Homebrew Spells

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Cleric Spells

new spell template

Level:

Range:

Duration:

Components:

Casting Time:

Save:

Area:

Description:

1st Level Spells

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2ndLevel Spells

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3rd Level Spells

Altar

Level:3

Range:Touch

Duration: Until ended by cleric

Components: a stone or wood item which will be used as altar

Casting Time:1 turn

Save:N/A

Area:10'x10'

Description:

The cleric can create a consecrated area surrounding a large stone or wood slab, table, etc.. to be used as an altar. Within this area, the cleric can create magical items and perform other spells, prayers, etc... that require a formal, consecrated setting. While inside the altar area, a cleric is protected and all attacks and damage are at a -5.


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4th Level Spells

Name: Banish Undead (Abjuration)

Range: 2-12 undead creatures within 100 ft radius of cleric.

Duration: 24 hours

Components: V,S,M. Holy symbol, Holy Water

Casting Time:

Save: no save for any undead same or lower HD/lvl as caster. Undead higher than caster save vs magic as same level fighter with a bonus of 1 added to their save roll for every level over two above the caster. ie, caster is 7th level and undead is 8th level, they get a save roll but no bonus. an undead at ninth level/HD gets a save roll and a +1 bonus to that roll. 10th lvl +2 bonus with save roll, etc...

Area of Effect: individual undead creatures

Description:

Banish is a higher level effect on undead than "Turning" them. While it can affect the same number of undead as Turn (2d6) the effect is that undead are sent to the negative material plane for a period of twenty four hours, then returning to the same location as when they were banished.



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5th Level Spells

Penance

(Alteration)

Level: help me here, 5th maybe

Range: Touch

Duration: Special

Area Of Effect: Creature/Person Touched

Components: V,S,M

Casting Time: 10 segments

Saving Throw: Special

Description:

When the Penance spell is cast, the person or creature it is cast upon is moved to the plane of the Cleric's deity where the person can "redeem" themselves for their crimes against the deity/cleric, etc... Sort of a spiritual penitentiary as it were. The person is subject to "inducements" to make themselves a "better person".

If the intended is a follower of the same deity, they get no saving throw.

If the target is a follower of no or a different deity but know or think they are "guilty", they will get a saving throw against magic. If they know or think themselves "innocent", they will get a +2 to their saving throw.


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6th Level Spells

Condemn

Level: 6

Range: Person touched

Duration: See below

Components: V, S

Casting Time: 1 round

Save: Alternate

Area: See below

Description:

When a cleric uses the "Condemn" spell, the person touched is turned into a "Crypt Thing" immediately and must remain residing in a crypt, tomb, catacombs, etc.. forever after. however, is the saving throw vs spell is made, the target seems to fall dead on the spot. What has really happened is that the person is under something like a "Feign Death" spell, lasting for 1 turn+1 round/level of caster. During the time they are seemingly dead, the target is subject to a series of nightmares which reveal to them the evils they have committed in life.

Strike

Evocation

Level: 6

Range: Item touched

Duration: 3 rounds

Components: N/A

Casting Time: 3 segments

Save: N/A

Area: 30'

Description:

This spell will allow the cleric to add 3 points of damage to a wooden or blunt weapon. For example, If the cleric casts "strike" upon a hammer, it becomes a +3 hammer for up to 3 rounds.


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7th Level Spells

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Druid Spells

1st Level Spells

Shillelagh Plus

(This spell replaces the spell of the same name as listed in the PH/OSRIC Manual)

Type: Druidic Transmutation/ Alteration

Level: Druid 1

Range: Touch

Duration: 1 round/ caster level

Area of Effect: 1 oak club

Components: V,S,M

Casting Time: 1 segment

Saving Throw: None

Description:

The druid imbues a club or billet of oak-wood with en- chanted power, making it +1 to hit and capable of inflicting 2d4 points of damage against small and medium-sized opponents, 1d4+1 against large opponents. The shillelagh must be wielded by the druid in order for it to possess these magical properties; in the hands of any other person it will be no more than an ordinary wooden club.

The Shillelagh becomes +2 at level 4

The Shillelagh becomes +3 at level 8

The Shillelagh becomes +4 at level 12

The Shillelagh becomes +5 at level 14

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2ndLevel Spells

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3rd Level Spells

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4th Level Spells

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Spell name: Insect Steed Type: Conjuration/Summoning - Reversible
Components: V,S,M - mistletoe and a piece of honeycomb Range:50' + 25'/lvl outdoors only
Casting Time: Special Duration: Special
Saving Throw: -4 Area Of Affect: Special

Description: The druid begins the incantation, and the spell must be continued uninterrupted until some called creature appears or 2 turns have elapsed. (The verbalization and somatic gesturing are easy, so this is not particularly exhausting to the spell caster.)Upon casting the "steed" spell, the druid summons a "Giant" insect. The giant insect will allow the summoning druid to ride upon it to a desired destination and serve the druid as required for the duration of the spell. Only a druid can cast "the reverse spell "Dismiss Steed".

