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Fax Celestis
2009-10-27, 02:21 PM
Acid Arrow
[Acid]
Level: Earth 2
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Acid Fog
[Acid]
Level: Water 6, Weather 7
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Aid
[Compulsion, Mind-Affecting]
Level: Glory 3, Life 2, Luck 2, Might 2, War 2
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (Harmless)

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

Air Walk
[Air]
Level: Air 4, Travel 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (Harmless)

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking falling damage as normal. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

Alarm
[Abjuration]
Level: Wealth 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius emanation centered on a point in space or object
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm

A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm

An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

Align Weapon
[Aligned]
Level: Glory 2, War 2
Casting Time: 1 standard action
Range: Touch
Target: Weapon or quiver touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Align weapon makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

Analyze Dweomer
[Augury]
Level: Magic 6, Wealth 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature per caster level
Duration: 1 round/level
Saving Throw: None or Will negates; see text
Spell Resistance: No

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

Analyze dweomer does not function when used on an artifact.

Focus: This spell requires a tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.

Animal Growth
[Polymorph]
Level: Animal 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, and its land speed (and climb and burrow speeds, if it possesses them) increases by 10'. The spell also grants each subject damage reduction/magic equal to your caster level (maximum DR 15/magic), and a +4 resistance bonus on saving throws.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

The spell gives no means of command or influence over the enlarged animals.

Multiple magical effects that increase size do not stack.

Animal Messenger
[Compulsion, Mind-Affecting]
Level: Animal 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: No

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).

Animal Shapes
[Polymorph]
Level: Animal 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to one willing creature per level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form.

Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.

Animate Dead
[Animation]
Level: Undeath 3
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or the duration ends. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.)

Skeletons

A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies

A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Animate Plants
[Animation]
Level: Plant 7
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.

Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.

Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

Entangle

Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

Antilife Shell
[Abjuration]
Level: Darkness 6, Life 8, Water 6
Casting Time: 1 round
Range: 10'
Target: 10' radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, incarnations, or outsiders.

Antimagic Field
[Abjuration]
Level: Darkness 7, Magic 7
Casting Time: One standard action
Range: 10'
Target: 10' emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead "wink out" if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent "winked out" counts normally against the duration of the spell that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Incarnations, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Some spells and abilities--those with the [Force] descriptor, that deal force damage, and those that specifically state they function--remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Antipathy
[Compulsion, Mind-Affecting]
Level: Darkness 8, Fate 8, Fear 8, Wealth 9
Casting Time: 1 hour
Range: Close (25'+5'/2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough.

Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort inflicts a -4 penalty to the creature's Dexterity.

Antipathy counters and dispels sympathy.

Antiplant Shell
[Abjuration]
Level: Plant 4
Casting Time: 1 standard action
Range: 10'
Target: 10' radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

An antiplant shell spell creates an invisible, mobile zone that harms creatures of the Plant type and animated plants (such as those created by an animate plants spell).

Plant creatures within the area take 1 points of damage per caster levels (max 15) upon entering the zone or if they are within the zone at the start of their turn. Creatures with the Plant type may make a Will save to negate each instance of the damage: animated plants do not get a saving throw. A successful saving throw negates one instance of damage, but the spell continues to inflict damage for as long as it persists and the creature is within the area of effect.

Arcane Lock
[Abjuration]
Level: Magic 2
Casting Time: 1 standard action
Range: Touch
Target: Door, chest, or portal touched, up to 30 sq. ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

An arcane lock cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes. A Disable Device check against this spell's DC is capable of suppressing its effects for 10 minutes; beating the DC by ten or more dispels the spell.

Arcane Sight
[Augury]
Level: Wealth 3
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell makes your eyes glow and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the descriptors for each effect. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane, divine, psionic, or otherwise (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Arcane sight can be made permanent with a permanency spell.

Arise
[Life]
Level: Death 5
Casting Time: 1 standard action
Range: Touch
Target: Touched corporeal, non-undead, non-construct, non-incarnate creature with less than 0 HP
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The creature (even if dead) that is touched by the spellcaster immediately regains consciousness, stabilizes, is set to 1 HP, and gains temporary hit points equal to 1/2 their total maximum HP. These temporary hit points disappear at the end of the spell's duration.

If the creature is dead, rather than dying, this spell only functions if they have died within one round per two caster levels.

Armor of Darkness
[Abjuration, Darkness]
Level: Darkness 4
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 10 minutes/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60'. Finally, the subject gains a +2 bonus on saving throws against any [Aligned: Good] or [Light] spells or effects.

Augury
[Augury]
Level: Fate 2
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

* Weal (if the action will probably bring good results).
* Woe (for bad results).
* Weal and woe (for both).
* Nothing (for actions that don’t have especially good or bad results).

If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Awaken
[Fortify]
Level: Animal 5, Life 5
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You awaken a tree or animal to human-like sentience. The touched animal must make a Will save to be affected. If you awaken a plant, use what the creature's will save would be if the awakening was successful.

The awakened animal or tree is indifferent toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it and it finds those desires to its liking.

An awakened tree has characteristics as if it were an animated object, except that it gains the Plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes Magical Beast (Augmented Animal). An awakened animal can't serve as an animal companion, familiar, or special mount.

An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).

