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ryan973
06-27-2008, 09:59 AM
During my playing years i have crafted a few spells of my own. I dont do it as a GM becouse my players would cry shenannigans if i were to use a spell i made up on them and they bit the big one. I was wondering if you guys would liek to post soem of your for reveiw as one of myu players has expressed an interest in making a few of his own.

Moritz
06-27-2008, 11:51 AM
0 Level Cleric

Create Earth
Conjuration (Creation)
Level: Clr 0, Drd 0, Baeast 0, Brakah 0, Zhakrin 0, Genhaedi 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: Up to 1 cubic foot of dirt/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates loosely packed, non-precious earth (dirt), modestly suitable for growing plants in. The dirt can be created in an area as small as will actually contain the substance, or in an area three times as large (creating a rain of dirt or filling many small containers). This spell cannot create dirt within a creature. One cubic foot of earth weighs roughly 80 pounds.

Wine to Water
Transmutation
Level: Clr 0, All Priests 0
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 cubic ft. liquid/level
Duration: Instantaneous
Saving Throw: None (harmless, object)
Spell Resistance: No
This simple orison converts ordinary wine of any kind to water. The water created is palatable and average for its flavor. This spell has no effect on creatures. The reverse of this spell is wine to water.
Water to Wine
Transmutation
Level: Clr 0, All Priests 0
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 cubic foot. liquid/level
Duration: Instantaneous
Saving Throw: None (harmless, object)
Spell Resistance: No
This simple orison converts ordinary water into wine of any kind. The wine chosen is palatable and average for its flavor. This spell has no effect on water based creatures. The reverse of this spell is wine to water.
1st Level Cleric Spells
Rest
Conjuration (Healing)
Level: Clr 1, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 creature/3 levels
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You cast this spell upon yourself or other creatures, causing them to have the sensation of receiving a full nights rest. Since no time as actually passed, this spell has no effect on a creatures rate of healing or recovery of spell casting energies. You may use this spell upon a creature for a number of days equal to the target creatures constitution bonus. For each day after this the target creature must make a Fortitude check (DC 11) or immediately become exhausted until they have rested for a full day. For each day there after that the creature employs this spell to remain awake the DC of the Fortitude check increases by one.
Transcription
Conjuration (Creation)
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 writing surface
Duration: 10 minutes/level (D)
Saving Throw: None (object)
Spell Resistance: No
When you cast this spell you specify a range less than or equal to 60 feet and touch a writing surface, such as a piece of paper, a book page, or table top. Any words spoken within direct, unobstructed line-of-sight of the writing surface are then written there in a language of your choice that you are capable of reading.
The spell terminates either at the end of its duration or when the writing surface is covered with text. An object may hold ten minutes of normal conversation between five people for each square foot of surface it possesses, such as a typical sheet of paper. Many mages make use of this spell for the writing down of contracts, recording magical research notes, or spying upon others conversations.
Material Component: A jar of ink. The ink is consumed by the spells casting.
2nd Level Cleric Spells
Absolution
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Clr 2, Pal 2, All Priests 2
Components: V, S, M, DF
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 creature
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You grant one creature, other than yourself, absolution of a deed that is contrary to your faith and reaffirm the creatures belief in your god. You can only affect creatures who worship in your diety. This spell grants a +3 morale bonus to that creatures saves and attacks for the next hour. This spell cannot restore paladinhood to a fallen paladin who has committed an evil deed. This spell negates the effects of the corruption spell.
Material Component: Holy water. Trace your gods symbol upon the forehead of the target creature.
Last Rites
Necromancy
Level: Clr 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 creature or corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You prevent the target creature or corpse from being affected by attempts to raise it from the dead. The effect can be removed with a successful remove curse by a spellcaster of a higher level than you. Living beings are granted a Will save to resist this spell. A target creature may still be reincarnated into a new body, but cannot be restored to life in its own corpse. Creatures and corpses receiving this spell cannot be animated as undead.
Material Component: A drop of holy water.
Imprison Life Force
Necromancy
Level: Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 creature
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
You trap the soul of a being that has been dead no more than 3 rounds within the body of the deceased. Thereafter, until the spell has terminated, the deceased may be brought back to life if the body is made suitably whole (at least 1 hit point) and a restoration is cast upon the corpse. This spell has no effect on undead, constructs, creatures which were never alive, creatures whose spirits wish to remain dead, or creatures which have been killed by a death effect. The body must be relatively whole; the dusty remains of a disintegrate are not sufficient. Creatures revived from this spell lose one-half of their current levels experience rather than the normal level loss associated with being brought back from the dead. The target of this spell cannot rise as an undead being until this spell has ended.
Temptation
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level
Target/Area/Effect: 1 creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes
You cause one creature to commit an act, typically one which is against its alignment. You must specify the temptation that the target is faced with (limited to a sentence or two) and it must be possible for the target to commit the temptation within one minute of the spells casting. Tempting the target to do an action which is obviously harmful to itself negates the effect of the spell. Target creatures which fail to save against the spell commit the indicated temptation without regard for ethics, morals, or friendship. Lying, cheating, theft, murder, admission of guilt, admonishment, being charitable, or being benevolent are all viable temptations.
Targets that fail to resist this spell become susceptible to later invocations of this spell, suffering a -1 penalty to later attempts to resist the spell for that same temptation. This penalty is cumulative for each instance of temptation that the target fails to save against. Only a remove curse or atonement will remove this penalty. Once a targets penalty equals any bonus they may have to their will save it is no longer necessary to cast this spell, the target creature will commit the act of its own volition when presented with reasonable opportunity to avoid incrimination.
Focus: An item of personal value to the target creature or an item representative of the temptation you wish to inflict.
4th Level Cleric Spells
Exorcism
Abjuration {Tapas, Faith}
Level: Clr 4, All Priests 4
Components: V, S, DF
Casting Time: See text
