
stringburka |

So, I've been digitalizing a lot of old spells and stuff we've invented throughout the years, as well as some stuff that I got ideas about while I was doing that. This was compiled into a booklet. It's a work in progress, so it'll grow as I digitalize more and more, but it's already about 40 pages in open office so I thought I'd share it with you.
If people like it, you're free to use it, alter it and do exactly whatever you wish with it - I'm only glad if someone likes stuff we have written. Should you for some reason want to publish stuff from it though, I humbly ask that you note me as the author.
The focus is on E6 gaming, but I'd like it to work well with E8 or standard play too.
Now, it would be nice with some critique. Most of the stuff has been playtested in our games, but my games aren't all games and I don't know how well they fit in other people's games. I'd like response to how well balanced stuff are, and what could be done to improve things that are lacking. If you like it, it's nice to hear that too.
Thanks a lot for any feedback!

stringburka |

A few example spells:
Dvillj's Photographic Reading
School divination; Level bard 1, sor/wiz 1
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 10 min/level (see text)
Saving Throw none; Spell Resistance no
This spell was invented by Dvillj the Loremaster to speeded up reading for his more advanced students. It confers the same ability to read magical writings as Read Magic, but also allows the caster to read both magical and mundane writing at the speed of two pages per round. The knowledge is as thorough as if you had studied this text in detail, and the caster is able to recite the exact wording for up to a week afterwards, even on long or unusual texts. The spell gives no ability to read unless you already have it; it doesn't allow you to understand new languages.
Hiccup
School enchantment [mind-affecting]; Level sor/wiz 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target 1 humanoid
Duration 1 round/level
Saving Throw will negates; Spell Resistance yes
This spell causes the target to suffer from uncontrollable hiccups, causing a -1 penalty on attack rolls and skill checks, and a 10% chance of spell failure.
Numbing Trap
School abjuration [electricity]; Level bard 0, sor/wiz 0
Casting Time 10 minutes
Components V, S, F (golden lockpick, 2gp)
Range touch
Target object touched
Duration 1 day/level until discharged (D)
Saving Throw reflex half; see text; Spell Resistance yes
Traps an item to cause damage to whoever opens it. This is a common spell among lowly mages to ward of thieves. When casting this spell, the focus lockpick is bound to the trap like a key. If someone touches the trapped item with the lockpick, the trap is immediately discharged with no effect. If someone opens the trapped item when the spell is active, it discharges, dealing 1d4 +1/two levels nonlethal, electrical damage to the opener. A single item can only have one instance of this spell active at a time. A successful reflex save halves this damage.
Skin of the Cadavre
School necromancy; Level clr 0, druid 0, sor/wiz 0, witch 0
Casting Time 1 standard action
Components V, S
Range personal (see text)
Target you
Duration 1 minute/level
Saving Throw fortitude negates (see text); Spell Resistance yes
This spell causes your skin to become sickly pale and sores to start oozing. For the duration of the spell, you take a -4 penalty on bluff and diplomacy checks, but gain a +1 bonus on intimidate checks. If anyone touches you or makes an unarmed or natural attack against you, they must succeed at a fortitude save or be sickened for one round. Creatures with a natural armor bonus of even +1 are immune to this effect.
Thirst
School enchantment [mind-affecting] [water]; Level bard 1, druid 1, sor/wiz 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration see text
Saving Throw will negates (see text); Spell Resistance yes
This spell causes a creature to instantly feel uncontrollably thirsty. It only affects creatures which have to drink. The creature takes a -2 penalty on attack rolls, skill checks and saves. If the target can see any drinkable liquid, this penalty iincreases to -3. Drinking at least ¼ gallon of non-magical liquid or any kind of magic potion, ends the spell. Drinking ¼ gallon of liquid is a full-round action that provokes attacks of opportunity.
Amphibious creatures and creatures with the [water] subtype take a -2 penalty on the saving throw of this spell.
Web, lesser
School conjuration (creation); Level sor/wiz 0
Casting Time 1 standard action
Components V, S, M (spider web)
Range 5 ft.
Effect patch of web
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
Creates a small patch of sticky, strong web. This can be used to secure an object or the like. It can hold up to 50 pounds before it breaks, and the item can be torn loss with a DC 10 strength check. However, the item has to be in place at the time of casting, so that the web completely covers it. The spell can also be cast to create sticky web that covers a 5ft by 5ft square - that square counts as difficult terrain for the reminder of the spell.

stringburka |

Web, lesser: There was a similar spell in Spell Compendium called Stick, but it only allowed 5 pounds.
It's far more funny this way though, now you can have a bunch of halfling archers in the ceiling! :D
Too bad when someone throws an alchemist fire though...Thanks for reminding me to put in the fire clause of the web spell, though.