Shattered World [Setting] New Spells


3.5/d20/OGL


(A Note To Moderators: I was not sure whether to put this here or in the Spell section. If this is in the wrong place, please feel free to move it wherever you feel it would be more appropriate.)

Hello!

For those of you have not read my other threads, I am working on a Homebrew setting in which the world has been shattered into 1000 floating islands called shards. Transport from shard to shard is acheived by flying ships called windriggers.

I have some ideas for some new spells which would be unique to my world. I've never created any new spells before so I would like to get your advice on some these, as in what level they should be, duration, etc. Any help you could offer would be GREATLY appreciated!

Spells:

Forcebridge: This spell would allow the caster to create a bridge of magical force that would allow characters to walk/ride across to another shard. Shards are never closer that 1 mile to each other, so the forcebridge would have to last long enough to allow party to cross. It could possibly even disappear behind the party as they advance, thus preventing being followed.

Magic Boat: This would create a small magical flying boat which would carry caster and others from one shard to another.

Magic Ship: This would create a large ship capable of transporting many people as well as cargo.

Locate Shard: This would allow the caster to locate any shard he or she knows the name of, regarless of where it is.

Identify Shard: This would allow the caster to know the name of any shard he can see, unless the name has been magically hidden in some way.

Shard Lore: This would allow the caster to know the history and other interesting details of a shard he can see.

Hide/Obscure Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.

Bind Shards: This would bind two shards so that they would remain within one mile of each other for the duration of the spell. Could create a "Permanent Binding" too.

Move Shard: This would allow the caster to actually steer the shard in a direction of his choosing for the duration of the spell.

Close Borders: This would allow a caster to close the borders of a shard, creating a sphere of force around the shard which would prevent anyone from entering or leaving the shard for the duration of the spell. This is similar to the Ravenloft power.

Tenser's Superior Disk: This advanced verson of Tenser's Floating Disk would create a disk of force capable of carrying the caster and others from one shard to another.

Winged Mount: This improved version of the Mount spell would summon a flying mount (pegasus/hippogriff/asperii).

Any other suggestions for new spells would also be welcomed. Thanks in advance for any help you can offer!


Bind Shard, Close Borders, Hide/Obscure Shard and Move Shard should probably be at least 8th level because they represent a major change to the world, possibly even a permanant one. They should also have a costly component and/or a high XP cost. Also, wouldn't moving a Shard change the forces of gravity on nearby Shards? I would think that it would be like moving Earth's moon (I might be wrong; I have very little knowledge of physics or astronomy).

Liberty's Edge

Pathfinder PF Special Edition Subscriber
Arctaris wrote:
Also, wouldn't moving a Shard change the forces of gravity on nearby Shards? I would think that it would be like moving Earth's moon (I might be wrong; I have very little knowledge of physics or astronomy).

Just remember that gravity is really, really, really weak. It takes the whole mass of earth to make one G. So, unless the shards were really close, or REALLY big, the change shouldn't be appreciable. (Anyhow, starting to calculate the force of gravity in a setting like the one described would quickly take over the whole of the game, and would probably be MUCH less fun then space piracy.)


Here are some comments I have received both here and at other sites I subscribe to:

Forcebridge: This spell would allow the caster to create a bridge of magical force that would allow characters to walk/ride across to another shard. Shards are never closer than 1 mile to each other, so the Forcebridge would have to last long enough to allow a party to cross. It could possibly even disappear behind the party as they advance, thus preventing being followed.
?œ Larger and longer-lasting than wall of force

Magic Boat: This would create a small magical flying boat which would carry caster and others from one shard to another.
?œ Magic Boat could work
?œ like Overland Flight, but affect multiple creatures.

Magic Ship: This would create a large ship capable of transporting many people as well as cargo.
?œ With the windriggers, I think that Magic Ship is unnecessary as well as being somewhat clunky to work with.
?œ like Overland Flight, but affect multiple creatures.

Locate Shard: This would allow the caster to locate any shard he or she knows the name of, regardless of where it is.
?œ Locate and Identify Shard are probably the best new spells of the bunch.

Identify Shard: This would allow the caster to know the name of any shard he can see, unless the name has been magically hidden in some way.
?œ Locate and Identify Shard are probably the best new spells of the bunch.

Shard Lore: This would allow the caster to know the history and other interesting details of a shard he can see.
?œ Shard Lore I disagree with, that's what Bardic Knowledge is for.
?œ You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it.

