures can pass into it but must make will save Abj recipocal gyre – creature takes 1d12 dmg/lvl of spell affecting it (max 25d12) if fails wil then also fort save or be dazed for 1d6 rnds. wil 1/2 fort negates med rng, no sr Evoc fireburst greater – subjects within 15’ extending from me take 1d10/lvlfire dmg (max 15d10) rflx 1/2 sr yes prismatic ray – ray of light blinds subject deals random effect (as prismatic spray)med rng, sr yes saving throws as prismatic spray this spell is a ray. 6th – Conj fire spiders – swarm of fine fire elementals deals fire dmg in an area, 10' rad spread, close rng, 1rnd/lv. reflex 1/2 sr yes, deals 4d6 of fire dmg to a crature that starts it turn in the affected area any cold spell of 3rd or higher disperses the spiders ends the spell acid storm – deals 1d6/lvl acid dmg (max 15d6) in a 20 radius cylinder, med rng, rflx 1/2 no sr Trans subvert planar essence – reduces subjects dmg red. and spell resistance med rng, 1rnd/lvl 20' rad eman. centered point in space, fort neg, sr yes, reduces sr and dr by 10 stone body – your body become living stone, 1 min/lvl, gain dr 10/adam immune to blindness, crits, ability dmg, deafness, disease, drowning, posion, stunning, all spells or effects that affect phisiology or respiration +4 str, -4 dex 1/2 speed, weightx3, transmute rock to mud slowed no save for 2d6 rnds, mud to rock heals, stone to flesh ends it 7th – abj ghost trap – incorporeal creatures turn corporeal, 5'/lvl emanation centered on me 1min/lvl, no save or sr Trans glass strike – turns subject into glass, close rng, 1hr/lvl duration fort negates sr yes This is essentially a wish list so if the spells are good but you need me to tone down the number let me know (Eg. 4 spells per level of 1st-3rd lvl spells, 3 of 4th-5th, 2 of 6th & 7th). I got rid of plane shift and other planar themed spells but kept dismissal on my character sheet. I figure I am not the only one who will summon beasties. Shadow fade opens a portal to plane of shadow so I felt it was ok to keep on the list.[/sblock] [/QUOTE]
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