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Post by Flax on Jun 1, 2005 17:41:48 GMT -5
A few months ago, more exactly 9 months ago, someone had the brilliant idea of creating a spellbook that could be used in all of our DnD games. Sadly, unfortunate events led to the death of this project before it even started. Nay, I say, this project shall come to pass because its such a neat idea ![;)](//storage.proboards.com/forum/images/smiley/wink.png) . So I hope others will join, maybe even our resident master of magic ;D?, and togheter we shall make this work.
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Jun 2, 2005 0:28:06 GMT -5
The stupid spells I just wrote in the first spell book thread really gave me an idea... I think I'll seriously start making a Caerbannog-series of spells! (but intelligent ones this time around). It's the *perfect* avatar for great magic and fluffy bunnies of doom!
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Jun 20, 2005 13:38:19 GMT -5
I'll start by posting what I had done for an unfortunate City of the Spider Queen adventure (which may also be found in the first thread):
Spell Mantle Abjuration Level: Sor/Wiz 5 Components: V, S, M, F Casting Time: 1 day Range: Personal Target: Caster Duration: Permanent This spell creates a mantle around the caster that stores magical powers that activate when triggered or when willed to by the caster. Each time one of those powers is activated, the caster loses 1 hp. The mantle stores one spell of each level the caster can cast of defensive spells, and one spell of each level the caster can cast of offensive/utility spells. The defensive spells stored in the mantle are always active and cannot be supressed by the caster except if he dismisses the whole Spell Mantle. The attack/utility spells stored in the mantle are considered to be spell-like abilities usable once per day as a standard action. Neither attack/utility nor defensive spells stored in the mantle can be dispelled, the Spell Mantle must be dispelled as a whole. The spell levels are chosen upon the casting of Spell Mantle and can not be modified, except if the caster dismisses the Spell Mantle and re-casts the spell. However, each time the caster is entitled to another level of spells, he can add one attack/utilisty spell to the mantle and one defensive spell to the mantle. Spell Mantle can only be dispelled if the spell focus is the target of a dispelling effect. Areas of anti-magic or dead magic zones will simply supress the effects of the mantle while the caster is in that area.
Material Components: Blood from the caster which drains him of 1 hp. Each time a spell is added to the mantle, it drains permanently another 1 hp.
Spell Focus: Any gem which the caster must keep within 5ft. of him or else the spell is dispelled.
Tot Ghaur’s Elemental Shield Abjuration Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: Personal Duration: 1 round/caster level
This spell grants the caster fire resistance 15, acid resistance 15, cold resistance 15, electricity resistance 15 and sonic resistance 15 for the duration of the spell.
Tot Ghaur’s Magical Defenses Abjuration Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Personal Duration: 1 round/caster level
This spell grants the caster +1 on all saving throws for each three caster level.
Tot Ghaur’s Planar Shield Abjuration Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One creature or object touched Duration: 1 round/caster level
This spell prevents extraplanar creature from harming the target of the spell through any means. Extraplanar creatures cannot cast spells that target the target of Tot Ghaur’s Planar Shield, nor can they aim missiles or physically attack him. Spells with an area of effect cast by an extraplanar creature may surround or engulf the target protected by this spell, but doesn’t affect them. Permanent objects created by extraplanar creatures or creatures summoned by extraplanar creatures do affect the target of Tot Ghaur’s Planar Shield though. If the target protected this spell attacks or harms in any way an extraplanar creature the spell ceases to function in regards to the creature harmed.
Greater False Life Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporaty hit points equal to 4d10 +1 per caster level.
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.
As for a bit of flavor:
These spells are the result of the research of the red wizard illusionnist Tot Ghaur who studied the secrets of elven mythals of old to enhance his already formidable magical defenses. His discovery of the mantle spell in the ruins of Myth Drannor propelled him to high station among his order, and, coupled with his own abjurations, succeeded in making him nigh invulnerable to mortal magic. Tot Ghaur was last seen years ago journeeing through the underdark in the company of vampires. Though he never shared the secrets of his spells with anyone, magical thieves and spies succeeded in breaking into his laboratories and steal the knowledge for themselves. With time, Tot Ghaur's discoveries became common knowledge.
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Post by Flax on Jun 22, 2005 1:02:01 GMT -5
Corpse Explosion Necromancy [Negative Energy] Level: Sor/Wiz 3 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 15 Ft. Radius explosion of dark energies that may spread through one more corpse / 5 lvl Duration: Instantaneous Saving Throw: Reflex Half Spell Resistance: Yes Surging a corpse with negative energy, it then erupts in a wave of dark energy harming everyone around in a 15 ft. radius dealing 1d6/lvl (max 10d6). If other corpses are in the radius the wave can surge them depending on the level of the caster, one more corpse ca be affected for every 5 caster levels (max +4). This spell does not harm undead, it heals them.
