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Some More New Spells(Even More Spells Added)
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<blockquote data-quote="Merlion" data-source="post: 873244" data-attributes="member: 10397"><p>Ok heres a new batch of spells and some rewroked ones. I decided to totaly re do Disruption Blast, and I am(IMC) replacing Holy Smite with my Celestial Flames spell. Tell me what you think.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Disruption Blast</p><p>Evocation [Good]</p><p>Level: Sor/Wiz 3, Mys 3</p><p>Components: V, S</p><p></p><p> As Fireball, accept this spell creates a blast of intense positive energy. This energy deals 1d6 damage per caster level (max 10d6) to undead and evil extraplanar beings. Other beings take no damage.</p><p></p><p></p><p></p><p></p><p>Celestial Flames</p><p>Evocation [Good]</p><p>Mys 4, Sor/Wiz 5</p><p>Components: V,S,F</p><p>Range: Medium (100ft +10 ft/level)</p><p>Area: 20 ft radius</p><p>Duration: Instantaneous</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p>This spell calls upon the power of goodness to smite the wicked. The area of effect is filled with what appear as shining white flames (although no heat or fire damage is involved). Evil creatures caught in this blast take 1d8 points of holy damage for every two caster levels, starting with first, to a maximum of 10d8 damage, and are blinded for 1d4 rounds. A successful Reflex save halves the damage, and a successful Will save halves the duration of the blindness. Good beings and nonsentient lifeforms are not harmed by this spell.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Rain Of Fire</p><p>Evocation [Fire]</p><p>Wiz/Sor 6, Dru 7</p><p>Components: V, S, M</p><p>Range: Medium (100 ft +10 ft/level)</p><p>Area: Cylinder (40 foot radius 40 feet high)</p><p>Duration: Concentration, max 1 round/level</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p></p><p>This spell causes intense flames to rain down in the area of effect. These flames deal 4d6 damage each round of the spell. A successful reflex save is required to halve the damage each round.</p><p>Material Component: a small amount of alcohol and phosphorus </p><p></p><p></p><p>Greater Ray of Frost</p><p>Conjuration (Creation)</p><p>Wiz/Sor 1</p><p></p><p>As Ray of Frost, accept this spell deals 1d4 cold damage per caster level, to a maximum of 5d4</p><p></p><p></p><p>Earth Rupture</p><p>Transmutation [Earth]</p><p>Sor/Wiz 3, Druid 4</p><p>Components: V, S, F</p><p>Range: Medium (100ft +10 ft/level)</p><p>Area: 20 ft radius</p><p>Duration: Instantaneous </p><p>Saving Throw: See Text</p><p>Spell Resistance: No</p><p></p><p>This spell causes the ground in the area of effects to explode upward forcefully. This deals 1d4 points of damage to everything in the area, and creatures in the area are knocked prone by the force of the upheaval. A successful reflex save halves the damage and allows the creature to keep its footing. This spell may only be cast upon an area of stone, clay, soil, or similar substance. It will not affect metal, although it will function through wooden flooring.</p><p></p><p></p><p>Stone Shards</p><p>Conjuration (Creation) [Earth]</p><p>Sor/Wiz 1, Dru 2</p><p>Components: V, S</p><p>Range: Medium (100ft +10 ft/level)</p><p>Targets: up to 5 creatures or objects, no 2 of which can be more than 15 ft apart</p><p>Duration: Instantaneous </p><p>Saving Throw: Fortitude Partial</p><p>Spell Resistance: No</p><p></p><p>This spell conjures one or more shards of stone that you may project at enemies. You must succeed at a normal ranged attack roll to hit, with a +1 bonus per two caster levels (+1 at first level, +2 at third etc). Each shard does 1d6 damage, and the target must make a Fortitude save or be stunned for one round. You have one shard at 1st level, two at 3rd level, to a maximum of 5 at 9th caster level.