The Arcane Laboratory: "The Spellweaver's Realm"
Rik_Kirtaniya
Member Posts: 1,742
Hail ye all, Wizards and Sorcerers and all those who wield the power of Mystra!
This thread is the emulation of "The Arcane Laboratory" also known as "The Spellweaver's Realm". Here, you can create new spells with your very own ideas, and share your knowledge of The Art with your fellow spellcasters. The laboratory has been newly made, and all equipments and spell components are provided at your disposal. So, invoke your imagination and conjure your creativity, and set forth to venture in the vast world of Arcane Research. Let each spell be a memorable one!
Best Wishes and Good Luck!
This thread is the emulation of "The Arcane Laboratory" also known as "The Spellweaver's Realm". Here, you can create new spells with your very own ideas, and share your knowledge of The Art with your fellow spellcasters. The laboratory has been newly made, and all equipments and spell components are provided at your disposal. So, invoke your imagination and conjure your creativity, and set forth to venture in the vast world of Arcane Research. Let each spell be a memorable one!
Best Wishes and Good Luck!
5
Comments
Cleansing Light
Spellbook: WizardLevel: 8
School: Evocation
Range: 0
Casting Time: 3
AoE: 60 ft cone with 120-degree arc
Duration: Instant
Saving Throws: Special
Incantation: "Divinum Lumen Purgatio"
This spell will backfire on casters of EVIL Alignment.
Symbiotic Avatar
Spellbook: ClericLevel: Epic
School: Alteration
Range: Personal
Casting Time: 9
AoE: Caster
Duration: 1 Turn
Saving Throws: None
This spell will transform the cleric into a partial avatar of their deity. This grants the cleric incredible powers and makes them almost invulnerable. The specific powers gained depend on the cleric's deity. The spell does not, however, grant any control whatsoever over the portfolio of the cleric's deity. When the spell expires the cleric becomes exhausted to a near comatose state, or worse-- the price of a mere mortal assuming the form of the divine. To be granted the ability to cast this spell requires incredible favor from the cleric's deity. Misuse of this favor would be unwise, to say the least.
Reverse Undeath
Spellbook: WizardLevel: Epic
School: Necromancy (White)
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throws: None
Material components: Phoenix tears, Flowers of Thuja occidentalis (also known as "Arbor Vitae" or "Tree of Life"), Blood sapphire, Luminous ether.
Incantation: "Novus Vivum Iterum"
This spell does NOT however allow a creature to have an infinite lifetime by the subject once using this spell, then transforming back to Undeath, and then using the spell again, and so on. This is because, this spell can affect an undead being in the desired manner only once. Subsequent attempts to use this spell on an undead being, who had earlier been affected by this spell and later changed back to Undeath, will result in devastation of both the caster and the subject.
@Shandaxx, @Anduin, are you or any of your undead friends interested to have this spell cast upon you?
Rik's Dactylic Blades
Spellbook: WizardLevel: 6
School: Conjuration, Alteration
Casting Time: 5
Range: Special
AoE: Special
Duration: 2 rounds/level
Saving Throws: None
Incantation: "Sectum Gladio Digitractum"
Each blade makes 1 attack per round, doing slashing damage, equal to 1d4 (dagger) at level 12, 1d6 (short sword) at level 15, 1d8 (long sword) at level 18, and 1d10 (katana) at level 20 and above. The blades have +3 enchantment bonus at level 12, +4 at level 15, and +5 at level 20 and above. Each blade has a base THAC0 of 8, which improves by 1 for every caster level beyond 12 upto a maximum of 0 at level 20. (Effective THAC0 at level 20 = -5 due to the enchantment bonus.) The blades are immune to all forms of damage except magical, and have permanent Free Action and immunity to mind-affecting spells, death effects and imprisonment, besides a Magic Resistance of 50%.
The drawback is, however, that since these blades do not have any sentience, and are controlled by the movements of the caster's fingers, therefore, they will stop attacking if he casts any other spells or attack using any other weapons. However, in such a case, the blades will not be dispelled, but will serve the caster for as long as the spell lasts, so that he may resume attacking after his spellcasting is done.
Greater Globe of Invulnerability
Spellbook: WizardLevel: 8
School: Abjuration
Range: Personal
Casting Time: 8
AoE: Caster
Duration: 1 round/level
Saving Throws: None
This spell will make the caster immune to spells level 6 or lower. Because, honestly, who casts spells level 4 or lower by the time you get Globe of Invulnerability? This one may actually have a chance of being useful!