This spell requires rare components valued at 5000 gp.

Spells B through Z forthcoming.

DarkCloud
2009-10-28, 12:43 AM
1. Awaken is missing its School

"Awaken []"

2. For the animal spells, animal is defined as the animal type in the MM, correct? Magical Animals are not animals, correct?

I have nothing else to constructively comment on at this time. A quick look-over at the spells seems that all else is technically sound.
--

I've been following your project for a while. It is very impressive and I would like to say again that it seems an interesting take on reforming 3E.

Lappy9000
2009-10-28, 01:42 AM
Target: 20-ft.-radius emanation centered on a pPoint in space or objectMinor typo.

So far I'm diggin' the spell schools. I'm gonna give it my all to offer some critique; just don't expect it immediately :smallbiggrin:

Fax Celestis
2009-10-31, 02:06 PM
1. Awaken is missing its SchoolActually, Awaken has no school.

2. For the animal spells, animal is defined as the animal type in the MM, correct? Magical Animals are not animals, correct?Correct. We're talking the Animal type here.

Gan The Grey
2009-10-31, 02:16 PM
You treat Aid like a compulsion, mind-affecting spell, so wouldn't, by that logic, Awaken be the same?

There are alot of spells that give a target something that isn't necessary a buff spell...how about an Imbue school? Works for Awaken, Imbue with Spell Ability...in fact, I would almost replace Animation with Imbue.

But that's just me. :smallbiggrin:

Fax Celestis
2009-10-31, 02:20 PM
You treat Aid like a compulsion, mind-affecting spell, so wouldn't, by that logic, Awaken be the same?Problem is, if awaken is mind-affecting, then it can't affect trees. And aid is only a mind-affecting compulsion because the original is. It's a minor, beneficial, compulsive, mind-control effect, but it's still mind control.

Gan The Grey
2009-10-31, 02:32 PM
Problem is, if awaken is mind-affecting, then it can't affect trees. And aid is only a mind-affecting compulsion because the original is. It's a minor, beneficial, compulsive, mind-control effect, but it's still mind control.

Good call on the affecting trees part. But like I said, what about adding the Imbue school, or something similar as opposed to leaving a spell without a school?

Fax Celestis
2009-10-31, 02:43 PM
I'll consider it.

Morty
2009-10-31, 02:43 PM
I notice that Antimagic Field still doesn't affect some spells. I'm not sure how to feel about that. I've always thought that it should disable all magic.

Gan The Grey
2009-10-31, 02:47 PM
I notice that Antimagic Field still doesn't affect some spells. I'm not sure how to feel about that. I've always thought that it should disable all magic.

I could be wrong, but an Antimagic Field doesn't overlap into the Ethereal Plane right? If that's the case, it would make sense that force is unaffected, and force appears to exist equally on both the Prime Material and the Ethereal Planes. As for the spells that say they aren't affected....well...a wizard did it.

Fax Celestis
2009-10-31, 02:51 PM
I notice that Antimagic Field still doesn't affect some spells. I'm not sure how to feel about that. I've always thought that it should disable all magic.

An antimagic field does disable almost all magic--only spells that aren't completely on this plane ([Force] effects) and spells that are specifically designed to work against casters of antimagic field (which are generally going to be [Force] anyway) function.

Lappy9000
2009-11-01, 03:28 PM
By the way, are you getting rid of components entirely? Or is it just a cleric thing?

lesser_minion
2009-11-01, 03:58 PM
By the way, are you getting rid of components entirely? Or is it just a cleric thing?

I suspect that the plan may be for all cleric spells to have verbal, somatic and divine focus components. Possibly just verbal and divine focus (which makes it easier to handle arcane spell failure).

For free spells, the component rules only become important in certain stories in any event. This also avoids the need to duplicate a lot of information, as the component lines tend to be pretty similar to each other for free spells anyway - and free spell material components are pointless and misplaced flavour at best.

Fax Celestis
2009-11-01, 05:04 PM
By the way, are you getting rid of components entirely? Or is it just a cleric thing?

All spells will have Verbal and Somatic components as long as they don't specifically state otherwise (off the bat example: power word: stun is verbal-only). Cleric spells all have Divine Foci requirements.

Material components are a joke except in the instances where they're used as a balancing factor--and then they're either too expensive (generally when you can first cast the spell) or too cheap (a few levels later). I'm getting rid of them as they're really just a pain in the ass.

Siosilvar
2009-11-01, 05:06 PM
All spells will have Verbal and Somatic components as long as they don't specifically state otherwise (off the bat example: power word: stun is somatic-only). Cleric spells all have Divine Foci requirements.

Material components are a joke except in the instances where they're used as a balancing factor--and then they're either too expensive (generally when you can first cast the spell) or too cheap (a few levels later). I'm getting rid of them as they're really just a pain in the ass.

How do you manage to have a power word without speaking anything? Just asking.

Fax Celestis
2009-11-01, 05:07 PM
Rar, got 'em backwards. Editing...

Lappy9000
2009-11-01, 05:29 PM
All spells will have Verbal and Somatic components as long as they don't specifically state otherwise (off the bat example: power word: stun is verbal-only). Cleric spells all have Divine Foci requirements.