</p><p></p><p></p><p>Earth Wave</p><p>Transmutation [Earth]</p><p>Sor/Wiz 5, Dru 6</p><p>Components: V,S,M</p><p>Range: Close (25 feet +5 feet/2 levels)</p><p>Area: Cone</p><p>Duration: Instantaneous </p><p>Saving Throw: See Text</p><p>Spell Resistance: No</p><p></p><p></p><p>This spell causes the ground in front of the caster to rise up in a wave that gains in strength and size as it moves away. Anyone caught in this area takes 1d4 points of bludgeoning damage per caster level, to a maximum of 15d4, and is knocked prone and stunned for one round by the impact. A successful Reflex save reduces the damage by half, and negates the knockdown and stun. This spell may only be cast on open ground, or through thin (2 inch thickness or less) wooden flooring.</p><p>Material Component: a bit of earth from the area the spell is to be cast upon.</p><p></p><p></p><p></p><p>Vortex</p><p>Transmutation [Air]</p><p>Sor/Wiz 1</p><p>Components: V, S</p><p>Range: Close (25 ft+ 5 ft/2 levels)</p><p>Effect: Column of wind 1 ft in diameter</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>This spell causes a swirling vortex of air to project from the casters hand towards a single target of up to Large size. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The vortex is treated as having a strength of 18+caster level and being Large size for this purpose. The target is subject to the bull rush each round of the spell, but the damage occurs only upon first impact. </p><p>This spell does not function in an airless environment</p><p></p><p></p><p>Vacuum Burst</p><p>Transmutation [Air]</p><p>Wiz/Sor 4</p><p>Components: V, S</p><p>Range: Long (400 ft + 40 ft/level)</p><p>Area: 20ft radius</p><p>Duration: Instantaneous</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p>This spell evacuates the air from the area of effect for a brief moment, causing an explosive implosion of air. Creatures in the area take 1d6 damage per caster level (max 15d6) and are stunned for 1d4 rounds. A successful Reflex save halves the damage, and a successful Fortitude save negates the stun. This spell does not function in an airless environment</p><p></p><p></p><p></p><p>Whirlwind Blast</p><p>Transmutation [Air]</p><p>Wiz/Sor 6, Dru 7</p><p>Components: V, S</p><p>Range: Close (25 ft +5 ft/2 levels)</p><p>Area: Cone</p><p>Duration: 1 round</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p>This spell projects a swirling tornado towards your enemies. Creatures caught in the area take 1d6 points of wind damage per level, max 15d6, and are knocked prone and blown along the path of the spell to its end. A successful Reflex save halves the damage and causes the creature to be ejected from the cone of the spell, knocked prone. This spell does not function in an airless environment</p></blockquote><p></p>
[QUOTE="Merlion, post: 873244, member: 10397"] Ok heres a new batch of spells and some rewroked ones. I decided to totaly re do Disruption Blast, and I am(IMC) replacing Holy Smite with my Celestial Flames spell. Tell me what you think. Disruption Blast Evocation [Good] Level: Sor/Wiz 3, Mys 3 Components: V, S As Fireball, accept this spell creates a blast of intense positive energy. This energy deals 1d6 damage per caster level (max 10d6) to undead and evil extraplanar beings. Other beings take no damage. Celestial Flames Evocation [Good] Mys 4, Sor/Wiz 5 Components: V,S,F Range: Medium (100ft +10 ft/level) Area: 20 ft radius Duration: Instantaneous Saving Throw: See Text Spell Resistance: Yes This spell calls upon the power of goodness to smite the wicked. The area of effect is filled with what appear as shining white flames (although no heat or fire damage is involved). Evil creatures caught in this blast take 1d8 points of holy damage for every two caster levels, starting with first, to a maximum of 10d8 damage, and are blinded for 1d4 rounds. A successful Reflex save halves the damage, and a successful Will save halves the duration of the blindness. Good beings and nonsentient lifeforms are not harmed by this spell. Rain Of Fire Evocation [Fire] Wiz/Sor 6, Dru 7 Components: V, S, M Range: Medium (100 ft +10 ft/level) Area: Cylinder (40 foot radius 40 feet high) Duration: Concentration, max 1 round/level Saving Throw: Reflex Half Spell Resistance: Yes This spell causes intense flames to rain down in the area of effect. These flames deal 4d6 damage each round of the spell. A successful reflex save