Interesting spell... It should definitely protect you from Cloudkill, Sunfire, Chain Lightning, and Cone of Cold. Well, I've got a question, since Breach and True Sight are level 5 & 6 spells respectively, will this protect from them as well? If so, this might be dangerously powerful! Have you thought about this? This can make you as powerful as a lich who's already immune to level 5 (or is that 6?) and lower spells.
Definite Doom
Spellbook: WizardLevel: 9
School: Enchantment
Casting Time: 8
Range: Visual range of the caster
AoE: 1 creature
Duration: 1 round/ 5 levels
Saving Throws: None
Incantation: "Certus Infelicitas"
I think this spell alone can make up for the lack of high level spells from the school of Enchantment.
This is because, GGOI will prevent True Sight from dispelling Invisibility, whereas, Invisibility will not allow the Globe to be targeted by Ruby Ray! Their mutual effects will just make the Mage literally Invulnerable! Pretty dangerous...
Except, of course, against enemies who can innately see through Invisibility.
Arcane evocation - Sorcerer/Wizard 3
Components: V, S, M
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Works exactly like fireball but instead of fire damage do cold damage
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Animate Magick objects
Divine - Transmutation
Level: Brd 7, Chaos 7, Clr 7
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Works exactly like tier 6 Animate Objects ( https://www.dandwiki.com/wiki/SRD:Animate_Objects ) but only works with magical objects
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Black hole - Arcane
Level: epic
Components: V, S
Casting time: 1 round
Range: huge (400 ft. + 10 ft./level)
Area: 20/50/100ft (see text)
Duration: (see text)
Saving Throw: None
Spell Resistance: No
After you cast, you need to concentrate for 3 rounds you can't move or attack for 3 rounds and if you took any damage, you must make a concentration check with 30+damage took DC or fail in cast this spell. After 3 rounds, you summon a very tinny black hole that lasts for a small fraction of time but his gravity can reach a very large area, any creature independent of his size( colossal included) caught in 20ft area is swallowed and disintegrated. No save allowed The 50ft area can swallow with no save creatures up to Medium size and larger creatures must made a fortitude save and take 30d6 damage or be swallowed and disintegrated on failed save. The 100ft area disintegrate Tiny creatures with no save and allows creatures up to large to make a fortitude save or be disintegrated. No damage on successful save. Huge, Gargantum and Colossal creatures are immune to this 100ft area.
Spellbook: Priest (I'm such a rebel)
School: Evocation
Level: 5
Sphere: Combat
Range: 60 ft.
Area of Effect: 30-ft. radius
Casting Time: 9
Duration: 7 rounds +1 round / level
Saving Throw: None
Spell Resistance: No
The caster of this spell summons forth weapons of mystical force for all friendly creatures within the area of effect, replacing any equipment previously equipped with a magical morning star for the duration of the spell. These weapons strike as a magical Morning Star for 2D4 damage, with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +4 to the attack roll and +4 to the damage roll for a 19th-level caster.
All wielders are considered to be proficient with the weapons for the duration of the spell.
If you mean about posting Priest spells here, you are most welcome to do so. Although I myself am a practitioner of the Arcane Arts, I've the greatest respects for Clerical and Druidic magic, in fact, about all kinds of magic. So go forth, enjoy spell-weaving!
Rik's Repelling Force-Blast
Spellbook: WizardLevel: 7
School: Evocation
Casting Time: 1
Range: 0
AoE: 40 ft. radius
Duration: Instant
Saving Throws: Special
Incantation: "Validus Oblido Repellere"
In addition to this all small, medium and large creatures are pushed away from the caster as if struck by a Wing Buffet with no save, and must make a save vs. spell with a -4 penalty to avoid being stunned for 3 rounds. Gargantuan creatures receive a save vs. spell (with -2 penalty) both against the Wing Buffet and stun, while colossal creatures are unaffected by the Wing Buffet and need to save vs. spell only against the stun.
Magic Resistance can save only against the magic damage, but not against the crushing damage, the repulsion and the stun effects.
Spellbook: Mage
School: Illusion
Level: 6
Range: Self
Area of Effect: 30-ft. radius
Casting Time: 1 round.
