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purplearcanist
2009-05-22, 09:54 AM
I had an idea, inspired by a previous thread. I will make a new list of spells, that can replace the current list of spells, for a bored DM.

Post any spell suggestions/creations, critique, or comments. They keep me from getting bored.:smallsmile:

purplearcanist
2009-05-22, 10:27 AM
Cantrips:

Amplify sounds
Illusion (Glammer)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)

You amplify the sound that enters, issues from, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not.

Anyone who hears an affected sound gains a +2 bonus on listen checks to hear that sound. If a sonic or language dependent attack is affected by the sound, the listener gains a -1 penalty on saving throws against this attack.

Amplify Sounds counters and dispels Muffle Sounds.

Amplify Sounds may be made permanent with a permanency spell.

Analyze Items, Lesser
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

You gain the power to analyze items that you touch, briefly sensing whether they have hidden magic. By concentrating on an item that you touch for one round, you can sense whether it has magic or not. For this reason, it is invaluable for adventuring parties that need to seperate the nonmagical with the magical loot.

If you concentrate on a magical item for a minute, you may get a clue to the function of the object. You must succeed on a DC 15 Intelligence check (if you are an arcane caster), or a DC 15 Wisdom check (if you are a divine caster) to receive the clue. If you have 5 or more ranks in Spellcraft, you gain a +2 circumstance bonus on this check. The exact nature of the clue is up to the DM. For example, magical gloves that give dexterity might give a clue of nimbleness. The detector of a magic item with a command word might get a clue to the command word. Any future attempt to gather a clue uses the same result as the first check, and gets the same message.

If you concentrate on an item with magical writing, such as a scroll, for a minute, you can decipher the writing. This deciphering does not normally invoke the magic in the writing, although it might do so in the case of a cursed scroll. Once you have deciphered the writing by means of this spell, you can read that particular writing without recourse to Analyze Items, Lesser. If the writing is longer than one page (250 words), you must concentrate on the item for one minute per page to read it completely.

Analyze Items, Lesser can be made permanent with a Permanency spell.

Animate Stuffed Animal
Transmutation
Level: Sor/Wiz 0
Components: V, S, F, XP
Casting Time: 1 round
Range: Touch
Target: Stuffed Animal Touched
Effect: 1 animated stuffed animal
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

You animate one stuffed animal within range. Treat it as having the stats of a tiny animated object, except it can't attack. It can follow short, simple commands. You can only have one stuffed animal at a time.
If your caster level is 7th or higher, you can instead animate a stuffed animal with wings, which has a fly speed equivelent to its base land speed at poor manueverability.

Focus: A specially prepared stuffed animal (1 gp).
XP cost: 50

Beckon Item
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One object within range
Duration: Instantaneous
Saving Throw: Reflex Negates (object)
Spell Resistance: Yes (object)

You beckon an object within range, and it flies to your outstrectched hand (or drops to the floor on your square if you choose not to grab it). If anything prevents the object from flying toward you, such as a person holding onto the object or a chain pinning it to the wall, the spell automatically fails. Magic items can resist this spell, but non-magical ones cannot.

Detect Disease
Divination
Level: Clr 0, Drd 0, Rgr 1 Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, or one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You determine whether a certain creature, object, or area is infected with disease or can spread disease. You can determine the exact disease with a DC 20 Wisdom check. A character with at least one rank in the Heal skill may try a DC 20 Heal check if the wisdom check fails, or may try the Heal check prior to the wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Guidance of the divine compass
Divination
Level: Clr 0, Drd 0, Rgr 1
Components: V, S, F, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

Using divine guidance, and your own intuitive direction sense, you attempt to find the direction to one particular place. After casting this spell, make a wisdom check. The DC is based on the familiarity:

Familiarity
{table]Very Familiar|DC 5
Studied Carefully|DC 10
Seen Casually|DC 15
Viewed Once|DC 20
False Destination|impossible[/table]

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are trying to find an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you.

If you succeed on this check, you know the direction to location from where you stand. You must make note of this bearing, as you only know it for an instant. If you fail to make the DC by 4, you get no direction from this spell. If you fail the DC by 5 or more, you instead get a direction to an area that is somehow similar to the area you intended. The DM makes this check in secret, so you don't know if you succeeded or failed.

If the destination is further than 10 miles per caster level away from you, you get no direction from this spell. A caster who gets this result does not know whether it is due to a failure, or due to the destination being too far away.

The same spell cast in the future delivers the same result and points to the same place, until a day passes, in which case the check must be made again.

Focus: A small branch or other pointing device, which is necessary to point the direction to the location.

(I fear I might have done something wrong with this spell, so I need critique.)

Hasten Death
Necromancy
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 standard action
Area: 20 ft. radius emanation centered on you
Targets: Living creatures within the spell's radius
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes

By means of this spell, you hasten the death of creatures nearby. Any dying creature that is within 20 ft. of you takes one point of damage per round. If the creature was previously stable (such as through a successful heal check), it stops being stable. This hit point loss is in addition to the loss that normally occurs when a creature is dying.