Hide/Obscure Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.
?œ The Hide/Obscure Shard should have the shard-key as the focus, so that a random mage can't hide a shard from it's master.
?œ For Hide/Obscure Shard, you might want to make the shard key the focus component.
?œ Holy crap. Invis for an entire continent?
?œ Hide/Obscure Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.
?œ If it makes the shard invisible, then it should be epic, but if it only conceals against divination I can see it being an 8th or 9th level spell.

Bind Shards: This would bind two shards so that they would remain within one mile of each other for the duration of the spell. Could create a "Permanent Binding" too.
?œ Bind Shards should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order.
?œ Bind Shards should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.

Move Shard: This would allow the caster to actually steer the shard in a direction of his choosing for the duration of the spell.
?œ Move Shard should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order.
?œ For Move Shard, you might want to make the shard key the focus component.
?œ You're just asking for the players to drop a nation on the BBEG's lair.
?œ Move Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.
?œ Move shard. Definitely Epic.

Close Borders: This would allow a caster to close the borders of a shard, creating a sphere of force around the shard which would prevent anyone from entering or leaving the shard for the duration of the spell. This is similar to the Ravenloft power.
?œ Close Borders should have the shard-key as the focus, so that a random mage can't hide a shard from it's master.
?œ Close Borders should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.

Tenser's Superior Disk: This advanced version of Tenser's Floating Disk would create a disk of force capable of carrying the caster and others from one shard to another.
?œ Tenser's Superior Disk is a maybe

Winged Mount: This improved version of the Mount spell would summon a flying mount (pegasus / hippogriff / asperii).
?œ Winged Mount sounds good

Possible New Spells:
?œ a spell that allows the caster to walk on the underside of a shard as if it was the top side
?œ a detect shard key spell
?œ You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it.
?œ another good one would be Shard Gate or something that allows gates on 2 shards to be permanently linked so that there can be instantaneous travel as long as both gates are open.

Perhaps you could make artifacts that are permanently attached to the ground which can have spells cast into them that they then transform into the inter-shard variants of those spells.


The Shining Fool wrote:
Arctaris wrote:
Also, wouldn't moving a Shard change the forces of gravity on nearby Shards? I would think that it would be like moving Earth's moon (I might be wrong; I have very little knowledge of physics or astronomy).

Just remember that gravity is really, really, really weak. It takes the whole mass of earth to make one G. So, unless the shards were really close, or REALLY big, the change shouldn't be appreciable. (Anyhow, starting to calculate the force of gravity in a setting like the one described would quickly take over the whole of the game, and would probably be MUCH less fun then space piracy.)

Actually moving a shard would have very little effect on other shards. And gravity is not the problem you guys seem to think it is. Each shard has a powerful artifact hidden on it called a shard-key. A shard-key is what provides each shard with gravity and atmosphere, and maitains the shard's climate at pre-shattering levels. No tow shards can ever approach with one mile of each other - they move out of each other's way. (Think of the repulsion field of magnets.)


I was looking through the Stormwrack book and found a spell called Mordenkainen's Capable Caravel which creates a magic ship for water travel. It is a Sorc/Wiz 8 spell. So would a flying version be level 9? Or should it remain level 8?


Hide/Obscure Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.

I am going to separate this into two spells:

Hide Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.

Obscure Shard: This spell makes a shard undetectable by any means, including magical scrying or by natural homing instincts, like those of dragons and Twyll (Halflings).


wizardofowls wrote:
I was looking through the Stormwrack book and found a spell called Mordenkainen's Capable Caravel which creates a magic ship for water travel. It is a Sorc/Wiz 8 spell. So would a flying version be level 9? Or should it remain level 8?

As the people in your world would be as used to travel between shards as those in Stormwrack are used to sea travel, my guess would be to leave it at level 8. It is just a different type of "sea" that they travel. Just my two cents, for something like this, you truly need Fatespinner.


Okay everyone, this is my first ever attempt at creating a new spell. Please let me know what I know to do to make this good.

Locate Shard
Divination
Level: Clr 4, Sor/Wiz 4
Components: V,S,M
Casting Time: 10 minutes
Range: Unlimited
Target: One shard
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

You sense the current location of a shard in relation to your current location. An Obscure Shard spell will prevent you from discerning this information.
To locate a shard with this spell, its name must be known.

Sources: Discern Location, Locate Object, Locate Creature

Dark Archive RPG Superstar 2013 Top 32

Lady Lena wrote:
...for something like this, you truly need Fatespinner.

*rising like a phoenix from the ashes of a million incinerated character sheets, Fatespinner answers the summons*

Hmm? What?