Duration: 2 rounds / level
Saving Throw: None
Spell Resistance: No
When Pan's Instant Legion is cast, the caster causes hazy figures to come into being around him and any other creature within thirty feet, turning a small force into a vast army. These figures are in fact illusionary images that perform the same motions as their original creatures do. The spell creates one additional image per creature in range, plus one extra image for every five levels of the caster, up to five images at level 20.
Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which are real. When an image is struck by a melee or missile attack––magical or otherwise––it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect against every attack, as it is possible for an enemy to choose a real target from the army of images.
Find Muck
Spellbook: Mage
School: Illusion
Level: 9
Range: Sight
Area of Effect: None.
Casting Time: 1 round.
Duration: 2 turns or until expended.
Saving Throw: No
Spell Resistance: No
When the wizard casts Find Muck, they dredge arcane power from a pool of mental chaos and shadowstuff, granting them a welll of energy from which to draw lesser illusion spells to cast quickly and easily.
When cast using Find Muck, any saving throws granted by these spells are at an additional -2 penalty, have a casting time of 1, and are cast as innate spells, bypassing silence or other impediments to arcane magic. The spell permits a total of 30 levels of spells to be cast before it is expended. The spells must be level 6 or below.
Shadowball.
School: Illusion
Level: 3
Range: 60 ft.
Area of Effect: 30 ft radius
Casting Time: 3
Duration: Instant
Saving Throw: Yes
Spell Resistance: Yes
A Shadowball appears to all intents and purposes to be a fireball. The wizard points finger and speaks the range (distance and height) at which the Shadowball is to burst. A streak flashes from the pointing digit and blossoms into an explosion at the destination, dealing 1D6 non-lethal damage per caster level.
On impact any victims within the blast radius must make two simultaneous saving throws, the first at a -4 saving throw penalty to identify the shadowball as being illusory and harmless, the second saving throw at no penalty to try and avoid the worst of the blast to only take half damage.
Creatures immune to mental effects, and any of the caster's own allies, automatically identify the spell for what it is and take no damage. Any creature that fails both saves is confused for one round in addition to the damage. Fire resistance is no defence against Shadowball.
By the way, is Pan's Instant Legion a kind of Mass Mirror Image, or can those images attack and cast spells? If the former, you might want to make it a level 5 (or perhaps level 4) spell, considering that Mirror Image is just level 2. However, it's just a suggestion , and it's entirely up to you how you want the spell to be.
With maximum summons and party size that's 33-55 images total, 3-5x the layers of Stoneskin, lasts almost twice as long as Mirror Image, and works against non-physical damage. I figure level 5 at the lowest, level 6 as a more conservative choice.
All Gnomes must learn this spell!
Summon Turnip Monster
Spellbook: Wizard
School: Conjuration
Level: 6
Range: 35 ft.
Max Caster Level: 20
Casting Time: 9
Area of Effect: Special
Saving Throws: None
Duration: 1 turn / level
Incantation: "Voco napiformis monstrum"
Upon casting this spell, the caster opens a special gate to the Demi-plane of Vegetables, and a Turnip Monster is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit Dice Turnip Monster appears, a 35% chance that a 16-Hit Dice Greater Turnip Monster appears, and a 5% chance that a 24-Hit Dice Elder Turnip Monster appears. The Turnip Monster will do the bidding of the caster until it is slain or the duration of the spell runs out.
All of the commands given to the Turnip Monster are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature.
The Turnip monster makes 3 attacks per round with claws doing 1d10+2 slashing damage. Also, each attack forces the victim to make a Save vs. spell at a -4 penalty or be Entangled. The Turnip monster also has access to special attacks like Stinking Cloud (Turnip version, 3 uses/day) and Boiling Turnip Soup Blast (deals 5d6 acid + 3d6 fire damage in a 30 ft. radius, 2 uses/day).
It is wise not to aggravate the mighty Turnip Monster, for the consequences can be disastrous.
Return to Nature/Purge Unnatural
Spellbook: DruidLevel: 8
School: Alteration
Range: Visual
AoE: Unnatural and extraplanar creatures in a 30' radius of targeted point
Duration: Instant
Saving Throw: Special
All unnatural creatures within the area of effect must make a successful save or their essences are reclaimed by nature and returned to the natural cycle, effectively destroying them. All extraplanar creatures within the area of effect must make a successful save or their essences are repelled by nature and violently returned to their own plane. Those who make their save still suffer 1d6 points of damage per caster level, to a maximum of 20d6.
@Tresset Magic damage?