2,000 Spells?


Homebrew and House Rules

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Scarab Sages

An editor recently asked me how long it would take to write up 2,000 new spells for a book. I had a little fun with him, and pretended I didn't understand he wanted 2,000 words of spells. As with many little bits of humor, I mentioned this on my Facebook status.

But...

One of the commentators thought it might not be -possible- to write 2,000 new, interesting, unique spells for a d20 game. And while I'm absolutely not going to take the three months to do it, I fully believe it's possible.

So,

I wondered if there were 2,000 good, new spell ideas out there. We just need the spell name, and (if it's not obvious) a one-word description of what it does. All must be new, neither adapted from an existing source nor simple cold-for-fire iceball spells.

I'll start.

1. Animate Broom. It sweeps, it carries water, it lets you fly!
2. Prismatic Sword. Roll a d8 to see what overpowered effect each hit deals.
3. Mage's Flying Cloud Castle. What it says on the tin.
4. Mount, Mass. Here comes the cavalry.
5. Retrieve. Fire a line of magic webbing at a target, and pull it adjacent to you.

What have you all got?

Owen K.C. Stephens
Super Genius Games

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

6. Nurach's Conjuration of the Stolen Breath

Conjures the person's breath right out of thier lungs and the victim starts to suffocate.

Contributor

Awesome. Lunatic.

Sczarni

7. Uplift. Get all prone allies back on their feet


8. Object Personality - The object now has a will of it's own, personality, ego, alignment, etc. Can be made permanent with permanency spell


Frerezar wrote:

7. Uplift. Get all prone allies back on their feet

9. Oppress - Causes all enemies to fall prone

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

10. Second Sight -- see ethereal objects/creatures


11. Last Laugh - Cast as a swift action, instantly kills the caster, deals 1d10 damage per caster level (and an additional amount equal to the caster's remaining health when the spell was cast) to all targets within 20ft. Reflex save for half damage.


12. Entangling Strands of Delicious Pasta: Low level single target entangle spell, deals a small amount of fire damage (the sauce is really hot!) and the remains are edible, feeding 1 full grown person per caster level.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Convict #24601 wrote:
12. Entangling Strands of Delicious Pasta: Low level single target entangle spell, deals a small amount of fire damage (the sauce is really hot!) and the remains are edible, feeding 1 full grown person per caster level.

Note: this is a domain spell for Pastafarian clerics. :-D


delabarre wrote:
Convict #24601 wrote:
12. Entangling Strands of Delicious Pasta: Low level single target entangle spell, deals a small amount of fire damage (the sauce is really hot!) and the remains are edible, feeding 1 full grown person per caster level.
Note: this is a domain spell for Pastafarian clerics. :-D

Haha! Behold his Noodliness!

Sczarni

13. Attention Jolt. Allow allies to act on surprise round when they wouldn´t


14. Bloody Bolt - Evocation, ranged touch attack, deals 1d8 points of damage, but deals 1 point of damage to the caster. The caster can increase the damage of the attack by sacrificing additional hit points, every 2 hit points lost in this fashion increases the damage by 1d8, but the caster cannot sacrifice more hit points than their caster level (this includes the first one lost in the most basic casting of this spell). For every 4 hit points the caster sacrifices, they gain a +1 circumstance bonus on the attack roll made with this spell.


15. Siphon Magic (Transmutation): As dispel magic, but only targets objects. Also, if successful, caster gains temporary hit points (1d6 + item's caster level) and +1 bonus to caster level for 1 round/level


16. Disruptive Teleportation - Short range teleport that deals 1d4 points of force damage per 2 caster levels to all targets with 20 feet of the casters destination.

Another version of this spell could perhaps knock back/down enemies instead of dealing damage.


