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Vadskye
2013-10-07, 03:09 PM
The Revised Spell Reformation (http://goo.gl/kNzpoe)

D&D's spell system is one of the most unique things about the game. It allows the game to encompass a great variety of magical phenomena, and it it can make being a magic user uniquely enjoyable, in the right circumstances. It is also poorly designed and incredibly broken.

This is a revised attempt to fix it. (Current as of 3/17/2014)

The Spell Reformation is a comprehensive rewrite of every spell in D&D. It changes every single spell and a small number of magical mechanics. It also slightly increases the power of conditions such as shaken and sickened. You should be able to apply it to any 3.5 game while affecting very little about the rest of the system, allowing it to be compatible with other homebrew.

Foundational Principles of the Spell Reformation

Spells are poorly and inconsistently designed. (see this list of 75 things wrong with spells (http://www.giantitp.com/forums/showthread.php?t=296170).)
Many spells are too powerful. (Glitterdust, Grease, Fly, Haste, Polymorph, Simulacrum, Solid Fog)
Many spells are too weak. (Crushing Despair, Doom, Magic Trap, Jump, Neutralize Poison)
Spells are too complicated.
Poor spell design is the core problem, not Vancian casting (or any other system).
Players should never be forced to choose between the interesting and the powerful.


Summary of Changes

Spell levels are calculated using a consistent mathematical system, preventing dramatically overpowered or underpowered spells.
Spells cannot end a combat by themselves. Many spells only have their full effects on bloodied (half health) creatures, encouraging cooperation between casters and noncasters.
New duration mechanics make it difficult or impossible to keep multiple buffs active, simplifying combat preparation. Parties are no longer radically more powerful when they "nova" buffs.
Area of effect spells are weaker, allowing groups of enemies to actually pose a challenge.
Low-level spells remain useful in combat for many levels, and mages have at-will abilities. This dramatically improves the 15-minute workday by ensuring that casters have fairly consistent power over multiple encounters.
Spells which provide "invincibility" are nerfed. (Fly, Invisibility, Levitate, Mirror Image)
Spell schools are rebalanced to end the domination of Conjuration and Transmutation.
All damage is typed and almost all spells belong to a subschool, encouraging thematic interaction.
Caster level caps are removed, making spell progressions more intuitive.
Spell save DCs are based on half caster level instead of spell level. This makes your DC much easier to track, and allows effects like Spell Focus to increase the power of both damaging and nondamaging spells.
Many noncombat and utility spells are "rituals" that require material components instead of spell slots. This has many beneficial effects.
Spell ranges and durations do not scale with caster level, and are generally smaller and shorter. This makes spells easier to use and improves balance.
Spell descriptions are simplified, written more clearly (hopefully), and use standardized measurements. It is much easier to understand a spell at a glance.


Finally, a wee bit of history on the Spell Reformation.
The original Spell Reformation was overly broad. It changed too many things about D&D that went beyond the scope of the spell system, preventing it from being easily added to an existing campaign. This version is more narrowly targeted. It is also better balanced, with an improved (though more complicated) spell level calculation engine.

The Spell Reformation originates from my work with Rise, which is essentially a rewrite to the entire D&D system which is just as comprehensive as the Spell Reformation. I tried to remove anything Rise-specific from the rules before posting them here, but I may not have caught everything. If something doesn't make sense, let me know and I will adjust it to be more 3.5-friendly.

Changelog
3/21: Cures and Inflicts are close range. (The healing was too large)
3/21: Daze condition re-added for clarity.
3/20: The Spell Reformation has been converted into BBcode and is now available in its entirety in this thread! It takes up a silly number of posts below. Due to the difficulty of converting it from its native format into BBCode, the version in this thread is not guaranteed to be up to date with any changes from this point on. The most recent version can be found in PDF format (http://goo.gl/nxZo0m). However, the version below can be easier to read. Which is nice.

Vadskye
2013-10-07, 03:11 PM
Classes

At 1st and 2nd level, sorcerers and wizards gain knowledge of an ''arcane invocation'': an at-will magical ability for use in combat. Specialist wizards must choose an arcane invocation from their school at 1st level. Arcane invocations are described in Chapter 11.

Feats

Greater Spell Focus [General]
Choose a school of magic or a spell descriptor to which you already have applied the Spell Focus feat.
Prerequisites: Caster level 10th with the school or descriptor, Spell Focus.
Benefit: You get a +2 bonus to your caster level when casting spells and using spell-like abilities from the school of magic or with the spell descriptor you select. This stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new school of magic or spell descriptor to which you already have applied the Spell Focus feat.

Spell Focus [General]
Choose a school of magic or a spell descriptor.
Prerequisite: Caster level 4th with the school or descriptor.
Benefit: You get a +2 bonus to your caster level when casting spells and using spell-like abilities from the school of magic or with the spell descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Empower Spell [Metamagic]
Prerequisite: Caster level 4th.
Benefit: When casting a heightened spell, you gain a +2 circumstance bonus to caster level. A heightened spell uses up a spell slot one level higher than the spell's actual level. Unlike other metamagic feats, you can apply this metamagic feat any number of times, increasing your caster level by 2 each time.

Extend Spell [Metamagic]
No longer exists.

Heighten Spell [Metamagic]
No longer exists.

Maximize Spell [Metamagic]
No longer exists.

Quicken Spell [Metamagic]
Prerequisite: Caster level 6th.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. However, casting a quickened spell is mentally exhausting. In the turn after you cast it, you lose your standard action. You may cast only one quickened spell per round. A spell whose casting time is more than 1 standard action cannot be quickened. A quickened spell uses up a spell slot two levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Special: All spellcasters cast a quickened spell as a swift action, even if they would normally increase the casting time of spells with metamagic applied. This is an exception to the general rule that applying metamagic increases the casting time of a spell.
Note: There are too many noncore metamagic feats to deal with them individually. In general, powerful metamagic feats such as Twin Spell do not work well with the Spell Reformation. Low-level spells remain useful in combat without augmentation. With augmentation, they can overpower level-appropriate spells. Metamagic feats that change aspects of the spell or provide specific additional effects, such as Transdimensional Spell or Explosive Spell, are more likely to be balanced.
Magic
Special Spell Effects
Bonus Types: All spells give enhancement bonuses unless otherwise specified in the spell description. Enhancement bonuses do not stack with each other.

Spell Descriptions
Description
Beneath the spell name is a brief description of the spell's effect. This description does not contain rules; it simply describes how the spell usually appears or is used.

School/Schools (Subschool)
The next line describes the schools and subschools of magic that the spell belongs to. Almost every spell belongs to at least one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. They are described below.
Some spells belong to more than one school of magic. Treat these spells for all purposes as if they were a member of both schools simultaneously. If you are prohibited from casting spells from a certain school, you cannot cast a spell which belongs to that school, even if it also belongs to another school. Likewise, any benefits which apply to casting spells from a specific school apply normally. If you have abilities which apply when casting spells from both schools that make up a spell, the abilities do not stack.
A small number of spells (limited wish, permanency, prestidigitation, and wish) are universal, belonging to no school.

Abjuration
Abjuration spells manipulate the raw essence of magic to protect allies or ward off foes. There are four subschools of abjuration spells.
Interdiction: An interdiction spell hedges out creatures or forces of an opposing alignment or type. Protection from evil is an interdiction spell.
Negating: A negating spell negates magical effects. Dispel magic is a negating spell.
Shielding: A shielding spell protects creatures or objects from harm. Shield is a shielding spell.
Warding: A warding spell protects an area from intrusion. If one warding spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Spot skill drops by 4. The DC drops by an additional 2 for each additional warding spell beyond the second. Glyph of warding is a warding spell.

Conjuration
Conjuration spells transport and create objects and creatures to aid you. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell's range, but it does not have to remain within the range. There are three subschools of conjuration spells.
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. Acid arrow is a creation spell.
Summoning: A summoning spell instantly brings a manifestation of a creature or object to a place you designate. When the spell ends or is dispelled, the manifestation disappears. A summoned creature also disappears if it is killed or if its hit points drop to 0 or lower. Because summoning spells do not physically transport the actual creature or object, even if the manifestation is injured or destroyed, the original is unharmed. However, it takes 24 hours for the manifestation to reform, during which time it can't be summoned again. Most summoning spells, including the summon monster and summon nature's ally spells, will automatically summon a different creature of the same type should this occur.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Summon monster I is a summoning spell.
Translocation: A translocation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Many translocation effects involve teleportation (see Descriptors, below). Dimension door is a translocation spell.

Divination
Divination spells enable you to predict the future, gain or share knowledge, find hidden things, and foil deceptive spells. There are four subschools of divination spells.
Awareness: A awareness spell reveals objects, creatures, or effects within an area. Some awareness spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can examine each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell. Detect evil is an awareness spell.
Communication: A communication spell magically enhances communication between creatures, often by transcending linguistic barriers or distance. Comprehend Languages is a communication spell.
Knowledge: A knowledge spell grants the recipient information. Most knowledge spells give knowledge about the present, but some can reveal information about the future as well. Comprehend languages is a knowledge spell.
Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.

Any creature trained in Spellcraft can notice the sensor by making a DC 20 Spellcraft check. The sensor can be dispelled as if it were an active spell. Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.

Scrying is a scrying spell.

Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior or mental capabilities. Almost all enchantment spells are mind-affecting spells. There are four subschools of enchantment spells.
Beguilement: A beguilement spell influences the subject's opinions. Beguilement spells are the most subtle form of mental control, and a creature affected by such a spell usually does not realize that it is being manipulated until after the spell wears off -- if it does at all. Charm person is a beguilement spell.
Compulsion: A compulsion spell compels the subject to act in a particular way. Especially powerful compulsions can give you complete control over the subject. Sleep is a compulsion spell.
Emotion: An emotion spell influences the subject's emotions. Attraction is an emotion spell.
Inhibition: An inhibition spell prevents the subject's mind from working normally, typically preventing the target from acting. Hold person is an inhibition spell.

Evocation
Evocation spells create and manipulate energy and forces or tap into divine or other powers to produce a desired end. In effect, they create energy or effects, but not physical objects, out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. There are three subschools of evocation spells.
Channeling: A channeling spell channels divine or other power. Holy smite is a channeling spell.
Control: A control spell manipulates forces and moves inanimate objectss. Powerful control spells can manipulate forces on a large scale, even altering weather patterns. Gust of wind is a control spell.
Energy: An energy spell creates or manipulates energy, such as fire or electricity. Fireball is an energy spell.

Illusion
Illusion spells deceive the senses of others. They conceal things that exist or cause people to perceive things that do not exist. There are three subschools of illusion spells.
Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish, unless you prescribe exactly which sounds to make. Likewise, you cannot make a visual copy of something unless you know what it looks like.

A figment's AC is equal to 10 + its size modifier.

Silent image is a figment spell.
Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. Invisibility is a glamer spell.
Phantasm: A phantasm spell manipulates the subject's senses to create images or sensations that are not real. It creates personalized sensations, and no one else can observe the effect. Phantasmal killer is a phantasm spell.
Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Unreal Effects: Some figments and glamers are unreal (see Descriptors, below), which means that they can be disbelieved.