Range: Close
Target/Area/Effect: Possessed creature or object
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell negates possession of a single creature or object targeted by the spell. This includes control in the form of fiendish possession, magic jar, certain curses, and supernatural or spell-like compulsions of 3rd level effect or less.
When used to negate the effects of certain curses and supernatural or spell-like compulsions the effect is automatic and instantaneous, requiring a casting time of one action. Use of this spell against certain curses may require a minimum caster level for success (as determined by the DM).
To negate fiendish possession the caster and the fiend engage in a contest of wills. Each round the fiend must make a Will save (DC 10 + 1/2 caster level + caster's wisdom modifier). If the fiend fails three subsequent saving throws it is forced from the host body, must return to its own body, is dazed for 1d4 rounds, and cannot attempt a possession for 24 hours. If the fiend succeeds three subsequent saving throws then the fiend has resisted being exorcised, the caster is dazed for 1d4 rounds, and the spell ends without effect. During the contest of wills the caster must continuously spell cast, extolling the fiend to leave the host body. If the caster's concentration is broken then the spell ends without effect.
A fiend gains a +2 circumstance bonus to saving throws against this spell if its host is evil and an additional +2 circumstance bonus if the alignment of the fiend and its host are the same. Further, a fiend is immune to this spell if its host is willingly allowing the possession.
Wall of Silence
Evocation [Sonic] {Aerea}
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: Wall whose area is up to one 10 ft. square/level or a sphere or hemisphere with a radius of up to 1ft./level
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistance: Yes
Creates an invisible barrier to sound and sonic effects. The wall of silence cannot move and it is immune to damage of all kinds. Sonic effects and sound cannot pass through the wall in either direction. Creatures passing through the wall must make a Fortitude save or become deafened as though they had been the subject of a deafness spell. Creatures within the area of effect at the time of the spells casting must make a Fortitude save or be likewise affected.
The caster can form the wall into a single flat plane whose area is up to one 10-foot square per level, or into a sphere or hemisphere with a radius of 1 foot per level. If the barrier is shaped as a sphere or hemisphere then creatures without cannot hear any sound that is vocalized or created from within the area of effect.
5th Level Cleric Spells
Corruption
Enchantment (Compulsion) [Evil, Mind-Affecting]
Level: Clr 5, Azhull 5, Hiteh 5
Components: V, S, M, DF
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 creature
Duration: 1 hour/level or permanent (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You curse a creature, forcing it to commit acts of evil The curse lasts for one hour per caster level, however, priests of 14th level or greater cause this spells effect to be permanent. You must name a specific activity (stealing, lying, murdering) which the target creature is to commit. Thereafter, the target creature makes plans to and willingly commits the specified act at any opportunity that it can reasonably doubt that it will suffer incrimination for its evil deeds.
You cannot command a creature to commit acts which are obviously harmful or deadly to itself, doing so negates the effect of this spell. A remove curse by a spellcaster who is a higher level than you, an atonement spell, or an Absolution spell will negate the effects of corruption.
Material Component: A drop of blood from the intended target. Touch the blood to your holy symbol as you cast this spell.
Vindication
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5
Components: V, S, M, DF
Casting Time: 2 days
Range: Personal
Target/Area/Effect: You
Duration: Special
Saving Throw: None
Spell Resistance: No
You vow to complete a specific deed in the name of your god. Should the deed be worthy and true to your deity's will, then you are subjected to a lesser gaes spell effect until the deed has been finished. Both this spell and the lesser gaes spell end once you have completed your quest. While you are under the influence of this spell and you are working towards the completion of your quest you receive the benefits of a bless spell and gain a +1 to all saving throws. You also gain the ability to cast the spell augury once per day. Use of this power is restricted to whether or not a particular action will bring you closer to finishing your quest. Additionally, you cannot be magically beguiled or otherwise charmed to act against what you have vowed to accomplish. Finally, for as long as you are working towards the completion of your quest you receive the maximum benefit of any healing or curative magic.
If at anytime you cease working towards completing your goal you lose all benefits of this spell until you resume your quest. Continued inattentiveness without exceedingly good reason results in suffering the penalties described in the spell lesser geas.
Casting of this spell requires you to spend two days in thoughtful contemplation at a temple or alter to your god.
Material Component: Fine incense whose cost is no less than 50 gp.
Pillar of Stone
Conjuration (Creation)
Level: Clr 5, Drd 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: Creates a cylnider of stone
10 ft. across and 5 ft. tall/level
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: No
You cause a pillar of stone, 10 feet across, to rise up from the ground. The pillar grows to a height of 5 ft. per caster level. The bottom of the pillar must be upon earthen ground where it is affixed firmly in place and is unmovable. Should there be earthen material above the pillar, where its height can reach to, the pillar will merge with the earthen material and form a solid column. The pillars gently sink back into the earth when the spell ends.
You may attempt to trap a creature upon the pillar as it rises from the ground. Creatures can attempt a Reflex save to jump away from the affected area before it rises too high to jump from without suffering damage. Creatures on top of a pillar that grows to touch a solid ceiling are crushed for 4d6 points of damage and then pinned (DC 15 to escape).
Material Component: A fistful of sand, lime, and crushed granite.
Dim Cloud
Conjuration (Creation) [Mind-Affecting] {Aerea, Faith}
Level: Clr 5, Azhull 5, Hiteh 5, Illustree 5, Shistar 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: Cloud spreads 30 ft. wide and 20 ft. high
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: Yes
This spell generates a bank of fog, similar to a fog cloud except that its mists are a strange purplish black. Creatures subjected to their touch absorb a mind-affecting poison into their bodies which dulls the senses and thoughts, suffering 1d6 points of ability damage to intelligence and charisma, plus an additional 1 point per two caster levels. Creatures with 2 or fewer HD receive no save, creatures with 3 to 7 HD who save suffer one-half damage, and creatures of 8 HD or greater who save are unaffected by the cloud. Creatures affected that remain in the cloud continue to suffer from its cumulative effects each round. Holding one's breath does not protect against the cloud.
Unlike a fog cloud, the dim cloud moves away from you at 10 feet per round, rolling along the surface of the ground. (Figure out the cloud's new spread each round based on its new point of origin, 10 feet farther away from the point of origin where you cast the spell.) Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
