dwayne
Adventurer
I created these my self and keep in mind I have a warped sense of humor
Weird Trans-dimensional Fun (WTF) [Conjuration/Alteration] (Teleporting)
Level: Mage 3; Components: V; Casting Time: Attack action; Range: personal Area: 30-ft.-radius burst; Duration: 1 round/level ;Saving Throw: Will negates ; Spell Resistance: Yes.
This causes the very walls of reality to break down and other realities will impose upon this one depending upon those in the area of effect. Everyone with in the area must make a will save each round or have there reality altered by other around them. The cast cast this spell and makes a will save if he makes it his will is imposed from his point of reality. Everyone else has to make this save as well to be subjected to his reality. Other wise from there point of reality the caster is just gone, he has shifted to an alternate reality. This only connects the area to the multiple realities and this is a two way bridge so things from here can cross over from there.
Most often this is used to by pass something or some one and making the object or person not there. The effect is stationary once cast centered on the caster, once the caster leaves the area of effect the reality ends and the dimensions are restored. There is a 20% chance that the reality you chose for what ever reason is not hospitable to you due to environmental or or hostile creatures, in this case you can shift the dimension to another Concentration DC20 other wise you are stuck with this one.
Trunk Monkey [Conjuration] (Creation)
Level: Arcane 5; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: person or creature touched: Effect: A Chimpanzee; Duration: 1 hour/caster level or until discharged, then 1 round/caster level; Saving Throw: None; Spell Resistance: No
The caster conjures up a Pissed off Chimpanzee just like in the commercials, he will defend the target with what ever weapon he is summoned with (Roll below). This is only triggered if the target is attacked and then the monkey appearers and reciprocates with an ass whuppin. The person has no control over this creature and it will continue to defend the target and attack all who attacked him. It will always arrive via a door out of a trunk or from behind an object and surprises the target is flat footed.
Trunk Monkey: AC 14, touch 14, flat-footed 11; (+4 Dex, ); Vitality 13, Wounds 11 (+1 natural), Saves: Fort +5, Ref +7, Will +2; Speed 30 ft., climb 30 ft.
Melee weapon +2 or 2 slams +2 (1d6) or Ranged Weapon +2; Space 10 ft.; Reach 10 ft.
Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 7; Base Atk +2; CMB +2; CMD 16
Feats: Kicking your ass, Skill Focus (Trunk monkey weapons ); Skills Acrobatics +8, Climb +12, Perception +8
Roll Weapon Type Damage
01 -20 Taser Electric 1d6*
21 -40 S&W M29 (.44 magnum revolver) Ballistic 3d8
41 -60 Tire Iron Bashing 1d8
61 -80 Mossberg (12-gauge shotgun)** Cone effect 3d8
81 -100 Katana Slashing 3d6
* Taser: A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d6 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
** If with in the first 10' weapon gets knock down.
Caution: It is beast to use this if there is a chance of attack because if the duration ends and the monkey is not used it will appear 50% chance and kick you in the nuts or another vital place causing you to be stunned for 2d6 rounds.
Note: The spell caster who made this spell was not right in the head and was obsessed with monkeys use at own risk.
Material Component: A stuffed monkey with a siver chain around its neck (purchase DC 20).
Vortex [Evocation]
Level: Arcane 5; Components: V, S, F; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Effect: 7-foot-diameter sphere; Duration: 1 round/2 levels + special see below; Saving Throw: Varies see below ; Spell Resistance: Varies see below
A vortex is a swirling mass of magical energy, barely controllable by the caster. After casting the spell, a 7 foot tall, multicolored sphere appears. From this moment on, the caster must maintain concentration DC 20 +1 per round active in order for the vortex to remain.
Each round, the caster can move the vortex 60 feet. However, control of direction is not perfect. If the caster fails to concentrate just for a moment, the Vortex moves on on its own.
The vortex is composed of raw magical energy. Once per round, all creatures close to the vortex suffer one of the fallowing effects.
Roll Effect Damage Secondary effect
01-10 Electrical arc 2d6 electrical Stunned 2d4 rds
11-20 Metallic shards 2d6 Slashing Bleed damage of 2 for 2d4 rds
21-30 Acidic spray 2d6 Acid Armor damaged 2d4, if no armor then Wound damage.
31-40 Vegetable mater hits target 2d6 Bashing damage Bind for 1d4 rds
41-50 Ooze burst Blind for 2d4 rds Reflex save DC 20 or fall prone/2d4 rds
51-60 Artic wind 2d6 cold damage Frost bite damage
61-70 Sand spray -2 to armor class for 2d4 rds Reflex save DC 20 or blind /2d4 rds
71-80 Putrid bile blast Sickened /2d4 rds Fort save DC 20 orLose 2d4 con
81-90 Sonic wave 2d6 sonic damage Reflex DC20 or knocked back 1d6 x10 feet
91-99 Yellow beam 2d6 Dexterity damage Fort save DC 20 or paralyzed for /2d4 rds
100 Rift A Dimensional rift opens area of effect 30' radius centered on the target reflex DC 20 or be sent to random plane.