Material components are a joke except in the instances where they're used as a balancing factor--and then they're either too expensive (generally when you can first cast the spell) or too cheap (a few levels later). I'm getting rid of them as they're really just a pain in the ass.Cool beans. I'd been wondering if you were gonna stream-line material components as a balance factor of just snuff them. I'm down with your changes.

Lappy9000
2009-11-01, 06:15 PM
Gah, double post :smallyuk:

But I have another question: Are you eliminating alignment descriptors on spells? I know the cleric domains are no longer limited by this.

lesser_minion
2009-11-01, 06:37 PM
Are you eliminating alignment descriptors on spells? I know the cleric domains are no longer limited by this.

My understanding is that Fax's opinion of mechanical alignment is something along the lines of "PURGE IT FOREVER IN THE NAME OF ALL THAT IS SACRED!", so I don't really see them being kept.

There are spells with the [aligned] descriptor, however.

@Fax: you've written "per twp caster levels" in the description of Arise.

Fax Celestis
2009-11-02, 06:45 PM
Baleful Polymorph
[Curse, Polymorph]
Level: Hex 6, Moon 6
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes

You change the subject into a Diminutive, Tiny, or Small animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
The target retains its own alignment and personality.
The target retains its own hit points and is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).

With those exceptions, the target's normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, if you baleful polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.

If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the Shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell's effect).

Bane
[Compulsion, Fear, Mind-Affecting]
Level: Death 1, Fear 1, Hex 1
Casting Time: 1 standard action
Range: 50' radius burst centered on you
Target: All enemies within area of effect
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

Bane counters and dispels bless.

Banishment
[Compulsion, Teleportation]
Level: Glory 7
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One or more extraplanar creatures, no two of which can be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

If you wield a holy symbol made of a material that overcomes the targeted creature's Damage Reduction, you gain a +2 bonus to your caster level for this spell, and the saving throw increases by 2.

Barkskin
[Polymorph]
Level: Plant 2
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (Harmless)

Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Bear's Endurance
[Fortify]
Level: Might 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

The affected creature gains greater vitality and stamina. This spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Bestow Curse
[Curse]
Level: Fate 3, Fear 4, Hex 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates or breaks; see text
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following three effects.
*-6 decrease to an ability score (minimum 1).
*-4 penalty on attack rolls, saves, ability checks, and skill checks.
*Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

With DM approval, you may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment or similar spell.

Bestow curse counters remove curse.

Binding
[Compulsion, Curse, Mind-Affecting]
Level: Hex 8
Casting Time: 1 minute
Range: Close (25'+5'/2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

A binding spell creates a magical restraint to hold a creature.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this spell increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this spell increases by a number equal to one-third of that assistant's caster level, provided that the assistant's spell's target is appropriate for the creature to be bound. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding, saving throws and spell resistance against the assistants' spells are irrelevant. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC by 2.

The binding spell has five versions. Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that generate an antipathy spell (using your caster level) affecting all creatures who approach the subject, except you. The subject of this form of binding is confined to the spot it occupied when it received the spell. The target is allowed a new saving throw each year of confinement to attempt to break free.

Slumber: This version causes the subject to become comatose. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1. The target is allowed a new saving throw each year of confinement to attempt to break free.

Bound Slumber: This is a combination of chaining and slumber. However, due to the complexity of the binding, the creature receives a saving throw to break free from the binding once per month. Reduce the save DC by 2.

Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. The target is allowed a new saving throw each year of confinement to attempt to break free.

Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object.The subject does not need to breathe, eat, or drink while contained, nor does it age. Like the metamorphosis binding, the creature remains aware of its surroundings. Reduce the save DC by 4. The target is allowed a new saving throw each year of confinement to attempt to break free.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

Blacklight
[Darkness]
Level: Darkness 3
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: 20' radius emanation centered on an object or a point in space.
Duration: 1 round/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)

The caster creates an area of total darkness. The darkness is impenetrable to normal vision, darkvision, and even improved visual senses that allow sight in magical darkness, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it. Creatures with scent, blindsight, blindsense, tremorsense, and similar extraordinary senses may still use them within the area of effect--only sight is affected by a blacklight spell.

The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level. Daylight counters or dispels blacklight.

Blade Barrier
[Force]
Level: Creation 7, Glory 6, War 6
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: Wall of whirling blades up to 20' long/level, or a ringed wall of whirling blades with a radius of up to 5' per two levels; either form 20' high
Duration: 1 min/level
Saving Throw: Reflex half or negates; see text
Spell Resistance: Yes

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

If you are within 30' of your blade barrier, you may spend a swift action to fire off one blade at a target within 30' of the wall. This is a ranged attack, but substitute your casting statistic's modifier (generally, Wisdom) in place of your Dexterity modifier for the attack roll. A successful hit deals 2d8 plus your casting statistic's modifier damage. Since this is a [Force] effect, it is capable of striking even incorporeal and ethereal creatures, and within an antimagic field.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Fax Celestis
2009-11-05, 10:53 PM
Minor addition to blade barrier.

Fax Celestis
2009-11-06, 01:07 AM
MOAR SPELLZ


Bless
[Fortify, Mind-Affecting]
Level: Courage 1, Luck 1, Might 1
Casting Time: 1 standard action
Range: 50' radius emanation, centered on you
Target: Allies within area of effect
Duration: 1 min/level
Saving Throw: None
Spell Resistance: Yes (Harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Bless Water
[Aligned, Fortify]
Level: Water 1
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with divine energy, turning it into aligned water.

