Kilmore
First Post
Miracles and mayhem
Homebrew Spells List Part One
Adhere
Transmutation
Level: Sor / Wiz 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Duration: 1 min. / level to use, objects are adhered for 10 min. / level (D)
Target: Any object touched and desired to be adhered.
Saving Throw: Ref negates
Spell Resistance: No
Using this spell, the caster adheres one object to another. The caster can adhere an object to another object, adhere an opponent’s sword to his scabbard, roll around in a pile of coins and have them adhere to his clothes, adhere a burning torch to a troll’s forehead, and so on. No sticky substance is created with this spell, the objects are simply stuck together and cannot be removed except by the removal of the magic, applying Universal Solvent, or pulling the objects apart with a strength check DC 18 +1 per caster level, causing 1d4 points of damage to any creature that needs to be pried from an object.
7/22/2007
A simple utility spell. I like the idea of rolling around in coins and hauling heinie.
Annoy
Enchantment
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 round
Range: Medium (100 ft + 10 ft. / caster level)
Duration: 10 minutes + 1 min / level
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell gradually but inperceptably darkens the target’s mood. The weather starts to get to the target, rain dampens his spirits; the sun seems hot and makes him sweaty; or if the weather’s nice, he’s stuck whatever he’s doing and cannot enjoy it. The people chattering down the hall start to get on his nerves, or the mind numbing silence is slowly driving him mad. The color of paint on the walls he’s stuck behind is ugly and people are stupid for painting it that color. Stupid people suck. And don’t get me started on the freekin’ bugs eating me alive while I’m supposed to act like it doesn’t bother me. Damn this sucks.
You get the point. At any rate, the target will probably figure that something is eating at him deep inside, but he cannot put a finger on it. Note that if a creature is under the effect of an Annoy spell, it still acts in character for itself as if it were really annoyed. An annoyed palace guard is unlikely to try to smack down the princess, though she may notice a glum look on his face. Merchants may let customer service slide a little bit or be less likely to let bargainers strike a good deal for his goods. Undisciplined soldiers may become lax, disciplined soldiers may feel uneasy and become more alert. The manticore might get the gumption to get up off its butt and put some spikes in that guy down the road. If used right, the spell can destroy relationships.
This spell is much more subtle than Charm, Suggestion or a lot of other Enchantment spells. It takes a good five minutes, minus ten seconds per level, to work up a good cold anger. By that time, the caster should be well on his way.
7/22/2007
I like how subtle this one is, but I don’t know how workable it is.
Anther’s Invisible Indicator
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close
Duration: Permanent until tripped
Target: One object
This spell creates an indicator invisible to most anyone but the caster. Anyone else attempting to detect this indicator must make a search roll at DC 35. If searching for it with the Detect Magic spell or similar ability, the subtlety of the indicator requires keeping the spell active for two rounds to even detect its presence, provided it isn’t being masked by a Moderate or more powerful spell. And even then, it requires a Search of DC 15 to find.
Anyone molesting the object the indicator is placed on breaks the indicator unless a Open Locks roll of DC 20 is made. If broken, the indicator dissapears. It does nothing else. It doesn’t make any noise, send any silent signals, or anything. But the caster can now tell that something has happened to the object. He cannot tell what happened or who did it without the aid of other spells, but rest assured that if he put Anther’s Invisible Indicator on the object that the party has disturbed, he’ll be looking.
The material component for this spell is a tiny bit of string or thread.
I guess I was in the mood for subtle spells when I started off. This is not one for the adventuring spellbook. However, the dude in the tower probably uses this one a lot.
Boneye
Necromantic
Level: Sor / Wiz 2
Components: V, S, M
Casting Time: 1 round
Range: 60 ft
Area: Quarter circle emanating from you, to the extreme of the range.
Duration: Concentration, up to 1 minute / level (D)
Saving Throw: None
Spell Resistance: Yes
By concentrating on any target within the spell’s area, the caster can look through his skin and gear to see the bones underneath, just like an X-ray. Also like an X-ray, metal and wooden objects otherwise hidden become visible. This spell does not allow the caster to see astral, etheral, or invisible characters, The spell is also fooled by all illusions except for Change Self and the Image illusions.
Another benefit of the spell is that it provides a +2 circumstance bonus to all Heal skill attempts on the target for First Aid, Long-term Care, and Treating Wounds from Caltrops, Spike Growth, or Spike Stones.
