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Post Your Favorite Custom Spells

Here's a few from an Alienist of mine with a bit of a focus on electric evocations...

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Stoke the Flames
Transmutation
Level: wiz/sorc 1, druid 1
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 day (D)
Target: one fire
Save: none
SR: none

The target fire of Small size or smaller will continue to burn for one full day, and then go out. If the target fire happens to be on an unwilling living target, this spell will not work. If the fire spreads, only the original section of the fire will benefit from this spell. As you increase in level, you may use this spell on larger fires:

LV Size
01 Small
04 Medium
07 Large
10 Huge
13 Gargantuan
16 Collosal

Ball Lightning
Evocation (Electricity)
Level: wiz/sorc 2
Componants: v, s
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Duration: Instantaneous
Area: 10' radius burst
Save: Reflex half
SR: Yes

A pellet of electric energy streaks forth and bursts at the desired point within range. All within ten feet of that pjoint take 1d4 points of electricity damage per caster level (max 5d4, Reflex half).

Lightning Blast
Evocation (Electricity)
Level: wiz/sorc 3
Range: Long (400' + 40' / level)
Area: 20' radius burst

As Ball Lightning, except as above and damage is 1d6 per caster level (max 10d6, Reflex half).

Teppin's Electromagnetic Translocational Recall
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 7
Componants: v, s, m
Casting Time: 1 round
Range: Long (400' + 40' / level) (see text)
Duration: Instantaneous
Target: one character which has recently Teleported
Save: Will negates
SR: Yes

This spell yanks the subject of a Teleport or similar spell (Dimension Door, Teleport Without Error, etc.) back to the site from which they aported. This spell may not be used more than 1 minute/level after the target Teleported, and the distance from the caster of Electromagnetic Recall to the site of aportation plus that from the destination to the target's current location may not exceed the spell's range. If the target fails their Will save, they are immediately Teleported back to the exact spot from which they departed and take 1d6 + 1/level points of Electricity damage. If the target is wearing copious amounts of magnetic material (metal armor, for instance), they take a -4 penalty to their Will save. Note that this spell only targets the caster, not those who were brought with them.

Material Componant: A fine silver and crystal bead worth at least 5 gp.

Teppin’s Electromagnetic Transdimensional Recall
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 8
Target: one character which has recently Teleported or Plane Shifted

As Translocational Recall. However, the Transdimensional Recall can also pull a caster back through a Plane Shift, Shadow Walk, Etherialness, or other plane shifting spell.

Teppin's Most Dramatic Disappearance
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 6
Componants: v, s
Casting Time: 1 action
Range: Personal
Duration: Instantaneous and 1 round/level (see text)
Area: 20' radius burst
Save: Reflex half (see text)
SR: Yes

This spell combines the effects of a limited Teleport plus that of a weakened Lightning Blast. The caster may immediately teleport with all their gear up to 1 mile/level away. At the same time, great gouts of smoke and lightning envelope everything within 20 feet of the caster's location of departure. Everyone within the area takes 1d6 + 1/level points of Electricity damage (Reflex half), and the area is covered with a heavy smoke which disperses in a strong breeze or after 1 round/level. Those within the smoke have visibility limited as if they were in an Obscuring Mist.

Teppin's Horrendous Transmogrification
Transmutation (chaos)
Level: wiz/sorc 3
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 round/level
Target: one living creature
Save: Fortitude Negates
SR: Yes

The target crackles with chaotic energy and has their form significantly destabalized, as they partially melt, grow extra limbs and tentacles, have webbing connict their digits, etc. If the target fails their Fortitude save, they will take a -4 penalty to all attacks, saves, and checks, have all movement rates halved, and be forced to make a Concentration check (DC 15 + spell level) in order to successfully cast a spell for the duration of the Transmogrification. At the end of the spell, they reassume their normal form.

Teppin's Leg Up Against the Competition
Evocation (Electricity)
Level: wiz/sorc 3
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 round/level
Target: one spellcaster
Save: Fortitude Partial (see text)
SR: yes

The target is surrounded by an aura of electric energy which gives them a nasty shock whenever they attempt to cast a spell. Whenever the target casts a spell, they will take 1d6 of electricity damage per level of the spell which they attempted to cast. As usual, this forces a Concentration check to successfully cast the spell. (Those who succeeded at the Fortitude save only take 1 point of damage per spell level. Only one save is made against the Leg Up.) The target will not take more than 1d6/level (or 1/level) total points of damage in this way.

