Looking for feedback on some custom 0-level spells


Homebrew and House Rules


Q's Call Weapon
School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric 1, druid 1, witch 1, oracle 1
Casting time: standard
Components: V, S
Range: close (25ft + 5ft/2 levels)
Target: one unattended weapon
Duration: immediate
Saving throw: Will (harmless)
SR: Yes

You immediately bring a single weapon unattended or in your possession and of a size appropriate for your use to your hand. If you are holding a weapon, even if only in a single hand, or otherwise unable to hold the weapon this spell has no effect. If the weapon encounters any resistence on its way to you, this spell fails at the point of resistence. If it is a magical weapon unknown to you or with an ego score it receives a will save.

Q's Quick Draw
School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric 1, druid 1, witch 1, oracle 1
Casting time: 1 full round
Components: V, S, M
Range: Touch
Target: one item in your possession
Duration: 1 hour / level
Saving throw: Will (harmless)
SR: Yes

This spell can be precast on a single item of your choice and appropriate for your use. Providing the item remains in your possession, it can be drawn as a free action. Recasting this special cancels this effect.


call weapon can be done with mage hand

quickdraw is worth a feat and more appropriate as a level 1 spell for all casters

Scarab Sages

Call Weapon can't be done with Mage Hand - it is essentially an immediate Mage Hand that can work on magic weapons of any weight.

I think Call Weapon should be a 1st level spell, or make it a move action, as it is a bit better than a current, core 0-level spell.

Quick Draw should at least be a swift action, and it should be 1st level. I can see this spell be abused. It is worth a feat or an item, Glove of Storing.


Initial thoughts:

Call Weapon: I don't feel it like Cleric, Druid or Witch spell. Also note that Oracles don't have separate spell list - they share them with Cleric like Sorceres share with Wizards.
Instead of Clerics and Druids I would add Paladins and Rangers.

I am not quite sure about the limitation that it won't work when you are holding any weapon - it would made it less useful for spellcasters with TWF.

Quick Draw: I would change drawing enspelled item to swift action and casting time to more like 1 minute. Instead of Material component it rather should have Focus with affected weapon acting as focus as Material component is consumed during the casting (unless you intend some other material component, like alchemical paste used to anoint affected object).
I see no reason of making this spell 1st level for Clerics/Oracles, Druids and Witches. If thyey are to get it it should be 0th.

Both spells description would also benefit from rewriting for style reasons but its minor.

Scarab Sages

I agree that call weapon should be on the list for paladins and rangers. It doesn't make sense for druids or witches, though.

It could be a 0-level spell for a cleric if it only worked with their deity's favored weapon


Drejk wrote:


Quick Draw: I would change drawing enspelled item to swift action and casting time to more like 1 minute. Instead of Material component it rather should have Focus with affected weapon acting as focus as Material component is consumed during the casting (unless you intend some other material component, like alchemical paste used to anoint affected object).
I see no reason of making this spell 1st level for Clerics/Oracles, Druids and Witches. If thyey are to get it it should be 0th.

Both spells description would also benefit from rewriting for style reasons but its minor.

I'm not sure what you're trying to do to Quick Draw. As it stands now it's a pre-cast spell. Taking a minute every half hour (plus one hour per level after the first) to refresh it doesn't make it any worse than taking a full round. Since it applies to a single weapon it doesn't allow you to do things like the feat of the same name allows for getting full attacks with throwing weapons so the swift action requirement just means you can't arcane strike or quicken spell and full attack if you have to use it to draw the weapon. You may think it's too powerful and I'm not going to argue about that, but your proposed changes don't actually do anything to functionally weaken it.


You are right that most of the time 1 minute casting time won't change much. However it becomes very important when it is used to its fullest - when using it on objects that you just got and plan to hide on yourself. Then ability to draw that object quickly may become very important: you steal particular object, enspell it, hide it, and walk away. While passing next to your ally you unleash the power of that spell and give it quickly. Guard that comes after you checks you and finds nothing.

RPG Superstar 2013 Top 8

That could be solved easily by making Q's quick draw only applicable to things in holsters, scabbards, etc.


Drejk wrote:
You are right that most of the time 1 minute casting time won't change much. However it becomes very important when it is used to its fullest - when using it on objects that you just got and plan to hide on yourself. Then ability to draw that object quickly may become very important: you steal particular object, enspell it, hide it, and walk away. While passing next to your ally you unleash the power of that spell and give it quickly. Guard that comes after you checks you and finds nothing.

Is that a common situation? I suppose it's another way for the wizard to step on the rogues toes, but usually stealing stuff is the job of someone who has sleight of hand anyways and palming a small object is just DC 10. Handing off a larger object is not going to be something you can hide with a spell less advanced than Mislead.