6th Level Cleric Spell
Broken Word
Transmutation [Mind-Affecting] {Terra, Aerea}
Level: Brd 6, Clr 6, Arden 6, Azhull 6, Hiteh 6, Illustree 6, Shistar 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: 60 ft. radius sphere
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
You create a spherical area in which all creatures are unable to speak coherently. All creatures within the area of effect are unable to understand or produce any form of communication for as long as they remain in the area of effect, hearing nothing by a mindless babble when they or others attempt to speak. Spellcasters affected by the spell are unable to pronounce verbal components of spells. A successful Will save negates the effect for that particular creature; other unaffected creatures will be able to understand them and they may cast spells with verbal components if able to. The reverse of this spell is spoken word (http://www.sulerin.com/spells/detail.asp?spell=spoken+word).
Material Component: A cube of salt. Place the salt upon your tongue and spit it upon the ground as you cast the spell.
Spoken Word
Transmutation [Mind-Affecting]
Level: Brd 6, Clr 6
Components: V, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: 60 ft. radius sphere
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You create a spherical area in which all creatures can freely communicate and understand each other as if they were each listening to their own native tongue. Any creature entering the area of effect is subject to the spells effect. Similarly, any creature departing the area of effect no longer receives its benefits. The reverse of this spell is broken word.
Exploding Earth
Abjuration {Chagode, Tapas}
Level: Clr 6, Drd 6, Baeast 6, Brakah 6, Daer-Koch 6, Genhaedi 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: One 10 ft. diameter burst/4 levels
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You cause multiple 10 ft. diameter sections of earth to explode upward from the ground, striking all that occupy in the area of effect. You can cause one such area to explode for every four caster levels, any creature caught in the area of effect suffers 1d6 points of damage per caster level (maximum 15d6). You may place the explosions of earth anywhere within your range, provided that each explosion is within 50 feet of another of its kind. Each such burst reaches a height of 10 ft. Multiple explosions (such as those which are adjacent or overlapping) from the same casting do not have a cumulative effect upon a given target creature or object.
Material Component: A fistful of dirt taken from the ground as you cast the spell. Cast the dirt in the direction of where you wish the explosions to take place
7th Level Cleric Spells
Giant Strength
Transmutation
Level: Clr 7, Sor/Wiz 7, Daer-Koch 7, Zhakrin 7, Acerak 7
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 Creature/5 levels
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
The subject of the spell becomes stronger. The spell grants an enhancement bonus to Strength of 1d6 plus 1 per 2 caster levels, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Material Component: The hair or fingernail of a giant.
8th Level Cleric Spells
Defile Nature
Transmutation
Level: Clr 8, Azhull 7, Daer-Koch 8
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Target/Area/Effect: Organic material in a 100-ft.-radius spread centered on you.
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Defile nature causes all non-intelligent organic material (plants, leather, wooden shields, bows and arrows, ships hulls, rope, clothing, corpses, unintelligent undead, vermin, and so forth) to wither, rot, and collapse into useless mulch. Affected creatures and objects must make a fortitude save or be destroyed.
Solace
Conjuration (Creation) {Terra, Tapas, Aerea, Faith}
Level: Clr 8
Components: V
Casting Time: 1 action
Range: Personal
Target/Area/Effect: 10 ft./level radius spread
Duration: 1 hour/level (D)
Saving Throw: None (harmless)
Spell Resistance: Yes
You create a magical field in which no creature or object can suffer damage of any kind and where no creature can exert mental control or attempt mental suggestions upon another creature. Creatures under mental domination are temporarily free-willed for as long as they remain within the spells area of effect. Creatures who leave the area of effect are no longer subject to the spells benefits, although they are still unable to harm those within the affected area. Creatures entering the area of effect are likewise protected and affected by this spell. Spells which neither inflict harm, nor exert influence over other creatures, function normally within the area of effect of Solace.
This spell can be dismissed (D). The effects of Solace persist for one minute after the caster has willed its dismissal. Creatures within the area of effect can sense a change in the air as the spell begins to end.
9th Level Cleric Spells
Ruin
Transmutation
Level: Clr 9
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Target/Area/Effect: 1 dwelling or home
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
You cause a household of non-believers to suffer for defying your deity. Your diety must be the dominating power in the surrounding area of the household which you with to afflict with ruin. The consequences of this spell are lasting, terrible, and not to be bestowed lightly. Thus, misuse of this spell results in the loss of your ability to cast spells 4th level or greater until you have undertaken an atonement spell. Stand before the household's gates or threshold and loudly denounce its occupants in public view. This done, the effects of the curse are bestowed upon the household and all who dwell within.
The head of the household must make a Fortitude save or suffer the effects of a contagion. All members of the household are unable to benefit from curative spells, healing magicks, or spells such as remove curse and remove disease. All household members heal damage at one-half the normal rate as their wounds fester and resist healing. Further, once per week a single warp wood spell strikes a portion of the household or some susceptible wooden item within. Grounds owned by the household become barren, refusing to grow plant life or food, and livestock of the household suffer the effects of being exhausted. Lastly, members of the household suffer a -1 morale penalty to all saves and checks, and a -4 penalty to their charisma when dealing with non-household members.
The effects of the curse can be ended by a miracle or wish. Effects of this spell also end for members of the household who become devoted followers of your diety.
Wrath of Stone
Conjuration (Creation) {Chagode, Terra, Tapas, Aerea}
Level: Clr 9
Components: V, S, M, DF
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target/Area/Effect: 20 ft./level radius
Duration: Concentration (maximum 10 rounds)
Saving Throw: Reflex half
Spell Resistance: No
You cause the sky to rain stones. For the first round, the sky darkens and ominous clouds boil above the area of effect. For each round thereafter large stones begin to fall from the sky, striking all in the area of effect for 8d6 points of damage. Creatures may take refuge beneath hard cover and thus gain bonuses to their reflex save (See Cover, page 132 Player's Handbook). All buildings and objects in the area of effect are subject to being damaged and may collapse, thus injuring those who are taking cover beneath and exposing them to the hail of stones.
Material Component: Gems whose value is no less than 500gp. Crush them beneath your feet as you cast the spell. They are destroyed in the casting of the spell.

