Submit new planar spells

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moogle001's picture
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Submit new planar spells

Alright people, Chapter 5 needs to get on its way pronto. However, if we're going to do this chapter right we need a surplus of new spells that fit into the Planescape cosmology. This includes similiar spells to those found in the BoVD, BoED, and the Planar Handbook. So what I'd like everyone to do is post to this thread any spell ideas/descriptions they have, even spells they've designed elsewhere but never got used. We're looking for creativity, not merely utility, and spells with a definite Planescape feel to them. Don't bother with anything from Planescape: Torment or those found in PS2E, but feel free to make spells based off of them if you come up with a new twist.

Hoping for creative output!

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-Gabriel Sorrel, www.planewalker.com

JasperDM's picture
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Submit new planar spells

Of course, Jaspar's Vocalization spell, as well as the old, OLD-school Hornung's Random Dispatcher come to mind.

Vocalization is a simple self-only 2nd level sorcerer/wizard spell of the transmutation school. Somantic and focus components(tin horn, worth 5 gold), standard action to cast.

It allows someone to speak without vocal cords or other means of making intelligible noise by replacing them with magical equivalents. This is based on the process that allows a skeletal creature to speak. The person gains the ability of speech for one hour per caster level. This speech will fulfill the requisite of speech for verbal components.

Hornung's Random Dispatcher, well, it was a D&D spell from back in 2nd edition days, and was a trick of the Wild Mage. Cast it, target is flung to a random plane, and you immediately suffer a wild surge. Used to be only a second level spell. I recommend bumping it up a bit. 4th level at least. Have a look.

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Submit new planar spells

Hey, that's a great idea! Can we bring back wild magic? It does have its place in PS, especially on planes like Limbo.

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scutisorex shrewlord's picture
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Submit new planar spells

Hello, I'm new here, but I migh be of some assistance. I am converting almost every elemental spell from the AD&D 2e Wizard's and Priest's Compendiums, plus all the material from the Elemental netbook released a few years ago, to 3rd edition. I would be happy to share them.

cityofdoors's picture
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Submit new planar spells

"Bob the Efreet" wrote:
Hey, that's a great idea! Can we bring back wild magic? It does have its place in PS, especially on planes like Limbo.

The wild magic rules on Sean Reynolds site are pretty good. I played a wild mage just recently with them. I think his wild surge table is a bit boring though... He has the whole thing available as open source...

If you have use for it, I'll post it here and modify the wild surges to have that 'planescape twist'...

moogle001's picture
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Submit new planar spells

I have some ideas for wild magic and other stuff along those lines, but I'm not sure how much to go into them since its been dozen half a dozen times over from other people.

Old spells are good, some of them might be used, though don't want to start out everything TSR wrote. My primary hope is for new spells though!

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Sarrin's picture
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Submit new planar spells

in the realm of curses, a group of people on the WotC message boards, mainly myself and a fellow by the name 'satorius' designed over 10 pages worth of curses. many of them would fit well into a planescape setting, many are just multi pourpose. if any of them look like they might help, feel free to crib them. it's what they're there for.

http://boards1.wizards.com/showthread.php?s=&threadid=104884&perpage=30&pagenumber=1

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Dimensional Tether
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: No
Spell Resistance: No

This spell creates a shimmering green thread around the waist of the target, trailing back several feet before disappearing. The spell keeps its target tethered to whatever plane he or she happens to be on. Any spell normally negated by dimensional anchor is also stopped by dimensional tether. In addition, should an affected creature walk through a naturally occuring portal, the thread tautens, and the creature may not go more than 5 feet past the portal's exit. However, the tether allows the target to backtrack through such a portal, even if it normally goes only one direction.

As it works only on willing targets, dimensional tether may be dismissed by either the caster or the subject.

Material Components: A few strands of climber's rope.

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Cog Jumping
Transmutation (teleportation)
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One willing creature touched
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No

For as long as the spell lasts, Cog Jumping allows the target to teleport from the cog they are on to the center of either surface any cog touching the one they are on as a move-equivilent action, thus allowing rapid movement throughout Mechanus. Naturally, this spell is useless outside Mechanus. If the center of the target cog is somehow impossible to teleport to, the spell puts the target as colse to the center as is possible

Focus: Miniature cogs in each copper, silver, gold, and steel (or iron) worth a total of 9gp.

