Spell crafting!


Homebrew and House Rules


Would it not just be awesome if you could craft your own spells?

1 What spells would you create, what would they do?

2 How would you go about crafting spells?


you might want to check out the homebrew section...


Play a Wordcaster.

Alternatively, sit down for a bit and think about what, exactly, you want additional spells to do. What theme or niche are you trying to cover that hasn't already been done, and why would you choose that spell above an existing choice?


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You can, it's called Independent Research in the CRB and more info is here.


Manwolf wrote:
You can, it's called Independent Research in the CRB and more info is here.

Yah! I saw that right after I had posted.

What spells would you guys create?


I once made a series of glue-themed spells for a wizard in a Magic: The Gathering themed Pathfinder game. The first one was basically a improved web spell for level two, but then I made variants; conductive glop- 4th level, -2 to saving throws from spells with the [electricity] descriptor, and cause an extra 1d6 per 2 levels/max at 5d6 when a struck by a spell with the [electricity] descriptor- for an example.

The Exchange

Lvl 5 spell Float castle. It makes a castle float on water. 1 year per cl.

Lvl 7 spell Sky castle. Makes a castle hover in the sky. Cannot be dispelled except at a specific point inside the castle. 100 years/ cl.

Lvl 4 Secrets of magic. Choose a spell you created. Others cannot learn it unless you teach them, 1 year per caster level.

Lvl 3 Elemental servant: upgraded unseen servant, that is a small elemental. Cannot Hurt living creatures.

Lvl 4 Suppress supernatural, a supernatural effect is suppressed and cannot be activated for 1 round per level. (Su flight might be painful)

Lvl 4 (curse) Spell poison: casting spells (also spell like abilities) causes the target to be subjected to an addictive poison chosen from a list Duration 1 hour per level.

Lvl 1 reality distortion. Movement with in 30' of you ignores diagonal movement penalties. 1 min/ per level.

Dark Archive

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A great spell created a number of years ago was "Backstab Backlash." It was created primarily because we ran an evil campaign and although all the PCs were working towards a common goal, they also had no qualms about killing each other if they saw an advantage.

Our wizard and the rogue had a particular mistrust, so the wizard created this spell that lasted 1 hour/caster level and so cast it first thing in the morning every day. All it did was if a sneak attack was made against him, the damage was instead redirected at the attacker.

The best part was when this was actually needed. The rogue ended up killing himself with a stealth attack he attempted against the wizard when a battle was almost over and he thought he'd take out his rival while nobody else was looking. It was absolutely hilarious!

Liberty's Edge

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Experimenting with different applications of old spells to create new ones. Take a simple necromancers animate dead spell. it raises a set number of skeletons or zombies. now, taking that into account, you then create a spell that only partially animates the dead for a short space of time, targets only the hand or the head, and then fire the result at the enemy.

A witch might decide to create a spell to drain the youth from a target, aging the target one category and de-aging the witch one category. A aggressive de-aging spell could be just as devastating. How dangerous is a baby or child going to be compared to a seasoned veteran. It really all comes down to what your DM/GM lets you create, as well as what you can come up with.


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Servant horde. 3rd level spell creates 2d6 + cl unseen servants.

Not unique, but doesn't exist in pathfinder.

I also like researching energy spells that use different energy. Cold fireballs, for example. I know there's a feat, but I like different energy as the bad spell.

RPG Superstar Season 9 Top 16

I always wanted to play a mischivieous cat wizard who had his own special selection of polymorph spells, such as turning his enemies into barmaids.


Denigrate Person - a sort of reverse charm person/character assassination spell, requiring SR on the target and Will saves from anyone they interact with. Everyone views their words and actions negatively - base attitude of everyone they interact with (who fails their Will save) is unfriendly for 1 hour/level, including dear and lifelong friends.

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