Necromancy
Necromancy spells manipulate the power of life and death, as well as souls. Spells involving positive and negative energy belong to this school. There are three subschools of necromancy spells.
Flesh: A flesh spell affects the home of a creature's life energy: its body. Many flesh spells inflict or remove physical disabilities. Ray of enfeeblement is a flesh spell.
Life: A life spell manipulates a creature's life force directly. Crush life is a life spell.
Soul: A soul spell manipulates the subject's soul, either restoring it to its proper place or fragmenting it for terrible purposes. Raise dead is a soul spell.
Vitalism: An vitalism spell channels positive or negative energy. This can be used to enhance or destroy a subject's life energy, or to manipulate creatures powered by negative energy. Cure light wounds is a vitalism spell.

Transmutation
Transmutation spells change the properties of creatures and objects. There are three subschools of transmutation spells.
Animation: An animation spell grants temporary ``life'' to an affected object. Animate objects is an animation spell.
Alteration: An alteration spell changes the physical state of anything with a material form. Shape stone is an alteration spell.
Augment: An augment spell enhances the existing physical or mental abilities of an object or creature. Totemic power is an augment spell.
Imbuement: An imbuement spell infuses an object or creature with magic, granting it new abilities.. Fly is an imbuement spell.
Polymorph: A polymorph spell changes a creature's body into a new form. Enlarge person is a polymorph spell.
Temporal: A temporal spell manipulates time itself, speeding or slowing its passage for the subject. Haste is a temporal spell.

[Descriptor]
Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.
The descriptors are acid, air, charm, chaotic, cold, curse, darkness, death, detection, disease, domination, earth, electricity, evil, fear, fire, fog, force, good, language-dependent, lawful, light, mind-affecting, morale, negative, planar, poison, positive, sight-dependent, size-affecting, sound-dependent, sonic, teleportation, trap, unreal, wall, and water.
Many of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.

Air spells do not function in environments without air.
Barrier spells cannot be used offensively. If you force the barrier against a force or creature it prohibits, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Curse spells cannot be dispelled by dispel magic or similar effects. However, they can be removed with a break enchantment, limited wish,miracle, remove curse, or wish spell.
A detection spell can penetrate barriers, but is always blocked by special materials of some kind. Unless otherwise specified in the spell description, the spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Fire spells do not function underwater. Unless otherwise noted, a fire spell provides light equivalent to a torch.
Fog spells do not function underwater and can be dispersed by wind or fire. Unless the spell specifies otherwise, a moderate wind (11+ mph) disperses the fog in 5 rounds, and a strong wind (21+ mph) disperses the fog in 1 round. A fire spell or other powerful fire effect burns away the fog in the area into which it dealt damage.
Language-dependent spells use intelligible language as a medium for communication. If the target cannot understand or cannot hear what the caster of a language-dependant spell says, the spell fails.
Mind-affecting spells work only against creatures with an Intelligence score of 1 or higher.
Sight-dependent spells use sight as a fundamental component of the spell. If the target cannot see the spell, it has no effect.
Size-affecting spells alter a creature's size. Multiple size increasing or size decreasing effects never stack. If a creature is affected by both size-increasing and size-decreasing effects, they cancel out on a one for one basis, and any remaining effect occurs normally.
Sound-dependent spells use sound as a fundamental component of the spell. If the target cannot hear the spell, it has no effect.
Teleportation spells instantaneously move creatures by travelling through the Astral Plane. Anything that blocks planar travel also blocks teleportation.
Trap spells do not have obvious effects immediately. They can be detected with the Spot skill. The DC to detect a trap spell is 25 + spell level. Most, but not all, traps can be disabled with the Disable Device skill. If it can be disabled, the DC is 25 + spell level.

No more than one trap spell can be placed on the same object or in the same area. Only the first trap placed has any effect. It must be dispelled or discharged before any new traps can be placed.
Unreal spells do not have ``real'' effects and can be disbelieved. Unreal effects cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly unless combined with a real effect.

Creatures encountering an unreal spell usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A Spot or Listen check can be made to interact with an unreal effect if appropriate to the type of effect. Unless otherwise specified by the spell, the DC of such a check is equal to the saving throw DC of the spell.

Once a creature has interacted with an unreal effect, it can make a Will save. A successful saving throw reveals it to be false. Its effects can still be observed if desired, but they are mere shadows of the full effect: visual effects appear translucent outlines, sounds can be heard as ghostly echoes, and so on.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with definitive proof that an unreal effect isn't real needs no saving throw. If any viewer successfully disbelieves an unreal effect and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.


Components
All spells have verbal and somatic components unless the spell description says otherwise.

Casting Time
All spells have a casting time of 1 standard action unless otherwise specified in the spell description.

Range
A spell's range indicates how far from you it can reach, as defined in the Range entry of the spell description. It indicates the maximum distance at which you can designate the spell's point of origin. The effect of a spell can extend beyond that range if it affects an area. A spell without a range simply affects the area specified in the spell's description; if it becomes relevant, you are considered to be its point of origin. Standard ranges include the following.
Personal: No changes
Touch: If you have the ability to make multiple touch attacks, such as from the chill touch spell, and you can make multiple attacks in a round, you can make a touch attack on each of those attacks.
Close: The spell reaches as far as 30 feet.
Medium: The spell reaches as far as 100 feet.
Far: The spell reaches as far as 300 feet.
Extreme: The spell reaches as far as 1,000 feet.

Aiming a Spell
Effect (Manifestation):
Some spells create or summon things rather than affecting things that are already present. This spect of the spell is renamed to ``Manifestation'' rather than ``Effect'' for clarity.
Area:
Limit: Some area spells specify a limit. A limiting area is like a range: the spell has effects within the area, but does not affect the entire area at once. The spell will specify the targets that it affects or the manifestations it creates. Limit spells, like bursts and emanations, do not go around corners.
Cone, Cylinder, Line, or Sphere: Unless otherwise specified, a line spell affects an area 10 feet wide. The affected squares are chosen such that they stay close to the chosen line as possible.
Area Sizes: Standard area sizes include the following.
Small: The spell extends 10 feet from the point of origin.
Medium: The spell extends 20 feet from the point of origin.
Large: The spell extends 50 feet from the point of origin.

Duration
When a spell's time is up, the magic goes away at the end of your turn. For example, a spell that lasts 1 round ends at the end of your next turn.
Standard duration lengths include the following.
Short: The spell lasts for as long as you concentrate, plus 5 additional rounds.
Medium: The spell lasts for 5 minutes.
Long: The spell lasts for 1 hour.
Extreme: The spell lasts for 12 hours.

Effect
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description included ``see text,'' this is where the explanation is found. There are several key parts of a spell which are also contained here.

Damage
This is the amount of damage the spell deals. Typically, the effect will specify who takes the damage. If no effect is specified, the spell damages all of its targets, or all creatures (but not objects) in the area.
Spells can inflict many kinds of damage. Common damage types include acid, bludgeoning, cold, divine, electricity, fire, force, life, physical, piercing, slashing, solar, and sonic.

Healing
This is the amount of damage the spell heals. Typically, the effect will specify who receives the healing. If no effect is specified, the spell heals all of its targets, or all creatures (but not objects) in the area.

Healthy Effect
This is the effect a spell has on a healthy subject (above half hit points remaining).

Bloodied Effect
This is the effect a spell has on a bloodied subject (at or below half hit points remaining). If the spell has a duration, and a healthy creature becomes bloodied during the duration of the spell, it immediately suffers the bloodied effect of the spell. If the spell does not have a duration, any damage the subject takes after being affected by the spell does not change which effect the spell has.

Arcane Invocations
Arcane invocations are special spell-like abilities that arcane casters can use at will. Unlike other spell-like abilities, they have verbal and somatic components and are subject to arcane spell failure. All arcane invocations take a standard action to cast unless specified otherwise in the description. Arcane invocations are considered to be 0th level for the purpose of spells and abilities which reference spell level. They are described at the end of Chapter 12.

Rituals
Rituals are ceremonies that create magical effects. You don't memorize a ritual as you would a normal spell; rituals are too complex for all but the mightiest wizards to commit to memory. To cast a ritual, you need to read from a book or a scroll containing it. Rituals are considered to be spells for many purposes, such as for spell resistance and for effects related to spells, but they are learned and cast in very different ways.

Ritual Descriptions

Like a spell, each ritual has a school, a level, and a magical effect. Rituals are described in Chapter 13. The description of each ritual follows the same format as the description of spells in Chapter 12, with two differences. First, unlike spells, which have levels based on class, rituals have levels based on the source of magic: arcane, divine, or both. A ritual always matches the magic source of the person performing the ritual. For example, scrying is an arcane ritual when performed by a wizard, but a divine ritual when performed by a cleric or druid. Second, each ritual has one or more skills associated with it. In order to learn and perform a ritual, a character must be trained in one of the skills associated with the ritual.

Ritual Books
A ritual book contains one or more rituals that you can use as frequently as you like, as long as you can spare the time and the components to perform the ritual. Scribing a ritual in a ritual book costs an amount of precious inks equal to 100 * ritual level * ritual level.

Ritual Components
Every ritual has a material component cost. Unless otherwise specified in the ritual description, the material component cost for a ritual is equal to 20 * ritual level * ritual level. This cost can be paid with precious metals or gems.

Casting Rituals

To cast a ritual, you must have a ritual book containing the ritual and the material components required for the ritual. At the end of the ritual, make a skill check using a skill appropriate for the ritual. If you are trained in multiple skills associated with the ritual, you may choose which skill to use. The DC for the check is equal to 10 + twice the ritual's level. If you succeed, the ritual is cast successfully and the material components are expended. If you fail by 9 or less, the ritual is cast successfully and the material components are expended, but channeling the magic drains you and you gain a negative level. This negative level persists for 24 hours before disappearing. If you fail by 10 or more, you botched the ritual. The material components are expended, but the ritual has no effect, and you gain a negative level that lasts for 24 hours.

You can take 10 on this skill check if you are not threatened, even if the skill is a Knowledge skill. You can also take 20 by spending twenty times the normal time to cast the ritual, and expending twice the normal amount of material components.

Saving Throw
Saving Throw Difficulty Class
A saving throw against your spell has a DC of 10 + half your caster level with the spell + your casting attribute modifier (Intelligence for a wizard, Charisma for a sorcerer or bard, or Wisdom for a cleric, druid, paladin, or ranger).

Vadskye
2013-10-07, 03:12 PM
Spells
Enhancement Bonuses: If a spell or magical effect provides a numerical bonus, it is an enhancement bonus unless otherwise stated. Enhancement bonuses do not stack with each other; only the highest bonus applies.