Arcane Material Component: A dead insect

Healer's Aid
Enchantment
Level: Clr 0, Drd 0, Pal 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 2 rounds/level or until discharged

By virtue of this spell, you find it easier to heal living creatures on the brink of death. You gain a +2 sacred (or profane) bonus on a heal check made to give first aid.

In addition, you may expend this spell to enhance your healing abilities to the point where you can actually heal wounds. As a full-round action on a willing, living creature that discharges the spell, you may make a DC 15 heal check. If you succeed, the target is healed for 1 point of damage. For every 10 points by which you beat the DC, an additional point of damage is healed.

Holy Virtue
Transmutation
Level: Clr 0, Drd 0, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Concentration (up to 1 min.) + 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The target gains d4 temporary hit points.
Clerics of evil deities call this spell Unholy Virtue.

Light of God
Evocation [Light]
Level: Clr 0, Pal 1, Sun 1
Components: V, S, DF
Casting Time: 1 standard action
Target: Your divine focus
Duration: 10 min./level (D) (see text)
Saving Throw: None
Spell Resistance: No

You cause a small miracle from your divine magic, lighting up the surrounding area. Your divine focus emanates light, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet).

In addition, as a standard action, you may touch your divine focus to an object. Once done, it also emanates light to the same distance. If the object would make a saving throw, the action does not bestow light (because there is no saving throw). You may have one of these objects shed light for every three caster levels you have. If one of these objects goes beyond the range of the light, or the spell ends, than the object stops emitting light.

If you are a cleric with the sun domain, the light instead increases to a 30 ft. radius (and dim light for an additional 30 feet).

A light spell counters and dispels a darkness spell of an equal or lower level.

Clerics usually name this spell in the name of their deity, for example, Light of Pelor.

Linked Shield
Abjuration [Force]
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You impue the subject with a protection that links with the protection around it. The subject gains a +1 shield bonus to AC. In addition, this bonus increases to +2 if there is a creature within 5 ft. that has a linked shield spell active. This bonus applies against incorporal touch attacks, since this spell is a force effect. It has no armor check penalty or arcane spell failure. If the target is already wearing a shield, they can apply their linked shield bonus to AC or their shield bonus to AC, but not both.

Linked Shield can be made permanent with a permanency spell.

Minor Distraction
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negates (See Text)
Spell Resistance: Yes

With this spell, you cause a momentary distraction near the target, enough to upset someone who is very deep in concentration. The distraction depends on the individual wizard: one might have a small flash of light and a sudden popping noise, while another's distraction might be a brief illusion of a beast, ready to prey upon someone, and a growl.

If the target is doing something that requires concentration (any use of the concentration skill), such as casting a spell, they must make a will saving throw, or their concentration is interrupted. Characters with 5 ranks or more in concentration gain a +2 circumstance bonus to this roll.

Minor Element Resistance
Abjuration
Level: Sor/Wiz 0, Clr 0, Drd 0
Components: V, S, M/DF
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 3 rounds/level

You ward yourself slightly against the 4 elements with a ward of protection. While this spell is active, you gain acid, cold, electricity, fire, and sonic resistance 1. This resistance does not stack with any resistance from other sources.

Arcane Material component: A drop of water, a piece of earth, and a sliver of wood.

Muffle sounds
Illusion (Glammer)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)

You muffle the sound that enters, issues from, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not.

Anyone who hears an affected sound gains a -2 penalty on listen checks to hear the sound. If a sonic or language dependent attack is affected by the sound, the listener gains a +1 bonus on saving throws against this attack.

Muffle Sounds counters and dispels Amplify Sounds.

Muffle Sounds may be made permanent with a permanency spell.

Ray of Negetive Energy
Necromancy
Level: Clr 0
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of negetive energy fires from your holy symbol. You must succeed on a ranged touch attack in order to deal damage. The ray deals d3 points of negetive energy damage to a living creature, while healing 1 point of damage in an undead creature.

Sense Aura
Divination
Level: Clr 0
Components: DF
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With divine power alone, you glance at the target to try to discern their aura. The target must be either willing, or completely helpless, in order for their aura to be viewed in this fashion. After casting this spell, if successful, you get a color, which acts as a clue to their alignment. The coloration of each alignment follows:

{table]Lawful Good|Gold
Neutral Good|White
Chaotic Good|Ruby
Lawful Neutral|Yellow
True Neutral|Grey
Chaotic Neutral|Red
Lawful Evil|Dark Yellow
Neutral Evil|Black
Chaotic Evil|Dark Red[/table]

Signal
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V or S(see text)
Casting Time: 1 Swift Action
Range: Medium (100 ft. + 10 ft./level)
Targets: All allies within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With a swift movement of the hand or a quick word, you signal allies within range. While the recipients know you signaled them, the recipients do not get any information on why you signaled . A clever caster, however, can tell her allies what the signal is being used for, so that they know what to do when they receive it. The signal does not compel the targets to do any action in any way; they can choose to respond to your signal however they please.

The spell only requires a verbal or somatic component, chosen when you cast this spell.