Focus : A corpse that is still in a moderately good shape
Example: Telmar, an 11th level wizard woulds be able to affect 3 corpses, ( 1 initial + 2 extra) dealing 10d6 damage.
Tiara's Force Blast Evocation [Force] Level: Soc/Wiz 2 Components: V,S Casting Time: 2 Range: Medium (100 + 10/lvl) Effect: 1 or more creatures (objects) no more than 25ft. apart Duration: Instantaneous Saving Throw: Half Spell Resistance: Yes Upon casting this spell a small number of bright spheres shoot from the caster's finger tips. The blasts will strike an enemy (object) and throw it back 10 feet. The damage caused from the impact of the blasts is 1d8 per blast. If the enemy hits something (a wall, table, etc) the enemy takes another 1d8 damage. The distance the blasts can travel is 100 feet plus 10 feet per level of the caster to a maximum of 200 feet. The caster can shoot 1 blast plus 1 per level of the caster up to ten. The caster can shoot the blasts at different targets, but any target shot at must be within the range. Every blast is shot at the same time, that is they all shoot at their target(s) when the spell has finished being cast.
Tiara's Shrink Spell Transmutation Level: Soc/Wiz 2 Components: V,S Casting Time: 1 action Range: Touch Effect: Special Duration: Special Saving Throw: None Spell Resistance: No When this spell is cast on an object, no living or dead creature will be affected by this spell, which is not connected to the ground, the object is shrunk to any size the caster desires. However, the object must be shrunk to a size which can fit in the caster's pocket, and not beyond the size of which the caster cannot pick up the object (an atom for example.) The spell is broken when the object comes into connect with the ground.
Tiara's Time Blast Transmutation Level: Soc/Wiz 2 Components: V,S Casting Time: 2 Range: Medium (100 + 10/lvl) Effect: Special Duration: 1d6 rounds + 1 round/level; up to a maximum of 30 rounds Saving Throw: Negates Spell Resistance: Yes After the spell is cast, 1 blast/2 levels (up to a maximum of 15), is projected from the caster's hands. Each blast which is fired can go to a separate target, as long as each target is within the range. All the blasts are shot when the spell has finished being cast. The blast has an hour glass symbol in the center of it. The object or creature which is hit by the blast is stopped in time for the duration of the spell. The object must have moving parts in it to be affected by the spell, a falling rock would not be stopped in time because it has no moving parts. After getting hit, the object has a time field surrounding it which is not much larger than the object itself. If the target, within the time field, is attacked the damage does not affect the object (creature) until the spell ends. The caster is the only person who can enter the time field and interact within it, any other creatures trying to enter the field are simply stopped by the time field from entering.
Tiara's Vision Spell Divination Level: Soc/Wiz 3 Components: V,S Casting Time: 1 action Range: Touch Effect: Special Duration: 10 min/ lvl Saving Throw: None Spell Resistance: No This spell can be cast on any creature with intelligence 8 or higher which can see (that is it is not blind.) The creature can see in terms of infra vision, infrared vision, and x-ray vision. Only one type of sight can be used at a time.
Tiara's Cyclonic Attack Conjuration (Summoning) Level: Soc/Wiz 7 Components: V,S Casting Time: 7 Range: Special Area: Special Duration: 1 minute + 1 minute/level Saving Throw: Half Spell Resistance: No Once this spell is cast a miniature cyclone shoots from the caster's hand to the target chosen by the caster. The cyclone being a straight funnel of spinning wind, completely encompasses the target and spins it wildly. If an enemy (a living creature) is encompassed by the sphere, then the enemy cannot attack or resist in any way because of his extreme disorientation. Once the sphere encompasses the target, the funnel does not break from the caster's hand, so the caster can lift the target off the ground, slam an enemy against walls, and adjust the length of the funnel. If the spell is cast on a creature and something gets within the path of the funnel, the funnel will be broken and encompass whatever wanders into its way. The sphere (cyclone) is as powerful as a cyclone. The volume which can be encompassed is 10 feet cubed + 1 foot cubed/level of the caster. If the target is smaller than the initial encompassment, then the sphere will only grow to capture the intended target. If the target is greater than the sphere's volume, then the cyclone would tear off a piece of the target as large as the sphere itself, causing damage when limbs are torn off of creatures (half-damage is the saving throw is successful). The spell lasts for 1 minute + 1 minute/level to a maximum of 20 rounds, or the caster can will the spell to be dispelled or, of course, a Dispell Magic spell. The funnel length shoots up to 100 feet + 10 feet/level of the caster to a maximum of 200 feet.
[glow=red,2,300]Fluff to come[/glow]
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Post by Flax on Jul 10, 2005 13:49:44 GMT -5
Ok, so I have an idea, I don't know if its good or not, but here it is.
