the Jester
Legend
Here are some new homebrewed spells from my campaign world of Cydra, plus one converted 1e spell (tempus fugit). (Some are actually old homebrewed spells converted at last.) I've done my best to capture the essence of the spells while making them balanced and worthwhile and adapting them to the 3e paradigms of magic. What do you think?
BLAST OF DALIBRIUS
Evocation [Electricity, Fire, Force]
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Effect: Line 5’ wide out to end of range
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell, developed by Dalibrius the evoker several hundred years ago, combines fire, electricity and force into one formidable package. Any creature caught in the effect must make three Reflex saves, one against each effect; a failed save results in 4d4 points of damage of the appropriate type, whereas a successful save indicates no damage of that type.
Material components: A prism, a pinch of sulfur, a bit of amber and a pinch of diamond dust (total value 10 gp).
BROADBLAST
Evocation
Level: Sor/wiz 6
Components: V, S
Casting Time: 1 standard action
Range: 1000’ + 50’/level
Area: 200’ radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell was designed by Delphinite wizards to slay masses of troops, even entire armies, from a great distance. It creates a huge blast of force. It deals 4d6 hp of force damage to each creature within the area. Its advantage (rather than damage) is that it affects a huge area and is devastating against large concentrations of low-powered troops.
OBLIVIOUS JOY
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No
The subject of this spell is filled with joy and becomes extremely introspective. This causes her to suffer a -10 penalty on Listen, Search, Sense Motive and Spot checks. The victim may overlook people walking right past her on a 0 or lower Spot check. While influenced by this spell, the victim suffers a -2 penalty to spells of the Charm subschool
PROLEPTIC VISION
Divination
Level: Sor/wiz 9
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 10 minutes/level
This spell is an ancient variant of foresight, recently brought back into play by a powerful Delphinite wizard who was brought back from the grave.
This spell gives you visions of impending attack concerning five individuals, five locations and five objects you choose. An “attack” must be instigated by a creature or creatures aiming it at the individual, location or object you choose, even if perpetrated through other means (such as poisoning a creature’s food, setting a building on fire, etc.) Traps usually will not qualify (as they are not
The five individuals you select to monitor may include you. They need not be on the same plane as you, and may in fact be on five separate planes.
The five locations you select to monitor may be as large or as small as you desire, but to trigger the proleptic vision the attack in question must endanger a majority of the location. Thus, if you monitor the city of Threeton, a fire engulfing a district of the city will trigger your prolepsis but a fire engulfing a single building generally won’t.
The five objects you select to monitor may be up to Gargantuan in size. An attack on the guardians or wards around the object will not trigger your prolepsis, only an attack on the object itself. However, you can choose to monitor magical wards as some or all of your five objects.
Your forewarning allows you to take a single action only in the round before the attack takes place.
PROTECTION FROM PICKPOCKETS
Abjuration
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: 1 creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
While the subject is under the influence of this spell, all attempts to pick his or her pockets suffer a -10 penalty.
RIGHTEOUS ZEAL
Transmutation
Level: Clr 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become imbued with the zeal of righteousness, the power of your deity literally flowing through your body. You gain DR 5/-, 100 temporary hit points, a +6 morale bonus on attack rolls, damage and Will saving throws, and a +6 enhancement bonus on strength and charisma.
TEMPUS FUGIT
Illusion (Phantasm)
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Area: 20’ emanation centered on a point in space
Duration: 1 round/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You cause all creatures within an area to perceive the passing of time as either very rapid or very slow. This is a very delicate illusion, easily shattered, and if any creature moves, attacks or casts a spell into or out of the area of the tempus fugit, or uses a special ability, magic item, etc. that crosses into or out of the area, the spell is immediately ended. The spell’s duration is relative to the fastest frame of reference applicable- in other words, it never lasts longer than anyone’s perception of one round per caster level. Depending on whether you choose rapid time or slow time, the effects are as follows:
Rapid Time: Time appears to pass six times as quickly as normal in the field. All affected creatures may perform tasks at six times the normal rate- so if a rogue was taking 20 while attempting to open a lock, it would take him four rounds (rather than 20) to do so. Combat within the field takes place at six times the speed as combat outside the field; all combatants within the field should take one turn on their initiative and every two initiative counts thereafter until they have gone six times in a round, if conditions require that both creatures within and creatures without the field act in the same initiative sequence. At the end of the spell’s duration, all creatures that were within the field reroll initiative. A slow spell counters and dispels this application of tempus fugit.
Slow Time: Creatures within the field perceive the passage of time as very slow- one-sixth the rate outside. Creatures within the field, relative to those outside it, may take partial actions only, have their speed divided by four (round up to the nearest multiple of 5’), and suffer a penalty of -6 to Reflex saves and attack rolls and -4 to AC. All creatures within the field are considered to have rolled a 0 for initiative (plus whatever modifiers they might have). A haste spell counters and dispels this application of tempus fugit.
