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Post by tmao on Jul 16, 2016 11:34:24 GMT
As both a player and a DM I am obsessed with creating new spells for Wizards. The spells you will see here are mostly very powerful for their Level. This is for the following reasons:
I run VERY low level games, these spells will be for 1-7th L characters. They are NOT balanced for higher level games. You will need to adjust them for higher level characters.
Since I run low level games , the wizards need more juice!
Also I'm not big on details so they will be very basicly explained.
If your still with me, stay tuned , I've got a bunch of cool ones coming in the future!
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Post by tmao on Jul 16, 2016 11:58:21 GMT
New Cantrip, Power Word Swear
This cantrip is emptied from slot when used
Does d10 necrotic damage to caster and two other targets. Damage is rolled separately for all targets. although casting is a free action the caster can't cast another spell in same round. This spell is considered evil and may attract some unwanted attention from the nameless god whose name you invoke.........
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Post by tmao on Jul 17, 2016 9:42:33 GMT
Cardiac Extraction L3 evocation evil descriptor
Casting time is full round, range 50' +10' L Does D8 per L. ( save fort for half)if target reaches -4 hp then you rip his/her beating heart out of their chest Spell does not work on undead/constructs/ oozes etc. Max of 7D8.
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Post by tmao on Jul 17, 2016 9:58:15 GMT
"Leach" spells are added to other spells memorized for example: Xur the Not-So-Humble is a 3rd L wiz. one of the second L spells he has memorized is "Flaming Sphere" He adds the Leach spell "Leach Magic Missile" to it. He can cast either Flaming Sphere or Magic Missile from that slot. I suggest a limit on how many Leach spells you may attach, prob 1 per Levels you can cast, thus Xur can attach 1 Leach spell to a first L spell and 1 to a second. " Leach Jump" makes a good a good one to attach to a first L spell
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Post by tmao on Jul 18, 2016 11:50:28 GMT
Cantrip Volley
L1 transmutation standard action For L +2 rounds you may cast any cantrip that is a standard action as a free action, only one cantrip per round may be cast this way (cantrips like Detect Magic will be of only very minor use)
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Post by Admin on Jul 19, 2016 10:05:25 GMT
Cardiac Extraction L3 evocation evil descriptor Casting time is full round, range 50' +10' L Does D8 per L. ( save fort for half)if target reaches -4 hp then you rip his/her beating heart out of their chest Spell does not work on undead/constructs/ oozes etc. Max of 7D8. MC: medical grade obsidian??
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Post by tmao on Jul 19, 2016 12:01:45 GMT
Speed Spell
L3 Divination(cause div school needs love) and Metamagic schools This spell is cast attached to any other spell. It allows the second spell to be cast as a free action. This cannot be combined with Time spells(some to follow). This spell is totally for low level games(max of 7th L caster) It is very unbalanced for higher L campaigns. User takes 2d6 back lash at end of round, this does not effect any other casting in round
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Post by Admin on Jul 19, 2016 13:28:49 GMT
Hmm, I really could do with some dexedrine right now.
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Post by tmao on Jul 19, 2016 14:26:21 GMT
Healing spells for wizards
Gem Healing L2 Conjuration Good descriptor Heals d6 +L HP(max D6 +7) material component 100 GP gem that is consumed by casting(double this if a 500 gp gem is used)
Flying Bandages L1 Conjugation Holy descriptor creates healing bandages that fly and wrap at a range of 20' Heals as Cure Light. Target loses 2d3 DX and suffers -1/-1 ro melee attacks for 1 hour, if bandages are removed before the hour is up, healing is lost Caster must be pious worshiper of good or neutral deity
Hitram Dringles Highly Restricted Yet Mostly Useful Healing Spell This may be memorized as a cantrip, L1 , L 2 or L3 spell, granting 1,4 , 6 or 10 rolls respectively) Roll indicated number or D6 , each one that comes up 6, a single point is cured
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Post by Admin on Jul 19, 2016 14:33:11 GMT
Healing spells for wizards Gem Healing L2 Conjuration Good descriptor Heals d6 +L HP(max D6 +7) material component 100 GP gem that is consumed by casting(double this if a 500 gp gem is used) Hmm, I would almost be tempted to require powdered gems, for this one.
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Post by tmao on Jul 19, 2016 18:32:21 GMT
Flesh Cloak
L0 Necromancy this cantrip is consumed in casting
When cast with in 90" feet of a corpse ,the caster is granted 2D2 Temporary Hp. Healing spells may not be cast on caster for # of temp HP gained Min. If the corpse in question is undead it gets a fort save or takes same number in damage. Does not work on undead controlled by caster or with more than 5 HD.