Teppin's Perfect Harmony of Reflection
Divination
Level: wiz/sorc 3
Componants: v, s, f
Casting Time: 1 minute
Range: Touch
Duration: 1 hour/level
Target: two identical reflective surfaces
Save: None
SR: No

When this spell is cast, designate one mirror as the input and one as the output. For the spell’s duration, the output mirror’s reflection will be the same as that of the input mirror, no matter the distance seperating the two. Each time that either of the mirrors undergoes dimensional travel, there is a cumulative 1% chance that the spell ends. A character within five feet of the input mirror may notice that it is vibrating slightly with a Wisdom check (DC 20, or 15 if they are touching it).

Focus: The mirrors upon which the spell is cast.

Teppin’s Harmonic of Spacial Unity
Divination
Level: wiz/sorc 3
Componants: v, s, xp
Casting Time: 10 minutes
Range: Touch
Duration: Permanent (D)
Target: one object of up to Small size
Save: None
SR: No

When you cast this spell, touch an object of Small size or smaller. From this point onwards you and that object will reverberate on the same frequency, subconciously alerting you to the object’s state at all times. You will always know in what general direction you must travel in order to reach the object and if it is on the same plane as you, a different plane, or a conterminous one. You will also know if the object is damaged, destroyed, or subjected to Transmutation magic (although you cannot know what spell was used upon it). Each time the object undergoes dimensional travel, there is a cumulative 1% chance that this spell ends. If someone is in possession of the object, it counts as a piece of your body for the purposes of making Scry checks and performing similar magic. You may not have more objects tied to you in this way than your caster level.

Experience Point Cost: 50 exp.

Teppin’s Vortex of Unreality
Evocation (chaotic)
Level: wiz/sorc 3
Componants: v, s, m
Casting Time: 1 action
Range: Long
Duration: Instantaneous
Area: 20 foot radius burst
Save: Will negates
SR: Yes

This spell channels the choatic energies of the Far Realms to assault the minds of all within a 20 foot radius area. All within the area take 1d6 points of damage per caster level (max 10d6) as well as 1d6 points of temporary Wisdom damage from the mental strait. Far Realms denizens are immune to the effects of the Vortex of Unreality, and other chaotic outsiders take half damage and suffer no Wisdom loss. A successful Will save negates both the normal and ability damage cased by the spell.
 

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Here are some custom spells made by my crazy epic-level alienist.

YOLANDA’S EMERGENCE OF THE PSEUDONATURAL ASPECT
Conjuration (Summoning)
Level: Sor/wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’+10’/level)
Target: One creature or object
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You summon a tentacle from the pseudonatural analog (which coexists with the target in another dimension). The tentacle has a 10’ reach and attempts to attack a creature within reach at your direction. You may redirect the tentacle’s attacks as a move-equivalent action. The tentacle attacks with a base attack bonus equal to your caster level; it has a strength score equal to your primary spellcasting attribute, gains a +20 insight on attack rolls, and ignores any miss chance due to concealment. If it hits, it inflicts 3d6 points of damage (plus one and a half times its strength bonus) and may make a free grapple check without provoking an attack of opportunity. If it grapples, it inflicts constriction damage (3d6 + 1 ½ times its str bonus) each round on another successful grapple check. The tentacle counts as a creature one size smaller than the creature or object that it emerges from.

The tentacle cannot be attacked separately from the creature or object from which it emerges, but if said creature or object is destroyed the tentacle dies. The tentacle is vulnerable to dispelling normally, and it is affected by all spells and effects which normally affect summoned creatures (though it is unlikely to be recognized as a summoned creature without a Spellcraft or Knowledge (the planes) check against DC 33).

YOLANDA’S GRUESOME GLOBULES
Transmutation
Level: Sor/wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’+10’/level)
Effect: One globule/five levels
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

You create moist pulsating globules that fly at creatures that you indicate. Each creature that fails a save is affected as the globule melds with its flesh (or whatever it’s made of), causing its form to destabilize. Their limbs turn stringy and runny and they become entangled in their own bodies. Entangled creatures cannot effectively free themselves or take any actions requiring physical movement, including attacks, moving, casting a spell with a somatic component, etc. The victims can still speak or take purely mental actions. A stoneskin, polymorph, dispel chaos or break enchantment spell cast on a victim has a 50% chance of stabilizing its form and restoring it to its normal shape (spells cast to counteract the globules have no other effects).

