A couple custom spells. [Archive] - Wizards Community

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09-04-07, 04:21 PM
Excuse the giant post, please.

'Hoy there! Just wanted some feedback on some custom spells my players would like to use with their characters! A lot of them stack on each other.

Peek
Transmutation [Light]
Level: Brd 0
Components: V, S
Casting Time: 1 standard action
Range: Sight
Duration: Concentration
You can bend light to see things at impossible angles. Upon casting, you are instantly granted sight as though you were standing at a location in your current field of vision. There must be a straight line of obstruction-free space between you and the place where you wish to bend your vision.

Peeking in no way magnifies or enhances your vision, nor does it block normal sight. However, due to your divided attentions, any skill checks or attacks rolls made while Peeking (excluding Spot checks that utilize your newfound vision) take a -2 penalty.

A 5th-level bard can cast Peek twice in order to bend his vision a second time, allowing for sight even around obstacles one could not see past with only one casting; however, doing so counts against your spells per day twice. A 10th-level bard can bend his vision three times at a cost of three 0-level spells per day.

Axis I
Conjuration
Level: Drd 0
Components: S
Casting Time: 1 standard action
Range: Close (25' + 7'/level)
Target: Object no heavier than 5 lb./2 levels (maximum of 25 lb.)
Duration: Concentration
You force matter to submit to your spacial dimensions. You define a one-dimensional axis between two points within your line of sight, on which the target can hover at up to 30'/round +10'/2 levels. However, the object loses its mass in the material plane; it is incapable of exerting force on another object while the spell lasts, and the effect is dispelled by physical contact between the target and any creature, including the caster, whereupon its original momentum is restored.

Cast as a Level 1 spell, Axis I's target does not lose mass. It will still be dispelled upon contact but can be projected at a target (who gets a Reflex save against the spell's DC), dealing melee damage appropriate for the object as defined by the DM.

Grace
Transmutation
Level: Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level
You unlock a creature's inner defensive grace, assisting their blocks and dodges. The target receives an enchantment bonus to AC equal to 1 + 1/2 levels.

Circle of Grace
Transmutation
Level: Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: See text
Duration: 1 hour/level
As Grace, except the benefit applies to all creatures physically united in a circular connection, as in Plane Shift.

Nova Fingerprint
Evocation [Fire]
Level: Drd 1, Fire 1
Components: V, S
Casting Time: 1 standard action
Range: Touch, or 120ft. (see text)
Target: Self
Duration: 1 minute/level
Your hand becomes a source of elemental energy. Each fingertip becomes the anchor of a small concave plane of fire energy that, on command, reacts to any matter in a touch range; it will burn wood or paper, or create minor heat and illumination in air, but be utterly useless underwater or in a vacuum, etc. As a melee touch attack, the energy inflicts 1d6 fire damage, +1/caster level (maximum +5).

Alternatively, the fire can be propelled a distance of 120 feet; one projectile from each fingertip. If all five are fired, the spell ends. Each shot counts as an attack action, and the number of flames thrown in one round may not exceed the natural limits of your base attack bonus.

Dovestep, Gray
Transmutation
Level: Brd 0
Components: S
Range: Touch
Target: You and one additional creature
Duration: 5 min/level

You and one person you touch are granted remarkable nimbleness. When cast, both you and your partner receive +5 on all Perform (Dance) checks, and a dodge bonus to AC equal to one-fifth of the perform check before the spell bonus, rounded down. All Dovestep spells can be cast as an instantaneous action upon the casting of any other Dovestep spell, and the Perform bonuses gained from each spell stack. However, only one Dovestep effect can be active a round. The active effect can be different for both targets.

Mood Swing
Enchantment [Compulsion]
Level: Brd 0
Components: S, F
Target: One creature within caster's line of sight
Duration: Concentration or [15 sec, 30 sec, 45 sec, 1 min]/level (see text)
Save: Will (see text)

You can control the facial expressions of other creatures. The caster flips a coin, and makes a dexterity check to catch it, forming an expression of her choosing while doing so. If the catch is successful, the caster's face is temporarily embedded on one of the faces of the coin, and a creature of the caster's choosing within her sight is forced to assume that expression. The spell's duration is dependant on the type of coin used; an Owl's spell lasts 15 sec/level, an Olive's 30, a Crown's 45 and a Dragon's a full minute per level.

If the catch is missed, the spell is still cast, but the caster must concentrate and maintain the expression herself for the spell to last any length of time; the maximum duration of the spell is still limited by the coin used. A target may make a will save to cut the duration of the spell in half, or to completely ignore the effect if the catch is missed.