EDIT OOPS if undead makes saving throw, spell has no effect, does not effect skeletons
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Post by Admin on Jul 19, 2016 18:59:30 GMT
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Post by tmao on Jul 20, 2016 12:51:15 GMT
Implosion
L3 Evocation
range= Fireball D6 per L to single target Spell is at -3 to save or +3 DC (Fort for 1/2) 25% reduction in Spell Resistance untyped magic damage Full round action to cast +3 to spellcraft to detect what is being cast +2 DC to concentration checks to resist spell failure(very difficult spell to cast)
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Post by tmao on Jul 20, 2016 12:52:36 GMT
all follow rules for Magic missile except as noted
L2 Immediate Missile may be cast as immediate action , 1 missile every 4 L, max 3 L2 Extended Missile double range L2 Penetration Missile ignores Shield spell 1 missile/4 levels max 3 missiles L3 Superior Missile as Penetration plus halves spell resistance
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Post by tmao on Jul 20, 2016 12:53:58 GMT
Augmenting Firebrand
0L Metamagic school
This cantrip is consumed by casting
This cantrip is cast with another spell, that spell must have fire descriptor, the attached spell adds D6 to it's damage. The combined casting takes a full round action
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Post by tmao on Jul 21, 2016 11:11:03 GMT
Exhilaration
L2 Transmutation This spell allows the subject to go over max hp w/ healing spells. for L rounds. If the subject is 5 or more Hp over max, they get +1 hit,damage AC and move for as long as these excess hp last(up to L rounds total) REMEMBER these spells are designed for low level play, this should NOT be used in games that go over 7th L
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Post by tmao on Jul 21, 2016 12:16:21 GMT
Time Gait
L2 Time and Transmutation cast as a free action, allows the caster an extra move action that must be an actual move (not a concentration or other action) May not be combined w/ Fly, spider climb etc. casting two time spells in same round is always a BAD idea.....
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Post by tmao on Jul 21, 2016 12:17:30 GMT
Soften L0 Metamagic this cantrip is consumed when cast This cantrip is cast with another spell making it a full round action, damage done is converted to subdual damage. save/DC is -1/+1
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Post by tmao on Jul 21, 2016 12:18:36 GMT
Time Step L2 Time and divination Once you memorize this spells it needs not be cast, it is just "on" for as long as you choose to keep it in memory. You can always take an extra 5' step, this can be done at any time during your action for the round and is only not possible if you are not standing on your feet. It may be used if you are stunned, slowed etc. If you take this step in a round when you cast another time spell you run the risk of nasty time creepies bothering you..........(dm discretion)
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Post by tmao on Jul 21, 2016 12:19:22 GMT
Who doesn't love fireball let's look some at some variants (all are exact specs as FB unless otherwise noted)
Rain of Spiders-poison, fort save Violent Hallucination-psychic, will save Stone Eruption-stones rise from ground, ignores spell resistance Thunderball-thunder,sonic, fort save creatures with keen or bad hearing will have save modified by -2 or +2 respectively
(remember all my spells are for casters topping out at about 7th so these would all prob be 4th L spells in higher L game, VH would prob be 5th)
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Post by tmao on Jul 21, 2016 12:20:09 GMT
Summon indestructible goblin
L2 Conjuration
The rare goblin is born that is COMPLETELY indestructible, when encountered must be grappled and tied up.specific summons like this must only be used as stated. Otherwise it is a totally normal goblin.
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Post by tmao on Jul 23, 2016 21:39:47 GMT
As a huge fan of the spell memorization type of magic I did a lot of thinking on it. One of my first concepts was the idea of "pits"
The idea is that spell slots are divided into compartments that are filled when you memorize spells, a cantrip takes up 1 pit , a first L spell takes up 4 a second L spell takes up 6 a third L spell takes up 8 and so on by two. This also explains what can be substituted for what.This a first L spell can be turned into 4 cantrips and a third L spell can be turned into 2 first.
This also led me to create 1/2 L spells or as I like to call them petty spells, they fill in two pits, but they are not on the spells allowed list. In the lore of my world they are not popular and there are not that many of them. The only one that caught on with my players is Shout, it allows you to yell super loud for L rounds.
Another aspect of spell memorization that is mostly of use in RPing situations is I attached emotions to the spell schools that you must place your mind into in order to memorize spells of that school. All mage carry around a book that is filled with very short stories that enable you to create the emotional state to memorize. For example , you would read a story about your birthday party when you were young, it would lead you to wonder what was in the brightly covered box in front of you. This would evoke the curiosity necessary to memorize a divination spell. I know, I know its both kinda cool and mostly useless.
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Post by tmao on Jul 23, 2016 21:41:40 GMT
Surge of Fortune L3 Divination, Time cast as immediate interrupt, this spell forces a re roll of any D20 within 60 feet, results of roll are substituted for first roll, you may not cast this spell in the same round as another time spell is operating for you. heavy use of this spell will lead to increasingly random bad luck on the part of the caster. No save but spell resistance must be checked
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Post by tmao on Jul 23, 2016 21:42:34 GMT
Saved Fortune L1 Divination Casting time one Min. subject rolls 1 die twice, taking best roll(normally a d20) That roll can be used in the next six hours substituting it for any roll of same dice type, if you are using it to make a save for example , you must choose to use saved number BEFORE you roll that save This is both arcane and clerical
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Post by tmao on Jul 23, 2016 21:43:29 GMT
Magnetic Ray L1 Stone Elemental and evocation make a ranged touch(or attack at +4 if you are using OSR stuff) on subject, subject gets -2 to hit and saves as the iron in their blood is slightly magnetized for L+2 rounds. If subject is wearing metal armor , they also suffer -1 to AC.
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