Spark
Evocation [Fire]
Level: Sor/Wiz 0, Drd 0
Components: S, M/DF
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One spark of fire
Duration: Instantaneous
Saving Throw: Reflex Partial (Object)
Spell Resistance: No

This spell, often used by evokers as practice, causes a spark of fire to arc towards the target with a gesture. You must succeed on a ranged touch attack, or directly touch the target to hit the target, and it deals one point of fire damage.

If the target is a flammable object or creature (such as a scroll), it must make a reflex saving throw or catch on fire. See http://www.d20srd.org/srd/environment.htm under heat dangers for the effects of catching on fire. An object in the possesion of a creature may use the saving throw bonus of its master, if it is higher. An unattended, nonmagical object does not get the benefit of a saving throw.

Arcane Material Component: A couple of ashes.

Summon Cloud
Conjuration (creation)
Level: Drd 0, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: Summons a tiny cloud
Target: 1 creature or object
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

You summon a tiny cloud above a creature or object. This creation follows the creature or object around, showering rain lightly upon it. The rain does not directly affect the creature, unless it is especially vulnerable to water (such as a fire elemental), in which case it takes 1 point of damage per round (Fortitude negates). This spell can extinguish small fires, such as a match, but the water produced by that spell is useless for extinguishing larger ones.

Anytime during the spell's duration, as a standard action, you may have the cloud zap the target with lightning. This lightning deals 1 point of electricity damage, and the target gets a reflex saving throw to negate the damage.

In order to create the cloud, there must be water vapor in the air. Thus, the spell does not work in an extremely dry desert, or a vaccum.

Arcane Material Component: a tiny bead of water

Summon Fireflies
Conjuration (creation) [Light]
Level: Brd 0, Drd 0, Rgr 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Summons some fireflies
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You conjure some fireflies, which can be used to attack your foes or light the way, depending on which version of the spell you.

Worker: The fireflies provide light for you. You may direct the fireflies to follow a particular creature, or stay in a stationary spot as a standard action. These fireflies move at a speed of 30 ft./round They provide bright light in a 20-foot-radius (and dim light in an additional 20-foot-radius). The fireflies cannot move outside the range, however. These fireflies are weak to area attacks, and the spell immediately ends if they are subjected to one. This version of the spell lasts for 10 minutes per caster level.

Soldier: The fireflies attack and follow a creature within range, dazzling him in a burst of light. When you cast this spell, choose someone within the spell's range. They must make a fortitude saving throw (and spell resistance applies), or be dazzled (-1 penalty to attack rolls) for as long as the fireflies surround him, plus an additional round. The fireflies will follow the target as long as he is within the range of this spell, but will come near you and hover if he exists. As a move action, you can direct the fireflies to follow a new target, or even reattack the same target, subjecting him to the same attack. This version of the spell lasts for one round per caster level.

Arcane material component: A firefly (either alive or dead)

Tempting Defense
Enchantment (compulsion) [Mind Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Target: 1 living creature
Duration: 1 round
Saving Throw: Will Negates
Spell Resistance: Yes

You interrupt the target's thoughts to compel him to focus on defense. If the target fails his saving throw, he must use a standard action in total defense each turn for the spell's duration, if able. He may not attack, or make attacks of opportunity until his next turn. See PHB page 142 or http://www.d20srd.org/srd/combat/actionsInCombat.htm#totalDefense for more information on total defense.

Tendrils of Lightning
Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes

With this spell, you place lightning around your hands, used to shock your enemies. Your successful melee touch attack deals 1d4 points of electricity damage.

Touch of Undeath Destruction
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Undead Creature Touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Surrounding your hand with positive energies, your touch deals great harm to the undead. While a living creature only feels a slight, unpleasant tingle, an undead creature takes d6 points of damage per caster level (maximum 5d6) which may be halved with a successful fortitude save.

1st Level

Call Divine Weapon, Lesser
Conjuration (Summoning)
Level: Clr 1, War 1
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Effect: Masterwork weapon
Duration: 1 minute/level

By using this spell, you request your deity, or a being that shares your philosophical alignment to send you a weapon. The weapon is the favored weapon of your deity, and is treated of masterwork quality. If you call a ranged weapon, it comes with 20 masterwork pieces of ammunition, which vanish after hitting a target.

If the called weapon leaves your hand, whether voluntarily or not, it immediately vanishes. If thrown at a target, it vanishes after hitting the target. As a move action, you may cause this weapon, if vanished, to reappear in your hand, as long as the spell duration has not expired.

If the weapon is destroyed by any means, the spell immediately ends.

Clerics that worship a particular deity get their deity's favored weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can receive a weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time.

{table]Chaos|Battleaxe
Evil|Light Flail
Good|Warhammer
Law|Longsword[/table]

Chant of Death, Lesser
Necromancy [Death, Evil]
Level: Clr 1, Death 1, Evil 1,
Components: V, S, F, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You begin a horrible chant of pain, used to injure and possibly kill a creature. With this spell, you inflict deadly pain that deals lasting damage. This spell deals 1d8 points of negative energy damage to the targeted creature, +1 per two caster levels (maximum +5).

