Anime and Game Inspired Spell Compendium [Archive] - Wizards Community

Post/Author/DateTimePost
NobodyRemembersThis

04-09-07, 10:49 PM
Hey all. Many moons ago, there was a thread about Anime inspired spells. It is time to start the tradition back up ^_^.

A Note on Organization: I call spell "levels" Tiers instead. This helps differentiate it from caster level and etc. they are listed as Base (0), 1st, 2nd, and so on.

This first post will have the names of them. The Second post has a spell template for anyone seeking to add to the thread. All my old Slayers' spells are in the third post. My Non-Slayers Spells are in Post 4.

Base (0) Tier
Fishy Fishy! by NRT
Sea Cucumber Spin (Kyu Kyum Spin) by NRT
Summon Jellyfish (Zelas Gort) by NRT
1st Tier
Energy Blade, Lesser by NRT
Flare Arrow by NRT
HammerSpace Pocket by NRT
Ninja Vanish! by NRT
Shadow Snap by NRT
2nd Tier
Burst Round (Burst Rondo) by NRT
Flash Lance (Elmekia Lance) by NRT
Replacement Technique (Kawarimi) by Sigma999
3rd Tier
Bond of the Animal Spirit by NRT
Darkbomb by NRT
Digger (Digu) Volt by NRT
Explosion Array by NRT
Imperial Judgement by NRT
Sylph's Blades of Air by NRT
Swords of Revealing Light JiCi
4th Tier
Blitzkreig Strike by Dullahan_X
Chidorii ("One Thousand Birds") by obrysii
Heaven's Rain by NRT
Light & Wings by NRT
Over 9000!!! by Zelck
Rasengan ("Spiraling Sphere") by obrysii
Shadow Clones (kage bunshin no jutsu) by NRT and kuroken
Wall of Revealing Lightby JiCi
5th Tier
Array of Revealing Light by JiCi
Exodus by mathiu
Magician's Circle by ryuspearhead
Mega Ton Magical Cannon by JiCi
6th Tier
Froth Frenzy by JiCi
Omnislash by JiCi
7th Tier
Gale Slash by JiCi
Ra Tilt by NRT
Water Prison by Haruspex
Venom by Sigma999
8th Tier
Kage Bunshin no Jutsu (Shadow Clone) by obrysii
Megadeath by Sigma999
Prism Sword by JiCi
Spark Storm by JiCi
Stalagmite Carpet by JiCi
9th Tier
Bone Dead Reborn by Captianhowdy
Harrowing by mathiu
Dragon Slave by NRT
Shiki Fūjin ("Dead Demon Consuming Seal") by obrysii
....More to Come!
NobodyRemembersThis

04-09-07, 10:50 PM
Spell Template

InsertName
InsertSchool(Descriptor)
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:

InsertPhrase

Description:
NobodyRemembersThis

04-09-07, 10:55 PM
Slayers Spells

Burst Round
School: Evocation
Level: Brd 2, Drd 3, So/Wi 2,
Components: V, S
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft. / level)
Area: 20 foot radius sphere
Duration: Instant
Saving Throw: see below
Spell Resistance: Yes

Description: The spell creates numerous balls of light near a target which burst, spreading flames. The spell is visually impressive, but the damage from the spell is slight. Even a direct hit will only light wounds, making this a good spell to use as a diversion or to frighten enemies. The spell deals 1d6 + 2 points of fire damage to everyone in the area of effect. Additionally, the targets must succeed at a fortitude save or be dazzled, suffering a -1 penalty to attacks and spot checks for 1 minute.

-----------

Flare Arrow
School: Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. plus 5 ft/2levels)
Area: up to 5 targets, no two of which may be further than 15'
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Source of all power, crimson fire burning bright. Flame Arrow! or The East winds that blow have you as their source. Flow into my hands and ignite all their force! Flare Arrow!

Description: This spell creates arrows of flame that are fired by the caster (requiring a ranged touch attack to succeed), dealing 1d6 fire damage. The caster creates 1 missile for every two caster levels, with the max of 5 missiles at level 10 (1 at levels 1-2, 2 at levels 3-4, etc.). In addition, this spell is defeated by a Shield spell. (as magic missile)
---------

Flash Lance (Elmekia Lance)
School: Necromancy
Level: Cleric 2, Sun 1
Components: V, S, DF
Casting Time: 1 Action
Range: Close (25' +5'/2 levels)
Area: 1 target
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

Description: This spell creates a lance-like beam of light that attacks a beings life force. The caster must succeed at a ranged touch attack. Against a living being, the spell deals 2d6 points of damage, +1 per level of the caster (max of max of +10). Against outsiders and undead, the caster gains a +4 to hit and the spell deals double damage. This is effectively type-less force effect that ignores damage reduction.
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Fishy Fishy!
School: Enchantment (Compulsion)
Level: Brd 0, Drd 0, Rgr 1, Sor/Wiz 0
Components: S, M
Casting Time: 1 action
Range: close (15 feet)
Area: See Below
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

Description: This spell is used to catch dinner. By enchanting a fishing pole, the hook and lure become irresistable to fish. Each round, the caster hooks and catches a single fish from a fish swarm. This does not work on any creature with more than a single HD, nor any fish with an intelligence higher than 1.

The Material component is a strand from the casters hair wrapped around the fishing line (or, if long enough, used as the fishing line).

---------

Sea Cucumber Spin (Kyu Kyum Spin)
School: Conjuration (Calling)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Short (25 feet + 5 feet/2 levels)
Area: 1 5'x5' square per level (max of 5 squares)
Duration: instantaneous
Saving Throw: No
Spell Resistance:

Description: This is a flashy, though incredibly weak spell. It may only be cast near a body of Seawater. When the incantation is finished, a small waterspout spins toward the designated area.

Instead of the waterspout dealing damage, instead it drops of a small swarm of natural sea cucumbers in the squares selected. These normal animals have no effect themselves, save to move and make the area slick. Anyone in the five foot square occupied by the sea cucumbers must make a balance check (DC 5) or fall prone. There is no other effect. The cucumbers survive for 1 minute, and then perish. After that point, no balanc checks need be made.
----

Shadow Snap
School: Enchantment
Level: Clr 1, Brd 1, So/Wi 1
Components: V, S, F
Casting Time: 1 Action
Range: Medium (100 ft + 10 ft/level)
Area: 1 Target
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Description: This spell snares the targets shadow, preventing movement. By making a ranged touch attack, a target is prevented from taking any movements while held by this spell. His movement rates (all of them) effectively become 0. Even a 5 foot step is prohibited. The target is not Helpless or Flat Footed or otherwise impeded.

However, in a place where there are no shadows or when for some reason the target's shadow temporarily disappears, the effects of the spell ends. So, by using spells, items, and effects (such as a torch, a light spell, even a Fireball) to temporarily erase your shadow, the effects of the spell can be negated.

The Focus is a dagger or short sword. When the spell is cast, a replica of the weapon is imbedded in the shadow of the target. This replica dissapears when the spell ends.
---------

Summon Jellyfish (Zelas Gort)
School: Conjuration (Calling)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Short (25 feet + 5 feet/2 levels)
Area: 5 foot radius
Duration: See Below
Saving Throw: No
Spell Resistance:

Description: This is a flashy, though incredibly weak spell. When the incantation is finished, a small group of jellyfish is called to the are of the spell. This spell was created to summon jellyfish. When drowning in the sea, the caster can be saved by the rush of jellyfish, but no other use of this spell can be seen.

The Jellyfish are totally harmless. If needed, they may provide concealment for any one target in the area of effect. In this case the spell lasts for 1 round per level. Or, they may buoy 1 target in the water and carry him up to 1 mile per level.

Afterward (or if no command is given), the jellyfish remain and are uncontrolled by the caster.

Though jellyfish do taste quite good, pickled. :smirk:
NobodyRemembersThis

04-09-07, 10:57 PM
Other Spells

Weapon of Force, lesser
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: personal
Area: 1 weapon
Duration: 1 round per level
Saving Throw: No
Spell Resistance: Yes

Description: This spell creates a weapon of force with which the caster may attack foes. The spell functions as a non-magical weapon of any type with which the user has proficiency.

The weapon deals force damage instead of physical damage, but otherwise functions as the weapon created. It is a force effect, so it may damage incorporeal creatures. It has no other special effects and is treated as a normal weapon in every other regard.
-----

:P Hammerspace Pocket :P
School: Conjuration [Creation]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 10 minutes
Range: personal
Area: 1 Weapon
Duration: 10 minutes per level
Saving Throw:
Spell Resistance: no

Description: This spell creates a fold in space time that allows the caster to store a single weapon. Once stored, it is a free action to draw the weapon out of sub-space, or to replace it in the pocket. This may be done as many times as desired during the duration of the spell, at a limit of once per round.

The weapon may not be harmed in any way while in the pocket. A Dispel Magic or equivelant effect will cause the weapon to appear in a random square in the casters reach.

The Focus of the spell is a miniature version of the weapon to be stored inside the pocket.
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NobodyRemembersThis

04-11-07, 10:23 PM
Here's some more!

Digger (Digu) Volt
School: Evocation
Level: Sor/Wiz 3,
Components: V, S
Casting Time: 1 action
Range: Short (10 feet)
Area: 1 Target
Duration: instantaneous
Saving Throw: No
Spell Resistance: Yes

Wind, crimson flame. Grant the power of thunder to my hand! DIGGER VOLT!!

Description: This spell causes a short arc of electricity to shoot out of the casters hands and strike a single target. The caster must succeed at a ranged Touch attack to hit the target. On a successful hit, the target takes 1d6 points of damage per level of the caster (max of 10d6).
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http://www.inverse.org/e/bkg/magic/dillbrand.jpg
Explosion Array
School: Evocation
Level: Sor/Wiz 3, Earth 3
Components: V, S, M
Casting Time: 1 action
Range: close (5 ft. per level)
Area: 10 foot radius circle on ground
Duration: instantaneous
Saving Throw: Reflex Partial
Spell Resistance: yes

Hear me spirits of the Earth! Honor your vow in this hour of need and do my bidding. Explosion Array!

Description: Explosion Array causes a massive upheaval of the ground beneath the targets and uses this force and debris to throw victims into the air. The force is sufficient to push the targets up 20 feet into the air.

All targets take 1d6 points of damage per 2 levels (max 5d6). Any Medium or smaller targets failing a reflex save are launched 20 feet into the air. Large targets are only launched 10 feet into the air. Huge targets fall prone. Any target larger than Huge need not make a reflex save against this spell.

The material component of the spell is a small sphere of clay filled with a mixture of the caster's blood and saliva.
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What do ye think?
sigma999

04-11-07, 11:02 PM
"Venom", Dark Schneider's spell in the short series Bastard!! (though the books have soooo much more..)

