View Full Version : Write your own spell!


jbigdaddy
Fri, 1st Feb '02, 3:52am
Ok if BIO said we want fans to write one first level mage spell and a 9th level spell. Send them in we'll pick and impliment them in our next game.
1) 1st level mage spell
2) 9th level mage spell
:evil:


[This message has been edited by jbigdaddy (edited February 01, 2002).]

Lord Sarevok
Fri, 1st Feb '02, 5:30am
Ah, I really don't know about level 1 and 9...all I really want is a magic missle where you can choose multiple targets :(.

Well, for level 9, a nice spell would be "Explode" kinda like what jon irenicus used on those cowls. It should have a -4 penalty to their saving throws, and a casting time of 1.

strange_machine
Fri, 1st Feb '02, 5:51am
this spell is not original but heh,

level 1: true strike, +20 bonus on you next roll.

level 9: astral walk, walk from plane to plane with ease.

Alienboy
Fri, 1st Feb '02, 7:53am
Level 1 Enchant: Improves any item +1 for one day. e.g. +3 shortsword would become +4.

Level 9 Summon God: Summons avatar God of your alignment.

ShadowDaemon
Fri, 1st Feb '02, 9:13am
heh heh, I feel for some reason, the need to throw my two cents in.

I already HAVE written spells. You can download them at sp's BG2 Cheats, hacks, and editors page. Please DO!

If I were to write MORE spells

LV1 Searing Soul, target mage loses two random memerized spells.

LV9 Gravity Well, creates a gravity well for one round per 3 levels of the caster up to 25 that pulls all enemies to a single point and deals 1d5 crushing damage for every second in the well. Save ferses petrification to atempt to get out of the well.

(Note I decided I really will make these spells. they should be ready in a week, anyone who want their spells made, contact me;))

Arabwel
Fri, 1st Feb '02, 10:00am
Hmmm.....

Viagra: Gives +3 to Con, Dex and Char for ten turns and -7 to Saves vs. Petrification...

Naah, just kidding.

1st level: Flowerburn. A fiery flower that appears and blinds for 2 turns, save vs spells, and causes 1D4 Damage, casting time 2
Or something like that

9th level: Ethereality Ability to turn ethereal for 2 turns + 1 turn per level

By the way, can you tell, Deaemon, what is the group hug spell?

Ara
(Evil psychopath waiting for psych class....)

jbigdaddy
Fri, 1st Feb '02, 3:31pm
Ok does anyone remember Gary Gygax's Mythus Dangerous Journies? (which is now out of print) There is a really cool spell that I like from that system. My memory is not so great and I only own the core rulebook not the magic book, so please forgive me if I am a little off.
Juxtposition (forgive my spelling)
This spell is cast and able to be released at any time within a given time period. When released the spell places you in the best posible position to deal a devastating blow with a damage modifier to the target. I think only using a dagger, but still a good amount of damage is incurred. Possibly in this system it was a level 7 spell. A cool spell! :evil:

[This message has been edited by jbigdaddy (edited February 01, 2002).]

Enthasius
Fri, 22nd Feb '02, 12:13am
Lvl 1) Magic burst. Similar to magic missle, but instead of multiple missles, it just thrusts a bolt of energy at the enemy, causing 1d6 hp of damage per three levels, up to 12d6 at level 36. What really seperates this from magic missle, however, is that it is indirect, so an attack roll would be needed to hit. It would act like a missle weapon he/she is proficient with, and any bonuses to missle attacks would be accepted (such as the bracers of archery).
No saving throw other than the attack roll, and magic resistance is effective.

Lvl 9) Mind wipe. Removes all spell from an individual enemy, but only if they fail a saving throw vs spells. Unfortunatly, it also removes any mind affecting spells, such as confusion, charm, fear etc. If teh spell is successful, the person effected will stand confused (who wouldn't?) at what just occured, but can rejoin the frey after one round.

creudzfeldt-jakob
Sat, 23rd Feb '02, 2:58am
:lol:
I'm not mocking you Ara, but I found it ironic that in the Player's Handbook, a spell called Ethereal Jaunt exists, and pretty much does what your spell Ethereality does, but is a level 4 spell. Just had a silent chuckle to myself, if you don't mind.



