The Grand Unified Spell Thread

Sparrowhawk

First Post
Here's my idea: post all your new spells in this thread. Why? For convenience (having all homebrew spells in one place) and because large threads by definition get more attention than small ones. Also, post links to any spell threads you may have started in the past. I'll start with these: a family of 3 attack spells, an advanced version of a core cleric spell, and a non-attack spell. I hope to have more non-attack spells soon (those are harder to do than attack spells.) Tell me what you think.


Asa's Elemental Dart
Conjuration (elemental energy type)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Special
Effect: Dart of elemental energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You conjure up a made of one of the five elemental energies (acid, cold, electricity, fire, or sonic.) This dart deals 1d10 points of damage plus 1 point per caster level (maximum +10,) and deals triple damage on a critical hit. You throw the dart at a target as though it were a normal dart, making a regular ranged attack roll with half your caster level (rounded down) added to the attack roll. If you miss, the dart may hit another target further along the line of fire, making another attack roll with a -4 penalty (in addition to any range penalties) for each successive target.
(NOTE: For reference, the range of a dart is 20'.)


Asa's Force Dart
Conjuration (Force)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Special
Effect: Dart of magical force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

As Asa's Elemental Dart, with the following differences:
* The dart is made of pure magical force, and thus is not subject to elemental resistance.
* The dart deals 1d20 points of damage plus 1 point per caster level (maximum +20.)
* The dart scores a critical threat on a natural roll of 19-20, and deals triple damage on a critical hit.
* You add your full caster level to the attack roll.
(NOTE: For reference, the range of a dart is 20'.)


Asa's Brilliant Energy Dart
Conjuration (Light)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Special
Effect: Dart of magical light
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

As Asa's Elemental Dart, with the following differences:
*The dart is made of magical light, like that of a brilliant energy weapon. As such, it is not subject to elemental resistance. However, it won't harm undead, constructs, or inanimate objects.
* The dart deals 1d10 points of damage per two caster levels (maximum 10d10.)
* The dart scores a critical threat on a natural roll of 18-20, and deals triple damage on a critical hit.
* You add your full caster level to the attack roll, which is a ranged touch attack.
* Because the dart passes right through solid matter, you can make attacks on all targets within the line of fire as if you missed each target (even if you hit.) You can also throw it through obstructions of solid (nonmagical) matter, although miss chance for concealed targets applys. This can be negated by using some method of seeing what's on the other side (like an Arcane Eye spell, or a Ring of X-Ray Vision.)
(NOTE: For reference, the range of a dart is 20'.)


Greater Spiritual Weapon
Evocation (Force)
Level: Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium
Effect: Magic weapon of light
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

As Spiritual Weapon, with the following differences:
* The weapon deals 2d6 points of damage, and has a critical of 19-20 x2 if slashing or piercing, or 20 x3 if bludgeoning.
* The weapon has an enhancement bonus equal to 1.5 times the caster's wisdom modifier to hit and damage.
* The weapon counts as a +5 magical weapon for the purpose of penetrating damage reduction.
* The weapon can flank as if it were an actual combatant.


Galbraith's Intellectual Disdain
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: personal
Area: 10' radius centered on you
Duration: 10 minutes/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

The wizard Galbraith originally created this spell so he wouldn't have to deal with people always asking him to help them with his magic, but found it to be useful in combat as it kept fighter-types from getting up close and personal. The spell creates a field around the caster that hedges out creatures with a lower intelligence score than his (or hers.) Any creature with a lower intelligence score than the caster entering the field must succeed at a Will save or be forcibly ejected, taking 1d12 plus the caster's intelligence score subdual damage. A successful save will allow the creature to enter the field, but the creature will be nauseated as long as it remains in the field and for 1 round after it leaves the field. Creatures with an intelligence score equal to or greater than the caster are unaffected by the spell, as are creatures without intelligence scores (such as Vermin.)
Material Component: a piece of thistle.
 
