Made it for DnD 5e, so now let’s make it for Pathfinder 5e!
Dangerous Food Spell 1
Healing Transmutation Cast
somatic, verbal Traditions arcane, primal
Range touch; Targets 1 piece of fruit Duration 10 minutes
You place power into a single piece of fruit making it extra juicy. As an interact action, a creature can eat the fruit gaining 1d6 hit points. In addition, a creature can make a ranged or melee attack with the fruit instead as an attack action. Treat the fruit as an agile weapon with which the attacker is proficient.
Critical Success The target takes 1d6 persistent acid damage, 3d6 bludgeoning damage, and all enemies within five feet take 1d6 acid splash damage.
Success The target takes 2d6 bludgeoning damage and all enemies within five feet take 1 acid splash damage.
Be it soup or beer, food as weapons has been in the media lately. That give me an idea..
Casting Time: 1 action Range: Touch Components: V, S, M (a piece of fruit) Duration: eight hours
Five juicy pieces of fruit appear in your hand and are infused with magic for the duration. A creature can use its action to eat one peace of fruit. Eating a berry restores 1d4 hit point.
Alternatively, a piece of fruit can be used as a weapon. You can make a melee or ranged attack up to 30 feet as an action. You are considered proficient when you attack with the fruit. If it hits, the target takes 1d6 magic bludgeoning damage and all enemies engaged with the target make a Dexterity save or take 1d6 magic bludgeoning damage as well.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the number of fruit pieces by 1 for each slot level above 2nd.
want to make a Santa patron, so we need some Santa spells!
Santa’s Little Helpers
Range 30 feet
Duration: 1 night
Casting time: 1 turn
The caster brings forth servents of the master to do what must be done!
Roll 1d4: 1-The caster stomps his staff and snow forms into the creatures summoned. 2-the caster flicks his wrist and creatures always there step into view. 3-when the caster claps his hands a blizzard springs forth and the creatures step forth. 4-the caster winks and the creatures appear.
Roll 1d6: 1-4 minor, 5-6 major
Roll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easly causing double damage for 1d6 rounds. (3) Everything tasts like candy so the caster tries to eat everythign and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strengh, Agiligy, and Stamina until the spell ends.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.
failure, but the spell is not lost.
You summon forth a 1HD elven creature. this creature has a bonus to crafting things, climbing, and hiding equal to 1/4 your spell check result. these creatures follow you commands to the best of their ability. They build anything you want in 1/4 the time it normally takes.
You summon forth 2d4 elven creatures as described below.
You summon forth a 3HD flying reindeer.
You summon forth eight 4HD flying reindeer and a sleigh. the sleigh is large enough to accommodate seven regular humanoids. the sleigh also comes with one elven creature as described below. all follow your commands. While at rhe helm of the sleigh, you see through all darkness and storms, noth magical and mundane.
You summon forth one 16 HD demon. this demon carries a cage and a whip. it is immune to fire and cold. ot can also teleport from darkness to darkness. It gains one step up the dice chain for any action against a creature that has performed an evil act in the last week.
DCC needs a Santa Claus patron. Let’s work on that! First, some spells for that patron.
Duration: 1 round per CL
Casting time: 1 action
The caster crushes a piece of candy and gains powers based on his control of the candy!
Roll 1d4: 1-The caster unraps a piece of candy and eats it; (2)the caster crushes a piece and blows it into the wind; (3) The caster swips into the air and glowing pieces of candy flash before everyone; (4) The caster reaches into the air and from between joined hands pulls a glowing candy cane out and waves it like a wand
Roll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) streaks like candy canes appear on the caster’s body. (3) the caster gains pieces of candy imbedded in their skin. (4)the caster’s food turns into candy corn
Roll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easily causing double damage for 1d6 rounds. (3) Everything tastes like candy so the caster tries to eat everything and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strength, Agility, and Stamina until the spell ends.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
You shot a piece of candy at an enemy doing 1d4 points of damage. No save
You summon forth a sword made of pure candy cane. the sword does 1d6 + intelligence modifier damage upon a hit and counts as magic. Any damaged tissue is turned to candy and can only be healed by magic. You may choose a lower result if you so choose.
Throw three pieces of candy each doing 1d8 points of damage to a target. No save. You may choose a lower result if you so choose.
You or someone of your choosing within 30 feet gain the armor of the candy knight. You gain plate armor with an additional +4 bonus to AC. You may choose a lower result if you so choose.
You target one enemy you can see and they crush from the outside in like the candy between your fingers. The target takes 2d24 crushing damage. This damage my only be healed via magic. If the enemy dies from this damage, it explodes into candy. You may choose a lower result if you so choose.
