Please evaluate these homebrew spells


Homebrew and House Rules


Let me know what you think about these spells. I think they're balanced, but it's always good to let other's give them the once over before I introduce them into the game.

Stonestrength (homebrew)
School: Transmutation [Earth]
Level: Sor/Wiz 2, Clr/Ora 2, Alchemist 2, Witch 2, Magus 2, Druid 2
Casting Time: 1 standard action
Components: V, S, M/DF (A small pebble or stone)
Range: touch
Target: creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless

The subject takes on some of the essence of stone. The spell grants a +2 enchancement bonus to strength. In addition, the subjet is immune to bleed damage and automatically stablizes if brought below 0 hit points.

Chilling Mist (from 1001 Spells splatbook, altered)
School: Conjuration (Creation) [Water]
Level: Sor/Wiz 3, Drd 3, Witch 3, Magus 3
Casting Time: 1 standard action
Components: V, S, M/DF (a tiny vial of water)
Range: medium (100ft. + 10ft/level)
Effect: cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: none; Spell Resistance: no

Chilling Mist creates a billowing mass of misty fog like that created by Fog Cloud, except that the vapors are bitterly cold. Each round on your turn, starting when you cast the spell, the mist deals 1d6 points of cold damage to each creature within it.

Teeth of the Wind (from 1001 Spells splatbook, altered)
School: Evocation [Air]
Level: Sor/Wiz 4, Drd 4, Witch 4
Casting Time: 1 standard action
Components: V, S, M/DF (miniature bellows)
Range: 60ft
Area: 60ft line
Duration: Instantaneous
Saving Throw: Reflex half, see text; Spell Resistance: yes

This spell creates a blast of cutting winds that originate from the caster and effects all creatures in the area. The force of the blast deals 1d6 points of slashing damage per level (maximum 15d6). Creatures who fail their saving throws are also subject to a Bull Rush, using the caster's caster level and primary casting stat to calculate the CMB, with an additional +2 on the roll against flying creatures. The force of thes spell is also considered to be storm strength (approximate 70 mph) for the purposes of affecting mist and cloud effects.

Grand Lodge

On the first spell, I'd take out the automatic stabilization. The rest, I'd leave as it is.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

None of them seem overpowered to me (some perhaps slightly on the weak side), and that's the main complaint that 3PP/homebrew spells typically get. Stonestrength specifically is worse than bull's strength in almost every instance.

The only thing that really bothers me is the maximum damage on teeth of the wind. 15d6 is a lot for a 4th-level spell, and will let 15th-level casters who have it spam a lot of damage. It's probably still not broken, but I feel like it should probably be dropped to max 10, unless the high damage is supposed to be the main "selling point" of the spell, which doesn't seem to be the case.

I also feel like the chilling mist would be more enjoyable at the table if it allowed a Fort save for half or possibly to negate, even if the damage needed to be increased in order to rebalance it.


It is very rare that I see homebrew spells that aren't stupid and broken.

However, these all seem fine to me. I don't even think the auto-stabilization needs to come out. It's so minor, and frankly, the spell needs it since it's giving up half the Strength bonus and 10x the duration of Bull's Strength.

Teeth of the Wind seems a little underpowered, honestly. By dealing Slashing Damage, it becomes susceptible to DR, which is a major concern and very common once 4th level spells come into play. Caster level + Casting Stat also makes for a fairly anemic CMB for Bullrushing. It fits the general formula that most spells have, sure, but as anyone who ever actually tried playing a character with magical lineage for toppling magic missiles will tell you, it's just not high enough to beat CMDs with the way they scale.

Alexander Riggs wrote:
The only thing that really bothers me is the maximum damage on teeth of the wind. 15d6 is a lot for a 4th-level spell, and will let 15th-level casters who have it spam a lot of damage.

15d6 is the standard cap for 4th level spells. Look at Dragon Breath for confirmation. Plus, as I said, the Slashing damage is weak.


Thanks for the quick replies.

@mplindustries - I thought about making Teeth of the Wind a 120ft line, like lightning bolt, but worried that would be too strong, so I left it at 60ft like it is from the splatbook. I also tend to not view the slashing damage as any weaker than elemental damage, since while DR may be more common, it's almost always significantly lower than elemental resistances.

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