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Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]
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<blockquote data-quote="The Forsaken One" data-source="post: 3111659" data-attributes="member: 799"><p><strong>And a few spells.</strong></p><p></p><p>Just a few to throw some else in then monsters. I hope to be able to get some items, additional spells and the witch doctor class in here somewhere this week.</p><p></p><p></p><p><strong>Winter’s Protoform</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level</p><p>When you cast this spell, your body, along with all equipment worn or carried, transforms into living protomatter. You take the form of an ooze, and you are immune to poison, sleep, paralysis, stunning, and polymorphing, for the duration of the spell. You can still be affected by mind-affecting spells since, unlike oozes, you still possess a mind and retain your Intelligence, Wisdom, and Charisma scores. You are not subject to critical hits or flanking. You become blind, but gain the blindsight special quality, which allows you to sense vibrations and subtle changes in the air around you, granting you "vision" of a sort to a range of 60 feet. </p><p></p><p>You also retain your base attack bonus, base saves, alignment, level, class, type (and subtype), extraordinary abilities, spells, spell-like abilities, and your supernatural abilities except those dependant on a physical aspect such as a gaze attack or breathweapon. You can cast spells for which you can supply the components which most likely will require the use of metamagic feats. The new form can be disorienting. Any time you are in a demanding situation (such as combat), you must succeed at a Will save (DC 19) or suffer a -2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Upon death, you revert to your original form.</p><p></p><p>Your new form makes you difficult to kill, and, as a result, you gain a number of bonus hit points equal to your size, as detailed on the following table.</p><p></p><p>Your Size Bonus </p><p>Hit Points</p><p>Tiny or smaller --</p><p>Small 5</p><p>Medium-size 10</p><p>Large 15</p><p>Huge 20</p><p>Gargantuan 30</p><p>Colossal 40</p><p></p><p>While in protoform, you have a speed of 20 feet. You can pass through openings as small as a quarter of an inch in diameter, although passing through an opening two size categories smaller than you takes a full round action. You also gain a natural attack: an abrasive slam with a gritty pseudopod that grants 5 additional feet of reach. The number of times you can attack with this pseudopod each round is determined by your base attack, and you apply 1.5 times your Strength bonus on any damage done as if you were attacking with a two-handed weapon. A successful hit does a base of 1d8 points of slashing and bludgeoning damage.</p><p></p><p>In muddy or otherwise wet enviroments, you gain a +10 circumstance bonus on all Hide checks and concealment (attacks against you suffer a 20% miss chance). This natural attack form is the only natural attack form you can use while in this state.</p><p>Material Component: A handful of protoplasm.</p><p></p><p></p><p><strong>Winter’s Impalement</strong></p><p>Conjuration (Creation)</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: No</p><p>A razor sharp stalagmite bursts forth from the ground to impale the targeted creature. Although the target gains a Reflex save to halve the damage done, the stalagmite itself is nonmagic and is not subject to spell resistance. Airborne creatures within 20 feet of the ground gain a +4 bonus on this save, and creatures higher than this cannot be harmed by this spell. The stalagmite is about 3 feet wide at its base and up to 20 feet tall. If it encounters a ceiling before it reaches full size, it stops growing.</p><p>The sudden growth of the stalagmite does 1d6 points of piercing damage per caster level (maximum 15d6). In addition, a target that fails to make a saving throw against this spell, and takes damage from it, is impaled on the stalagmite and cannot move from its current location until it makes an Escape Artist check (DC 20). The stalagmite can be removed in other ways, as well, such as with a stone shape spell. The victim can even break free with a successful Strength check (DC 25), although this deals an additional 3d6 points of slashing damage on the victim. The damage caused by this spell is nonmagical, but it penetrates damage reduction as if it were a magic weapon.</p><p></p><p></p><p><strong>Winter’s Pseudo Elemental Summoning </strong></p><p>Conjuration (Summoning)</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M </p><p>Casting Time: 1 full round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One summoned large-size pseudo elemental</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell summons a pseudo elemental to attack your enemies. It appears where you designate and acts immediately, on your turn. As soon as it arrives, you must designate its target or targets by pointing. If there are multiple creatures in the general area where you point, it attacks them all. Because of the pseudo elemental's incomprehensible nature (see the Incomprehensible special quality, below), it is not possible to communicate with it by any means that involves language (including a tongues spell or a monk's tongue of the sun and moon ability). Thus, you cannot redirect its attacks verbally, command it to take other actions, or otherwise control it in any way. </p><p></p><p>A pseudo elemental cannot be dismissed the way other summoned creatures can. If there are no enemies present, or if the pseudo elemental destroys all the creatures designated as enemies before the duration of the spell ends, it either returns to its home plane voluntarily (25% chance) or attacks the nearest creature (75% chance), even if that creature is you. If it decides to continue attacking and there are multiple potential targets at the same distance, it chooses the one that seems weakest. When the spell duration expires, the creature disappears at the end of your turn if it has not already departed.