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D&D 3.5 - Houserules - New Spells

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Post by Tromador 16th October 2010, 3:13 am

This thread for spells which aren't in any books and invented by characters or DMs. Spells in this thread may only be picked in consultation with a DM.
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Post by Tromador 16th October 2010, 3:19 am

Mass Shield

Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 20' Radius
Target: 1 friendly target/level within range.
Duration: 3 rounds + 1 round/level (D)

Mass shield creates invisible, tower shield-sized mobile disks of force that hover in front of the targets. It negates magic missile attacks directed at the targets. The disks also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the mass shield spell for cover.
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Post by Tromador 16th October 2010, 3:35 am

Force Blast

Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Area: 10' radius + 10'/2 levels centred on caster (see text)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

This spell causes a wave of force to emanate from the caster. The blast knocks people back, sending them flying through the air to land prone at the edge of the spell radius (maximum 60'). For every 10' travelled, the target takes a base 1d6 damage, though additional damage may apply, at the discretion of the DM, if the target strikes other objects (eg is thrown at a wall of spikes).
The caster may vary this spell by spending some of the spell radius on a 'safe area' around her position. For example, if the radius is 30', the caster may designate the first 10' as safe. Anybody within the first 10' will not be targeted by the spell. Anyone beyond 10' will then be thrown back to a position 30' from the caster, flying a maximum of 20' in the process.

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Post by Tromador 16th October 2010, 3:38 am

Spider's Kiss

Transmutation
Level: Sor/Wiz 0
Components: V,S
Casting Time: 1 standard action
Range: Self
Duration: 1 Minute
Saving Throw: None
Spell Resistance: No

The caster's teeth turn into small spiderlike fangs, giving her a bite attack
for 1d3 damage, plus poison at DC 10 for -1 DEX/-1 DEX
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Post by Tromador 16th October 2010, 3:39 am

Minor Nether Bolt

Evocation
Level: Sor/Wiz: 1
Casting Time: 1 standard action
Range: 60'
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

Creates a black blast of Nether Energy which can arc to two other targets
within 20' of the principle. Bolt does 1d6 damage per two levels of caster to a
maximum of 5d6. Secondary targets take half damage.
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Post by Tromador 16th October 2010, 3:39 am

Mind Link

Divination
Level: Sor/Wiz: 1
Casting Time: 1 Standard action
Range: 60'
Duration: 1 minute/level
Saving Throw: Will harmless
Spell Resistance: Yes

Allows a minor connection between two people so that they may telepathically
send basic information if within range. 1 minute/level.
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Post by Tromador 16th October 2010, 3:40 am

Minor Spellsap

Abjuration
Level: Sor/Wiz: 2
Casting Time: Standard
Range: 120'
Duration: 1 round/level
Saving Throw: Will
Spell Resistance: Yes

Forces any spellcaster it is placed upon to make an additional concentration
check when trying to cast any spell at the DC of the spell.
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Post by Tromador 16th October 2010, 3:44 am

Minor Telekiness

Transmutation
Level: Sor/Wiz: 2
Casting Time: 1 standard action
Range: 30'
Duration: 1 minute/level
Saving Throw: Will special
Spell Resistance: Yes

Allows for a minor form of telekinesis which allows the caster to control and
lift up to 2 lbs per caster level. Objects can be used as weapons at a minus -4.
Heavier things can be thrown for damage. Anything held or living receives a will
save. Requires concentration (standard action) to use.
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Post by Tromador 16th October 2010, 3:44 am

Spider Shift

Transmutation
Level: Sor/Wiz: 3
Casting Time: Standard
Range: Touch
Duration: 10 minutes/level
Saving Throw: Fort depends
Spell Resistance: Yes

Allows the caster to turn themselves in to a large poisonous arachnid as if using polymorph self. Can be cast on an unwilling target with touch attack.

At higher caster levels the caster can choose to assume larger sizes of spider as follows: 5+ tiny or small, 9+ medium, 12+ huge, 15+ large. A hunting or web spinning spider must be specified at casting time.
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Post by Tromador 16th October 2010, 3:45 am

Ghost Form

Transmutation
Level: Sor/Wiz: 3
Casting Time: Standard
Range: Self Only
Duration: 1 minute/level
Saving Throw: Will depends
Spell Resistance: Yes

Allows the caster to turn partially etheral at times. This allows them to reach through thin objects (half-foot), grants them a 20% miss chance on all attacks and allows them to use a fearful touch (as cause fear), once a round.
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Post by Tromador 16th October 2010, 3:46 am

Magic Runes

Abjuration
Level: Sor/Wiz: 4
Casting Time: Ten minutes
Range: Touch
Duration: 2 hours/level
Saving Throw: Varies
Spell Resistance: Yes

Allows the caster to place a protection rune with a simple set of instructions along with any spell up to 4th level on a surface. The instructions can be such as when someone approaches nearby, touches it, makes a loud noise and so on. The spell can be arcane or divine. Normal uses are traps and healing wards.
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Post by illumination 16th November 2010, 6:01 am

Id like to see if anyone has a drama with the ressurection of an old spell, Summon Shadow, which seems to have vanished with 3e.

I dont usually bother with this sort of thing but im in a bit of a bind with the 4th level domain spells for Elvan which are Discern Lies and Armour of Darkness. So whenever she has a combat spell roster it kinda has to be Armour of Darkness, which tosses out +4AC for 10min/level. This is undesirable really as Elvan's AC is tasty enough so id rather we had another way to go.

I don't remember what level Summon Shadow used to be, but ive had a look at the monster and theyre only CR 3 so balance well enough with the alternatives in Monster Summoning IV IMO.

Summon Shadow

Conjuration/Summoning (Darkness)
Level: Clr/Blackguard: 4
Casting Time: 1 Round
Range: Close
Duration: 1+1 rnd/level, creature rolls init and acts on its turn next round.
Saving Throw: N/A
Spell Resistance: No

Summons a Shadow under the control of the caster as per the Monster Summoning series.
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