Kilrex
06-27-2008, 02:35 PM
I liked the Rest and Wall of Silence spells, so I proclaim, "Yoink!" and add them to some of my custom spells. Most of which are for Desert, Arctic or Sea adventures.

Edit: I also have spells that have been discovered/used by certain races. I will need to check some of those earth/stone spells to see if they balanced for use as Dwarf spells.

ignimbrite
06-29-2008, 12:10 AM
I have always had a beef with the 'light' subschool having way more spells that the 'dark' subschool of spells. Below is a list of spell names and effects for the 'dark' subschool. Most of the spells are a simple twist on advanced 'light' spells from PHB and Exalted Deeds. The thought of the spells was to create evil, dark subschool spells that sometimes deal negative energy (great for clerics hiding undead). There is also an element of picking on opponents with a Good alignment, with reduced effects for Neutal opponents.

I have not done a complete spell description as I have never used them in combat. Anyway, I hope that they are useful, I have included existing spells as benchmarks:

Spell level: Name: effects in brief, save info
Level 2: Darkness: 20' radiation, 20% concealment, no save
3: Deeper Darkness: 60' radiation, 20% conceal, no save
4: Damning Darkness: 20' radiation, Good take 2d6/round, Neutral half, as darkness, no save
5: Curtain of Darkness: Good within 10' 2d6+1/level (max 20), Neutral take half, curtain is 5'/level long, Reflex half
6: Deepest Darkness: 60' radiation, Good are blinded (Fort negates), as darkness
7: Cloying Beam: 30' ranged touch, nauseated, Good take 1d6/2 levels (max 10), Netral take 1d4/2 levels (max 10), Reflex for half damage and avoid nausea
8 or 9 (haven't decided): Utterdark: 100'/level radiation, as deeper darkness, Evil creatures treat as normal light
9: Darkburst: 80' burst, Good blinded (Fort negates) and 1d8/2 levels (max 10), Netutral take half damage, Reflex for half

Damning Darkness, Curtain of Darkess, Cloying Beam and Darkburst: 50% of the energy damage is negative energy.

Arch Lich Thoth-Amon
06-29-2008, 01:25 AM
One of our DM's love 3.5, so needless to say, he collects free spells wherever he can find them... here, piazo boards, fansites, etc. I myself, always find homebrew spells incredibly interesting. Thanks for posting.

Thoth-Amon

tesral
06-29-2008, 01:36 AM
0 Level Cleric


I'll be looking at those.

ignimbrite
06-29-2008, 10:44 PM
Water to Wine - awesome, but sooooo open to abuse. Imagine clerics for a diety or archdevil focusing on wealth just use all their orisons to make cheap wine for the masses. Or some smart ass PC looking to make a quick buck at level 1 or 2:
DM "you all have a month of downtime, what do your characters do?"
Slermo the Magnificent "I use all my orisons for the next 30 days to make wine, netting me about 100 gp"
DM "Ahhhhhh, okaaay, Mammon is proud..?"

ryan973
07-01-2008, 07:09 AM
Water to Wine - awesome, but sooooo open to abuse. Imagine clerics for a diety or archdevil focusing on wealth just use all their orisons to make cheap wine for the masses. Or some smart ass PC looking to make a quick buck at level 1 or 2:
DM "you all have a month of downtime, what do your characters do?"
Slermo the Magnificent "I use all my orisons for the next 30 days to make wine, netting me about 100 gp"
DM "Ahhhhhh, okaaay, Mammon is proud..?"


OOhh dangerous. I would add a duration to it so the wine turns back to water after awile. Man that would tick off a dwarf.

Farcaster
07-01-2008, 10:53 PM
One of my players would insist that a dwarf who would drink wine wasn't a real dwarf to begin with.

Kilrex
07-02-2008, 08:42 AM
One of my players would insist that a dwarf who would drink wine wasn't a real dwarf to begin with.

Water to Beer, yummy.

I think the Germany has the right idea myself, beer is cheaper than bottled water there. They must have beer aquafers and wells.

Moritz
07-02-2008, 09:02 AM
Figured I'd give yall a few days before I continued with more spam:

