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The Grand Unified Spell Thread
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<blockquote data-quote="Sparrowhawk" data-source="post: 151467" data-attributes="member: 154"><p>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.</p><p></p><p></p><p>Asa's Elemental Dart</p><p>Conjuration (elemental energy type)</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Special</p><p>Effect: Dart of elemental energy</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p>(NOTE: For reference, the range of a dart is 20'.)</p><p></p><p></p><p>Asa's Force Dart</p><p>Conjuration (Force)</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Special</p><p>Effect: Dart of magical force</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>As Asa's Elemental Dart, with the following differences:</p><p>* The dart is made of pure magical force, and thus is not subject to elemental resistance.</p><p>* The dart deals 1d20 points of damage plus 1 point per caster level (maximum +20.)</p><p>* The dart scores a critical threat on a natural roll of 19-20, and deals triple damage on a critical hit.</p><p>* You add your full caster level to the attack roll.</p><p>(NOTE: For reference, the range of a dart is 20'.)</p><p></p><p></p><p>Asa's Brilliant Energy Dart</p><p>Conjuration (Light)</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Special</p><p>Effect: Dart of magical light</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>As Asa's Elemental Dart, with the following differences:</p><p>*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.</p><p>* The dart deals 1d10 points of damage per two caster levels (maximum 10d10.)</p><p>* The dart scores a critical threat on a natural roll of 18-20, and deals triple damage on a critical hit.</p><p>* You add your full caster level to the attack roll, which is a ranged touch attack.</p><p>* 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.)</p><p>(NOTE: For reference, the range of a dart is 20'.)</p><p></p><p></p><p>Greater Spiritual Weapon</p><p>Evocation (Force)</p><p>Level: Clr 4</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Medium</p><p>Effect: Magic weapon of light</p><p>Duration: 1 round/level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>As Spiritual Weapon, with the following differences:</p><p>* The weapon deals 2d6 points of damage, and has a critical of 19-20 x2 if slashing or piercing, or 20 x3 if bludgeoning.</p><p>* The weapon has an enhancement bonus equal to 1.5 times the caster's wisdom modifier to hit and damage.</p><p>* The weapon counts as a +5 magical weapon for the purpose of penetrating damage reduction.</p><p>* The weapon can flank as if it were an actual combatant.</p><p></p><p></p><p>Galbraith's Intellectual Disdain</p><p>Abjuration</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: personal</p><p>Area: 10' radius centered on you</p><p>Duration: 10 minutes/level (D)</p><p>Saving Throw: Will partial</p><p>Spell Resistance: Yes</p><p></p><p>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.)</p><p>Material Component: a piece of thistle.</p></blockquote><p></p>
[QUOTE="Sparrowhawk, post: 151467, member: 154"] 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. [/QUOTE]
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