Chaos Strike
Evocation [Chaotic]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100' + 10'/caster level)
Target: 1 creature or object within range
Area: See Text
Duration: Instantanious
Saving Throw: See Text
Spell Resistance: See Text

Chaos Strike Lobs a ball of Chaosstuff at the target. it explodes on impact and can have one of many different effects. Each casting is different and completly random. Consult the followint tables for the effect of Chaos Strike

Spell Effect: For all damage effects, damage is 1d6/Caster Level, maximum 7d6. The spell gains any descriptors appropiate Roll d12
1: Fire Damage
2: Cold Damage
3: Acid Damage
4: Sonic Damage
5: Electricity Damage
6: Force Damage
7: Positive Energy -- Heals the living, hurts undead (ammount as damage effect)
8: Negative Energy -- Hurts the living, heals undead (ammount as damage effect)
9: Dandelions sprout in effected square(s)
10: Chaos stuff does not burst and bounces around wildly, dealing 2d12 bludgeoning damage to the target and 1d12 to all other creatures and obstructing objects in the effected area before dissipating
11: Chaos stuff dissipates harmlessly, snickering at the caster.
12: Roll again twice.

Area: Roll d6 on the following table for the spell's area
1: Target only
2: 10' radius burst
3: 20' radius burst
4: 30' radius burst
5: 5' wide line to the target
6: 40' cone extending in a random direction, origion on the target.

SR: Roll d6 on the following table to determine how the spell interacts with SR
1: No SR
2: Normal SR
3: Caster gets a +2 bonus to overcome SR
4: Caster gets a -2 penalty to overcome SR
5: Use Target's HD or level instead of the caster's level to overcome SR
6: Use caster's SR for all creatures effected

Save: Roll d8 on the following table to determine the Spell's saving throw
1: No Save
2: Fort Negates
3: Will Negates
4: Ref Negates
5: Fort Half
6: Will Half
7: Ref Half
8: Roll again, but use Caster's save bonus in place of those of the effected creatures or objects. ignore any further 8s

Metamagic feats cannot be used on Chaos Strike

Focus: A bit of preserved Slaad flesh in a vial. Runs about 9gp.

Stoicism
Enchantment [Mind-effecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One willing creature touched
Duration: Until Discharged (See text)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

Stoicism deadens the feelings (both emotional and sensory) of the target. This spell may only be cast on Elesyum, and the target automatically makes their next save against the plane's entrapping trait, at which point Stoicism is discharged. Stoicism is also discharged if the target leaves Elesyum. Naturally, most Sensates will flatly refuse to have this spell cast upon them.

Joy of Life
Enchantment [Mind-effecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One willing creature touched
Duration: Until Discharged (See text)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

Joy of Jife fills the target with feeling and a sense of purpose, fighting apathy. This spell may only be cast on Hades, and the target automatically makes their next save against the plane's entrapping trait, at which point Joy of Life is discharged. Joy of Life is also discharged if the target leaves Hades.

scutisorex shrewlord's picture
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Submit new planar spells

Does anyone here know any of any sites for 3rd edition spells, paticularly those that deal with insects or plants?

Eco-Mono's picture
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"scutisorex shrewlord" wrote:
Does anyone here know any of any sites for 3rd edition spells, paticularly those that deal with insects or plants?
You can find MageLab by searching Google... it isn't a website though, but a program with TONS of spells in it.

Sarrin's picture
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Submit new planar spells

hey, as long as we're talking wild magic? what about it's opposite? all things must balance, and I think the typr described in the "[Fiction] first story attempt" thread posted by DNA in the creative contributions thread. it involves a guvner doing a complex mathematical formula to produce a spell effect. if we could get rules for that stuff, I migh have to play a guv sometime...

moogle001's picture
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Submit new planar spells

Actually I see the opposite of Wild Magic to be the magic of True Names, which is encouraged in the ol' Planewalker's Handbook.

