My homemade spells (and some tips on how to make your own)

These spells do tend to fall into repetitive, ongoing things, often bounded by what's generally considered "balanced": It's always more of the same, NdX per level, etc, etc.

What spells need to be truly memorable, and worth using, is something more interesting than simply altered damage type and topology of an existing spell. As it stands, for all that's worth, you may as well create a general spell of a level which enables the caster to pick a damage type(fire/cold/electricity/acid/etc), and a deployment topology (sphere/cone/bolt/beam/etc.). That more or less covers all of the typical things you'd expect, like much of the above.

That leaves "whacky". New spells must be whacky. They must do crazy things that are incredibly amusing, and potentially debilitating or lethal in the right circumstances, but always funny or insane. Disgusting or embarassing is a good choice, too.
 

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Norfleet Yes some of (most of) my spells are that way but as I made differing types now my spells start to get different.
 

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.
 

False Life, Greater
Nercomancy
Level: Sor/Wiz 6

This spell functions like false life except it gives 3d10 +1 per caster level (+20 maximum) temporary hit points.

False Life, Improved
Nercomancy
Level: Sor/Wiz 4

This spell functions like false life except it gives 2d10 +1 per caster level (+15 maximum) temporary hit points.
 

Blazing Hands
Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped burst
Duration: Insantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of blazing flame shoots from your fingertips. Any creatures in the area of the flames takes 1d4 points of fire damage per caster level (maximum 20d4).This flame can melt metals with low melting, such as lead, gold, copper, silver, and bronze so long as its in the area of the spell.
 

Kimber’s Icy Rays
Evocation [Cold]
Level: Sor/Wiz 8
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Effect: One or moreRays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Rays of cold energy come from your outstreched hand. There is one ray per caster level (max 20 rays). It does not need to be the same target this spell can hit any target with range of the spell. Each ray needs a ranged touch attack to hit. Each of these rays does 1d6 points of cold damage.
 

geting close to 54 now

Fire Fury
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 ball of fire/4 levels
Duration: 1 round /2 levels or until discharged (D)
Saving Throw: None, or reflex half (see text)
Spell Resistance: Yes

Small spheres of volcanic energies are launched towards the caster's enemies, inflicting massive burns and melting through flesh and bone alike. The caster must target a different creature with each ball of fire; a single creature cannot be targeted with more then one ball. Each round, starting on the round the spell is cast, the spheres strike at their targets. Make a ranged touch attack for each target. Each hit deals 4d6 points of fire damage, with no save.
If a target is killed, or if the caster wishes to change the target of one or more spheres, they may all be redirected by a standard action during the caster's turn.
If ever a sphere moves beyond the spell's range, they wink out of existence. That sphere is wasted for the rest of the duration.
Anytime during the duration, the caster may cause one or more spheres to explode, spewing magma and flame everywhere. As a standard action, any number of spheres may explode, dealing 6d6 points of fire damage to all within 10 feet of that sphere's target. A reflex save halves this damage.
Once all spheres are destroyed, the spell ends.
 

Chill of the Void
Necromany [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A purple ray springs from your hand as you draw power from the void. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 10d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.
 

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