Sorcerer/Wizard Spells
0 Level Sorcerer/Wizard Spells
Open Channel
Illusion (Phantasm) [Mind-Affecting] {Chagode}
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target/Area/Effect: You
Duration: Concentration
Saving Throw: None
Spell Resistance: No
This spell allows a Greater Path mage to experiment with the weave, providing a suitable facsimile within their minds which can be seen and manipulated as the mage needs to facilitate the creation of a new spell. This facsimile, while real to the mage, is not truly real. The mage can cast spells in his head, as if he always had his total possible reservoir of magical energy. There, in his mind, the mage is able to observe the effects of the spell. This way a mage can experiment with the weave and practice casting spells, but most of all it is useful for devising new spells. The spell ceases to function when the mage ceases to concentrate on his meditation. A Greater Path mage cannot devise new spells without the casting of this spell. Before the creation of this spell Greater Path mages were forced to experiment with the real weave, which often resulted in fatal mistakes or horrible magical mutations beyond the mages power to control.
Chill
Conjuration (Creation) {Chagode, Terra, Tapas, Aerea}
Level: Drd 0, Sor/Wiz 0, Ice 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: 1 creature
Duration: 4 rounds (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You cause a chill air to surround the target creature, causing a -1 penalty the target creatures next save against cold based magic or a +1 bonus to their next save against heat based magic. The effect expires once the creature has been subjected to a heat or cold based attack, or after four rounds.
Detect Greater Path
Divination {Aerea, Faith}
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Target/Area/Effect: Quarter circle emanating from you
to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: No
You are able to see the signature aura of magic which surrounds Greater Path mages. With a successful Spellcraft check you are able to learn additional information about a Greater Path mage within the spells range and your unobstructed line of site. DC 15: You can tell if the mage has been trained or not. DC: 20 you can judge that mages potential. A Greater Path mages potential is the sum of their intelligence and wisdom modifiers. A result of 1 to 2 is minor, 2 to 4 is adequate, 5 to 6 is promising, and a result of seven or more always results as powerful. Greater Path mages often employ this spell when searching for new apprentices.
Weave Sensitivity
Divination {Aerea}
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target/Area/Effect: A 10 miles/level radius sphere centered on you.
Duration: 1 hour/level (D)
Saving Throw: None (harmless)
Spell Resistance: No
When Greater Path magic is used it causes a disturbance in the magical field that surrounds all thing. You gain the ability to detect these disturbances. A successful spellcraft check (DC 15) allows you to determine the spell level of a magical disturbance that you detect. You may also attempt to determine the direction and distance of the disturbance (spellcraft, DC 20).
1st Level Sorcerer/Wizard Spells
Night's Silent Blade
Illusion (Glamer)
Level: Sor/Wiz 1
Components: S, F
Casting Time: 1 action
Range: Touch
Target/Area/Effect: One weapon
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: Yes
You touch one non-animated weapon and enchant it so that when it strikes other items or creatures it makes no sound. Creatures struck by the item must make a Will save or be magically silenced for the duration that the object remains in their body. This spell was originally created by the adventurer-mage, Night. Being a hired assassin by trade, he employed its use throughout his career.
Focus: An unused writing instrument. Before casting the spell prepare a weapon by inscribing an arcane symbol for silence upon it with the instrument.
Flame Burst
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: All items within a cube, 5 ft. to a side
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
This spell causes a burst of fire to fill a 5 ft. x 5 ft. x 5 ft. area, setting on fire all flammable objects within the area of effect. Unless stopped, the flames will double in size each minute until they have consumed the entirety of the burning object(s). Once created, the flames are non-magical. A successful reflex save (standard spell DC) allows a creature to vacate the burning area before catching aflame. Creatures whose clothing or hair catch on fire suffer 1d6 points of damage that round. Each subsequent round the burning character may must make another reflex saving throw (DC 15). Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds at his saving throw, he's no longer on fire.) Further information on catching on fire is available in the 3rd ed. DMG, pg. 86.
Material Component: A pinch of ash. You must toss it in the direction of the area you wish to set aflame.
Transcription
Conjuration (Creation)
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 writing surface
Duration: 10 minutes/level (D)
Saving Throw: None (object)
Spell Resistance: No
When you cast this spell you specify a range less than or equal to 60 feet and touch a writing surface, such as a piece of paper, a book page, or table top. Any words spoken within direct, unobstructed line-of-sight of the writing surface are then written there in a language of your choice that you are capable of reading.
The spell terminates either at the end of its duration or when the writing surface is covered with text. An object may hold ten minutes of normal conversation between five people for each square foot of surface it possesses, such as a typical sheet of paper. Many mages make use of this spell for the writing down of contracts, recording magical research notes, or spying upon others conversations.
Material Component: A jar of ink. The ink is consumed by the spells casting.
2nd Level Sorcerer/Wizard Spells
Ice Fan
Evocation [Cold]
Level: Drd 2, Sor/Wiz 2, Ice 2
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target/Area/Effect: 180 degree arc
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Speak this invocation and make a cutting motion by sweeping you arm in a horizontal or vertical fashion. As you do so, a razor sharp curtain of ice sweeps outward and cuts anything in the 180 arch indicated by the path of your arm, inflicting 1d6 points of damage per level (up to 5d6 max) to any creature within the area of effect. Upon completion, the ice shatters and falls to the floor.
Electrical Ward
Evocation [Electricity] {Chagode, Tapas}
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target/Area/Effect: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You create a ball of blue electricity, one foot in diameter, which hovers near your person. The light generated by the electricity is equivalent to a flickering torch. When casting the spell, name aloud those who you wish to not be affected by this spell. Any other creature that comes within 10 ft. of your person who you have not named will be struck by the electrical orb for 1 point of damage per caster level. Having struck a creature, the orb takes the remainder of the round to recharge. If you wish, you may specify a particular creature that the orb will strike (if within range); you may do this at anytime while the spell is active.
Material Component: A sliver of iron from a lightning rod which has been struck by lightning. Toss the metal sliver into the air while you cast the spell. The component is consumed in the casting of the spell.
Insomnia
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: 1 creature/3 levels
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
You bestow a curse upon one or more target creatures. Creatures that fail to save are unable to sleep and eventually suffer from sleep deprivation. After one 24 hour period the victim of this spell becomes fatigued and suffers a penalty of -2 to Strength and Dexterity. After a further 24 hours the victim becomes exhausted. Exhausted creatures move at half normal speed and suffer a penalty of -6 to Strength and Dexterity and must make a Fortitude check (DC 11) or suffer 1d6 points of subdual damage. For each 24 hour period thereafter, or at anytime that the target creature attempts a strenuous task, he must make another Fortitude check (DC 11 +1 per previous check made) or suffer another 1d6 points of subdual damage.
Steal Flesh
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target/Area/Effect: You and one corpse
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You take flesh from a corpse and use it to temporarily heal your wounds or disguise your appearance. You are able to temporarily heal 1d8 +1/level points of damage to one creature of your choosing by filling that creatures wounds with the stolen flesh. This flesh falls away after 1 hour per caster level, causing all healing done by the flesh to disappear. You can choose whether the stolen flesh conforms to the appearance of the creature it is applied to, or if it remains as taken from its source. You can use this spell to take defining traits from a creatures face or other parts of its body to disguise another beings appearance, granting a +1/level circumstance bonus (max +10) to disguise skill checks.
Material Component: Flesh from the corpse of one creature. If a specific trait of the dead creature is desired for purposes of disguise then specific parts of that creatures flesh may be required.
3rd Level Sorcerer/Wizard Spells
Golden Ball
Evocation [Force]
Level: Sor/Wiz 3, Lathidus 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: One 5 ft. square.
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
By sweeping your arms from above your head and forming a circle that meets below your waist, you create a shimmering shield-like mass of dull golden light. As soon as your hands touch the shield speeds towards a target 5-ft.-square area that you designate, passing through intervening material and striking with a powerful force.
Make a touch attack roll against the designated target 5-ft.-square. The golden ball is incorporeal as it speeds towards the target square and becomes corporeal the instant it enters the targeted area. Incorporeal and ethereal creatures in the path of the golden ball suffer its full effect and end the spell before it reaches its target. Creatures within the targeted area of effect are struck for 1d10 damage per two caster levels (maximum 10d10). Creatures of medium size or smaller are knocked prone. A successful Reflex save halves the damage and prevents struck creatures from being knocked prone.
Ice Lance
Evocation [Cold]
Level: Drd 3, Sor/Wiz 3, Ice 3
Components: V, S, M
Casting Time: 1 action
Range: 5 ft./level
Target/Area/Effect: See text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You cause up to five finger-width lances of ice to sprout from your fingertips in the direction of a single target. Each lance inflicts 2d8 points of damage and one lance can be invoked for every two levels of the spell caster. Any target struck which fails its saving throw has been pierced through by the ice lances, which then continue and strike any target directly beyond, up to their maximum range of five feet per caster level. Targets which successfully save suffer only half damage and are not pierced through, thus stopping the lances from continuing to other targets. Having struck their target the ice then shatters and falls to the ground.
Material Component: An icicle. This material component is optional. If you hold an icicle in one hand while you cast this spell you do an additional +2 points of damage per lance created.
Weave Sight
Divination {Chagode, Aerea}
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target/Area/Effect: You
Duration: 10 minutes/level (D)
Saving Throw: None (harmless)
Spell Resistance: No
You are able to see the fabric of magic which surrounds all things, this is known as the Weave. This appears as a tangle of fine gold thread which spans every distance between every object in your sight. Your view of the Weave is superimposed over your normal vision, forcing you to move at one-half your base move. You may choose to move at your full movement, but doing so requires a dexterity check (DC 10) or you stumble and fall prone. You are able to target certain spells, such as tag thread upon threads of the Weave. You can see magic dead areas as a place where there is a hole in the Weave. You can also determine when a item or creature has an enchantment or other spell affecting its person. This appears as an aura surrounding the item or creature. Like detect magic, you may make a spellcraft check to determine the strength and type of magical auras that you perceive.
You can also see nodes (places of concentrated magic where many threads cross) and the glow of heart stones (powerhouses of magic which sustain the Weave). Heart stones radiate a painfully bright aura which will permanently blind you if you are within 100 miles of one and look at it.
4th Level Sorcerer/Wizard Spells
Wall of Silence
Evocation [Sonic] {Aerea}
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: Wall whose area is up to one 10 ft. square/level or a sphere or hemisphere with a radius of up to 1ft./level
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistance: Yes
Creates an invisible barrier to sound and sonic effects. The wall of silence cannot move and it is immune to damage of all kinds. Sonic effects and sound cannot pass through the wall in either direction. Creatures passing through the wall must make a Fortitude save or become deafened as though they had been the subject of a deafness spell. Creatures within the area of effect at the time of the spells casting must make a Fortitude save or be likewise affected.
The caster can form the wall into a single flat plane whose area is up to one 10-foot square per level, or into a sphere or hemisphere with a radius of 1 foot per level. If the barrier is shaped as a sphere or hemisphere then creatures without cannot hear any sound that is vocalized or created from within the area of effect.