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Sarrin's picture
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hmm. I don't think I'm familiar with it. I had the misforturtune to get into D&D during the last 6 months of the 2nd edition...

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Submit new planar spells

Dissolve
Transmutation
Level: Sor/Wiz 4
Components: V, S
Range: Touch
Target: Creature or object touched

As disintegrate, except as noted above; also, damage dealt by dissolve is 1d8 per caster level (maximum 20d8). A target that makes a successful Fortitude save is partially affected, taking only 3d8 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
The poor man's disintegrate, this spell is known by most Doomguard wizards that regularly peruse the libraries of the four faction citadels.

Ecstatic Entropy
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One corporeal creature or object
Duration: 1 round/2 levels, maximum 10 rounds (D)
Saving Throw: Fortitude partial (object); Will partial; see text
Spell Resistance: Yes

The target of this spell decomposes rapidly, experiencing exquisite pleasure at the same time. Many a Doomguard spellcaster has become addicted to this sensation, casting the spell on himself over and over again, confident in his ability to "quit anytime he wants".
The effect of the spell is twofold: If the target fails its Fortitude saving throw, it is affected by a slow disintegration process, taking 1d6 points of damage per round (objects, constructs, and undead take 2d6 damage per round instead). A target reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust.
Additionally, the spell induces a feeling of immense pleasure; the target must make a Will saving throw or become stunned for the entire duration, as it writhes in ecstasy of decay.
Ecstatic entropy does not affect objects constructed entirely of force, such as forceful hand or a wall of force, unless they have specified HP scores. It also fails to affect magical effects such as a globe of invulnerability or an antimagic field.
Material Component: A pinch of dust from the remains of a disintegrated creature.

Premature Ascendancy
Transmutation [See text]
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 Creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The target assumes certain aspects of the exemplar creature to which it will eventually ascend in one of its next lives. The available forms depend on the target's alignment, as specified below:

- Any chaotic alignment: Anarchic template.
- Any evil alignment: Fiendish template.
- Any good alignment: Celestial template.
- Any lawful alignment: Axiomatic template.

If you target a chaotic good creature, for example, you could choose whether to add the anarchic or celestial template, but you could not add both.
This spell has no effect on outsiders. When you cast this spell on a chaotic, evil, good, or lawful creature, it is a spell of that type.

Prompt Restrucurization of Designated Arcana
Transmutation
Level: Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

P.R.D.A. enables you to exchange one prepared spell for another spell normally available to you. Spells of up to 6th level can be exchanged if they are both from the same school; otherwise, only spells of up to 3rd level can be exchanged.
Focus: Your spellbook.

Sensory Overload
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You force open the targets senses, causing it to become dazed from all the excess sensory input. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, or take any other action for the duration of sensory overload.
If one or more of the target's senses are negated (blind, deaf, etc.) when you cast the spell, it receives a +4 circumstance bonus on the saving throw.

Terrible Truth
Enchantment [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Target: One creature; see text
Duration: 1 round/level (D); see text
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows the target to glimpse at the "Truth" about life, the multiverse, and everything. These secrets are presented in such a shocking manner that the target is stunned for the duration unless it makes a Will save. A creature with an Intelligence score of 2 or lower is not affected.
Experiments have shown that if you target yourself with this spell, there is no effect.
It is said that the a Dustman wizard had originally created the terrible truth spell, but some believe that it was actually a Bleaker or a Xaositect. Either way, members of all three factions have been seen using the spell.

Curst Word
Abjuration
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your word banishes one creature to the prison-plane of Carceri. The creature is instantly transported to a random location on Carceri, and is unable to leave the plane by any means. Portals and plane shift or gate effects just transport the creature to another location within the plane. If the creature dies while imprisoned, it becomes a petitioner of Carceri, and cannot be raised or resurrected in any way. A freedom spell will free the creature only if the caster immediately follows with a miracle[i] or [i]wish spell. However, even this method fails to function if the spells are cast on Carceri; they must be cast from another plane, using some other means of locating the curst creature first (such as scrying).
Only creatures with fewer HD than you can be affected by curst word.
XP Cost: 200 XP per target's HD.