A sort of enchant item spell that would work like this: The spellcaster casts "Enchant Item" and then sacrifices an unused spell slot with and transfers the spell in that item to be used once/ day. Of course as long a the spell is in the item the spellcaster does not regain his spell slot.
Now I'm not sure about the level of the spell, it's duration and it's limitations.
Post away people, I await your suggestions.
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Post by Flax on Jul 10, 2005 13:55:33 GMT -5
This is a link to the spelllist of all classes with all the spells from everything WOTC published. (*) boards1.wizards.com/showthread.php?t=343040We could use these spelllists in our games, maybe also add more sources, such as homebrew spellbook ![;)](//storage.proboards.com/forum/images/smiley/wink.png) . * SOURCESAll spells (except domains, initiate, and epic spells) of each class at each level are divided into 4 groups. If a spell has an asterisk before its name, it’s appears in more than one group. 1. COREBOOKSPlayer’s Handbook 3.5e Dungeon Master Guide 3.5e 2. D&D BOOKS BY WoTCBook of Exalted Deeds Book of Vile Darkness Complete Adventurer Complete Arcane Complete Divine Complete Warrior Defenders of the Faith Deities & Demigods Draconomicon Epic Level Handbook Expanded Psionics Handbook Frostburn Ghostwalk + web enhancement Heroes of Battle Libris Mortis Lords of Madness Manual of the Planes Masters of the Wild Miniatures Handbook Monster Manual 2 Planar Handbook Races of Destiny Races of Stone Races of the Wild Sandstorm Savage Species Song & Silence Stronghold Builder’s Guidebook Tome & Blood Wotc Homepage (Far Corners of the World, Spellbook) 3. DRAGON & DUNGEON MAGAZINEDragon Issues 275, 278-280, 284-285, 289-292, 294, 296-300, 302, 304-305, 307-309, 312-318, 320-326, 328, 331 Dungeon Issues 100, 107, 109 4. FORGOTTEN REALMSCampaign Setting Faiths & Pantheons Lords of Darkness Magic of Faerun Monsters of Faerun Player’s Guide to Faerun Races of Faerun Serpent Kingdoms Silver Marches + web enhancement Shining South Unapproachable East Underdark Wotc Homepage (Magic Books of Faerun)
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Post by Flax on Jul 10, 2005 14:25:50 GMT -5
A few spells I found on the internet that seemed interesting.
Flame Spit Conjuration Sor/Wiz 1 Component: S Casting Time: 1 action Range: Close (25 ft. +5ft./ 2 lvls) Effect: 1 bolt of fire Duration: Instantaneous Save: Reflex partial Spell Resistance: Yes
This spell allows the caster to spit a bolt of fire at a target, which requires a ranged touch attack to hit. The bolt deals 1d4 fire damage per caster level (max 5d4) if it hits. In addition, if the target fails a reflex save it catches fire, immediately taking an additional 1d6 fire damage and in every round thereafter until the flames are extinguished (see rules for Catching Fire in the DMG or SRD).
Immolate Evocation Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Medium (100 + 10/lvl) Targets: 1 creature/2 caster levels, none of which may be more than 30 feet apart Duration: 1 round/caster level max (Concentration+5 rounds) Save: Reflex negates (see text) Spell Resistance: Yes
This spell lights creatures on fire. Targets immediately take 1d6 fire damage and automatically catch fire (even if they are not normally combustible). Each round thereafter, the targets may attempt reflex saves to put out the flames, which deal 1d6 damage. Targets that move away from each other after the spell is first cast still burn; they must simply be within 30 feet when the spell is initially cast.
Grey Bolts Necromancy Sor/Wiz 3 Components: V, S, M Casting Time: 1 full round action Range: Medium (100 + 10/lvl) Effect: Bolts of negative energy Duration: Instantaneous (see text) Save: Will partial Spell Resistance: Yes
This spell creates multiple bolts of negative energy (1 per five caster levels) that each deal 3d6 damage after a successful ranged touch attack. Any creature killed by this spell rises as a zombie on its next action and attacks the nearest creatures until killed or until 1 round per four caster levels passes. A creature may be targeted by multiple bolts, but saves separately for each. A successful will save reduces the damage by half and prevents reanimation if the damage still kills the creature. Due to the uncontrolled nature of the negative energy, this spell only heals an undead creature hit by half of the damage it would otherwise deal.
