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PC created spells:

Started by Anastasia, June 04, 2007, 04:29:21 PM

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Anastasia

Since the SRD sucks on this particular point, here we go.

Cost:

Base rate:

0 level: 50 GP
1st level: 200 GP
2nd level: 400 GP
3rd level: 800 GP
4th level: 2400 GP
5th level: 4800 GP
6th level: 10000 GP
7th level: 20000 GP
8th level: 30000 GP
9th level: 40000 GP

Costs subject to change if it turns out one doesn't work or that I'm an idiot. Whichever!

Note that these costs include scribing the spell into your spellbook, as you've created it yourself.

Basic rules and guidelines:

First and foremost, the GM has final say if you can or cannot create any given spell. This is the most obvious one. Secondly, you cannot copy or closely mimic spells you don't know but want. Normal GP costs are in place for that as well as spells at level up. There's no need to add another avenue there and it helps me manage some semblance of magical control. This does allude to needing to know a basic spell if you want to make a beefed up version; you need to know Fireball to make Coal Dust Fireball, for example.

Beyond that? Draw up the spell and send it to me and we'll talk it over. The costs are meant to be affordable, especially for lower level magic. I'd like to encourage you to use your imaginations and come up with spells, instead of going to splatbook number #94.

This topic is for the rules and finished product, see this thread for posting ideas and betas, as well as for discussion:

http://www.soulriders.org/phpBB2/viewtopic.php?p=1003972#1003972
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This isn't strictly a PC created spell, but it's known to Demedais now, so here we go.

Wall of Boiling Water
Evocation
Level: Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of water up to 20 ft. long/level or a ring of water with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes

An immobile, steaming curtain of boiling blue water springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of heat damage to creatures within 10 feet and 1d4 points of heat damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of heat damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) When a section of the wall goes out, the water collapses, chilled water splashing everything in a ten foot range.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Fear. Tossing this in here for recordkeeping, too.

Sandalphon's Unerring Projectile.
Wiz/Sor 1/Brd 1
V
1 Standard Action
Range 250 ft
Target One Creature
Duration Instant
Saving Throw None
Spell Resistance No

This spell invokes a shining white ball of light. This unerring projectile flies true, always hitting and ignoring and spell resistance the target has. This deals 1d3+1 damage per level, to a maximum of 1d3+30. This damage is counted as divine/non typed damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

A reminder/request for you to consider a greater/improved version for my swift action/1 round duration spell of using caster stat mod to attack and hit with weapon finessable... weapons. Basically, can there be such a version of a higher spell level, so it would have an X round duration where X is the caster level, rather than the one round?
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Corwin on February 13, 2008, 05:22:42 PM
A reminder/request for you to consider a greater/improved version for my swift action/1 round duration spell of using caster stat mod to attack and hit with weapon finessable... weapons. Basically, can there be such a version of a higher spell level, so it would have an X round duration where X is the caster level, rather than the one round?

I'm looking into it.  Just sayin' so that it's not hanging.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Taishyr

Two things. One, possible use for Wall of Boiling Water.

2, remind me to poke you about a custom spell later.

Anastasia

This isn't quite the right place for it, but it's close enough.

Dragon-Pact Wizard

The class exists to provide those who have made a pact with a dragon the arcane means of drawing upon that pact to bring themselves closer to becoming draconic themselves.

To qualify, a character
-must have at least three draconic feats.
-must speak Draconic
-must be able to cast lesser dragon ally

Special: The character must have made a pact with a dragon.


Hit Die: d6.

Class Skills
The Dragon-Pact Wizard's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Level|BAB|Fort|Ref|Will|Special|Spells per Day/Spells Known
1st|+0|+0|+0|+2|Draconic Enlightenment, Draconic Claw|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Claw of Energy|+1 level of existing spellcasting class
3rd|+2|+1|+1|+3|Arcane Claw|+1 level of existing spellcasting class
4th|+3|+1|+1|+4|Arcane Shielding|+1 level of existing spellcasting class
5th|+3|+1|+1|+4|-|+1 level of existing spellcasting class
6th|+4|+2|+2|+5|Hold Ray|+1 level of existing spellcasting class
7th|+5|+2|+2|+5|-|+1 level of existing spellcasting class
8th|+6|+2|+2|+6|Arcane Resistance|+1 level of existing spellcasting class
9th|+6|+3|+3|+6|-|+1 level of existing spellcasting class
10th|+7|+3|+3|+7|Draconic Ascension|+1 level of existing spellcasting class


Draconic Enlightenment (Ex): A character's dragon-pact wizard levels stack with draconic levels for the purposes of determining draconic HD and any class-bases bonuses. For example, a 3rd-level dragon/1st-level dragon-pact wizard's HD for determining the saving throw for her breath weapon is as if she were a 4th level dragon.