Moritz
07-02-2008, 09:14 AM
And the final spam:

Night's Paper Creatures
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: 1 page of paper/3 levels
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Paper Creature
Fine Construct
Hit Dice:
2 (10 hit points)
Initiative:
+0
Speed:
Fly 45 ft. (good)
or Walk 15 ft.
or Burrow 10 ft.
AC:
18 (+8 size)
Attacks:
Poke or slash +6 melee
Damage:
Poke or slash 1d2-3
Face/Reach:
1 ft. by 1 ft./1 ft.
Saves:
Fort +0, Ref -1, Will +0
Abilities:
Str 5, Dex 9, Con -,
Int -, Wis 10, Chr 1
CR:

Construct: Immune to mind influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

You fold pieces of paper into animal shapes and animate them with this spell. Animated creatures can fly like a bird (movement rate 45 ft. with average maneuverability) if they are created with wings, walk (movement rate 15 ft.), or even burrow through soft materials if they were made appropriately to do so. You create one such creature per three caster levels. Each creature has the statistics shown at right.
A paper creature can carry up to 2 pounds before it is more than lightly encumbered, it cannot carry more than 6 pounds (heavy load). Paper creatures that fly cannot carry anything heavier than 1/10th of a pound while flying.
Creatures can perform simple commands ("attack, carry, go to," and so on). They can only perform one action at a time and will only remember two commands at a time. You may take control of a paper creature you have created and control its actions directly, enabling it to perform more complex tasks. You must be no further than 60 ft. from the paper creature if you wish to control its actions. Controlling a paper creature is a full round action.
At the end of this spell your paper creatures become inanimate. If you are proficient in Craft: Origami you may make a skill check (DC 14) which, if successful, adds an additional hit die to your paper creatures that you create.
This spell was originally created by Night, an adventurer mage, and part-time assassin for hire.
Focus: One piece of paper for each creature you wish to create. Fold these pieces of paper into the desired form you wish to animate before you cast the spell.
5th Level Sorcerer/Wizard Spells
Ball of Stone
Conjuration (Creation) {Chagode, Terra, Aerea}
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target/Area/Effect: A ball of stone travels its line of effect
and explodes at a range determined by you.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You create a ball of solid stone (2 foot diameter) which moves in a straight line away from you in a direction that you indicate. You must aim the spell with a ranged touch attack. Upon striking its target, the ball of stone deals 10d6 points of bludgeoning damage and explodes, causing 1d6 points of piercing damage/3 caster levels to all creatures within a 20 ft. radius burst. If you miss your target then the ball of stone explodes upon hitting the next solid object. All creatures affected by the spell may make reflex saving throws for one-half damage.
Material Component: A carefully shaped spherical stone marble. Throw this at the target of your spell (treat as a ranged touch attack), and the marble will swell into a boulder.
Bright Utterance
Transmutation
Level: Brd 5, Clr 6, Sor/Wiz 5, Arden 6, Lathidus 6
Components: V
Casting Time: 1 action
Range: Personal
Target/Area/Effect: All creatures within a 30 ft. radius burst, centered on you
Duration: See text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Upon vocalizing bright utterance you cause the following effects to occur to all creatures in a 30 foot radius burst.


