Here are a list of spells that I made up for various reasons. I think that most of them are balanced for their level, but we will see. I plan to add all the spells that I think are worth it, even though not all of them will appear in the path system I am working on.
I am currently in the process of updating the spells to 3rd
Edition, not all of the spells below will
converted.
=========================================================================== 3rd Ed: 3rd level =========================================================================== Faceless Horror (Illusion) Components:V,M Casting Time:1 act Range:Medium (100'+10'/lvl) Target:One Creature Duration:1 rnd/level Saving Throw:Will Neg When this spell is cast, a target creature is over come with a sense of fear. To them, a nameless thing is about to leap out of the shadows, or appear behind them and attack. This fear causes the target to act as if they are always flanked. Then material component is any part of an undead or lower planar creature. --------------------------------------------------------------------------- Giant Power (Alteration) Target:1 creature Range:Touch Components:V,S Duration:1 rnd/lvl Casting Time:1 act Saving Throw:None Giant power is a special form of the second level strength spell. It will give the target enormous physical power. The spell gets this strength from the power of the caster's mind, effectively making him less intelligent. At the casting of the spell the caster chooses a modifier to his intelligence, up to 1 point per level, and one which won't reduce his intelligence below 1. This modifier is subtracted from the caster's intelligence and added to the target's Strength. This modification lasts until the end of the spell's duration. The target will grow 3-6 inches and gain 50 lbs when the spell is cast. For example a 10th level wizard with a 16 Intelligence, casts the spell on a 6th level fighter with a strength 14. After casting, the wizard has an effective intelligence of 6, and the fighter and effective Strength of 24. =========================================================================== 3rd Ed: 4th level =========================================================================== The Black Rose (Alteration) Components:S,F Casting Time:1 action Range:Caster Target:Caster Duration:1 minute/level Saving Throw:None Spell Resistance:N/A An eccentric and much disliked wizard created this spell so that he would never be without a weapon. It turns a black flower into a weapon for the caster. Each component of the flower becomes a different tool. The Stem becomes the equivalent of a +1 Quarterstaff. The Petals become a soft black cloak that give a +10 Bonus to Hide and Move Silently. As long as the wearer of the Petals is in a shadowy area, the Petals shift and flow providing the benefits of a Blur spell. The leaves become throwing stars with a sleep a sleep poison on them (DC 14 Fort save or sleep as per the spell Sleep), with three leaves being created. The Thorns on the staff can be cast off to form a magic missle spell. There are only enough Thorns to do this once. Assume that the caster is proficient in all weapons created by the spell, and that he is the only one to be able to use them. --------------------------------------------------------------------------- Wall to Dome (Alteration) Components:V,S,M Casting Time:1 act Range:Close (25'+5'/lvl) Target:1 wall spell Duration:Instaneous Saving Throw:None This spell only affects other magically created walls(i.e. Wall of Stone, Prismatic Wall). The magical wall targeted by this spell retains its thickness and other special attributes, but it is changed from a wall to a dome. The dome will have a radius that is figured as follows r=(A/2Pi)^(1/2), where A is the original area of the wall. The material component is a piece of a wall that fell in battle. =========================================================================== 2nd level =========================================================================== Club of Ogres (Alteration) Range:0 Components:V,M Duration:1 rnd/level Casting Time:1 Area of Effect:Caster Saving Throw:None A carefully grunted word invokes the power of this spell. It has one of two possible effects; it can turn a stick into a powerful weapon or enhance an existing club. In both cases it confers on the caster the ability to use the weapon as if he were proficient in it. The club can not be thrown without having it revert back to its former nature. Sticks of various sizes gain these stats: Dam 2d4/d6, SF 2, Size S(for determining critical hits it counts as a large weapon). A club will gain an additional d4 in damage, its SF is reduced by two and its size increased large for critical hits. While the spell is in effect only spells from the Giant Path can be cast. The material component is the stick or club to be transformed, which is not consumed at the end of the spell. =========================================================================== 3rd level =========================================================================== --------------------------------------------------------------------------- The Key (Metamagic or Alteration) Range:Touch Components:V,S,M Duration:Instaneous Casting Time:3 Area of Effect:One Creature