Draconic Claw: The dragon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Claw of Energy (Su): A Dragon-Pact Wizard may choose to manifest her draconic energy in her claws.This energy matches the energy type of the dragon she has made a pact with and deals an extra 1d6 damage. If the dragon lacks an energy affinity, she defaults to fire. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. Using this power counts as a free action and lasts for 1 round.

Arcane Claw (Su): Beginning at 3rd level, a Dragon-Pact Wizard can expend a breath weapon use to cast and deliver a touch spell with a natural weapon. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. If the dragon is able of using this power in a given round, she can only use it once, and it counts as a free action.

Arcane Shielding (Sp): At fifth level, the Dragon-Pact Wizard may cast Fire Shield 1/day as a spell like ability. Fire based dragons use the warm shield, cold based dragons use the cool shield. Other dragon types may choose between the two.

Hold Ray (Ex): At 6th level or higher, a Dragon-Pact Wizard can cast any spell that procudes a ray effect as a touch spell instead. The spell's range is reduced to touch, and its Effect entry is replaced with "Target: Creature touched." She can deliver the spell with either a touch attack or a normal attack with a natural weapon, and she can hold the charge as with a normal touch spell. A Dragon-Pact wizard can combine this ability with Arcane Claw to deliver a ray-effect spell as par the condition on the use of Arcane Claw.

Arcane Resistance (Ex): At 8th level, a Dragon-Pact Wizard gains spell resistance equal to 10 + the total of her draconic HD. Note that due to Draconic Enlightenment, class levels from this class stack with draconic HD.

Draconic Ascension: At 10th level, the Dragon-Pact Wizard no longer takes penalties for aging and cannot be magically aged. Any such penalties already taken stay in place. Bonuses still accrue, and the Dragon-Pact Wizard still dies when her time is up.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Really it's just a refluffed Bite of the Werebear, except with a different natural weapon. Posting here for reference.

Might of the Planetar
Transmutation
Level: Sorcerer/Wizard 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverise any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to Natural Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.

Anastasia

#8
True Meteor Swarm
Evocation(Fire)
Level: Sor/Wiz 10, Fire 11
Components: V, S, special
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level); see text.
Area: One 60ft impact crater and 6 20ft lesser impact craters
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell conjures a small meteor to strike from the heavens and slay your foes in an apocalyptic rain of fire. A meteor slams down from above, trailed by six lesser meteorites. The main meteor deals 15d6 fire and 15d6 bludgeoning damage. The secondary meteorites deal 5d6 fire and 5d6 bludgeoning damage. These lesser meteors cannot overlap with the main impact crater or with other lesser craters; they are directed by the caster and can fall within 200 feet of the impact crater. Reflex saves for half damage are allowed on both the primary meteor and the lesser meteors.

The area hit by the primary meteor is left with a 30 ft deep in the center crater, with lesser impact zones with 10 feet deep craters. These areas are considered difficult terrain.

Special: While there is no material component, the open sky is required to cast this spell. Casting this spell without the open sky causes it to fizzle.

---



Miracle of Health
Conjuration(Healing)
Level: Clr 10
Components: V, S
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates(harmless)
Spell Resistance: Yes(harmless)

This spell functions as a remove disease on every valid target within the radius. Your caster level for remove disease is reduced by 5 for this spell.

---


Summon Black Rock Triskelion
Conjuration(Calling, Evil, Earth)
Level: Sorc/Wiz 11
Components: V, S, F
Casting Time: One round
Range: Close (25 ft+5ft/2 levels)
Effect: One called creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons Ogremoch's avatar of elemental evil to do the caster's bidding. The creature serves faithfully and will obey orders from the summoning wizard at all times unless directly overridden by Ogremoch.

To cast this spell safely, a pact with Ogremoch is required. This pact must be made in the presence of Ogremoch or a designated emissary. The pact requires offering something of material or spiritual worth to Ogremoch. As a rule of thumb, no less than 100,000 GP should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve Ogremoch, but this is rare.

Note that the creation of such a pact is a vile act treating and cavorting with deep evil.

Arcane Focus: A copy of the pact made with Ogremoch.

Special: Clerics who serve Ogremoch may select this spell as if it was on the cleric list.

---


Alabaster Perfection
Transmutation
Level: Sorc/Wiz 11
Components: V, S, M
Casting Time: 1 hour
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)

This spell causes the flesh of the target to become alabaster-white, which has several effects. The natural armor of the creature touched increases by six points. This change cannot be dispelled, it is a permanent physical boost that stacks with pre-existing natural armor. An unearthly, unnatural aura surrounds the creature. Any foes within ten feet of the target suffer a -1 morale modifier to attack rolls as long as the target is seen. A permanent cool cloaks the creature, granting them cold resistance 10 that stacks with any pre-existing cold resistance.

