The Make a Spell Thread!


Homebrew and House Rules


Post a spell you've made yourself!

There's only one rules:

#1: NO SPELLS BEYOND NINTH LEVEL!

I'll start:

HEAVENLY HOST
School conjuration (summoning) [Good]; Level cleric 9/oracle 9
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
The caster opens a portal to one of the good-aligned outer planes and calls forth celestials to aid in battle against the most fearsome forces of evil. The celestials only heed the summons if the caster is of good alignment and there are evil foes to fight. The spell takes place over a period of time. The first round, two Hound Archons arrives. On the second round, a Bralani and a Vulpinal arrives. On the third round, a Lillend and a Legion Archon arrives. On the fourth round, an Avoral and a Garuda arrives. On the fifth round, a Movanic Deva arrives. Once these creatures appear, they serve the caster for the duration of the spell. The spell's duration begins the instant the first celestials appear and at the end of the spell's duration, all summoned celestials disappear at once. After their arrival, the celestials obey the caster explicitly and never attack her, even if someone else manages to gain control over them. Furthermore, caster does not need to concentrate to maintain control over the celestials and can dismiss them singly or in groups at any time.


Inspired by the Fearscape ability of corruptors from Tales of Maj'Eyal

Fearscape
School conjuration (teleportation) [Evil, Lawful]; Level cleric/oracle 7, sor/wiz 7, inquisitor 6
CASTING
Casting Time 1 standard action
Components V, S, DF, M (Blood of a fiend given willingly)
EFFECT
Range close
target one creature and the caster
Duration 1 round./level (D) (see text)
Saving Throw reflex negates; Spell Resistance yes

DESCRIPTION
The caster causes a portion of Hell to intersect with the material plane and takes his target and himself there. As the spell is cast, a runic circle appears at the target's feet for a moment, the spell fails if the target manages to throw himself free. On a successful save, the target merely gets a brief glimpse of Hell. Good targets are shaken for 1 round on a successful save from the close call.

A 50 ft radius circle of grey sand marks out the area of the material plane that was merged with Hell. Living creatures other than the caster and the target are not transported. The targets are not actually sent to Hell, but a bubble of Hell that is pinched off from the rest. There are never any devils in the bubble.

The area of Hell to which the caster and victim are taken is very inhospitable. Hell-fire sears both targets. Hellfire deals 1d6 fire damage each round. In addition, non-Evil creatures take 1d4 points of unholy damage. Good creatures take 1d6 unholy damage instead. Lawful Evil Outsiders are healed for 2d6 damage each turn instead of taking damage.

Special: The caster can spend a move action to gain a negative level and extend the duration of this spell by 1 rounds per caster level. These negative level can not be removed by magic but go away at the rate of one every 24 hours.

This spell can only be cast when on the Material plane. Mortals slain while in Hell are instantly damned. Any caster attempting to resurrect a damned character must pass a caster level check with DC 5+the caster level of Fearscape.

Reasoning
Its level 7 because that's when you gain plane shift. Its not that great for PCs since a wizard or a cleric going one on one vs an enemy is rarely a good idea. That's why it has a really good damage rate.

Where it really shines is when the PCs are fighting Evil casters who are individually stronger than the PCs. However, Finger of Death is also level 7 and that has a better damage rate. Also, the remaining PCs can prepare and buff for the caster's return.

The inquisitor gets access to the spell because that just seems like an inquisitor-y thing to do.

RPG Superstar 2011 Top 8

Steal Speed
School transmutation; Level sorcerer/wizard 3
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Will partial Spell Resistance yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject is affected as though by a slow spell. A successful Will save negates the slow effect and the target instead becomes exhausted for 1 round. Regardless of whether the target makes its save, you gain the benefits of a haste spell for the duration of this spell, so long as the ray struck its target.

False Courage
School enchantment; Level cleric 3, sorcerer/wizard 3
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect one creature
Duration 1 min./level (D)
Saving Throw Will negates Spell Resistance yes

A creature affected by false courage becomes immune to fear effects and Intimidate checks made against them, but believe themselves to be more skillful than they truly are. The subject of false courage cannot flee from combat, turn down challenges, or target themselves with spells, spell-like abilities, or items.

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