Name a few of the unique spell in your campaign


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Bernedette's Beautiful Bouffant
Source: Original
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Personal or 1 target
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

With this spell, the caster can regrow or style hair in any style or color he or she wants. It is a basic beautify spell created by a teenaged caller named Bernedette after her hair met with a deadly fate involving bottle of alchemist's fire.
 

Unique spells from my campaign; well here's a basic main list, with more yet to be added:

Affect Physiology
Agonise
Animate Element
Armour of Acheron
Baatorian Barb Blast
Baatorian Barb Burst
Beredigar's Brass Claw
Beredigar's Brass Retreat
Bio-Acclimatisation
Bio-Shutdown
Boneshatter
Bonewrench
Claws of Gliamesh
Cold Feet
Create Mephit
Curse of Earth
Daedroth
Deflect
Diagnose
Dread Warrior
Elemental Claw
Fire Blast
Fires of Fenris
Flesh No Barrier
Freeze
Frostglobes
Ice Armour
Ice Spray
Internal Rebellion
Ishrak's Marvellous Feathers
Joven's Wildfire Blade
Kevayek's Bile
Lower Immunity
Merrick's Hammer
Metabolise
Moonblaze
Moonstar
Nerve Surge
Ocanthan Shardstorm
Prismatic Lance
Rainbow Robes
Sense Physiology
Slaad Claws
Stone Swarm
Storm Strike
Warp Metal
Wolf Moon

Note that a number of the above spells sound rather scientific or genetic in name :) Spells like Lower Immunity, Bio-Shutdown and Agonise are used by a faction of spellcasters called Manipulators, who are basically bio-geneticists who also mix in sorcery to their art.

Some of these can already be found on my House Rules thread for my story hour, and eventually they all will be there :)
 

Six spells from my campaign

Alastair's Hand of Death
Alastair's Hand of Life
Bone Club
Chains of Mortality
Force Trueform
Time Travel


The two "Alastair's" spells are from a particularly munchkiny wizard played by a friend of mine about 10 years ago - and are no longer allowed in my campaigns. :)

Bone club is basically a necromancer's shillelagh, but higher level.

Chains of mortality is a spell meant for torture, but just happens to be useful in combat.

Force Trueform is a wizard's way of "outing" lycanthropes and shapechangers.

Time travel does what it says, but has a very limited effect, and requires some rather epic components. When I originally wrote it, it took two pages for all the codicils and clauses. :)
 
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Just a few spells by name:

Steam Jet
Phlegmatic Spray
Oops, Sorry
Slap
Bite Spirit
Acid Spheres
Radiance of Galador
Inky Attacker
Nap
Dispel Temporal Manipulations
Rain of Leeches
Bonebreak
Fleshflow
Nirrighan's Dismemberment
Nirrighan's Horrid Theft
Malford's Group Invisibility
Malford's Hell on Earth
Dzaram's Spectre
Nydroth's Dark Impregnation
Wall of Vipers
Wall of Mouths
Wall of Vice
Wall of Honey
Wall of Smoke
Wall of Shadows
Explosive Self
Prohibition
Semiclone
Jerakai's Embrace
Outsider Army
The Light of Truth
Zeebo's Dyslexia
Superior Teleport
Lich Avatar

There are dozens more, but that's a sprinkled sample.


;)
 

In 2nd edition-

The Wamphyri (powerful vampires) had a ritual/spell where they could tear out the hearts of their enemies and turn it into a battle gauntlet. :)

SD
 

I'm fleshing out one for my campaign called Bind Apprentice.

It forms a matching tattoo on the caster and a target, usually willing. It gives basic Spell Resistance to each target versus spells cast by the other. It's typically used by mages to protect themselves from mishaps by their apprentice, and give the weaker apprentices some protection when learning firsthand the potency of spells.

And it also acts as a focus for scrying.
 

~Mute: makes target unable to speak for a number of rounds. (fort neg, trans, 1st)
~Warding Star: mote of force acts like a longspear readied against 1 charge per round. (no save, abjur, 2nd)
~Ray of Fraility: as Ray of Enfeeblement, affecting Con. (fort neg, necro, 1st)
~Minor Curse: -4 to one save, -3 to one stat, or other minor effect. (will neg, trans, 2nd div / 3rd arc)
~No-Rope Trick: as Rope Trick, but with no rope. Entrance is on surface touched - handy for making pit traps on the fly (no save: fails is space is occupied, conjur, 2nd)
~Rider Within: lets caster see and hear thru targets eyes and ears. (will neg, divinat, 2nd)
~Storm Sight: lets target see thru fog, smoke, clouds, rain, storms, etc with no penality. (willing target only, divinat, 1st)
~Diffuse Light: creates light just bright enough to see by with Low Light vision. (no save, illus, 0th)
~Flaming Flail: creates a 1ft diameter orb of flame that the caster can direct into targets up to 10 ft away, striking with a ranged touch attack. Does 2d6 fire +1 physical per 3 caster levels. (ref 1/2 fire, evoc, 2nd)
~Strength of Arms: increases target weapon's critical multiplier by +1 (x2 becomes x3, x3 becomes x4) for duration of spell. (will neg, trans, 3rd)
~Hobbled Steps: target's speed and jumping distance are reduced by 1/2. (fort neg, trans, 1st)
~Body Charge: as Shocking Grasp, but has 1 discharge per 2 caster levels. Can discharge one use per round either as a touch attack, or when someone touches the wielder with a melee attack (meets touch Ac, but not necessarily full Ac) (no save, trans, 2nd)


there's more, just can't think of them right now.

^_^
 


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