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HomebrewedMonster

03-17-05, 05:07 AM
Adhesion
Transmutation
Level: Sor/Wiz 1
Component: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: 1 min./level
Saving Throw: Will negates (object) or Reflex save; see text
Spell Resistance: Yes (object)

You are able to turn the surface of one nonmagical item (if it is within the size limit) into a strong adhesive. Any item or creature that touches the surface of the targeted item becomes stuck. They may avoid become stuck with a successful Reflex save. A creature or item that has become stuck must make a strength check (DC 20) to break free or be pulled free. Also the adhesive from the spell can hold up to 50 pounds per caster level.
Material component: A drop of glue.

Aerial Acceleration
Transmutation
Level: Sor/Wiz 2
Component: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You increase your natural fly speed and maneuverability. The touched creature’s natural fly speed increases by 30 ft. and its maneuverability is improved one step (for example, average becomes good).

Balance
Divination
Level: Asn 1, Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature/level, no two of which can be 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You gain a sixth sense on keeping your balance. Each affected creature gains a + 10 competence bonus on balance checks for the duration of the spell.

Battering Ram
Conjuration (Creation)
Level: Sor/Wiz 2
Component: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You summon forth a large ram’s head made out of iron, that you hurl towards your target. A successful ranged touch attack deals 1d6 points of damage and the target is subject to a bull rush. The ram is treated as having a Strength of 20 and is considered size Large, giving it a +9 on the opposed strength check. This may also be used to attack inanimate objects or too make break checks against a locked or closed door. Once the attack is complete the ram’s head disappears.
Material Component: A small ram’s head made of clay.

Blade Dance
Transmutation
Level: Sor/Wiz 6
Component: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell imbues the touched weapon with the dancing quality (described on page 224 of the Dungeon Master’s Guide). The weapon immediately animates, not requiring a standard action to activate. The weapon fights with the caster’s base attack bonus, plus any enchantment bonuses that the weapon possesses. While dancing it cannot make attacks of opportunity, the caster is not considered armed with the weapon. In all other it is considered to be wielded by the caster for all maneuvers and effects that target the item (such as a sunder attempt and heat metal.). The weapon can be controlled to attack a target within the range of the spell. It takes a move action to redirect the weapon to attack a new target.

Champion’s Strength
Transmutation
Level: Cleric 4
Component: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throws: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell transfers the strength of many into one. The creature that is targeted to gain the effects of this spell gains +2 strength (max +8) for every creature affected by the spell, except himself. Also the targeted creature gains a natural armor bonus equal to the number of creatures, except himself (max +5). All creatures, except for the transmuted creature, affected by this spell take 2 points of Strength damage.

Disc of Destruction
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft. radius disc
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

A disc of spinning force appears in your open hand. You can hurl the disc as a thrown weapon up to the range of the spell. When doing so, you attack with a ranged touch attack (with no range penalty) and deal 3d6 points of damage. The disc has a times three critical modifier. Once thrown the disc returns upon the beginning of your next turn. Inanimate objects are not damaged by this spell.

Farseer
Transmutation
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute

You can see far, as if looking through a spy glass. You are considered to be looking through a spy glass while under the affects of the spell.
Focus: A small iron tube with two crystals on each end, worth at least 25 gold pieces.

Feather Foot
Transmutation
Level: Asn 2, Drd 3, Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Duration: 10 min./level

You can move through any type of terrain - mud, snow, dust, or the like - and leave neither footprints nor scent. Tracking you is impossible by nonmagical means. Also you gain a +10 bonus to Move Silently checks and ignore the first 20 feet of a fall.

Fist of Faith
Evocation [Force]
Level: Cleric 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. 2/levels)
Effect: One ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemy with a fist of force. This ray requires a ranged touch attack to hit and deals 4d4 points of damage (4d6 if the target is undead).

Flame Wave
Evocation [Fire]
Level: Sor/Wiz 4, Drd 4
Components: V,S,M
Casting Time: 1 standard action
Range: 30ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throws:No
Spell Resistance: Yes

You release a powerful wave of fire that can push back opponents in the area of effect. This spell deals 4d6 points of fire damage and those within the line of effect are subject to a bull rush. The flame wave is considered large (+4 bonus), with a strength score equal to 10 + caster level (maximum 30).
Material Component: A pint of oil.



Leaf Dagger
Transmutation
Level: Drd 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One touched nonmagical leaf
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Upon casting this spell you transmute a normal leaf into a dagger, its surface hardens to steel and edges sharpen. This leaf is treated as a +1 cold iron dagger of one size category larger for the caster (1d4 for Small, 1d6 for Medium, 1d8 for Large, etc.). The dagger may be thrown with a range increment of 20 ft. and has the returning property as long as the wielder is in forest terrain. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Material Component: A leaf.

Lion’s Heart
Abjuration
Level: Brd 3, Clr 4, Pal 3, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30ft. apart.
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You instill unshakable courage in the subjects, granting it immunity to fear effects for the duration of the spell. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
This spell counters and dispels fear.