Blight
[Entropy]
Level: Cold 5, Death 4
Casting Time: 1 standard action
Range: Touch
Target: Living plant or Plant creature touched
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

This spell withers a single plant of any size. An affected Plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn’t receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

Blinding Energy
[Fire, Inflict]
Level: Sun 4
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: 15' radius burst
Duration: Instantaneous and Permanent or 1d4 rounds; see text
Saving Throw: Fortitude partial and Reflex half; see text
Spell Resistance: Yes

Creatures within the range of a blinding energy spell are struck permanently blind unless they succeed on a Fortitude save. Those who successfully save are instead dazzled for 1d4 rounds. In either instance, creatures within the area of effect take 4d6 points of fire damage--a successful Reflex save halves the damage. Should a creature make both saving throws, they are not dazzled and do not take any damage.

Blindness/Deafness
[Curse, Inflict]
Level: Darkness 2, Fear 3, Hex 2, Star 3
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

The targeted creature is rendered permanently blind or deaf (your choice) should they fail a Fortitude save.

Blink
[Fortify, Teleportation]
Level: Star 4, Time 3
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your target "blinks" back and forth between the Material Plane and the Ethereal Plane. They look as though they're winking in and out of reality very quickly and at random.

Blinking has several effects, as follows.

Physical attacks against the blinking creature have a 50% miss chance, and the Blind-Fight feat doesn't help opponents since they're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. For an attacker who can both see and strike ethereal creatures, there is no miss chance. Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Blur

Level: Luck 2, Protection 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A [i]see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Bolts of Bedevilment
[Inflict, Mind-Affecting]
Level: Madness 4
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/2 levels (D)
Saving Throw: Will negates
Spell Resistance: Yes

As a swift action once per round, you may make a ranged touch attack with a ray against a target within Close range (25'+5'/2 levels). If you hit, the target must make a Will save or be touched by madness and be dazed for one round. Spell resistance applies to this effect.

SilveryCord
2009-11-07, 05:54 PM
I'm aware the original version of Blink has the definition of ethereal creatures in it, but isn't it kind of redundant? I'm only mentioning that because it's already such a verbose spell for what seems like should be a simple effect, you may want to just cut it down a little.

I don't particularly like Bolts of Bedevilment because it 1) seems overly complicated and 2) it is a bit over the curve as far as action economy goes.

Fax Celestis
2009-11-07, 06:05 PM
I'm aware the original version of Blink has the definition of ethereal creatures in it, but isn't it kind of redundant? I'm only mentioning that because it's already such a verbose spell for what seems like should be a simple effect, you may want to just cut it down a little. True. I may trim it down some more.


I don't particularly like Bolts of Bedevilment because it 1) seems overly complicated and 2) it is a bit over the curve as far as action economy goes.
Well, bolts of bedevilment (http://www.d20srd.org/srd/divine/spells/boltsOfBedevilment.htm) actually got a nerf. Its range shortened and its action type was swapped from "free" to "swift". Also, it's locked into one particular domain. Still, I may shorten the dazing effect from 1d3 rounds to 1 round.

SilveryCord
2009-11-07, 06:16 PM
Well, bolts of bedevilment (http://www.d20srd.org/srd/divine/spells/boltsOfBedevilment.htm) actually got a nerf. Its range shortened and its action type was swapped from "free" to "swift". Also, it's locked into one particular domain. Still, I may shorten the dazing effect from 1d3 rounds to 1 round.

Huh, I missed that section in the SRD, I had thought it was a new spell. I'd go with a 1 round daze, myself.

Fax Celestis
2009-11-07, 11:50 PM
Another change to bolts of bedevilment.

Fax Celestis
2009-11-08, 12:45 AM
Brain Spider
[Compulsion, Mind-Affecting]
Level: Madness 8
Casting Time: 1 round
Range: Long (400'+40'/level)
Target: Up to eight living creatures
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:
Individual trains of thought in whatever order you desire.
Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.
A study of the thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion (as the spell) in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to [Compulsion] or [Mind-Affecting] effects can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.

You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.

Break Enchantment
[Dispelling]
Level: Hex 4, Luck 5, Magic 5
Casting Time: 1 minute
Range: Touch
Target: Cursed creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Break enchantment breaks the effects of ongoing [Curse] spells affecting a creature. For each such effect, make a caster level check against a DC of 15 plus the effect's effective caster level. If the effect has no listed caster level, use a DC of 25. If you are successful, you remove the effect from your target; otherwise, the effect persists, though you can attempt again.

If the effect comes from some permanent magic item, break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.

Bull's Strength
[Fortify]
Level: Might 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Burning Hands
[Fire]
Level: Fire 1
Casting Time: 1 standard action
Range: 15'+5'/2 levels
Target: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Burnout
[Dispelling, Fire]
Level: Fire 5
Casting Time: 1 immediate action
Range: Medium (100'+10'/level)
Target: 1 opposing spellcaster
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

This spell interrupts an opponent who is in the process of casting a spell. The target must make a Concentration check at DC 10 + your caster level + their spell's level or lose the spell. If they fail the check, they also take 1d6 points of fire damage per level of the spell lost. A successful Reflex save halves this damage.

lesser_minion
2009-11-08, 08:42 AM
I remember there being some debate about whether the 3.0 version or the 3.5 version of the ability score enhancing spells was better.