Bard Spells
1st-level Bard Spells
Attraction: Subject has an attraction you specify.
Cause Fear: One creature is shaken, may flee.
Create Sound: Figment sounds.
Cure Light Wounds: Cures 2d10 damage.
Dancing Lights: Creates torches or other lights.
Detect Secret Doors: Reveals hidden doors within large cone.
Disguise Self: Changes your appearance.
Dispel Magic, Lesser: Cancels magical spells and effects on a single target.
Expeditious Retreat: Your speed doubles.
Grease: Makes 10 ft. square or one object slippery.
Light: Object shines like a torch.
Message: Whispered conversation at distance.
Mage Hand: 5-pound telekinesis.
Sleep: Tire a creature, possibly putting it to sleep.
Summon Monster I: Calls extraplanar creature to fight for you.
Ventriloquism: Throws voice for medium duration.

2nd-level Bard Spells
Aversion: Subject has aversion you specify.
Blur: Attacks miss subject 20Calm Emotions: Calms creatures, negating emotion effects.
Charm Person: Makes one person your friend.
Cure Moderate Wounds: Cures 4d10 damage.
Darkness: Object sheds supernatural shadow in medium radius.
Hideous Laughter: Subject loses actions for short duration.
Hold Person: Paralyzes one humanoid for short duration.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures in small radius.
Silence: Negates sound in medium radius.
Silent Image: Creates minor illusion of your design.
Slow: Subject takes only one action/round.
Sound Burst: Deals 2d8 sonic damage in small radius; may stun.
Summon Monster II: Calls extraplanar creature to fight for you.
Totemic Mind: Subject gains +2 to Int, Wis, or Cha for medium duration.

3rd-level Bard Spells
Confusion: Subject acts randomly.
Crushing Despair: Subjects in medium cone are demoralized.
Cure Serious Wounds: Cures 6d10 damage.
Daze: Subject is bewildered and may lose an action.
Detect Thoughts: Allows ``listening'' to surface thoughts.
Disguise Self, Greater: Change your appearance at will.
Dispel Magic: Cancels magical spells and effects.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 to attack, 10 +1/level temporary hp.
Heroism: Gives +2 on attacks, checks, and saves.
Hypnotic Pattern: Fascinates creatures in small radius.
Invisibility: Subject is invisible until it attacks.
Minor Image: As silent image, plus some sound.
Sculpt Sound: Creates new sounds or changes existing ones.
Summon Monster III: Calls extraplanar creature to fight for you.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

4th-level Bard Spells
Charm Monster: Makes monster believe it is your ally.
Cure Critical Wounds: Cures 8d10 damage.
Displacement: Attacks miss subject 50Fear: Subjects within medium cone flee for short duration.
Hold Monster: As hold person, but any creature.
Major Image: As silent image, plus sound, smell and thermal effects.
Mind Fog: Fog imposes -5 penalty to Wisdom.
Modify Memory: Changes 5 minutes of subject's memories.
Rainbow Pattern: Lights fascinate creatures in a small radius.
Shadow Conjuration: Mimics conjuring below 4th level, but only 25Shout: Deafens all within medium cone and deals 4d8 damage.
Sleep, Mass: Tire multiple creatures, possibly putting them to sleep.
Suggestion: Compels subject to follow stated course of action.
Summon Monster IV: Calls extraplanar creature to fight for you.
Totemic Mind: Subject gains +4 to Int, Wis, or Cha for medium duration, or +2 to each.
5th-level Bard Spells
Charm Person, Mass: As charm person, but affects multiple creatures.
Cure Light Wounds, Mass: Cures 5d8 damage for many creatures.
Dominate Person: Controls humanoid telepathically.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Mislead: Turns you invisible and creates illusory double.
Invisibility Sphere: Makes everyone within small radius invisible.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of group of creatures.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 25Summon Monster V: Calls extraplanar creature to fight for you.
Totemic Mind, Mass: As Totemic mind, but affects multiple creatures.

6th-level Bard Spells
Analyze Dweomer:F Reveals all magical aspects of subjects.
Cure Moderate Wounds, Mass: Cures 6d8 damage for many creatures.
Heroism, Greater: Gives combat bonuses, temporary hit points.
Hold Person, Mass: As hold person, but affects multiple creatures.
Irresistible Dance: Forces subject to dance.
Project Image: Illusory double can talk and cast spells.
Shout, Greater: Yell deals 7d8 damage in large cone; stuns creatures, damages objects.
Song of Discord: Forces targets in small spread to attack each other.
Suggestion, Mass: As suggestion, but shorter and affects multiple creatures.
Summon Monster VI: Calls extraplanar creature to fight for you.

Cleric Spells
1st-level Cleric Spells
Bane: Nearby enemies take -2 to attack.
Cause Fear: One creature is shaken, may flee.
Command: One subject obeys selected command for 1 round.
Cure Light Wounds: Cures 2d10 damage.
Delay Poison: Quickly stops poison from harming subject.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within large cone.
Dispel Magic, Lesser: Cancels magical spells and effects on a single target.
Divine Favor: You gain +2 on attack and damage rolls.
Inflict Light Wounds: Touch deals 2d10 damage.
Light: Object shines like a torch.
Magic Vestment: Armor or shield becomes +2.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to saves and counter opposing mind control.
Sanctuary: Opponents can't attack subject until it attacks.
Shield of Faith: Grants +2 or higher shield bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

2nd-level Cleric Spells
Aid: Ally gains +2 attack bonus, 10 temporary hp.
Bless: Nearby allies gain +2 to attack.
Cure Moderate Wounds: Cures 4d10 damage.
Daylight: Large radius of bright light.
Entropic Shield: Ranged attacks against you have 50Hold Person: Paralyzes one humanoid for short duration.
Inflict Moderate Wounds: Touch deals 4d10 damage.
Invisibility Purge: Dispels invisibility within large radius.
Locate Object: Senses direction toward object (specific or type).
Magic Weapon: Weapon becomes +2.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Share Pain: Split damage with willing subject.
Silence: Negates sound in medium radius.
Spiritual Weapon: Magic weapon attacks on its own.
Summon Monster II: Calls extraplanar creature to fight for you.
Totemic Mind: Subject gains +2 to Int, Wis, or Cha for medium duration.
Totemic Power: Subject gains +2 to Str, Dex, or Con for medium duration.
Zone of Truth: Subjects within medium emanation cannot lie.

3rd-level Cleric Spells
Blindness/Deafness: Touched creature is blinded or deafened.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 6d10 damage.
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Inflict Serious Wounds: Touch deals 6d10 damage.
Protection from Energy: Absorb 10 points/level of damage from one kind of energy.
Searing Light: Ray deals 6d8 damage and blinds, more against undead.
Share Pain, Forced: Split damage with unwilling subject.
Spell Immunity: Subject has limited immunity to one school of magic.
Summon Monster III: Calls extraplanar creature to fight for you.

4th-level Cleric Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 8d10 damage.
Dismissal: Forces a creature to return to native plane.
Disrupting Weapon: Melee weapon destroys undead.
Divine Power: You gain attack and damage bonus, +4 Str, and 2 hp/level.
Freedom: Subject moves normally despite impediments.
Inflict Critical Wounds: Touch deals 8d10 damage.
Invest Magic: All of subject's equipment is magical.
Poison: Touch deals 1d6 Con damage repeatedly.
Resist Energy, Greater: As resist energy, but all energy types.
Spell Resistance: Subject gains spell resistance.
Summon Monster IV: Calls extraplanar creature to fight for you.

5th-level Cleric Spells
Bestow Curse: -6 to an attribute score; -4 on attack rolls, saves, and checks; or 25Command, Mass: As command, but affects multiple creatures.
Cure Light Wounds, Mass: Cures 5d8 damage for many creatures.
Flame Strike: Smite foes in small radius with divine fire (5d8 damage).
Inflict Light Wounds, Mass: Deals 5d8 damage to many creatures.
Magic Circle against Chaos/Evil/Good/Law: Protect allies in a Medium (20 ft.) radius and hedge out opposing outsiders.
Righteous Might: Your size increases, and you gain combat bonuses.
Revivify: Restores recently dead body to life.
Summon Monster V: Calls extraplanar creature to fight for you.

6th-level Cleric Spells
Banishment: Banish multiple extraplanar creatures.
Blade Barrier: Wall of blades deals 6d8 damage.
Circle of Death:M Kills 2/level HV of creatures.
Cure Moderate Wounds, Mass: Cures 6d8 damage for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Harm: Touch deals 12d10 damage.
Heal: Cures 12d10 damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 6d8 damage to many creatures.
Protection from Energy, Greater: As protection from energy, but against all energy types.
Slay Living: Touch attack kills subject.
Summon Monster VI: Calls extraplanar creature to fight for you.
Totemic Mind, Mass: As Totemic mind, but affects multiple creatures.
Totemic Power, Mass: As Totemic power, but affects multiple creatures.
True Seeing:M Lets you see all things as they really are.
Undeath to Death:M Destroys 2 HV/level undead.
Word of Recall: Teleports you back to designated place.

7th-level Cleric Spells
Antilife Shell: Small, immobile emanation hedges out living creatures.
Blasphemy: Kills, paralyzes, nauseatees, or sickens nonevil subjects in large radius.
Cure Serious Wounds, Mass: Cures 7d8 damage for many creatures.
Death Ward, Mass: As death ward, but affects multiple creatures.
Destruction:F Kills subject and destroys remains.
Dictum: Kills, paralyzes, stuns, or staggers nonlawful subjects in 40 ft. cube.
Hold Person, Mass: As hold person, but affects multiple creatures.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects in large radius.
Inflict Serious Wounds, Mass: Deals 7d8 damage to many creatures.
Summon Monster VII: Calls extraplanar creature to fight for you.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects in large radius.

8th-level Cleric Spells
Antimagic Field: Negates magic in small emanation from you.
Cloak of Chaos:F Protect multiple creatures against lawful foes.
Cure Critical Wounds, Mass: Cures 8d8 damage for many creatures.
Earthquake: Intense tremor shakes large radius.
Energy Drain: Subject gains six negative levels.
Freedom, Mass: As freedom, but affects multiple creatures.
Holy Aura:F Protect multiple creatures against evil foes.
Inflict Critical Wounds, Mass: Deals 8d8 damage to many creatures.
Regenerate: Touched creature heals 10 hit points/round.
Shield of Law:F Protect multiple creatures against chaotic foes.
Spell Immunity, Greater: Subject is immune to two schools of magic.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Unholy Aura:F Protect multiple creatures against good foes.

9th-level Cleric Spells
Implosion: Kills one creature/round.
Miracle:M Requests a deity's intercession.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.

Cleric Domains
Air Domain
Air Domain Spells
1 Gust of Wind: Blows away or knocks down smaller creatures in large line.
2 Windstrike: Wind bludgeons target for 4d8 damage.
3 Zephyr Blade: Melee weapon can strike from a short distance for half damage.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Windstrike, Greater: Wind moves and bludgeons target for 10d8 damage.
6 Zephyr Blade, Greater: Melee weapon can strike from a distance for full damage.
7 Summon Monster VIII*: Calls creature to fight.
8 Reverse Gravity: Objects and creatures fall upward.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.

