| ASEO |
There are so many products with spells in them, that I have the reverse problem. My cleric (since they have a wide variety of spells to chose from, granted by their deity) and sorcerer (who just manifest new spells) players often show up with a new spell and say "I want to be able to cast this". My rule is that any new spell that a player wants to introduce into the game must be submitted to me a week prior to its use so I can research it for balance, and that I may remove any abused spell from the game at any time.
Personally, I prefer the spells from the WotC products. Many outside sources have spells that are either worthless, or overpowered.
Still, I do allow spells from some outside sources, especially Necromantic spells. I like much of what is in Mongooses Necromancy book. ‘Skeleton’ and ‘Zombie’ allows even the lowest level Necromancer to have an undead minion.
It seems like every WotC book that comes out has at least a few new spells in it. I can't believe you are bored with all of those. You could always start by swapping elemental damage types. I've also allowed “Nether Energy” to replace various elemental energy damage. Fire ball would do a withering rotting damage that would be particularly damaging to creatures that can't heal naturally, and would cause furniture and clothing to rot and crumble.
With the PHB, Complete Devine, Complete Arcane, Magic of FR, there are tons of spells. You may want to look at Magic of Ruggocan (or whatever the Legend of the Five Rings world is called) for some asian-esk spells.
In my game, Wizards only get spells that they recover, and thus I control what spells they have access to.
ASEO out
Callum Finlayson
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Where are you currently taking spells from, and how "official" do you want to be?
If you're only using the PHB and want to stay "official" then consider the appropriate WotC supplements for one of the settings -- eg Magic of Faerun.
If you want to look outside WotC's books then take a look a Malhavoc's Books of Eldritch Might and similar products.
If you're happy to customise spells to make them fit then take a look at the Spell Compendiums or Tome of Blood from 2nd edition (eg on RPGnow), old Dragons ("Pages from the Mages" and the like), or other d20 games like CoC.
If you're just after ideas & inspiration then look at, for example, Ars Magica or MtG.
| Ultradan |
Here are a few of my favorites...
Tenser's Ten Sirs :
Summons ten knights to fight for you.
Mordenkainen's 'More Than Canines' :
Gives your animal companion (dog) a few extra levels.
Rary's Raries :
Lets you use an artifact for a limited time.
Otto's Autos :
Calls into being a gnomish traveling contraption.
Leomund's Lee Owmens :
Predicts the next accidental death of the (Bruce) Lee family.
Bigby's Big Bees :
Summons a swarm of giant bees.
Djwami's Jammies :
Creates fashionable sleepware for your character.
Sorry. I just couldn't resist.
Ultradan
| Marc Chin |
I had a few good ideas back in the 2nd Ed. days, some of which dealt in altering motion; here they are - you'll have to work the 3.5 specifics:
- There/Not There (illusion): Cast upon a container, doorway or other portal, the spell will affect one target object or person; once the container/portal is opened, any observer must make a Will save or the target object/person will be 'not there' and undetectable by the searcher, visually, audibly or by scent. Note - if the portal is closed and reopened, a new save is allowed each time.
- Wall of sound (abjuration): A permeable wall of force that issues a constant wail of white noise - the closer you get to one side, the louder it will be, imparting deafness due to washed out sounds; passing through the wall does sonic damage and a Fort save must be made to avoid permanent deafness.
- Stickman (conjuration): Assembles a temporary golem of sticks; generally low HD and abilities - no more than a zombie. Casting in a wooded area gives bonuses to HD and size.
- Amplify Inertia (abjuration): Target object is affected by increased inertial forces - movement/combat use of an object is made more difficult (weapons), movement of a target is hindered (armor, clothing) or other effect, based on the object targeted; mass that can be affected increases with level of caster.
- Inertial shell (alteration): Static field around the caster absorbs ALL motion and freezes any object that touches it where it comes into contact; arrows or other missiles, fluids, dust and any other airborne matter will slowly aggregate into a solid shell of debris around the caster until the duration expires or the shell is dispelled, releasing the solids to fall harmlessly around (and onto) the caster. Might get interesting, depending on what is airborne in the area (eggs, insects, various liquids....)
- Repulsive Force (alteration): Simpler than Inertial Shell, a constant negation of inertia emanates from the caster, repelling any moving object away from the caster at an equal force to that which approaches. Arrows will slow until they touch the caster, then be thrown outwards and away, as will any other moving object that approaches the caster. Note - the spell does not negate mass, so larger missiles moving at velocity (i.e., stones thrown by giants, ballistas, etc.)may actually impart their velocity on the caster backwards; the missile itself will do no damage to the caster, but they may be thrown violently back from the impact.
- Vector Gravity (alteration): Identical to the spell Reverse Gravity in all aspects except one - the direction of "UP" is designated by the caster. The possibilities of applying this spell are endless...
That just about does it for my ideas...
M