Some spells I've been working on...

Arcane Weapon has been one of my most troublesome spells, it stems from an attempt to replace the Magic Weapon spells with a single spell. So far it hasnt been that successful...
the version below uses the Greater Magic Weapon ability, but has a shorter duration...

Arcane Weapon
High Magic [Enchantment]
Level: 1
Components: V, S
Casting Time: One Full Round
Target: Weapon Touched
Range: Touch
Duration: One minute per level
Saving Throw: None
Spell Resistance: No
Description:
With this spell the caster infuses a weapon with arcane power. This grants the weapon an enhancement bonus equal to 1/4 caster level. The weapon counts as magical for the duration of the spell.
 

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Michael Morris said:
Ibram - I'm not trying to be mean here though I can see how the post can be read that way. You simply need to work with the existing spells first before designing your own. You need to understand what the current spells do so that you can use them as a reference when deciding the level of your new spells. And this takes time to do.

The whole point of putting these spells here is so that a wider audience can look at them and point out problems. I've been using the existing spells since 3rd first appeared, and they have always seemed somewhat lack-luster to me.

The spells I'm posting here are the most troublesome of the ones I've created, I'd rather try and work out the kinks then just dump them.

Take it from a guy that's written over 700 spells for 3e and 3.5. Spellcrafting is not something you can learn to do overnight or without researching the existing spells.

spell creation is perhapse the hardest part of the game to me.
 
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Two more relativly low powered spells

Bloody Claws
Dark [Daemonology]
Level: 1
Components: V, S
Casting Time: One Standard Action
Range: Personal
Duration: One minute per level
Saving Throw: None
Spell Resistance: No
Description:
Through this spell the caster weaves daemonic energy into his hands, transforming them into vicious claws. The caster gains a claw attack, which can be used to make finesse attacks. The claws deal 1d6+1 points of damage. These claws count as magical.

Thoughts of Steel
High Magic [Mesmerism]
Level: 1
Components: none
Casting Time: One Swift Action
Range: personal
Duration: One minute per caster level
Saving Throw: None
Spell Resistance: None
Description:
This minor spell is one of the first that any student of Mesmerism learns. It grants a +4 bonus to will saves against mind influencing spells and effects, and a +2 arcane bonus to all other will saves.
 

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