Chaos Domain
Chaos Domain Spells
1 Protection from Law: +2 to saves and counter opposing mind control.
2 Align Weapon: Weapon becomes +2 and chaotic.
3 Confusion: Subject acts randomly.
4 Chaos Hammer: Bewilders, deals 8d8 damage to nonchaotic creature.
5 Magic Circle against Law: Protect allies in a Medium (20 ft.) radius.
6 Insanity: Subject indefinitely acts randomly.
7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects in large radius.
8 Cloak of Chaos:F Protect multiple creatures against lawful foes.
9 Irresistible Dance: Forces subject to dance.
*Summon chaotic creatures only

Death Domain
Death Domain Spells
1 Enfeeblement: Subject takes -4 to physical ability score.
2 Death Knell: Kill dying creature and gain temporary hp, more for killing powerful creatures.
3 Death Ward: Grants immunity to death spells and negative energy effects.
4 Enervation: Subject gains three negative levels.
5 Bestow Curse: -6 to an attribute; -4 on attack rolls, saves, checks, and AC; or 256 Slay Living: Touch attack kills subject.
7 Finger of Death: Kills one subject.
8 Energy Drain: Subject gains six negative levels.
9 Power Word Kill: Kills bloodied creature.

Destruction Domain
Destruction Domain Spells
1 Burning Hands: 1d8 fire damage in small cone.
2 Shatter: Sonic vibration damages objects or crystalline creatures in small radius.
3 Lightning Bolt: Large line of electricity deals 3d8 damage.
4 Shout: Deafens all within medium cone and deals 4d8 sonic damage.
5 Flame Strike: Smite foes in small radius with divine fire (5d8 damage).
6 Disintegrate: Deals 12d10 damage, leaving only dust.
7 Destruction:F Kills subject and destroys remains.
8 Earthquake: Intense tremor shakes 5 ft./level radius.
9 Implosion: Kills one creature/round.

Earth Domain
Earth Domain Spells
1 Earth's Pull: Subject feels gravity more strongly.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Shape Stone: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage per 5 feet moved, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Transmute Flesh and Stone: Turns subject creature into statue, or restores petrified creature.
7 Earthquake: Intense tremor shakes large radius.
8 Iron Body: Your body becomes living iron.
9 Imprisonment: Entombs subject beneath the earth.

Evil Domain
Evil Domain Spells
1 Protection from Good: +2 to saves and counter opposing mind control.
2 Align Weapon: Weapon becomes +2 and evil.
3 Contagion: Infects subject with chosen disease.
4 Unholy Blight: Sickens and deals 8d8 damage to nonevil creature.
5 Magic Circle against Good: Protect allies in a Medium (20 ft.) radius and hedge out opposing outsiders.
6 Harm: Touch deals 12d10 damage.
7 Blasphemy: Kills, paralyzes, nauseatees, or sickens nonevil subjects in large radius.
8 Unholy Aura:F Protect multiple creatures against good foes.
9 Assimilate: Incorporate creature into your own body.
*Summons evil creatures only

Fire Domain
Fire Domain Spells
1 Burning Hands: 1d8 fire damage in medium cone.
2 Flame Weapon: Flaming weapon deals damage.
3 Fireball: Small radius of fire deals 3d8 damage.
4 Fire Shield: Creatures attacking you take damage; you're protected from heat or cold.
5 Flame Strike: Smite foes in medium radius with divine fire (5d8 damage).
6 Delayed Blast Fireball: 6d8 fire damage in medium radius; you can postpone blast for 5 rounds.
7 Fire Seeds: Acorns and berries become grenades and bombs.
8 Fire Storm: Deals 8d8 fire damage to enemies in large spread.
9 Meteor Swarm: Massive hail of meteors deals 9d8 damage.

Good Domain
Good Domain Spells
1 Protection from Evil: +2 to saves and counter opposing mind control.
2 Align Weapon: Weapon becomes +2 and good.
3 Death Ward: Grants immunity to death spells and negative energy effects.
4 Holy Smite: Blinds and deals 8d8 damage to nongood creature.
5 Magic Circle against Evil: Protect allies in a Medium (20 ft.) radius and hedge out opposing outsiders.
6 Heal: Cures 12d10 damage, all diseases and mental conditions.
7 Holy Word:F Kills, paralyzes, slows, or deafens nongood subjects in large radius.
8 Holy Aura: Protect multiple creatures against evil foes.
9 Miracle:M Requests a deity's intercession.
*Summons good creatures only.

Healing Domain
Healing Domain Spells
1 Cure Light Wounds: Cures 2d10 damage.
2 Cure Moderate Wounds: Cures 4d10 damage.
3 Cure Serious Wounds: Cures 6d10 damage.
4 Cure Critical Wounds: Cures 8d10 damage.
5 Cure Light Wounds, Mass: Cures 5d8 damage for many creatures.
6 Heal: Cures 12d10 damage, all diseases and mental conditions.
7 Cure Serious Wounds, Mass: Cures 7d8 damage for many creatures.
8 Cure Critical Wounds, Mass: Cures 8d8 damage for many creatures.
9 :

Knowledge Domain
Knowledge Domain Spells
1 Precognition, Lesser: See into the future to gain attack and damage bonus.
2 Arcane Sight: Magical auras become visible to you.
3 Detect Thoughts: Allows ``listening'' to surface thoughts.
4 Moment of Prescience, Lesser: Roll twice for single attack, save, or opposed check.
5 True Seeing:
6 Analyze Dweomer: Reveals all magical aspects of subjects.
7 Moment of Prescience: Roll twice with bonus for single attack, save, or opposed check.
8 Detect Thoughts, Greater: Allow ``listening'' to surface thoughts without concentration.
9 Revelation: Grant target vision of one of three futures.

Law Domain
Law Domain Spells
1 Protection from Chaos: +2 to saves and counter opposing mind control.
2 Align Weapon: Weapon becomes +2 and lawful.
3 Discern Lies: Reveals deliberate falsehoods.
4 Order's Wrath: Bewilders and deals 8d8 damage to nonlawful creature.
5 Magic Circle against Chaos: Protect allies in a Medium (20 ft.) radius and hedge out opposing outsiders.
6 True Seeing:M Lets you see all things as they really are.
7 Dictum: Kills, paralyzes, stuns, or staggers nonlawful subjects in 40 ft. cube.
8 Shield of Law:F Protect multiple creatures against lawful foes.
9 Imprisonment: Entombs subject beneath the earth.
*Summons lawful creatures only.

Magic Domain
Magic Domain Spells
1 Dispel Magic, Lesser: Cancels magical spells and effects on a single target.
2 Spelltheft:{Lesser} As lesser dispel magic, but you gain the effects of dispelled spells.
3 Dispel Magic: Cancels magical spells and effects.
4 Spell Resistance: Subject gains spell resistance.
5 Spelltheft: As dispel magic, but you gain the effects of dispelled spells.
6 Analyze Dweomer:F Reveals all magical aspects of subjects.
7 Antimagic Field: Negates magic in small emanation from you.
8 Protection from Spells: Subject gains spell resistance and +5 to saves vs spells.
9 Mage's Disjunction: Dispels all magic.

Nature Domain
Nature Domain Spells
1 Entangle: Plants entangle everyone in small spread.
2 Barkskin: Grants +2 bonus to AC and DR 2/adamantine.
3 Summon Nature's Ally III: Calls creature to fight.
4 Entangling Growth: New plants grow and entangle everyone in medium spread.
5 Animate Plants: Plants animate and fight for you.
6 Summon Nature's Ally VI: Calls creature to fight.
7 Antilife Shell: Small stationary emanation hedges out living creatures.
8 Summon Nature's Army: Calls one creature/level to fight.
9 Stampede: Summon bison to trample foes.

Protection Domain
Protection Domain Spells
1 Sanctuary: Opponents can't attack subject until it attacks.
2 Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
3 Spell Immunity: Subject has limited immunity to one school of magic.
4 Spell Resistance: Subject gains spell resistance.
4 Stoneskin: +5 AC, ignore 10 damage per round.
5 :
6 Repulsion: Creatures can't approach you.
7 Energy Conversion: As greater resist energy, plus you can fire rays of absorbed energy.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Spell Immunity, Greater: Subject is immune to two schools of magic.
9 Foresight: ``Sixth sense'' warns of impending danger.

Strength Domain
Strength Domain Spells
1 Divine Favor: You gain +2 on attack and damage rolls.
2 Totemic Power: Subject gains +2 to Str, Dex, or Con for medium duration.
3 Enlarge Person: Humanoid creature doubles in size.
4 Divine Power: You gain attack and damage bonus, +6 Str, and 2 hp/level.
4 Shout: Deafens all within medium cone and deals 4d8 damage.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Totemic Power, Mass: As Totemic power, but affects multiple creatures.
7 Enlarge Person, Mass: Enlarges several creatures.
7 Shout, Greater: Yell deals 7d8 sonic damage in large cone; stuns creatures, damages objects.
8 Iron Body: Your body becomes living iron.
9 :

Travel Domain
Travel Domain Spells
1 Longstrider: Increases your speed.
2 Spider Climb: Grants ability to walk on walls and ceilings.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Freedom: Subject moves normally despite impediments.
5 Passwall: Creates passage through wood or stone wall.
6 Repulsion: Creatures can't approach you.
7 Wind Walk: You and your allies turn vaporous and travel fast.
8 Freedom, Mass: As freedom, but affects multiple creatures.
9 Gate: Connects two planes for travel.

Trickery Domain
Trickery Domain Spells
1 Disguise Self: Changes your appearance.
2 Darkness: Object sheds supernatural shadow in medium radius.
3 Confusion: Subject acts randomly.
4 Phantasmal Killer: Fearsome illusion can frighten target to death.
5 Phantom Maze: Subject acts as if affected by maze.
6 Seeming: Changes appearance of group of creatures.
7 Confusion, Mass: Multiple subjects act randomly.
8 Reverse Gravity: Objects and creatures fall upward.
9 Weird: As phantasmal killer, but affects multiple creatures

War Domain
War Domain Spells
1 Divine Favor: You gain +2 on attack and damage rolls.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Heroism: Gives +2 on attacks, checks, and saves.
4 Divine Power: You gain attack and damage bonus, +6 Str, and 2 hp/level.
5 Waves of Fatigue: Creatures in large cone become fatigued.
6 Blade Barrier: Wall of blades deals 6d8 damage.
7 Heroism, Greater: Gives combat bonuses, temporary hit points.
8 Waves of Exhaustion: Creatures in medium cone become exhausted.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.

Water Domain
Water Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Control Water: Raises or lowers bodies of water.
3 Water Walk: Subject treads on water as if solid.
4 Ice Storm: Hail deals 4d6 damage in small cylinder.
5 Wall of Ice: Create plane of ice or hemisphere can trap creatures inside.
6 Freezing Sphere: Freezes water or deals cold damage.
7 :
8 Horrid Wilting: Deals 8d8 damage to many foes.
9 Storm of Vengeance: Storm rains acid, lightning, and hail.