Roar of the Leonal
Evocation [Sonic, Good]
Level: Brd 3, Cleric 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throws: Fortitude negates or Will for half; see text
Spell Resistance: Yes

You emit the roar of the noble Leonal that deafens and breaks the will of creatures in its path. Any creature within the area is deafened for 2d6 rounds and is shaken. A successful save negates the deafness and shaken effects. Any evil creature within the spell effect takes 1d4 points of sonic damage per caster level (maximum 15d4). An affected creature is allowed a Will save to reduce the damage by half.
A roar of the leonal spell cannot penetrate a silence spell.

Solar Flare
Evocation [Light]
Level: Drd 3, Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This creates a burst of light as bright as the sun. If you cause the light to burst directly in front of a single creature, that creature is blinded for 1 minute unless it makes a successful Fortitude save. If the Fortitude save succeeds, the creature is dazed for one round. Sightless creatures, as well as creatures already blinded or dazed, are not affected by solar flare.

Stone Glare
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature within 30 ft.
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You gain the gaze of that can turn your opponents to stone. Once per round you can make a gaze attack against a creature within 30 feet. The subject along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.
Material Component: The eye of a basilisk or medusa.

Wave Serpent
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: A pool of water at least 10 cu. ft.
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You create a serpent made from a pool of water. The creature willingly aid you in combat or battle, perform a specific mission, or serve as your bodyguard. The creature remains with your for an hour a level unless you dismiss it. The wave serpent has the following stats:
Wave Serpent; large elemental (water, extraplanar); 12d8+24; 78 hp; Spd 30ft. Swim 50ft.; AC 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; base atk +9; grapple +18; atk Slam +13 melee (2d8+5); full atk Slam +13 melee (2d8+5); space/reach 10ft./10ft.; SA water mastery; SQ darkvision 60ft., elemental traits; Saves Fort +10, Ref +8, Will +6; Str 20, Dex 18, Con 14, Int 6, Wis 10, Cha 6
Skills and feats: Listen +9, Spot +10, Alertness, Power Attack, Cleave, Great Cleave, Iron Will.
Water Mastery (Ex): A wave serpent gains a +1 bonus on attack and damage rolls if both it and its opponents are touching water. If the opponent or the wave serpent is touching the ground the wave serpent takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Material component: A pool of water at least 10 cubic feet in size and a sapphire worth at least 500 gold pieces.
Vatras

03-17-05, 05:31 AM
Leaf Dagger
I dont like the flavor for a druid spell, who disdain metal, and have usually not daggers for a weapon.

Roar of the Leonal
I dont like that everyone gets automatically shaken without a save. I would grant everyone a Will save to negate/suffer the spells effect, and then the Fortitude save for half damage for evil beings.

The rest seems technically OK to me (in terms of power and balance).
DemonMonkeyBoy

03-17-05, 05:34 AM
:b: With so many spells its hard to give good advice. In the future consider posting one or two a day. There were a couple I like after reading the names.

Champion’s Strength is very cool. Draw in strenght from your foes. I would suggset making it Penalty to Str instead of damage. The penalty should last as long as the spell.

Fist of Faith should be 1st lvl as written. 2nd lvl you should add more targets (1 ray / 5 caster lvls) or more damage (1d4 / 2 caster lvls). I would also add a little more to the flavor text. A fist composed of Positive and Force energys lashes out at you opponent. With the positive energy in there it make more sence to do more damage to undead.

I'll come back later and read some more.

DMB
Santrilla

03-17-05, 06:52 AM
Aerial Acceleration
I'm assuming this only works on creatures that already have a natural fly speed? If so you should explicitly specify this.

Battering Ram
Um... Surreal, certainly. Buying or making a real battering ram might be more effective although I suppose transporting it would be a pain. Maybe if this was a localised Force effect instead of an actual summoned ram it'd be more... I dunno, magical :P

Disc of Destruction
Nice idea. Since this has a fixed damage value that's relatively low I'd probably place it at 3rd or 4th.

Farseer

Focus: A small iron tube with two crystals on each end, worth at least 25 gold pieces.
...so, a spyglass then?

Flame Wave
You don't need to post the same spell twice on these forums. Especially not the unedited version :P

Leaf Dagger
Like Vatras, I don't like the flavor of a druid spell that turns something into metal. Maybe if you just made the leaf really really hard or something. Also it might be an idea to specify what kind of leaf - a leaf from a dandelion is going to turn out vastly different to, say, a palm leaf - if only for flavor reasons.
Why cold iron? And what happens to the leaf after the duration ends- does it dissolve?


Stone Glare
Why this instead of Transmute Flesh to Stone?

Other than that, very nice. Full of flavour :)
HomebrewedMonster

03-17-05, 07:03 AM
Vatras - It turns into cold iron, the metal closely related to fey. What if the leaf hardens and does not actually turn into metal, the leaf just becomes stiff and razor shape?

I changed the fortitude to negate the deafening and daze and their is a will save for half damage if your evil.

DemonMonkeyBoy - Cleric's attack spells usually do not stack, compared to other 2nd level cleric damage spells, its still pretty powerful (compared to sound burst).

Santrilla - AA - ummm...I do state that your natural fly speed is increased.

Yea I was going to make the battering ram an Evocation [force] effect. It would make more sense I guess.

A spyglass costs 1000gp, this spell lets you cheat for 25gp.

Flame wave, updated.

Stone Glare - well it lasts for a round a level and has a limited range. Its basically a greater flesh to stone.