You or another ally becomes the candy knight. Gain plate armor with a +4 extra bonus as well as the candy sword that does 1d8 damage that can only be healed via magic as the wound turns to candy. You are also immune to any fire damage as you no longer melt in any hand. You can choose a lower result if you so choose.
Choose a target in range with less than 60 HP total. That target instantly explodes into hundreds of pieces of candy
Range 30 feet; Targets 1 creature Saving Throw Fortitude
You throw raw hate on a creature and choose how to disfigure the creature deciding upon a -2 status penalty to an ability score, a -10 status penalty to movement, a -2 status penalty to AC, a -2 status penalty to attack rolls, or a -2 status penalty to saves as you bend spine and spirit to a broken form. Multiple castings of this spell are possible if you choose different effects of the spell each time.
Critical Success The target is unaffected. Success The target is affected until its next turn begins. Failure The target is affected for 30 days. Critical Failure The target is affected permanently.
This spell can only be removed by a wish or miracle spell, you ending the spell with a thought, or you dying.
Heightened (7th) As 5th level, but the disfigure lasts for up to 1 year on an unwilling creature. Heightened (9th) As 5th level, but the disfigure lasts for a duration you choose (even unlimited) on an unwilling creature.
I’ve been thinking of some spells I’ve seen in movies where the villain curses the hero, and the hero is disfigured. Can we do something like that?
Casting Time: 1 action Range: 60 feet Components: V, S Duration: 30 days
You throw raw hate at a target in range. The target must make a Constitution saving throw. If the target fails, you inflect a horrible curse upon the target bending its physical form to break spirit and spine. The target has a -2 penalty to saves and checks with one ability, a -10 feet penalty to its speed, or a -1 penalty to all attacks for the duration of the spell. A target can be affected by multiple castings of this spell, but each casting must cause a different effect.
A wish spell is the only spell can can end this effect early, you may end this spell with a thought at any time, or your death ends the curse as well.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by a wish spell.
Caustic Pop , Level 2 wizard CT Special R 30 feet D 1 rd./2 lvl. SV special SR yes Comp V, S The caster flings a bit of slug slime at a target in range. The caster must succeed with a ranged touch attack to hit the target. If the target is hit, glob deals 1d4 points of acid damage and then blog splashes at all targets within 30 feet. All targets that fails a Dexterity saving throw are covered in the acid and are dealt 1d4 points of acid damage. For every two caster levels the acid, unless somehow neutralized, lasts an additional round and deals another 1d4 points each round. The material component for this spell is a ball of slug slime.
I hurt my upper respitory a few years ago, so when the seasons change, I start barking. Normally it draws looks, but for some reason, this year I get a bit more stares…
How about a spell for that?
Casting Time: 1 action Range: 50 feet Components: V, S Duration: concentration, up to one minute
You point at a creature in range and whisper vile words at it. The target must make a Constitution saving throw. If it fails, it becomes infected with a fast acting disease as it begins to cough uncontrollable tearing its lungs apart from the inside dealing 2d6 necrotic damage. Each round at the start of the creatures turn, it must make another Constitution saving throw. If it succeeds the effect end, but if it fails it continues to cough taking 2d6 necrotic damage. Then all creatures that are engaged with the target must also make a Constitution saving throw. Upon a failure, the creature is affected by the spell taking damage as above. If a creature saves against this spell once, it is immune from this one casting of the spell, but can be affected again by a different casting of this spell. Immunity to magical diseases prevents a target from being affected. The cycle of infection continues until all creatures save against the spell or you are no longer concentrating on the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
I’ve been on an acid kick lately. How about a new version of fireball mixed with acid arrow?
Casting Time: 1 action Range: 150 feet Components: V, S, M (a ball of slug slime) Duration: Instantaneous
With a flick of the wrist you throw a blob of acid toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage, and all each creature in a 20-foot-radius sphere centered on the first target must make a Dexterity saving throw. A target takes 4d6 acid damage on a failed save. All targets damaged by this spell are covered in acid and must make a Dexterity saving throw at the start of their turns or take 4d6 acid damage each round until they succeed on a saving throw at the start of their turns to removed the acid and end the effect or remove the acid as an action. If the initial ranged spell attack misses, there are no additional effects.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Disrupt Balance , Level 1 wizard CT Special R 30 feet D 2 rd./ lvl. SV constitution negates SR yes Comp V, S When the caster points at a living creature in range, the subtle balances that maintain it are disrupted. The creature begins to melt from the inside out taking 1d2 +1 HP per level of the caster acid damage. At the start of the creatures turn, it makes another saving throw, if it fails the spell continues and it takes damage again.