If this spell would reduce the target below 1 hit point, it only reduces him to 1 hit point. If this occurs, the target must make a fortitude saving throw, or instantly die.

This spell is easy to cast as an evil creature, since there is a closer connection to the gods of death; when cast by a non-evil creature (that does not have the death domain), subtract 2 from the saving throw DC.

Focus: A skull of a humanoid (1 gp).

Connection of Negetive Energy
Necromancy
Level: Clr 1, Destruction 1
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 living or undead creature within range
Duation: Concentration (up to 5 rounds + 1 round/level)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes; see text

As you concentrate, a ray of negetive energy links a creature with your holy symbol. That creature takes d6 points of damage per round, due to the destruction of the negetive energy. If the creature doesn't resist this spell in the first round, it does not get another save as long as this spell lasts.

If used on an undead creature, Connection of Negetive Energy instead functions like Connection of Positive Energy.

Connection of Negetive Energy counters and dispels Connection of Positive Energy.

Connection of Positive Energy
Conjuration (healing)
Level: Clr 1, Drd 1, Healing 1
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 living or undead creature within range
Duation: Concentration (up to 5 rounds + 1 round/level)
Saving Throw: Fortitude negates (harmless); see text
Spell Resistance: Yes (harmless); see text

As you concentrate, a ray of positive energy links a creature with your holy symbol. For the duration of this spell, that creature gains Fast Healing 2 as a supernatural ability. This stacks with any fast healing or regeneration the creature may already have.

If used on an undead creature, Connection of Positive Energy instead functions like Connection of Negetive Energy.

Connection of Positive Energy counters and dispels Connection of Negetive Energy.

Dark Arrow
Evocation [Darkness]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One arrow, crafted by darkness
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Dark arrow is what happens when the darkness casts magic missile at YOU!"
-my joke:smalltongue:

By casting dark arrow, you fashion an arrow out of the darkness. However, in order to do this, you cannot be in a well lit area; anything brighter than dim light makes the spell impossible to cast.

You make a ranged attack roll against a target, and if the dark arrow hits, it deals d6 points of damage per caster level (maximum 5d6). Being part of the darkness, the dark arrow ignores all concealment related to darkness, but you must aim the dark arrow at the right square in order for it to have a chance of hitting.

If you and your target are in total darkness, the dark arrow shows its true power. You instead deal d8 points of damage per caster level (maximum 5d8) and you can hit your target with a ranged touch attack.

Dark arrow can instead be used to counter or dispel a light spell of equal or lower level.

(My thoughts: this spell might be too powerful. What do you think about the ignoring all concealment related to darkness part, and the damage dice?)

Gift of Luck
Enchantment
Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Luck 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute or until discharged

Calling out to the forces of luck, you ward off bad luck, which has crippled many adventurers in the direst situation.

If you roll a 1 on any attack roll, saving throw, skill check, or ability check, you may choose to reroll that. You take the result of the reroll, but you may not use any more reroll abilities on that roll. This reroll discharges the spell.



2nd Level

Magic Circle of Battle
Transmutation
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 round
Range: 10 ft.
Effect: Circle that boosts the combat abilities of those within it.
Duation: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You create a circle on the floor that magically enhances the combat abilities of those within it. Everyone within the 10 foot radius of the circle gain a +2 sacred (or profane) bonus to attack rolls. In addition, the weapons count as magical for the purpose of overcoming damage reduction.

Magic Circle of Battle can be made permanent with permanency spell. If disrupted, it temporarily becomes inactive, then re-forms in 10 minutes.

Forget
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes

You compel the target to forget its recent memories. For every three caster levels you have, you can cause it to forget the last 15 minutes it experience (maximum 1 hour). A wise mage is gone when the target recovers these memories at the end of the spell's duration.

(should I put any more text in here?)


3rd Level

Chant of Death
Necromancy [Death, Evil]
Level: Clr 3, Death 3, Evil 3

This spell functions like Chant of Death, Lesser, except it deals 2d8 points of damage, with an additional d8 for every three caster levels. (maximum 5d8)

In addition, the target instead makes the saving throw to die if the damage causes his hit points go below his hit dice.

Focus: A specially decorated skull of a humanoid. (100 gp)

Hands of Healing
Enchantment
Level: Clr 3, Drd 3, Pal 3, Rgr 3
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 day or until discharged

By divine virtue, your healing abilities are greatly enhanced. You gain a sacred (or profane) bonus on all heal checks equal to your caster level (maximum +10). In addition, you may always take 15 on a heal check.

When you discharge this spell, make a heal check (DC 35). You may include the benefits of this spell for the purpose of this heal check. If you succeed, you cure 6d8 points of damage, plus an additional 2d8 for every 10 which you beat it by.

Fairy Form
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing Humanoid creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

While fairies may have once existed, their existance is a hotly debated legend. Nevertheless, a clever wizard has figured out how to turn people into one, giving them the advantages and disadvantages of small size.