It might be worth coming up with a compromise between the two - have the spell work for an extended period of time, but have a consistent increase, and cut the increase so that it remains balanced.

DarkCloud
2009-11-08, 09:13 PM
Burnout sounds very devastating if used against a PC. And a good reason for casters to actually invest in Concentration.

SilveryCord
2009-11-08, 10:12 PM
An alternate solution to Burnout would be to make it a standard action spell. It can be used normally to disrupt multi-round spells, or you can ready it as a powerful 'counterspell' alternative.

Fax Celestis
2009-11-08, 10:21 PM
Call Lightning
[Electricity]
Level: Storm 3, Weather 3
Casting Time: 1 round
Range: Medium (100'+10'/level)
Target: One or more 30'-long vertical lines of lightning
Duration: 1 minute/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a swift action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

Call Lightning Storm
[Electricity]
Level: Storm 5, Weather 5
Casting Time: 1 round
Range: Long (400'+40'/level)
Target: One or more 30'-long vertical lines of lightning
Duration: 1 minute/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

Calm Animals
[Compulsion, Min-Affecting]
Level: Animal 1
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: Animals within a 15' radius burst
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary Animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Cause Fear
[Fear, Mind-Affecting]
Level: Fear 1
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One living creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

The affected creature becomes frightened for 1d4 rounds. If the subject succeeds on a Will save, it is instead shaken for 1 round. Creatures with Hit Dice greater than 4 or half your caster level (whichever is higher) are immune to this effect.

Cause fear counters and dispels remove fear.


Chain Lightning
[Electricity]
Level: Storm 6
Casting Time: 1 standard action
Range: Long (400'+40'/level)
Target: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Channeled Fireburst
[Fire]
Level: Fire 6, Sun 6
Casting Time: See text
Range: See text
Area: Variable range burst centered on you; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell.

If you cast this spell as an immediate action, it deals 1 point of fire damage per caster level to one creature who attacked you (melee, ranged, or with a spell). A successful Reflex save reduces this damage to half.

If you cast this spell as a swift action, it deals 1d4 fire damage per caster level (maximum 15d4) to all creatures within 5' of you, excluding yourself. A successful Reflex save reduces this damage to half.

If you cast this spell as a standard action, it deals 1d6 fire damage per caster level (maximum 15d6) to all creatures within 10' of you, excluding yourself. A successful Reflex save reduces this damage to half.

If you cast this spell as a full-round action, it deals 1d6 fire damage per caster level (maximum 15d6) to all creatures within 20' of you, excluding yourself. A successful Reflex save reduces this damage to half.

If you spend two rounds casting this spell, it deals 1d8 fire damage per caster level (maximum 20d8) to all creatures within 40' of you, excluding yourself. A successful Reflex save reduces this damage to half.

You do not need to declare ahead of time how long you want to spend casting the spell unless you cast it as an immediate action. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

Fax Celestis
2009-11-09, 12:28 AM
Charm Monster
[Charm, Mind-Affecting]
Level: Trickery 4
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like charm person except as noted here.

Charm Person
[Charm, Mind-Affecting]
Level: Trickery 1
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One Humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell makes a humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way it can fathom. You can try to give the subject orders, but it won't do anything it wouldn't normally do for a known, trusted ally. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Chill Metal
[Cold]
Level: Cold 2
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30' apart; or 25 lb. of metal/level, none of which can be more than 30' away from any of the rest
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Chill metal makes metal extremely cold. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. Chilled metal that affects a creature inflicts 1d6 points of cold damage to the attendant creature each round.

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.

Chill metal counters and dispels heat metal.

Chill Touch
[Cold, Entropy Inflict]
Level: Cold 1
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels energy that deals 1d6 points of cold damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds, plus 1 round per caster level.

Fax Celestis
2009-11-09, 06:54 PM
Circle of Death
[Death, Entropy]
Level: Death 6
Casting Time: 1 standard action
Range: 30' radius burst centered on you
Target: Living creatures with less than 9 HD within the area of effect excluding yourself
Duration: Instantaneous
Saving Throw: Will and Fortitude partial; see text
Spell Resistance: Yes

A circle of death snuffs out the life force of living creatures, killing them instantly.

Any creature with less than 9 HD within the area of effect--excluding yourself--must make a Will save immediately followed by a Fortitude save. A creature that fails the Will save but not the Fortitude save is stunned for 1d3 rounds. A creature that fails the Fortitude save but not the Will save takes 1d6 points of negative energy damage per caster level (maximum 20d6). A creature that fails both saves is slain instantly.