17. Bad Luck: Whenever target rolls a d20, he must roll two dice and take the lower result. Duration 1 round/level

18. Good Luck: As bad luck, but target can take the higher result.


Bounce
Chug
Tug
Mug of force

Locate ARS a second level spell requiring the somatic component (both hands)

Hold the sauce, decreases fire damage from previous spell, also repells serving wenches in taverns.

flick
boing
donk
delayed blast post...


19. Something Positive - Target automatically succeeds at their next roll, as if they'd rolled a natural 20. Does not affect combat rolls.


20: Beginner's luck - As if rolled natural 20 on untrained skill check
21: Dumb luck - Turn a negative Stat modifier positive for the next check using that stat.


22. Instant Replay - (For prepared spellcasters only) Casting this spell has no effect by itself, but if it is used in the round immediately after the spellcaster has cast a different spell, Instant Replay mimics the exact effects of that spell (so long as it is the same spell level as Instant Replay). Instant Replay cannot mimic the effects of meta-magic feats, but may be prepared at any spell level.


compulsory refreshment provision
target of the spell must provide drinks/snacks for the next game


Here's the ones I suggested in the Scry & Die Thread.

23 Divert Teleport: Everyone in the closet
24 Stasis Teleport: Your raid is important to us, please wait and we will be with you as soon as possible
25 Teleport Glyph (Fatigue, Stun, Enervate, Petrify): Oh shiny!
26 Scry Symbol: Here look at this instead
27 Scry Flash: Smile!
28 Sensor Trap (Fascinate, Blind, Disjunction): Pretty Colors
29 Scry Identify: I know what you did last summer


30. Summon Pips - (Bard, illusion) Summons 1d4 pips to accompany the Bard in their musical performance. Each pip adds a +2 bonus to the Bard's performance check.

31. Now that I have your attention - Instantly kills the target (no saving throw) and then immediately resurrects them with no penalties except slight disorientation (fort save negates this penalty)


wish limited....global spell that blocks stupid wishes


23. Grounding - redirect eletrical damage into the ground.

24. Arcing Bolt - lightning bolt that can arc around targets (ranged touch attack).

And a note on "mass" spells; I hate them. I just came up with a new feat for my games, "Mass Spell".


34. Atopy - Conjuration, summons a small amount of a substance that the target is violently allergic to. If the target fails their Fortitude save they are Nauseated, if they succeed they are Sickened. Effects last 1 round per two caster levels regardless of saving throw. Only effects living creatures.

Shadow Lodge

35)Boom Baby!
Causes an infant of the target's race to crawl toward them. It then become a gremlin(or other vile creature of appropriate size) and explodes. The target may make a Reflex at a -2 penalty for half damamge.


36. Alms - Creates 1d4 copper coins

37. Glass Knives - Creates 1d4 glass throwing knives that deal 1d6 points of damage and shatter on impact, dealing 1 point of splash damage to all targets within 10 feet (Reflex save avoids)(19-20 x2 crit, 20 foot range increment).

38. Gray's Anatomy - Target adds 1 to the threat range of all their attacks for 1 round per caster level.

39. Single-Serving Fireball - Same as the Fireball spell, but only affects one target.


39. Leadfoot: Target's legs turn into solid lead (Fort negates), preventing him from moving. The extra weight increases the target's weight by a factor of 5, causing him to sink in water. While the target cannot move across land or swim normally, he can move by crawling at a speed of 5 ft. If the target is capable of flight, reduce his fly speed and maneuverability as if he were carrying a heavy load.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

40. Mass Heroism. Come get some.


41. Summon Full Plate - Summons a normal quality suit of Full Plate onto a target within 30 feet of the caster. Targets who do not wish to be wearing Full Plate can make a reflex save to negate the affect. This spell does not work on targets already wearing armor.

Scarab Sages

F. Wesley Schneider wrote:
Awesome. Lunatic.

42. Awesome Lunatic. Like Monster Summoning, but you get a much more dangerous creature for the spell level, because it suffers a nonremovable confusion effect.