Good for Clerics too? Probably a waste of space anyways.
Cracking Knuckles of the War Lord (Herix )
Transmutation
Level: DC 5, War God 3
Components: V, S
Casting Time: 1 round
Range: Personal
Duration: 1 round per level
Target: You
A priest of the Divine Circle or of Herix himself casts this spell by cracking his knuckles and uttering a short oath to the god of war.
The priest is now able to engage in melee combat with a +2 bonus to his strength and a fighter’s attack bonus, including any extra attacks he would gain.
“DC” under “Level” means the “Divine Circle”, the all encompassing priesthood in my campaign setting. Just looking for some simple War God badassery.
Detect Family
Divination
Level: Clr 2
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from the caster to the boundaries of the range.
Duration: Concentration, up to 10 min./level.
Saving Throw: None
Spell Resistance: No
This spell is used to find other members of the spell subject’s family. It is most often used to look for an unknown father, so is also called “Detect Daddy”. The spell only works for blood relatives, not in-laws.
1st Round: The caster will be able to ascertain that a family member is in the area.
2nd Round: The caster will be able to gauge how closely related the target(s) is to the subject.
3rd Round: The caster will be able to locate the target.
The material component for this spell is a sample of some bodily fluid of the subject.
If you want a money maker spell in a city campaign, here you go.
Eye of the Sun (Raxis)
Evocation
Level: Sun God 4
Components: V, S, F
Casting Time: 1 minute
Range: 1 mile per caster’s level
Effect: 30 ft. diameter sunray illuminates target.
Duration: 1 minute / level.
Saving Throw: None
Spell Resistance: No
Target: One person or item.
This spell sends a very bright and visible sunray down from the heavens to illuminate the target’s location. The sunray is visible from miles away and is directly centered on the target, surrounding it with a thirty-foot diameter sunbeam. If the target gets under cover, the sunbeam illuminates the area over the target. The beam is noticeably warm but is not damaging unless the target is vulnerable to sunlight or moderate warmth in which case it inflicts 1d6 points of damage / round. The focus is a magnifying lens.
I used this one in a Hellbënders story that I was writing, and once in a game to good effect.
Felroe’s Food Fight
Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft/level0
Area: 20 ft. radius burst
Duration: 1 turn / level
Saving Throw: None
Spell Resistance: No
Everyone in the area of effect of this spell gets walloped with a flying chaotic cloud of hot fresh food.
While the spell does no damage, all those in the area of effect must make a Will save or be dazed. At any rate, all Spot checks for those within the area of effect are at a –10. There is also an additional –5 penalty to any Concentration checks in the area of effect.
This spell leaves a hell of a mess, both in the area of effect and upon those in it. The food is of good quality, though. If left uncleaned, scavenging varmints will eventually start eating it.
The material component for the spell is a small meal carried in a sack, which while not being consumed by the spell, is going to end up being mashed into somebody’s face.
I wanted a few spells that brought out the chef aspect of Felroe.
Felroe’s Frantic Feast
Illusion (Glamer)
Level: Sor/Wiz 5
Components: V, S
Casting Time: Special
Range: Close (25 ft. + 5 ft./level)
Effect: Creates illusory food for a pursuing creature.
Duration: 1 round per level
Saving Throw: Will disbelief
Spell Resistance: No
One fine day while Felroe was being hotly pursued by hill giants bent on roasting him alive and devouring him, it occurred to him that if he was able to create an appealing meal while on the run and make good his escape while his pursuers dined, his life would be much less tense.
To that end, he created the Felroe’s Frantic Feast spell. This spell creates a meal behind the caster that is custom made to appeal to the creature or creatures pursuing the caster, whether it be a finely prepared fois du gras pate’, a pathetic three legged wildebeest, or a perfect clone of Felroe roasted to perfection with an apple in his mouth. Unlike most spells, this spell is designed to be cast while running like hell: it could be cast during a full-action move.
The feast created looks real, smells real, tastes real, and is perfectly satisfying, at least until the spell ends. Hopefully, the caster will be long gone by then.
The spell has the following limitations: the spell only caters to the particular palates of one particular creature or group of creatures if their tastes are similar. So if both a starving lion and a pack of ghouls are pursuing you, the spell only leaves behind either a lame water buffalo or a thick juicy pile of bone marrow. Also, the illusion automatically creates the feast based on the taste of the target selected; you can’t choose it yourself. Finally, and most importantly, if the pursuer would rather catch you than eat like a king, you’re out of luck.