Oozes and creatures with the amorphous special quality are immune to Yolanda’s gruesome globules.

YOLANDA’S INFUSION FROM BEYOND
Conjuration (Summoning)
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell infuses you with incandescent energy from the realms Beyond. This energy gives you a bonus to your save DCs and spell penetration rolls equal to 1/5 levels (maximum +4) for the duration. However, if you are not an alienist, you suffer 2d4 points of wis damage upon casting Yolanda’s infusion from beyond.

Material component: a crystal lens.

YOLANDA’S LESSER ASCENDANCE
Transmutation
Level: Sor/wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You take on the lesser pseudonatural template and shift into a grotesque form of the dm’s choice (though all your abilities and powers are unchanged). This gives you a minimum intelligence of 3, resistance to acid and electricity 5 or higher (if you have at least 12 HD you gain resistance 10), DR 5/magic (or 10/magic if you have 12 HD or more), and the ability to make a single attack with a +20 insight bonus; you ignore miss chances from concealment for this single attack.

YOLANDA’S LUCIDITY
Divination
Level: Sor/wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell makes everything clear to the target. The target becomes immune to confusion, dazed, stunning and charm for the duration. Additionally, the target does not suffer a morale penalty due to the sight of a pseudonatural creature in its true form.

YOLANDA’S XENOPHILIA
Enchantment (Compulsion)
Level: Sor/wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You (plus see text)
Duration: 1 minute/level

You gain a bonus equal to your caster level (maximum +25) to all charisma checks, including charisma-based skill checks, made to influence outsiders, aberrations, elementals and creatures with the Extraplanar subtype. You may choose to end this spell prematurely to make a single Diplomacy check to allow a single susceptible creature to ignore you and up to five other creatures despite and magical constraints that might otherwise compel it to attack, block or otherwise interfere with you. The DC is 10 + the caster level of the effect + the caster’s Cha bonus.
 

...and here are some from my campaign world:

BONEBREAK
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100’+10’/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

This spell causes one of the target’s bones to break. Targets without bones are immune to this spell, but it will affect corporeal undead (assuming they have bones). The victim suffers 5d4 hp of damage. Unless a save is made, a bone breaks:

01-10---Cheek/face bone (1d6 points temporary Cha damage)
11-15---Neck (2d6 points temporary Dex damage)
16-25---Ribs (-10’ speed)
26-35---Shoulder (-4 with that arm)
36-55---Arm (-2 with that arm)
56-60---Hand (can’t hold or grip)
61-70---Hip (can’t walk til tended with a Heal check, DC20, or healed).
71-90---Leg (Move ½ speed, -2 to all checks involving the legs)
91-00---Ankle (1d6 temporary Dex damage)

The secondary effects of bonebreak last until one week unless healed otherwise.

Material component: a splinter of bone.

CALL UPON FAITH
Conjuration (Summoning)
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text

You call upon the sacred power you worship and your faith is rewarded. You receive a +3 sacred bonus on any one roll made before the end of your next turn.

EXTRA EYE
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: See text
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a normal-sized eye at a point you touch. This point may be on any physical, mostly even surface large enough to hold an eye the size of a normal human’s. The eye can be placed on a door, a creature’s forehead, or a boulder, but not on a rope (unless very thick), a rapier (except possibly the pommel), or a cauliflower (which is too uneven).

You can see through the extra eye as if it were your own, though you must concentrate to do so. If both your natural eyes and the extra eye examine the same object simultaneously, you can gain a +2 circumstance bonus to Spot and Search checks. If you have more than one extra eye these bonuses stack.

If the extra eye is placed somewhere with no activity you will notice movement that passes before it even if you aren’t concentrating on it.

If the extra eye is looking behind you, you cannot be flanked by visible opponents.

You are not subject to gaze attacks via the extra eye. In fact, if you are faced with creatures with a gaze attack you can close your eyes and guide yourself with the extra eye at no penalty.

The extra eye itself is not subject to attacks but if the creature/object it is on is killed or destroyed so is the extra eye, and in this cast you suffer 1d6 hp damage and are blinded for 1d2 rounds.