Plague-Mort
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One zombie
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You infect the rotting meat of a zombie with a special type of disease. The zombie's belly swells, a sickening stench surrounds the creature, and traces of yellow gas can be seen dragging on the ground behind it.
Any creature that enters the zombie's threatened area must make a Fortitude save (against the spell's DC) or contract the zombie plague disease detailed below. The save is repeated every round the creature remains in the area. A creature grappling the zombie takes a -6 circumstance penalty on this saving throw.
When the zombie is destroyed, an explosion of contagious gas bursts forth from its belly, instantly covering a spread of a radius equal to twice the zombie's reach (minimum 5 ft.).
Every creature within the cloud immediately takes 1d4+1 points of Constitution damage and contracts the zombie plague disease; a Fortitude save (against the spell's DC) halves the Constitution damage and negates the infection. The plague cloud remains in the area for 1d4+1 minutes before dispersing; it provides concealment (20% miss chance). A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses it in 1 round.

Zombie plague disease:
- Infection method: inhaled, Fort save DC is equal to that of the plague-mort spell.
- Incubation period: 1 day.
- Damage: 1d4+1 temporary Constitution damage.

Material Component: A mummy's kidney and a dose of black adder venom (120 gp).

Animate Elements
Transmutation [See text]
Level: Clr 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. +5 ft./2 levels)
Target: A 15-ft. cube of elemental matter; see text
Duration: Concentration plus 1 round/level
Saving Throw: Fort negates (object)
Spell Resistance: Yes (object)

This spell transforms a 10-ft. cube of elemental matter animating it into one or more elemental-like creatures. The animated creature or creatures are either a single Large elemental, three Medium elementals, or five Small elementals; paraelementals can also be created. The animated creature or creatures have all the stats of the elemental creature of their type, except they have no Intelligence or Charisma scores, and no skills; they are also immune to all mind-affecting effects and to all effects that allow a Fortitude saving throw (unless they affect objects). The specific type of elemental created depends on the available elemental matter:

Air: Requires a cube of air or a similar mixture of gases
Cold: Requires a cube of ice or snow
Earth: Requires a cube of earth or stone
Fire: Requires a cube of burning matter
Magma: Requires a cube of magma or lava
Ooze: Requires a cube of ooze, acid, mud, or similar matter
Smoke: Requires a cube of smoke
Water: Requires a cube of water or similar liquid

When you use this spell to animate an air, earth, fire, or water creature, it is a spell of that type.

Animate Elements, Lesser
Transmutation [See text]
Level: Clr 3, Sor/Wiz 3
Target: A 10-ft. cube of elemental matter; see text

As animate elements, except you create a single Medium elemental or three Small elementals.

Animate Elements, Greater
Transmutation [See text]
Level: Clr 7, Sor/Wiz 7
Target: A 20-ft. cube of elemental matter; see text

As animate elements, except you create a single Huge elemental, three Large elementals, or five Medium or Small elementals.

Winds of Death
Necromancy [Air, Fear]
Level: Clr 8, Sor/Wiz 8
Components: V, S, DF, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating 60 ft. out from you
Duration: 1 round
Saving Throw: Fortitude partial; Will partial
Spell Resistance: Yes

You draw upon the winds of the Negative Energy Plane to create a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. Any creature, regardless of size, must make a Fortitude save or suffer 2d6 points of temporary Strength damage, and a Will save or become panicked for 2d6 minutes. In all other aspects, this spell resembles a gust of wind spell.
Winds of death can be made permanent using a permanency spell (required caster level: 15th; XP Cost: 3,500).
Focus: Skull of a noble djinni.

Astral Search
Divination
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

You concentrate on tracing the passage of a known or familiar creature through the Astral Plane, and find out which plane the creature is currently on. This is all the information that you gain - you do not learn the creature's status, its exact location within the plane, nor the way to reach the plane.
This spell can only be cast on the Astral Plane. It can be fooled by mislead, nondetection, and polymorph spells.
Focus: A mirror and a small pendulum.

Shadow Darkness
Illusion (Shadow)
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Area: One 10-ft. cube per level (S)
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell negates all illumination within its area of effect. All creatures in the area gain concealment (50% miss chance). Even creatures that can normally see in such conditions (such as those with darkvision, or even the baatezu with the See in Darkness special quality) have the miss chance in an area shrouded in shadow darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are all light spells.

