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

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, 3 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.

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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Ill post em very sone let me go find them its hard with the bords being worked on to get every things at once right now so just hold on k.
 

Here they are

My spell tips for all you spell makers out there. (these are the thing I follow when I make my spells):

  1. format matters it might look like a hassle but it's worth it (your eyes will love you for it, trust me).
  2. if the spell deals damage look at the chart in the DMG (page 95/96 for 3.0 and page 35 for 3.5) to get close to the level for that spell.
  3. look at other spells like to one you have made to help place it even better.
  4. post it like you did in every spell thread and such to get other peoples ideas it helps (over time you start to get good)
  5. start small make a 0 level spell first (Zap was my first and it still has had some changes as I got better).
  6. Make sure the spell you're creating is not already made. Check through every source of spells you have at your disposal to see if your spell is already made. I've seen it far too often a spell made that is exactly the same as another existing spell, but lower level with additional affects.
Follow these 6 ideals on spells (5 is only for the first spell you make, the rest well just be carful) and you always get close to have a good spell at the start trust me it works.
 

As I've been working on just this the past few weeks I can say that's a pretty good list.

Though, I don't think #5 is so important, usually I come up with a name or concept first, then work from that point.

And as for 6, there are so many products with spells for d20 that you'll never find all of them, so don't get discouraged if someone else points out it's already been done or is very similar to something else. Use that info and change what you need to make your spell work.
 

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.

theres another one of my spells more to come (many more).
 

las, you are the master of spell creation. Do you have anything for summoning Rust Monsters in your tomes? How about the equvalent of aspirin (for getting rid of subdual damage in a flash)?
 


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.
 
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MarauderX said:
How about the equvalent of aspirin (for getting rid of subdual damage in a flash)?
That could work very oddly with regeneration. I can just see the troll chopped into 30 pieces now: "Ugh... Aspirin... I need aspirin..."
 

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