EXTRAORDINARY INTELLECT
Transmutation
Level: Intellect 7, sor/wiz 9

As per fox’s cunning, except as noted above. This spell grants the recipient a +10 enhancement bonus to Intelligence. At the spell’s end, the subject becomes fatigued.

FOLLOW SORCERY’S TRAIL
Divination
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 60’
Effect: See text
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

To use this spell you must already be using a detect magic or arcane sight spell. It allows you to examine the magical radiance of a detected spell, effect or lingering aura and observe a sparkling golden trail leading in the direction the caster went. The spell examined must be in range on the first round of the follow sorcery’s trail but thereafter the trail can be followed at your full movement rate.

Follow sorcery’s trail is foiled by teleportation, an amulet of proof again detection and location, etc.

Material component: 100 gp worth of finely ground diamond dust.


FRANCISCO’S DEVIOUS COUNTERMEASURE
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Medium (100’+10’/level)
Effect: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You must cast this spell within one round of another spell’s casting (though another creature may cast the other spell), and the two are then linked. If any attempt to dispel the linked spell is made, the devious countermeasure triggers, inflicting a -5 circumstance penalty on the dispel check and causing magical feedback. The caster of the dispel receives a Will save to avoid the feedback and SR (if any) applies (treat the feedback as being cast at your level). Failure indicates 5d4 hp of damage.


IVY SIEGE
Transmutation
Level: Drd 6, Cannabix 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100’+10’/level)
Effect: See text
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

When you cast this spell you cause vines of ivy to curl up out of the ground and grip a building (up to ten 10’ cubes per level) that rests upon the earth. After ten minutes the ivy begins crushing the building, dealing 1d10 hp/10 minutes and ignoring the building’s hardness.

Material component: an ivy leaf.


LOWER RESISTANCE
Abjuration
Level: Sor/Wiz 5, Clr 5, Drd 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (see text)

This spell causes the target to lose some degree of spell resistance for a time. Though it is not allowed a saving throw the target’s SR applies, but your spell penetration roll receives a +6 competence bonus. If you succeed the target’s SR drops by half your level (maximum of 10). This counts as an enhancement penalty.


MARIUS’ SIDESTEP
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Personal (see text)
Target: You and touched objects weighing up to 50 lbs/level
Duration: 1 round/level

You can teleport quickly over short distances for the duration of the spell. The teleportation can be used 1/round as a move action, and once during the duration of the spell you may choose to use it instantly, even on another’s turn. If you wish to use it to avoid a blow or a spell, you must do so before the attack or effect is rolled. Using this function ends the spell prematurely.

When you teleport through Marius’ sidestep, you must be able to see the space into which you wish to teleport. Furthermore, you may only teleport to areas within Short range (25’ + 5’/2 levels).

NIRRIGHAN’S DISMEMBERMENT
Necromancy
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: V, S, M
Range: Personal
Target: You
Duration: 10 minutes/level (D)

You can pop off body parts as you desire, sending an eye around the corner, a hand with a message to the other side of the room, etc. The detached parts can move, perceive, etc. as appropriate to their type at your volition, though you are still limited to your normal number of actions per round.

While Nirrighan’s dismemberment is in effect, you take no extra damage from critical hits, but they automatically lop off body parts instead. Wounding, vorpal, sharpness and similar effects have no extra effect on you.

Spells that you cast may originate from any part of your body. If the spell should expire (or be dispelled) while you are separated you must make a Fort save, DC22, or die. Success indicates that your head and everything attached to it survives. (This is a death effect.)

Material component: a troll’s heart.

OMNIVORE
Transmutation
Level: Cannabix 7, Sor/Wiz 7, Omnivore 7
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level

Your mouth, throat and digestive system become empowered to eat, literally, anything. This means that you can eat or drink acid, poison, broken glass, etc. without harm. Because your stomach, mouth and throat toughen so much you gain a +2 natural armor bonus and damage reduction 5/-. You can also use a bite attack (treat as an armed attack) that inflicts 2d8 hp of damage, ignoring all hardnesses.

If not in combat you can eat one cubic foot of material per round as a standard action or twice that as a full-round action.

Material component: the tongue of a xorn.