Shunt
Conjuration (Teleportation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

You touch an object of up to Medium size (roughly 5 ft. x 10 ft.), and move it onto the Ethereal plane. Magic items and attended mundane objects receive a saving throw, but unattended mundane objects do not. If cast from the Ethereal Plane, the spell has the opposite effect – it moves an object onto the Material Plane.
Ethereal objects are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal objects as well as creatures. A creature on the Material Plane usually cannot affect an ethereal object, but an ethereal creature interacts with it as normal. Even if a creature on the Material Plane can see the ethereal object, it can only affect it by a force effects, such as magic missile, for example. Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane.
Material Component: A drop of gorgon blood.

Fiendish Howl
Necromancy [Fear, Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: 100 ft.
Area: A 100-ft. radius burst centered on you
Duration: 1 round/level and instantaneous (see text)
Saving Throw: Fort partial; Will partial (see text
Spell Resistance: Yes

Your scream of rage terrifies mortals and boosts the morale of fiends. All non-fiends within range must make Will saves or become panicked for 1 round/level and Fortitude saves or become deafened (deafness is instantaneous, but wears off after one hour). Fiends (outsiders of the [evil] subtype) within range gain a +2 morale bonus on melee attack and damage rolls.
A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a (V) component that he tries to cast.
Panicked creatures suffer a -2 morale penalty on saving throws, and they flee from the character. A panicked creature has a 50% chance to drop what it's holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.

Fiendish Snarl
Transmutation
Level: Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute

Your smile becomes a hideous mess of sharp, crooked teeth and bloody saliva. You gain a +5 bonus on all Intimidate checks, a +2 bonus on Diplomacy checks dealing with fiends (outsiders of the [evil] subtype), and a -2 penalty on Diplomacy checks dealing with everyone else.
All bonuses/penalties are circumstance bonuses/penalties.

Eco-Mono's picture
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Not exactly inspired, but it oughta exist.

Neutralization
Transmutation [see text]
Level: Clr 8
Components: V, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One outsider
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell modifies the essence of an outsider, drastically transforming the aligned energies that make up its form and spirit. The abstract alignment-based force of that outsider become neutrally-aligned morally, removing the creature's [alignment] tags if it has any, and opening its mind to ethical ideas which would never have occurred to it had it remained composed of its original alignment. Thus, a neutralized outsider is much more likely to experience an alignment shift than normal for its race.
Neutralization has an alignment descriptor opposite to the descriptors of the outsider targeted.
Material component: Dust from the base of the Spire.

moogle001's picture
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Hey guys keep it up, got some good ideas here.

__________________

-Gabriel Sorrel, www.planewalker.com

KingOfChaos's picture
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Some I made up recently that are 'planesy' Smiling

Baptism of Fire
Conjuration (Fire) [Evil]
Level: Wiz/Sor 4, Drd 4
Casting Time: One action
Range: Medium (100 ft. + 10 ft. /level)
Duration: 1 round / level
Target: One creature / level
Components: V, S, M
Saving Throw: Reflex partial
Spell Resistance: Yes

An accident in creation, Baptism of Fire became a regular spell used by Zanatose Everhate in brutal combat situations. Its ability to transfer from one enemy to another by close contact caused to be an extremely effective weapon in his daily arsenal of spells. By directing a wild elemental portal at a subject, the spell infests their body with wild fire elemental spirits that delight more in the burning of flesh than anything else. Once done with one subject, they quickly spread to another nearby whether friend or foe of the caster.

A successful reflex save indicates that the spirits didn't find a foothold in the subject, but that the near exposure to their magical flames still cause damage to the tune of 2d6 points +1 point of damage per level of the caster. A failed save indicates that this damage continues every round until extinguished through normal or magical means. A cold spell of sufficient power (4th level or higher), directed at the infected individual, successfully kills the elemental spirits and sends them back to the elemental plane of fire and ends the damaging effects on the victim. The severe heat of the spirits protects the victim from damage from the cold spell. In addition, a Break Enchantment spell cast on an infected individual rids them of the spirits. A victim may attempt to cast a cold-based spell or dispel the effect themselves if they make a successful concentration skill check (DC equal to the spell's saving throw).