[This message has been edited by creudzfeldt-jakob (edited February 23, 2002).]

ShadowDaemon
Sun, 24th Feb '02, 8:55am
Ok, group hug was badly named... badly, BADLY NAMED, But Davoran Karsh is a nutcase, aand what do you expect, I asume his persona in spell creation mode.

Dire Charm + Area Effect = Group Hug

Z-Layrex
Sun, 24th Feb '02, 10:39pm
hmm...

1st level: Triangular demon- surrounds enemy in a pyramid while he is bitten by deamons from other planes.

9th level: Nature's Revenge- fires large balls of green energy.

Black Rose
Sun, 24th Feb '02, 10:44pm
1st: 'Demon Touch' - touch spell, save or be drained of - 1st lvl 1d8 HP, 5th lvl 1 CON, 10 lvl 1 STR

9th: 'Plague' - plague kills slowly but surely, works through magical protections, like a cloudkill

Arabwel
Mon, 25th Feb '02, 2:02pm
Well, I have never even held a Player's handbook, so please excuse my ignorance :)

But here is a spell I'd really, really like to see: Snowball! Similar to Fireball, but does cold damage instead. Or is it already done?

Ara
(Mean person for most of the time)

creudzfeldt-jakob
Tue, 26th Feb '02, 2:07am
Sorry, Ara.

Level 9 spell: Suppress Powergaming

This spell effectively suppress all powergaming in a 20-foot radius for 1 turn/level, including Offenseive Magic Resistance spell, Fake Talk strategy, Rolling for stats for hours on end, Reducing INT/WIS/CHA to 3, being Lawful Good just for the reputation, and using SK. All Kensai/Mages must save vs. spell or be stunned for 2 rounds/caster level.

Grah'huk
Wed, 27th Feb '02, 4:09pm
Mind Duel: (9th mage/ 7th Cleric)
CC: 8
Duration: Special
Save: None
SR: No

When cast on an enemy spellcaster, the caster and the target engage in a mind duel. Both players roll a 1d20, and add their INT, WIS, CHA modifiers, (mods are +1 for every 2 pts above 10) and their levels. The player with the higher total gains a number of spell levels equal to the difference between the two modified rolls. These spell levels can be used to cast any spell the mage/cleric has memorized, (up to seventh level) with one half the casting time, and no penalty for disruption. (Except for loss of spell levels.)

When cast, both the caster and the target are surrounded by a force shield similar to an Otiluke's resiliant sphere for 3 rounds while they duel. After the three rounds, the winner is stunned for one round, while the loser is knocked uncouncous for five rounds, and loses a number of random spells equal to the number of spell levels the victor gained.

If however, the caster or the target perishes during the duel for some reason (such as poison), then both spellcasters are killed.

[This message has been edited by Grah'huk (edited February 28, 2002).]

[This message has been edited by Grah'huk (edited February 28, 2002).]

C'Jakob
Thu, 28th Feb '02, 3:15am
You may want to edit your spell a bit so that ToB players unfamiliar with 3e DnD can understand certain parts of your "Mind Duel" spell, Grah'huk. :)

But it sounds like a cool spell anyways.

Maertyn
Fri, 1st Mar '02, 9:36pm
Yes, mind duell seems to be pretty cool!

The Dreadmaster
Mon, 11th Mar '02, 10:58am
Level One Spell: Summon Lawyer
1 Turn/Level

The Lawyer does absolutly nothing, but WILL use any party potion or other useful items when he is wounded. When the battle is won, he takes 80% of the Gold and all the nice equipment. The party's gold minuses by 400.

Deathmaster
Mon, 11th Mar '02, 7:27pm
There is absolutely no sense what so ever in that spell.

yappie!
Wed, 13th Mar '02, 10:15pm
I have the tools to write my own Spells. Also Armour, weapons and other items. Innate abilities and such too.

E-mail me with a Spell Request Description and i will send it to you via e-mail.