Clairaudience/Clairvoyance
[Scrying]
Level: Knowledge 3
Casting Time: 10 minutes
Range: Long (400'+40'/level)
Target: One magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Clenched Fist
[Force]
Level: Might 8
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: 10' hand
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your primary casting statistic's modifier + the hand's Strength modifier (+11, as the hand possesses a Strength score of 33) - 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a swift action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Fax Celestis
2009-11-15, 02:18 PM
Cloud Mind
[Mind-Affecting]
Level: Darkness 4
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject's environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject's environment--for example, attacking a creature aside from the subject or moving a large or attended object the subject can see--the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Command Plants
[Compulsion]
Level: Plant 3
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: Up to 2 HD/level of Plant creatures, no two of which may be more than 30' apart
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows you some degree of control over one or more Plant creatures. Affected Plant creatures can understand you, and they perceive your words and actions in a favorable way. They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do (retries are not allowed). A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of Plant creatures whose combined level or HD do not exceed twice your level. Your commands are not telepathic. The Plant creature must be able to hear you.

Command Undead
[Compulsion]
Level: Undeath 1
Casting Time: 1 standard action
Range: Close (25'+5'2/levels)
Target: One undead creature
Duration: One hour/level
Saving Throw: Will negates or none; see text
Spell Resistance: Yes

This spell allows you some degree of control over an Undead creature. Assuming the subject is intelligent, it perceives your words and actions in a favorable way. It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do (retries are not allowed). An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A non-intelligent (Int --, not Int 0) Undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Non-intelligent undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The Undead creature must be able to hear you.

Comprehend Languages
[Augury, Fortify]
Level: Knowledge 1, Magic 1
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Cone of Cold
[Cold]
Level: Cold 6, Storm 6
Casting Time: 1 standard action
Range: 60'
Target: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Confusion
[Compulsion, Mind-Affecting]
Level: Hex 4, Madness 3, Moon 4
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: All creatures in a 15' radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes affected targets to become confused, making them unable to independently determine what they will do. See the confused status for details.

Fax Celestis
2009-11-19, 10:45 PM
Contagion
[Curse, Inflict]
Level: Death 3, Hex 3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject contracts a disease selected from the following list, which strikes immediately (no incubation period):
Blinding Sickness
Cackle Fever
Cascade Flu
Cerebral Parasites
Filth Fever
Mindfire
Red Ache
Shakes
Slimy Doom

Use this spell's saving throw for the initial and all subsequent saves.

Continual Flame
[Fire, Light]
Level: Fire 4, Moon 3, Sun 3
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.


Control Light
[Light, Darkness]
Level: Darkness 1
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: Nine 10' cubes + three 10' cubes/level
Duration: Concentration, up to 1 minute/level, or instantaneous; see text
Saving Throw: None or Fortitude negates; see text
Spell Resistance: No
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power's duration.

Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Stealth checks (to a maximum of +4 when all the light is gone).

Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the spell's duration is instantaneous. If you do this, sighted creatures in the area of effect must make a Fortitude save or be dazzled for one round.

Control Plants
[Compulsion]
Level: Plant 8
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: Up to 2 HD/level of Plant creatures, no two of which can be more than 30' apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell enables you to control the actions of one or more Plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Suicidal or self-destructive commands are simply ignored. Intelligent plant creatures remember that you controlled them.

Control Undead
[Compulsion]
Level: Undeath 7
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: Up to 2 HD/level of Undead creatures, no two of which can be more than 30' apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Suicidal or self-destructive commands are simply ignored. Intelligent undead creatures remember that you controlled them.

Fax Celestis
2009-11-19, 11:47 PM
Control Vapor
[Telekinesis]
Level: Air 6
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: One continuous gaseous form or cloud no larger than a 20' radius +5'/2 levels
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: No

This spell allows a spellcaster to halt, prevent, or alter the movement of any visible clouds or vapor in a given area distinct from the air around, such as a gaseous weapon, a creature in gaseous form, pyrotechnics, cloudkill, or incendiary cloud. Such enforced immobility may be continued for as long as the caster continues to concentrate on holding the vapor. If such a hold is ever lost, it can never be regained except by use of another spell; the hold is broken and magic expires. The hold prevents gas clouds from altering shape, breaking up, or moving about in any way. Oxygen may pass freely through and about such vapor, dissipating it if its formative magic expires, and allowing (for example) a flammable vapor to burn or explode if it is held by control vapor and attacked with fire.

The hold is absolute, even in the face of natural gales or magical gusts of wind. If the gaseous form is that of an intelligent creature who is normally in control of personal movement, such as a vampire in gaseous form, the affected creature receives a Will saving throw to break the effect each round. If such a saving throw is successful, the spell ends immediately, and the creature is free to move. Until the spell is so broken, a creature in gaseous form cannot move, nor can it change to a non-gaseous form even if it normally has the ability to do so. Note that spectral, ethereal, and insubstantial forms that are not gaseous cannot be affected by this spell. Creatures who assume gaseous form due to a spell do not receive a saving throw.

Further, this spell can be used to move gaseous creatures or clouds of gas. You may move a held vapor with this spell by expending a move action: doing so allows you to move the affected vapor up to 5' per caster level. Gases that dissipate in the force of winds do not dissipate from this movement. If you move the gas outside of the range of the spell, your hold (and the spell) immediately ends.