Here too.
Felroe’s Monster Processor
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Close (25ft. + 5ft./ 2 levels)
Target: One creature.
Duration: 1 round/level.
Saving Throw: Fortitude negates
Spell Resistance: Yes
If this spell is cast upon a creature which has half the caster’s arcane class level or less in HD, that creature has to make a Fort save or be immediately slain.
This spell not only kills its victims, it dissects, cleans, and if desired cooks them as well (2 lbs./minute). Any parts of the creature’s carcass that may be valuable or that the caster desires to preserve are set aside.
The caster may only process one monster per each casting of the spell. The duration represents the time the caster has to decide how to process the carcass. Notwithstanding any other influences, the meat continues to cook for as long as it would normally be done.
This spell does not function on creatures with an intelligence of greater than 5. Felroe doesn’t think that would be right.
The material component for this spell is a small rending knife.
The ultimate in Felroe-tude.
Felroe’s Self-Division
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action.
Range: Personal
Target: You
Duration:
This spell splits the caster into numerous miniature versions of himself. The number of miniature selves equals up to the caster level divided by three, rounded up. If the caster splits up into over three miniature selves, each is one size category smaller than the caster. If he splits up into over six miniatures, each is two size categories smaller. Each miniature shares the original’s memories and other mental attributes, but physical attributes may change according to the size progression detailed in the core rules. In addition, the caster’s current hit points are divided up between the selves as evenly as possible. Each miniature self is equipped with a downsized version of all mundane clothing and equipment, magical equipment being divided among the miniatures as chosen by the caster while memorizing the spell.
The miniatures selves are reunited as the caster decides or upon the expiration of the spell. The caster suffers the loss of all hit points lost by the miniatures. If any of the miniatures are dead when the caster comes back together, the caster must make a Fortitude save at DC 25 for each miniature slain. For each failure, the caster suffers one negative level which may be returned with a Restoration spell. If all miniatures are dead they reform into the caster’s dead body at the expiration of the spell.
A little outside his forte’, but this is one I actually made (and used) while playing Felroe.
Homebrew Spells List Part One
Adhere
Transmutation
Level: Sor / Wiz 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Duration: 1 min. / level to use, objects are adhered for 10 min. / level (D)
Target: Any object touched and desired to be adhered.
Saving Throw: Ref negates
Spell Resistance: No
Using this spell, the caster adheres one object to another. The caster can adhere an object to another object, adhere an opponent’s sword to his scabbard, roll around in a pile of coins and have them adhere to his clothes, adhere a burning torch to a troll’s forehead, and so on. No sticky substance is created with this spell, the objects are simply stuck together and cannot be removed except by the removal of the magic, applying Universal Solvent, or pulling the objects apart with a strength check DC 18 +1 per caster level, causing 1d4 points of damage to any creature that needs to be pried from an object.
7/22/2007
A simple utility spell. I like the idea of rolling around in coins and hauling heinie.
Annoy
Enchantment
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 round
Range: Medium (100 ft + 10 ft. / caster level)
Duration: 10 minutes + 1 min / level
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell gradually but inperceptably darkens the target’s mood. The weather starts to get to the target, rain dampens his spirits; the sun seems hot and makes him sweaty; or if the weather’s nice, he’s stuck whatever he’s doing and cannot enjoy it. The people chattering down the hall start to get on his nerves, or the mind numbing silence is slowly driving him mad. The color of paint on the walls he’s stuck behind is ugly and people are stupid for painting it that color. Stupid people suck. And don’t get me started on the freekin’ bugs eating me alive while I’m supposed to act like it doesn’t bother me. Damn this sucks.
You get the point. At any rate, the target will probably figure that something is eating at him deep inside, but he cannot put a finger on it. Note that if a creature is under the effect of an Annoy spell, it still acts in character for itself as if it were really annoyed. An annoyed palace guard is unlikely to try to smack down the princess, though she may notice a glum look on his face. Merchants may let customer service slide a little bit or be less likely to let bargainers strike a good deal for his goods. Undisciplined soldiers may become lax, disciplined soldiers may feel uneasy and become more alert. The manticore might get the gumption to get up off its butt and put some spikes in that guy down the road. If used right, the spell can destroy relationships.
