Working on a custom spell to define a setting...


Homebrew and House Rules


And here it is:

Sundering of the the spheres::

(Lvl 9, mythic ritual)
This spell spilts the caster’s local plane & other planes. The plane you are on is disconnected from all other planes. Spell such as “plane shift” can be no longer used to travel between the planes, and spells that create extraplanar spaces cannot be used (such as rope trick, secret chest, mage’s magnificient mansion, ethereal jaunt, blink, shadow walk, create pit, and others).
Deities & all other extraplanar creatures have no awareness of events on the split plane. They receive no power from this plane, and can send none. They don’t even gain awareness of the event happening, so unless events of tremendous importance where happening there already, there is no extraplanar awareness of the events.
There is only 1 way to break the sundering. A creature inside the sundering zone must cast “gate” with enough power to call a creature of at least the strength of an empyreal lord, demon lord, or devil prince (minimum 35 HD). While this doesn’t entirely break the sundering (they can hear the call, but cannot penetrate the gate without effort of their own, it does reestablish a link between the world & the planes. The creature called must have an interest in helping the callers, otherwise the called will ignore the link, which will dissipate in 24 hours.

Basically, the idea would be that an evil sorceror used the spell and, in the confusion, destroyed the forces of good, establishing a world-wide empire (The world is, after conquest, called Tyrannis, is ruled by the Abraxan Empire, led by the immortal emperor Abraxus, is 95% atheist, and has the lowest concentration of conjuration specialists in the universe).

So I'm wondering how you make a ritual work? Material costs, durations, and other things. I'm not strictly sure what is necessary.


sorry, im not much of a spellcrafter, but i can DOT this tread to keep up on how it goes...

Dark Archive

I would price it at higher than wish. A spell that powerful would have a large cost, making the casting hard enough to justify the power level. The duration would be based on how long you need it in play. (Not much of a ritual crafter either. The only spells I've designed were anti-dragon combat spells that meshed with the setting. DOT as well.)


Well, for the moment, I see it this:

Material component: Either 1 000 000 GP worth of (various magico-babble) or 10 000 souls (obtained either through sacrifice or "trap the soul"). The components can be accepted in any proportion (example: 5000 souls & 500 000 GP of stuff) up to a minimum material cost of 25000 GP (for basic components).

Duration of casting: 8 days

Duration of spell: permanent unless successfuly dispelled (through the afformentioned method).

I'd also add "once the spell is cast, it cannot be dispelled in any way other than the "gate" method".

Also:

There is only 1 way to break the sundering. A creature inside the sundering zone must cast “gate” with enough power to call a creature of at least the strength of an empyreal lord, demon lord, or devil prince (minimum 35 HD). While this doesn’t entirely break the sundering (they can hear the call, but cannot penetrate the gate without effort of their own, it does reestablish a link between the world & the planes. The creature called must have an interest in helping the callers, otherwise the called will ignore the link, which will dissipate in 24 hours. If the creature has an interested, it will use it's power to re-establish a link with the plane. This creates a single passage, but provides extraplanar creatures (gods, demi-gods, etc.) knowledge that the plane was isolated.

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