My adress is The_yappie@hotmail.com

cheerio
yappie

Ubull Ravenhorn
Wed, 29th May '02, 7:30pm
Absolute defense:
Lvl 9
Casting Time: 19
Effects: yourself(non-targeted)
ST:none
Magic res :none

It's ubull Ravenhorn's spell....:)
It gives immunity to all weapons up to +4
(Can be hit by Ubull ravenhorn's Zuperstaff)
But that's another topic
+10 bonus to saving throws
+50%all resist
+Haste
+Spell Turning
-10 AC
but:
you must throw vsdeath with a negative modifier of 6 or die
If you survived, than vs death or petrification
than vsdeath or hold
and than you have this wunderful spell
( This is overpowered, but mage dies by 60% because of the spell :D )

Padine the Paladin
Wed, 29th May '02, 7:41pm
1st Level:Hack:Gives a +2thaco and a +5 damage bonus
Level nine:(a)Dragomorph:the name saies it all:evil:.(b)Torms might:angel::Summone's a paladin named padine who is immune to everything and does about 50-100 damage without missing at all.(in short:summones my main:evil:.You will understand this if you read my abazigal *....BUG....*)It was a level 15 spell at first,and a special abilitie for a pallie,but I changed it!!!:evil:

Errol
Wed, 29th May '02, 8:16pm
Erm...? Dragonmorph might be a little bit overpowered? Or summon Paladin?

Anyway:

Disable (abjuration)
Level: 5/6
Duration: Varying (see description)
Casting Time: 1
Area of Effect: '30 (roughly twice a fireball)

The mage utters a quick spell and Disables magic enhancements and mechanical objects in the area.
All traps and locks are disarmed/unlocked permanently, and all magic weapons with enchantments (such as +1,+2 etc) are treated as Normal Weapons for 1round. (due to a quick casting speed). At 10th level this becoms 3 rounds and 5 rounds at 15th level.

Magic Spells are not affected.
Mordakainens Swords and other Magically Created Weapons are dispelled.

---------------------------------

Disarm (evocation)
Level: 2
Area of Effect: one target
Duration: 1 turn (6 seconds)
casting Time: instant (1?)

When this spell is cast, the target drops his weapons and must wait 6 seconds before re-equipping them.
Ignores saves or resistances. This only works against any weapons (magic or not) and not claws, paws, hands, etc etc

any others?

Ubull Ravenhorn
Thu, 30th May '02, 7:01pm
The chaotic spell of (self)-destruction
--------------------------------------
Casting time:1
Area of effect:1 target
Level 9
Duration: permanent

This spell has many effects:
First, after casting the spell, you have throw vs death or get 1d20 damage
then again, and get 2d20 damage
then again to avoid the damage of 3d20
and again to avoid 5d20 damage
and again vs death or petrification
and again vs death or simply die
and agian vs death or freezing death
-----------------------------------
When the mage managed to form the magic energy, after wonderful lightning effects, it creates a huge blast of energy on the target:
for 5 turns in every turns a fireball comes out of the mage to the target damaging him(see rules of Fireball), in the first turn after casting, it sends an upgraded Melf's acid Arrow, which damages 1d20/turn.
In the second turn it sends a miscast magic to your enemy.
In the third turn it sends off a Chromatic Orb.
In the fourth a Khelben's Warding Whip is cast on your enemy
In the fifth, it creates a prismatic spray.
In the sixth turn it holds your enemy for 10 rounds.(Remember that there won't be any fireballs now.
The seventh turn is brutal: 5 necromancy spells are cast:
1.Shout of the Banshee
2.Power Word: Kill
3.Death Spell
4.Power word:stun
5.CloudKill
--------------------
If you couldn't kill anyone with this spell, then you are a loser :):):):sleep::rolling::p
But: when these agressive spells are done you are held...(but of course you are protected with improved mantle, spell trap and spell shield




[This message has been edited by Ubull Ravenhorn (edited May 30, 2002).]

corbulo87
Fri, 31st May '02, 12:05pm
9th lv mage spell:

dark fog of death:

30' cloud lasts for 2 rounds, all in the area of effect must save vs death per round or die instantly.

(ps. i want to be a tasloi again!!!)