First, the creature's size changes to Diminutive. The height of the creature is divided by 8 if medium, 4 if small, and 16 if large. The weight of the creature is divided by 512 if medium, 64 if small, and 4,096 if large. They gain a +4 size bonus to attack rolls and AC, but take a -12 penalty to grapple checks. It gains a +12 size bonus on hide checks. These bonuses and penalties replace the former size bonuses and penalties. The creature's space becomes 1 ft., and reach becomes 0 ft. (meaning that they must enter an opponent's square to attack). The creature's base speed is reduced to 5 ft. Damage from weapons is reduced.

Second, for each category the creature is reduced in size, it gains a -2 size penalty to strength (minimum 1) and a +2 size bonus to dexterity.

Third, the creature's type changes to Fey.

Fourth, beautiful wings grow out of the creature's shoulders. It gains the ability to fly at perfect manuverability at a speed of 20 feet, but only if it is not carrying more than a light load. This destroys non-magical shirts, but this spell can also dress the person in specially created clothing.

Fifth, the creature gains one magical ability, which it can choose from the following list:
Cantrips(Sp): Choose up to 3 cantrips that you know, that aren't from the Evocation, Necromancy, or Universal school of magic. These spells cannot require a material component of more than 1 gp, or an experience point component. While the spell is active, the creature can cast these spells at will as a spell-like ability. The caster level for these spells is equivelent to half your caster level, but save DCs are based on the transmuted creature's charisma score. The target must have a charisma score of at least 10 in order for you to choose this benefit. These casted spells end when their durations expire or this spell ends, whichever comes first.
Hide in Plain Sight(Ex): The transmuted creature can use the hide skill, even while being observed.
Spell Resist(Su): The transmuted creature gains Spell Resistance equal to 10+your caster level. This resistance is no avail against any spell that uses metal.
Enchanced Fly(Su): The transmuted creature's fly speed increases to 60 ft.
Other abilities may be researched, at the discretion of the DM.
(Still working on this spell. Also, I might modify this.)

In exchange for all of this, you gain the metal vulnerability flaw (described below).

When the change occurs, your equipment, if any, melds into the new form and becomes nonfunctional. The target, however, can have non-metal armor and weapons shrunk to diminuitive for the duration of this spell. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Material component: A butterfly (alive or dead).


5th Level

Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: see text
Target, effect, or area: see text
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: No

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

You can make the following spells permanent in regard to yourself:

{table="head"]Spell|Minimum Caster Level|XP Cost
Analyze Items, Lesser|11th|1,500 XP[/table]

You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

In addition to personal use, Permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).


{table="head"]Spell|Minimum Caster Level|XP Cost
Linked Shield|9th|500 XP[/table]

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

{table="head"]Spell|Minimum Caster Level|XP Cost
Amplify sounds|9th|500 XP
Muffle sounds|9th|500 XP
Magic Circle of Battle|11th|1,500 XP[/table]

XP cost: see above


7th Level

Chant of Death, Greater
Necromancy [Death, Evil]
Level: Clr 7, Death 7, Evil 7

This spell functions like Chant of Death, Lesser, except it deals 5d8 points of damage, with an additional d8 for every two caster levels. (maximum 15d8)

In addition, the target instead makes the saving throw to die automatically if affected by this spell.

Focus: An exquisitely decorated skull of a humanoid. (1,500 gp)

purplearcanist
2009-05-22, 10:28 AM
Other Changes:

Class Changes:

Clerics, instead of being able to sacrifice their prepared spells for cure/inflict spells, can instead sacrifice them for the following:

Positive Energy
{table]0|Healer's Aid
1|Connection of Positive Energy
2|???
3|???
4|???
5|???
6|???
7|???
8|???
9|???[/table]

Negetive Energy
{table]0|Ray of Negetive Energy
1|Connection of Negetive Energy
2|???
3|???
4|???
5|???
6|???
7|???
8|???
9|???[/table]

Paladins get Sense Aura at will as a spell-like ability, instead of detect evil

Additional Feats:

Hide Aura [Spelltouched]
You are skilled at faking your aura for those who wish to see it.
Prerequisites: Exposure to Sense Aura
Benefit: When another person tries to view your aura with a spell like Sense Aura, you can expose a false aura. When you have your aura examined by someone with the sense aura ability, you can choose an alignment that the caster sees when casting this spell, instead of your normal alignment. The caster may make a wisdom check to detect the ruse, and your true alignment (this check is made in secret). The DC depends on the strength of your aura (look at the Detect Evil spell description for this information: http://www.d20srd.org/srd/spells/detectEvil.htm).

{table="head"]Aura Strength|DC
Faint|25
Moderate|20
Strong|15
Overwhelming|10[/table]

If the same person is detecting your alignment a second time, he uses the same check result, if you fake it, unless you choose to fake a different alignment, in which case he checks again (and is probably suspicious of the alignment change)

Touch of the Fey [Spelltouched]
After transforming into a fairy, you retain some magic from your previous form.
Prerequisites: Exposure to Fairy Form, Cha 10
Benefit: Choose three cantrips on the sorceror/wizard spell list. These spells cannot be from the evocation, necromancy, or universal school of magic. In addition, the spell cannot have a material component or focus worth more than 1 gp, or an XP component. As a spell like ability once per hour, you may cast one of the chosen spells. You do not need to provide the material components for these spells. Caster level is equal to half character level, and save DCs are equal to 10+your Charisma modifier.
If you are under the effect of the Fairy Form spell, you can use this spell-like ability once per minute instead.