Control Water
[Telekinesis]
Level: Storm 4, Water 4
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: Water in a volume of 10'/level by 10'/level by 2'/level (S)
Duration: 1 minute/level
Saving Throw: None; see text
Spell Resistance: No

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on a creature with the (Water) subtype, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. When cast on a creature with the (Water) subtype, this spell acts as an enlarge person spell (Will negates), although it may target any creature (not just Humanoids). The spell has no effect on other creatures.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Control Weather
[Air, Cold, Electricity, Fire, Telekinesis, Water; see text]
Level: Air 8, Cold 7, Storm 7, Water 7, Weather 7
Casting Time: 10 minutes
Range: 2 miles
Target: 2 mile radius circle, centered on you
Duration: 4d12 hours
Saving Throw: None
Spell Resistance: No

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in, according to the following table:

{table=head]Season | Weather
Spring | Tornado, thunderstorm, sleet storm, or hot weather
Summer | Torrential rain, heat wave, or hailstorm
Fall | Hot or cold weather, fog, or sleet
Winter | Frigid cold, blizzard, or thaw[/table]

See the chapter on Weather and Environment to determine the effects of each kind of weather. If this spell results in a thunderstorm, this spell has the [Electricity] descriptor. If this spell results in a sleet storm, hailstorm, cold weather, sleet, frigid cold, or blizzard, this spell has the [Cold] descriptor. If this spell results in hot weather, a heat wave, or a thaw, it has the [Fire] descriptor. If this spell results in a thunderstorm, torrential rain, or sleet, it has the [Water] descriptor. In all instances it has the [Air] and [Telekinesis] descriptors.

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—-where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Conflicting castings of this spell--such as by two opposing casters--require opposed caster level checks each minute to determine which direction the weather patterns take: the higher caster level check result determines the current minute . For example, if two spellcasters cast this spell simultaneously and choose differing weather patterns, they make opposed caster level checks every minute to determine towards which result the weather patterns will change.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

Control Winds
[Air, Telekinesis]
Level: Air 5, Storm 5, Weather 5
Casting Time: 1 standard action
Range: 20'/level
Target: 20' radius/level cylinder, 40' high
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: No

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80' in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
A downdraft blows from the center outward in equal strength in all directions.
An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength: For every five caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.

Fax Celestis
2009-11-23, 11:21 PM
Create Food and Water
[Creation]
Level: Creation 3
Casting Time: 10 minutes
Range: Close (25'+5'/2 levels)
Target: Food and water to sustain three humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: No

The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.

Create Greater Undead
[Animation]
Level: Undeath 7
Casting Time: 1 hour
Range: Close (25'+5'/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like create undead, except that you may create the following kinds of undead, according to your caster level:

{table=head]!Caster Level | Undead Possible
15th or lower | Shadow
16th - 17th | Wraith
18th - 19th | Spectre
20th or higher | Devourer[/table]

Create Nightshade
[Animation]
Level: Undeath 9
Casting Time: 1 hour
Range: Close (25'+5'/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like create undead, except that you may create any one of the three following kinds of nightshade with it, according to your caster level:

{table=head]!Caster Level | Undead Possible
17th or lower | Nightwing
18th - 19th | Nightwalker
20th or higher | Nightcrawler[/table]

Create Undead
[Animation]
Level: Undeath 5
Casting Time: 1 hour
Range: Close (25'+5'/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A much more potent spell than animate dead, this spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

{table=head]!Caster Level | Undead Possible
11th or lower | Ghoul
12th - 14th | Ghast
15th - 17th | Mummy
18th or higher | Mohrg[/table]

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

Creatures created by this spell do not retain the Create Spawn or Summon Undead abilities.

Create Water
[Creation, Water]
Level: Orison 0, Cold 1
Casting Time: 1 standard action
Range: Close (25'+5'/2 levels)
Target: Up to 2 gallons of water/level
Duration: Instantaneous or 1 round/2 levels; see text
Saving Throw: None or Special; see text
Spell Resistance: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

If this spell is cast as a Cold domain spell, you may instead choose to coat an area of ground equal to one 5' square per gallon of water created with a thin layer of ice. Creatures in the area must move at half movement or risk falling prone. If a creature moves at full movement speed, it must make an Acrobatics check (with a DC equal to this spell's save DC). A creature that fails this check falls prone halfway through its movement through the icy area. Each square coated in ice with this spell must be connected to at least one other square coated in ice. The ice remains for one round per two caster levels before evaporating into nothingness. If you cast this spell in this fashion, it also possesses the [Cold] descriptor.

Creation spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Creeping Doom
[Summoning]
Level: Animal 7
Casting Time: 1 round
Range: Close (25'+5'/2 levels) and 100'; see text
Target: One swarm of centipedes per two levels
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move. As a move action, you can command any number of the swarms to move toward any prey within 100' of you. You cannot command any swarm to move more than 100' away from you, and if you move more than 100' from any swarm, that swarm remains stationary, attacking any creatures in its area--but it can be commanded again if you move back within 100'.

Crushing Despair
[Compulsion, Mind-Affecting]
Level: Death 3, Fear 4, Hex 3
Casting Time: 1 standard action
Range: 30'
Target: Cone-shaped burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.

Crushing Hand
[Force]
Level: Might 9
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: 10' hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your primary casting statistic's modifier, +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Cure Critical Wounds
[Life]
Level: Healing 4, Life 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)

This spell functions like cure light wounds, except that it heals 4d6 hit points, plus 40% of the target's maximum hit points.

Cure Light Wounds
[Life]
Level: Healing 1, Life 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)

This spell heals 1d6 hit points to the touched creature, plus an additional 10% of the target's maximum hit points (rounded down).