If a creature dies of this spell, the spirits immediately try to spread to the nearest living creature of small size or larger within 20 ft. with the exception of the caster. The spirits will only turn on the caster if they cannot find another living creature within four rounds of the initial target's death.

Material Components: Red dragon's blood and the ash from a body burnt to death by elemental or magical forces.

Baptism of Shadow
Conjuration (Shadow, Cold) [Evil]
Level: Wiz/Sor 3, Drd 3
Casting Time: One action
Range: Short (25 ft. + 5 ft. / 2 levels)
Duration: 1 round / level
Target: One creature
Components: V, S, M
Saving Throw: Reflex partial
Spell Resistance: Yes

Like Baptism of Fire, this spell adheres a minute portal to the victim which rushes dire energy into their body and the area around them in the form of wild elemental or magical spirits. This spell uses the power of shadow to blind the subject and to steal their strength with the eternal cold of the plane of shadow. When cast, the victim is awarded a reflex save to avoid the portal magic entirely, but the proximity of the cold from the spell still causes a single point of Strength damage. Those failing the save find themselves in a pillar of darkness centered on them, extending out to 5 ft. on every side. This effectively blinds the target, but also gives them full cover from outside attacks. The shadow spirits infesting the pillar ravage the victim's body every round, stealing away a single point of Strength until either the Baptism of Shadow spell is dispelled or a light-based spell is successfully cast on the victim, effectively banishing the spirits back to the plane of shadow. The strength damage caused by this spell is temporary and will return at a normal rate. A victim may attempt to cast a light-based spell or dispel the effect themselves if they make a successful concentration skill check (DC equal to the spell's saving throw).

If a victim is reduced to 0 strength, they are effectively paralyzed and rendered helpless by this spell. At this point, the spirits will attempt to spread to another living creature of small size or larger within 10 ft. of the now useless victim. If they cannot find one within 4 rounds, they will use the connection created by the spell to attack the caster instead.

Material Components: A dollop of pitch and a glass snowflake.

Hellish Hooves
Conjuration [Evil]
Level: Wiz/Sor 5, Clr 5
Casting Time: One action
Range: Medium (100 ft + 10 ft. / level)
Duration: 1 round
Area: 50ft. x 100 ft. rectangle
Components: V, S, M
Saving Throw: Reflex negates
Spell Resistance: No

This spell summons a herd of Nightmare from the lower planes to thunder through the area of effect, stampeding and running down any creature or object that happens to be caught in their way with their fiery hooves before vanishing again on the other side of the spell's area. The damage caused by the stampede is 1d6 points of damage per level of the caster (maximum of 15d6). This damage is split down the middle, with half being considered crushing damage and the other considered fire or heat damage from the flaming hooves of the hellish horses. A successful reflex save means the character has jumped out of the way of the horses before they have a chance to run them over. However, a failed save indicates full damage and forces the victim to roll a Fortitude save or suffer from nausea for 1d4 rounds as the choking breath of the running Nightmares fill their lungs with brimstone and sulphur mists.

Material Components: A handful of platinum flakes (worth 500 gp) which are used to entice the herd to the prime material plane.

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Ack.....

Bump, bump, and yet again, bump!

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Overload
Necromancy(positive energy)
Level: Wiz/Sor 9
Casting time: one action
Range: Touch
Duration: Instant
Target: One creature
Components: V,S
Saving Throw: N/A
SR: yes

The caster overloads the target with positive energy, which may result in big explosions.
A failed save results in the target gaining 10d10 extra hitpoints. Treat these hitpoints like those gained by exposure to the positive energy plane.
These hitpoints can revive a creature from the dead, if it lacks no vital organs, and has been killed within the last 5 hours.
Undead take the same amount of normal damage, with no damage reduction allowed whatsoever.

Okay, maybe it's a bit wonky for its' level, but I dont play much, and the concept was too cool to pass up.

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Looks like it's bumping time again, folks.....

