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Thread: Home Grown Spells

  1. #16
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    Suszan's Sunscreen
    Level: 1st
    Researched by: Suszan McDonald
    Range: touch
    Components: V, S
    Duration: 18 hours
    Casting time: 1 action
    Area of Effect: creature touched
    Saving Throw: none


    This spell protects the creature touched from sunburn for the duration of the spell. It will not protect the eyes form damage from looking at the sun, heatstroke, sunstroke, or dehydration. It does not give any protection from heat or fire.

    Suszan's Umbrella
    Level: 1st
    Researched By: Suszan McDonald
    Range: 0
    Components: V, S
    Duration: 3 turns + 1turn/level
    Casting Time: 1 action
    Area of Effect: 1 person
    Saving Throw: none


    The Umbrella spell is a modified Tenser's Floating Disc. Instead of following the casting mage the spell forms a curving field over their head. This field extends three feet on all sides of the recipient. The field will repel rain, snow, or other forms of precipitation as if it where a solid object. It will stop hail up to .5 inches across, objects larger that .5 inches will fall unimpeded by the field. The field will remain over the recipient no matter how they move. The spell will not work if there is not at least 20 feet clearance above the recipient's head. This does not include over head foliage.

    Garry AKA --Phoenix-- Rising above the Flames.
    My favorite game console is a table and chairs.
    The Olde Phoenix Inn

  2. #17
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    Here are a few spells that my longest played character had developed over his illustrious career. Ditnor was a generalist mage created under 2nd ed rules that had achieved level 28 by the time he was retired. I kinda want to share them all as I have many but if you ever encounter him in battle I would like a few surprises left.

    Cloud of Mirrors
    Level: 7 (Enchantment/Alteration)
    researched by Ditnor the Archmage
    Range: Personal
    Components: V,S,M
    Duration: 1d4+1 turns
    Casting time: 5
    Area of Effect: Personal
    Saving Throw: Special

    This Spell enchants the shards of a broken mirror to form a cloud of whirling polished glass swirling around the caster. The mirror shards grant the following benefits:
    gaze reflection - any gaze attack targeted at the caster is automatically reflected.
    360 vision - The caster is imbued with all-round vision, therefore cannot be surprised or back stabbed
    Protection from Light based attacks: reflects all spell and spell like effects that are light based including prismatic spray, prismatic wall, prismatic sphere, hypnotic pattern, light, color spray, ruby ray of reversal, rainbow, and air lens.
    Attack - The cloud can be directed to attack a single target causing 1d4 per caster level thereby destroying the cloud. A save vs. breath weapon for half damage. The shards count as a magical weapon with no plusses for the sake of their ability to hit.
    The material component is a mirror which must be broken at the time of casting.

    Intermidable Bowels(reversible)
    Level: 2 (Necromancy)
    researched by Ditnor the Archmage
    Range: Touch
    Components: V,S,M
    Duration: Instantanious
    Casting time: 2
    Area of Effect: 1 creature per caster level
    Saving Throw: Special

    This spell can be as baneful as beneficial. If a creature is suffering diarrhea or constipation this spell will relieve those symptoms. If cast on a healthy subject the target will begin to suffer explosive diarrhea in 1d4 rounds that will last for 1d6 rounds. During this time the target will be unable to act except to void their bowels. The target will lose 1 HP per round the defecation occurs.
    The material component is a hot pepper or a sponge (for the reverse).
    The reverse of this spell causes constipation for 1d6 days during this time the target will not heal naturally and lose 1 hp per day.

