You change the damage the weapon deals (acid, cold, electricity, fire, or sonic) to a different energy type (acid, cold, electricity, fire, or sonic) for the duration of the spell. All other effects of the weapon are not changed. this can be applied to explosives, but the spell ends after the device explodes and deals damage.
Rot (Indirect Combat) RANGE TYPE DURATION DV DAMAGE LOS P I 5 P, Special Ruin (Indirect Combat, Area) RANGE TYPE DURATION DV DAMAGE LOS (A) P I 6 P, Special Why cut when you can decompose and break down walls and men? Rot and Ruin degrade objects on a person or in an area as well as flesh. Creatures resist as normal, but all objects in an areas make a resistance roll as normal except if the object’s net do not beat the spellcasters successes, the object takes additional damage equal to the number of successes in addition to the damage from the spell. Creatures in the area take damage as normal.
Casting Time:1 action Range:60 feet Components: V, S, M (an arrowhead) Duration: Concentration, up to 1 minute
Choose a target that you can see within range. The target must succeed on a Wisdom saving throw or all attacks on the target are more accurate. Until the spell ends, increase the range of attacks that score a critical hit on the target by 1.
At Higher Levels: When you cast this spell using a spell slot of 4rd level or higher, you increase the critical range by 1 for every two levels above 2nd.
Roll 1d4: 1-The target’s skin begins to crack and flake off; (2)The target begins to bleed from its nose, mouth, and eyes (3) The targets joints begin to lock in place; (4) the target begins to be pelted by a migrane
Roll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) The casters hair begins to fall out (3) The caster’s begins to dripple constantly. (4) The caster begains to limp
Roll 1d4:(1)The caster’s mouth fills with blood and sours to the point he gains a -2 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones begin to break easily causing double damage for 1d6 rounds. (3) The caster begins to go blind for 1d3 hours (4) The caster’s limbs become so week he can’t use them for 1d6 turns.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
You curse the target with weak saves. they take a -1 penalty to all saves.
You curse the target with breakable bones. They take an additional 1d4 damage from each attack.
You cure the target with weak body. They take a 1d6 penatly to all checks and attacks.
You bring all three curses upon them! They take a 1d6 penalty to all saves, checks, and attacks, and any damage on them does an additional 1d6 points of damage.
You weaken them completely. Any attack on the target uses a d24 as a base and any roll above 20 counts as a critical hit.
You decimate the body. Each round the target takes 1d20 damage at the start of their turns, and any attack on the target rolls a d30 with any result over 20 on the die being a critical hit.
The target is on death door. All attack on the target use a d30, score a critical hit on an attack that scores over 20 and hit, and all targets add an additioanal d12 to the critical table to determin the effect.
With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.
somatic, verbal Range touch; Targets 1 living creature Saving Throw Fortitude; Duration varies
You manipulate the small pieces of the creature that regulate it bones either making more or destroying the bones in a creature. When the creature is touched, the caster decides on a limb to grow a new bone in or a bond to destroy. The living creature must attempt a Fortitude save. Critical Success The living creature is unaffected. Success The living creature is unaffected or the level of clumsy is reduced by 1. Failure The creature becomes clumsy 1 or increases its value of clumsy by 1 and must make a save at the start of it’s next turn. Critical Failure The living creature becomes clumsy 2 or increases is value of clumsy by 2 and must make a save at the start of it’s next turn.
If a creature would become clumsy 4, the the spell is complete and the bone in the limb is destroyed or new bone grown. The creature completely loses use of that limb until the bone is destroyed or grown back. If an arm is lost, spell with somatic components can not be cast and weapons needing the arm can not be used. If the leg is lost, the creatures walking speed becomes zero if it has two legs or its loses a proportion of its speed if it has more than two legs.
Heightened (+1) The number of targets increases by 1.
You touch a creature on a limb. If the creature fails a Constitution save, the body limb begins to either harden as extra bones begin to grow or bones begin to degrade. The creatures takes a -1 penalty to all actions, checks, and saves. At the start of the creatures turns, it must make another save. If it succeeds, the penalty is reduced by 1. If it fails, the penalty increases by 1. If the penalty would ever be equal to the creatures proficiency bonus, the bone growth or destruction is complete and the limb becomes useless.
A remove curse, regenerate, heal, restoration, dispel good and evil, or wish spell ends this effect.
At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, increase the number of targets by 1 for each spell level above 4.
You can make your own pictures but how about making maps from another? Can you download them?
Memory Mapper T1
Casting Time 1 standard action
Duration 10 min/level
Saving ThrowWill negates (harmless); Spell Resistance no
You touch a creature and ask it to recall a memory. The creature’s mind then creatures a holographic map of an area up to 1 mile cubed in a 10 foot cube. You can then zoom in, zoom out, and move through the map as you please with hand gestures. Before the duration of the spell ends, you can dismiss the spell while holding a data recorder or computer and save the map to that device. The creature need not be conscious for this spell to work.
Now how about some tech to do the same?
Holographic Memory Download
Holographic Memory Download
The head set has an attached computer terminal. A creature can don the headset and think of a location and the headset will read the creatures mind and create a file containing a 3D map of up to 1 cubic mile. the file can be downloaded from the terminal. The creature need not be conscious for this device to work.
Had a scene in my head where a person lured some people into the desert but then tried to enslave them. The captured turned the tables and dried their capture out using spells to get water and escape. Let’s make that happen!
Casting Time: 1 bonus action Range: touch Components: V, S Duration: Concentration, up to 1 minute
The touch a creature solidly with your hand and begin to pull the water out of them as water flows from them out into the area into a container of your choice within five feet. Make a melee spell attack against a creature within your reach as an action. On a hit, the target takes 2d8 fire damage, and for each hit point you drain, you gain 1 gallon of water that you can float to location within 5 feet. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 3rd.
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.