Focus Component: An Aevum standard coin

Parrot
Enchantment
Level: Brd 0
Components: V, S
Target: Self
Duration: Variable (See Text)

You can mimic a target's vocal projections with shocking accuracy. Upon casting, a bit of speech you have heard within the last 10 minutes from a single source of your choice is released from your throat in the exact same voice as the bit's original speaker. You choose which bit of speech to repeat. Any bit must be continuous; you cannot hop between different parts of the original speaker's conversation, for example. To change sources or parts of conversation, the spell must be recast.

Copycat
Enchantment
Level: Brd 1
Components: V, S
Target: Self
Duration: Variable (See Text)

As Parrot, but with a source's physical actions instead of speech, and within five minutes of casting, not ten. This spell may be used to defy the caster's normal flexability limits or to mimic certain actions that a character might not have been previously capable of, i.e. making a spectacular jump unenhanced by magic, but the spell does not increase a character's normal physical strength or attack damage, even if the original source struck with more force than the caster normally would, nor does it allow the caster to mimic any spell or special ability of the source. Copycat cannot mimic any action enchanced by magical means, nor can it mimic any of the caster's actions.

Blindspot
Enchantment [Compulsion]
Level: Brd 1
Traget: 1 humanoid/3 levels
Components: V, S
Duration: 30 sec/level
Save: Will, Fort (see text)

You can manipulate a humanoid's natural blindspot. Upon casting, you force your target's blindspot to follow you and up to two others who remain in contact with you, effectively shielding yourself from the target's vision. Excessive movement in the target's field of vision may cause the target to become dizzy if he fails a fortitude save DC 16.

Magnet
Transmutation
Level: Brd 0
Traget: Self
Components: S, M
Duration: 30 sec/level

You become slightly magnetic. Iron objects weighing less than 3 pounds will adhere to your bare skin, and you gain a bonus of +3 against disarm checks when holding an iron weapon. You receive a +5 bonus to climb checks when climbing metal surfaces. Your hands can not come within six inches of each other during this spell's duration unless you succeed on a DC 14 STR check.
Material Component: A bit of wool

Discharge
Transmutation
Level: Brd 0
Traget: One humanoid
Range: Touch
Components: S
Duration: See text
Save: Fort; See text

You can transfer your magnetic abilities to one person you touch. The target is treated as though they had cast whichever magnetic-based spells the caster currently has active, using the remainder of the spells' duration as their own. The caster may choose which of her magnetic-based spells she transfers and which she keeps. The caster loses her magnetized abilities she chooses to transfer upon casting, but may recast them on herself as a free action immediately after casting Discharge should she choose to. The DC 14 STR check is required if any two Magnetized people attempt to come in contact. The target receives a Fort save to resist the spells effects, unless this spell is cast with an additional bit of wool.
Material Component: See text

Ferro
Transmutation
Level: Brd 1
Traget: Self
Components: S
Duration: 30 sec/level

Your blood becomes magnetized. Blood is affected by the presence of iron only if it has a means to escape your body, i.e. an open wound, dealing 1d4 damage/round as long as you are within five feet of an iron surface. If you are magnetized by means of Magnet or an equivalent spell, you do not bleed as long as both spells are active, granting you damage reduction 3 to any applicable circumstances wherein bloodloss is a factor. All damage reduced this way is dealt at the end of the spell's duration if the wounds are not healed in that time.

Dovestep, Red
Transmutation
Level: Brd 2
Components: S
Range: Touch
Target: You and one additional creature
Duration: 5 min/level

You and one person you touch are granted exceptional accuracy. When cast, both you and your partner receive +5 on all Perform (Dance) checks, and a bonus to AR equal to one-fifth of the perform check before the spell bonus, rounded down. All Dovestep spells can be cast as an instantaneous action upon the casting of any other Dovestep spell, and the Perform bonuses gained from each spell stack. However, only one Dovestep effect can be active a round. The active effect can be different for both targets. For obvious reasons, two-handed weapons/fighting are impossible to make use of during the spell's duration.

No
Enchantment [Compulsion]
Level: Brd 2
Components: S, V
Range: Sight
Target: One creature currently in conversation with another
Save: Will
Duration: 5 seconds/level

One person in your field of vision disagrees vehemently with the person they are currently in conversation with, and vocalizes their disagreement. "Conversation" includes any communication between two people, verbal or nonverbal, even if the communication is one-sided, with one party only "receiving" the communicated information. At the end of the spell's duration, the target loses their conviction immediately, and has no memory of saying anything that they would not have normally said, though they retain memory of any other events that may have occured during the duration.

Two = One
Divination
Level: Brd 1
Components: V, S
Range: Touch
Target: Two sentient creatures
Duration: 1 round/level
Save: Will negates (optional)

You connect the minds of two subjects. You must be touching both targets of this spell to cast it. Both subjects gain the "Linked" status, and are aware of each other's basic emotions as though they were their own. Conflicting emotions are resolved as though canceled out. The spell is immediately dismissed if the subjects are at any time more than 60 ft away from one another.

