Spell Ideas: Megathread

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Slapstick
Posts: 57
Joined: Thu Jun 04, 2020 9:06 am

Re: Spell Ideas: Megathread

Post by Slapstick » Wed Feb 22, 2023 7:37 pm

Uhm... there's a ton of PnP spells that can be added before adding any player invented spells with questionable balance. Heck, the PRC Pack guys already made most of the PnP spells available, it's a great place to start if we want to expand the spell list. They're all from the 3/3.5 ruleset. A few of my favorites would be

Living Undeath
Caster Level(s): Cleric 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, it's vital processes are temporarily bypassed with no seeming ill effect. The subject becomes immune to critical hits. While the spell is in effect, the subject takes a -4 penalty to charisma.

Iron Body
School: Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean - at least until the spell duration expires.

Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.

Energy Immunity
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 hours
Additional Counter Spells:

This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.

Mass Harm
Caster Level(s): Cleric 9
Innate Level: 9
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes

All enemies within the area of effect are dealt d12 points per caster level (to a maximum of 20d12 at 20th level). This spell has a reverse effect on undead, healing instead of harming them.

Draconic Might
Transmutation
Level: Paladin 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)

The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains
a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level.

Mass Fire Shield
Evocation [Fire or Cold]
Level: Sorcerer/wizard 5, warmage 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more allied creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like fire shield except as noted above.
Subradial entries:
Mass Fire Shield: Red
Mass Fire Shield: Blue


And let's not forget Epic Spells, such as

Mass Penguin
School: Transmutation
Components: V,S
Range: Long
Area: 40-ft.-radius hemisphere
Duration: 20 hours
Saving Throw: Fortitude negates
Spell Resistance: Yes

Culled from the repertoire of a legendary wizard, this epic spell turns all Medium-size or smaller creatures in the area into penguins. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points, alignment, base attack bonus, base save bonuses, extraordinary abilities, and spell-like abilities. They assume the physical characteristics of penguins.

Dullblades/Impenetrability/Unimpinged (3 separate spells)
School: Abjuration
Components: V,S
Range: Touch
Target: Creature touched
Duration: Caster Level + 10 rounds
Saving Throw: None (Harmless)
Spell Resistance: No (Harmless)

The subject of a casting of Dullblades/Impenetrability/Unimpinged becomes impervious to half of all slashing/piercing/bludgeoning damage

Contingent Resurrection
School: Conjuration (Healing)
Components: V,S
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

Contingent Resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger condition is met, which in this case is the subjects death. Each day it remains untriggered, it reserves an epic spell slot, even if you cast it on another creature. If the subject is killed (the trigger), he or she is instantaneously restored to full life and health, and restores the use of the epic spell slot once more. As well, you may at any time (before the contingency is triggered) willfully dispel the contingency to regain the epic spell slot, thereby canceling the spell on the subject.

Army Unfallen
School: Conjuration [Healing[
Components: V, S
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

In the heat of battle, there are times when odds begin to stack against you. These odds climb exponentially higher if allies begin to fall. With a casting of this powerful spell, you will restore all deceased allies to full life and vigor. In addition, any allies (including yourself), that may have sustained injuries are healed to complete health. You do not have to be in the vicinity of your allies for them to receive the benefits of this spell. However, while all allies are either healed or resurrected, this spell does not save them from whatever situation might have caused their demise; Fallen allies are raised where they fell, the injured are healed where they stand.

Magma Burst
School: Evocation [Fire, Petrification]
Components: V,S
Range: Long
Area: 40-ft.-radius
Duration: 1 Round / 5 Caster levels
Saving Throw: Reflex and Fortitude, see text
Spell Resistance: Yes

With the casting of Magma Burst, you call forth a small volcanic eruption at the location of the target. This eruption lasts for the duration, and initially deals 20d8 points of fire damage in the eruption (Reflex for half), and subsequently deals 10d8 points of fire damage per round within the flow of magma (Fortitude for half). If a creature within the area remains for a cumulative 5 rounds, then it must make a Fortitude save or turn to stone as the magma cools around the creatures body.