Druid Spells
1st-level Druid Spells
Cure Light Wounds: Cures 2d10 damage.
Delay Poison: Quickly stops poison from harming subject.
Detect Animals or Plants: Detects animals or plants in large cone.
Detect Poison: Detects poison in large cone.
Detect Snares and Pits: Reveals natural or primitive traps in large cone.
Earth's Pull: Subject feels gravity more strongly.
Entangle: Plants entangle everyone in small spread.
Faerie Fire: Outlines subjects in small radius with light, canceling concealment, invisibility, and the like.
Gust of Wind: Blows away or knocks down smaller creatures in large line.
Light: Object shines like a torch.
Longstrider: Your speed increases by 10 ft.
Obscuring Mist: Fog surrounds you.
Shillelagh: Cudgel or quarterstaff becomes +2 weapon.
Summon Nature's Ally I: Calls creature to fight.
Tremorsense: ``See'' through the ground by concentrating.

2nd-level Druid Spells
Barkskin: Grants +2 bonus to AC and DR 2/adamantine.
Cone of Cold, Lesser: 2d8 cold damage and brief fatigue in medium cone.
Control Water: Raises or lowers bodies of water.
Cure Moderate Wounds: Cures 4d10 damage.
Dispel Magic, Lesser: Cancels magical spells and effects on a single target.
Flame Weapon: Flaming weapon deals damage.
Heat Metal: Make metal so hot it damages those who touch it.
Magic Fang: One natural weapon of subject creature becomes +2 weapon.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shape Wood: Rearranges wooden objects to suit you.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Spike Growth: Creatures in area take 1d4 damage per 5 ft. moved, may be slowed.
Summon Nature's Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Totemic Mind: Subject gains +2 to Int, Wis, or Cha for medium duration.
Totemic Power: Subject gains +2 to Str, Dex, or Con for medium duration.
Tree Shape: You look exactly like a tree for extended duration.
Windstrike: Wind bludgeons target for 4d8 damage.
Warp Wood: Bends wood (shaft, handle, door, plank).

3rd-level Druid Spells
Call Lightning: Calls down lightning bolts (3d10 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 6d10 damage.
Fog Cloud: Medium cylinder of fog obscures vision.
Lightning Bolt: Large line of electricity deals 3d8 damage.
Meld into Stone: You and your gear merge with stone.
Poison: Touch deals 1d6 Con damage repeatedly.
Protection from Energy: Absorb 10 points/level of damage from one kind of energy.
Shape Stone: Sculpts stone into any shape.
Snare: Creates a magic booby trap.
Summon Nature's Ally III: Calls creature to fight.
Water Walk: Subject treads on water as if solid.
Zephyr Blade: Melee weapon can strike from a short distance for half damage.

4th-level Druid Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 8d10 damage.
Dispel Magic: Cancels spells and magical effects.
Entangling Growth: New plants grow and entangle everyone in medium spread.
Freedom: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 4d6 damage in small cylinder.
Magic Fang, Greater: All subject's natural weapons get +2 bonus.
Resist Energy, Greater: As resist energy, but all energy types.
Spike Stones: Creatures in area take 1d8 damage per 5 feet moved, may be slowed.
Stoneskin: +5 AC, ignore 10 damage per round.
Summon Nature's Ally IV: Calls creature to fight.
Wall of Ice: Create plane of ice or hemisphere can trap creatures inside.

5th-level Druid Spells
Animate Plants: Plants animate and fight for you.
Call Lightning, Greater: As call lightning, but 5d10 damage per bolt.
Cone of Cold: 5d8 cold damage and fatigue in medium cone.
Cure Light Wounds, Mass: Cures 5d8 damage for many creatures.
Summon Nature's Ally V: Calls creature to fight.
Sunbeam: Beam blinds and deals 7d8 damage.
Wall of Fire: Passing through wall deals 5d8 damage.
Wall of Stone: Creates a stone wall that can be shaped.
Wall of Thorns: Thorns damage anyone who tries to pass.
Windstrike, Greater: Wind moves and bludgeons target for 10d8 damage.

6th-level Druid Spells
Antilife Shell: Small radius emanation hedges out living creatures.
Baleful Polymorph: Transforms subject into harmless animal.
Cure Moderate Wounds, Mass: Cures 5d8 damage for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Fire Seeds: Acorns and berries become grenades and bombs.
Protection from Energy, Greater: As protection from energy, but against all energy types.
Skysmite: Unerring lightning deals 12d8 damage.
Solid Fog: Fog blocks vision and slows movement.
Summon Nature's Ally VI: Calls creature to fight.
Totemic Mind, Mass: As totemic mind, but affects multiple creatures.
Totemic Power, Mass: As totemic power, but affects multiple creatures.
Zephyr Blade, Greater: Melee weapon can strike from a distance for full damage.

7th-level Druid Spells
Animal Growth: Enlarges multiple animals.
Changestaff: Your staff becomes a treant on command.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Serious Wounds, Mass: Cures 7d8 damage for many creatures.
Heal: Cures 12d10 damage, all diseases and mental conditions.
Oak Body: Your body becomes as hard as oak.
Summon Nature's Ally VII: Calls creature to fight.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-level Druid Spells
Cone of Cold, Greater: 8d8 cold damage and fatigue in large cone.
Cure Critical Wounds, Mass: Cures 8d8 damage for many creatures.
Earthquake: Intense tremor shakes large radius.
Fire Storm: Deals 8d8 fire damage to enemies in large spread.
Freedom, Mass: As freedom, but affects multiple creatures.
Regenerate: Touched creature heals 10 hit points/round.
Repel Metal or Stone: Pushes away metal and stone in large line.
Sea of Fog: 500 ft. cylinder of fog obscures vision.
Summon Nature's Ally VIII: Calls creature to fight.
Summon Nature's Army: Calls one creature/level to fight.
Sunburst: Blinds all within large radius, deals 8d8 damage.

9th-level Druid Spells
Elemental Swarm: Summons multiple elementals.
Stampede: Summon bison to trample foes.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature's Ally IX: Calls creature to fight.

Ranger Spells
1st-level Ranger Spells
Cure Light Wounds: Cures 2d10 damage.
Delay Poison: Quickly stops poison from harming subject.
Detect Animals or Plants: Detects animals or plants in large cone.
Detect Poison: Detects poison in large cone.
Detect Snares and Pits: Reveals natural or primitive traps in large cone.
Entangle: Plants entangle everyone in small spread.
Longstrider: Your speed increases by 10 ft.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Tremorsense: ``See'' through the ground by concentrating.

2nd-level Ranger Spells
Barkskin: Grants +2 bonus to AC and DR 2/adamantine.
Cure Moderate Wounds: Cures 4d10 damage.
Magic Fang: One natural weapon of subject creature becomes +2 weapon.
Protection from Energy: Absorb 10 points/level of damage from one kind of energy.
Spider Climb: Grants ability to walk on walls and ceilings.
Spike Growth: Creatures in area take 1d4 damage per 5 ft. moved, may be slowed.
Totemic Mind: Subject gains +2 to Int, Wis, or Cha for medium duration.
Totemic Power: Subject gains +2 to Str, Dex, or Con for medium duration.
Tree Shape: You look exactly like a tree for extended duration.
Windstrike: Wind bludgeons target for 4d8 damage.
Zephyr Blade: Melee weapon can strike from a short distance for half damage.

3rd-level Ranger Spells
Cure Serious Wounds: Cures 6d10 damage.
Magic Fang, Greater: All subject's natural weapons get +2 bonus.
Meld into Stone: You and your gear merge with stone.
Resist Energy, Greater: As resist energy, but all energy types.
Snare: Creates a magic booby trap.

4th-level Ranger Spells
Cure Critical Wounds: Cures 8d10 damage.
Entangling Growth: New plants grow and entangle everyone in medium spread.
Freedom: Subject moves normally despite impediments.
Protection from Energy, Greater: As protection from energy, but against all energy types.
Spike Stones: Creatures in area take 1d8 damage per 5 feet moved, may be slowed.
Zephyr Blade, Greater: Melee weapon can strike from a distance for full damage.

Paladin Spells
1st-level Paladin Spells
Command: One subject obeys selected command for 1 round.
Cure Light Wounds: Cures 2d10 damage.
Delay Poison: Quickly stops poison from harming subject.
Detect Chaos/Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within large cone.
Divine Favor: You gain +2 on attack and damage rolls.
Light: Object shines like a torch.
Magic Vestment: Armor or shield becomes +2.
Protection from Chaos/Evil: +2 to saves and counter opposing mind control.
Sanctuary: Opponents can't attack subject until it attacks.
Shield of Faith: Grants +2 or higher shield bonus.

2nd-level Paladin Spells
Aid: Ally gains +2 attack bonus, 10 +1/level temporary hp.
Bless: Nearby allies gain +2 to attack.
Bless Weapon: Weapon becomes +2 and good.
Cure Moderate Wounds: Cures 4d10 damage.
Daylight: Large radius of bright light.
Hold Person: Paralyzes one humanoid for short duration.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Spiritual Weapon: Magic weapon attacks on its own.
Share Pain: Split damage with willing subject.
Zone of Truth: Subjects within small emanation cannot lie.

3rd-level Paladin Spells
Blindness/Deafness: Touched creature is blinded or deafened.
Cure Serious Wounds: Cures 6d10 damage.
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Disrupting Weapon: Melee weapon destroys undead.
Heal Mount: As heal on warhorse or other special mount.
Protection from Energy: Absorb 10 points/level of damage from one kind of energy.
Searing Light: Ray deals 6d8 damage and blinds, more against undead.

4th-level Paladin Spells
Command, Mass: As command, but affects multiple creatures.
Cure Critical Wounds: Cures 8d10 damage.
Divine Power: You gain attack and damage bonus, +4 Str, and 2 hp/level.
Holy Sword: Weapon becomes +5 and holy.
Invest Magic: All of subject's equipment is magical.
Magic Circle against Chaos/Evil: Protect allies in a Medium (20 ft.) radius and hedge out opposing outsiders.
Resist Energy, Greater: As resist energy, but all energy types.
Righteous Might: Your size increases, and you gain combat bonuses.