I'd say it's a Fleshshiver with a save for the Stun part (which should be that way by default, mind you!) and it does [Acid] damage as well on a success, Reflex save for half Acid.

"Megadeath" would be a massive area effect like Greater Fireburst, something like 1d10 per caster level, centered on self, typeless damage (or maybe [Sonic]?) and no damage cap (as spells of this nature should always be!)
Maybe 1 full-round casting time, charge for a minute to double the damage.
Oh, and Reflex for half. :P


Edit: OK fine I'll template it...

Name: Venom
School: Necromancy/Evocation [Acid, Chaos]
Level: 7
Components: V,S
Casting Time: 1 action
Range: Close
Area: 1 target
Duration: instant
Saving Throw: 2 Fort negate and 1 Ref half
Spell Resistance: None

Burning in the depths of the pits of darkness, let the fires of hell take you! Let the fires become my sword and strike you down! Venom!

Description:
Melts flesh and corrupts spirit energy at the same time; a character slain by Venom.
Wounds caused by any part of Venom's damage may not recover by Fast Healing or Regeneration, and must be healed by rest or magic.
Failing first Fort save means target is stunned 1 round.
Failing the other Fort save means take 1d6 damage per caster level [Chaos] damage, success negates completely. This [Chaos] damage is fully effective on Lawful opponents, half so on Neutral, and only a quarter of the result on Chaotic.
Failing Reflex save means take 1d6 damage per caster level [Acid] damage, success for half off.


Name: Megadeath
School: Evocation. duh. what did you expect, CONJURATION?! FOOL! BWAAAAHAHAAAA! Oh and.. [Sonic]
Level: 8
Components: V
Casting Time: 1 full-round or more
Range: Self
Area: 1000 foot radius sphere
Duration: instant
Saving Throw: Reflex half
Spell Resistance: None, cuz I hate spell resistance.

Megadeath!!!

Description:
1d10 Sonic damage per caster level to everything within range except caster. Yes this includes your clothing and all non-legendary/unique/godlike equipment, it will be destroyed too.
Oh well, ya know?
For each round spent charging this spell you are [Paralysed] but add another 2 to your effective caster level for this spell to a maximum of 9 additional rounds (total of 1 minute charging). Casting Megadeath resets this charge effect.


And the spell "Helloween" would just kill you. Short range but no save. Epic Evocation. Immediate action. Byebye, you're dead Mr. CoDzilla.

There's more but I think the number of Bastard!! fans here might be countable on one hand, while Bleach, Naruto, and Dragonball are legion, so I'm done here. Maybe.
NobodyRemembersThis

04-11-07, 11:19 PM
Exactly what did those effects do in the series. I never watched BASTARD!!!, so I can't help much with it, I am sorry :(
maxxrox

04-11-07, 11:27 PM
Remove the "2d6 falling damage" from Explosion Array. It should say: The force is sufficient to push the targets up 20 feet into the air. Any Medium or smaller targets failing a reflex save are launched 20 feet into the air. Large targets are only launched 10 feet into the air. Huge targets fall prone. Any target larger than Huge need not make a reflex save against this spell.
NobodyRemembersThis

04-11-07, 11:36 PM
Thanks for the suggestion maxxrox. Sigma999, I'll add ye to the list!
sigma999

04-11-07, 11:48 PM
Venom melts and unravels flesh and inorganic matter in an awesome way, while Megadeath is just a big translucent explosion that shakes up dust everywhere (and noisy), I really recommend the series tho it was an unfinished anime of about 6 episodes on one DVD.

I also downloaded the comic scanlated which means it was a scanned *** version redone in English, which is legal (mostly) and just as good if not better than the show, tho I have only found 3 books so far in months of searching.

And Helloween is like... makes a huge red lightning aura that I assume is offensive and defensive at the same time, and it expands onto your foes slowly... I think... and it does some kind of Disintegration.

Bastard!! is a must-have show/comic for spellcaster D&D fans, as it's mostly centered around spells, the main sorcerer-like character, his love interests, and tons of fantasy type violence and plot. But enough with the sales on my favorite anime, anyone have anything new?
Please, no Bleach or Naruto, we have enough T_T

Oh yeah! and please make Hammerspace Pocket a feat? Or something like "Permanent" and "Self Only"? We need some kind of spell mechanic that allows a duration spell to be used when it's "readied" rather than "cast and in-effect" don't you think? 10 minutes or even 24 hours is simply not enough; we need 'it lasts until you swap it out'.
NobodyRemembersThis

04-12-07, 12:33 AM
Infinite Hammerspace [Metamagic]
Never let your Hammerspace Pocket expire!
Pre-requisites
Extend Spell feat, Knowledge [Arcana] 5 ranks, Spellcaster level 3+
Benefit
the duration of each casting of the spell Hammerspace Pocket is changed to Permanent (as the Permanency spell). You may only have 1 Hammerspace Pocket in effect at one time. This feat increase the spell tier by +1
Normal
Hammerspace Pocket lasts for 10 minutes/level.
Special
Heighten spell can be used with this feat to increase the difficulty of dispelling the effect (to a max of a 8th tier spell).
------------

How's that for yer feat? :cool:
sigma999

04-12-07, 02:00 AM
I was thinking something like a [Reserve] feat with some minor Conjuration (Summoning) spell as a prereq but that's great! I'll see what I can come up with later.. right now I'm too tired -_-
Warning_FIREBALL

04-12-07, 04:49 PM
Hi Just wondering is all these spells so far just for Slayers. Cause i would love some help on using the magic from Salior Moon (mainly plutos death scream) and Naurto. :P
sigma999

04-12-07, 10:38 PM
"What are you waiting for?"
"The drama!!!"

Here's one that I love in Naruto that many don't quite seem to get right. Maybe it's actually a combination of spells like some minor [Creation] (Log or Water, w/e) + "Benign Transposition" from Spell Compendium but I prefer to roll both into one for simple use.

Name: Replacement Technique aka 'Kawarimi'
School: Conjuration/Illusion [Teleport,Glamer]
Level: 2
Components: none
Casting Time: immediate action
Range: self
Area: close
Duration: Concentration + 1 round/level (when concentration is stopped)
Saving Throw: n/a
Spell Resistance: n/a


This spell is a ninja's intermediate defense against sudden deadly strikes that would otherwise put them out of commission.
Firstly, the ninja must be aware; with any attack they are denied Dodge bonus to AC, this spell will not work in time.
The caster is instantly moved within Close range but to observers appears normal until 1 HP damage is dealt to the illusory clone left behind. A Spot check may be made against the caster's opposed Bluff check, or Spell DC, whichever is higher. If interacted with directly, a Will save may be made to realize the illusion.
When this clone is struck, the image is replaced with an amount of material with mass equal to the weight of the character which persists until the end of the spell's duration. This material stops most direct attacks from moving farther.

*poof!*

For comparison look in Races of Dragon for that spell that creates huge wings as an immediate action to provide temporary Cover (or maybe Concealment?) for 1 round, and tell me if this is balanced.
NobodyRemembersThis

04-12-07, 11:33 PM
Here is how the effect should be (IMO, of course):

Description: Upon completion of this spell, the caster takes a 5 foot step. In his place is an illusionary double. This double is AC 10, and if struck changes into an illusion of a stump of wood. The caster, becomes Invisible upon completion of the spell for 2 rounds.
---------

Make the whole spell Illusion (Figment, Glamer). Now it basically allows the caster to step away from the attack and be "slain". The invisibility allows for advantageous positioning or the chance to flee.

Naruto, eh? Here is a generic Ninja spell and 2 Naruto Specific.

Ninja Vanish
School: Illusion (Glamer)
Level: Sorcerer/Wizard 1
Components: S, M
Casting Time: 1 standard action
Range: 0
Area: self
Duration: 2 rounds
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

Description: The caster throws a small pebble against the ground. It explodes in a 5 foot spread plume of smoke and vanishes by the end of the round. At the same time, the caster is rendered invisible for the round of casting plus one additional round.
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Bond of the Animal Spirit
Transmutation
Level: Drd 4, Rgr 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 min./level
Saving Throw: No
Spell Resistance: None

Description: This spell taps into nature and infuses the caster with animalistic power. The caster immediatelly has claw-like marks appear on his face as his body adapts.

His eyes grow more feral as his senses sharpen, and his nails turn into claws as his muscles densen and his skin thickens. The caster gains a the scent special ability, a +4 bonus to spot and listen, a +4 natural armor bonus, and a +4 enhancement bonus to strength. Additionally, his hands become claws dealing 1d6 points of damage (1d4 for small characters) and his base movement increases by +10 feet.

The Focus for this spell is the tatoo of a predatorial animal somewhere on the person of the caster.
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Shadow Clones (kage bunshin no jutsu)
School: Illusion [Shadow]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute per level
Saving Throw: No (harmless)

Description: This spell creates quasi-real copies of the caster. These copies move and act psuedo independantly of the caster. It functions identically to Mirror Image, except as stated below.

He may create 1d4 copies, plus 1 per 3 levels (max of 1d4+6 copies). Each copy has 20% of the casters HP, and does not dissapear until that HP total is reduced to 0. When the caster attacks, each copy present deals an additional point of damage, added to the casters attack.

Ex: A 7th level caster with Shadow Images with 5 copies casts a Magic Missile at a single target. The spell would deal 4d4+9 points of damage (1d4+1 per missile, +5 for the 5 copies).

The material component of this spell is a bit of blood and skin from the recepient of the spell.
------
I have a whole slew of them from my original thread - all mine too. :cool:
Zenogias

04-13-07, 02:12 AM
There's a d20 Slayer's book, just so you know. Most, if not all the spells are included.
Warning_FIREBALL

04-13-07, 07:18 AM
Im playing the dragon ball one at the moment it is very good.

Namics rule
NobodyRemembersThis

04-13-07, 08:05 AM
There's a d20 Slayer's book, just so you know. Most, if not all the spells are included.Yeah, but I made these almost a year before that book came out. Besides, these are for D&D mechanics specifically and observe D&D balance mechanics.
mathiu

04-13-07, 11:46 AM
Name: Megadeath

De boom stay! Spirits of earth and air, honor the ancient pact and fulfill your duty to me!

Exodus
School: Evocation [Fire]
Level: So/Wi 5
Components: V, S
Casting Time: 1 Action
Range: 120 ft
Area: 120 foot line
Duration: Instant
Saving Throw: Half; See text
Spell Resistance: Yes

Oure Boure Dead! Fire Gehenna, become a fiery blast and burn everything around. Exodus!