Additional Rules:

Metal Vulnerability:

You are especially vulnerable to metal. When you touch a metal object (such as the hilt of a sword), you take d4 points of damage per round, and you must make a DC 15 reflex saving throw if you want to avoid letting go/pulling back from the metal object. In addition, anytime you are damaged by metal, such as from a sword wound, the damage is doubled. Remember that two doublings equals a tripling, in the case of critical hits.

purplearcanist
2009-05-22, 10:31 AM
Used for if I will need more space.

purplearcanist
2009-05-22, 10:32 AM
I will probably need a lot of space for this project, sorry.

purplearcanist
2009-05-22, 10:39 AM
I can haz moar space?

purplearcanist
2009-05-22, 10:55 AM
My final reserved space, lets start commenting as I work ;).

The Mentalist
2009-05-22, 10:55 AM
I think that the Amplify Sounds cantrip would be really nice permanent on door and such.

cherez
2009-05-22, 12:17 PM
I like these a lot; they're all practical utility spells.

A few nit picks:

You refer to Muffle Sound as Dim Sound several times; pick a name (I like Muffle better, personally.)

Spark does not mention the effects of being set on fire. I believe the "standard" in 1d6 fire damage per round, after a reflex save to extinguish the fire.

And I'd just throw out the bit about DM discretion in Summon Cloud. DM discretion is implicit to every part of the game. I'd write it something like: "The rain does not directly affect the creature, unless it is especially vulnerable to water (such as a fire elemental), in which case it takes 1 point of damage per round."

purplearcanist
2009-05-22, 01:15 PM
I like these a lot; they're all practical utility spells.

A few nit picks:

You refer to Muffle Sound as Dim Sound several times; pick a name (I like Muffle better, personally.)

Spark does not mention the effects of being set on fire. I believe the "standard" in 1d6 fire damage per round, after a reflex save to extinguish the fire.

And I'd just throw out the bit about DM discretion in Summon Cloud. DM discretion is implicit to every part of the game. I'd write it something like: "The rain does not directly affect the creature, unless it is especially vulnerable to water (such as a fire elemental), in which case it takes 1 point of damage per round."

1. I noticed that first typo when adding some more spells, and it has been fixed. I will check for it again.

2. good point, I will look for where it mentions that, and add it to spark, or have it refer to the correct place in the book.

3. yet another good point, it will be edited.

Keep suggestions coming, and I added a couple of spells (some 1st-level).

EENick
2009-05-22, 01:18 PM
Great idea! I have no feedback for your spells just now but I think this is a cool idea and will watch it with interest. To many players just make the same characters, with the same tried and true spells over and over again.

Djinn_in_Tonic
2009-05-22, 02:00 PM
Hmmm...a note on Tendrils of Lightning, with a bit of my own design philosophy.

Tendrils of Lightning, along with Spark and Summon Cloud are cantrips meant for use in battle. Wizards and the like are notoriously weak at low levels, and thus need all the power they can get. Casting a cantrip requires a standard action, which could be used to make a basic attack...

So, in my opinion, even a 0th level spell should have the same kick as a half-decent attack, so that a 1st level Wizard isn't limited to 2 useful rounds in a day. I'd suggest buffing up the lower level spells in the following manner:

Tendrils of Lightning: Deals 1d6 + Caster level (Maximum +5) damage, and the target is dazzled for 1 round/level on a failed Fortitude save.

Spark: Deals 1d6 damage, and the target catches on fire on a failed Reflex save.

Cloud: As a Swift action each round, you may deal 1 point of Electricity damage to the target (no saving throw). The target suffers a 10% miss chance on all attacks.

That way, even cantrips serve a purpose. Alternatively, cut cantrips entirely, and just give many more 1st level spells. That way spellcasters are still useful at low levels. Then, balance them at higher levels by giving them weaker, but more flavorful, spells.

purplearcanist
2009-05-22, 02:18 PM
Hmmm...a note on Tendrils of Lightning, with a bit of my own design philosophy.

Tendrils of Lightning, along with Spark and Summon Cloud are cantrips meant for use in battle. Wizards and the like are notoriously weak at low levels, and thus need all the power they can get. Casting a cantrip requires a standard action, which could be used to make a basic attack...

So, in my opinion, even a 0th level spell should have the same kick as a half-decent attack, so that a 1st level Wizard isn't limited to 2 useful rounds in a day. I'd suggest buffing up the lower level spells in the following manner:

Tendrils of Lightning: Deals 1d6 + Caster level (Maximum +5) damage, and the target is dazzled for 1 round/level on a failed Fortitude save.

Spark: Deals 1d6 damage, and the target catches on fire on a failed Reflex save.