The target's skin turns alabaster-white, becoming cool to the touch and smooth as polished diamond. This cannot be hidden with spells such as alter self or disguise self, or special abilities such as change shape. The alabaster color of the skin will invariably stay visible. This inflicts a -10 modifier to any disguise checks. Further, the unnatural air of the creature inflicts a -6 modifier on any charisma based skill checks the creature makes. (The two mods do not stack with disguise.)

A creature can only benefit from this spell once. If it is lost, it may be reapplied.

Material Component: A mixture of diamond dust, blue ice and alabaster, melted together and formed into a special paste. This costs no less than 25,000 GP.

---


Glaciante's Spiteful Ward
Necromancy
Level: Sorc/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Target: One active spell or spell like ability.
Duration: Special, see below.
Saving Throw: Will negates
Spell Resistance: No

This spell creates a ward that strikes back if a spell it's attached to is dispelled. When cast on a spell already in effect, it attaches to that spell and lasts for as long as the target spell does. If the target spell is dispelled by dispel magic, disjunction or other such means, the spiteful ward triggers immediately. If a will save is failed, the dispeller immediately suffers 4 points of ability drain to all ability scores. Further, the dispeller automatically fails any dispel checks. This effect can be removed with a miracle or a wish; the ability drain can be removed as per normal.

A spiteful ward can be dispelled only with at targeted dispel on it alone. Failure to dispel it triggers the ward automatically. One triggered, a spiteful ward is exhausted.

Arcane Focus: The tooth of a balor soaked in a brine composed of acid and poisons totalling no less than 3,000 GP.

---


Enviolate Spell
Evocation [Evil]
Level: Corrupt 10
Components: V, Corrupt
Casting Time: 1 free action on your turn
Range: Personal
Target: You
Duration: 1 round

With a forbidden word of the Dark Speech, your next spell is augmented with pure evil. Any damage your next spell deals is all non typed vile damage. Any ability damage or drain is also considered vile.

This spell has been attributed to many sources: Demogorgon and Leonar are the most commonly cited.

Special: You must have the Dark Speech feat to cast this spell.

Corruption Cost: 1d4 points of constitution drain. If you lack a constitution score, you substitute charisma instead.

---

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#9
Basically, I tried arriving at the DC/level/cost through the Spell Matrix seed you've suggested, arriving at 231,000gp via Feanmerc and a Spellcraft DC of 33 (Sorc/Wiz10). When you asked me how the spell itself would be written up, however, I found myself drawing more from Genesis and Gate, so here's the draft. I think it carries the general idea of what I'm thinking of.


Spellpool
Conjuration (Creation)
Level: Sorc/Wiz 10
Components: V, S, M, F
Casting Time: 24 hours
Range: Touch (Attunement only, See text)
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Once the proper arcane array has been established, the crystal used to frame it grows exponentially. It becomes a pillar of crystal and mana weaved together, which stretches out to the skies, piercing the heavens themselves! Runes cover the pillar's surface, three tiers made from three circles each. To those who have mastered a given tier, its secrets lie as an open book; to their apprentices, the only clarity lies in the overwhelming aura they can feel in their very blood as they approach the magical construct.


During its creation, a single spell from each mortal circle is cast into the Spellpool, forever serving as a template within it. Drawing upon the Spellpool's arcane might can only be done once per day for any mage that has undergone attunement to it, assuming the mage is somewhere on the same plane as the Spellpool. If such a mage wishes to draw upon the Spellpool's power, he has two options before him:

Spontaneous Casting: The mage sacrifices a prepared spell or a spell slot in order to spontaneously cast a spell from the template precast into the Spellpool of that same level or lower. This functions as the spontaneous casting of Cure spells by clerics.
Mnemonic Enhancer: The mage may call upon a spell invested into the Spellpool by an any mage attuned to it. No prepared spell or spell slot is lost in the process, but the mage must invest a spell of equal or higher level back into the Spellpool within an amount of days no greater than the level of the spell called upon. Having a sufficient positive balance with the Spellpool negates this need.

An attuned mage can keep a positive balance of up to the highest level of spell he can cast. Any spells past that are still invested into the Spellpool and stored there, but don't go towards the mage's balance.


Attunement:
The attunement of arcane mages to the Spellpool requires a symbolic sacrifice amounting to one percent of the costs that went into making it, as well as a focus made of the same crystal as the Spellpool itself. That focus is required for any and all future interactions with the Spellpool. Those seeking attunement who have met these conditions must place their hands on the construct, as an already-attuned mage guides them through the initial process.

Material Component:
An array of crystals to be placed in key locations on the magical rune used in the Spellpool's creation, worth no fewer than 200,000gp.