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Since the bumping's caused me to review the thread, I'll note that the Wild Mage got a 3.5e update in Complete Arcane. Saves pages on rewriting old spells, that can instead go to bringing in new ones.

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I'm not too impressed with the 3.5 Wild Mage. It doesn't keep enough of the old flavour and wackiness for my tastes. If anybody can find the 3rd-party supplement Wild Spellcraft, I thought that handled wild magic most excellently. I'm pretty sure it's 3.0, though.

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"Bob the Efreet" wrote:
If anybody can find the 3rd-party supplement Wild Spellcraft, I thought that handled wild magic most excellently. I'm pretty sure it's 3.0, though.

....And it just so happens that I have a copy of that. Is there anything you want me to look up?

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"Aquarius Alodar" wrote:
....And it just so happens that I have a copy of that. Is there anything you want me to look up?

Nope, I have it, too. I was just suggesting it to others.

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Event Horizon
Conjuration
Level: Wiz/Sor 9
Casting time: one action
Range: 10ft per level
Duration: Instant
Target: One creature
Components: V,S
Saving Throw: Reflex
SR: yes

By creating two equally powerful semi-stable extraplanar gate, the target is trapped in between the two, both trying to pull him in.
On a successful reflex save, the target manages to get close enough to one gate to be sucked into that gate, still taking 2d6 damage from the time spend in between the gates. They are transported to a random plane, but dus to the portals instability, there is only a 75% chance that the Portal will not collopse with them in it, killing them instantly.
On a failed reflex save, the target is torn in two, seperat halves being flung into sperate portals.
Either way, their treause goes with them, negating any treasure on their person.

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"Fidrikon" wrote:
Event Horizon Conjuration Level: Wiz/Sor 9 Casting time: one action Range: 10ft per level Duration: Instant Target: One creature Components: V,S Saving Throw: Reflex SR: yes

By creating two equally powerful semi-stable extraplanar gate, the target is trapped in between the two, both trying to pull him in.
On a successful reflex save, the target manages to get close enough to one gate to be sucked into that gate, still taking 2d6 damage from the time spend in between the gates. They are transported to a random plane, but dus to the portals instability, there is only a 75% chance that the Portal will not collopse with them in it, killing them instantly.
On a failed reflex save, the target is torn in two, seperat halves being flung into sperate portals.
Either way, their treause goes with them, negating any treasure on their person.


Mmmm. Reflex-based save or die spell. Two questions, though:

1. "There is only a 75% chance that the portal will not collapse with them in it, killing them instantly" - this seems weird and clumsy. Is this supposed to be a flat 25% chance that they *do* die immediately due to a sudden portal collapse, even with a save? I'm not sure that's possible to balance.

2. How does a character with Evasion handle this spell? Does a successful save avoid the spell effects completely, suffer normal effects, or somewhere in between? (By a RAW reading of the class ability, Evasion is completely useless against this spell - something to ponder.)

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Well, the reason there is still a chance that they'll die is because of the portals instability. Why is the portal unstable? Because Gate is a 9th level spell, and here are two of them. But 9th is the highest level. So, while they can create two at once, they arn't as safe as a normal gate spell. Although, I guess I could always change it so if the portal collapses, you don't die, you just end up in the astral.

I forgot about evasion. Hmmmm, I guess it would mean that they take the 2d6 damage and manage to escape the gates completly, satying on the field of battle.

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Re: Wild Magic

IIRC, moogle001 had a rather interesting and open-ended WM system posted around here somewhere, but I can't seem to find it. Seeing as how he's in charge of the PSCS 3.5 thing, I guess we can safely assume that's the "official" position on wild magic, and work from there?

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I think he'd posted it up from comment and review. I'm not sure if he'd solidly decided on it yet. *drops him a line to come comment on this* Eye-wink

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Correct, the system I put up for wild magic is still in development, though I don't think much will be changing. Of course, it is designed with the intention of being capatible with other wild magic systems. The official version will be released with Chapter 5.

Keep it up, I'm still putting together new spells for chapter 5. It's going slow because of school work, unfortunately, but this thread will definitely be used as a source for new ideas.

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Bump.

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