Vadskye
2013-10-07, 03:13 PM
Sorcerer/Wizard Spells
1st-level Sorcerer/wizard Spells
Abjur
Ablative Shield: Immediately reduce damage from foes' spells.
Dispel Magic, Lesser: Cancels magical spells and effects on a single target.
Mage Armor: Armor made of magical force gives +2 AC.
Mental Retribution: Subject protected by shield that bewilders attacker.
Protection from Chaos/Evil/Good/Law: +2 to saves and counter opposing mind control.
Sanctuary: Opponents can't attack subject until it attacks.
Shield: Invisible disc gives +2 to AC.
Conj
Grease: Makes 10 ft. square or one object slippery.
Obscuring Mist: Fog surrounds you.
Retrieve: Teleport an unattended item you can see to your hand.
Summon Monster I: Calls extraplanar creature to fight for you.
Div
Detect Poison: Detects poison in large cone.
Detect Secret Doors: Reveals hidden doors in large cone.
Detect Undead: Reveals undead within large cone.
Farsight: Doubles range of vision.
Message: Whispered conversation at distance.
Precognition, Lesser: See into the future to gain attack and damage bonus.
Ench
Attraction: Subject has an attraction you specify.
Cause Fear: One creature is shaken, may flee.
Command: One subject obeys selected command for 1 round.
Mental Retribution: Subject protected by shield that bewilders attacker.
Sleep: Tire a creature, possibly putting it to sleep.
Evoc
Burning Hands: 1d8 fire damage in medium cone.
Feather Fall: Objects or creatures fall slowly.
Gust of Wind: Blows away or knocks down smaller creatures in large line.
Mage Hand: 5-pound telekinesis.
Magic Missile: Force missiles unerringly deal 2d6 damage.
Shocking Grasp: Touch deals 2d8 electricity damage.
Illus
Color Spray: Creatures in medium cone are bewildered.
Create Sound: Figment sounds.
Dancing Lights: Creates torches or other lights.
Disguise Self: Changes your appearance.
Light: Object shines like a torch.
Ventriloquism: Throws voice for medium duration.
Necro
Crush Life: Target takes 2d6 damage unavoidably.
Enfeeblement: Inflicts -4 physical attribute penalty.
False Life: Gain 10 temporary hp +1/level.
Inflict Light Wounds: Touch deals 2d10 damage.
Lifelink: Cast short range spells on distant subject.
Trans
Backbiter: Weapon attacks its wielder when used.
Expeditious Retreat: Your speed doubles.
Magic Vestment: Armor or shield becomes +2.
Quiet Mind: Briefly gain bonus to Concentation checks.
Vestments of the Mage: Cast better in armor.

2nd-level Sorcerer/wizard Spells
Abjur
Ablate Impact: Immediately reduce damage from physical attacks.
Inertial Shield: Subject gains damage reduction.
Invisibility Purge: Suppresses invisibility within large radius.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Share Pain: Split damage with willing subject.
Spelltheft, Lesser: As lesser dispel magic, but you gain the effects of dispelled spells.
Conj
Acid Arrow: Ranged touch attack deals 2d8 damage, more over time.
Dissipating Touch: Touch deals 4d10 damage.
Glitterdust: Outlines concealed and invisible creatures in small radius.
Summon Monster II: Calls extraplanar creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Darkvision: See 60 ft. in total darkness.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Aversion: Subject has aversion you specify.
Calm Emotions: Calms creatures, negating emotion effects.
Charm Person: Makes one person your friend.
Hold Person: Paralyzes one humanoid for short duration.
Touch of Idiocy: Subject takes -4 penalty to Int, Wis, and Cha.
Evoc
Cone of Cold, Lesser: 2d8 cold damage and brief fatigue in medium cone.
Interposing Hand: Hand provides cover against one opponent at a time.
Knock: Opens locked or magically sealed door.
Scorching Ray: Ray (or rays) deal 4d8 fire damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20
Darkness: Object sheds supernatural shadow in medium radius.
Mirror Image: Creates decoy duplicates of you.
Silent Image: Creates minor illusion of your design.
Veil: Conceals creature's actions.
Necro
Blindness/Deafness: Touched creature is blinded or deafened.
Death Knell: Gain temporary HP when subject dies.
Inflict Moderate Wounds: Touch deals 4d10 damage.
Share Pain: Split damage with willing subject.
Unliving Eyes: Grants lifesight ability.
Trans
Magic Weapon: Weapon becomes +2.
Reduce Person: Humanoid creature halves in size.
Slow: Subject takes only one action/round.
Spider Climb: Grants ability to walk on walls and ceilings.
Totemic Mind: Subject gains +2 to Int, Wis, or Cha for medium duration.
Totemic Power: Subject gains +2 to Str, Dex, or Con for medium duration.

3rd-level Sorcerer/wizard Spells
Abjur
Dimensional Anchor: Bars extradimensional movement.
Dispel Magic: Cancels magical spells and effects.
Protection from Energy: Absorb 10 points/level of damage from one kind of energy.
Redirection: Redirect attacks on you to other targets.
Share Pain, Forced: Split damage with unwilling subject.
Spell Immunity: Subject has limited immunity to one school of magic.
Conj
Dimensional Anchor: Bars extradimensional movement.
Dimension Slide: Teleports you very short distance.
Fog Cloud: Medium cylinder of fog obscures vision.
Summon Monster III: Calls extraplanar creature to fight for you.
Web: Fills medium radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows ``listening'' to surface thoughts.
Moment of Prescience, Lesser: Roll twice for single attack, save, or opposed check.
Telepathic Bond: Mental link lets two creatures communicate.
Ench
Confusion: Subject acts randomly.
Crushing Despair: Subjects in medium cone are demoralized.
Daze: Subject is bewildered and may lose an action.
Heroism: Gives +2 on attacks, checks, and saves.
Hypnotic Pattern: Fascinates creatures in small radius.
Evoc
Fireball: Small radius of fire deals 3d8 damage.
Levitate: Subject moves up and down at your direction.
Lifeseeking Missile: Homing missiles unerringly deal 6d6 damage.
Lightning Bolt: Large line of electricity deals 3d8 damage.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Illus
Disguise Self, Greater: Change your appearance at will.
Hypnotic Pattern: Fascinates creatures in small radius.
Invisibility: Subject is invisible until it attacks.
Minor Image: As silent image, plus some sound.
Phantom Steed: Shadow horse appears for extended duration.
Rainbow Pattern: Lights fascinate 24 HV of creatures.
Necro
Contagion: Infects subject with chosen disease.
Inflict Serious Wounds: Touch deals 6d10 damage.
Lifeseeking Missile: Homing missiles deal 6d6 damage.
Link Vitality: Two targets share each others' damage and healing.
Share Pain, Forced: Split damage with unwilling subject.
Vampiric Touch: Touch deals 6d10 damage; caster gains half damage as temporary hp.
Trans
Enlarge Person: Humanoid creature doubles in size.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Phantom Steed: Shadow horse appears for extended duration.
Shape Stone: Sculpts stone into any shape.
Shrink Item: Object shrinks to one-sixteenth size.
Telepathic Bond: Mental link lets two creatures communicate.

4th-level Sorcerer/wizard Spells
Abjur
Ablative Fortress: Immediately reduce damage from foes' spells in area.
Dismissal: Forces a creature to return to native plane.
Fire Shield: Creatures attacking you take damage; you're protected from heat or cold.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Resist Energy, Greater: As resist energy, but all energy types.
Spell Resistance: Subject gains spell resistance.
Conj
Blink: You randomly vanish and reappear for short duration.
Dimension Door: Teleports you within 1,000 feet.
Dismissal: Forces a creature to return to native plane.
Ice Storm: Hail deals 4d6 damage in small cylinder.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Ice: Create plane of ice or hemisphere that can trap creatures inside.
Discern Vulnerability: Quickly find weaknesses in foe's defenses.
Div
Locate Creature: Indicates direction to familiar creature.
Moment of Prescience, Lesser: Roll twice for single attack, save, or opposed check.
Precognition: See into the future to gain combat bonuses.
Ench
Hold Monster: As hold person, but any creature.
Phantasmal Killer: Fearsome illusion can frighten target to death.
Sleep, Mass: Tire multiple creatures, possibly putting them to sleep.
Evoc
Fire Shield: Creatures attacking you take damage; you're protected from heat or cold.
Forceful Hand: Hand pushes creatures away.
Ice Storm: Hail deals 4d6 damage in small cylinder.
Shout: Deafens all within medium cone and deals 4d8 sonic damage.
Telekinetic Force: Move things with your your mind.
Wall of Ice: Create plane of ice or hemisphere that can trap creatures inside.
Illus
Displacement: Attacks miss subject 50
Major Image: As silent image, plus sound, smell and thermal effects.
Phantasmal Killer: Fearsome illusion can frighten target to death.
Shadow Conjuration: Mimics conjuration below 4th level, but only half real.
Necro
Agony: Creature suffers penalties due to debilitating pain.
Crush Life, Greater: Target takes 10d6 damage unavoidably and is sickened.
Enervation: Subject gains three negative levels.
Inflict Critical Wounds: Touch deals 8d10 damage.
Transfer Suffering: Give 8d8 points of your damage to touched subject.
Trans
Fly: Subject flies at speed of 60 ft.
Haste: Subject moves faster, gets extra attack.
Invest Magic: All of subject's equipment is magical.
Stoneskin: Grants natural armor and DR.

5th-level Sorcerer/wizard Spells
Abjur
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Magic Circle against Chaos/Evil/Good/Law: Protect allies in a Medium (20 ft.) radius and hedge out opposing outsiders.
Retributive Shield: Grant DR 10 that reflects damage at foes.
Spelltheft: As dispel magic, but you gain the effects of dispelled spells.
Conj
Acid Arrow, Greater: As acid arrow, but 5d8 damage initially and more over time.
Ethereal Jaunt: You become ethereal for short duration.
Glitterdust, Greater: Dazzles and outlines concealed and invisible creatures in small radius.
Mind Fog: Fog imposes -5 penalty to Wisdom.
Retrieve, Greater: Teleport an item you can see to your hand.
Stinking Cloud: Fog nauseates creatures inside.
Summon Monster V: Calls extraplanar creature to fight for you.
Div
Discern Vulnerability: Quickly find weaknesses in foe's defenses.
True Seeing:M Lets you see all things as they really are.
True Strike: +20 on your next attack roll.
Ench
Charm Monster: Makes monster believe it is your ally.
Feeblemind: Subject's Intelligence drops to -9.
Mind Fog: Fog imposes -5 penalty to Wisdom.
Power Word Confuse: Bloodied subject acts randomly.
Suggestion: Compels subject to follow stated course of action.
Fear: Subjects within medium cone flee for short duration.
Evoc
Chain Lightning: 10d6 damage; secondary targets take half damage.
Cone of Cold: 5d8 cold damage and fatigue in medium cone.
Resilient Sphere: Force globe protects but traps one creature or object.
Telekinetic Thrust: Hurl objects with the force of your mind.
Wall of Fire: Passing through wall deals 5d8 damage.
Wall of Force: Wall is immune to damage.
Illus
Invisibility Sphere: Makes everyone within small radius invisible.
Phantom Maze: Subject acts as if affected by maze.
Seeming: Changes appearance of group of creatures.
Shadow Evocation: Mimics evocation below 5th level, but only half real.
Necro
Bestow Curse: -6 to an attribute; -4 on attack rolls, saves, checks, and AC; or 25
Retributive Shield: Grants DR 10 that reflects damage at foes.
Inflict Light Wounds, Mass: Deals 5d8 damage to many creatures.
Stinking Cloud: Fog nauseates creatures inside.
Waves of Fatigue: Creatures in large cone become fatigued.
Trans
Animate Objects: Objects attack your foes.
Baleful Polymorph: Transforms subject into harmless animal.
Combat Transformation:M You gain combat bonuses.
Passwall: Creates passage through wood or stone wall.
Wall of Stone: Creates a stone wall that can be shaped.