XP Component: 2500 xp.
BLAST OF DALIBRIUS
Evocation [Electricity, Fire, Force]
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Effect: Line 5’ wide out to end of range
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell, developed by Dalibrius the evoker several hundred years ago, combines fire, electricity and force into one formidable package. Any creature caught in the effect must make three Reflex saves, one against each effect; a failed save results in 4d4 points of damage of the appropriate type, whereas a successful save indicates no damage of that type.
Material components: A prism, a pinch of sulfur, a bit of amber and a pinch of diamond dust (total value 10 gp).
BROADBLAST
Evocation
Level: Sor/wiz 6
Components: V, S
Casting Time: 1 standard action
Range: 1000’ + 50’/level
Area: 200’ radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell was designed by Delphinite wizards to slay masses of troops, even entire armies, from a great distance. It creates a huge blast of force. It deals 4d6 hp of force damage to each creature within the area. Its advantage (rather than damage) is that it affects a huge area and is devastating against large concentrations of low-powered troops.
OBLIVIOUS JOY
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No
The subject of this spell is filled with joy and becomes extremely introspective. This causes her to suffer a -10 penalty on Listen, Search, Sense Motive and Spot checks. The victim may overlook people walking right past her on a 0 or lower Spot check. While influenced by this spell, the victim suffers a -2 penalty to spells of the Charm subschool
PROLEPTIC VISION
Divination
Level: Sor/wiz 9
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 10 minutes/level
This spell is an ancient variant of foresight, recently brought back into play by a powerful Delphinite wizard who was brought back from the grave.
This spell gives you visions of impending attack concerning five individuals, five locations and five objects you choose. An “attack” must be instigated by a creature or creatures aiming it at the individual, location or object you choose, even if perpetrated through other means (such as poisoning a creature’s food, setting a building on fire, etc.) Traps usually will not qualify (as they are not
The five individuals you select to monitor may include you. They need not be on the same plane as you, and may in fact be on five separate planes.
The five locations you select to monitor may be as large or as small as you desire, but to trigger the proleptic vision the attack in question must endanger a majority of the location. Thus, if you monitor the city of Threeton, a fire engulfing a district of the city will trigger your prolepsis but a fire engulfing a single building generally won’t.
The five objects you select to monitor may be up to Gargantuan in size. An attack on the guardians or wards around the object will not trigger your prolepsis, only an attack on the object itself. However, you can choose to monitor magical wards as some or all of your five objects.
Your forewarning allows you to take a single action only in the round before the attack takes place.
PROTECTION FROM PICKPOCKETS
Abjuration
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: 1 creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
While the subject is under the influence of this spell, all attempts to pick his or her pockets suffer a -10 penalty.
RIGHTEOUS ZEAL
Transmutation
Level: Clr 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become imbued with the zeal of righteousness, the power of your deity literally flowing through your body. You gain DR 5/-, 100 temporary hit points, a +6 morale bonus on attack rolls, damage and Will saving throws, and a +6 enhancement bonus on strength and charisma.
TEMPUS FUGIT
Illusion (Phantasm)
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Area: 20’ emanation centered on a point in space
Duration: 1 round/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You cause all creatures within an area to perceive the passing of time as either very rapid or very slow. This is a very delicate illusion, easily shattered, and if any creature moves, attacks or casts a spell into or out of the area of the tempus fugit, or uses a special ability, magic item, etc. that crosses into or out of the area, the spell is immediately ended. The spell’s duration is relative to the fastest frame of reference applicable- in other words, it never lasts longer than anyone’s perception of one round per caster level. Depending on whether you choose rapid time or slow time, the effects are as follows:
Rapid Time: Time appears to pass six times as quickly as normal in the field. All affected creatures may perform tasks at six times the normal rate- so if a rogue was taking 20 while attempting to open a lock, it would take him four rounds (rather than 20) to do so. Combat within the field takes place at six times the speed as combat outside the field; all combatants within the field should take one turn on their initiative and every two initiative counts thereafter until they have gone six times in a round, if conditions require that both creatures within and creatures without the field act in the same initiative sequence. At the end of the spell’s duration, all creatures that were within the field reroll initiative. A slow spell counters and dispels this application of tempus fugit.
Slow Time: Creatures within the field perceive the passage of time as very slow- one-sixth the rate outside. Creatures within the field, relative to those outside it, may take partial actions only, have their speed divided by four (round up to the nearest multiple of 5’), and suffer a penalty of -6 to Reflex saves and attack rolls and -4 to AC. All creatures within the field are considered to have rolled a 0 for initiative (plus whatever modifiers they might have). A haste spell counters and dispels this application of tempus fugit.
XP Component: 2500 xp.