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<blockquote data-quote="Jeph" data-source="post: 1403251" data-attributes="member: 6738"><p>Here's a few from an Alienist of mine with a bit of a focus on electric evocations...</p><p></p><p>::::::::::::::::::::::::::::::::</p><p></p><p>Stoke the Flames </p><p>Transmutation </p><p>Level: wiz/sorc 1, druid 1 </p><p>Componants: v, s </p><p>Casting Time: 1 action </p><p>Range: close (25' + 5' / 2 levels) </p><p>Duration: 1 day (D) </p><p>Target: one fire </p><p>Save: none </p><p>SR: none </p><p></p><p>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: </p><p></p><p>LV Size </p><p>01 Small </p><p>04 Medium </p><p>07 Large </p><p>10 Huge </p><p>13 Gargantuan </p><p>16 Collosal </p><p></p><p>Ball Lightning </p><p>Evocation (Electricity) </p><p>Level: wiz/sorc 2 </p><p>Componants: v, s </p><p>Casting Time: 1 action </p><p>Range: Medium (100' + 10' / level) </p><p>Duration: Instantaneous </p><p>Area: 10' radius burst </p><p>Save: Reflex half </p><p>SR: Yes </p><p></p><p>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). </p><p></p><p>Lightning Blast </p><p>Evocation (Electricity) </p><p>Level: wiz/sorc 3 </p><p>Range: Long (400' + 40' / level) </p><p>Area: 20' radius burst </p><p></p><p>As Ball Lightning, except as above and damage is 1d6 per caster level (max 10d6, Reflex half). </p><p></p><p>Teppin's Electromagnetic Translocational Recall </p><p>Transmutation (Teleportation, Electricity) </p><p>Level: wiz/sorc 7 </p><p>Componants: v, s, m </p><p>Casting Time: 1 round </p><p>Range: Long (400' + 40' / level) (see text) </p><p>Duration: Instantaneous </p><p>Target: one character which has recently Teleported </p><p>Save: Will negates </p><p>SR: Yes </p><p></p><p>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. </p><p></p><p>Material Componant: A fine silver and crystal bead worth at least 5 gp. </p><p></p><p>Teppin’s Electromagnetic Transdimensional Recall</p><p>Transmutation (Teleportation, Electricity)</p><p>Level: wiz/sorc 8</p><p>Target: one character which has recently Teleported or Plane Shifted</p><p></p><p>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.</p><p></p><p>Teppin's Most Dramatic Disappearance </p><p>Transmutation (Teleportation, Electricity) </p><p>Level: wiz/sorc 6 </p><p>Componants: v, s </p><p>Casting Time: 1 action </p><p>Range: Personal </p><p>Duration: Instantaneous and 1 round/level (see text) </p><p>Area: 20' radius burst </p><p>Save: Reflex half (see text) </p><p>SR: Yes </p><p></p><p>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.</p><p></p><p>Teppin's Horrendous Transmogrification </p><p>Transmutation (chaos) </p><p>Level: wiz/sorc 3 </p><p>Componants: v, s </p><p>Casting Time: 1 action </p><p>Range: close (25' + 5' / 2 levels) </p><p>Duration: 1 round/level </p><p>Target: one living creature </p><p>Save: Fortitude Negates </p><p>SR: Yes </p><p></p><p>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. </p><p></p><p>Teppin's Leg Up Against the Competition </p><p>Evocation (Electricity) </p><p>Level: wiz/sorc 3 </p><p>Componants: v, s </p><p>Casting Time: 1 action </p><p>Range: close (25' + 5' / 2 levels) </p><p>Duration: 1 round/level </p><p>Target: one spellcaster </p><p>Save: Fortitude Partial (see text) </p><p>SR: yes </p><p></p><p>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. </p><p></p><p>Teppin's Perfect Harmony of Reflection</p><p>Divination</p><p>Level: wiz/sorc 3 </p><p>Componants: v, s, f</p><p>Casting Time: 1 minute </p><p>Range: Touch </p><p>Duration: 1 hour/level </p><p>Target: two identical reflective surfaces</p><p>Save: None </p><p>SR: No</p><p></p><p>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).</p><p></p><p>Focus: The mirrors upon which the spell is cast.</p><p></p><p>Teppin’s Harmonic of Spacial Unity</p><p>Divination</p><p>Level: wiz/sorc 3 </p><p>Componants: v, s, xp</p><p>Casting Time: 10 minutes</p><p>Range: Touch </p><p>Duration: Permanent (D)</p><p>Target: one object of up to Small size</p><p>Save: None </p><p>SR: No</p><p></p><p>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.</p><p></p><p>Experience Point Cost: 50 exp.</p><p></p><p>Teppin’s Vortex of Unreality</p><p>Evocation (chaotic)</p><p>Level: wiz/sorc 3 </p><p>Componants: v, s, m</p><p>Casting Time: 1 action</p><p>Range: Long </p><p>Duration: Instantaneous</p><p>Area: 20 foot radius burst</p><p>Save: Will negates</p><p>SR: Yes</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Jeph, post: 1403251, member: 6738"] Here's a few from an Alienist of mine with a bit of a focus on electric evocations... :::::::::::::::::::::::::::::::: 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. [/QUOTE]
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