My home made spells

las

First Post
Addle
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
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 target losses the highest 1d4 spells or spells slots for the day. For each spell/spell slot lost the target takes 5 points of damage.
Focus: A burnt spellbook.

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

You draw shadow stuff to your self giving you the fallowing ability. In conditions other than full daylight, you can wrap your self in shadows, giving you concealment. Attacks against a creature with concealment suffer a 20% miss chance (see the Chapter 8: Combat in the Player's Handbook for more information on concealment). Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Burst of Planer Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard 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 that deals with the planes. The caster gains a +2 insight bonus to his next Knowledge (The planes) check.

Cone of Pine Needles
Conjuration
Level: Drd 3
Components: V, S
Casting Time: 1 standard action
Range: 30-ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: No

You summon and launch lots of pine needles in a cone. It deals 1d4/2 levels (10d4 max) of subdual damage to all in the cone.

Cone of Razors Blades
Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: No

You summon and launch lots of metal razors blades out in a cone. It deals 1d4 points of slashing damager per caster level (10d4 Max) to all in the cone.
Focus: A small metal razor blade worth 1 sp.

Death Bolt
Necromancy [Death]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A black bolt comes out of your outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 4d6 points of damage +1 points per caster level (+25 max). Of course they all might die from damage even if they succeed at their saving throws.

Fire Dart
Evocation [Fire]
Level: Sor/Wiz 1, Wuj 1-(Fire)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
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
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
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.

Force Beam
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, F
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of force comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d4 points of force damage for per caster level (max 20d4 Force Damage).
Focus: A glass ball worth 10 gp.

Force Dart
Evocation (Force)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
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 caster level (maximum 15d4-force damage).

Gather Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 standard 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 checks.
Focus: A book.

Greater Acid Beam
Evocation [Acid]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of acid energy comes 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 per caster level (max 20d6 Acid Damage).

Greater Cold Beam
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of cold energy comes 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 per caster level (max 20d6 Cold Damage).

Greater Electricity Beam
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of electricity energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of electricity damage for caster level (max 20d6 Damage).

Greater Fire Beam
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of fire energy comes 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 per caster level (max 20d6 Fire Damage).

Greater Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard 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.

Greater Sonic Beam
Evocation [Sonic]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of sonic energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 points of sonic damage per caster level (max 20d6 Sonic Damage).

Greater Static Shock
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 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.

Hand of Fate
Transmutation [Wild]
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 min./level
Target: Creature touched
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.

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.

Kimber’s Force Blast
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes

Kimber made this spell after he found that fireball and forceball did not give the area that he wanted or the damage. As fireball, except what’s noted above and what’s next. It does 1d4 points of force damage per caster level (Max 25d4). This does not set things on fire like fireball.

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

A swirling beam of acid energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of acid damage (max 10d6 points of Acid Damage).

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

A swirling beam of cold energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of cold damage (max 10d6 points of Cold Damage).

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

A swirling beam of electricity energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d8/2 levels of electricity damage (max 10d8 points of Electricity Damage).

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

A swirling beam of fire energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of fire damage (max 10d6 points of Fire Damage).

Lesser Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard 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.

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

A swirling beam of sonic energy comes from your out stretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d6 per caster level of sonic damage (max 10d6 points of Sonic Damage).

Lesser Static Shock
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 stamdard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/3 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.

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

One dart of lightning 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 Electricity damage per caster level (maximum 10d4 points of electricity damage) vs. opponents with the Aquatic or Water subtype this spell deals 1d6 points of Electricity damage per caster level (maximum 10d6 points of electricity damage).
Focus: A copper Ring worth 6 gp.

Mind Ripper
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 round/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 –3d8-enhancement penalty to Intelligence.
Focus: A glass skull that’s worth at least 10 gp.

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

This spell gives the caster a glimpse into a part of natures lore. The caster gains a +2 insight bonus to his next Knowledge (nature) check.

Righteous Bolt
Evocation (lawful)
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
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 standard 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: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/2 caster levels
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.

Summon Mug
Conjuration (Calling)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One Mug
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You bring to you a Mug that’s within range of the spell. You must be able to see the Mug to bring it to you when you cast the spell.

Sweet Talk
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 standard 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.

Wave of Fire
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Burst to maximum range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You send a wave of fire in a ring from you to the maximum area. This spell deals 1d6/caster level fire damage (Max 20d6 fire damage). This spell will light things of fire with the standard chances.
XP Cost: 500 XP

Wild Might
Transmutation
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes stronger, agil, coordinated, and gets better stamina. This spell grants an enhancement bonus to Strength of 4 points, Dexterity of 4 points, and Constitution 4 points.
Note: Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the character’s Constition drops back to normal. They are not lost as temporary hit points are.


Zap
Evocation [Fire, Electricity]
Level: Sor/Wiz 0, Wuj 0-(Fire)
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft. +5 ft./2 levels)
Effect: Ray
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.
 
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las

First Post
Repair Critical Damage, Mass
Transmutation
Level: Sor/Wiz 8

This spell functions like mass repair light damage, except it repairs 4d8 points of damage +1 point per caster level (maximum +40)

Repair Light Damage, Mass
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Construct/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You transmutes all the structures of the constructs to repair damage they have suffered. This spell repairs 1d8 points od damage +1 point per caster level (maximum +25).

Repair Moderate Damage, Mass
Transmutation
Level: Sor/Wiz 6

This spell functions like mass repair light damage, except it repairs 2d8 points of damage +1 point per caster level (maximum +30)

Repair Serious Damage, Mass
Transmutation
Level: Sor/Wiz 6

This spell functions like mass repair light damage, except it repairs 3d8 points of damage +1 point per caster level (maximum +35)


This finishes off a chain from T&B so these spells have an equal to there cure counter parts.


Sickening Ray
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A gray ray projects from your pointing finger. You must succeedat a ranged touch attack with the ray to strike a target. The target becomes Sickened on a failed Fortitude save. Thus the creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
This spell has no effect on creatures with Intelligence of 2 and below as they do not have the mind to be sickened.

Magma Hammer
Conjuration [Earth, Fire]
Level: Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One magma hammer
Duration: 1 round/level (D)

You conjure a +1 warhammer made out of magma. The caster is proficient with the warhammer. The warhammer is sized for the caster. It does an extra +1 points of fire damage per caster level (maximum +15) the extra damage is mulripled on a crit with the standard damage. The spell does not harm the caster. If this spell leaves the casters hand the spell ends.

Golem Crusher
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One golem
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

This spell was made to kill golems when other spells could not. A small wave of force comes from the casters hand he must make a ranged touch attack to hit his target. This spell deals 1d8 points of force damage per caster level (max 20d8 points of force damage). The damage can only effect golems.
 
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Eraslin

First Post
Nice list of spells. Though, this one seems one level too high in my opinion. Granted, I don't recall the duration of "Blur", but this seems like a weaker version of the blur spell.

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

You draw shadow stuff to your self giving you the fallowing ability. In conditions other than full daylight, you can wrap your self in shadows, giving you concealment. Attacks against a creature with concealment suffer a 20% miss chance (see the Chapter 8: Combat in the Player's Handbook for more information on concealment). Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

-Eraslin
 

las

First Post
The odd thing is its just like blur but it deals with shadow. Ill give some other bonus for the spell in time (like a dodge bonus to AC or such).

Also im not done posting my spells either so there more to come.
 

MarauderX

Explorer
dang, las, after all of your postings I thought you had about 10,000 spells to choose from in your spellbook.

I think they are all great, and may 'borrow' a couple of them for use. Have you tried out many of them in a game to see how they work out?
 

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