6th-level Sorcerer/wizard Spells
Abjur
Banishment: Banish multiple extraplanar creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Protection from Energy, Greater: As protection from energy, but against all energy types.
Repulsion: Creatures can't approach you.
Share Pain, Greater: Redirect all damage from or to willing subject.
Conj
Banishment: Banish multiple extraplanar creatures.
Phase Door: Creates an invisible passage through wood or stone.
Solid Fog: Fog blocks vision and slows movement.
Summon Monster VI: Calls extraplanar creature to fight for you.
Div
Analyze Dweomer:F Reveals all magical aspects of subjects.
Locate Entity: Locates creatures or objects within 1 mile.
Moment of Prescience: Roll twice with bonus for single attack, save, or opposed check.
Telepathic Bond, Mass: Mental link lets allies communicate.
True Seeing:M Lets you see all things as they really are.
Ench
Charm Person, Mass: As charm person, but affects multiple creatures.
Dominate Person: Controls humanoid telepathically.
Insanity: Subject indefinitely acts randomly.
Power Word Fear: Subject is unavoidably afraid.
Evoc
Delayed Blast Fireball: 6d8 fire damage in medium radius; you can postpone blast for 5 rounds.
Freezing Sphere: Freezes water or deals 6d8 cold damage in medium radius.
Grasping Hand: Hand provides cover, pushes, or grapples.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Illus
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Project Image: Illusory double can talk and cast spells.
Necro
Cripple: Subject cannot use its limbs.
Harm: Touch deals 12d10 damage.
Power Word Blind: Blinds bloodied creature.
Inflict Moderate Wounds, Mass: Deals 6d8 damage to many creatures.
Soulrend: Target takes Charisma damage.
Trans
Disintegrate: Deals 12d10 damage, leaving only dust.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Reduce Person, Mass: Reduces several creatures.
Telepathic Bond, Mass: Mental link lets allies communicate.
Totemic Mind, Mass: As totemic mind, but affects multiple creatures.
Totemic Power, Mass: As Totemic power, but affects multiple creatures.
Transmute Flesh and Stone: Turns subject creature into statue, or restores petrified creature.

7th-level Sorcerer/wizard Spells
Abjur
Antimagic Field: Negates magic in small emanation from you.
Energy Conversion: As greater resist energy, plus you can fire rays of absorbed energy.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Black Tentacles: Tentacles grapple all within small spread.
Cloudkill: Fog deals Con damage each round.
Dimension Door, Mass: Teleport you and multiple allies within 1,000 feet.
Summon Monster VII: Calls extraplanar creature to fight for you.
Div
Arcane Sight, Greater: You perceive spells and magical auras effortlessly.
Moment of Prescience: Roll twice with bonus for single attack, save, or opposed check.
Precognition, Greater: See into the future to gain combat bonuses and extra attack.
Ench
Confusion, Mass: Multiple creatures act randomly.
Deep Slumber: Subject falls asleep for a long time.
Heroism, Greater: Gives combat bonuses, temporary hit points.
Hold Person, Mass: As hold person, but affects multiple creatures.
Power Word Stun: Stuns a creature.
Evoc
Energy Conversion: As greater resist energy, plus you can fire rays of absorbed energy.
Forcecage:M Cube or cage of force imprisons all inside.
Mage's Sword:F Floating magic blade strikes opponents.
Missile Storm: Swarm of missiles strike many creatures.
Prismatic Spray: Rays hit subjects with variety of effects.
Shout, Greater: Yell deals 7d8 sonic damage in large cone; stuns creatures, damages objects.
Illus
Invisibility, Mass: As invisibility, but affects multiple creatures.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level.
Necro
Finger of Death: Kills one subject.
Inflict Serious Wounds, Mass: Deals 7d8 damage to many creatures.
Link Vitality, Mass: As link vitality, but affects one creature/level.
Strip the Flesh: Rend foe's skin from its body.
Trans
Black Tentacles: Tentacles grapple all within small spread.
Enlarge Person, Mass: Multiple humanoid creatures double in size.
Oak Body: Your body becomes as hard as oak.
Slow, Mass: Many subjects take only one action/round.
Univ
Limited Wish:M Alters reality -- within spell limits.

8th-level Sorcerer/wizard Spells
Abjur
Protection from Spells:MF Subject gains spell resistance and +5 to saves vs spells.
Spell Immunity, Greater: Subject is immune to two schools of magic.
Spelltheft, Greater: As greater dispel magic, but you gain the effects of dispelled spells.
Conj
Acid Fog: Acidic solid fog deals damage each round.
Sea of Fog: 200 ft. radius of fog obscures vision.
Maze: Traps subject in extradimensional maze.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Div
Detect Thoughts, Greater: Allow ``listening'' to surface thoughts without concentration.
Revelation: Grant target vision of one of three futures.
Ench
Daze, Mass: As daze, but affects multiple creatures.
Dominate Monster: As dominate person, but any creature.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Suggestion, Mass: As suggestion, but shorter and affects multiple creatures.
Evoc
Cone of Cold, Greater: 8d8 cold damage and fatigue in large cone.
Crushing Hand: Large hand provides cover or crushes your foes.
Polar Ray: Ranged touch attack slows and deals 16d8 cold damage.
Prismatic Wall: Wall's colors have array of effects.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Shadow Body: You become a living shadow.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level.
Necro
Energy Drain: Subject gains six negative levels.
Horrid Wilting: Deals 8d8 damage to many foes.
Inflict Critical Wounds, Mass: Deals 8d8 damage to many creatures.
Waves of Exhaustion: Creatures in medium cone become exhausted.
Trans
Haste, Mass: Many subjects move faster, get extra attack.
Iron Body: Your body becomes living iron.
Reverse Gravity: Objects and creatures fall upward.
Shadow Body: You become a living shadow.
Temporal Stasis:M Puts subject into suspended animation.

9th-level Sorcerer/wizard Spells
Abjur
Mage's Disjunction: Dispels all magic.
Conj
Etherealness: Travel to Ethereal Plane with companions.
Imprisonment: Entombs subject beneath the earth.
Summon Monster IX: Calls extraplanar creature to fight for you.
Div
Foresight: ``Sixth sense'' warns of impending danger.
Moment of Prescience, Greater: Roll twice with large bonus for single attack, save, or opposed check.
Revelation: Grant target vision of one of three futures.
Ench
Hold Monster, Mass: As hold monster, but affects multiple creatures.
Irresistible Dance: Forces subject to dance.
Weird: As phantasmal killer, but affects multiple creatures.
Evoc
Clenched Fist: Large hand provides cover or attacks your foes.
Meteor Swarm: Massive hail of meteors deals 9d8 damage.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Illus
Shadow Puppet: Step into Plane of Shadow and create shadow duplicate in your stead.
Weird: As phantasmal killer, but affects multiple creatures
Necro
Assimilate: Incorporate creature into your own body.
Power Word Kill: Kills one bloodied creature.
Wail of the Banshee: Kills many creatures.
Trans
Assimilate: Incorporate creature into your own body.
Imprisonment: Entombs subject beneath the earth.
Time Stop: You act freely for 1d3+1 rounds.
Transmute Any Object: Transforms objects into new forms.
Univ
Wish:M As limited wish, but with fewer limits.

Arcane Invocation List
Abjur
Ablative Aura: Damage foes who attack a shielded ally.
Bestow Protection: Protect ally from physical or magical attacks.
Conj
Acid Orb: Propel a small orb of acid at a foe for d6 damage.
Conjure Projectile: Summon projectiles that hit a foe for d6 damage.
Div
Premonition: Grant ally temporary attack bonus.
Twist Fate: Know foe's future action and apply penalty of choice.
Ench
Confusion, Lesser: Subject briefly acts randomly.
Distract: Foe is bewildered.
Evoc
Magic Ray: Fire ray of magical energy.
Telekinesis, Lesser: Attack with weapon telekinetically.
Illus
False Foe: Create illusionary creature that acts like an ally.
Phantom Injury: Foe believes it is grievously wounded.
Necro
Draining Touch: Steal life force from touched foe.
Exhaustion: Briefly exhaust foe.
Trans
Imbue Weapon: Weapon deals d8 extra damage when it next hits.
Slow, Lesser: Subject only takes one action next round.

Rituals

(Spoilered because the formatting is annoyingly spacious. I don't want it to bloat the page length.)
Arcane Ritual List

1st-level Arcane Rituals
Arcana
Alarm: Wards large emanation for 24 hours.
Erase: Mundane or magical writing vanishes.
Floating Disk: Creates 3 ft. diameter horizontal disk that holds 100 lb./level.
Identify: Determines properties of magic item.
Unseen Servant: Invisible force obeys your commands.
Craft
Mending: Makes minor repairs on an object.
Engineering
Mending: Makes minor repairs on an object.
Forgery
Erase: Mundane or magical writing vanishes.
Nature
Mount: Summons riding horse for 24 hours.
Spell
Magic Aura: Alters object's magic aura.
Read Magic: Read magical writing.
Survival
Endure Elements: Exist comfortably in hot or cold environments.
None
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

2nd-level Arcane Rituals
Arcana
Arcane Lock: Magically locks a portal or chest.
Continual Flame: Makes a permanent, heatless torch.
Find Traps: Notice traps better.
Magic Mouth: Speaks once when triggered.
Whispering Wind: Sends a short message 1 mile/level.
Eng
Find Traps: Notice traps better.
Heal
Gentle Repose: Preserves one corpse.
Linguistics
Comprehend Languages: You understand all spoken and written languages.
Nature
Whispering Wind: Sends a short message 1 mile/level.
Spell
Undetectable Alignment: Conceals alignment for 24 hours.
Survival
Create Food and Water: Conjures sustinence from thin air.

3rd-level Arcane Rituals
Arcana
Explosive Runes: Deals 3d8 damage in a small radius when read.
Clairaudience/Clairvoyance: Hear or see at a distance for 10 minutes.
Fire Trap: Opened object deals 3d8 fire damage.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Craft
Mending, Greater: Repairs an object.
Eng
Mending, Greater: Repairs an object.
Forgery
Secret Page: Changes one page to hide its real content.
Nature
Fire Trap: Opened object deals 3d8 fire damage.
Water Breathing: Subjects can breathe underwater.
Relig
Animate Dead: Creates undead skeletons and zombies.
Speak with Dead: Corpse answers one question/two levels.
Spell
Nondetection: Hides subject from divination, scrying.
Survival
Tiny Hut: Creates shelter for ten creatures.
Water Breathing: Subjects can breathe underwater.