One > One
Abjuration
Level: Brd 2
Components: V, S
Range: Sight
Target: Two Linked creatures
Duration: Until Link is disrupted

You allow two Linked subjects to draw on each other's strengths. When either subject is forced to make a saving throw, both subjects roll and add their individual modifiers as though both were individually attempting the save. The higher save between them is used. If the save still fails, both subjects suffer the effects of the failed save. This spell can be cast as a swift action upon casting Two = One.

On + e = One
Abjuration
Level: Brd 2
Components: V, S
Range: Sight
Target: Two Linked creatures
Duration: Until Link is disrupted

You allow two Linked subjects to divvy out damage between them. If one subject takes damage from any source, he or she may choose to transfer any amount of that damage to his or her Linked companion, provided his or her companion is willing. If the companion is unwilling, the Link is automatically severed. This spell can be cast as a swift action upon casting Two = One.

Poke
Conjuration
Level: Brd 3
Components: V, S
Range: Touch (See text)
Target: One creature
Duration: Instantaneous

You can transmit your melee attacks to damage creatures you Peek at. You must have Peek already in effect to activate this spell. Roll a melee attack against a target in your Peek-enhanced line of sight, taking the normal -2 penalty for action while Peeking. If you succeed against the target's flat-footed AC, roll damage normally. Whether or not you succeed, you swing your weapon into the space in front of your character, provoking an attack of opportunity; however, if the space in front of your character is occupied, you may make an additional attack against whoever occupies it with a -4 penalty. In any case, you must roll a Concentration check (DC 19) to maintain the Peek effect.

One < One
Abjuration
Level: Brd 3
Components: V, S
Range: Sight
Target: Two Linked creatures
Duration: Until Link is disrupted

As One > One, except the lower save is used.

Dovestep, Green
Transmutation
Level: Brd 3
Components: S
Range: Touch
Target: You and one additional creature
Duration: 5 min/level
Save: Reflex

You and one person you touch are granted extraordinary momentum. When cast, both you and your partner receive +5 on all Perform (Dance) checks, and a bonus to one jump check equal to the perform check before the spell bonus. Making this leap sends both targets leaping in opposite directions. It is possible to use this Dovestep with an unwilling partner. As an alternative, this Dovestep can be used to allow two willing targets to wall-jump between two nearby surfaces to remarkable heights, up to five feet times the perform check, up to the slower creature's speed per round in upward motion. All Dovestep spells can be cast as an instantaneous action upon the casting of any other Dovestep spell, and the Perform bonuses gained from each spell stack. However, only one Dovestep effect can be active a round. The active effect can be different for both targets.

Three = One
Divination
Level: Brd 3
Components: V, S
Range: Touch
Target: Three sentient creatures
Duration: 1 round/level
Save: Will negates (optional)

As Two = One, but with three targets. Any link spells that apply to two creatures can be applied to all three targets.

Pang
Conjuration
Level: Brd 4
Components: V, S
Range: Variable (see text)
Target: One creature
Duration: Instantaneous

As Poke, except spells are transmitted as though cast from the Peek point. You select a spell to cast as an immediate action after casting this spell. Spell ranges are calculated as though originating from the Peek point. This spell can not be cast defensively. There is no penalty on rolls associated with the spell; however, since the spell in question is cast while simultaneously maintaining Peek, a Concentration check DC 13 must be made before the spell is cast or both it and the Peek are lost. The Poke DC 19 check is also still required post-cast.

Polarize
Transmutation
Level: Brd 3
Components: V, S
Range: Touch
Target: One magnetized creature
Duration: See text
Save: Fort

You grant one magnetized creature (effected by a Magnet spell of the equivalent) a strong positive charge, repelling all metal around you. Upon casting, the target receives damage reduction 10/nonmetal weapons and magic, and a +5 bonus to AC against attacks made with metal weapons. All metal objects within three feet of the target are repelled with significant force; a metal object forced against the target's body (STR check DC 17) will be propelled away in a straight line, dealing 1d6 bludgeoning or 1d10 piercing damage to whatever the object hits. Metal armor worn by the target when this spell is cast will split into pieces and launch itself in random directions, as will all metal inventory items this person might possess.
Kaligrad

09-04-07, 08:04 PM
3 spells to mention:

Peek: increase the level to 1 and remove the penalty for leveling.

Grace: An eventual +11 enhancement to AC just seems like too much. Perhaps if you redesigned it with Mage Armor in mind.

Parrot: A simple +20 to Disguise checks to mimic voices would do nicely. Or +10 if you want it to remain 1st level.