43. Form Lock - Locks a shapeshifter into their current form and prevents further shapeshifting for the duration of the effect.


44. Summon Orchestra - Allows a +CL Bonus to all bardic performance rolls

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

45. Prismatic Missiles. Roll d8 and get magic missiles with a bonus. ;)


46. Dismiss Armor - Banishes the armor off the target - Reflex save + Magical Armor Bonus to neg.


47. Wall of Whirling Falchions - Summons a wall made of animated, dancing Falchions that attack anyone within 5 feet with a base attack bonus equal to the casters Caster Level and a Strength modifier equal to the casters primary spell casting attribute modifier (Int for Wizards, Cha for Sorcerers, etc.)

Owner - House of Books and Games LLC

48. Swift Sapling: arrows take root and grow into trees
49. Beast Step: gain the movement of one selected animal
50. Spellsink: floating orb absorbs spells and then explodes
51. House of Cards: makes buildings fall down
52. Chainform: your body sprouts 4 barbed, dancing chains
53. Mage's Miring Orbs: adhering orbs stick to and hinder opponents
54. Crackling Ground: walking in the area is like walking on crinkle paper
55. Dust Devil: a moving, swirling cloud obscures vision
56. Libris Mortis: a written object causes a deathlike trance when read
57. Wall of Linen: instant concealment
58. Hubris: the target takes a -4 penalty to all Bluff and Intimidate checks


59. Bradbury's Invocation - Causes 1 book to burst into flame.


60. Summon Chinchilla Swarm - cover a number of squares = to cl with chichillas (Hungry monsters may be distracted as a result)

RPG Superstar 2012

61. Web of Lies -- anyone passing through this invisible web becomes incapable of telling the truth.
62. Financial Ruin -- the target of this spell loses all material wealth not on his person.
63. Devil-Demon -- the target devil or demon is replaced with a demon or devil, respectively, of the same CR.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

64: Daedalus -- target sprouts wings, gains flight


65: Debilitating Spores -- A cloud of mushroom spores induces sleep, poison or hallucinations in an area.
66: Defibrillate -- Fires a jolt of lightning at a recently dead target, with a low chance to bring it back to life.


67: Capacitance - Absorb electrical energy damage for one round and subsequently release it as a ranged touch attack.
68: Thermal Sink - As Capacitance but for cold or fire damage, chosen at time of casting.
69: Tilt - All objects and creatures in the target area not firmly attached to the ground are all knocked in the same direction.


Umbral Reaver wrote:
69: Tilt - All objects and creatures in the target area not firmly attached to the ground are all knocked in the same direction.

I can't imagine using this with my Pinball Wizard build, ever.


70: Count Spells -- Cast on a target item or place, this spell creates a wizard mark that counts all spells cast within a 21ft radius. Spells must be visible to the naked eye or a detect magic spell as cast by a 10th level caster. The mark may be set to advance to a given number, as high as 2000, or function for 1 day per caster level.
The wizard mark records the terms of the spell and the final total. The mark is permanent unless dispelled.
Material Components: Three freshly minted gold coins and a piece of chalk. Both are consumed in the casting.

Dark Archive

71: Baleful Reincarnation - Kills and reincarnates the subject

Liberty's Edge

Wyldfire wrote:
71: Baleful Reincarnation - Kills and reincarnates the subject

Remind me to not play with you as GM. o_O

Dark Archive

Studpuffin wrote:
Wyldfire wrote:
71: Baleful Reincarnation - Kills and reincarnates the subject
Remind me to not play with you as GM. o_O

Lol was actually got approved from an previous GM who was running a druid game (basically we where also druids), was a higher level spell and I used to cast it on people who abused nature. We where not a very freindly group and sought to recapture cities for nature.


