
Sphen86 |

What is your favorite spell? Any funny stories to go with it? Any good homebrew spells to share?
It doesn't have any funny stories, but this is one of my favorite spells I've ever brewed:
STICK:
School: Transmutation Level: all casters 0
Casting Time: One standard action
Components: V, S
Range: One object/surface touched
Target: One item weighing ½ lb/level and a surface to stick it on.
Duration: 1 hour/level
Saving Throw: Will negates (harmless) Spell Resistance: Yes (object)
A caster places this spell upon a small object and a solid surface, usually a wall. This allows the caster to place the object on the wall and leave it unattended for one hour per level. Primarily developed by adventuring mages to hang lanterns during sleep periods, many other applications have been developed from hanging pictures to practical jokes. This spell has no effect on non-solid or magical surfaces such as water or wall of force. It will not hold up to pressure exerted that exceeds the maximum weight capacity of the caster. It is a DC10 STR check to remove an item that has been stuck to a surface.
School: Transmutation Level: all casters 0
Casting Time: One standard action
Components: V, S
Range: One object/surface touched
Target: One item weighing ½ lb/level and a surface to stick it on.
Duration: 1 hour/level
Saving Throw: Will negates (harmless) Spell Resistance: Yes (object)
A caster places this spell upon a small object and a solid surface, usually a wall. This allows the caster to place the object on the wall and leave it unattended for one hour per level. Primarily developed by adventuring mages to hang lanterns during sleep periods, many other applications have been developed from hanging pictures to practical jokes. This spell has no effect on non-solid or magical surfaces such as water or wall of force. It will not hold up to pressure exerted that exceeds the maximum weight capacity of the caster. It is a DC10 STR check to remove an item that has been stuck to a surface.
And then there is this one:
TROLL SKINNED:
School: abjuration Level: Alchemist, Cleric, Druid, Hedge Doctor, Inquisitor, Magus, Ranger, Sor/Wiz, Witch 5
Casting Time: 1 standard action
Components: S, M (scrap of troll skin)
Range: touch
Target: one creature touched
Duration: one round per caster level
Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Any creature affected by this spell gains fast healing 5 per round. This effect begins immediately at the end of the caster’s turn, and continues to heal damage dealt to the target of the spell each round at the beginning of the targets round. This spell will not heal acid or fire damage. An undead creature targeted with this spell would instead take damage from its effects.
School: abjuration Level: Alchemist, Cleric, Druid, Hedge Doctor, Inquisitor, Magus, Ranger, Sor/Wiz, Witch 5
Casting Time: 1 standard action
Components: S, M (scrap of troll skin)
Range: touch
Target: one creature touched
Duration: one round per caster level
Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Any creature affected by this spell gains fast healing 5 per round. This effect begins immediately at the end of the caster’s turn, and continues to heal damage dealt to the target of the spell each round at the beginning of the targets round. This spell will not heal acid or fire damage. An undead creature targeted with this spell would instead take damage from its effects.
And this one from Morrowind
BURDEN:
School: Transmutation Level: All casters 4
Casting Time: Full round action
Components: S, M (1 lb of lead)
Range: short (25 ft +5ft/level)
Target: one creature/object
Duration: 1 min/level
Saving Throw: Fort negates Spell Resistance: yes (harmless)
An invisible force pushes down on the target of this spell, increasing their carried weight beyond their normal limits. Causing 500 lbs of force for every 2 caster levels, this spell often immobilizes its target with this extra weight. While the spell causes no harm directly, it can still be used to do damage indirectly (such as causing a flying creature to no longer be able to support itself and thus fall).
School: Transmutation Level: All casters 4
Casting Time: Full round action
Components: S, M (1 lb of lead)
Range: short (25 ft +5ft/level)
Target: one creature/object
Duration: 1 min/level
Saving Throw: Fort negates Spell Resistance: yes (harmless)
An invisible force pushes down on the target of this spell, increasing their carried weight beyond their normal limits. Causing 500 lbs of force for every 2 caster levels, this spell often immobilizes its target with this extra weight. While the spell causes no harm directly, it can still be used to do damage indirectly (such as causing a flying creature to no longer be able to support itself and thus fall).
And one of my favorite visuals:
FORCE PUSH:
School: evocation (force) Level: Cleric, Magus, Summoner, Sor/Wiz, Witch 1 bard, druid, hedge doctor, inquisitor, ranger, paladin 2
Casting Time: 1 standard action
Components: somatic
Range: touch
Targets: one creature touched
Duration: instantaneous
Saving Throw: Fortitude partial (see text) Spell Resistance: yes
Creating a pulse of energy, this spell forces a target 5 feet back from the caster and knocked prone. A Fortitude save prevents the target falling prone, beating the save by +10 or more instead forces the caster back 5 feet. The target gets any bonus they would normally get against trip attempts as bonuses to this save; creatures 2 size categories or larger than the caster gets a +2 bonus to their save for each size category they are bigger than the caster. The inverse is true for smaller creatures. If the target is flying and fails its save, it drops 60 feet per round (or until it fits a solid surface). Each round it is still air-borne it can make a fly check (DC equal to the Fortitude save) to right itself or it drops another 60 feet.
School: evocation (force) Level: Cleric, Magus, Summoner, Sor/Wiz, Witch 1 bard, druid, hedge doctor, inquisitor, ranger, paladin 2
Casting Time: 1 standard action
Components: somatic
Range: touch
Targets: one creature touched
Duration: instantaneous
Saving Throw: Fortitude partial (see text) Spell Resistance: yes
Creating a pulse of energy, this spell forces a target 5 feet back from the caster and knocked prone. A Fortitude save prevents the target falling prone, beating the save by +10 or more instead forces the caster back 5 feet. The target gets any bonus they would normally get against trip attempts as bonuses to this save; creatures 2 size categories or larger than the caster gets a +2 bonus to their save for each size category they are bigger than the caster. The inverse is true for smaller creatures. If the target is flying and fails its save, it drops 60 feet per round (or until it fits a solid surface). Each round it is still air-borne it can make a fly check (DC equal to the Fortitude save) to right itself or it drops another 60 feet.

The Chort |