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<blockquote data-quote="Henry" data-source="post: 1402067" data-attributes="member: 158"><p>I just remembered, I have a few spells that might be handy!</p><p></p><p>These spells are spells I came up with in 2nd edition AD&D, and are written in 2nd edition format. They should be relatively easy to convert, however. For your own personal use, I wouldn't mind if they came in handy to you. All four are wizard spells.</p><p></p><p>Enjoy!</p><p></p><p>------------------</p><p>Bone Club (Necromancy)</p><p>Level: 3</p><p>Duration: 1 round / level</p><p>Range: 0</p><p>Area of Effect: 1 bone</p><p>Components: V,M</p><p>Save: None</p><p>Casting Time: 1 round </p><p>This spell allows the caster to enchant a normal leg or arm bone from any mammal to cause to become a magical club. This spell confers proficiency with the club for the duration of the spell, and anyone may wield the club. Against undead, it acts as a club +4, causing 1d6+4/1d3+4 plus any other appropriate bonuses. Against all other opponents, it performs as a club +1, causing 1d6+1/1d3+1 plus any other appropriate bonuses. At the end of the spell’s duration, it reverts to a normal bone, and may be used in subsequent castings.</p><p>The material components for this spell are an appropriately sized bone (12 inches length or longer) and a pinch of dirt from a grave.</p><p>--------------</p><p>Chains of Mortality (Necromancy)</p><p>Level: 5</p><p>Duration: Special</p><p>Range: Touch</p><p>Area of Effect: 1 Creature</p><p>Components: V,S,M</p><p>Save: None</p><p>Casting Time: 1 round </p><p>This spell compels the life force of the creature touched by the caster to remain in the body, even after the point that the body can sustain life is past. The creature under the effect of this spell will be able to function even after they have dropped below 0 hit points.</p><p>The spell is triggered when the affected creature is reduced to –1 hit points or less. The creature will be able to function, although the duress of remaining alive will cause the creature to be at a –3 penalty to hit and to damage, and will have a +3 penalty to initiative. The creature will be in constant agony, but can function no matter how low the hit points go. However, at a negative hit point total equal to (10 x the creature’s CON score), there will no longer be enough of the creature to take any effective actions, even though the life will still be in the body.</p><p>Unless triggered, the spell’s effect will last for 1 turn per level of the caster. When triggered, the spell will sustain the creature for 1 round per level of the caster, rounded down.</p><p>The material component is a small silver chain (worth 15gp value) wrapped around a small piece of the victim’s flesh.</p><p>-----------------</p><p>Force Trueform (Alteration)</p><p>Level: 5</p><p>Duration: Special</p><p>Range: Touch</p><p>Area of Effect: 1 Creature</p><p>Components: V,S,M</p><p>Save: None</p><p>Casting Time: 1 round </p><p>This spell will force any shapechanger to revert to their true original form (their birth form). This spell can affect mages using shape-altering spells (e.g. polymorph other, polymorph self, alter self, but not change self), it can affect shapechanged dragons, lycanthropes, vampires, etc. The target will then automatically revert to its true form (no save, but magic resistance still applies). This will cause wracking agony in the creature as they revert, causing 2d8 damage, taking 1 round, and causing the creature to take no other actions in that round.</p><p>The material components for this spell are a pinch of hair from a lycanthrope, which is scattered by a puff of breath from the caster upon completing the spell.</p><p>-------------------</p><p>Time Travel (Enchantment, Alteration)</p><p>Level: 9</p><p>Duration: 48 Hours</p><p>Range: 0</p><p>Area of Effect: 10 ft. radius sphere centered on caster</p><p>Components: V,S,M</p><p>Save: Neg.</p><p>Casting Time: 1 turn </p><p>By means of this spell, the caster, all living beings, and all objects within the spell’s area of effect (referred to as the “payload”) are transported forwards or backwards in time to a specific year. The destination is determined by the spellcaster in terms of years only; a specific date cannot be “homed in on.” The month, day, hour, minute, etc. in the destination year exactly corresponds to the moment that the spell is completed in its casting in the present. Furthermore, no physical distance is traveled, so the caster arrives at the same spot that the spell was cast, in the destination time. However, if there is solid matter in the destination time and location, the spell will slightly shift the “payload” to the nearest, safest location instead. The same is true of the return trip. This safety measure is not without cost, however. All living beings will lose 1 hp per 10 feet shifted in space, and all non-living objects in the payload must make a (save vs. fall at +3), with a –1 penalty per 10 feet shifted.