Author Topic: New original spells/Spells that don't exist?  (Read 3133 times)

Offline ImperatorK

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New original spells/Spells that don't exist?
« on: July 29, 2015, 08:20:15 AM »
There's a lot of spells in D&D (PF and 3.X), but is every spell concept already made? Is spell researching even useful, other than to "houserule" existing spells or making variants?
What I'd like you to do is brainstorm ideas for new spells. They don't have to be completely original, but they should do something that no existing spell does.
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Offline Solo

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Re: New original spells/Spells that don't exist?
« Reply #1 on: July 29, 2015, 10:12:44 AM »
A spell that relieves constipation.
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Offline Dictum Mortuum

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Re: New original spells/Spells that don't exist?
« Reply #2 on: July 29, 2015, 10:59:05 AM »
Are there any meta-class spells? They could do to class features what domain drought does to domains.
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Offline Stratovarius

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Re: New original spells/Spells that don't exist?
« Reply #3 on: July 29, 2015, 11:33:52 AM »
Going to dig through the grabbag of fun I've made over the years to see if there's any people find interesting.

First off, links to the complete lists:

And now for the various more interesting things I've come up with. I'd say the Necros are the most fun.
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Offline Sleek

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Re: New original spells/Spells that don't exist?
« Reply #4 on: July 29, 2015, 07:55:30 PM »
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Offline Sleek

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Re: New original spells/Spells that don't exist?
« Reply #5 on: August 02, 2015, 01:27:09 AM »
.. Problems with posting.  Please stand by!


Offline TuggyNE

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Re: New original spells/Spells that don't exist?
« Reply #7 on: August 02, 2015, 08:56:20 PM »
Attune focus would seem to qualify, as far as I know, although it's not specifically built for the usual spell component pouch regime and makes less sense that way. (Less because the spell itself doesn't work and more because no one would put a 6th-level permanent spell with various drawbacks on a 5gp item.)

Faithstep is, as far as I know, unique among 3.x spells, although there are one or two [shadow] spells that are at least vaguely similar.
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Offline Craiconn

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Re: New original spells/Spells that don't exist?
« Reply #8 on: August 02, 2015, 09:40:21 PM »
The 3.5/PF spells that I've homebrewed over the last few years have emphasized exactly what ImperatorK is getting at .... unconventional, multi-utility, exotic game mechanic structure.

For example, a late-3.5-era trend that I ran with was creating new dual-school spells (ex. - Kelgore's Grave Mist, Passage of the Shifting Sand), menu-option spells (ex. - Ruby Ray of Reversal, Ray of Resurgence) and stacking-benefit spells (ex. - "Heart of ..." and "Unicorn" line).  Along with expanding the Essentia Point-fueled spells showcased in the Tome of Magic.

On a related note, quite a large number of 3PP Pathfinder companies are doing an amazing job at making fairly-well-balanced spells with some intriguing game mechanics (and castable by the majority of the 3.5-predecessor classes).  Magic spells put out by the 3.5 3PP's were considerably worse in design and development.

I'm currently working on "companion spells" that help accentuate and boost the CMB-vs.-CMD spells in Pathfinder.  Some of which were converted from 3.5 (Black Tentacles, Telekinesis) ... but most of which are new to PF (Strangling Hair, Chain of Perdition, Pilfering Hand, Mad Monkeys).   The CMB-vs.-CMD spells are a riot of fun when you get them.  But they quickly diminish in use as the spellcasters level up due to the crazy-high power curve of advancing enemy CMDs in PF.