PRISMATIC SWORD
Conjuration (Creation)
Level: Sor/wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Sword of prismatic energy
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: See text

This spell conjures a multi-hued prismatic weapon that you can wield, making devastating touch attacks. A successful strike has the effects of a random color of a prismatic spray (ignoring rolls of 8 and merely rerolling). If you cast another spell or cease holding the weapon, your prismatic sword ends. A prismatic sword can be dispelled normally, and the following spells negate one color of the weapon: cone of cold (red), gust of wind (orange), disintegrate (yellow), passwall (green), magic missile (blue) or daylight (indigo). If one or more layers of the blade are dispelled, a successful hit with it will act as one of the remaining layers at random (there are simply fewer choices).


SPELL BLAST
Abjuration
Level: Sor/wiz 8
Saving Throw: See text
Spell Resistance: See text

As greater dispel magic, except that the caster of any dispelled effect(s) must make a Fort save or suffer 1d4 hp of damage per spell level of the dispelled effect. (For example, if a wizard’s wall of fire were to be dispelled, the wizard would have to make a Fort save or suffer 4d4 hp of damage.) One Fort save must be made against each dispelled spell or effect. If the caster of a dispelled effect has spell resistance, you must make a single check against it (not one per dispelled spell) to see if the spell blast can damage the creature.



TELEPORTING TRACE
Conjuration (Teleportation)
Level: Sor/Wiz 7
Range: See text

This spell works like teleport, except that it must be cast within one round of another teleportation effect. You (and any others that you’re carrying, subject to the normal limits of teleport) are teleported to a random space within 5’ of the original teleporter’s destination as long as it is within 200 miles/level.


WALL OF HONEY
Conjuration (Creation)
Level: Sor/Wiz 3, Drd 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100’+10’/level)
Effect: Wall, up to one 5’ square/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A wall of delicious golden honey appears. It is opaque. If a wall of honey is cast into an area too small to contain it it will squeeze itself into whatever form the surrounding space permits (in which case creatures that would be caught in it are allowed Ref saves to escape to the edge of the wall’s effect). Honey taken from the wall vanishes when the spell expires, but while the spell lasts the wall of honey will continually magically regenerate its substance. A dispel magic, disintegrate or purify food and drink will destroy a wall of honey.

Creatures attempting to force their way through the wall require a strength check, DC20. By every point by which the victim beats the DC, it may force itself through 1’ of honey. Creatures within the honey cannot see, speak or breathe. It takes a full round action to clear the eyes and another to clear the nose and mouth, assuming the victim has access to water or some other liquid. Otherwise it takes twice as long. It takes ten full minutes to clean a character completely, but it all vanishes when the spell expires. Until fully cleaned, sweetened victims suffer a -2 circumstance penalty to attacks, saves and checks. A wall of honey may be created underwater.

Material component: a piece of honeycomb.


Hopefully that's an interesting collection of spells! :)
 

Why not- here are a couple of Epic spells from my game, while I'm at it. :)

Hope this leaves you feeling better about everyone here!

Assail the Sorely Beset
Conjuration (Calling, Teleportation)
Spellcraft DC: 61
Components: V, S, Ritual
Casting Time: 1 day
Range: See text
Target: See text
Duration: Permanent until triggered (D)
Saving Throw: None
Spell Resistance: Yes
To Develop: 549,000 gp; 10 days; 21,960 xp. Seeds: foresee (DC 17), transport (DC 27). Factors: Affects up to 3000 lbs (+40), creates a portal (+37), dismissible (+2), triggered upon specific circumstances (+25). Mitigating factors: Casting time 1 day (-22), 20d6 backlash once only upon finishing casting (-10), requires three additional casters contributing 8th-level spell slots (-48), burn 1000 xp (-10)

This spell summons up to six willing individuals designated at the time of casting to a portal that forms to assail your enemies when they are sorely beset. When you cast this spell, designate a group of specific individuals (up to one/level). The spell is triggered when the group is sorely beset. To meet this condition, at least two-thirds of the designated group must be within 100 yards of each other and at least two-thirds of the gathered members of the group must be dead, unconscious, helpless (although normal sleep doesn’t count) or wounded below 25% of their full hit points. Then a portal opens between the place at which you cast this spell and the sorely beset enemies even as the chosen individuals are all teleported to the place at which you cast this spell, allowing a rapid strike.