The list is longer, but there's a good and solid list of spells that's from the actual ruleset and part of the game, just not implemented by Bioware.


hugolino
Posts: 69
Joined: Sat May 12, 2018 12:57 am

Re: Spell Ideas: Megathread

Post by hugolino » Fri Feb 24, 2023 8:08 pm

FEATHER FALL - Originally Transmutation, Arcane, Assassin
(a 1st level spell from the D&D 3.5 “Player’s Handbook”, p. 229)

Components: Verbal
Range: Close
Target: One Medium or smaller creature per level
Duration: 1 round/level or until expended
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The affected creatures fall slowly, though faster than feathers typically do. Feather fall changes the rate at which the targets fall, and the subjects take no damage upon landing if they fail a Climb skill check. However, the spell on the subject ends upon landing.

Original mechanics paraphrased:
The spell was cast as a reaction to one’s own or another’s fall. Targets could be living creatures and objects. All fall damage was avoided unless the fall lasted longer than the spell’s duration.

KNOW PROTECTIONS - Originally Divination, Arcane
(a 1st level spell from the D&D 3.5 book “Magic of Faerun”)

Components: Verbal, Somatic
Range: Close
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You learn many of the unusual defenses the target creature has. The spell tells you the creature’s damage reduction, spell resistance, and any resistances or immunity to energy attacks. It does not tell you any of its other defenses, such as fast healing or immunity to poison.

Original mechanics paraphrased:
Identical.

PARCHING TOUCH - Originally Necromancy, Arcane, Thirst Domain
(a 1st level spell from the D&D 3.5 book “Sandstorm”)

Components: Verbal, Somatic
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Your hand glows with a dull, ruby light, and your touch drains moisture from the body of a living creature, dealing 1d6 points of damage. A plant or elemental of the water subtype instead takes 1d8 points of damage. A touched creature also takes 1 point of Constitution damage and increases thirst by 33% unless it makes a successful Fortitude saving throw.

Original mechanics paraphrased:
Identical except the target gains the dehydrated condition instead of increasing thirst.

POWER WORD: FATIGUE - Originally Enchantment, Compulsion, Mind-Affecting, Arcane
(a 1st level spell from the D&D 3.5 book “Races of the Dragon”)

Components: Verbal
Range: Close
Target: One living creature with 100 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a syllable, you sap vigor from your target. You utter a single word of power that instantly causes one creature of your choice to become fatigued (-33% Rest), whether the creature can hear the word or not.

Original mechanics paraphrased:
Identical except the effect caused a normal target to be fatigued and a fatigued target to become exhausted.The duration depended on the target’s current hit point total


hugolino
Posts: 69
Joined: Sat May 12, 2018 12:57 am

Re: Spell Ideas: Megathread

Post by hugolino » Mon Feb 27, 2023 7:49 pm

CLIMB WALLS - Originally Transmutation, Druid, Ranger
(a 1st level spell from the D&D 3.5 book “Spell Compendium”)

Components: Verbal, Somatic, Material
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You brush the target with your finger, and she now perceives handhold and toeholds where others see smooth stone.

The subject gains a +10 enhancement bonus on Climb checks.

Original mechanics paraphrased:
At caster level 5, the bonus increased to +20. At caster level 9, the bonus increased to +30. The material component was a drop of tree sap or equally sticky material.

+++

DIRE HUNGER - Originally Transmutation, Druid
(a 4th level Druid spell from the “Spell Compendium,” page 65)

Components: Verbal, Somatic
Range: Close
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: yes

The spell’s subject becomes maddened by terrible pangs of hunger, unable to think clearly and viewing others as potential food sources. The subject’s hunger increases by 33% (-33% Food) and the subject suffers Confusion as the spell of the same name, except the save is now Fortitude instead of Will and the spell loses the Mind-affecting descriptor.

Original mechanics and fluff:
You feel pangs of hunger well up within your abdomen as you complete the spell. A blood-red glow of energy radiates from your intended target and the hunger you felt subsides. The target creature's face elongates into a toothy, dinosaur-like snout filled with serrated teeth, and its belly distends as if the creature were undernourished.