</p><p>Material Component: A drop of blood from a good creature.</p><p></p><p></p><p></p><p></p><p><strong>Winter’s Defiance of Fate</strong></p><p>Divination</p><p>Level: Sor/Wiz 5</p><p>Components: V, XP</p><p>Casting Time: See text</p><p>Range: Personal</p><p>Target: You</p><p>Duration: See text</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Winter’s Defiance of Fate allows you to automatically get a result of "20" on one saving throw, ability check or caster level check (the next saving throw or ability check you make after casting the spell). You choose to cast this spell instead of rolling the dice. You can cast this spell quickly enough to gain its benefits in a clutch situation. If you cast the spell during your turn, it counts as your swift action for this turn. You also can cast this spell as an immediate action when it isn't your turn and whenever you would normally make a saving throw or ability check. No matter when you cast this spell, it counts toward the normal limit of one swift or immediate action per round.</p><p>Your result of 20 guarantees success on a saving throw. Your result of 20 may or may not give you success on an ability check. You can use this power to affect a skill check provided that the skill can be used untrained. If you use the power to make a skill check, apply only the roll of 20, plus your relevant ability modifier. The use of this spell is very straining on your personal energy is is as such only used in the most dire of circumstances.</p><p></p><p>Experience Cost: 500 XP</p><p></p><p></p><p><strong>Winter’s Forced Fate</strong></p><p>Divination</p><p>Level: Sor/Wiz 5</p><p>Components: V </p><p>Casting Time: See text</p><p>Range: Medium (100ft. + 10ft./level) </p><p>Target: One Creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Winter’s Forced Fate forces a single creature within range to reroll a saving throw, attack roll, caster level check, or skill check, and use the worse of the two rolls as the result.</p><p></p><p>You can cast this spell quickly enough to gain its benefits in a clutch situation. If you cast the spell during your turn, it's cast as a swift action, just like a quickened spell. You can also cast this spell when it isn't your turn as an immediate action and whenever you or the target creature would normally make a saving throw, attack roll, caster level check or skill check. No matter when you cast the spell, it counts toward the normal limit of one quickened power per round.</p><p></p><p></p><p><strong>Winter’s Prophecy</strong></p><p>Divination [Mind-affecting]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Area: 20 ft. radius emanation centered on you</p><p>Duration: 1 minute/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>All creatures in the area receive a premonition of their future death or similar terrible experience. If they fail their saving throw, the effect caused by this spell is dependent on the creature's levels or Hit Dice as compared to your caster level. If the creature has equal to or more HD than your caster level, it is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for the duration of this spell. If the creature has fewer HD than your caster level, it is fightened instead. If you have five or more caster levels than the affected creature has HD, the creature is panicked instead. (See page 294 of the Dungeon Master's Guide for more information on panic.)</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 3111659, member: 799"] [b]And a few spells.[/b] Just a few to throw some else in then monsters. I hope to be able to get some items, additional spells and the witch doctor class in here somewhere this week. [B]Winter’s Protoform[/B] Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level When you cast this spell, your body, along with all equipment worn or carried, transforms into living protomatter. You take the form of an ooze, and you are immune to poison, sleep, paralysis, stunning, and polymorphing, for the duration of the spell. You can still be affected by mind-affecting spells since, unlike oozes, you still possess a mind and retain your Intelligence, Wisdom, and Charisma scores. You are not subject to critical hits or flanking. You become blind, but gain the blindsight special quality, which allows you to sense vibrations and subtle changes in the air around you, granting you "vision" of a sort to a range of 60 feet. You also retain your base attack bonus, base saves, alignment, level, class, type (and subtype), extraordinary abilities, spells, spell-like abilities, and your supernatural abilities except those dependant on a physical aspect such as a gaze attack or breathweapon. You can cast spells for which you can supply the components which most likely will require the use of metamagic feats. The new form can be disorienting. Any time you are in a demanding situation (such as combat), you must succeed at a Will save (DC 19) or suffer a -2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Upon death, you revert to your original form. Your new form makes you difficult to kill, and, as a result, you gain a number of bonus hit points equal to your size, as detailed on the following table. Your Size Bonus Hit Points Tiny or smaller -- Small 5 Medium-size 10 Large 15 Huge 20 Gargantuan 30 Colossal 40 While in protoform, you have a speed of 20 feet. You can pass through openings as small as a quarter of an inch in diameter, although passing through an opening two size categories smaller than you takes a full round action. You also gain a natural attack: an abrasive slam with a gritty pseudopod that grants 5 additional feet of reach. The number of times you can attack with this pseudopod each round is determined by your base attack, and you apply 1.5 times your Strength bonus on any damage done as if you were attacking with a two-handed weapon. A successful hit does a base of 1d8 points of slashing and bludgeoning damage. In muddy or otherwise wet enviroments, you gain a +10 circumstance bonus on all Hide checks and concealment (attacks against