Scrystrike
Divination (Scrying)
Spellcraft DC: 86
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Effect: Magical sensor
Duration: 20 minutes (D)
Saving Throw: See text
Spell Resistance: See text
To Develop: Seeds: destroy (DC 29), reveal (DC 19). Factors: reaches across planes (+8), +15d6 damage (+30).

This spell allows you to scry the target and inflict 30d6 hit points of damage to it. You may only inflict damage to the target once during the duration. Though there is no saving throw or SR against the scrying effect, there is a Fort save for half damage (and SR applies) against the destruction effect. If a creature or object is destroyed by this spell, all that remains is a fine grey powder.
 

4th level wizard
Forbidden elemest regents/va,br,bm,bm//range/95ft//extra/7th level 4 to 6 300 or more hp enemies,14th x3 damage if cast 1 a day//modifier/must have element modifier to use(3 times a combat)
cast after 100 hp of damage have occured(healed ok)a form of element will rush through the enemy weaving damaging attacks,2d4 enemies,6d6+5,300 or more hp enemies 1 to 3/8d10 cast consecutively 1st,2nd,then 3rd casting 4d10+3d20+#affectedx1d8

10th level illusionist
Torrent of intimidation regents/v,z,ewa//range/95ft//extra//modifier/air elemental
this will effect any enemy not at the front or currently involved in melees,for 1 round after striken unable to think clearly 1d6 will spend 1 attack on eachother and 1d6+1d4(same or more)will roll -1d10 defense against caster's spells caster's next 2 melee attacks

2nd level cleric
Fighting revocation regents//range/70ft//extra/+4 rec./dmg.4th,+7 rec./dmg. 5th,+10 rec./dmg. 6th//modifier/19 wiz and int +1d4 attack(1 a combat)
this attacking spell casts magical cleric energy that sends 1d10 hp recovery to 6 party members as for 1d6 enemies striken,enemies with 4d6 damage
 

Here's one:

Create Ooze: Creates a full-grown ooze from a sample.
Conjuration (Creation)
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M
Display: No
Casting Time: 1 action
Range: Close
Effect: One ooze
Duration: 1 round/level
Saving Throws: None
Resistance: No


Upon casting the spell, the caster throw a flask containing some sample from any sort of ooze to the targeted location. From the broken flask erupt the slime, which instantly reach its normal size. The ooze always act on the end of the caster's turn and can attack on the round it was created. The caster may concentrate on the ooze created to direct it (a standard action for each round of control), otherwise the ooze acts as would act any normal ooze of the same type, ignoring distinctions between friends or foes. When the spell expires, the ooze volatilize completely.

Material Component: A flask containing a sample of an ooze, worth 10 gp per HD of the ooze (for example, a flask with a sample from a gelatinous cube will cost between 40 and 240 gp, depending on the size of the ooze it was extracted from).
 
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Detect Spellcasting Power
Divination
Level: Brd 1, Clr 1, Drd 1, Magic 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No

You detect the level of magical power a caster has. This spell is a more specialized version of Detect Magic. Unlike that spell, it will not detect magical items or the presence of functioning spells. However, it gives more detailed information about the power of spellcasters. As with other Detect spells, more information is gained with each round of observation of the target area.

1st Round: Presence or absence of spellcasters

2nd Round: Number of spellcasters, and how many can cast Arcane spells, Divine spells or both

3rd Round: The location of each caster, which of the above spellcasting powers he has and whether the caster prepares spells, casts spontaneously, or both.

4th Round: The number of spell levels the caster can cast per day (see below) and how many of them must be prepared, how many can be cast spontaneously, how many are Arcane and how many Divine. You must select one caster per round about whom you learn this level of detail.

When calculating how many spell levels a creature can cast per day, each spell slot counts at its level. So if a character can cast two 1st level spells and one 2nd level spell, that counts as four spell levels. 0-level spells count as ½ and spell-like abilities that can be used an unlimited number of times count as if they can be cast 4 times.
This spell can be defeated in the same ways as Detect Magic. Also, this spell and Detect Magic counter and dispel each other.
Detect Spellcasting Power can be made permanent with a Permanency spell.