Creatures struck are allowed a saving throw to avoid the secondary damage or effect.The duration of the spell is as listed but there is a 50% chance to spell stays uncontracted for and additional 2d4 rounds, on the up side the caster is not immobile for the added time. The caster is held immobile for the whole duration of the spell; he can't cancel it, even when he completely lost control over the vortex.
What Time is it? [Enchantment] [Mind-Affecting]
Level: Arcane 1; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature; Duration: Instantaneous; Saving Throw: Will negates; Spell Resistance: Yes.
This spell causes the target to be so distracted that he draws attacks of opportunity from all those around him. If no one can attack this person then the target just loses a full action this round and can only do a partial action, while he checks his watch to see what time it is. This will only work if the target understands that the caster is talking about. The semantic component is the act of looking at your own wrist.
Material Component: a broken watch.
Trap The Soul [Transmutation]
Level: Acolyte 1, Mage 1; Components: S, M; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One creature; Duration:1round/level; Saving Throw: Fortitude negates; Spell Resistance: Yes
This spell causes the targets foot wear to become bonded to that of the surface he is on, he can still fight but can not move his feet so suffers a -5 to reflex saves and can not run or other wise move his feet. This can not be cast on a target who does not have both feet on the ground the spell will fail. If cast on a person or a creature not wearing foot wear (horse shoes do count) the target gets a +5 to the save. Also if the person wearing foot wear removes or unties it to slip out there feet they draw an attack of opportunity from all around, but he can then move freely.
Semantic Component is chewing the gum and sticking it to the bottom of the shoe.
Material Component: A shoe and a piece of chewing gum
These are other spells I found and altered
Corporeal Instability [Alteration]
Level: Arcane 4; Components: S, M; Casting Time: Attack action; Range: Touch; Target: One person or creature touched; Duration: 1 round/level; Saving Throw: Fort negates; Spell Resistance: Yes
Corporeal Instability temporarily distorts the various bonds that hold the victim's body together. When the spell is cast on a creature, it has to save or be liquefied. When failing the saving throw, the victim takes 1d20 points of damage as his body destabilizes into an amorphous, ever-shifting mass. The victim is unable to take any action but move at 5' per round. This effect lasts for 1 round per level of the caster, the creature is also immune to anything save magical damage from area effect spells of which he only suffers Half damage.
Weird Trans-dimensional Fun (WTF) [Conjuration/Alteration] (Teleporting)
Level: Mage 3; Components: V; Casting Time: Attack action; Range: personal Area: 30-ft.-radius burst; Duration: 1 round/level ;Saving Throw: Will negates ; Spell Resistance: Yes.
This causes the very walls of reality to break down and other realities will impose upon this one depending upon those in the area of effect. Everyone with in the area must make a will save each round or have there reality altered by other around them. The cast cast this spell and makes a will save if he makes it his will is imposed from his point of reality. Everyone else has to make this save as well to be subjected to his reality. Other wise from there point of reality the caster is just gone, he has shifted to an alternate reality. This only connects the area to the multiple realities and this is a two way bridge so things from here can cross over from there.
Most often this is used to by pass something or some one and making the object or person not there. The effect is stationary once cast centered on the caster, once the caster leaves the area of effect the reality ends and the dimensions are restored. There is a 20% chance that the reality you chose for what ever reason is not hospitable to you due to environmental or or hostile creatures, in this case you can shift the dimension to another Concentration DC20 other wise you are stuck with this one.
Trunk Monkey [Conjuration] (Creation)
Level: Arcane 5; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: person or creature touched: Effect: A Chimpanzee; Duration: 1 hour/caster level or until discharged, then 1 round/caster level; Saving Throw: None; Spell Resistance: No
The caster conjures up a Pissed off Chimpanzee just like in the commercials, he will defend the target with what ever weapon he is summoned with (Roll below). This is only triggered if the target is attacked and then the monkey appearers and reciprocates with an ass whuppin. The person has no control over this creature and it will continue to defend the target and attack all who attacked him. It will always arrive via a door out of a trunk or from behind an object and surprises the target is flat footed.
Trunk Monkey: AC 14, touch 14, flat-footed 11; (+4 Dex, ); Vitality 13, Wounds 11 (+1 natural), Saves: Fort +5, Ref +7, Will +2; Speed 30 ft., climb 30 ft.
Melee weapon +2 or 2 slams +2 (1d6) or Ranged Weapon +2; Space 10 ft.; Reach 10 ft.
Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 7; Base Atk +2; CMB +2; CMD 16
Feats: Kicking your ass, Skill Focus (Trunk monkey weapons ); Skills Acrobatics +8, Climb +12, Perception +8
Roll Weapon Type Damage
01 -20 Taser Electric 1d6*
21 -40 S&W M29 (.44 magnum revolver) Ballistic 3d8
41 -60 Tire Iron Bashing 1d8
61 -80 Mossberg (12-gauge shotgun)** Cone effect 3d8
81 -100 Katana Slashing 3d6
* Taser: A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d6 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
** If with in the first 10' weapon gets knock down.
Caution: It is beast to use this if there is a chance of attack because if the duration ends and the monkey is not used it will appear 50% chance and kick you in the nuts or another vital place causing you to be stunned for 2d6 rounds.
Note: The spell caster who made this spell was not right in the head and was obsessed with monkeys use at own risk.
Material Component: A stuffed monkey with a siver chain around its neck (purchase DC 20).
Vortex [Evocation]
Level: Arcane 5; Components: V, S, F; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Effect: 7-foot-diameter sphere; Duration: 1 round/2 levels + special see below; Saving Throw: Varies see below ; Spell Resistance: Varies see below
A vortex is a swirling mass of magical energy, barely controllable by the caster. After casting the spell, a 7 foot tall, multicolored sphere appears. From this moment on, the caster must maintain concentration DC 20 +1 per round active in order for the vortex to remain.
Each round, the caster can move the vortex 60 feet. However, control of direction is not perfect. If the caster fails to concentrate just for a moment, the Vortex moves on on its own.
The vortex is composed of raw magical energy. Once per round, all creatures close to the vortex suffer one of the fallowing effects.
Roll Effect Damage Secondary effect
01-10 Electrical arc 2d6 electrical Stunned 2d4 rds
11-20 Metallic shards 2d6 Slashing Bleed damage of 2 for 2d4 rds
21-30 Acidic spray 2d6 Acid Armor damaged 2d4, if no armor then Wound damage.
31-40 Vegetable mater hits target 2d6 Bashing damage Bind for 1d4 rds
41-50 Ooze burst Blind for 2d4 rds Reflex save DC 20 or fall prone/2d4 rds
51-60 Artic wind 2d6 cold damage Frost bite damage
61-70 Sand spray -2 to armor class for 2d4 rds Reflex save DC 20 or blind /2d4 rds
71-80 Putrid bile blast Sickened /2d4 rds Fort save DC 20 orLose 2d4 con
81-90 Sonic wave 2d6 sonic damage Reflex DC20 or knocked back 1d6 x10 feet
91-99 Yellow beam 2d6 Dexterity damage Fort save DC 20 or paralyzed for /2d4 rds
100 Rift A Dimensional rift opens area of effect 30' radius centered on the target reflex DC 20 or be sent to random plane.
Creatures struck are allowed a saving throw to avoid the secondary damage or effect.The duration of the spell is as listed but there is a 50% chance to spell stays uncontracted for and additional 2d4 rounds, on the up side the caster is not immobile for the added time. The caster is held immobile for the whole duration of the spell; he can't cancel it, even when he completely lost control over the vortex.
What Time is it? [Enchantment] [Mind-Affecting]
Level: Arcane 1; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature; Duration: Instantaneous; Saving Throw: Will negates; Spell Resistance: Yes.
This spell causes the target to be so distracted that he draws attacks of opportunity from all those around him. If no one can attack this person then the target just loses a full action this round and can only do a partial action, while he checks his watch to see what time it is. This will only work if the target understands that the caster is talking about. The semantic component is the act of looking at your own wrist.
Material Component: a broken watch.
Trap The Soul [Transmutation]
Level: Acolyte 1, Mage 1; Components: S, M; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One creature; Duration:1round/level; Saving Throw: Fortitude negates; Spell Resistance: Yes
This spell causes the targets foot wear to become bonded to that of the surface he is on, he can still fight but can not move his feet so suffers a -5 to reflex saves and can not run or other wise move his feet. This can not be cast on a target who does not have both feet on the ground the spell will fail. If cast on a person or a creature not wearing foot wear (horse shoes do count) the target gets a +5 to the save. Also if the person wearing foot wear removes or unties it to slip out there feet they draw an attack of opportunity from all around, but he can then move freely.
Semantic Component is chewing the gum and sticking it to the bottom of the shoe.
Material Component: A shoe and a piece of chewing gum
These are other spells I found and altered
Corporeal Instability [Alteration]
Level: Arcane 4; Components: S, M; Casting Time: Attack action; Range: Touch; Target: One person or creature touched; Duration: 1 round/level; Saving Throw: Fort negates; Spell Resistance: Yes
Corporeal Instability temporarily distorts the various bonds that hold the victim's body together. When the spell is cast on a creature, it has to save or be liquefied. When failing the saving throw, the victim takes 1d20 points of damage as his body destabilizes into an amorphous, ever-shifting mass. The victim is unable to take any action but move at 5' per round. This effect lasts for 1 round per level of the caster, the creature is also immune to anything save magical damage from area effect spells of which he only suffers Half damage.