Cloud: As a Swift action each round, you may deal 1 point of Electricity damage to the target (no saving throw). The target suffers a 10% miss chance on all attacks.

That way, even cantrips serve a purpose. Alternatively, cut cantrips entirely, and just give many more 1st level spells. That way spellcasters are still useful at low levels. Then, balance them at higher levels by giving them weaker, but more flavorful, spells.

Actually, I am trying to balance them with current d20 spells, to give DMs a different option with their magic system. Empowering 0-level spells and nerfing 9th level spells sounds like a good option for a variant, but I would have to consider that.

Actually, to fix this problem, I started to develop a climatic battle magic variant, which nerfed high levels and boosted low levels. I think it is a good idea to revisit it.

cherez
2009-05-22, 03:42 PM
Chant of Pain sounds mind effecting to me, and might make more sense under Enchantment. Also, the "unfortunately" in the spell description breaks neutral tone a bit, though that might just be my own opinion.

purplearcanist
2009-05-22, 07:35 PM
Chant of Pain sounds mind effecting to me, and might make more sense under Enchantment. Also, the "unfortunately" in the spell description breaks neutral tone a bit, though that might just be my own opinion.

Actually, I wanted it to be more like finger of death in flavor. I guess I will change the spell description a little, thanks.

The Mentalist
2009-05-22, 08:56 PM
On the whole Linked Shield thing I'm seeing a bag of rats trick in the making, You spend some money on a bag that casts a lot of Linked Shield or just make little collars of it for your rats and boost your AC through the roof.

purplearcanist
2009-05-22, 09:03 PM
On the whole Linked Shield thing I'm seeing a bag of rats trick in the making, You spend some money on a bag that casts a lot of Linked Shield or just make little collars of it for your rats and boost your AC through the roof.

Good catch, thanks. I thought it might be abusive as written. I am going to rewrite it so it isn't this abusive.

Be on the lookout, because new spells are being cranked out like crazy:smalltongue:.

The Mentalist
2009-05-22, 09:18 PM
I'm looking forward to it. I like my casters.

Stormthorn
2009-05-23, 09:51 AM
I was working on a spell idea, you may want to consider it.

The idea was to target a caster with this spell, which i will refer to here as Stormthorns Dispelling Surge for visual referance. The surge originates from the targeted caster and does damage to him as it dispells his ongoing spells (and only his) within the AoE.

If you where to use this things like how wide it is or the power of the dispel effects would obviously be yours to comeup with.

purplearcanist
2009-05-23, 07:54 PM
I am adding more spells. Anyone have any more comments?

theboredone
2009-05-23, 11:30 PM
Hmmm. Well I have an Idea for a spell.

Mass Amnesia
Target(s):2+(1 per 2 caster levels change as you like.)
The targets in the area of this spell are forced to forget everything they now about you. The must make the appropriate save ((Will right?)I dont know. im new to D&D) so they only forget that you had a hand in it but not what happened.

Useful for if you got into a big fight in a town or something and wanted to makepeople forget it. Other then that im still thinking on some uses.

EDIT: Also. I like my casters to.

Ravens_cry
2009-05-23, 11:48 PM
Home Stone
[druid 1 ranger 1 sorcerer/wizard 2]
[Divination]
spell focus: a small rock with a string tied around it.
V,S.
Casting time: 1 full round action
Spell Duration: 10 minutes per level
The tip of the rock will point the way home, like a lodestone points north.

Set
2009-05-24, 12:21 AM
I am adding more spells. Anyone have any more comments?

Healer's Aid is my favorite from that list (although, IMO, the Heal skill should probably already be able to heal at least a tiny bit of hp damage all by itself, or at least convert it to nonlethal damage or something...).

Some, like Summon Cloud, are fairly similar to some that I came up with a long time ago. It's fun to see variations on the same theme!

My version of Summon Cloud;

Curse of the Storm

Conjuration (Creation)
Level: Drd 0
Components: V, S
Casting Time: One action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 minute
Saving Throw: Reflex partial
Spell Resistance: Yes

This spell summons a tiny raincloud 5 ft. square directly over the subject. By the end of the round, he is thoroughly drenched by a cold driving rain, made wet and miserable. Treat the subject as Dazzled (-1 penalty to all attack rolls) until he manages to shake the raincloud. This raincloud follows over his head at a speed of up to 30 ft. / round to keep up (and if it ever falls behind so that it is no longer within Close range of the victim, it dissipates at the end of that round). If the subject makes his initial Reflex save, he manages to leap aside as the cloud forms, but must run out of range, as the cloud will move to 'attack' on the following round. Until the duration expires, or he manages to get out of Close range, the cloud will follow tenaciously.


I whipped together a couple dozen Cantrips and Orisons inspired by an old Dragon article, (http://www.skiltair.com/Ian/dungeons_&_dragons/Cantrips1.htm) and it's always neat to see some cantrip lovin'!

purplearcanist
2009-05-24, 02:13 PM
Good ideas, community. I am ready to develop some new spells.