Description: You blast your enemies with a torrent of fire. You may make a ranged touch attack to one individual within the area of the spell to deny that creature a reflex save upon a successful hit. This spell deals 1d6 fire damage per caster level (max 15d6) to each creature and object within its area (reflex for half). If the damage caused to an interposing barrier shatters or breaks through it, the burst may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

----------
Harrowing [Force]
School: Evocation
Level: So/Wi 9
Components: V, S
Casting Time: 2 Full Rounds
Range: Long (400 + 40' per caster level)
Area: Cylindrical line (400 + 40' per caster level) with 10' radius.
Duration: Instant
Saving Throw: Half
Spell Resistance: Yes

Izarg Izarg isk, hapsay luzik! Unleash total destruction, Sage of Hades, and open the gates of hell! Harrowing!

Description: This spell draws upon pure destructive force, dealing 1d6 force damage per caster level (Maximum 30d6) to all within its area (reflex for half). This damage cannot be negated entirely by the evasion or improved evasion abilities. If the damage caused to an interposing barrier shatters or breaks through it, the burst may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Anything destroyed by this spell is reduced to ash.
sigma999

04-14-07, 04:30 AM
mathiu: :cookie: *bows*

Oh, and sorry for this cheap shot but...

Valvolt (or however the 'official spelling' is) = simply an Orb of Lightning as far as I can see, maybe a Vile Orb of Lightning? (via metamagic feat)
NobodyRemembersThis

04-14-07, 01:13 PM
Digger Volt is not Valus Volt. That I agree is a [Vile]Lightning Bolt. As for the orb spells, I don't use anything but CORE for a reason. One of them being that [ACID] is the only energy description Conjuration should have. And even that is moer a hold over from Melf being a Conjuration Specialist in 1e and his spells reflecting that.

Energy Manipulation is the arena of Evocation only IMO. [Fire, Cold, Sonic, Lightning, Force]
sigma999

04-15-07, 04:57 AM
Believe what you might, but elemental spells in D&D are all about the method of delivery not the inherent groups of what belongs to which school.
Sad that psionics went that way, with the Psion group getting everything but Acid and the Psychic Warrior only got Acid (as a ranged attack, not those silly claws n junk), I don't agree with any of that. What's the reason?
And is it ever high or low pH? Makes all the difference.

OK this tidbit is little known to most Bastard!! fans in America but there are 23 or more books in Japanese, and I have 3 of the later ones on file somehow. From what I surmize, Dark Schneider and his foes gain some pretty weird summons... like deity level Calling. Other than Gate is there anything powerful enough in D&D to Call, say, Paladine? Or Tiamat? Or Orcus, or Demogorgon? Or is that too far embedded in Epic and that fog of "oh, we don't use Epic rules cuz the campaign stops at 20, it's just too hard to plan for Epic games" -_-
NobodyRemembersThis

04-16-07, 02:17 PM
The "method of delivery" arguement is stupid. The description for energy manipulation in Conjuration [Creation]and in Evocation is nearly identical. All that arguement really is is an attempt to cheese away the SR: Yes effects of spells. :nonono:
sigma999

04-16-07, 08:20 PM
So you mean all Acid attacks ignore SR, regardless of the spell?
Warning_FIREBALL

04-17-07, 11:57 AM
hi me again.

i really want to use a Death scream like effect (as used by sailor pluto in sailor moon) in a campain in wrighting with a friend however i have never made an spell before so Im a little baffled.



please help.

also the mirror image thingy in nartuo always forget its name.

Name Death Scream
School: evocation
Level: sorc 3
Components: staff
Casting Time: 1 round. (maybe less)
Range: area
Area: max of 100 ft
Duration: instant
Saving Throw: high
Spell Resistance: no idea

[My death shall punish you all Pluto Death Scream]

Description: the death scream for those who dont know is that the caster dies or becomes near death and time freezes (protecting others) and deals a deverstaing blow to the enemy
Vaalingrade Ashland

04-17-07, 01:11 PM
I used to have the original thread archived on my forum, but a hack attack forced me to delete it. :(

I'll have a few up sometime later.
NobodyRemembersThis

04-17-07, 01:14 PM
Vaalingrade Ashland LOOKY, LOOKY! (http://boards1.wizards.com/wotc_archive/index.php/t-64062) V.^_^.V

Pluto's Death Scream is already made...it's caled Wail of the Banshee ;)
NobodyRemembersThis

04-19-07, 12:19 PM
Ne3w spells online later today.
sigma999

04-20-07, 06:13 PM
Cool, cuz I'm out of ideas for now but still interested.. overworked and tired, can't think...uhhhhh
StruckingFuggle

04-20-07, 07:33 PM
How can you have Slayers spells with no Dragonslave?
NobodyRemembersThis

04-21-07, 09:15 AM
Dragon Slave wasn't written by me, ;) However, I did a new version of it!

Sylph's Blades of Air
Conjuration (Summon)
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: medium (100 feet + 10 feet per level)
Area: 1 target
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

Sylph of the Free Blowing Winds. Become a hail of arrows and pierce this Servant of Darkness!

Description: This Spell summons small air spirits to the caster. These spirits (called Sylphs), then lance out to attack an opponent by transforming into razor sharp blasts of air. The spell deals 1d6 points of damage per 2 caster levels (max of 5d6).
-----

New stuff, straight from Record of the Lodoss War, Chronicles of the heroic Knight. A low end spell used frequently by Deedlit (gotta love those ears!)

Dragon Slave (Doragu Sureibu)
Evocation (Force)
Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 round
Range: Long (400 feet + 40 feet per level)
Area: 50 radius Burst
Duration: Instant
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Darkness beyond Twilight, Crimson beyond blood that flows. Buried in the Stream of time where your power grows. I Pledge myself to conquer all the fools who stand, before the mighty gift bestowed in my unworthy hands. Let the fools who stand before me be destroyed by the power you and I possess... DRAGON SLAVE!

Description: This spell channels the power of a Demon lord to smite your foes. All creatures in the area of effect of effect take 25d8 points of damage. Any creature successfully saving instead takes 5d8 points of damage. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

All objects in the area of effect are affected as well. Thus, the spell disintegrates only part of any very large object or structure targeted. The burst affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
--------

Fun, no?
NobodyRemembersThis

04-22-07, 06:42 PM
New spells coming later today!
sigma999

04-23-07, 12:12 AM
Nice Dragon Slave, but from the description it's not a ray. You might want to fix the second part.... ;)
NobodyRemembersThis

04-23-07, 03:44 PM
Done and Done :P
sigma999

04-23-07, 10:01 PM
Yusss!

I'll give you more when I can think of them... since I just saw FF7 movie again recently, they will probably be FF7 inspired. Cloud's Omnislash, for instance.

Oh, and the Double Jump, as by Shinobi and pretty much every other video game ninja. x_x
Senko

04-24-07, 06:36 AM
I like these so would the Giga slave/blade of darkness one (can't remember the name) be 10th level spells?
Vaalingrade Ashland

04-24-07, 06:51 AM
I figure in DnD terms, Ragna Blade, would be 9th level. In the context of the show, the Ragna Blade is simply a powerful magic weapon that can cut through anything, including dimensional barriers.

So it counts as adamantine, strikes etherial, incorporeal, gaseous and otherwise concealed creatures with perfect accuracy. And deals some scaling amount of damage -- save or die on a hit with a partial damage of 1d6/CL.

I'll do a writeup later.
Senko

04-24-07, 07:01 AM
I'm not so sure about that in the show the Ragna blade (thanks for the name) is actually refered to as being the equal of the giga slave prompting a major amount of concern on Lina's part about using a spell of that power. Its just that the power is focused and formed into a blade rather than unleashed as an explosion. As I recall the reason she used it was because it had a slightly lower chance of bringing the mother of all demons down to wipe out the planet and I'm not even sure of that. Of course she did wind up getting possesed by her at one point and everyone survived so maybe its just if the power gets out of control and since the Ragna blade is deliberately focused its not going to do that. Remember by the time she was using it she had the gauntlets to enhance her powers and wasn't knocked out by a single casting of the giga slave either.
NobodyRemembersThis

04-24-07, 07:23 AM
The difference between the Ragna Blade and the Giga Slave is, if I understand it correctly, the difference between Summon Monster and Gate. The Ragna Blade works like the Dragon Slave and channels the power of the Lord of Nightmares. The Giga Slave actually Calls the Lord of Nightmares down physically into you to power the spell - and if your concentration lapses, she gets complete freedom in your body.

The Ragna Blade is powerful, but has no chance of releasing an unpredictable force unto the plane. the Giga Slave, however, does.
Senko

04-24-07, 07:35 AM
Hmmmm I guess I got a different impression then to me both spells call upon the lord of nightmares to come down and power the spell (In slayers all black magic works that way as I understand it its just the higher level ones are rather more explicit in who they're after) but the blade focuses that power whereas the slave unleashes it. If you'll forgive the poor analagy its like a nuclear power plant and a nuclear bomb. The power plant (blade) will direct power in a specific manner while the bomb (slave) is designed to go bang. However you don't want anything to go wrong with either of them or you wind up a cloud of radioactive dust. That's why when she found the missing part of the ragna blade spell and realized she was calling on the lord of nightmares she panicked a little and refused to use it at first.

I came away with the impression especially from the episode where the lord of nightmares took her over that it was all interlinked that is the power of the lord of nightmares is the lord of nightmares if you see what I mean.
NobodyRemembersThis

04-24-07, 08:03 AM
I go by the Slayers Unverse (http://www.inverse.org/e/) definitions - this is one of the oldest and most accurate sites about the Slayers world.

besides, the episode with the Clair Bible (when Lina learns not to cast the spell and where she learns the Ragna Blade, IIRC) seems to indicate that the Ragna Blade channels the power of the Lord of Nightmares while the Giga Slave calls her down to the plane to unleash nothingness upon the plane.

2 very, very seperate actions. :)
Senko

04-24-07, 08:22 AM
Well I've been going by the series itself and I definately got the impression they were one and the same from that power and potential impact wise anyway. Also just from the brief look at the site I've already seen one error about the dragon slave "This is the strongest spell that humans can cast without a talisman of some kind" which isn't true when Lina first cast the giga slave she didn't use any talismans which was it drained her to the point she collapsed and her hair turned white.

Edit
Here's another one I believe "The beasts of darkness that were born from Ruby Eye Shaburanigdu, Demon King of the world." from what I remember of the series it was the lord of darkness who created the Mazoku not Ruby Eye who was simply the strongest of the batch.
NobodyRemembersThis

04-24-07, 10:05 AM
From what I understand, LoN created the world, Shabranigdo and Seifeed. Seifeed created the Ryuzoku (Dragons), Shabranigdo created the Mazoku (Monsters).
Senko

04-24-07, 10:11 AM
Hmmmmmm been awhile since I watched it so I'll take your word for it I guess we'll just agree to disagree on the ragna blade.
NobodyRemembersThis

04-24-07, 11:05 AM
Sounds good! :P
Dullahan_X

04-24-07, 11:31 AM
This one is like what you see with several ninja or gish style characters in anime, or kind of like Fox McCloud's Fox Flash attack in Super Smash Bros. I know there's lightning leap, but I wanted to make something that was more warrior-ish.