Since undead are powered by entropic energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance (should they have it) and can attempt a Fortitude save to take half damage.

Cure Moderate Wounds
[Life]
Level: Healing 2, Life 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)

This spell functions like cure light wounds, except that it heals 2d6 hit points, plus 20% of the target's maximum hit points.

Cure Serious Wounds
[Life]
Level: Healing 3, Life 3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)

This spell functions like cure light wounds, except that it heals 3d6 hit points, plus 30% of the target's maximum hit points.

Lappy9000
2009-12-05, 01:20 AM
It would be great if you could put up a list of the subschools (is that what they are called?) just to help grasp all the changes that are going down, but I'm more than content just to see all these spells being posted.

Truly, you are working some serious magic here, Fax :smallcool: PUNS

sidhe3141
2010-01-19, 10:07 PM
Something that might be helpful for anyone planning on playing a cleric:

Orisions
0
Create Water

Air
1
2
3
4
Air Walk
5
Control Winds
6
Control Vapor
7
8
Control Weather
9

Animal
1
Calm Animals
2
Animal Messenger
3
4
Animal Growth
5
Awaken
6
7
Creeping Doom
8
Animal Shapes
9

Cold
1
Chill Touch
Create Water
2
Chill Metal
3
4
5
Blight
6
Cone of Cold
7
Control Weather
8
9

Courage
1
Bless
2
3
4
5
6
7
8
9

Creation
1
2
3
Create Food and Water
4
5
6
7
Blade Barrier
8
9

Darkness
1
Control Light
2
Blindness/Deafness
3
Blacklight
4
Armor of Darkness
Cloud Mind
5
6
Antilife Shell
Antimagic Field
7
8
Antipathy
9

Death
1
Bane
2
3
Contagion
Crushing Despair
4
Blight
5
Arise
6
Circle of Death
7
8
9

Earth
1
2
Acid Arrow
3
4
5
6
7
8
9

Fate
1
2
Augury
3
Bestow Curse
4
5
6
7
8
Antipathy
9

Fear
1
Bane
Cause Fear
2
3
Blindness/Deafness
4
Bestow Curse
Crushing Despair
5
6
7
8
Antipathy
9

Fire
1
Burning Hands
2
3
4
Continual Flame
5
Burnout
6
Channel Fireburst
7
8
9

Glory
1
2
Align Weapon
3
Aid
4
5
6
Blade Barrier
7
Banishment
8
9

Healing
1
Cure Light Wounds
2
Cure Moderate Wounds
3
Cure Serious Wounds
4
Cure Critical Wounds
5
6
7
8
9

Hex
1
Bane
2
Blindness/Deafness
3
Contagion
Crushing Despair
4
Bestow Curse
Break Enchantment
Confusion
5
6
Baleful Polymorph
7
8
Binding
9

Knowledge
1
Comprehend Languages
2
3
Clairaudience/Clairvoyance
4
5
6
7
8
9

Life
1
Cure Light Wounds
2
Aid
Cure Moderate Wounds
3
Cure Serious Wounds
4
Cure Critical Wounds
5
Awaken
6
7
8
Antilife Shell
9

Luck
1
Bless
2
Aid
Blur
3
4
5
Break Enchantment
6
7
8
9

Madness
1
2
3
Confusion
4
Bolts of Bedevilment
5
6
7
8
Brain Spider
9

Magic
1
Comprehend Languages
2
Arcane Lock
3
4
5
Break Enchantment
6
Analyze Dwenomer
7
Antimagic Field
8
9

Might
1
Bless
2
Aid
Bear's Endurance
Bull's Strength
3
4
5
6
7
8
Clenched Fist
9
Crushing Hand

Moon
1
2
3
Continual Flame
4
Confusion
5
6
Baleful Polymorph
7
8
9

Plant
1
2
Barkskin
3
Command Plants
4
Antiplant Shell
5
6
7
Animate Plants
8
Control Plants
9

Protection
1
2
Blur
3
4
5
6
7
8
9

Star
1
2
3
Blindness/Deafness
4
Blink
5
6
7
8
9

Storm
1
2
3
Call Lightning
4
Control Water
5
Call Lightning Storm
Control Winds
6
Chain Lightning
Cone of Cold
7
Control Weather
8
9

Sun
1
2
3
Continual Flame
4
Blinding Energy
5
6
Channel Fireburst
7
8
9

Time
1
2
3
Blink
4
5
6
7
8
9

Travel
1
2
3
4
Air Walk
5
6
7
8
9

Trickery
1
Charm Person
2
3
4
5
6
7
8
9

Undeath
1
Command Undead
2
3
Animate Dead
4
5
Create Undead
6
7
Create Greater Undead
Control Undead
8
9
Create Nightshade

Water
1
Bless Water
2
3
4
Control Water
5
6
Acid Fog
Antilife Shell
7
Control Weather
8
9

War
1
2
Aid
Align Weapon
3
4
5
6
Blade Barrier
7
8
9

Wealth
1
2
Alarm
3
Arcane Sight
4
5
6
Analyze Dwenomer
7
8
9
Antipathy

Weather
1
2
3
Call Lightning
4
5
Call Lightning Storm
Control Winds
6
7
Acid Fog
Control Weather
8
9