RPG Superstar 2013 Top 8

Actually I could see this as a very handy minor magic rogue talent ^_____________^


I would tighten up the language for Call Weapon and bump it up from 0 level. The first thing that comes to mind is haggling over whether or not something is a weapon. For example, what if you intend to use a tool, such as a woodsman's axe, as a weapon? Are rocks weapons? They can be.


jocundthejolly wrote:
I would tighten up the language for Call Weapon and bump it up from 0 level. The first thing that comes to mind is haggling over whether or not something is a weapon. For example, what if you intend to use a tool, such as a woodsman's axe, as a weapon? Are rocks weapons? They can be.

The weapon limitation is on purpose to help close the gap between a 0 and 1st level spell. A few other spells are just as specific. I will change it to a manufactured weapon to further clarify its use though.


Drejk wrote:

Initial thoughts:

Call Weapon: I don't feel it like Cleric, Druid or Witch spell. Also note that Oracles don't have separate spell list - they share them with Cleric like Sorceres share with Wizards.
Instead of Clerics and Druids I would add Paladins and Rangers.

I am not quite sure about the limitation that it won't work when you are holding any weapon - it would made it less useful for spellcasters with TWF.

Quick Draw: I would change drawing enspelled item to swift action and casting time to more like 1 minute. Instead of Material component it rather should have Focus with affected weapon acting as focus as Material component is consumed during the casting (unless you intend some other material component, like alchemical paste used to anoint affected object).
I see no reason of making this spell 1st level for Clerics/Oracles, Druids and Witches. If thyey are to get it it should be 0th.

Both spells description would also benefit from rewriting for style reasons but its minor.

The one weapon limitation is really a relic of one of my first drafts to keep its usefullness in check and thus in line with a 0-level spell. But I see reason why it has to remain.


Phasics wrote:

call weapon can be done with mage hand

quickdraw is worth a feat and more appropriate as a level 1 spell for all casters

I think Mage Hand can only manipulate non magical items...However I can't see it on a Wizard/Sorcerer list but on a Ranger's or Paladin's.

Quickdraw seems a bit OTT for a 0lvl spell...drop the duration or fix it at one hour...


My latest revisions. Am I getting closer to workable spells or further away? Some have mentioned upping the level. It may come to that but I would appreciate suggestions that would change them to be more appropriate for 0 level spells.

Q's Call Weapon
School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric 0, Paladin 1, Ranger 1
Casting time: standard
Components: V, S
Range: close (25ft + 5ft/2 levels)
Target: one unattended manufactured weapon
Duration: immediate
Saving throw: Will (harmless)
SR: Yes

You immediately pull a single unattended manufactured weapon of a size appropriate for your use to your hand. If you don't have a free hand or are otherwise unable to hold the weapon this spell has no effect. If the weapon encounters any resistance on its way to you, this spell fails at the point of resistance. If it is a magical weapon never held by you or with a weapon with an ego score it receives a will save at a +4 bonus. A successful save makes it immune to this spell for 24 hours. A cleric can only use this spell on their deity’s favored weapon.

Q's Quick Draw
School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric/oracle 1, witch 1, Paladin 1, Ranger 1
Casting time: 1 minute
Components: V, S, M (paste applied on item when cast)
Range: Touch
Target: one item in your possession
Duration: 1 hour or until discharged
Saving throw: Will (harmless)
SR: Yes

You magically link yourself to a single item of your choice and appropriate for your use. Providing the item remains in your possession and easily accessible (in a spot normally accessible with a single move action), it can be drawn as a swift action. Casting this spell on another item dismisses this effect.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Flak wrote:
Actually I could see this as a very handy minor magic rogue talent ^_____________^

Given that we're basically talking about the power level of replacing a feat here, it's definitely beyond the level of a cantrip or orison. I would say at least a 2nd level spell, as I'd rank it one level below Haste.

General rule here for GMs: If you're not willing or able to take the time to throughly read AND UNDERSTAND the text of the Mastering Magic chapter in Ultimate Magic, (which I believe are reproduced in the PSRD sites, I would strongly suggest that you do not approve any custom spells for your world.


No way is this a 2nd level spell. Allowing 1 item to be drawn once every minute as a swift action is not that powerful (nor is it truly imitating a Feat, since that can be done limitless).

So a potion, scroll or wand (or whatever) gets pulled out once in awhile for free. Simply not that big a deal.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
wizardmark wrote:

No way is this a 2nd level spell. Allowing 1 item to be drawn once every minute as a swift action is not that powerful (nor is it truly imitating a Feat, since that can be done limitless).

So a potion, scroll or wand (or whatever) gets pulled out once in awhile for free. Simply not that big a deal.

Yes it is... of all the economies in the game, there is nothing more precious or of greater impact, than the action economy.


LazarX wrote:
wizardmark wrote:

No way is this a 2nd level spell. Allowing 1 item to be drawn once every minute as a swift action is not that powerful (nor is it truly imitating a Feat, since that can be done limitless).

So a potion, scroll or wand (or whatever) gets pulled out once in awhile for free. Simply not that big a deal.

