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<blockquote data-quote="the Jester" data-source="post: 418632" data-attributes="member: 1210"><p>Okay, here you go!</p><p></p><p></p><p>FORCE SHAPE</p><p>Transmutation</p><p>Level: Wiz/Sor 5</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: One force effect</p><p>Duration: 1 round/level</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes (object) (see text)</p><p> Devised by Arion the Archmage, a force shape lets you alter the shape of a force effect. You can put a hole in a wall of force, gain a 10’ reach with a Mordenkainen’s sword, disable an enemy’s mage armor or inertial armor, etc.</p><p> If the force effect is generated by an object with SR it must penetrate it successfully. The object also receives a Will save. If the force effect is from a spell or power the caster receives a Will save but no SR.</p><p></p><p>FORCE SPIKE</p><p>Evocation</p><p> [Force]</p><p>Level: Wiz/Sor 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Effect: 2’ long spike of force, tapering from a 6” diameter to a point</p><p>Duration: 1 round</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p> This spell creates a spike of crackling force that hisses and glows with an eerie green light. The round you cast force spike you may make a full attack with it as a free action. These attacks are touch attacks on a single target within range; the spike’s base damage and threat range are as follows:</p><p>Caster level Base Damage Threat Range</p><p>1-3 1d6 20</p><p>4-5 1d8 20</p><p>6 1d10 19-20</p><p>7-8 1d10 19-20 </p><p>9 1d10 18-20</p><p>10-11 1d12 18-20</p><p>12+ 1d12 17-20</p><p>The damage dealt is increased by your intelligence bonus.</p><p></p><p></p><p><em>Note: this one was devised in 2e, when most first-level spells didn't do much damage and when the critical hit system I used was substantially more lethal, so it might need a little buffing up. I did a virtually straight conversion of it.</em></p><p></p><p></p><p></p><p>LANCE OF DISRUPTION</p><p> Evocation [Force]</p><p>Level: Wiz/Sor 3</p><p>Components: V,S</p><p>Casting Time: 1 action</p><p>Range: 60’</p><p>Area: Line 5’ high x5’ wide x60’ long</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p> A lance of disruption is a beam of concussive force that lashes out from your hand in a path five feet wide and 60’ long. The lance deals 5d4+2/level hp of damage (max of 5d4+20). You may choose to deal subdual damage rather than real damage with your lance of disruption. A lance of disruption ignores all object hardness.</p><p></p><p>PUNCTURE</p><p>Transmutation [Force]</p><p>Level: Wiz/Sor 8</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Long (400’+40’/level)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort partial</p><p>Spell Resistance: Yes</p><p> This powerful spell blasts a small hole, about 2” in diameter, in anything it hits. The power of this puncture is such that the rest of the object or creature is often shattered as well; regardless of the saving throw the target suffers 6d12 damage. An object that fails its saving throw is shattered into pieces and all parts of the object within 1’/level of the targeted area is destroyed. A creature that fails its saving throw must roll on the following chart to determine the exact effects:</p><p>01-20 Random arm blown off</p><p>21-40 Random leg blown off</p><p>41-50 Head shot! Knocked unconscious, lose 1d6 each permanent Int and Wis; 50% chance to lose an eye</p><p>51-60 Neck: head blown off, killed</p><p>61-80 Torso: stunned 3d10 rounds</p><p>81-0 Torso: internal damage is extensive, permanent loss of 1d6 Con.</p><p>Casting this spell is so taxing that you immediately suffer 3d4 points of subdual damage</p><p></p><p>SEEKER MISSILES</p><p>Evocation</p><p> [Force]</p><p>Level: Wiz/Sor 5</p><p>Range: See text</p><p>Targets: Up to five creatures separated by any distance</p><p>Duration: 1 round/level</p><p>Saving Throw: See text</p><p> A higher level variant of magic missile, seeker missiles fly 100’+10’/level every round until they reach their targets. You may target each missile at a different target if you desire. The more exactly you know the target’s position the better your odds of successfully striking him. The missiles seek with the intelligence and knowledge you have except that they will move at their maximum speed each round until they can attack the victim (they won’t lurk in hiding or anything like that). If you can see the victim it is an easy mark; otherwise the missiles streak away to try to seek him.</p><p> A seeker missile that reaches its target zips in to attack. The target must make a Reflex save or be hit for 2d6 hp. If the missile fails to connect, it will swing around for another pass each round as long as the spell continues.</p><p> Except as noted above, this spell is the same as magic missile.</p><p></p><p>SLAP</p><p>Evocation</p><p> [Force]</p><p>Level: Wiz/Sor 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: 10’+1’/level</p><p>Effect: Cone</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex negates</p><p>Spell Resistance: Yes</p><p> This spell evokes a wave of force. All creatures within it suffer 1 hp/level and are stunned for one round.</p><p></p><p>SUFFERANCE</p><p>Abjuration </p><p> [Force]</p><p>Level: Wiz/Sor 3, Clr3</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 minute/level</p><p>Saving Throw: Fortitude negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p> The spell protects the recipient by granting a field of damage-absorbing force. In essence, the subject gains 2d6+1/level (maximum 30) points of protection, acting as if DR5/- on every hit until the field is exhausted.</p><p></p><p></p><p>Hope these are useful to you; I have a ton of other homebrew/converted spells but these are the only force ones.</p></blockquote><p></p>