you suffer a 20% miss chance). This natural attack form is the only natural attack form you can use while in this state. Material Component: A handful of protoplasm. [B]Winter’s Impalement[/B] Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No A razor sharp stalagmite bursts forth from the ground to impale the targeted creature. Although the target gains a Reflex save to halve the damage done, the stalagmite itself is nonmagic and is not subject to spell resistance. Airborne creatures within 20 feet of the ground gain a +4 bonus on this save, and creatures higher than this cannot be harmed by this spell. The stalagmite is about 3 feet wide at its base and up to 20 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The sudden growth of the stalagmite does 1d6 points of piercing damage per caster level (maximum 15d6). In addition, a target that fails to make a saving throw against this spell, and takes damage from it, is impaled on the stalagmite and cannot move from its current location until it makes an Escape Artist check (DC 20). The stalagmite can be removed in other ways, as well, such as with a stone shape spell. The victim can even break free with a successful Strength check (DC 25), although this deals an additional 3d6 points of slashing damage on the victim. The damage caused by this spell is nonmagical, but it penetrates damage reduction as if it were a magic weapon. [B]Winter’s Pseudo Elemental Summoning [/B] Conjuration (Summoning) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned large-size pseudo elemental Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell summons a pseudo elemental to attack your enemies. It appears where you designate and acts immediately, on your turn. As soon as it arrives, you must designate its target or targets by pointing. If there are multiple creatures in the general area where you point, it attacks them all. Because of the pseudo elemental's incomprehensible nature (see the Incomprehensible special quality, below), it is not possible to communicate with it by any means that involves language (including a tongues spell or a monk's tongue of the sun and moon ability). Thus, you cannot redirect its attacks verbally, command it to take other actions, or otherwise control it in any way. A pseudo elemental cannot be dismissed the way other summoned creatures can. If there are no enemies present, or if the pseudo elemental destroys all the creatures designated as enemies before the duration of the spell ends, it either returns to its home plane voluntarily (25% chance) or attacks the nearest creature (75% chance), even if that creature is you. If it decides to continue attacking and there are multiple potential targets at the same distance, it chooses the one that seems weakest. When the spell duration expires, the creature disappears at the end of your turn if it has not already departed. Material Component: A drop of blood from a good creature. [B]Winter’s Defiance of Fate[/B] Divination Level: Sor/Wiz 5 Components: V, XP Casting Time: See text Range: Personal Target: You Duration: See text Saving Throw: None Spell Resistance: No Winter’s Defiance of Fate allows you to automatically get a result of "20" on one saving throw, ability check or caster level check (the next saving throw or ability check you make after casting the spell). You choose to cast this spell instead of rolling the dice. You can cast this spell quickly enough to gain its benefits in a clutch situation. If you cast the spell during your turn, it counts as your swift action for this turn. You also can cast this spell as an immediate action when it isn't your turn and whenever you would normally make a saving throw or ability check. No matter when you cast this spell, it counts toward the normal limit of one swift or immediate action per round. Your result of 20 guarantees success on a saving throw. Your result of 20 may or may not give you success on an ability check. You can use this power to affect a skill check provided that the skill can be used untrained. If you use the power to make a skill check, apply only the roll of 20, plus your relevant ability modifier. The use of this spell is very straining on your personal energy is is as such only used in the most dire of circumstances. Experience Cost: 500 XP [B]Winter’s Forced Fate[/B] Divination Level: Sor/Wiz 5 Components: V Casting Time: See text Range: Medium (100ft. + 10ft./level) Target: One Creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Winter’s Forced Fate forces a single creature within range to reroll a saving throw, attack roll, caster level check, or skill check, and use the worse of the two rolls as the result. You can cast this spell quickly enough to gain its benefits in a clutch situation. If you cast the spell during your turn, it's cast as a swift action, just like a quickened spell. You can also cast this spell when it isn't your turn as an immediate action and whenever you or the target creature would normally make a saving throw, attack roll, caster level check or skill check. No matter when you cast the spell, it counts toward the normal limit of one quickened power per round. [B]Winter’s Prophecy[/B] Divination [Mind-affecting] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Personal Area: 20 ft. radius emanation centered on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes All creatures in the area receive a premonition of their future death or similar terrible experience. If they fail their saving throw, the effect caused by this spell is dependent on the creature's levels or Hit Dice as compared to your caster level. If the creature has equal to or more HD than your caster level, it is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for the duration of this spell. If the creature has fewer HD than your caster level, it is fightened instead. If you have five or more caster levels than the affected creature has HD, the creature is panicked instead. (See page 294 of the Dungeon Master's Guide for more information on panic.) [/QUOTE]
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