    Paper Warriors
    Level: 4 (Alteration/Enchantment)
    researched by Ditnor the Archmage
    Range: 0
    Components: V,S,M
    Duration: Permanent
    Casting time: 1 round
    Area of Effect: special
    Saving Throw: na

    This spell enchants a piece of paper that the wizard must tear or cut into the shape of humanoids. The paper warriors are medium and roughly humanoid in shape, they each can carry 10 lbs. The paper warriors attack with their fists as a warrior of equal level to the caster for 1 point of damage per attack and a 1% chance for a KO. Paper warrirors can use a weapon if furnished with one, but it must not exceed 5 lbs and has no proficiency. The paper warrior has 1-2 hp and is considered a 0 hd monster (it has no life force), it has no intelligence and will not comprehend complex instructions, only simple commands may be employed, eg. attack, carry, follow, defend, etc... the paper warrior will obey its last command tirelessly until destroyed. Any fire damage immediately destroys the paper warrior with no save.
    The material component is a sheet of paper.

    Needle and Thread
    Level: 6 (Alteration/Enchantment)
    researched by Ditnor the Archmage
    Range: 10 +10 yards/level
    Components: S,M
    Duration: 1 turn/ level
    Casting time: 1 round
    Area of Effect: special
    Saving Throw: na

    This spell enchants a needle to act under the command of the caster. Whlie enchanted the needle can enact any of the following actions 1 per round:
    1. Mend as per the 1st level mage spell
    2. Stab for 1-2 points of damage
    3. Pin- sew a targets clothing to itself or another nearby cloth item, cloth must fail a save vs, fire to break free expending 1 action.
    4. Surgeons stitch - Closes an open wound stopping any bleed damage and restoring 1-2 hp per closed wound, this effect cannot restore HP to the normal maximum and can only affect each open wound once.
    5. Embroider - Write one word or draw one symbol, the caster may use this for any spell requiring a graphic component (ie. symbol)
    The Needle attacks as a warrior equal to the casters level.

  3. #18
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    Quote Originally Posted by Manes View Post
    Here are a few spells that my longest played character had developed over his illustrious career. Ditnor was a generalist mage created under 2nd ed rules that had achieved level 28 by the time he was retired. I kinda want to share them all as I have many but if you ever encounter him in battle I would like a few surprises left.

    Cloud of Mirrors
    Level: 7 (Enchantment/Alteration)
    researched by Ditnor the Archmage
    Range: Personal
    Components: V,S,M
    Duration: 1d4+1 turns
    Casting time: 5
    Area of Effect: Personal
    Saving Throw: Special

    This Spell enchants the shards of a broken mirror to form a cloud of whirling polished glass swirling around the caster. The mirror shards grant the following benefits:
    gaze reflection - any gaze attack targeted at the caster is automatically reflected.
    360 vision - The caster is imbued with all-round vision, therefore cannot be surprised or back stabbed
    Protection from Light based attacks: reflects all spell and spell like effects that are light based including prismatic spray, prismatic wall, prismatic sphere, hypnotic pattern, light, color spray, ruby ray of reversal, rainbow, and air lens.
    Attack - The cloud can be directed to attack a single target causing 1d4 per caster level thereby destroying the cloud. A save vs. breath weapon for half damage. The shards count as a magical weapon with no plusses for the sake of their ability to hit.
    The material component is a mirror which must be broken at the time of casting.

    Intermidable Bowels(reversible)
    Level: 2 (Necromancy)
    researched by Ditnor the Archmage
    Range: Touch
    Components: V,S,M
    Duration: Instantanious
    Casting time: 2
    Area of Effect: 1 creature per caster level
    Saving Throw: Special

    This spell can be as baneful as beneficial. If a creature is suffering diarrhea or constipation this spell will relieve those symptoms. If cast on a healthy subject the target will begin to suffer explosive diarrhea in 1d4 rounds that will last for 1d6 rounds. During this time the target will be unable to act except to void their bowels. The target will lose 1 HP per round the defecation occurs.
    The material component is a hot pepper or a sponge (for the reverse).
    The reverse of this spell causes constipation for 1d6 days during this time the target will not heal naturally and lose 1 hp per day.