This spell is much more subtle than Charm, Suggestion or a lot of other Enchantment spells. It takes a good five minutes, minus ten seconds per level, to work up a good cold anger. By that time, the caster should be well on his way.
7/22/2007
I like how subtle this one is, but I don’t know how workable it is.
Anther’s Invisible Indicator
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close
Duration: Permanent until tripped
Target: One object
This spell creates an indicator invisible to most anyone but the caster. Anyone else attempting to detect this indicator must make a search roll at DC 35. If searching for it with the Detect Magic spell or similar ability, the subtlety of the indicator requires keeping the spell active for two rounds to even detect its presence, provided it isn’t being masked by a Moderate or more powerful spell. And even then, it requires a Search of DC 15 to find.
Anyone molesting the object the indicator is placed on breaks the indicator unless a Open Locks roll of DC 20 is made. If broken, the indicator dissapears. It does nothing else. It doesn’t make any noise, send any silent signals, or anything. But the caster can now tell that something has happened to the object. He cannot tell what happened or who did it without the aid of other spells, but rest assured that if he put Anther’s Invisible Indicator on the object that the party has disturbed, he’ll be looking.
The material component for this spell is a tiny bit of string or thread.
I guess I was in the mood for subtle spells when I started off. This is not one for the adventuring spellbook. However, the dude in the tower probably uses this one a lot.
Boneye
Necromantic
Level: Sor / Wiz 2
Components: V, S, M
Casting Time: 1 round
Range: 60 ft
Area: Quarter circle emanating from you, to the extreme of the range.
Duration: Concentration, up to 1 minute / level (D)
Saving Throw: None
Spell Resistance: Yes
By concentrating on any target within the spell’s area, the caster can look through his skin and gear to see the bones underneath, just like an X-ray. Also like an X-ray, metal and wooden objects otherwise hidden become visible. This spell does not allow the caster to see astral, etheral, or invisible characters, The spell is also fooled by all illusions except for Change Self and the Image illusions.
Another benefit of the spell is that it provides a +2 circumstance bonus to all Heal skill attempts on the target for First Aid, Long-term Care, and Treating Wounds from Caltrops, Spike Growth, or Spike Stones.
Good for Clerics too? Probably a waste of space anyways.
Cracking Knuckles of the War Lord (Herix )
Transmutation
Level: DC 5, War God 3
Components: V, S
Casting Time: 1 round
Range: Personal
Duration: 1 round per level
Target: You
A priest of the Divine Circle or of Herix himself casts this spell by cracking his knuckles and uttering a short oath to the god of war.
The priest is now able to engage in melee combat with a +2 bonus to his strength and a fighter’s attack bonus, including any extra attacks he would gain.
“DC” under “Level” means the “Divine Circle”, the all encompassing priesthood in my campaign setting. Just looking for some simple War God badassery.
Detect Family
Divination
Level: Clr 2
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from the caster to the boundaries of the range.
Duration: Concentration, up to 10 min./level.
Saving Throw: None
Spell Resistance: No
This spell is used to find other members of the spell subject’s family. It is most often used to look for an unknown father, so is also called “Detect Daddy”. The spell only works for blood relatives, not in-laws.
1st Round: The caster will be able to ascertain that a family member is in the area.
2nd Round: The caster will be able to gauge how closely related the target(s) is to the subject.
3rd Round: The caster will be able to locate the target.
The material component for this spell is a sample of some bodily fluid of the subject.
If you want a money maker spell in a city campaign, here you go.
Eye of the Sun (Raxis)
Evocation
Level: Sun God 4
Components: V, S, F
Casting Time: 1 minute
Range: 1 mile per caster’s level
Effect: 30 ft. diameter sunray illuminates target.
Duration: 1 minute / level.
Saving Throw: None
Spell Resistance: No
Target: One person or item.
This spell sends a very bright and visible sunray down from the heavens to illuminate the target’s location. The sunray is visible from miles away and is directly centered on the target, surrounding it with a thirty-foot diameter sunbeam. If the target gets under cover, the sunbeam illuminates the area over the target. The beam is noticeably warm but is not damaging unless the target is vulnerable to sunlight or moderate warmth in which case it inflicts 1d6 points of damage / round. The focus is a magnifying lens.
I used this one in a Hellbënders story that I was writing, and once in a game to good effect.
