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<blockquote data-quote="the Jester" data-source="post: 1403281" data-attributes="member: 1210"><p>...and here are some from my campaign world:</p><p></p><p><strong>BONEBREAK</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100’+10’/level)</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort partial</p><p>Spell Resistance: Yes</p><p></p><p>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:</p><p></p><p>01-10---Cheek/face bone (1d6 points temporary Cha damage)</p><p>11-15---Neck (2d6 points temporary Dex damage)</p><p>16-25---Ribs (-10’ speed)</p><p>26-35---Shoulder (-4 with that arm)</p><p>36-55---Arm (-2 with that arm)</p><p>56-60---Hand (can’t hold or grip)</p><p>61-70---Hip (can’t walk til tended with a Heal check, DC20, or healed).</p><p>71-90---Leg (Move ½ speed, -2 to all checks involving the legs)</p><p>91-00---Ankle (1d6 temporary Dex damage)</p><p></p><p>The secondary effects of bonebreak last until one week unless healed otherwise.</p><p></p><p>Material component: a splinter of bone.</p><p></p><p><strong>CALL UPON FAITH</strong></p><p>Conjuration (Summoning)</p><p>Level: Clr 1</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: See text</p><p> </p><p>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.</p><p></p><p><strong>EXTRA EYE</strong> </p><p>Transmutation</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Effect: See text</p><p>Duration: 1 hour/level</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>If the extra eye is looking behind you, you cannot be flanked by visible opponents.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>EXTRAORDINARY INTELLECT</strong></p><p>Transmutation</p><p>Level: Intellect 7, sor/wiz 9</p><p></p><p>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.</p><p></p><p><strong>FOLLOW SORCERY’S TRAIL</strong></p><p>Divination</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: 60’</p><p>Effect: See text</p><p>Duration: 10 minutes/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p>Follow sorcery’s trail is foiled by teleportation, an amulet of proof again detection and location, etc.</p><p></p><p>Material component: 100 gp worth of finely ground diamond dust.</p><p></p><p></p><p><strong>FRANCISCO’S DEVIOUS COUNTERMEASURE</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 round</p><p>Range: Medium (100’+10’/level)</p><p>Effect: See text</p><p>Duration: See text</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p> </p><p>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.</p><p></p><p></p><p><strong>IVY SIEGE</strong></p><p>Transmutation</p><p>Level: Drd 6, Cannabix 5</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100’+10’/level)</p><p>Effect: See text</p><p>Duration: 10 minutes/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p>Material component: an ivy leaf.</p><p></p><p></p><p><strong>LOWER RESISTANCE</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 5, Clr 5, Drd 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: One creature</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (see text)</p><p></p><p>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.</p><p></p><p></p><p><strong>MARIUS’ SIDESTEP</strong></p><p>Conjuration (Teleportation)</p><p>Level: Sor/Wiz 8</p><p>Components: V</p><p>Casting Time: 1 action</p><p>Range: Personal (see text)</p><p>Target: You and touched objects weighing up to 50 lbs/level</p><p>Duration: 1 round/level</p><p></p><p>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. </p><p></p><p>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).</p><p></p><p><strong>NIRRIGHAN’S DISMEMBERMENT</strong></p><p>Necromancy</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: V, S, M</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level (D)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>Material component: a troll’s heart.</p><p></p><p><strong>OMNIVORE</strong></p><p>Transmutation</p><p>Level: Cannabix 7, Sor/Wiz 7, Omnivore 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level</p><p> </p><p>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.</p><p></p><p>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.</p><p></p><p>Material component: the tongue of a xorn.</p><p></p><p><strong>PRISMATIC SWORD</strong></p><p>Conjuration (Creation)</p><p>Level: Sor/wiz 9</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Effect: Sword of prismatic energy</p><p>Duration: 1 round/level</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p> </p><p>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).</p><p></p><p></p><p><strong>SPELL BLAST</strong></p><p>Abjuration</p><p>Level: Sor/wiz 8</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>TELEPORTING TRACE</strong></p><p>Conjuration (Teleportation)</p><p>Level: Sor/Wiz 7</p><p>Range: See text</p><p></p><p>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.</p><p></p><p></p><p><strong>WALL OF HONEY</strong></p><p>Conjuration (Creation)</p><p>Level: Sor/Wiz 3, Drd 3</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100’+10’/level)</p><p>Effect: Wall, up to one 5’ square/level</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Material component: a piece of honeycomb.</p><p></p><p></p><p>Hopefully that's an interesting collection of spells! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 1403281, member: 1210"] ...and here are some from my campaign world: [b]BONEBREAK[/b] 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. [b]CALL UPON FAITH[/b] 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. [b]EXTRA EYE[/b] 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. [b]EXTRAORDINARY INTELLECT[/b] 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. [b]FOLLOW SORCERY’S TRAIL[/b] 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. [b]FRANCISCO’S DEVIOUS COUNTERMEASURE[/b] 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. [b]IVY SIEGE[/b] 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. [b]LOWER RESISTANCE[/b] 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. [b]MARIUS’ SIDESTEP[/b] 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). [b]NIRRIGHAN’S DISMEMBERMENT[/b] 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. [b]OMNIVORE[/b] 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. [b]PRISMATIC SWORD[/b] 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). [b]SPELL BLAST[/b] 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. [b]TELEPORTING TRACE[/b] 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. [b]WALL OF HONEY[/b] 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! :) [/QUOTE]
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