BLITZKREIG STRIKE
Transmutation
Level: Sorcerer/Wizard 4, Warmage 4, Ranger 4, Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: personal
Target: you
Duration: Instantaneous
Saving Throw: none
Spell Resistance: No

After holding your weapon up to the side and
shouting, you suddenly glide forward at blinding
speed, attacking everything in your path, leaving
behind several ghostly-looking images .


This spell causes you to move a distance equal to double
your base land speed in a line, but within the blink of an eye, attacking
whoever is in your path. Moving through threatened squares in this
manner does not provoke attacks of opportunity. You also receive a
bonus on attack and damage rolls equal to one-fourth of your caster level.

Focus: Any melee weapon
NobodyRemembersThis

04-24-07, 11:51 AM
More than a little problematic. It would make sense to have range: 40 foot line and word it as follows.
You move instantaneously from your starting position to a position 40 feet away. You may make a single attack against each creature that is in this line. All attacks are at your highest attack bonus. You deal +1d6 damage on each attack at level 7, +2d6 at level 12, and +3d6 at level 17.
NobodyRemembersThis

04-27-07, 07:46 AM
Live drat ye. LIVE!!!
Vaalingrade Ashland

05-06-07, 01:36 AM
I've got a couple anime style spells brewing. Have them up soon, promise.
Senko

05-06-07, 03:40 AM
Hmmmm shame someday's dreamers spells can't be done in this thread but they really don't convert to DnD style spells.
NobodyRemembersThis

05-18-07, 02:24 PM
Live!
New spell later
JiCi

05-18-07, 03:59 PM
Are you looking from anime-inspired spells only, or can we go with RPG spells as well ? Some are heavily anime-feeling.
NobodyRemembersThis

05-19-07, 12:58 PM
Game inspired works as well. ^___^
PrinceCurtis

05-19-07, 02:50 PM
Lookin nice.. Hmm how about somt Xenosaga stuff.. then again those aren't reallly anything too special.
NobodyRemembersThis

05-20-07, 09:41 AM
Maybe not too special, but they look nice. The techs, more than the ethers, could make some good spells. (chaos's techs especially). I'll see what I can whip up!
PrinceCurtis

05-21-07, 11:31 AM
I might make a feat chain for thier techs. They seem more like a chain of manuevers. But that won't be for a while, I still need to beat the heck outta Episode 2 then work on my Elemental Adept and Blade Phantom thread ( a shamless plug). But anyway nice stuff to convert... MOMO's Transformation ;) , MOMO's Kiss, Light and Wings, Arctic Blast, Angel Blow, Chained Blast (lethal against constructs?), Demon Banisher....
Hmm I might try some of these myself but for now I'll just think about what they should do more.
NobodyRemembersThis

05-21-07, 11:36 AM
New spell time!

--------------------
Imperial Judgement
Evocation (Cold)
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20' radius spread
Save: Reflex Partial (see below)
Spell Resistance: Yes

Grant light to the suffering that spreads through the abyss! (chaos, Xenosaga III)

Description:Upon completion of the spell, Translucent crystaline feathered wings appear behind you. The feathers turn into crystals of ice and shoot out to strike the designated area, dealing 1d4 cold damage per level (max of 10d4). A successful save halves the damage. All targets in the area of effect are slowed for 1 round on a successfull save and are stunned for 1 round on a failed save.
--------------------
NobodyRemembersThis

05-21-07, 11:44 PM
Time for Some Xenosaga 1+2!

-----------
Light & Wings (Xenosaga)
Abjuration
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: close (25 feet plus 5 feet per 2 caster levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: yes

Description: Upon casting the spell, wings of light strike a creature. The creature takes 5d6 points of damage and is the subject of a targetted dispel attempt. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
-----------------

Heaven's Rain (Xenosaga II)
Evocation(Good)
Level: Cleric 4, Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 feet plus 10 feet per level)
Area: Cylinder (20 foot radius, 30 feet high)
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes

Description: This spell creates a rain of Holy light. The light is blinding and filled with holy energy. It affects creatures differently depending on alignment. A successful save halves the damage but does not negate the secondary effect.

Good descriptor creatures and those of good alignement take 1 point of damage per caster level; Dazzled for 1 round/caster level. Creatures of Nongood alignment take 1d6 points of damage per caster level and are blinded for 1 round per caster level. Creatures with the [EVIL] descriptor take 1d8 damage per caster level and are blinded permanently.
---------------

What do ye think?
PrinceCurtis

05-22-07, 05:37 PM
Hmm i like light and wings. But i'll have to unlock Heaven's Rain to see to see if that good. It sound balance as a spell anyway.
NobodyRemembersThis

05-22-07, 06:14 PM
Heaven's Rain is a pretty good attack all spell in Xenosaga 2 - it's a zone 4 unlock (level 4 unlock? Been a while since I played it).
PrinceCurtis

05-23-07, 11:30 AM
Heaven's Rain is a pretty good attack all spell in Xenosaga 2 - it's a zone 4 unlock (level 4 unlock? Been a while since I played it).

Yeah I'm right ther i just need other stuff. And they said gettign Sp was easy....
NobodyRemembersThis

05-23-07, 01:44 PM
Dark Bomb
Evocation (Fire, Fear)
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 fett plus 10 feet per level)
Area: 15' radius spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

Description: Upon casting this spell, a sphere of black and grey flames spreads out. This attack deals 1d4 points of fire damage/level (max of 10d4). Additionally, the targets in the area of effect are shaken for 1 round per caster level. A successful save halves the damage but does not negate the Shaken status.
---------------

New spells time!!!
obrysii

05-23-07, 01:54 PM
From Naruto:

Kage Bunshin no Jutsu ("Shadow Clone Technique")
Conjuration?
Level: Sorcerer/Wizard 8?
Components: V, S
Casting Time: 1 round
Range: Personal
Area: --
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

KAGE BUNSHIN NO JUTSU!

By focusing your magical power, you produce clones of yourself. Each clone has one hit point, but in all other ways shares your stats and abilities. You can create a number of clones equal to your caster level, and each clone you creates subtracts 1 hit point from your own hit points at the time of casting. All clones act on your turn.

--

Chidori ("One Thousand Birds")
Evocation
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 move action
Range: Personal
Area: --
Duration: 1 round
Saving Throw: No
Spell Resistance: No

You create a loud, chirping orb of lightning in your palm, giving away your position (enemies gain a +20 bonus on listen checks). As part of the spell, you charge forward at your full run speed, ending with the attack. This charge incites attacks of opportunities and due to the focus, you do not get your dexterity bonus on AC during the attack (unless you possess the Sharingan). The Chidori is a melee touch attack that deals 1d8 per caster level. Three-quarters of this is electricity and one fourth of this is sonic damage.

--

Rasengan ("Spiraling Sphere")
Evocation?
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 move action
Range: Personal
Area: --
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: No

"Rasengan!"

You create a translucent magical energy that swirls in an intensely condensed sphere in the palm of your hand. You can hold this attack as a charge for one round per level. As melee attack that incites an attack of opportunity, you may use the Rasengan on an enemy. This deals 1d6 damage per caster level. Half of this is bludgeoning damage and half of this is slashing damage.

Additionally, on a successful attack, the Rasengan pushes the enemy backwards 5ft for every two caster levels. A successful fortitude save stops this movement. Should the enemy hit a hard surface (such as a wall), they take 1d6 damage for every 10 feet moved.

--

Shiki Fūjin ("Dead Demon Consuming Seal")
Conjuration?
Level: Sorcerer/Wizard 9, Cleric 9
Components: V, S, Sacrifice
Casting Time: 1 full round action
Range: Personal (See Spell Description)
Target: One being within 100ft radius
Duration: 1 round
Saving Throw: Yes (Will Partial)
Spell Resistance: No

A Death God effigy forms behind the caster, and a translucent blue arm reaches from a location of the caster's choice towards the enemy.

Used only in times of desperate need, this self-sacrificial spell seals the enemy inside of some object or person, locking them away forever. The enemy is entitled to a will save to prevent his soul from being sealed inside of the object or creature, and should they succeed they instead receive a number of negative levels equal to half of the user's caster level. These are permanent and cannot be regained through Restoration spells.

A sealed being is powerless and can not affect the outside world in any way. They cannot cast spells, manifest powers, or even take actions. Certain powerful creatures are able to grant a living creature it is sealed within powers, but beyond that they cannot act to harm anyone.

Sacrifice:
The caster of Shiki Fūjin dies at the conclusion of the spell, and can only be restored to life through a Miracle, Wish, or True Resurrection.
NobodyRemembersThis

05-23-07, 02:19 PM
See Shadow Clones on page 1 for yer first spell obrysii. The other one looks interesting.

Instead, have it deal 1d6/level lightning damage (15d6) and +5d6 sonic damage. Have it be instant and only require a touch attack (the charge is thematic and mechanically unecessary).

Otherwise, it is good!
Zelck

05-23-07, 04:01 PM
I can't believe no one has done this yet.


Over 9000!!!
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 10 rounds
Range: Personal
Target: Self
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Aaaaaaaaaaarrrrrrraaaaaaaaaaaaaaaaaaaarr rrrrraaa...!

Description: With a minute's worth of roaring and a flashy stance, you raise your power level to over 9000! Your hair changes to a lighter color and becomes really spoofy, imposing a -10 penalty to your Disguise check. Any loose debris around you lifts upward. You gain a +6 enhancement bonus to Strength and Constitution, and you gain the benefits of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as if you were 3 sizes larger. You also gain a fly speed of 60' (perfect).

You gain these bonuses only while you are unarmored and unencumbered.
obrysii

05-23-07, 04:14 PM
:clap:
JiCi

05-23-07, 04:32 PM
Here's a spell from Tales of Symphonia:

Prism Sword
Evocation [Light]
Level: Cleric 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cylinder (15-ft. radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex save
Spell Resistance: Yes

You call forth your deity’s name and a searing beam of light is shot from the heavens.

A massive beam of light is shot from the sky and burns everything in its path. A creature struck by this beam of light takes 1d8 points of damage per two caster levels (maximum 10d8). An undead creature takes 1d6 points of damage per caster level (maximum 20d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 20d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 10d6). A Reflex save halves the damage in all cases.
JiCi

05-23-07, 04:35 PM
Here's another spell, it was supposed to be publised in the PH2, but was cut. It's not directly anime-specific, but it resumes the essential:

http://www.wizards.com/dnd/images/ph2_gallery/97138.jpg

Omnislash
Evocation/Transmutation
Level: Duskblade 4, Pal 3, Rgr 3, Sor/Wiz 6, Warmage 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You feel a sudden surge inside you, allowing you to strike a target at blazing speed.