The giant insect summoned is determined by what might be in the area.

Giant Ant (1-16%),

Giant Beetle (17-33%)(bombardier (1-20%), boring (21-30%), fire (31-50%), rhinoceros (51-65%), stag (66-80%), water (80-100%)),

Giant Centipede (34-50%)

Giant Wasp (51-66%)

Giant Honey Bee (67-83%)

Giant Dragonfly (83-100%)

5th Level Spells

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6th Level Spells

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7th Level Spells

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Magic User Spells

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1st Level Spells

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Know Thy Enemy

Level: 1

Range: 10'

Duration: special

Components: V, S, M

Casting Time: 1 segment

Save: N/A

Area: 10'x10'

Description:

The spell caster, upon casting this spell, is able to learn basic information about the opponent they cast it at. They are able to gain knowledge of what and who the opponent is and the degree of strength or weakness of their defensive capabilities (AC). The Material Component of this spell is an eye tooth. The tooth used will disintegrate upon successful completion of the spell.

2ndLevel Spells

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3rd Level Spells

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4th Level Spells

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5th Level Spells

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6th Level Spells

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7th Level Spells

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8th Level Spells

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9th Level Spells

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Illusionist Spells

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1st Level Spells

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2ndLevel Spells

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3rd Level Spells

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4th Level Spells

Improved Magic Mouth

Phantasmal Transmutation/ Alteration

Level: Illusionist 2

Range: See below

Duration: Permanent until triggered

Area of Effect: One object

Components: V,S,M

Casting Time: 4 segments

Saving Throw: None

Details:


This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message is not limited. The magic user can set any condition for the appearance of the magic mouth, but the caster’s power limits the range at which the mouth can detect the triggering events. The mouth can “perceive” events at a range of 5 ft/ caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player can- not try to phrase conditions using game terms such as “hit dice,” “class,” “level,” etc. but must use terms that would be familiar to the character.

If desired, the spell can be retained to occur up to 1x/level of the caster. so a 6th level caster can have, if they desire, to have the mouth function up to six separate times before expiring.

Verbal Component: "Speak these words I leave here, repeat them for those who draw near; (speak message)" Somatic Component: drawing of mouth with beeswax bar onto item spell is placed on while saying verbal component. Material Component: bar of natural beeswax


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5th Level Spells

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6th Level Spells

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7th Level Spells

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Geomancer Spells

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1st Level Spells

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2ndLevel Spells

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3rd Level Spells

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Sharpness

Level: 3

Range: Touch

Duration: 2 rounds/every 5 lvls of Geomancer

Components: Tempular Kunzite

Casting Time: 2 seg/blade touched

Save: N/A

Area: Item touched

Description:

Using a Tempular Kunzite, this unique Geomancer spell can add a magical enchantment to a certain number of bladed weapons depending on the level of the Geomancer.

A Geomancer can add a bonus To Hit and To Damage Adj. for every 5 levels they have achieved.. Thus, a 5th level Geomancer can add +1 to a bladed weapon., a 10th level Geo can add +2 , 15th level, +3 and 20th level, +4. At 21st level however, upon attaining status of "Master of Mithril", a Geo can add up to a +5 to a bladed weapon.

The Geo can enchant 1 bladed weapon for every 5 levels they have achieved. Progression is similar to bonus progression, ie... 1 blade lvl 1 to 5, 2 blades lvl 6 to 10, 3 blades lvl 11 to 15, 4 blades lvl 16 to 20 and at lvl 21 or higher, 5 blades.

4th Level Spells

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5th Level Spells

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6th Level Spells

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Enchantment

Level: 6

Range: Touch

Duration: Special

Components: Amethyst Quartz

Casting Time: Special

Save: N/A

Area: Item touched

Description:

Similar to the 6th level "Enchant an Item" spell, this must be used by the Geomancer to make an enchanted item.

The item to be enchanted must be touched continually by the spell caster while holding the stone. The base casting time is 16 hours plus an additional 8 to 64 hours. The Geo can never be more than 1 ft away from the item being enchanted during rest periods or it must be started over. At the end of the enchanting time, the last phrase of the enchantment spell is uttered and the Geo will made to "know" it is ready for final testing by the stone he/ she is attuned to.

The item must Save vs Magic using the Geo's saving throw number. If it makes it, it works. If not it must be started over again. If a natural 1 is rolled, it will never work.

The nature of this spell allows the enchantment to made made permanent by Geomancers who make a Successful roll of percentile dice beginning at 45% chance and gaining 5% for every level above 13th.For items that are successfully made permanently enchanted, the Geomancer must rest for at least 4 days afterward.

For items that are not successfully permanently enchanted, item loses it's enchantment completely.

Due to the nature of Geomancy, most magical items are
supplementary to the magic of the gems and stones 
they are paired with, thus it most usually requires
enchantments to be made permanent.
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