72. Cascading Catastrophe

Spoiler:

Arcane
Evocation [force], Level 7
Components: V, S
Casting Time: 1 Full Round Action
Range: 400 ft + 40 ft/ caster level
Area of Effect: 20 ft burst (special)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resist: No

Everyone in the area of this spell takes 1d4 + 1d4/ 5 caster levels of force damage. Anyone who does not save for half damage causes another 20 ft burst to radiate from them dealing another 1d4 + 1d4 / 5 caster levels of force damage with another Reflex save for anyone in the new burst area for half damage. Again anyone that fails their Reflex save causes another explosion. Any given person in affected by this spell may only cause one extra explosion (i.e. if a goblin is in the initial blast and fails he reflex save throw he causes another blast... if he fails his reflex save again he doesn't cause a third blast, but if someone else fails their save and causes another blast the goblin would still take damage again).

73. Lesser Juxtapose

Spoiler:

Transmutation
Level: Wizard/sorcerer 4
Components: V
Range: self
Casting Time: Swift action
Duration:
Save: Will (harmless)
SR: No (harmless)

Lesser Juxtapose is cast right before another spell of 3rd level or lower. The spell cast after the lesser juxtapose can be altered in one of the following ways:

1. Energy type maybe changed with another energy type (fire, cold, electricity, sonic, acid, only)
2. Range may be changed from self only to touch, from touch to 30 ft ray, or from ray to 10 ft burst, or 30 + ft line to a 20 ft burst or back.
3. The type of save throw allowed may be change to another type.

74. Juxtapose

Spoiler:

Transmutation
Level: Wizard/sorcerer 6
Components: V
Range: self
Casting Time: Swift action
Duration:
Save: Will (harmless)
SR: No (harmless)

As lesser Juxtapose but you may alter spells up to fifth level. Any spell you alter of 3rd level or less you may alter in two ways with Juxtapose.

75. Greater Juxtapose

Spoiler:

Transmutation
Level: Wizard/sorcerer 9
Components: V
Range: self
Casting Time: Swift action
Duration:
Save: Will (harmless)
SR: No (harmless)

As lesser Juxtapose but you may alter spells up to 8th level. Any spell you alter of 3rd level or less in as many ways as you like. Spells of 6th level and under may be altered in two ways with Greater Juxtapose.

76. Quasar

Spoiler:

Evocation
Classes: Wizard/ Sorcerer
Effect: Ray (see below)
Saves: See Below
Range: Long
SR: No
Casting Time: 1 round (see below)

When the caster starts casting this spell he disrupts space/time causing a density anomaly at the point of his index finger. This anomaly gives all ranged attacks against him a 20% miss chance until this spell is complete. With a ranged touch attack this spell does 2d6 per caster level damage to the target of this spell. Everyone within 20 feet of the ray takes 2d8 sonic damage from the concussion wave created by the ray, and must make a fortitude save or be deafened (this includes the caster and target). If the target is reduced to -10 HP from the damage he takes from this spell his earthly remains are completely destroyed, just as if he had been killed by a disintegrate spell.

77. Juxtapose Other

Spoiler:

Transmutation
Level: Wizard/sorcerer 5
Components: V
Range: Short (25 ft + 5 ft / 2 levels)
Casting Time: Swift action
Duration: Instantenous
Save: No
SR: No (harmless)

Juxtapose other is like lesser juxtapose except it is cast a spell cast by someone else. In order to affect the target spell with juxtapose other you must succeed on a caster level check (DC 11 + original spell's caster level).

78. Greater Juxtapose Other

Spoiler:

Transmutation
Level: Wizard/sorcerer 8
Components: V
Range: Short (25 ft + 5 ft / 2 levels)
Casting Time: Swift action
Duration: Instantenous
Save: No
SR: No (harmless)

Greater Juxtapose other is like juxtapose Other except it is cast a spell cast by someone else. In order to affect the target spell with juxtapose other you must succeed on a caster level check (DC 11 + original spell's caster level).

In addition you can instead choose to change the target of the original spell to a new target provided the new target is within legal range and is a legal target of the original spell.

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