9th level sounds better to me because, even though 'shard travel' is roughly as common as 'sea travel' in a typical setting, you must keep in mind the logistics of the whole thing. An ocean-faring ship cannot be used to go to places that are not bordered by water. A sky-faring ship could go anywhere that wasn't underground. Characters could employ the skyship as a flying assult platform to rain death down on the enemies below them with little fear of retaliation. 9th level seems a bit more logical to me, simply because you've added the 3rd dimension to the ship's mobility.

Liberty's Edge

As for locate shard, I think 4th level is a bit high for "go where you want to" type spell. Maybe if there was a 1st level vertsion that could point the right direction, and the 4th level could be more precise...


Hello again! A friend of mine on another site, who calls himself LeadPal designed a version of the Forcebridge spell for me. I am still new to 3e, so I was wandering if you guys would look at it for me and tell me if its okay. Here it is...

Rainbow Bridge
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Bridge up to 5 ft. wide/level and 1/4 mile long/level
Duration: see text
Saving Throw: None
Spell Resistance: No

A rainbow bridge spell creates a horizontal plane of force of any colouration that slowly extends from one shard to another. The bridge cannot be moved from its position relative to the two shards it connects, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones, supporting an infinite amount of weight without being damaged. Gaze attacks can operate through a rainbow bridge.

The spell immediately stabilizes the motion of the two shards it connects for its duration, making the question of its viability only one of distance. When cast, the bridge slowly extends from its origin at 20 feet per round, until it reaches the target shard or until it can travel no further. At this point, the bridge begins to vanish at the other end at the same rate. (If the bridge is followed to the end and is discovered to not reach all of the way, the caster most likely has a very serious problem.)

This spell does not protect against any hazards that may present themselves on the journey across, most notably high winds on the Ways.

Although the spell can be of any colouration the caster wishes, a vivid rainbow of seven colours has become a popular cliche amongst the few mages that can cast it, and it is from this that the spell takes its name.

Material Component: A fire opal with a value of 500 gp per mile of distance between the shards. Unlike most spells, rainbow bridge can be cast without its material component, but this prevents the shards from being stabilized and it is very likely that the bridge will end in mid-air.


I intended today to write a spell that would summon a winged mount. I looked through the source books I have (which aren’t many) and 4 comparable spells:

Mount (PHB) Conj/Sum Sor/Wiz 1
Fly (PHB) Trans. Sor/Wiz 3 Travel 3
Phantom Steed (PHB) Conj/Creat. Bard 3 Sor/Wiz 3
Winged Mount (Comp. Div) Trans. Blackguard 4 Paladin 4

Mount summons a land based mount. Fly gives the caster the ability to fly. Phantom Steed conjures a quasi-real horse-like creature. At 14th level the caster can make it fly. Winged Mount causes an existing mount to sprout wings.

I thought with Phantom Steed and Winged Mount that there would be no need to create a new. Then I looked a little deeper. A Phantom Steed lasts for 1 hour/level. Not bad, but it only has average maneuverability, and since the caster cannot make it fly until 14th level, that makes it the equivalent of a 7th level spell. Winged Mount, which is 4th level only lasts 10 min/level! Not very practical for inter-shard travel! And in addition, it can only be used by Blackguards and paladins!

So maybe I do need to write a spell. I looked at schools. Two of the spells, are Transmutations and have terrible durations. Fly only lasts 1 min/level and Winged Mount only lasts 10 min/level. On the other hand, Phantom Steed, a Conjuration/Summoning, lasts1 hour/level, and Mount, a Conjuration/Creation, lasts two hours/level.

So what I need is a Conjuration/Summoning that summons an aerial mount (pegasus / hippogriff / asperii) which lasts at least an hour per caster level, and can be used by Sorcerors and wizards. Opinions? Advice?


Here's another new spell I wrote. Check it over for me and tell me what you think, okay?

Identify Shard
DivinationClr 1, Sor/Wiz 1
Components: V, S
Casting Time: 10 minutes
Range: Sight
Target: One shard
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell reveals the name of a single shard which the caster must be able to see. An Obscure Shard spell will prevent the caster from discerning this information.

Source: Identify


I'd make "identify shard" 0-level, unless it also reveals properties of the shard (like identify does for magic items). Likewise, "locate shard" might be too high a level if there are only a few shards (on the other hand, if there are thousands of them, it's probably about right).

Love your idea for the campaign setting, by the way.


One of the rules of my world is that some of the humaoid races - specfically orcs, ogres, goblins, hobgoblins and kobolds - are not true races. They are normal people of various races who have been transformed - corrupted - by magic into these new forms to serve the Nameless One. What I need is a spell that would do this. Of course only those of evil alignment would use such a spell.