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Omnibolt

Evocation[magic]
level Sor/Wiz 4
Components V, S, M
Casting time 1 action
range: (400 ft. + 40 ft./level)
Area: 10 ft. radius
Duration: instantaneous
saving throw: reflex half
spell resistance: yes

This is an all purpous spell created by a wizard that didn't like having to prepare spells of different elements all the time. This spell allows to pull magical force from the realm of chaos. As he does so, he chooses what element he wants to use (sonic, acid, fire, cold, electric, force, or magic). He hurls it as he would a spell like fireball (if they hurl it). It shoots towards it's target in a flash of brilliant light shining in different colors. Though the element was chosen before the spell was cast, it can't be identified by other casters ( spell check would only tell them its an omnibolt). when it hits something it explodes and damages all those in range. it deals 1d6/level (max 10d6)

I would also like a bigger version of the spell that acts like meteor swarm but that would probably be too strong.
 
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Heres another one of mine.

Wulgar’s Shield
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until all its hp is gone

Made to help in combat as a way to protect wulgar so he could fight with out the worry of some one shooting an arrow or a dragon breathing on him. Wulgar’s shield creates a bubble around you that take damage from ranged attacks and area effects, melee attacks go throw as there close to you. The shields has 5 hp/level (Max 50), and choose an energy form, the shield has resistance 1/level (Max 10) against that type of energy. This effect only stops damage it does not stop other effects.

If you guys have any coments pleas post them.
 


I like Omnibolt, but shouldn't it be called Omniball? Omnibolt would be a Lightning Bolt-like version. I like the idea of a spell which you can select the element it uses when you cast it. That's what I did with Asa's Elemental Dart, and there is a precedent in the core rules with Endure Elements and its ilk (see PHB page 148 "Choosing a Spell" paragraph 3.)

I don't have anything to say about Wulgar's Shield because it is perfect as is. It's like a weakened Stoneskin combined with a very slightly weakened Resist Elements, and it looks well balanced to me.

I'm glad you like the "Asa's Dart" family of spells, Shirt Guy John. (Are you a Megatokyo fan, by any chance? ;)) I'm somewhat disappointed that no one commented on Galbraith's Intellectual Disdain, however. I'm particularly fond of that spell.

Let's keep it goin'!
 



Two spells, previously seen in this forum, both updated, taxed, tithed, corrollarized, changed, transmogrified and warped:

Ingame, they were written by everybody's favorite munchkin melee mage, Westenberger the Jovial.

Westenberger’s High Energy Protons Experiment
Evocation [see text]
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Touch
Duration: 1 day, until discharged
Saving Throw: None (Harmless)
Spell Resistance: No

This spell, the first in Westenberger the Jovial’s series of “High Energy Protons” spells, compresses 1d6 tiny motes of elemental (acid, cold, fire, electric, or sonic) energy of the caster’s choice from the surrounding atmosphere. These “protons” orbit the target in a manner not unlike that of Ioun Stones. When the target makes a successful melee attack, a proton detonates on the creature hit in melee, dealing 1 point of energy damage appropriate to that of the proton, and destroying the proton.

Protons dissipate after 1 hour per caster level. They are also destroyed if the character takes 1 or more points of damage of the energy type opposite to that of the proton. (sonic negates sonic). This spell has the descriptor of the energy type of the proton created, so, for example, the spell is a sonic spell when it is used to a make a sonic proton.
Focus: A sack of glass beads.

Westenberger’s Instant Mastery
Divination
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Duration: 1 minute/level

This divination gives the caster a number of skill points equal to (his level+3) to put into a single skill. Cross-class limits still apply, and ranks granted by this spell do not yield synergy bonuses. This spell cannot be used to gain ranks in an exclusive skill, such as animal empathy or use magic device.
Material Component: A page from a book relevant to the skill being mastered instantly.
 

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