</p><p>The “payload” will stay in the destination time for precisely 48 hours, a period that cannot be lengthened or shortened. This spell is instated on the “payload” at all times, and causes all affected material to be unable to make any other magic-induced temporal or spatial adjustments. No other time travel spells or teleport, dimension door, ethereal, astral or planar travel, etc. will function for them, as they are “linked” to the destination time with this spell. (Travel using magical conveyances, such as flying carpets, etc. are not affected). At the spell’s conclusion, the entire contents of the original “payload” return to the time from which they started. 48 hours will have passed in the present since the spell’s casting, and the “payload” will be at its location that it was before the spell wore off. Nothing can be taken back to the present by means of this spell, or left in the past or future.</p><p>Unwilling recipients of this spell must make a save vs. spell at –2 to avoid being transported at this time; all adjustments for magic resistance and wisdom adjustments apply, but not dexterity; only sheer “force of will” will help here.</p><p>The components of this spell are rare and exacting. First, the mage needs a very finely constructed hourglass, filled with a mixture of powdered sapphire and jacinth, for a total of 13,000 gp (1,000 gp hourglass plus 6,000 gp each of sapphire and jacinth). Also, a special “poem” must be constructed, using a specially crafted ink and written on fine vellum paper (5 gp per sheet, 30 poem lines will fit on one sheet). A mage must construct his own poem; hiring another to do so will not work. The poem must have one line for each year (specifically forward or backward) to be traveled. The spell ink must be a special concoction, using these ingredients:</p><p>• 1 oil of timelessness</p><p>• 1 ounce of ashes from a creature of 10+ HD and capable of existing 1,000 years or more (e.g. liches, dragons, vampires, immortal avatars.)</p><p>• 1 ounce of a time elemental’s blood</p><p>• 1 potion of either speed or longevity (forward or backward, respectively)</p><p>One “batch” of ink will create 412 lines of poetry. There is a slight chance, however (equal to 100% - the caster’ s intelligence x 5), that some of the poetry will be botched, and the entire poem must be scrapped and begun anew.</p></blockquote><p></p>
[QUOTE="Henry, post: 1402067, member: 158"] I just remembered, I have a few spells that might be handy! These spells are spells I came up with in 2nd edition AD&D, and are written in 2nd edition format. They should be relatively easy to convert, however. For your own personal use, I wouldn't mind if they came in handy to you. All four are wizard spells. Enjoy! ------------------ Bone Club (Necromancy) Level: 3 Duration: 1 round / level Range: 0 Area of Effect: 1 bone Components: V,M Save: None Casting Time: 1 round This spell allows the caster to enchant a normal leg or arm bone from any mammal to cause to become a magical club. This spell confers proficiency with the club for the duration of the spell, and anyone may wield the club. Against undead, it acts as a club +4, causing 1d6+4/1d3+4 plus any other appropriate bonuses. Against all other opponents, it performs as a club +1, causing 1d6+1/1d3+1 plus any other appropriate bonuses. At the end of the spell’s duration, it reverts to a normal bone, and may be used in subsequent castings. The material components for this spell are an appropriately sized bone (12 inches length or longer) and a pinch of dirt from a grave. -------------- Chains of Mortality (Necromancy) Level: 5 Duration: Special Range: Touch Area of Effect: 1 Creature Components: V,S,M Save: None Casting Time: 1 round This spell compels the life force of the creature touched by the caster to remain in the body, even after the point that the body can sustain life is past. The creature under the effect of this spell will be able to function even after they have dropped below 0 hit points. The spell is triggered when the affected creature is reduced to –1 hit points or less. The creature will be able to function, although the duress of remaining alive will cause the creature to be at a –3 penalty to hit and to damage, and will have a +3 penalty to initiative. The creature will be in constant agony, but can function no matter how low the hit points go. However, at a negative hit point total equal to (10 x the creature’s CON score), there will no longer be enough of the creature to take any effective actions, even though the life will still be in