Saving Throw:None This spell frees the being touched from any spell of bonding that they may be affected by, if the spell is 5th level or lower.. For example, this spell would free one from a Hold Monsters spell, or a Bind spell. It would not work on Forcecage since that spell is too high of a level. The material component is a small silver key worth 5 gp. --------------------------------------------------------------------------- Shadow Viper (Phantasm) Range:60' Components:V,S,M Duration:1 rnd/level Casting Time:3 Area of Effect:See Below Saving Throw:1/2 By the casting of this spell a piece of shadow is transformed into a 5' long black snake with milk white eyes. The snake will obey simple commands to attack, however, it lacks the substance to carry things or move even small objects. The snake has hit points equal to the casters maximum, attacks as the caster, has a move base of 9", a size of M, an AC of 4, attacks once per round, and does 1 point of damage plus injecting a numb- ing venom. The venom causes a cumulative -2 to hit and a 20% chance of dropping held item. A save cuts the effects of the venom in half. The effects of the venom last until the end of the duration of the spell or until the snake dies. The material component is a shed snake skin. =========================================================================== 4th level =========================================================================== Power Word Shatter (Conjuration/Summoning) Range:100' Components:V Duration:Instaneous Casting Time:1 Area of Effect:Special Saving Throw:Special The pronouncing of this work enables the caster to cause a piece of a targeted substance to burst. The amount of material affected is deter- mined by the caster's level, the nature of the substance and a saving throw. Only nonliving substances can be effected and the recieve a saving throw vs. Crushing Blow Material | Size/Level Material | Size/Level --------------------- --------------------- Wood | 1in^3 Steel | 1/4in^3 Bone | 1in^3 Crystal | 1.5in^3 Stone | 1/2in^3 Ceramic | 1.5in^3 Iron | 1/3^in3 Mithiral | 1/8in^3 Ice | 2in^3 =========================================================================== 5th level =========================================================================== Cloak of Disappearence (Alteration) Range:0 and Spe Components:S,M Duration:Instantaneous Casting Time:1 Area of Effect:Caster Saving Throw:None This spell is cast by simplly wrapping a cloak about oneself and then using the proper somatic component. The cloak must shroud the caster's features to have any effect. The cloak remains standing, just as if the caster were still inside for up to a turn, or until touched, when it will simply crumple to the ground. The caster is transported away by a Dimension Door spell. The cloak is the material component and is not consumed by the casting. While a cloak is traditional used, any clothing that completely covers the body can be used. --------------------------------------------------------------------------- Fog of Voices (Alteration, Illusion/Phantasm) Range:10 yrds/level Components:V,S,M Duration:2+1rnd/level Casting Time:5 Area of Effect:1yrd/level radius Saving Throw:Spe A mass of fog, similar in effect to the Wall of Fog spell forms upon casting this spell. This fog can not be moved by magical winds less then 6th level. Nonmagical winds can cause the to halve if strong enough. Intelligent creatures inside the fog hear whispering voices in any language the caster knows. If they can understand these voices, they must save vs. Paralyzation or be affected by the Fear spell. The whispering and fog masks sounds, making it impossible to hear quiet noises less the five feet away and moderate noises 20 feet away. The spell component is a split dried pea and a tooth of some fearful creature (eg vampire, snake, spider, etc.) --------------------------------------------------------------------------- Giant Weapon (Alteration) Range:0 Components:V,M Duration:2 or 1rnd/level Casting Time:5 Area of Effect:One Weapon Saving Throw:None This is an improved version of the Club of Ogres spell. It has two effects, which depends on the focus of the spell. When cast on a dagger used by the caster, the spell has a duration of 2 rnds per level and has the following stats: Dam: 4d4/3d4, size is considered huge for critical hits. Any other weapon that this is cast on gains 200% more dice in damage (2d4 -> 6d4, d10 -> 3d10), and is considered one size class larger for critical hits. When not cast on on the caster's dagger, then the duration is only one round per level. The material component is the weapon to be effected, it is not consumed by the spell. --------------------------------------------------------------------------- Weapon Break (Evocation, Abjuration) Range:0 Components:V,S Duration:Special Casting Time:5 Area of Effect:Caster Saving Throw:Special Weapon Break is a defensive spell that protects by trying to break the weapon used against the caster. The spell takes effect as soon as the casting is over and lasts until it has "fired" or a turn has passed, which ever comes first. Any weapon swung at the caster is a viable target for the spell, though the caster can, by concentrating, cause specific weapons to be targeted.