You can strike targets with more attacks than you normally can. As a full-round action, following the casting of this spell, you can make a number of melee attacks equal to half your caster’s level (max. 10 attacks), at your highest base attack bonus, against a single target. The damage is the same as your weapon. Any precision-based damage, such as sneak attacks, favored enemy damages and even critical hits, applies only to the first attack.
Each attack has a cumulative -1 penalty to attack rolls (-1 on the first, -2 on the second, -3 on the third and so forth). These attacks replace those given by spells like haste, as well as those given by a high base attack bonus and natural weapons. You may not use feats, class features or special abilities that grant additional attacks, such as Cleave, Two-Weapon Fighting or flurry of blows, not can you make attacks of opportunity during the spell.
From the moment you cast this spell to the end of your turn, you lose your dex bonus and shield bonus to AC.
The spell lasts until the end of your turn. On the following round, you are fatigued. Casting the spell again makes you exhausted, and casting it a third time makes you unconscious. All these afflictions last for 1 round for half the number of attacks you made. However, each affliction takes over after been removed. For example, a wizard who cast this spell to make 6 attacks for the second time is exhausted, and when 3 rounds have passed, the wizard is now fatigued for another 3 rounds before returning to normal.
While the name incites a flurry of slashing attack, this spell can be used with any melee weapon, including natural weapons.
JiCi

05-23-07, 04:37 PM
Four new spells, based on the Golden Sun games:

Spark Storm
Evocation [Electricity]
Level: Sor/Wiz 8, Drd 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (50-ft. radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You conjure lightning bolts to rain down in the area. Anyone in the area receive 1d6 points of electricity damage per caster level (maximum 20d6). If the weather is cloudy or stormy, the damage raises to 1d10 per caster level (maximum 20d10).

Stalagmite Carpet
Transmutation [Earth]
Level: Sor/Wiz 8, Drd 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft burst
Duration: 1 full round
Saving Throw: Reflex half
Spell Resistance: No

Hundreds of sharp stalagmites spring from the ground, impaling those in the area. The stalagmites deal 1d8 points of damage per caster level (maximum 15d8). The ground is treated as dense rubble until the beginning on your turn, which at the end the stalagmites crumble and fill the area with light rubble.

Gale Slash
Evocation [Air]
Level: Sor/Wiz 7, Drd 7
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

From your extended palm, you conjure a wind funnel with dagger like knives made of compressed air that fly that dazzling speed. The funnel deals 1d6 points of damage per caster level (maximum 15d6). The wind force varies according to the caster level and the effects are the same as normal wind. It is treated as severe at 9th level, as windstorm at 14th level and as hurricane at 19th level.

Froth Frenzy
Evocation [Water]
Level: Sor/Wiz 7, Drd 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

A thin layer of water appears the designated area and then furiously froths and bursts in a explosion. The explosion deals 1d6 points of damage per caster level (maximum 15d6). This spell functions equally well underwater, except the affected area is a 20-ft sphere instead of an hemispherical area.

Material Component: A full waterskin or a flask of water.
PrinceCurtis

05-23-07, 08:26 PM
I can't believe no one has done this yet.


Over 9000!!!
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 10 rounds
Range: Personal
Target: Self
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Aaaaaaaaaaarrrrrrraaaaaaaaaaaaaaaaaaaarr rrrrraaa...!


Description: With a minute's worth of roaring and a flashy stance, you raise your power level to over 9000! Your hair changes to a lighter color and becomes really spoofy, imposing a -10 penalty to your Disguise check. Any loose debris around you lifts upward. You gain a +6 enhancement bonus to Strength and Constitution, and you gain the benefits of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as if you were 3 sizes larger. You also gain a fly speed of 60' (perfect).

You gain these bonuses only while you are unarmored and unencumbered.

I can't believe didn't see that coming...
any way the chidori should be all lightning damage if has element at all. The actual version is pure chakra with no element subtype.

hmm i should work on some Sudeki spells when i get the chance.
Haruspex

05-23-07, 09:03 PM
Water Prison (Naruto)
Conjuration [Water]
Level: Cleric 7, Sor/Wiz 7, Drd 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature of up to 25 lb./level
Duration: Concentration or 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No

The touched creature is engulfed in a prison of supernaturally heavy water if it fails a Reflex save. Creatures that cannot breathe water risk drowning as per the normal drowning rules. You must remain in contact to maintain this spell. This spell does not grant you any special ability to maintain contact (e.g. if you are airborne when you cast this spell, staying airborne is up to you). If this spell is cast near or in a large body of water, the weight limit is doubled.

The imprisoned creature is held immobile by the weight of the water and can only take purely mental actions. If the creature succeeds on its save, it instead becomes entangled for 1 round/level.

EDIT: Tweaked it a bit.
NobodyRemembersThis

05-23-07, 10:11 PM
Holy crapbuckets! Y'know, mebbe we should all limit ourselves to 2 spells a day - that way I don't have to add in THIRTEEN NEW SPELLS :OMG!
PrinceCurtis

05-24-07, 12:13 PM
From Naruto:

Kage Bunshin no Jutsu ("Shadow Clone Technique")
Conjuration?
Level: Sorcerer/Wizard 8?
Components: V, S
Casting Time: 1 round
Range: Personal
Area: --
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

KAGE BUNSHIN NO JUTSU!

By focusing your magical power, you produce clones of yourself. Each clone has one hit point, but in all other ways shares your stats and abilities. You can create a number of clones equal to your caster level, and each clone you creates subtracts 1 hit point from your own hit points at the time of casting. All clones act on your turn.

--

Chidori ("One Thousand Birds")
Evocation
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 move action
Range: Personal
Area: --
Duration: 1 round
Saving Throw: No
Spell Resistance: No

You create a loud, chirping orb of lightning in your palm, giving away your position (enemies gain a +20 bonus on listen checks). As part of the spell, you charge forward at your full run speed, ending with the attack. This charge incites attacks of opportunities and due to the focus, you do not get your dexterity bonus on AC during the attack (unless you possess the Sharingan). The Chidori is a melee touch attack that deals 1d8 per caster level. Three-quarters of this is electricity and one fourth of this is sonic damage.

--

Rasengan ("Spiraling Sphere")
Evocation?
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 move action
Range: Personal
Area: --
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

"Rasengan!"

You create a translucent magical energy that swirls in an intensely condensed sphere in the palm of your hand. You can hold this attack as a charge for one round per level. As melee attack that incites an attack of opportunity, you may use the Rasengan on an enemy. This deals 1d6 damage per caster level. Half of this is bludgeoning damage and half of this is slashing damage.

--

Shiki Fūjin ("Dead Demon Consuming Seal")
Conjuration?
Level: Sorcerer/Wizard 9, Cleric 9
Components: V, S, Sacrifice
Casting Time: 1 full round action
Range: Personal (See Spell Description)
Target: One being within 100ft radius
Duration: 1 round
Saving Throw: Yes (Will Partial)
Spell Resistance: No

A Death God effigy forms behind the caster, and a translucent blue arm reaches from a location of the caster's choice towards the enemy.

Used only in times of desperate need, this self-sacrificial spell seals the enemy inside of some object or person, locking them away forever. The enemy is entitled to a will save to prevent his soul from being sealed inside of the object or creature, and should they succeed they instead receive a number of negative levels equal to half of the user's caster level. These are permanent and cannot be regained through Restoration spells.

A sealed being is powerless and can not affect the outside world in any way. They cannot cast spells, manifest powers, or even take actions. Certain powerful creatures are able to grant a living creature it is sealed within powers, but beyond that they cannot act to harm anyone.

Sacrifice:
The caster of Shiki Fūjin dies at the conclusion of the spell, and can only be restored to life through a Miracle, Wish, or True Resurrection.

My only problem, Rasengan (Which is just Spiral Sphere) should send the enemy flying. I personally use defestrating sphere limit to a single touch attack.
NobodyRemembersThis

05-24-07, 02:37 PM
You could also have it as a force effect that also functions as a Gust of Wind.
obrysii

05-24-07, 02:54 PM
The trick is, is the forcing back part of the jutsu or simply a function of Naruto? Or merely creative license with the spell effect?
NobodyRemembersThis

05-24-07, 03:23 PM
Could go either way, but it is easiest to have it be part of the spell.
Talkkno

05-24-07, 08:00 PM
[QUOTE=obrysii;12477123]From Naruto:

[

"Rasengan!"

You create a translucent magical energy that swirls in an intensely condensed sphere in the palm of your hand. You can hold this attack as a charge for one round per level. As melee attack that incites an attack of opportunity, you may use the Rasengan on an enemy. This deals 1d6 damage per caster level. Half of this is bludgeoning damage and half of this is slashing damage.

--
Shouldn't it also push the enemy like 5ft per 2 caster levels or something? Just a suggestion, might want to bump it up a level though and fortitude negates or something.
obrysii

05-24-07, 11:27 PM
Due to popular demand, I'll add it.
PrinceCurtis

05-25-07, 11:29 AM
The trick is, is the forcing back part of the jutsu or simply a function of Naruto? Or merely creative license with the spell effect?

Well the miles away/ near dessinagration (sp, brain fart) is a product of his fox chakra, but the Jiriya who taught him also forces enemies back.
obrysii

05-25-07, 11:31 AM
Well the miles away/ near dessinagration (sp, brain fart) is a product of his fox chakra, but the Jiriya who taught him also forces enemies back.

Did Jiraiya ever use the Rasengan in combat?
PrinceCurtis

05-25-07, 11:41 AM
Did Jiraiya ever use the Rasengan in combat?

One episode he was drink ing with two girls when naruto came in.After their usual conversasion, someone came in. If I'm not mistaken he was mad cuase it was "his spot". Anyways the guy raised his hand to Jiraiya and he used the Rasengan to send him through the front door.
JiCi

05-31-07, 09:03 PM
Here are some conversions from the Yu-Gi-Oh! game/anime/manga series:

http://images.wikia.com/yugioh/images/f/fd/MegaTonMagicalCannonMFC-EN-R.jpg

Mega Ton Magical Cannon
Evocation
Level: Sor/Wiz 5, Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: 120-foot Line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You conjure a powerful blast of eldritch energy from your open palm.

A massive line of crackling purple energy bursts from your hand. When casting this spell, you may empower it by sacrificing an unused spell slot, or prepared spell. The beam deals 2d8 points of damage plus an additional 2d8 points of damage per level of the sacrificed spell; 0 level spells add only 1d8 points of damage. A Reflex save halves the damage, and the damage is pure energy, not subject to resistance or immunity.

http://images.wikia.com/yugioh/images/4/4c/SwordsofRevealingLightLOB-EN-SR.jpg

Swords of Revealing Light
Conjunration (Light)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: one creature/3 levels, no two of which can be more than 30 ft. apart.
Duration: 3 rounds
Saving Throw: Reflex negates, Fortitude negates (see below)
Spell Resistance: No

Brillant blades of light fall from the sky and stop opponents in the tracks.