the body. Unless triggered, the spell’s effect will last for 1 turn per level of the caster. When triggered, the spell will sustain the creature for 1 round per level of the caster, rounded down. The material component is a small silver chain (worth 15gp value) wrapped around a small piece of the victim’s flesh. ----------------- Force Trueform (Alteration) Level: 5 Duration: Special Range: Touch Area of Effect: 1 Creature Components: V,S,M Save: None Casting Time: 1 round This spell will force any shapechanger to revert to their true original form (their birth form). This spell can affect mages using shape-altering spells (e.g. polymorph other, polymorph self, alter self, but not change self), it can affect shapechanged dragons, lycanthropes, vampires, etc. The target will then automatically revert to its true form (no save, but magic resistance still applies). This will cause wracking agony in the creature as they revert, causing 2d8 damage, taking 1 round, and causing the creature to take no other actions in that round. The material components for this spell are a pinch of hair from a lycanthrope, which is scattered by a puff of breath from the caster upon completing the spell. ------------------- Time Travel (Enchantment, Alteration) Level: 9 Duration: 48 Hours Range: 0 Area of Effect: 10 ft. radius sphere centered on caster Components: V,S,M Save: Neg. Casting Time: 1 turn By means of this spell, the caster, all living beings, and all objects within the spell’s area of effect (referred to as the “payload”) are transported forwards or backwards in time to a specific year. The destination is determined by the spellcaster in terms of years only; a specific date cannot be “homed in on.” The month, day, hour, minute, etc. in the destination year exactly corresponds to the moment that the spell is completed in its casting in the present. Furthermore, no physical distance is traveled, so the caster arrives at the same spot that the spell was cast, in the destination time. However, if there is solid matter in the destination time and location, the spell will slightly shift the “payload” to the nearest, safest location instead. The same is true of the return trip. This safety measure is not without cost, however. All living beings will lose 1 hp per 10 feet shifted in space, and all non-living objects in the payload must make a (save vs. fall at +3), with a –1 penalty per 10 feet shifted. The “payload” will stay in the destination time for precisely 48 hours, a period that cannot be lengthened or shortened. This spell is instated on the “payload” at all times, and causes all affected material to be unable to make any other magic-induced temporal or spatial adjustments. No other time travel spells or teleport, dimension door, ethereal, astral or planar travel, etc. will function for them, as they are “linked” to the destination time with this spell. (Travel using magical conveyances, such as flying carpets, etc. are not affected). At the spell’s conclusion, the entire contents of the original “payload” return to the time from which they started. 48 hours will have passed in the present since the spell’s casting, and the “payload” will be at its location that it was before the spell wore off. Nothing can be taken back to the present by means of this spell, or left in the past or future. Unwilling recipients of this spell must make a save vs. spell at –2 to avoid being transported at this time; all adjustments for magic resistance and wisdom adjustments apply, but not dexterity; only sheer “force of will” will help here. The components of this spell are rare and exacting. First, the mage needs a very finely constructed hourglass, filled with a mixture of powdered sapphire and jacinth, for a total of 13,000 gp (1,000 gp hourglass plus 6,000 gp each of sapphire and jacinth). Also, a special “poem” must be constructed, using a specially crafted ink and written on fine vellum paper (5 gp per sheet, 30 poem lines will fit on one sheet). A mage must construct his own poem; hiring another to do so will not work. The poem must have one line for each year (specifically forward or backward) to be traveled. The spell ink must be a special concoction, using these ingredients: • 1 oil of timelessness • 1 ounce of ashes from a creature of 10+ HD and capable of existing 1,000 years or more (e.g. liches, dragons, vampires, immortal avatars.) • 1 ounce of a time elemental’s blood • 1 potion of either speed or longevity (forward or backward, respectively) One “batch” of ink will create 412 lines of poetry. There is a slight chance, however (equal to 100% - the caster’ s intelligence x 5), that some of the poetry will be botched, and the entire poem must be scrapped and begun anew. [/QUOTE]
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