The spell's subject becomes maddened by terrible pangs of hunger, viewing all creatures as food sources.

The subject creature gains a new bite attack that does damage according to the creature's size …

The subject creature adds 1-1/2 times its Strength bonus to this damage. If the creature already has a bite attack that deals more damage, use that damage value instead.

The subject creature eschews all other attacks or actions except for its new bite attack, but it defends itself normally. It moves to attack the nearest living creature it can get to and attacks this creature until it is dead or until another living creature is closer. The subject creature attacks whatever living creature is nearest, regardless of former allegiance or personal connection. If moving toward the nearest living creature would move the creature into a dangerous area (precarious footing, a huge fire, or a deadly trap is in the way) the subject creature moves around the hazard if it can or moves to attack another creature if moving around the hazard isn't possible. If such movement brings the subject creature closer to another living creature, it attacks that creature instead. If the subject of the spell cannot detect or get to a living creature nearby, it goes looking for one to attack.

+++

PACT OF MARTYRDOM - Originally Necromancy, Good, Divine, Ilmater
(a 4th level spell from D&D 3.5)

Components: Verbal, Somatic
Range: Medium
Target: One friendly creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You exchange hit point totals with a target that has fewer hit points than you do.

If the target was unconscious and dying, you become unconscious and dying.

If the target was unconscious but stabilized, you become unconscious but stabilized.

The spell transfers only actual hit points, not temporary hit points.

Pact of martyrdom does not function if you have fewer hit points than the target when you cast the spell.

Original mechanics:
Identical.

+++

RENEWED VIGOR - Originally Transmutation, Divine, Bard
(a 4th level spell from the D&D 3.5 book “Player's Handbook II”)

Components: Verbal, Somatic
Range: 30 ft.
Effect: 30-ft. -radius burst centered on you
Duration Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

With a word and a gesture, you suffuse an area with a soft golden light, bestowing a second wind to creatures within.

When you cast this spell, fatigue is reduced (+10% rested) for creatures in the area. In addition, affected creatures gain a +2 bonus to Constitution for 1 round per caster level.

Original mechanics paraphrased:
The same except the fatigue condition was removed and the exhausted condition became fatigued instead.


perseid
Posts: 333
Joined: Fri Sep 17, 2021 7:01 am

Re: Spell Ideas: Megathread

Post by perseid » Sat Mar 11, 2023 10:23 am

With the addition of the Ghost Walk shortsword I think a spell that provides the same property but on something like a /turn duration for casters, probably arcane casters and Shamans, could be interesting. Wraith Stride provides it but also has an incredibly short duration necessitated by the wider package of effects it applies. For this idea something like a 7th or 8th circle spell would be good I think to help keep the effect from being too accessible outside of either being pure spellcasting class or actually having the weapon.


xanrael
Posts: 507
Joined: Sat Feb 23, 2019 5:13 pm

Re: Spell Ideas: Megathread

Post by xanrael » Tue Mar 14, 2023 2:38 am

Silent/Major Image

Create a piece of terrain/object that has no collision (so you can clip/run right through it). When someone gets within touch range they get a Will save and it dispels the image if successful. Does no damage and in no way physically hinders a PC/NPC.

A few potential choices for the sub-radial [putting potential uses in brackets]:
Rock(s) [pretend blocks a path]
Chest [tempt someone towards it]
UD Mushroom [people may steer clear]
'Wildsurge' Volcano [players might panic seeing it]
'Trap' (just a red vfx square on the ground like a normal trap) [people may steer clear]

I consider the silent/major/etc image line a stable of tabletop illusionist tactics for tricking PCs/NPCs and thought it could be neat in game.


silverpheonix
Posts: 55
Joined: Mon May 09, 2022 1:25 pm

Re: Spell Ideas: Megathread

Post by silverpheonix » Fri Mar 24, 2023 12:20 am

I think an interesting mechanic would be to have Detect Magic available as a spell that would function somewhat similar to Detect Evil. For obvious reasons, I think it should be limited to detecting magical things rather than people. For example, everyone and their mother has either a buff or magical items on their person and in their inventory. Detecting anything "cool" would be lost in the chaos of popping off a Detect Magic in a populated area. My thoughts are more on the following:

Detect Magic can be used to detect certain hidden things, such as attunement points, portals, certain types of magical placeables, or hidden doorways to other planes. It could also give the magical "state" of an area - is it currently subject to a ritual effect? Is magic "weird" here? Of course, anyone can detect the presence of something - they'll still need the knowledge to take advantage of it. An inexperienzed mage could tell that there's some sort of conduit nearby, but they'll still have to know how to access them in order to take full advantage of it.

Depending on the caster's divination foci or spellcraft level, they can spend time focusing on a particular magical source to learn more about it. Cursory inspection would really only reveal "hey there's something magical here". Further inspection would show more information about the nature of the magic, or even what exactly it is.

I think this can really open the door to a wide number of interesting mechanics down the road. Like:

Arcane Pools - Randomly existing, temporary concentrations of magic from particular schools of magic that, when studied, give the PC a temporary buff to spells cast from that school, or even grant them knowledge of an entirely new spell for their spellbook (with progressively lower percentile chances the higher level the spell)! Only one can be studied in a 24 hour period.

A hidden portal/doorway to a dungeon that can only be accessed by that doorway, and the doorway is constantly changing locations

Hidden caches - Pocket dimensions used by a spellcaster to store books/scrolls/artifacts, that have been long since forgotten or their caster died. Detecting that they are there is one thing - knowing how to open it is another and can be FOIG. The greater the reward, the more difficult it will be.

Minor clues to help solve dungeon puzzles

Detecting the presence of scrying magic even when you are not the focus of the spell (could be OP?)

Possibly having a single target version (no visual effect) which a PC could cast on another person to learn basic information - such as are they currently under the effect of an enchantment or transmutation spell?

Illusion trickery - want to hide something, but don't want someone with a cantrip to just discover it? Guise Magic can be used to make something appear as something else. Hidden spellcraft vs. spellcraft check to detect the fraud, with bonuses either way for div and illusion foci. Can also be used for any of the above - nasty wizard wants to fool people trying to get to his treasure? Surprise - that clue you thought you found was a red herring!

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting time: 1 action
Range: 60 ft.
Area: 60 ft radius centered on caster/Single
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Clayton on the Discord.

Lilith Vensurai: [Whisper] Dib's in charge of not exploding reality.
Johnathan Rigsby: [Whisper] This is unfair.


Naghast
Posts: 217
Joined: Tue Mar 17, 2020 9:09 pm

Re: Spell Ideas: Megathread

Post by Naghast » Fri Mar 24, 2023 11:23 am

Okay i don't know if it was suggested here or not but-

Curse item spell!
If you really wanna spite someone!

Like, a hidden curse that makes the item apply some debuff or someshit.
Removable if you cast remove curse on an item of course.
Hell, maybe even allow the curse to make the item impossible to remove? I think it'd be really fun.


AstralUniverse
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Joined: Sun Dec 15, 2019 2:54 pm

Re: Spell Ideas: Megathread

Post by AstralUniverse » Fri Mar 24, 2023 11:35 am

Naghast wrote:
Fri Mar 24, 2023 11:23 am

maybe even allow the curse to make the item impossible to remove? I think it'd be really fun.

I would like to order one curse for my keen double hard 5 masterly damask scimitar with extra fries. Never wanna take this thing off anyway.

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


perseid
Posts: 333
Joined: Fri Sep 17, 2021 7:01 am

Re: Spell Ideas: Megathread

Post by perseid » Thu Apr 20, 2023 8:19 am

Glamour magic. I know the idea of something like a barber npc for changing hair color has been floated before. I think something interesting would be be a spell that accomplishes similar for a short but useful amount of time (probably /turn duration). Could even maybe have it allow a choice of augmenting skin color /or/ hair color? I think the interesting thing about this idea flavor-wise is that there could be some amount of counterplay added in the form of allowing certain spells to pierce the illusion or at least make it so that if the person is examined there's a feedback dialogue along the lines of "After a moment of observation you notice X has augmented their appearance with illusion magic!"