[QUOTE="the Jester, post: 418632, member: 1210"] Okay, here you go! FORCE SHAPE Transmutation Level: Wiz/Sor 5 Components: V, S Casting Time: 1 action Range: Close (25’+5’/2 levels) Target: One force effect Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes (object) (see text) Devised by Arion the Archmage, a force shape lets you alter the shape of a force effect. You can put a hole in a wall of force, gain a 10’ reach with a Mordenkainen’s sword, disable an enemy’s mage armor or inertial armor, etc. If the force effect is generated by an object with SR it must penetrate it successfully. The object also receives a Will save. If the force effect is from a spell or power the caster receives a Will save but no SR. FORCE SPIKE Evocation [Force] Level: Wiz/Sor 1 Components: V, S Casting Time: 1 action Range: Close (25’+5’/2 levels) Effect: 2’ long spike of force, tapering from a 6” diameter to a point Duration: 1 round Saving Throw: None Spell Resistance: Yes This spell creates a spike of crackling force that hisses and glows with an eerie green light. The round you cast force spike you may make a full attack with it as a free action. These attacks are touch attacks on a single target within range; the spike’s base damage and threat range are as follows: Caster level Base Damage Threat Range 1-3 1d6 20 4-5 1d8 20 6 1d10 19-20 7-8 1d10 19-20 9 1d10 18-20 10-11 1d12 18-20 12+ 1d12 17-20 The damage dealt is increased by your intelligence bonus. [i]Note: this one was devised in 2e, when most first-level spells didn't do much damage and when the critical hit system I used was substantially more lethal, so it might need a little buffing up. I did a virtually straight conversion of it.[/i] LANCE OF DISRUPTION Evocation [Force] Level: Wiz/Sor 3 Components: V,S Casting Time: 1 action Range: 60’ Area: Line 5’ high x5’ wide x60’ long Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A lance of disruption is a beam of concussive force that lashes out from your hand in a path five feet wide and 60’ long. The lance deals 5d4+2/level hp of damage (max of 5d4+20). You may choose to deal subdual damage rather than real damage with your lance of disruption. A lance of disruption ignores all object hardness. PUNCTURE Transmutation [Force] Level: Wiz/Sor 8 Components: V, S Casting Time: 1 action Range: Long (400’+40’/level) Effect: Ray Duration: Instantaneous Saving Throw: Fort partial Spell Resistance: Yes This powerful spell blasts a small hole, about 2” in diameter, in anything it hits. The power of this puncture is such that the rest of the object or creature is often shattered as well; regardless of the saving throw the target suffers 6d12 damage. An object that fails its saving throw is shattered into pieces and all parts of the object within 1’/level of the targeted area is destroyed. A creature that fails its saving throw must roll on the following chart to determine the exact effects: 01-20 Random arm blown off 21-40 Random leg blown off 41-50 Head shot! Knocked unconscious, lose 1d6 each permanent Int and Wis; 50% chance to lose an eye 51-60 Neck: head blown off, killed 61-80 Torso: stunned 3d10 rounds 81-0 Torso: internal damage is extensive, permanent loss of 1d6 Con. Casting this spell is so taxing that you immediately suffer 3d4 points of subdual damage SEEKER MISSILES Evocation [Force] Level: Wiz/Sor 5 Range: See text Targets: Up to five creatures separated by any distance Duration: 1 round/level Saving Throw: See text A higher level variant of magic missile, seeker missiles fly 100’+10’/level every round until they reach their targets. You may target each missile at a different target if you desire. The more exactly you know the target’s position the better your odds of successfully striking him. The missiles seek with the intelligence and knowledge you have except that they will move at their maximum speed each round until they can attack the victim (they won’t lurk in hiding or anything like that). If you can see the victim it is an easy mark; otherwise the missiles streak away to try to seek him. A seeker missile that reaches its target zips in to attack. The target must make a Reflex save or be hit for 2d6 hp. If the missile fails to connect, it will swing around for another pass each round as long as the spell continues. Except as noted above, this spell is the same as magic missile. SLAP Evocation [Force] Level: Wiz/Sor 1 Components: V, S Casting Time: 1 action Range: 10’+1’/level Effect: Cone Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes This spell evokes a wave of force. All creatures within it suffer 1 hp/level and are stunned for one round. SUFFERANCE Abjuration [Force] Level: Wiz/Sor 3, Clr3 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One creature Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The spell protects the recipient by granting a field of damage-absorbing force. In essence, the subject gains 2d6+1/level (maximum 30) points of protection, acting as if DR5/- on every hit until the field is exhausted. Hope these are useful to you; I have a ton of other homebrew/converted spells but these are the only force ones. [/QUOTE]
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