You conjure swords made of light to immobilize your opponents. Should a target fails its Reflex save, it becomes immobilized in its space (see Tome of Magic, page 140). Furthermore, the target must make a Fortitude save or by blinded for 1 round.

http://images.wikia.com/yugioh/images/1/16/WallofRevealingLightAST-EN-C.jpg

Wall of Revealing Light
Abjuration (Light)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: Wall whose area is up to one 10-ft. square/level
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (see below)
Spell Resistance: No

A large panel erupts from the ground, and only the mightiest can pass through it.

You create a wall of light that only powerful creatures can pass through. As you cast the spell, you may take 1d6 points of damage, up to a number of dice equal to your caster level. For each die you take, any creature with the same amount of HD or lower cannot pass through the wall, whether corporeal or incorporeal. Creatures with higher HD may pass through, but must make a Fortitude save or be blinded for 1 round.

http://images.wikia.com/yugioh/images/3/37/ArrayofRevealingLightLOD-EN-R.jpg

Array of Revealing Light
Abjuration (Light)
Level: Sor/Wiz 5, Rgr 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: Hemisphere, with up to a 5-foot radius/level
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (see below)
Spell Resistance: No

A strange seal appears on the ground and a large brilliant dome grows blocking creatures in hits growth.

You create a protective hemisphere that repels certain creatures. When you cast this spell, you choose a creature type, such as aberrations, dragon or humanoids (dwarf). For the duration of the spell, any creature of the declared type cannot enter the area. If a forbidden creature is already inside the area when the spell is cast remains in, but once it leaves the area, it may not enter again. Allowed creatures can enter as they please but they must make a Fortitude save or be blinded for 1 round.
NobodyRemembersThis

06-01-07, 04:32 PM
Nice. Pictures are a bonus. Added!
Gold Halberdier

06-04-07, 03:26 AM
Inspired by xxxholic, in need of serious critique/adjustment.

This simulates Himawari's field of bad luck. Watanuki forgoes his saving throw against this A LOT.

Transfer Misfortune

Enchantment (Compulsion) Luck?
Level: ?
Components: V, S
Casting Time: 1 Full Round Action
Range: 1 creature
Area: N/A
Duration: 1 min/lvl or until triggered (D)(?)
Saving Throw: Will Negates
Spell Resistance: Yes (see text)

"You and Domeki-kun get along so well!"

Description: By invoking the cute greeting and oblivious smile you were born with, you can transfer any unfortunate effects you are suffering to another creature. This ability allows you to transfer the affects of any one Curse, Negative levels, Ability damage, or the Penalties caused by spells like Bane, Crushing Despair, or similar effect for the duration of the spell. Once the spell duration ends, you re-assume all penalties if they would still be effecting you. If the victim is already under a similar effect, the penalties stack, unless doing so would result in the characters immediate death (more negative levels than hit dice, Con Damage that would reduce the score to 0, et cetera.) in which case the spell fails and is wasted.

The victim is allowed a will saving throw to resist the transfer of misfortune, though they may forgo their save if so desired. If the victim fails the saving throw, the misfortune is transfered. There is a 20% chance each round that the misfortune actively bestows a penalty (where a relevant check, save or attack is made by the target) that the penalty will be doubled (or tripled, if it was already doubled), then 'burn off', as the misfortune has wreaked its havoc and abates for a time. If the misfortune is burned off in this way, the caster remains free of the penalty until the spells normal duration ends.

Creatures with Spell resistance who fail their will saves and resistance checks, they are affected by the initial effects, but may make a spell resistance check each round as a free action that does not provoke attacks of opportunity to throw off the misfortune. If they succeed, the spell ends immediately, transfering the misfortune back to the caster.

-----

And this is supposed to simulate how Domeki can dispel the effects of Spirits interacting with Watanuki. If a spell like this already exists, Sorry.

Transfer Spell-Resistance

Abjuration
Level: ?
Components: V, S
Casting Time: 1 swift Action
Range: 1 creature touched
Area: N/A
Duration: Concentration (1 Round/4 lvls max 5 rounds) (see text)
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

"What are you talking about? I see nothing."

By touching a single creature under the influence of any non-instantaneous effect that allows spell resistance, you can grant the creature spell resistance equal to your own and a chance to roll that resistance to negate the spell effect. This is similar to the 'slippery mind' special ability of a rogue, but effects any ongoing effect that is subject to spell resistance. If the first spell resistance check fails you may concentrate to maintain the spell for another round. However, you must remain in contact with the target for the entire duration, or the spell will end. This does not prevent the target from performing any actions, though you are considered to have readied an action to follow any movement the target makes while concentrating unless you designate otherwise.

-----------

thoughts?
Banatine

06-04-07, 08:51 AM
Here's another spell, it was supposed to be publised in the PH2, but was cut. It's not directly anime-specific, but it resumes the essential:

http://www.wizards.com/dnd/images/ph2_gallery/97138.jpg

Omnislash
Evocation/Transmutation
Level: Duskblade 4, Pal 3, Rgr 3, Sor/Wiz 6, Warmage 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You feel a sudden surge inside you, allowing you to strike a target at blazing speed.

You can strike targets with more attacks than you normally can. As a full-round action, following the casting of this spell, you can make a number of melee attacks equal to half your caster’s level (max. 10 attacks), at your highest base attack bonus, against a single target. The damage is the same as your weapon. Any precision-based damage, such as sneak attacks, favored enemy damages and even critical hits, applies only to the first attack.
Each attack has a cumulative -1 penalty to attack rolls (-1 on the first, -2 on the second, -3 on the third and so forth). These attacks replace those given by spells like haste, as well as those given by a high base attack bonus and natural weapons. You may not use feats, class features or special abilities that grant additional attacks, such as Cleave, Two-Weapon Fighting or flurry of blows, not can you make attacks of opportunity during the spell.
From the moment you cast this spell to the end of your turn, you lose your dex bonus and shield bonus to AC.
The spell lasts until the end of your turn. On the following round, you are fatigued. Casting the spell again makes you exhausted, and casting it a third time makes you unconscious. All these afflictions last for 1 round for half the number of attacks you made. However, each affliction takes over after been removed. For example, a wizard who cast this spell to make 6 attacks for the second time is exhausted, and when 3 rounds have passed, the wizard is now fatigued for another 3 rounds before returning to normal.
While the name incites a flurry of slashing attack, this spell can be used with any melee weapon, including natural weapons.

Is this the actual Omnislash spell?
NobodyRemembersThis

06-07-07, 04:26 PM
as far as I know it is, and bump
Valgaav

06-07-07, 10:10 PM
simply as an aside, I'd like to point out that there's an epic spell called Lord of Nightmares (http://www.d20srd.org/srd/epic/spells/lordOfNightmares.htm) that does similar to the Giga Slave. Not properly the same, but similar.
NobodyRemembersThis

06-09-07, 04:10 AM
simply as an aside, I'd like to point out that there's an epic spell called Lord of Nightmares (http://www.d20srd.org/srd/epic/spells/lordOfNightmares.htm) that does similar to the Giga Slave. Not properly the same, but similar.mmmmm......that spell is delightful. :cloud9:
captianhowdy

06-10-07, 02:50 PM
Ill give it a go with some Shaman King love

Bone Dead Reborn
Necromancy
Level: Sorc/Wiz 9
Components: M, S, V
Casting Time: See Text
Range: Close (25ft + 5ft/2 levels)
Targets: One or more corpses in range
Duration: 1 hour/caster level
Saving Throw: None
Spell Resistance: No

As a faint green glowing aura forms around you, skeletal hands start to reach out from the ground. These become skeletons under your control. You can control up to one 4HD skeleton per caster level. Undead created in this way are destroyed when the duration ends.

Although mindless, if the caster makes casting the spell a full-round action rather than a standard action, the skeletons created are treated as Awakened, as by the Awaken Undead spell (Libiris Mortis) for the duration of the spell. Awakened undead are still destroyed after 1 hour/ caster level.
NobodyRemembersThis

06-10-07, 03:59 PM
A little broken. It would be easier to say that your creat 1 4hd medium sized humanoid skeletal creature per caster level. This will net you 20 creatures that are relatvely useful to you. Other than that, I like the flavor!
captianhowdy

06-10-07, 04:30 PM
Ohhh that is a much better idea! thanks
NobodyRemembersThis

06-10-07, 04:35 PM
Glad to oblige. As an FYI, if you change your sig to "sblock=Condensed Sig" or "sblock=Looky Looky!" in the brackets, it won't say spoiler. ;)
captianhowdy

06-10-07, 04:44 PM
Oh, thanks, lol new to the whole html type stuff
NobodyRemembersThis

06-10-07, 05:00 PM
Is aiight. Everybody's gotta learn somewhere. :)
captianhowdy

06-10-07, 11:21 PM
ok heres my 2nd for today, from the 1st inuyasha movie, Menomaru used it:

Breath of the Moth
Transmutation (i suppose, going off another breath spell)
Level: Sorc/Wiz 2
Components: S, V
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level (D)
Saving Throw: Fortitude partial
Spell Resistance: No

Stream of moths pours forth from the casters mouth and fly off in a cone. The cone is 30ft wide, 30ft long, and 30ft high. Any creatures in the cone are treated as flatfooted from distraction and nauseated for 1 round/caster level if they do not make a Fortitude save. The DC is 12+caster level.
DX2052

06-10-07, 11:58 PM
Here's another spell, it was supposed to be publised in the PH2, but was cut. It's not directly anime-specific, but it resumes the essential:


where was it "published" then I'd like to know
NobodyRemembersThis

06-11-07, 01:56 AM
ok heres my 2nd for today, from the 1st inuyasha movie, Menomaru used it: I break it down by mechanics. :) Here's my take on what it should look like:
Transmutation
Level: Sorc/Wiz 2
Components: S, V
Casting Time: 1 standard action
Range: 30 feet
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: No

Description:With a word and a gesture, the caster breathes out and his breath turns into a cone of moths. Any creature caught in the cone is nauseated for 2 rounds. Additionally, all targets in the area of effect are sickened for 1 minute per caster level. A successful Fortitude save negates the nausea.Flat footed is a nasty condition that from a mechanics point of view should be left to a no more than 1 round effect. Nausea has the effect you are looking for while not being horribly unbalanced for a low level effect. The addition of the sickened condition helps simulate the lingering effect. How's it look now?
captianhowdy

06-11-07, 02:54 AM
That does look better. NRT, you pwn
NobodyRemembersThis

06-11-07, 03:20 AM
Nah, just have a lot of experience writing up spells - There's a reason half of the spells on the 1st post belong to me. I have more, just don't have them posted. :) I like making them - just like I enjoy making feats.
NobodyRemembersThis

07-04-07, 12:52 PM
Ra Tilt
School: necromancy
Level: Cleric 7, So/Wi 7
Components: V,S,DF
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Source of all souls which dwell in eternal and infinite. Everlasting flame of blue, let the power hidden in my soul be called forth from the Infinite...RA-TILT!!