And Set, thanks. I might use your spells as inspiration, since I am lacking orisons.

purplearcanist
2009-05-24, 03:56 PM
Added a couple new spells, and new rules. Please feel free to critique.

Sorry I didn't make spells based on all your suggestions. I did one of them though (it needs critique though, I hope I did nothing wrong).

unosarta
2009-05-24, 07:14 PM
for Guidance of Nature, do you mean -2 per 10 miles, or is the druid more likely to know the way if the location is far away from her?

EDIT: wait, wait, 10/Caster level from it? this is way confusing.

Cute_Riolu
2009-05-24, 07:33 PM
In addition, the target instead makes the saving throw to die automatically if affected by this spell, irregardless of how much damage they took.

Minor nitpick. There is no such thing as irregardless. Regardless is correct.

Ravens_cry
2009-05-24, 08:12 PM
Detect Disease.
Cleric 0, druid 0, ranger 1 paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Works like detect poison, only with diseases. A DC 20 Heal check will tell you the type of disease. If used on a creature, provides +2 circumstance bonus for Heal checks to treat the disease on that creature.

purplearcanist
2009-05-24, 11:08 PM
Fixed up the compass location spell, and added the detect spell (with a few modifications). May work on another spell.

Thanks for the suggestions!

Edit: Yay, an arcane spell for each school, and good selections of Orisons. Before you know it, I will be done with cantrips and orisions!

purplearcanist
2009-05-25, 12:21 PM
More cantrips and 1st-level spells have been posted, and I have started on an alternative for the cleric channeling of positive and negetive energy spells.

Set
2009-05-25, 03:10 PM
More cantrips and 1st-level spells have been posted, and I have started on an alternative for the cleric channeling of positive and negetive energy spells.

After seeing how Dark Sun worked it's Elemental Clerics, it could be neat to see a Cleric who channeled Elemental Energy instead (fire would be obvious, just cones of fire damage, but air, water and earth would be a little trickier, unless one wanted to cheap out and just have air shoot lightning, water shoot cold and earth shoot acid...).

The game, IMO, is sorely lacking in Air spells that perform ranged trip attacks (perhaps to multiple targets in a cone at higher level), Water spells that send storm surges of water to Bull Rush people and Earth spells that hurl boulders at people (like Ice Storm, without the ice). Elemental spells that don't fall back on 'earth spells do acid damage' would be particularly cool to see!

purplearcanist
2009-05-25, 05:21 PM
After seeing how Dark Sun worked it's Elemental Clerics, it could be neat to see a Cleric who channeled Elemental Energy instead (fire would be obvious, just cones of fire damage, but air, water and earth would be a little trickier, unless one wanted to cheap out and just have air shoot lightning, water shoot cold and earth shoot acid...).

The game, IMO, is sorely lacking in Air spells that perform ranged trip attacks (perhaps to multiple targets in a cone at higher level), Water spells that send storm surges of water to Bull Rush people and Earth spells that hurl boulders at people (like Ice Storm, without the ice). Elemental spells that don't fall back on 'earth spells do acid damage' would be particularly cool to see!

You know, I think that would be a cool option. You can turn or rebuke creatures relating/against a specific element. In addition, you can turn your cleric spells into spells relating to that element. I guess I have a new, cool spell ability to implement ;).

Stormthorn
2009-05-26, 05:59 PM
If you want i could cook up some death spells for use in your list.

purplearcanist
2009-05-26, 07:04 PM
If you want i could cook up some death spells for use in your list.

Any help is greatly appreciated. My time is limited.

In addition, I added a new spell that turns the target into a fairy. Inspired by a post on this board. Hopefully, I can add more cantrips before the day is over.

As before, I need all the help I can get. However, there is progress, my list of cantrips is almost complete!:smallsmile:

I think my fairy spell would have been perfect for the Monster Creation contest, but unfortunately, it is over. I also had in mind a prestiege class.

Yay, tables!

Ravens_cry
2009-05-26, 07:22 PM
Life Transfer
cleric, sorcerer/wizard [necromancy]
1 minute casting time
unwilling target gets DC 20 fortitude (too low, too high?) save
range: must be within 5 feet of each target,
Transfer hit points from one character to another. Amount transfered decided at beginning of casting. Can target self for either side of transfer.
* * *
Any ideas people for the caster level? I am thinking 3 for a cleric, and 5 for a sorcerer/wizard, but I want feedback from more experienced players.

purplearcanist
2009-05-27, 12:47 PM
Even more spells are ready for your input. And cantrips are looking strong, almost done.

deuxhero
2009-05-27, 04:31 PM
Not an expert so I am not sure if is the only issue, but "teleport" appears in the description of Guidance of the divine compass

purplearcanist
2009-05-27, 04:49 PM
Not an expert so I am not sure if is the only issue, but "teleport" appears in the description of Guidance of the divine compass

Thanks, will fix right now!

Inkyrius
2009-05-27, 06:19 PM
Hey, these are really good. Can you make some 4e spells?

purplearcanist
2009-05-27, 08:53 PM
Hey, these are really good. Can you make some 4e spells?

I don't have 4e.