Example
Suppose you cast this spell on an area containing the following characters:
Gnome 6th Level Bard, CHA 14
Elf 3rd Level Rogue/3rd Level Sorcerer, CHA 13
Human 1st Level Cleric/5nd Level Fighter, WIS 12
Human 6th Level Barbarian
Halfling 6th Level Wizard, INT 16

Information revealed would be:
1st Round: Spellcasters are present
2nd Round: There are four spellcasters. 3 use arcane magic, one uses divine.
3rd Round: The location of each spellcaster. The divine caster and one of the arcane casters prepare spells. The other two cast spontaneously
4th Round: Focusing on the divine spellcaster, you learn that this person can cast 4½ levels of divine spells per day. (1½ for the 0-level spells, 1 for 1st level Cleric, one 1st level domain spell and one 1st level bonus spell for high Wisdom).
5th Round: Focusing on the arcane caster who prepares spells, you learn that this person can cast a beefy 23 spell levels per day (including bonus spells for high Intelligence).

No information is gained about any magic items the characters might be carrying or any spells they are under. Also, the Barbarian character is completely undetected.
 

Sleep Ward
Abjuration
Level: Clr6, Drd5, Sor/Wiz6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1 day/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject has no need for sleep (or trancing). She is as tired as though she has been awake for about 14 hours – no more (an no less, unless the creature has slept in the last 14 hours). She can prepare spells as normal once per day as if she had slept appropriately. When the duration ends, the creature’s need for sleep resumes, though it has no more need than on a typical day.
The creature is immune to sleep, fatigue, and exhaustion effects.
Material Component: Crushed opals worth 250 gp.

Inertia
Transmutation
Level: Sor/Wiz4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The affected creature is slowed (as the spell). He takes one-half damage from physical attacks and one-quarter damage from energy. He gains a +4 bonus on saves against mind-affecting spells or abilities.
 

shadowthorn said:
I'm playing a halfling wizard in a 3.0 campaign, and I'd love to see some customer spells that other folks have created (I'm assuming this is the right forum for this post; mods, please relocate if not - thx). So, if you don't mind sharing, please post your favorite custom spells. Thanks!

These are spells that were researched by my half mad Evoker pyromaniac Ilsem Nishmaru for a Forgotten Realms campaign. After about 10th level, every character that we went up against knew that they needed to have fire protection, because Ilsem's greatest love was watching enemies blown apart by flame. He figured out after his first resurrection that he needed a new trick, so started combining Force Effects with his fire. Here are some of his favorites. He isn't heavy on imagination, at least not before going crazy, so all of his spells are modifications of his traditional favorites.

Ilsem's Fiery Missile

Evocation [Force/Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Partial
Spell Resistance: Yes

As Magic Missile, but Ilsem's Firey missiles also cause 1d6 points of fire damage in addition to the normal force effects of the magic missiles.

The missiles can catch the target on fire, a successful Reflex save to avoid the fire damage and avoid catching on fire.

Ilsem's Explosive Concussion

Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Ilsem's Explosive Consussion works very much like a fireball, with the exception that it is an explosive ball of force which radiates from the bead. Ilsem's Explosive Consussion deals 1d4+1 points of damage per caster level, up to a maximum of 10d4+10 damage at 10th level.


Force Shield
Evocation [Force]
Level: Wiz/Sor 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell wreathes you in force and causes damage to each creature that attacks you in melee. The force shield also protects you from force effects.

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is force damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
When casting this spell, you are surrounded by a shimmering aura, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined by the caster.

The force shield also provides limited protection from Force Effects. The caster will take only half damage from any damaging force effect. This damage resistance is 10/caster level up to a limit of 150 damage total absorbed.


There are few more along the same lines, but these got the most use out of the new spells created.
 

Breath of the Fire Wyrm
Evocation
Level: Sor/Wiz 3
Components: V
Casting Time: 1 full round action
Range: Medium (100’+10’/level)
Effect: 5 wide foot stream of flame from casters mouth
Duration: Instantanious
Saving Throw: Reflex half
Spell Resistance: Yes

Upon completion of this spell the caster spews forth a blast of flame from its mouth dealing 1d6 points of damage per level [max 10d6]. The spell can light combustables as any other fire based spell.

The spell is belived to have been first created by a warrior mage who claimed draconic heritage. Of note is the unique verbal component of the spell, which the caster speaks while inhaling rather than exhaling. Those very familiar with this spell [seen 10 minus int bonus times] may recive bonuses on spellcraft rolls and saving throws at DM discresion.
 

Into the Woods

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