I have found two similar spells which could be useful to base it on: Create Darkenbeast and Create Chosen One. Both are 5th level spells. Would my Corrupt spell be 5th level or should I make it higher? And what about a Mass Corruption which the evil ones could use to transform more than one at a time?

I'd love to hear your opinions on this.

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wizardofowls wrote:

One of the rules of my world is that some of the humaoid races - specfically orcs, ogres, goblins, hobgoblins and kobolds - are not true races. They are normal people of various races who have been transformed - corrupted - by magic into these new forms to serve the Nameless One. What I need is a spell that would do this. Of course only those of evil alignment would use such a spell.

I have found two similar spells which could be useful to base it on: Create Darkenbeast and Create Chosen One. Both are 5th level spells. Would my Corrupt spell be 5th level or should I make it higher? And what about a Mass Corruption which the evil ones could use to transform more than one at a time?

I'd love to hear your opinions on this.

I guess it would depend on the specifics of the spell. Does it alter their mental state as well as physical? Is it permanent?

Where's "Create Darkenbeast" and "Create Chosen One" from?


I'm not sure the title of the book... I think it's the Magic of Faerun. The spell would be permanent (unless some magical means of reversing it is found), and the victim would become evil.


I hope this isn't a threadjack, and I doubt these would translate directly to your world, but below is the description of a magic item (of sorts) I wrote up for Lilith's World Project.

It would take a bit of tweaking but I think it might be a fun idea for you to play with.

If you like it and want help tweaking it let me know.
_________________________________

The mammoth structures known as Skyships (or Raghesten Skyships are a far cry from ships in the conventional nautical sense. They resemble nothing so much as gigantic flying palaces set on enormous marble platforms.

The palaces are believed to have been crafted by powerful Djinn in the service of the Empire of Raghesten (whether these Djinn were slaves, employed by the Empire, or if the skyships were originally a gift from Elemental potentates (many scholars believe the Efreeti provided both magical know how and the slave power to construct the ships) is a skyships are in the style of Efreeti Sultans of Kharabad Rhazak (on the elemental plane of fire).

Each skyship is set on a platform of fine polished marble in the shape of an octogram (an eight pointed star - as opposed to an octagon) - the Magi of Kharabad Rhazak use an system of elemental magic that evokes elementals of eight different types earth, wind, fire air and water - as normal - but also good, evil, law and chaos (some refer to life and death rather than god and evil and time and space in lieu of law and chaos) but it is always eight.

The palaces are huge are designed to as if built for humanoids of 9-12 feet in height (though the furnishings, stairs, etc. (are now) appropriate to men of more conventional size.

The skyships virtually drip with ornament, semiprecious stones set in delicate patterns on the walls gilded dorrs in high relief, endless fountains, and pennants, and silk pillows embroidered with gold and silver thread on every bench. these palaces are also enhanced with illusion to increase their splenor beyond the already unbelievable reality. (There is only a 20% chance any item stolen from a skyship is what it appears to be on board the ship).

If people want stylistic references to describe a skyship they should look to Mughal Architecture (of which the Taj Mahal is the most famous example).

The Cerulean Phoenix (a translation) the smallest of the known surviving skyships can (and has) comfortably garrison

200 light cavalry 50 heavy cavalry 1000 infantry and all of the appropriate support personal to kee these men very comfortable

as well as all of the staff appropriate to a royal residence as well as accomdations for visitors and their staffs - recreation facilities etc.

This is accomplished by multiple permanent castings of Palace of the Djinn (a variation on Mordekainen's Magnificent Mansion).

The palace is kept aloft and maintained by scores of elementals bound into eternal service - whether these elementals suffer or recieve some suitable compensation (in their strange terms) like much of the skyships operations remains a mystery.

The skyships can move in any direction at a rate of 10 They also have the ability to teleport and plane shift - there is no set limit to these uses of the skyship - but they are purported to be extraordinarily expensive

Military Applications

The skyships have the ability ot summon incredibly powerful storms that cover 10s even 100s of miles. Within these storms the lords of the skyships can unleash lightning, terryfying enough. It is also rumored that the skyships have the power to conjure armies of elementals to fight within the fury of these storms - air elementals in the wind, fire elementals in the lightning, water elementals in the rain, and earth elementals form ground shaken by thunder.

There are legends of whole nations surrending at the appearace of a skyship over their lands.