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Party in the forest at midnight
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Re: Spell Ideas: Megathread

Post by Party in the forest at midnight » Sun Apr 23, 2023 11:56 pm

These spells are connected to my post in the cleric megathread (READ HERE) where I recommend changing the cloistered mechanic so that each domain has a list of spells that it will refund (instead of it being based purely on domain spells). And give cleric a lot more spells to make use of it. These are my spell ideas, they focus on using a wide variety of spell schools and themes.

These are ideas for level 1 spells. I tried to give them all variety, so there would still be value in choosing different domains.
What I envision damage for the spells to look like:
* Damage for any spell with a crowd control element maxes out at 60, since the cantrip daze maxes out at 40.
* Damage for any normal offensive spell maxes out at 80, since the lvl 1 spell ice dagger maxes out at 80.
* I have one spell that damages that damages the caster as well as the enemy, that one maxes out at 100.

SPELL LIST:

Invasive Thoughts
* Enchantment
* Mind affecting
* Long range
* Relevant domains: Mind, trickery
* Description: Causes the target's mind to fill with painful thoughts. Fires 1 thought that scales with levels, does psychic damage.
Each thought has a chance to confuse the target for 1d2 rounds. The idea behind the spell is a cross between magic missile and daze.

Itch
* Illusion
* Mind affecting
* Long range
* Relevant domains: Illusion, vermin, suffering
* Description: Causes the target to feel intense itching all over their body. Does half psychic damage, half physical as the body reacts to the intense itching sensation.

Chastise
* Divination
* Medium range
* Relevant domains: Good, healing, knowledge, law
* Description: Words of power from a true believer that does (divine? positive?) damage. Deaf creatures are immune.

Focused Gale
* Transmutation
* Long range
* Relevant domains: Air, travel, storm
* Description: The caster manipulates the air into a frenzy, whipping against the target and impeding their movement. Slows the target for 1d2 rounds.

Stalagmite
* Conjuration
* Medium range
* Relevant domains: Earth, protection, strength
* Description: A spear of rock bursts up from the ground, dealing physical damage and dazing the target for 1d2 rounds.

Sting
* Conjuration
* Long range
* Relevant domains: Animal, plant, ooze, vermin
* Description: Conjure a poisoned barb that stabs and deals poison damage. Has a chance to inflict some sort of weak poison on the target.

Word of Ruin
* Divination
* Medium range
* Relevant domains: Chaos, darkness, destruction, war
* Description: A word of power that divines future ruin and inflicts it upon the target. Deals entropy damage.

Orb of Spite
* Transmutation
* Long range
* Relevant domains: Suffering, evil
* Description: The caster injures themself, transmuting their blood, pain, and anger into a caustic orb. Deals half acid and half entropy damage to the target. It deals above average damage for a spell of its level, but also damages the caster.
(Note: All of the blood magic spells are necromancy and bad without necro feats. The idea for this spell is purely trade HP for more damge).

Molten Chase
* Conjuration
* Short range
* Relevant domains: Fire, forge, sun, strength
* Description: Summons a molten puddle that follows the target around and deals damage to anything standing in it. The puddle itself doesn't attack, think of an ooze that does AoE damage to anything touching it.

Jet Stream
* Conjuration
* Medium range
* Relevant domains: Water, cold
* Description: Summons a focused stream of water. Does half cold and half physical damage, and confuses the target for 1d2 rounds.

Starlight
* Evocation
* Long range
* Relevant domains: Moon, magic
* I have no idea, these domains need something and nothing I already presented fits them.

Of note, I've not added spells for the death and undeath domains. Cleric has a whole bunch of good necromancy spells that could work with an improved spell refund mechanic. Some low level spells could also use rebalancing, like negative energy ray. It does max 35 damage. In comparison, the cantrip Sacred Flame can do negative damage and maxes out at 60 damage.

If you like the idea, I can come up with mid-level spells and high-level spells as well, to flesh out the concept more.


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