Creatures gain the see in darkness ability, allowing them to see perfectly in darkness of any kind, even that created by a deeper darkness spell. The see in darkness effect lasts for one hour per caster level.
All creatures within the area of effect are instantly cured of blindness, whether the effect is natural or magical. This spell does not restore or regenerate eyes that have been lost or removed, but it repairs them if they are damaged.
Creatures affected by the spell briefly perceive any invisible creatures within the area of effect as being momentarily illuminated by a spectral white radiance. This effect lasts but a second, but it does allow creatures to target the square of an invisible creature. It does not reveal the identity of the invisible creature.

Summon Ice Beast
Conjuration (Summoning) [Cold]
Level: Sor/Wiz 5, Ice 5
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Ice Beast
Large Elemental
Hit Dice:
8d8+32 (68 hit points)
Initiative:
-1 (Dex)
Speed:
20 ft.
AC:
18 (-1 size, -1 Dex, +10 natural)
Attacks:
Slam +12/+7 melee
Damage:
Slam 2d8+10
Face/Reach:
5 ft. by 5 ft./10 ft.
Special Attacks:
Cold aura, push
Special Qualities:
Cold subtype, elemental, damage reduction 10/+1
Saves:
Fort +10, Ref +1, Will +2
Abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 11, Chr 11
Skills:
Listen +11, Spot +11
Feats:
Cleave, Power Attack
CR:
5
Cold Aura (Ex): Creatures touched by elemental must make a Fortitude save (DC 17) or be slowed for 1 round.
Push (Ex): An ice beast can start a bull rush maneuver without provoking an attack of opportunity.
Elemental: Immune to poison, sleep, paralysis,a nd stunning. Not subject to critical hits.
Cold subtype:Cold immunity; double damage from fire except on a successful save.

This spell summons an elemental from the para-elemental plane of ice that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks to the best of its ability. If you can communicate with the outsider, you can direct it to not attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
Focus: A stone taken from a glacier and placed in a cloth sack.