Description: This is one of the strongest spells designed to affect the spirit of a person or creature. A ball of light forms in the casters hands as he chants the spell. He releases it to send it streaking out to strike a single creature that it is enveloped in a pure sky blue light.

The caster makes a Ranged Touch Attack; Success deals 5d4 points of temporary Constitution Damage. This damage cannot reduce Constitution below 1. On a successful save, the target receives 5d8 +1 per level of the caster (max of +20) points of type-less damage.

Against Outsiders it deals twice the amount of temporary ability damage (so 10d4 con damage). Against the Undead, they instead take 10d4 Charisma Damage. Against Outsiders and the Undead, they are destroyed utterly if the ability damage slays them (Outsiders are treated as if slain on their home plane).

As this spell attacks the life/animating force of creatures, it deals ability damage to creatures normally immune to ability damage (undead). This spell may only be cast on the material plane.
Well, how's it look. I am commanding that this thread live!
Senko

07-04-07, 09:38 PM
It seems a tad powerful for 7th level spell, enough con damage to kill most characters + a potential 60 points of unresistable regular damage on top of that which would slaughter virtually any mage or low level character and then that boosts if you facing an outsider which a character could potentially become if they were planar travelling. I'd say either reduce/make resistable the damage or raise the level particularly since ra tilt is meant to be the shaman's version of dragon slave I'd raise the level to 9th and do something about the damage (simply because high con damage + unresistable damage is a bit overpowered especially since the unresisted damage comes off adjusted totals rather than original ones). Also I vaguely recall there being mention when facing Shabranigdo that it was useless if the being faced was stronger Astrally so maybe something about if opponent is X + Caster level spell has no effect?

I need to find the time to try and make up some stats for the spells in someday's dreamers and lyrical nanoha.:D
NobodyRemembersThis

07-06-07, 02:32 PM
Well, it does observe SR. Since I imagine Shabby having an SR of 40+ it would be less problematic. I'll add in a "cannot reduce Con below 1" clause and specify it can reduce it below 1 to outsiders. Look better?
ryuspearhead

07-06-07, 05:28 PM
Magican's circle
Evocation
Level: Sor/Wiz 5, Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Close (15ft)
Area: 15 foot radius
Duration: Instantaneous
Saving Throw: none
Spell Resistance: No

This spell creates a circle that amplify's magic damage by 1/4 HD for those casting in the circle (YU GI OH!)
NobodyRemembersThis

07-06-07, 07:52 PM
Magican's circle
Evocation
Level: Sor/Wiz 5, Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Close (15ft)
Area: 15 foot radius
Duration: Instantaneous
Saving Throw: none
Spell Resistance: No

This spell creates a circle that amplify's magic damage by 1/4 HD for those casting in the circle (YU GI OH!)Needs some changes. How aboot this: Magican's circle
Transmutation
Level: Sor/Wiz 5, Cleric 6
Components: V, S
Casting Time: 1 standard action
Range: 0
Area: 15 foot radius spread
Duration: 2 rounds
Saving Throw: none
Spell Resistance: No

Description: This spell creates a circle that amplify's spells power. All spells cast by creatures within a 15 foot radius spread, centered on the caster, are cast at +2 caster levels and have the spell save DC increased by +1.How's it look now?
Senko

07-06-07, 09:31 PM
Interesting although since I don't know what the magicians circle is I wont commment on it.

With regards to ra-tilt I'd feel more comfortable with a can't reduce con below 3 (simply because that's the lowest you can roll) even so its still a very deadly spell on outsiders which as I said the party could easily become. Monks become outsiders at 20th level and anyone not on their home plane is an outsider as well. Since you aren't raising the level beyond 7th I'd still say its overpowered when you add in the untyped damage.

A con of 1 is -5 per level so your 13th level fighter with 14 con hitpoints: 104 on having this spell cast on them (with a failed save + decent rolls) would drop to 13 hitpoints and then get hit with 60 untyped damage. A 13th level wizard has little use for con compared to int/dex since they are trying not to get into melee giving them on average 26-30ish hitpoints, a con of 1 would drop them to 1 since I don't think you can go into 0 or negative hitpoints with a con modifier at which point practically anything can kill them.

Your doing 5 to 20 or 2 to 10 with a fortitude save to resist and then a further 6 to 60 untyped damage on top of that and if your an outsider its 10 to 40 or 5 to 20 with a save. That just seems too powerful for a 7th level spell as I said.

Spell resistance is useful but Lina does specifically say shaman spells like ra-tilt require the caster to have a stronger astral presence or it wont work so for me I'd say they don't affect anyone X + caster level. Still its your spell not mine so whatever your happy with.:)
NobodyRemembersThis

07-07-07, 10:47 AM
Ok. I changed it to Fort save negates con and deals the damage instead. Also added "can only be cast on the material plane" so that it works the way it was intended. :) Since this spell can't kill anything other than Outsiders and Undead, I am leaving it at 7th level. Better?
Senko

07-07-07, 10:31 PM
well technically its still possible for a pc to be an outsider certain class abilities (20th level monk) or on an alternate prime material and I still like the idea of X + caster level = immune.

However based solely on its merits as a spell I'm happy with this, thanks for not getting annoyed at my nitpicking.
NobodyRemembersThis

07-07-07, 10:58 PM
well technically its still possible for a pc to be an outsider certain class abilities (20th level monk) or on an alternate prime material and I still like the idea of X + caster level = immune. we shall agree to disaggre :P ;) :D

However based solely on its merits as a spell I'm happy with this, thanks for not getting annoyed at my nitpicking.:blink: You call that nitpicking? I call it a fine discussion. :ayyyy!:
Senko

07-07-07, 11:06 PM
To each their own since I mentioned the same things multiple times I classify it as nitpicking although the spell level issue for results would be fine discussion. Anyway I'm happy to agree to disagree on this one.

I'm currently debating a lyrical nanoha one with myself, its a barrier spell that covers an area and effectively creates a null time battle field for the mage inside. In other words it causes most beings to temporarily disapear while the spells in place. Its obviously going to be a 9th or 10th level one but I need to fine tune who remains inside when cast. Currently going by the series I'm leaning towards beings with magical power (wizards, sorcerers beings with supernatural abilities) and a number of beings the mage specifies when casting. Time inside the barrier flows differently alowing the mage freedom to act without worrying about innocent people getting hurt.
NobodyRemembersThis

07-07-07, 11:11 PM
Sounds like an epic "mass" timestop with some flavor restrictions. :)
Senko

07-08-07, 11:19 PM
WAHHHHHHHHHHHH I just spent half an hour typing out the spell and my web browser crashes when I try to submit it.:weep: Well here's a copy, pasted and edited timestop spell, see what you think.


Wide Area Barrier
Transmutation
Level: Sor/Wiz 10 (Epic)
Components: V,S
Casting Time: 1 standard action
Range: See Text
Target: Caster
Duration: 2 round per caster level, concentration checks apply

Often used by powerful mages to remove large numbers of bystanders from a scene of combat in a short time. When cast the spell causes a dome to extend outwards from the caster to a radius of 100 feet per caster level, maximum 2,000 feet around 1.2 kilometers from edge to edge. Inside the dome all people without magical power (wizards, sorcerers, clerics, any being with a supernatural ability) except those specified by the caster (1 being per 4 levels) vanish into a temporary timeless dimension. The spell lasts 2 rounds per caster level so long as the mage is able to concentrat on it (DC 20, 1 check per round, modified by external sources e.g. attacks as normal).

The dome also serves as a barrier preventing beings and effects from passing through it with a hardness of 15 and 10 hitpoints per caster level. Should the dome be dispelled, dismissed or destroyed all people who were removed immediately reapear where they were before its casting unaware of the missing time unless an outside person or source (such as a sundial) draws their attention to it. Any damage done to surrounding scenary, buildings or beings able to act remains once the spell ends which may potentially put people in danger once they reapear. Should any persons reapearance put them in a spot they can't survive such as a collapsed building they are moved to a place they can which will be noticed by both them and anyone nearby.
NobodyRemembersThis

07-26-07, 12:26 AM
Return From the Depths!
NobodyRemembersThis

08-01-07, 11:26 AM
Inspired by Sword and the Stone :D

Explore the Natural World
Transmutation (Polymorph)
Level: Drd 2, Sor/Wiz 3,
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: 1 willing creature
Duration: 1 hour/level (D)
Save: Will Negates
Spell Resistance:
1 target assumes the form of a Tiny Animal. The creature may have no more than 2 HD.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

You acquire the following Qualities for the duration of the spell:
- Your size becomes Tiny.
- Your Base Speedis changed to 10.
- You gain one of the following movement types or abilities, depending on the current form:
Bird: Fly 30' (average), spot +5
Snake: Scent, listen +5
Squirrel: Climb 15', climb +5
Toad: Swim 30', swim +5
Mole: Burrow 5', listen +5
Cat: Low-light-vision, climb +5
Rabbit: +10 movement, +5 jump

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Any target of this spell may return to their original form at any time, ending the spell. If a target returns to his normal form, the spell only ends for that target.
Kuroimaken

08-01-07, 03:22 PM
How on earth can you call this an Anime/Game Inspired Spell Compendium without Hadouken on it!?
NobodyRemembersThis

08-01-07, 04:57 PM
Hadouken!
Evocation (force)
Level: Sor/Wiz 8
Component: V, S
Casting Time: Full-Round (See text)
Range: Long (400ft + 40ft/ level)
Effect: Line 10ft + 5ft/ level wide
Duration: Instantanious (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: yes

Description: this spell causes the caster to summon power from deep within to amazing effect. The standard cast of the spell causes d6/level damage with a cap of 20d6. However, if the caster is willing to risk taking extra time he can push the damage even higher. For every extra Full-round action the wizard may choose to sacrifice spells to further power the Wave, even past the standard cap. The sacrifice consists of sacking spells of equal level to the caster. Example a 14th level caster would need to sack two 7th level spells or a 1st, 2nd, 5th, and 6th. Once this is done the spell parameters are doubled (see damage, range and effect. Will go beyond cap. Example 14th level caster can get 28d6, 1920ft range, and 160ft wide). Overflow of spell levels is lost. Example: two 6th level spells and a 3rd lvl is sufficient to power the spell but the extra 1 spell level does not help nor does it carry over to the next round. taking a third Full-round triples the parameters, and so on. For those caught in the blast they are knocked out of the blast area and are knocked prone regardless if they made thier reflex save.