Felroe’s Food Fight
Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft/level0
Area: 20 ft. radius burst
Duration: 1 turn / level
Saving Throw: None
Spell Resistance: No
Everyone in the area of effect of this spell gets walloped with a flying chaotic cloud of hot fresh food.
While the spell does no damage, all those in the area of effect must make a Will save or be dazed. At any rate, all Spot checks for those within the area of effect are at a –10. There is also an additional –5 penalty to any Concentration checks in the area of effect.
This spell leaves a hell of a mess, both in the area of effect and upon those in it. The food is of good quality, though. If left uncleaned, scavenging varmints will eventually start eating it.
The material component for the spell is a small meal carried in a sack, which while not being consumed by the spell, is going to end up being mashed into somebody’s face.
I wanted a few spells that brought out the chef aspect of Felroe.
Felroe’s Frantic Feast
Illusion (Glamer)
Level: Sor/Wiz 5
Components: V, S
Casting Time: Special
Range: Close (25 ft. + 5 ft./level)
Effect: Creates illusory food for a pursuing creature.
Duration: 1 round per level
Saving Throw: Will disbelief
Spell Resistance: No
One fine day while Felroe was being hotly pursued by hill giants bent on roasting him alive and devouring him, it occurred to him that if he was able to create an appealing meal while on the run and make good his escape while his pursuers dined, his life would be much less tense.
To that end, he created the Felroe’s Frantic Feast spell. This spell creates a meal behind the caster that is custom made to appeal to the creature or creatures pursuing the caster, whether it be a finely prepared fois du gras pate’, a pathetic three legged wildebeest, or a perfect clone of Felroe roasted to perfection with an apple in his mouth. Unlike most spells, this spell is designed to be cast while running like hell: it could be cast during a full-action move.
The feast created looks real, smells real, tastes real, and is perfectly satisfying, at least until the spell ends. Hopefully, the caster will be long gone by then.
The spell has the following limitations: the spell only caters to the particular palates of one particular creature or group of creatures if their tastes are similar. So if both a starving lion and a pack of ghouls are pursuing you, the spell only leaves behind either a lame water buffalo or a thick juicy pile of bone marrow. Also, the illusion automatically creates the feast based on the taste of the target selected; you can’t choose it yourself. Finally, and most importantly, if the pursuer would rather catch you than eat like a king, you’re out of luck.
Here too.
Felroe’s Monster Processor
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Close (25ft. + 5ft./ 2 levels)
Target: One creature.
Duration: 1 round/level.
Saving Throw: Fortitude negates
Spell Resistance: Yes
If this spell is cast upon a creature which has half the caster’s arcane class level or less in HD, that creature has to make a Fort save or be immediately slain.
This spell not only kills its victims, it dissects, cleans, and if desired cooks them as well (2 lbs./minute). Any parts of the creature’s carcass that may be valuable or that the caster desires to preserve are set aside.
The caster may only process one monster per each casting of the spell. The duration represents the time the caster has to decide how to process the carcass. Notwithstanding any other influences, the meat continues to cook for as long as it would normally be done.
This spell does not function on creatures with an intelligence of greater than 5. Felroe doesn’t think that would be right.
The material component for this spell is a small rending knife.
The ultimate in Felroe-tude.
Felroe’s Self-Division
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action.
Range: Personal
Target: You
Duration:
This spell splits the caster into numerous miniature versions of himself. The number of miniature selves equals up to the caster level divided by three, rounded up. If the caster splits up into over three miniature selves, each is one size category smaller than the caster. If he splits up into over six miniatures, each is two size categories smaller. Each miniature shares the original’s memories and other mental attributes, but physical attributes may change according to the size progression detailed in the core rules. In addition, the caster’s current hit points are divided up between the selves as evenly as possible. Each miniature self is equipped with a downsized version of all mundane clothing and equipment, magical equipment being divided among the miniatures as chosen by the caster while memorizing the spell.
The miniatures selves are reunited as the caster decides or upon the expiration of the spell. The caster suffers the loss of all hit points lost by the miniatures. If any of the miniatures are dead when the caster comes back together, the caster must make a Fortitude save at DC 25 for each miniature slain. For each failure, the caster suffers one negative level which may be returned with a Restoration spell. If all miniatures are dead they reform into the caster’s dead body at the expiration of the spell.
A little outside his forte’, but this is one I actually made (and used) while playing Felroe.