6th Level Sorcerer/Wizard Spells
Ice Spike
Evocation [Cold]
Level: Drd 6, Sor/Wiz 6, Ice 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: One 5 ft. by 5 ft. square
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You cause icy spikes to spring up from the floor in a 5 ft. by 5 ft. area to a height of 5 ft. tall. The spikes point in various directions, piercing creatures in the area of effect and inflicting 1d6 points of damage per caster level (maximum of 10d6). Creatures that fail to save against the spell are pinned, unable to leave the area of effect. A pinned creature is immobile (but not helpless), does not threaten an area, loses their dexterity bonus to AC, and is unable to cast spells whose casting time is greater than 1 action or which requires a somatic component. Furthermore, the ice continues to grow after its initial rapid appearance, further tearing and damaging the target for 1d6 points of damage per round.
A pinned target may attempt to escape from the spikes with either an escape artist check or a strength check (DC 19). Add the creatures size bonus to the attempts die roll. A failed escape attempt inflicts an additional 1d6 points of damage due to the creature struggling in the icy spikes. An application of heat equal to or greater than a torch destroys the ice spikes and frees any pinned creatures.
Wall of Flesh
Conjuration (Creation) {Terra, Aerea, Faith}
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: 1 10 ft. by 10 ft. wall section/level which is 1 inch/level thick See text
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistance: Yes
A wall of flesh spell creates a wall of bodies whose grasping arms reach out to grasp at all who come within 5 feet. The wall can be formed straight or as a circle with a diameter of up to 3 feet per caster level. Wall sections can be stacked onto each other to create taller walls but the height of the wall cannot exceed its width. You must place the wall so that its foundation is in contact with the ground though the wall may be free-standing since its lower arms clutch at and brace against the ground to keep it upright.
The wall attempts to grapple any creature that comes within 5 feet. It attacks with your base attack modifier and with your strength +10. Creatures grappled may become pinned. The wall attempts to inflict normal or subdual damage on creatures it grapples; which damage type the wall inflicts is decided by you when you cast the spell can cannot later be altered. The wall does not incur an attack of opportunity when attempting a grapple. The wall attacks on the round it is summoned.
You confer upon the wall any damage reduction or energy resistance had by you at the time that the wall of flesh is created. A wall of flesh has a hardness of 5 (because of the bone in its structure) and 10 hit-points per inch of thickness.
Material Component: A fresh shred of the casters flesh. You suffer 1 point of damage when you cast this spell.
7th Level Sorcerer/Wizard Spells
Transfer Damage
Necromancy {Chagode, Terra, Tapas}
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target/Area/Effect: 1 creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
While protected by this spell, all damage that you suffer is automatically transferred from you to the creature you touch. You must make a touch attack if your target is unwilling, if you fail to make a successful touch attack after three rounds then transfer damage ends without effect.
Wall of Lightning
Evocation [Electricity] {Chagode, Tapas}
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: Semi-transparent plane of electricity whose
area is up to one 10 ft. square/level
Duration: Concentration, then 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You create an immobile wall of electrical energy. One side of the wall, selected by you, strikes creatures that approach within 60 ft. with bolts of lightning, dealing 5d6 points of damage. The wall deals this damage each round that the creature remains within striking distance. In addition, the wall deals 1d6 points of damage per caster level (maximum 15d6) to any creature that attempts to pass through the wall.
If you evoke the wall so that its plane bisects the location of any creature(s) then each creature within the wall may make a Reflex saving throw to move to the safe side of the wall and suffer no damage. Creatures that fail their saving throw are caught within the wall, take damage as though they were attempting to pass through it (1d6 damage/level, max 15d6), and may choose to move out of the wall on their next turn.
Focus: A bar of iron that has been struck by lightning.
8th Level Sorcerer/Wizard Spells
Archaios' Impenetrable Sphere
Abjuration [Force] {Chagode, Terra, Tapas, Aerea}
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target/Area/Effect: 10 foot diameter sphere centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You create an impervious sphere which surrounds you such that you float in the center of it. You may choose to stand upon the bottom of the inside of the sphere if you prefer. The outside surface of the sphere is mirror-like and reflects gaze attacks, but the sphere is transparent to those who are within it. Energy effects (fire, cold, electrical, acid, sonic) and physical objects are unable to penetrate the sphere from either direction (from within or from without). The sphere flies about at your direction (perfect maneuverability, speed 30 ft.) as a move equivalent action. You may carry other creatures inside of the sphere; they stand upon the sphere's bottom interior.
The sphere will not intersect physical objects upon its creation, its surface molding around any physical barriers, becoming smooth and spherical as such objects are removed from its area of effect. The sphere is not subject to damage of any sort except from a rod of cancellation, a wand of negation, disintegrate, or a targeted dispel magic. These destroy the sphere without any harm to its occupants.
Material Component: A small glass globe, which contains a drop of mercury.
9th Level Sorcerer/Wizard Spells
Gaze of Medusa
Transmutation {Chagode, Terra}
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target/Area/Effect: Cone, 30 ft. long
Duration: 3 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your sight transforms into a deadly petrifying gaze attack. All creatures in the area of effect who look upon you must make a fortitude save or be turned to stone (treat the target as if they had been subjected to a flesh to stone spell). Your eyes glow a faint red while you are under the effects of this spell. The effectiveness of your gaze attack is calculated at the beginning of each combat round. You may choose to target one specific creature as an attack option during your turn of the combat round. Thus it is possible that a given creature may need to make two saves in the same combat round, one at the beginning and one when you target that creature. See Gaze Attacks, page 77 in the Dungeon Master's Guide and Special Attacks, page 8 in the Monster Manual for more information.
Material Component: A powdered gem, valued no less than $250 gold, upon which you have shed a drop of your blood. Apply the powder to your eyes as you cast the spell. The component is destroyed in the casting of the spell.

ignimbrite
07-02-2008, 07:45 PM
I loved insomnia spell:
just imagine a dragon or something picking on the party, using up some of their offensive capabilities and casting insomnia on the mage and then running away - mage gets no sleep and no new spells and the party loses its offensive power, in walks mr dragon (sorry in flies the dragon) and eats the mage who is unable to mount a proper offense or defense.
HAHAHA silly mageling

ignimbrite
07-02-2008, 07:46 PM
of course the party *could* do the same thing to the dragon

Ramzei
07-03-2008, 05:36 PM
During my playing years i have crafted a few spells of my own. I dont do it as a GM becouse my players would cry shenannigans if i were to use a spell i made up on them and they bit the big one. I was wondering if you guys would liek to post soem of your for reveiw as one of myu players has expressed an interest in making a few of his own.

Hey, making your own spells as a GM is fantastic! It is a risk/reward for the players as with any adventure they choose to go on. Aside from spicing up your campaign you are giving them something to think about. Experienced players can get stuck in a rut figting the same stuff with the same tactics. Not to mention the spellbook they find with a new spell they don't have or had even thought of! Go for it, your players will love it. If they die or whatever, you also have the power to bring them back (it happens in soap operas all the time). :D

Most of the spells I created were pretty lame, but here are a few:

Isabelle's Pinky... fireball exept pink fire (I was a princess of Nethril in my own mind, why not have the fireball of a princess).

Isabelle's Improved Acid Arrow: Like the 2e Flame Arrow spell except acid (demons and devils beware)!

Isabelle's Perfect Garden: 9th level, Verbal, Somatic, and material components (A scale drawing of what is wanted required and the higher the detail/quality the better the landscape as well as 20k gp worth of gems). Casting time: 1 round, AoE: 1 square mile.
Casting the spell transforms up to one square mile of landscape to mirror the scale drawing (material component). Anything represented in the drawing must be able to live in the climate or it will die. The spell simply puts into place what is depicted, afterwards it must be maintained (I had a spell for that too).
Ah, the abuse of magic (and classic morality) that was Nethril. This originally was a 10th level spell that would cover 2 sqaure miles, required 50k gp in gems and allow plants to survive that normally wouldn't. So I tweaked it a bit to reflect what IMHO would be 9th level.

upidstay
07-04-2008, 07:13 AM
I had one from about a hundred years ago. Don't remember 100% of the particulars, but here goes.

Disintegration Cloud
Level 9 Sorcerer/Wizard
Casting Time: 3 Rounds
Range: 50'+5'per caster level
Area of Effect: 1 Cubic Foot per 2 caster Levels
Duration: 1 round per 5 caster levels

Creates a semi-mobile dense black cloud which will effect any matter that comes into contact it as a Disnitegration Ray would. Caster may will the cloud to move 10' in any direction per round.



I created it specifically to kill a Terrasque the party had inadvertantly woken up.