If extra full rounds are taken than the discharge of energy lasts longer. One round for every two Full-round actions taken to power the spell. The spell does half the damage of the previous round in this instance. If a creature enters the area of effect it takes the damage for that round. The wizard may choose to end the effect early. The wizard must concentrate on the effect to maintain it. Failing a concentration check due to an AOO or other effects that would force a concentration check causes the spell and any stored spell levels to be lost. For every d6 damage gained after the first round the caster takes an equal amount of subdual damage as the shock of the spell erupts around him.

A creature may remain in the blast area if it makes a Str check DC30. A creature may deflect the blast if it makes a Str check of DC damage dealt.

Damage is highly effective against buildings and constructs as it damage effects ignore hardness. Constructs and creatures with spell immunity still take damage as well, but take only 25% of damage per round. :P Ask, and ye shall receive.
captianhowdy

08-01-07, 07:23 PM
Nice! Think im going to search for some inspiration for some new spells.
Ultima0071

08-02-07, 12:24 AM
Can you create a spell based upon the Rasengan? This would be very powerful (8/9th level).

Thanks ^_^
NobodyRemembersThis

08-02-07, 07:49 AM
Interesting. Seems o be a hand held, wind/chi based disintigrate style of attack. Very, very interesting. I'll post a write up later.
NobodyRemembersThis

08-06-07, 09:48 AM
Sorry, no inspiration. Anyone else want to take a crack at it?
NobodyRemembersThis

08-12-07, 06:54 PM
Live! :bump:
PrinceCurtis

08-13-07, 07:30 AM
Didn't someone post Ransengan earlier? I just use it as a single melee touch attack version of Defrestrating Sphere and drop it a level or two.

Holy cow though, that Hadouken is frikkin scary. Maybe I'm half asleep but could you clear up the wording of the backlash subdual taken and the extra rounds it can last?
NobodyRemembersThis

08-21-07, 07:06 PM
:bump: live!
JiCi

08-23-07, 08:40 PM
Here's one:

http://images.wikia.com/yugioh/images/b/b2/Wave-MotionCannonMFC-EN-C.jpg

Wave-Motion Cannon
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: See below
Range: Close (25 ft. + 5 ft./level)
Area: 120-foot Line
Duration: Concentration (1 round/caster level) + Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You create a small globe of arcane energy that grows in power as you concentrate.

When you cast this spell you create a ball of crackling energy in your hands that grows larger each round that passes. If you choose to release that energy, it forms a line that deals 1d10 points of damage. If you choose to maintain the spell, up to one additional round per caster level, the damage increases by one die. Should you fail a Concentration check, the spell is lost. You may choose at which round you may release the blast.
NobodyRemembersThis

08-24-07, 09:04 AM
nice!
JiCi

08-24-07, 03:44 PM
Here are some others:

http://images.wikia.com/yugioh/images/f/f3/DoubleAttackTLM-EN-C.jpg

Double Attack
Transmutation
Level: Sor/Wiz 7, Cleric 7
Components: V, S
Casting Time: See below
Range: Close (25 ft. + 5 ft./level)
Target: One living corporeal creature
Duration: 1 round
Saving Throw: Fortitude negate (harmless)
Spell Resistance: Yes (harmless)

You infuse the target with a massive surge of adrenaline, allowing to strike to a flurry, but leaving it tired after.

The target of this spell can make two full-attack actions in a single round. However, it becomes fatigued for 10 rounds on the following round. If the caster sacrifices an unused spell slot or prepared spell, it may reduces the recovery time by 1 round per the sacrifice spell level, to a maximum of a 1 round recovery time.

http://images.wikia.com/yugioh/images/7/78/CreatureSwapLOD-EN-UR.jpg

Creature Swap
Conjuration (teleportation)
Level: Sor/Wiz 2, Drd 2
Components: V, S
Casting Time: See below
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negate
Spell Resistance: Yes

You point a creature and both of you vanish in a flash of light, switching places.

You target on creature of your size or smaller, and both of you switch places along with your equipment, should the target fails its Reflex save. At 8th level, you may switch place with a creature up to one size larger than you, at 13th level, with a creature up to two sizes larger than you and at 18th level, with a creature up to three sizes larger than you.

http://images.wikia.com/yugioh/images/8/84/GiantTrunadeYSDJ-EN-C.jpg

Giant Trunade
Abjuration
Level: Sor/Wiz 6, Clr 6, Drd 6
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Area: 20-ft radius burst
Duration: Instantaneous
Saving Throw: Reflex negate (objects)
Spell Resistance: Yes (objects)

You create a special arcane field that return any magical energy to their owners.

A strong wind sweeps around you and everything in a 20-foot radius and every magical enhancement previously cast are dispelled, but are also returned to their original casters, thus regaining their respective spell slot, prepared spell or daily use of a spell-like ability. It the target fails its Reflex save, the caster makes a dispel check for every spell cast upon the target. On a success, the spell is returned instantly to the caster in a form of a spell slot, prepared spell or daily use of a spell-like ability. Objects inside the field are subject to the dispel checks automatically.

http://images.wikia.com/yugioh/images/2/2d/Gryphon%27sFeatherDusterIOC-EN-C.jpg

Gryphon’s Feather Duster
Abjuration/Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: See below
Range: Personal, and 60 feet; see below
Target: You; see below
Effect: Line; see below
Duration: Instantaneous
Saving Throw: None, Reflex half
Spell Resistance: None, Yes

You dig your hands into your heart and you suddenly release a massive beam of arcane energy.

You instantly dispel every functioning spell or spell-like ability you have cast on yourself and then focus that energy into a massive beam that deals 1d8 points of damage per spell level dispelled (maximum 25d8).

http://images.wikia.com/yugioh/images/9/9e/Nightmare%27sSteelcageSD6-EN-C.jpg

Nightmare’s Steelcage
Conjuration
Level: Sor/Wiz 4, Clr 4
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Area: 20-ft radius
Duration: 3 rounds
Saving Throw: Reflex negate
Spell Resistance: No

You imprison your opponents in a massive charred steel cage.

You conjure a dome-like, 20-foot diameter cage to trap your opponents. Corporeal creatures cannot pass through the cage unless they succeed a DC 35 Escape Artist check. They may also try to break it with a DC 30 Strength check or by destroying it; the case have 20 hp per caster level and a hardness of 2 per caster level. The cage vanishes into nothingness after 3 rounds.
JiCi

09-12-07, 08:44 PM
Bump
Xiuhcoatl

09-12-07, 11:15 PM
Can you create a spell based upon the Rasengan? This would be very powerful (8/9th level).

Thanks ^_^

Someone did earlier:


Rasengan ("Spiraling Sphere")
Evocation?
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 move action
Range: Personal
Area: --
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: No

"Rasengan!"

You create a translucent magical energy that swirls in an intensely condensed sphere in the palm of your hand. You can hold this attack as a charge for one round per level. As melee attack that incites an attack of opportunity, you may use the Rasengan on an enemy. This deals 1d6 damage per caster level. Half of this is bludgeoning damage and half of this is slashing damage.

Additionally, on a successful attack, the Rasengan pushes the enemy backwards 5ft for every two caster levels. A successful fortitude save stops this movement. Should the enemy hit a hard surface (such as a wall), they take 1d6 damage for every 10 feet moved.
ZeronHitaro

09-12-07, 11:33 PM
Oy, JiCi. Would you mind posting those in an Sblock on my YGO monster project or simply mail them to me here via the forums along with any future ones you make?

When I finish up my Crystal Master Base Class (Psionics forums for initial balance hashing) I'll probably get around to writing up my Duelist class, which as the name implies, is a combat summoner ala YGO style. The spells would be a huge help since I was planning on doing some card to spell conversions myself but there's just so freaking many of them. XP
ZeronHitaro

09-13-07, 10:07 PM
Actually now that I have a UC space reserved, if you don't mind JiCi I'd like to use your versions of YGO spells in my Duelist Base Class if you don't mind.
ZeronHitaro

09-14-07, 10:16 PM
:bump:
ArgulFraster

09-20-07, 11:23 PM
TimeWarp and the Ice/Fire/Thunder Dragon/Puppy spells from BoFII would be nice.
NobodyRemembersThis

10-04-07, 10:14 AM
:bump:
The Ubbergeek

10-04-07, 04:04 PM
Here's one:

http://images.wikia.com/yugioh/images/b/b2/Wave-MotionCannonMFC-EN-C.jpg

Wave-Motion Cannon
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: See below
Range: Close (25 ft. + 5 ft./level)
Area: 120-foot Line
Duration: Concentration (1 round/caster level) + Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You create a small globe of arcane energy that grows in power as you concentrate.

When you cast this spell you create a ball of crackling energy in your hands that grows larger each round that passes. If you choose to release that energy, it forms a line that deals 1d10 points of damage. If you choose to maintain the spell, up to one additional round per caster level, the damage increases by one die. Should you fail a Concentration check, the spell is lost. You may choose at which round you may release the blast.

Not to be nitpicky, but there is already a canon spell like this - in Planescape. (Or at least in the Tourment videogame)
DX2052

10-05-07, 01:52 AM
This topic needs more falcon punch >_>
sigma999

10-09-07, 10:15 AM
Hey this thing is still alive.

:bump:

What's with the Yugio? eghhh
DX2052

10-11-07, 11:24 PM
A few of the Naruto inspired ones could and should be given a place on the assassain spell list (mostly Ninja Vanish! and Kawarimi)

also from what I've seen of Naruto it appears that Kage Bunshin no Jutsu is dismisseble in the anime, but the version posted by NobodyRemembersThis isn't listed as dismissible (if it were I would say that the caster should regain any HP the clones have left if it was dismised or the duratation ended)
NobodyRemembersThis

11-05-07, 03:34 PM
:bump:
talam

12-29-07, 06:48 PM
Because you need Giga Slave.

Giga Slave
Evocation
Level: Epic spell
Components: All available spell slots
Casting Time: 2 minutes
Range: Long
Area: 100 ft radius
Duration: Instant
Saving Throw: None
Spell Resistance: None

"Thou darker beyond the darkness, deeper beyond the night! King of Darkness, Thou shinning like gold within the sea of chaos, I plea to thee, I swear to thee! Let all the fools who stand before my path, with your power and mine, deliver equal doom to all! Giga slave!!"

When Giga Slave is cast, the spell drains all available magical energy from the caster as it calls upon the powers of the Lord of Nightmares. The spell does 350d6 damage in a 100 ft radius. The spell negates all types of Damage Reduction and Damage Immunities and affects Incorporeal and Ethereal creatures. If the caster is interrupted while casting Giga Slave, the caster must succeed at a 90 DC concentration check or lose control of the spell. If the caster loses control of the spell, the caster's soul is immediately consumed by the Lord of Nightmares as it assumes the casters body, meaning permanent death with no hope of return unless the Lord of Nightmares so desires.

Pretty close to the 'real' thing if I say so myself.