Yes it is... of all the economies in the game, there is nothing more precious or of greater impact, than the action economy.

We will simply agree to (strongly) disagree. :)


I'd say it "duplicates" the quickdraw feat the way Expeditious Retreat duplicates Haste. The feat lets you make iterative attacks with thrown weapons and doesn't eat your swift actions. The spell not so much.


LazarX wrote:
wizardmark wrote:

No way is this a 2nd level spell. Allowing 1 item to be drawn once every minute as a swift action is not that powerful (nor is it truly imitating a Feat, since that can be done limitless).

So a potion, scroll or wand (or whatever) gets pulled out once in awhile for free. Simply not that big a deal.

Yes it is... of all the economies in the game, there is nothing more precious or of greater impact, than the action economy.

It's hard to reply to that because there are two different spells and you're not mentioning which one you are critiquing but I don't think either approach 2nd level.

I don't mean to critical of your methods because I do appreciate feedback but I feel the need to present a different point of view.

By your method of feat comparision, magic weapon replaces, improves and stacks with weapon focus and so does Guidance for that matter, so they should be higher level. In fact they are even more powerful by virtue of being able to cast them on others. My point is that a feat comparison is a good way to help gauge the power of a spell but in my opinion the opportunity cost is much more important. For me questions that come to mind are: Is it more useful than light or daze? Is it as useful as shield or true strike or color spray? Would you ever pick it over any 2nd level spell? After that a feat comparision can be used as a sort of tie breaker. But to imply that a feat is the only marker to use discounts other oppertunity costs. Such as having to be caster. Having to use a spell slot on it. Having to preplan it (in the case of the quick draw).


illuminar wrote:

Q's Call Weapon

School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric 1, druid 1, witch 1, oracle 1
Casting time: standard
Components: V, S
Range: close (25ft + 5ft/2 levels)
Target: one unattended weapon
Duration: immediate
Saving throw: Will (harmless)
SR: Yes

You immediately bring a single weapon unattended or in your possession and of a size appropriate for your use to your hand. If you are holding a weapon, even if only in a single hand, or otherwise unable to hold the weapon this spell has no effect. If the weapon encounters any resistence on its way to you, this spell fails at the point of resistence. If it is a magical weapon unknown to you or with an ego score it receives a will save.

Q's Quick Draw
School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric 1, druid 1, witch 1, oracle 1
Casting time: 1 full round
Components: V, S, M
Range: Touch
Target: one item in your possession
Duration: 1 hour / level
Saving throw: Will (harmless)
SR: Yes

This spell can be precast on a single item of your choice and appropriate for your use. Providing the item remains in your possession, it can be drawn as a free action. Recasting this special cancels this effect.

As Q's Call Weapon 0 level spell no way in hell it total destroy Disarm builds. As level 1 or 2 sure.

RPG Superstar 2013 Top 8

Seeing as it's a standard action, the disarm build still gets to rule on it while it can't fight back... only exception is magus who can spell combat with it.


As Q's Call Weapon 0 level spell no way in hell it total destroy Disarm builds. As level 1 or 2 sure.

Possibly but so can Quick Draw, Unarmed Strike, and even Daze at low levels. And at higher levels the disarmer gets multiple attacks while the caster still has to take a standard action (with a concentration check) to get their weapon back. Though I could try a rewrite to address that if there's a concensus that it could be abused. Perhaps define resistenace as passing through an occupied square or something. For my group's purposes we are locking them down on the below revisions but it could change after we use them in play a few sessions.

Q's Call Weapon:

School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric 0, Paladin 1, Ranger 1
Casting time: standard
Components: V, S
Range: close (25ft + 5ft/2 levels)
Target: one unattended manufactured weapon
Duration: immediate
Saving throw: Will negates (harmless, object)
SR: Yes

You magically grasp a weapon and pull it to your hand.

You immediately pull a single unattended manufactured weapon of a size appropriate for your use to your hand. If you don't have a free hand or are otherwise unable to hold the weapon this spell has no effect. If the weapon encounters any resistance on its way to you, this spell fails at the point of resistance.

If it is a magical weapon never held by you this spell fails, unless it has an ego score and decides to subject itself to the spell. A cleric does not face the same magical weapon limitation however the weapon still receives a will save and the cleric may only cast this spell on their deity's favored weapon.

Q's Quick Draw:

School: transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, cleric/oracle 1, witch 1, Paladin 1, Ranger 1
Casting time: 1 minute
Components: V, S, M (paste applied on item when cast)
Range: Touch
Target: one item in your possession
Duration: 1 hour or until discharged
Saving throw: Will negates (harmless, object)
SR: Yes

You magically link yourself to an item, making it possible to bring it forth in the flash of an eye.

You magically link yourself to a single item of your choice and appropriate for your use. Providing the item remains in your possession and easily accessible (in a spot normally accessible with a single move action), it can be drawn as a swift action. Casting this spell on another item dismisses this effect.

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