is required to halve the damage each round. Material Component: a small amount of alcohol and phosphorus Greater Ray of Frost Conjuration (Creation) Wiz/Sor 1 As Ray of Frost, accept this spell deals 1d4 cold damage per caster level, to a maximum of 5d4 Earth Rupture Transmutation [Earth] Sor/Wiz 3, Druid 4 Components: V, S, F Range: Medium (100ft +10 ft/level) Area: 20 ft radius Duration: Instantaneous Saving Throw: See Text Spell Resistance: No This spell causes the ground in the area of effects to explode upward forcefully. This deals 1d4 points of damage to everything in the area, and creatures in the area are knocked prone by the force of the upheaval. A successful reflex save halves the damage and allows the creature to keep its footing. This spell may only be cast upon an area of stone, clay, soil, or similar substance. It will not affect metal, although it will function through wooden flooring. Stone Shards Conjuration (Creation) [Earth] Sor/Wiz 1, Dru 2 Components: V, S Range: Medium (100ft +10 ft/level) Targets: up to 5 creatures or objects, no 2 of which can be more than 15 ft apart Duration: Instantaneous Saving Throw: Fortitude Partial Spell Resistance: No This spell conjures one or more shards of stone that you may project at enemies. You must succeed at a normal ranged attack roll to hit, with a +1 bonus per two caster levels (+1 at first level, +2 at third etc). Each shard does 1d6 damage, and the target must make a Fortitude save or be stunned for one round. You have one shard at 1st level, two at 3rd level, to a maximum of 5 at 9th caster level. Earth Wave Transmutation [Earth] Sor/Wiz 5, Dru 6 Components: V,S,M Range: Close (25 feet +5 feet/2 levels) Area: Cone Duration: Instantaneous Saving Throw: See Text Spell Resistance: No This spell causes the ground in front of the caster to rise up in a wave that gains in strength and size as it moves away. Anyone caught in this area takes 1d4 points of bludgeoning damage per caster level, to a maximum of 15d4, and is knocked prone and stunned for one round by the impact. A successful Reflex save reduces the damage by half, and negates the knockdown and stun. This spell may only be cast on open ground, or through thin (2 inch thickness or less) wooden flooring. Material Component: a bit of earth from the area the spell is to be cast upon. Vortex Transmutation [Air] Sor/Wiz 1 Components: V, S Range: Close (25 ft+ 5 ft/2 levels) Effect: Column of wind 1 ft in diameter Duration: Concentration, up to 1 round/level Saving Throw: None Spell Resistance: Yes This spell causes a swirling vortex of air to project from the casters hand towards a single target of up to Large size. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The vortex is treated as having a strength of 18+caster level and being Large size for this purpose. The target is subject to the bull rush each round of the spell, but the damage occurs only upon first impact. This spell does not function in an airless environment Vacuum Burst Transmutation [Air] Wiz/Sor 4 Components: V, S Range: Long (400 ft + 40 ft/level) Area: 20ft radius Duration: Instantaneous Saving Throw: See Text Spell Resistance: Yes This spell evacuates the air from the area of effect for a brief moment, causing an explosive implosion of air. Creatures in the area take 1d6 damage per caster level (max 15d6) and are stunned for 1d4 rounds. A successful Reflex save halves the damage, and a successful Fortitude save negates the stun. This spell does not function in an airless environment Whirlwind Blast Transmutation [Air] Wiz/Sor 6, Dru 7 Components: V, S Range: Close (25 ft +5 ft/2 levels) Area: Cone Duration: 1 round Saving Throw: See Text Spell Resistance: Yes This spell projects a swirling tornado towards your enemies. Creatures caught in the area take 1d6 points of wind damage per level, max 15d6, and are knocked prone and blown along the path of the spell to its end. A successful Reflex save halves the damage and causes the creature to be ejected from the cone of the spell, knocked prone. This spell does not function in an airless environment [/QUOTE]
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