Material Components: 1 finger bone per bolt
Impale Conjuration Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Medium (100 + 10/lvl) Effect: 1 lance of stone Duration: 1 round/2 caster levels (D) Save: Reflex negates Spell Resistance: No
This spell causes a lance of stone to surge out of the ground and impale a creature. If the creature fails a reflex save it takes 5d6 damage and is impaled. For the duration of the spell it takes 1d6 damage per round and cannot move out of its square(s), loses any Dexterity bonus to AC and must succeed at a Fortitude save each round to take more than a single move or standard action. Escaping impalement requires breaking the lance (Full round action, Strength check DC 20 or Escape Artists DC 20+1/2 caster levels). If the impaled creature makes the attempt, it takes -3 on the check. When freed, the creature takes another 1d6 damage and bleeds for 1 point of damage each round until magically healed or a DC 20 Heal check is performed. This spell does not affect amorphous creatures such as oozes or creatures not in contact with the ground at the time of casting.
Wall of Shadows Illusion Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Medium (100 + 10/lvl) Effect: Wall with area of up to one 100 square feet per caster level Duration: 1 minute/level (D) Save: None Spell Resistance: Yes
This spell conjures an opaque wall of shadowstuff. Creatures with fewer than 5 HD cannot pass through the wall unless they succeed at a will save. Passing through requires a strength check (12+1/2 caster levels) and does not break the wall. Shadows cling to those passing through, impeding their movement. These creatures are considered entangled for the duration of the spell. The wall is immune to damage, but is destroyed within the area of a light spell of equal or higher level (the rest of the wall remains), as are the clinging shadows.
Material Component: a vial of shadow essence
Skullblast Transmutation Sor/Wiz 6 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. +5ft./ 2 lvls) Target: 1 living creature with a head Duration: Instantaneous Save: Fortitude partial Spell Resistance: Yes
This spell causes all of a creature’s blood or vital fluid to rush to its head, causing the head to explode violently. If the creature fails its fortitude save its head explodes and sprays all other creatures within ten feet with blood and bone fragments, dealing them 1d6 damage per three caster levels (max 6d6) and blinding them for 1d4 rounds. A successful reflex save negates the blinding and reduces the damage by half. If the target creature succeeds at the fortitude save it still takes 3d6+1/caster level damage from the cerebral hemorrhaging and stuns the creature for 1 rounds if it fails a second fortitude save.
Focus: a human skull
Curse of Vision Divination Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. +5ft./ 2 lvls) Target: 1 creature Duration: Instantaneous Save: Will partial Spell Resistance: Yes
This spell momentarily gives the target a glimpse of absolute and final truth. It immediately takes 1d6 Wisdom drain per two caster levels and goes catatonic for 1d4 rounds. A successful will save reduces this to 1d6 Wisdom damage and negates the catatonia. If the target of the spell survives he gets a +20 to a single Diplomatic/Bluff/Knowlege/Gather Information roll of his choice, taken sometime in the next week.
Material Component: a platinum mirror worth 1,000 gp
Acid Gout Evocation Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Close (25 ft. +5ft./ 2 lvls) Effect: Line of acid Save: Reflex partial Spell Resistance: Yes
This spell creates a massive blast of acid in a five foot wide line. Those in the area take 1d6 acid damage per caster level (max 20d6) and are knocked prone. A successful reflex save halves the damage and negates being knocked prone.
Withering Blast Necromancy Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. +5ft./ 2 lvls) Targets: 1 creature/level within close range Duration: Instantaneous Save: Will partial Spell Resistance: Yes
This spell creates lashing tentacles of negative energy that strike your opponents. Targets take 15d6 negative energy damage. If they are killed by this damage they rise in 1d4 rounds as uncontrolled wights as the negative energy infuses the corpse. Such wights only last 1 round per caster level and cannot create spawn. A successful will save halves the damage and prevents reanimation.
Material Component: Powdered onyx and diamond worth 1,500 gp
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Post by hobbes on Aug 30, 2006 22:25:08 GMT -5
I think I'll hop in, i have a couple of idea, but refresh me :
What is each school of magic, and what are the components? once i have these precious informations, ill let my imagination for your greatest (dis)pleasure and list a couple of my ideas.
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Post by Flax on Aug 31, 2006 13:05:49 GMT -5
The 8 schools are:
Evocation : mostly deals with energy and destruction.
Conjuration: moslty summoning stuff, be it creatures, armor, something to attack others and so on.
Transmutation: Pretty obvious, transform the target in some way, like bull's strenght
Divination: Divine stuff, clairvoyance or augury, detection also.
Abjuration: Pretty much everything about protection.
Illusion: duh.
Enchantment: Thing that affect the attitude of the target mostly, charm person, tasha's hideous laughter (to make someone enter a paralyzing laugh)
Necromancy: duh redux.
As for material component, you can put anything you want. Low level spells don't usually have expensive components. Anything under one gold is considered "free" and "unlimited" when you have a spell component pouch. More expensive components are usually made to balance out a spell.
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Dec 16, 2006 22:07:16 GMT -5
Other news: this is clearly dead too!
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