Notes:
You cannot draw on spells of higher level than which you are capable of casting yourself. The base chance for the Spellpool to have the spell you're trying to draw on is 10% + 1% per mage attuned to the Spellpool that can cast spells of that level, to a maximum of 70%.
<Steph> I might have made a terrible mistake

Anastasia

Dire Winter
Evocation [Cold]
Level: Sorc/Wiz 11, Cold 10.
Component: V, S, F.
Casting Time: 1 minute
Range: 1,000 ft
Area: 1,000 ft radius emanation
Duration: 24 hours
Saving Throw: None; see text.
Spell Resistance: None

Calling on winter's cruel spirit, the caster creates a single day of bitterest winter. Within the radius a terrible blizzard blows, water in the air instantly frozen into snow. Any creature within takes 2d6 damage per round and must make a DC 20 strength check. Creatures that fail are blown back ten feet for every point they fail the check. They are blown away from the center of the dire winter unless physically impossible to do so. Creatures that hit hard, solid objects partway are treated as taking fall damage equal to the distance they were blown back.

In addition, any magic effect that provides protection against the cold is subject to a greater dispel magic effect every round it is in the aura. This follows all the rules for that spell, targeting such spells as resist energy(cold) or protection from energy(cold). Any spell that grants a saving throw bonus specifically against cold, energy resistance or immunity to cold or a like benefit is targeted.

Focus: The heart of any creature of the cold subtype with at least 15 hit dice.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Tyranny
Level: Sorc/Wiz 11, Cleric 11, Diabolic 10
Enchantment (Charm) [Mind-affecting, Evil]
Components: V, S, F
Casting Time: 1 standard action
Range: 99 ft.
Target: One living creature.
Duration: 99 hours.
Saving Throw: Will negates and fortitude half; see text.
Spell Resistance: Yes.

The caster draws up to her full height, and her appearance becomes fearful as she commands the targeted creature to obey her or writhe in agony. A malicious, dark energy darts from her outstretched hands to strike at the target, who is then entitled to a Will save. A successful save at this juncture negates all further effects.

Should the subject fail, they look on requests that the caster makes in a most favorable manner. Should the caster request something that the target would not usually do, he can choose not to do so, but must immediately make a Fortitude save at the original DC or take 4 points of Constitution damage and suffer such intense pain that he takes a –4 penalty on attack rolls, checks and saving throws. A successful Fortitude save halves the damage and the penalty. The pain effect continues until the request has been agreed to, and the target begins to undertake activity to fulfill the request.

Tyranny ignores protection from evil and similar magics. Mind Blank allows an opposed caster check, success suppresses the Tyranny for the duration of Mind Blank, while failure causes the Mind Blank to fizzle. It cannot be dispelled by normal means, but a wish or miracle cast by a 21st level caster undoes this dread magic.

Powerful devils have been known to use this spell to deliberately condition captors to undertake evil tasks of their own free will, and thus pervert any goodness the captor may have had. In many cases, this scenario pleases the devil more than simply quashing the subject's will.

Arcane Focus: A soul damned to Baator, usually held within a gemstone or like receptacle.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Mephistopheles' Cold Hand
Evocation  [Force, Cold]
Level:    Sor/Wiz 10, Cania 10.
Components: V, S, F/DF.
Casting Time: 1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Effect:  10-ft. hand
Duration: 1 round/level (D)
Saving Throw:    None
Spell Resistance: Yes

This spell functions as Crushing Hand with a strength score of 41, except all the damage it inflicts counts as frostburn damage, as well as ignoring cold resistance(but not immunity.).

Arcane Focus: The hand of a creature who died of exposure to cold.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Hellball
Evocation [Fire, Sonic, Acid, Electricity]
Level: Sorc/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area:  40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Hellball creates a fireball-like orb of four clashing elements. This orb deals 10d6 fire, 10d6 sonic, 10d6 acid and 10d6 electricity damage to all foes within it's area. The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

Material component

Powdered bat guano, glass and brass held within an adder's stomach.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Naeys' Life Font
Necromancy
Level: Sorc/Wiz 10, Clr 10
Components: V, S, DF/F
Casting Time: 1 standard action
Range: 20ft
Area: 20ft radius based on you
Duration: 1 round/level
Saving Throw: Negates (Harmless)
Spell Resistance: No

On invoking this spell, the caster opens a conduit between the target and the Positive Energy Plane. Each affected creature gains the following benefits on it's turn:

* 5d8+20 temporary hit points. The target cannot go above double it's normal hit point total from this spell or other effects as long as this spell is in effect.
* The benefits of a restoration spell.
* Immunity to energy drain and resist energy(negative energy) 50 points.

Arcane Focus

A crystallized fragment of pure Life from the Positive Energy Plane, worth at least 20,000 GP.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?