    Paper Warriors
    Level: 4 (Alteration/Enchantment)
    researched by Ditnor the Archmage
    Range: 0
    Components: V,S,M
    Duration: Permanent
    Casting time: 1 round
    Area of Effect: special
    Saving Throw: na

    This spell enchants a piece of paper that the wizard must tear or cut into the shape of humanoids. The paper warriors are medium and roughly humanoid in shape, they each can carry 10 lbs. The paper warriors attack with their fists as a warrior of equal level to the caster for 1 point of damage per attack and a 1% chance for a KO. Paper warrirors can use a weapon if furnished with one, but it must not exceed 5 lbs and has no proficiency. The paper warrior has 1-2 hp and is considered a 0 hd monster (it has no life force), it has no intelligence and will not comprehend complex instructions, only simple commands may be employed, eg. attack, carry, follow, defend, etc... the paper warrior will obey its last command tirelessly until destroyed. Any fire damage immediately destroys the paper warrior with no save.
    The material component is a sheet of paper.

    Needle and Thread
    Level: 6 (Alteration/Enchantment)
    researched by Ditnor the Archmage
    Range: 10 +10 yards/level
    Components: S,M
    Duration: 1 turn/ level
    Casting time: 1 round
    Area of Effect: special
    Saving Throw: na

    This spell enchants a needle to act under the command of the caster. Whlie enchanted the needle can enact any of the following actions 1 per round:
    1. Mend as per the 1st level mage spell
    2. Stab for 1-2 points of damage
    3. Pin- sew a targets clothing to itself or another nearby cloth item, cloth must fail a save vs, fire to break free expending 1 action.
    4. Surgeons stitch - Closes an open wound stopping any bleed damage and restoring 1-2 hp per closed wound, this effect cannot restore HP to the normal maximum and can only affect each open wound once.
    5. Embroider - Write one word or draw one symbol, the caster may use this for any spell requiring a graphic component (ie. symbol)
    The Needle attacks as a warrior equal to the casters level.
    These are pretty cool. Good work!

  4. #19
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    Paper warriors creates 1-4 warriors per caster level.

  5. #20
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    Improved/Greater Touch Me Not

    School: Abjuration
    Level: Brd 4(Improved)/6(Greater); Wiz/Sor 4(Improved)/6(Greater)
    Components: V
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Caster
    Duration: 5 rounds/level (Improved); 10 rounds/level (Greater)
    Saving Throw: Will = Half
    Spell Resistance: Yes

    Description

    These are upgraded versions of the 2nd level spell defensive spell Touch Me Not (The Book Of Erotic Fantasy, Page 118). The fourth level spell, Improved Touch Me Not, the spell grants the caster a +4 bonus to their AC. When an enemy grapples with the caster, the attacker suffers 2d8 damage +1/level (to a maximum of 2d8+10) per round that they're grappling.

    The 6th level spell, Greater Touch Me Not, grants the caster a +6 bonus to their AC. In addition, when an attacker grapples the caster, the attacker takes 3d8 damage, +1/level of caster (to a maximum of 3d8+15) per round that their grappling.

    Like the original 2nd level spell, these improved versions were designed to be used defensively to protect the caster from sexual assault. However they can be used offensively as well, by the caster electing to grapple with his/her opponent. Only grappling attacks (headlocks, choke holds, bear hugs, etc) cause damage, not touch attacks (slap on the shoulder, punch to the face, etc). Thus you don't have to worry about unintentionally injuring someone by accident through casual contact.

    Like the original 2nd level spell, these spells stack with other defensive spells (such as Mage Armor), as well as defensive magic items (Ring Of Protection, Bracers Of Armor, etc). However they do NOT stack with each other. If a more powerful version of Touch Me Not is cast while a lower level version is still in effect, or vice versa, the more powerful version cancels out the lesser one wasting both the effort and the spell. Thus Improved Touch Me Not cancels out Touch Me Not, and Greater Touch Me Not cancels out both.

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