DARK SECRETS

Know one really knows how skyships operate but all scholars agree that you never get something for nothing. Most scholars beleive that the magic of the skyships must be fueled somehow - gold, gems, say some but this is unlikely - what need would elementals have for such. More likely sacrifices are pain, blood, and souls. Most academics feel that is more than enough to know and more than enough reason to shun Skyship Lords and any that serve them - some however have gone further and tried to extrapolate the "fuel" and "rate of consumption for a skyship"

To operate as a simple palace for one day 10 lives To fly 100 miles 10 lives To teleport 100 lives (may vary by distance To unleash a storm (with a 10 mile radius) 200 lives (with elemental soldiers 500)

But those are conservative guesses And there are other darker sacrifices, pain, ability drain, and souls.

The specifics are forgotten but there is little mystery as why these amazing vessels were destroyed.

Retrieved from "http://www.dmtools.org/world/index.php/Raghesten_skyship"


Okay... what do you think of these?

Corrupt
Transformation [Evil]
Level: Sor/Wiz 6
Components: V, S, M (One helpless being)
Casting Time: 1 hour
Range: Touch
Target: One helpless being
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell transforms one helpless being into a monstrous humanoid. The type of humanoid is determined by the victim’s race:

Twyll (Halfling) - Kobold
Gnome - Orc
Dwarf - Goblin
Elf - Hobgoblin
Human - Ogre

The victim’s alignment becomes evil and all previous memories are erased. These changes are permanent unless reversed by some means. A Will save negates the effects. This spell can only be cat by an evil character.

Sources: Create Darkenbeast, Create Chosen One

Mass Corruption
Transformation [Evil]
Level: Sor/Wiz 9
Target: Up to 10 helpless beings

This spell is identical to the 6th level spell Corrupt in all ways except that it can be used to affect up to 10 helpless beings.


Because it's a physical transformation, I'd make it a Fort save. The racial choices seem a bit odd; gnomes are a lot like goblins, for example--but they get bigger and become orcs? And dwarves shrink to become goblins? Of course--and I really like this--a lot of Tolkien fans will be unhappy that orcs aren't corrupted elves. Boo hoo! But all that aside... very interesting idea for humanoid genesis.

The Exchange RPG Superstar 2011 Top 32

Kirth Gersen wrote:
Because it's a physical transformation, I'd make it a Fort save. The racial choices seem a bit odd; gnomes are a lot like goblins, for example--but they get bigger and become orcs? And dwarves shrink to become goblins? Of course--and I really like this--a lot of Tolkien fans will be unhappy that orcs aren't corrupted elves. Boo hoo! But all that aside... very interesting idea for humanoid genesis.

I have to agree; the choices for the corruption really don't make sense. I would say gnomes become gobs, dwarves become hobgobs, and elves become orcs (for that Tolkien throwback). And, perhaps two saves, the first a Fort, for the transformation, and the second Will, for the mental change.

It'd make an interesting character, a person transformed, but was able to resist evil...


Thanks guys! I nave updated the spells to reflect the changes you suggested as well as changes some others have suggested. Here are the new versions:

Corrupt
Transformation [Evil]
Level: Sor/Wiz 6
Components: V, S, M (One helpless being)
Casting Time: 1 hour
Range: Touch
Target: One helpless being
Duration: Permanent
Saving Throw: Fort / Will saves negate changes
Spell Resistance: Yes

This spell transforms one helpless being into a monstrous humanoid. The type of humanoid is determined by the victim’s race:

Twyll (Halfling) - Kobold
Gnome - Goblin
Dwarf - Hobgoblin
Elf - Orc
Human - Ogre

The victim’s alignment becomes evil and all previous memories are erased. These changes are permanent unless reversed by some means. A Fortitude save negates physical changes, and a Will save negates the mental ones. This spell can only be cat by an evil character.

Sources: Create Darkenbeast, Create Chosen One

Mass Corruption
Transformation [Evil]
Level: Sor/Wiz 9
Target: Up to CL/2 helpless beings

This spell is identical to the 6th level spell Corrupt in all ways except that it can be used to affect up to half the caster's level in helpless beings.


Any comments on the updated versions?

The Exchange RPG Superstar 2011 Top 32

wizardofowls wrote:
Any comments on the updated versions?

It looks good. Is the Will save dependent on the physical changes, or do they happen simultaneously?

I actually like the idea of the simultaneous; it could make for a nice plot twist, where you think that you saved someone from corruption, but it turns out that they're now evil.

EDIT: Also, it sounds like it can only be reversed by a Wish/Miracle spell. Nice.

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