4th-level Arcane Rituals
Arcana
Arcane Eye: Invisible floating eye moves 30 ft./round.
Geas, Lesser: Commands subject of 7 HV or less.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Remove Curse: Frees object or person from curse.
Secure Shelter: Creates sturdy cottage.
Symbol of Persuasion: Trap compels triggering creature to follow suggestion.
Craft
Minor Creation: Creates one cloth or wood object.
Eng
Minor Creation: Creates one cloth or wood object.
Forgery
Illusory Script: Only intended reader can decipher.
Secure Shelter: Creates sturdy cottage.
Heal
Remove Curse: Frees object or person from curse.
Linguistics
Illusory Script: Only intended reader can decipher.
Tongues: Speak and understand any language.
Spell
Detect Scrying: Alerts you of magical eavesdropping.
Relig
Divination: Provides useful advice for specific proposed actions.
Geas, Lesser: Commands subject of 7 HV or less.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

5th-level Arcane Rituals
Arcana
Dream: Sends message to anyone sleeping.
Mage's Faithful Hound: Phantom dog can guard, attack.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Sending: Delivers short message anywhere, instantly.
Symbol of Pain: Trap fills triggering creature with pain.
Eng
Fabricate: Transforms raw materials into finished items.
Major Creation: As minor creation, plus stone and metal.
Local
Legend Lore:F Lets you learn tales about a person, place, or thing.
Nature
Scrying:F Spies on subject from a distance.
Planes
Contact Other Plane: Lets you ask question of extraplanar entity.
Dimensional Lock: Teleportation and interplanar travel blocked for 30 days.
Planar Binding, Lesser: Traps extraplanar creature of 6 HV or less until it performs a task.
Relig
Scrying:F Spies on subject from a distance.
Secret Chest:F Hides expensive chest on Ethereal Plane; you retrieve it at will.
Sending: Delivers short message anywhere, instantly.
Spell
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
False Vision: Fools scrying with an illusion.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Permanency: Makes certain spells permanent.

6th-level Arcane Rituals
Arcana
Geas/Quest: As lesser geas, plus it affects any creature.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Permanent Image: Includes sight, sound, and smell.
Symbol of Insanity: Trap drives triggering creature insane.
Teleport: Instantly transports you as far as 100 miles/level.
Eng
Move Earth: Digs trenches and build hills.
Geography
Find the Path: Shows most direct way to a location.
Nature
Move Earth: Digs trenches and build hills.
Relig
Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Geas/Quest: As lesser geas, plus it affects any creature.
Planes
Planar Binding: As lesser planar binding, but up to 12 HV.
Shadow Walk: Step into shadow to travel rapidly.

7th-level Arcane Rituals
Arcana
Clone:F Duplicate awakens when original dies.
Instant Summons: Prepared object appears in your hand.
Programmed Image: As major image, plus triggered by event.
Scrying, Greater: As scrying, but faster and longer.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Symbol of Death: Trap kills triggering creature.
Symbol of Sleep: Trap compels triggering creature to fall asleep.
Symbol of Fear: Trap frightens triggering creature.
Teleport Object: As teleport, but affects a touched object.
Eng
Mordenkainen's Magnificent Mansion:F Door leads to extradimensional mansion.
Local
Vision: As legend lore, but quicker and strenuous.
Nature
Scrying, Greater: As scrying, but faster and longer.
Planes
Mordenkainen's Magnificent Mansion:F Door leads to extradimensional mansion.
Plane Shift:F As many as eight subjects travel to another plane.
Relig
Scrying, Greater: As scrying, but faster and longer.
Spell
Dimensional Lock: Teleportation and interplanar travel blocked for 30 days.

8th-level Arcane Rituals
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Div
Discern Location: Reveals exact location of creature or object.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Scrying, Greater: As scrying, but faster and longer.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Demand: As sending, plus you can send suggestion.
Sympathy:F Object or location attracts certain creatures.
Illus
Screen: Illusion hides area from vision, scrying.
Relig
Create Greater Undead:M Creates shadows, wraiths, spectres, or devourers.

9th-level Arcane Rituals
Arcana
Emancipation: Releases creature from imprisonment, many other impediments.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Religion
Soul Bind:F Traps newly dead soul to prevent resurrection.

Divine Ritual List

1st-level Divine Rituals
Craft
Mending: Makes minor repairs on an object.
Eng
Mending: Makes minor repairs on an object.
Nature
Pass without Trace: One subject/level leaves no tracks.
Relig
Bless Water: Makes holy water.
Curse Water: Makes unholy water.
Spellcraft
Read Magic: Read magical writing.
Survival
Create Water: Creates 2 gallons/level of pure water.
Endure Elements: Exist comfortably in hot or cold environments.
Pass without Trace: One subject/level leaves no tracks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

2nd-level Divine Rituals
Animal Messenger: Sends a Tiny animal to a specific place.
Augury:MF Learns whether an action will be good or bad.
Consecrate: Fills area with positive energy, making undead weaker.
Continual Flame: Makes a permanent, heatless torch.
Desecrate: Fills area with negative energy, making undead stronger.
Find Traps: Notice traps better.
Gentle Repose: Preserves one corpse.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Water Breathing: Subjects can breathe underwater.
Whispering Wind: Sends a short message 1 mile/level.
Linguistics
Comprehend Languages: You understand all spoken and written languages.
Survival
Create Food and Water: Conjures sustinence from thin air.

3rd-level Divine Rituals
Arcana
Fire Trap: Opened object deals 3d8 fire damage.
Remove Curse: Frees object or person from curse.
Craft
Mending, Greater: Repairs an object.
Engineering
Mending, Greater: Repairs an object.
Heal
Remove Disease: Cures all diseases affecting subject.
Remove Blindness/Deafness: Cures normal or magical conditions.
Nature
Ironwood: Magic wood is strong as steel.
Religion
Animate Dead: Creates undead skeletons and zombies.
Glyph of Warding:M Inscription harms those who pass it.
Speak with Dead: Corpse answers one question/two levels.
Spellcraft
Obscure Object: Masks object against scrying.
Remove Curse: Frees object or person from curse.

4th-level Divine Rituals
Arcana
Sending: Delivers short message anywhere, instantly.
Heal
Restoration: Restores level and attribute score drains.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Linguistics
Tongues: Speak and understand any language.
Nature
Reincarnate: Brings dead subject back in a random body.
Planes
Planar Ally, Lesser: Exchange services with a 6 HV extraplanar creature.
Religion
Divination: Provides useful advice for specific proposed actions.
Sending: Delivers short message anywhere, instantly.

5th-level Divine Rituals
Atonement:FM Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Commune: Deity answers one yes-or-no question/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mark of Justice: Designates action that will trigger curse on subject.
Raise Dead: Restores life to subject who died as long as thirty days ago.
Scrying:F Spies on subject from a distance.
Tree Stride: Step from one tree to another far away.
Unhallow: Designates location as unholy.

(These rituals are skill-associated as well, I just haven't gotten around to formatting them for that.)
6th-level Divine Rituals
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Find the Path: Shows most direct way to a location.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 6d8 damage or 6th level spell.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Move Earth: Digs trenches and builds hills.
Planar Ally: As lesser planar ally, but up to 12 HV.
Plane Shift:F As many as eight subjects travel to another plane.
Stone Tell: Talk to natural or worked stone.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wind Walk: You and your allies turn vaporous and travel fast.

7th-level Divine Rituals
Hallow: Designates location as holy.
Refuge: Alters item to transport its possessor to you.
Restoration, Greater: As restoration, plus other conditions.
Resurrection: Fully restore dead subject.
Symbol of Destruction: Trap kills triggering creature.

8th-level Divine Rituals
Awaken: Animal or tree gains human intellect
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Discern Location: Reveals exact location of creature or object.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Planar Ally, Greater: As lesser planar ally, but up to 18 HV.
Scrying, Greater: As scrying, but faster and longer.

9th-level Divine Rituals
Antipathy: Object or location affected by spell repels certain creatures.
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Soul Bind:F Traps newly dead soul to prevent resurrection.
Sympathy: Object or location attracts certain creatures.
True Resurrection: As resurrection, plus remains aren't needed.

Vadskye
2013-10-07, 03:14 PM
Spell Descriptions

A-B spells

Ablate Impact
Abjuration (Shielding)
Level: Sor/Wiz 2
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round or until discharged
Effect: You gain physical damage reduction 10/force on the next attack against you. This damage reduction increases by 1 per caster level above 4th.
Notes: This damage reduction allows the subject to ignore 10 physical damage per attack. Attacks that deal force damage, such as magic missile, ignore this damage reduction.
You can cast this spell instantaneously, quickly enough react to an opponent attacking you (but before the attack is rolled).

Ablative Fortress
You instantly create a simmering field of magical energy, protecting you and your allies from hostile magic.
Abjuration (Negation) [Magic]
Level: Magic 4, Sor/Wiz 4
Area: Medium (20 ft.) radius limit centered on you
Targets All allies within the area
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell functions like ablative shield, except that it affects multiple creatures.

Ablative Shield
You instantly encase yourself a shimmering field of magical energy, protecting you from hostile magic.
Abjuration (Negation) [Magic]
Level: Magic 1, Sor/Wiz 1
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Effect: You gain spell damage reduction 5/force against the next spell cast on you. This damage reduction increases by 1 per caster level above 2nd.
Notes: This damage reduction allows the subject to ignore 5 damage per spell or spell-like ability used against it. Attacks that deal force damage, such as magic missile, ignore this damage reduction.
Spells that are not subject to spell resistance are not affected by ablative shield. You can cast this spell instantly - quickly enough to gain its benefits in an emergency. Casting the spell is an immediate action, so you can use this spell even when it's not your turn.

Acid Arrow
You fire a magical arrow of acid from your hand that speeds to its target.
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Range: Medium (100 ft.)
Manifestation: One arrow of acid
Duration: 1 round per two levels
Saving Throw: None
Spell Resistance: No
Damage: 2d8 acid damage + d8 per round
Effect: You must succeed on a ranged touch attack to hit your target. The acid remains on the target after the initial impact, dealing damage each round on your turn.

Acid Arrow, Greater
You fire a magical arrow of acid from your hand that speeds to its target.
Conjuration (Creation) [Acid]
Level: Sor/Wiz 5
Range: Far (300 ft.)
Saving Throw: None/Fortitude negates
Damage: 5d8 acid damage + d8 per round
Effect: This spell functions as acid arrow, except that the target is also vulnerable for the duration of the spell if it fails a Fortitude save.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Acid Fog
A billowing mass of acidic vapors fills the area, slowing creatures down and obscuring sight.
Conjuration (Creation) [Acid]
Level: Sor/Wiz 8, Destruction 8
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius spread
Manifestation: Fog in the area
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude half
Spell Resistance: No
Damage: 4d6 acid damage per round
Effect: This spell functions like solid fog, except that the spell's vapors are highly acidic, dealing damage to all creatures and objects within the area on each round at the start of your turn. The fog does not do damage in the round it is cast. A successful Fortitude save halves the damage.

Agony
You inflict debilitating pain on your foe, crippling its ability to act.
Necromancy (Flesh)
Level: Sor/Wiz 4
Range: Close (30 ft.)
Saving Throw: None
Spell Resistance: Yes
Effect: The subject suffers a -4 penalty to attack rolls, saving throws, checks, DCs, and AC.

Aid
You fill the target with confidence, improving its resilience and stamina in combat.
Enchantment (Emotion) [Mind-Affecting, Morale]
Level: Clr 2, Pal 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains a +2 bonus to attack rolls and temporary hit points equal 10 + 1 per caster level above 4th. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level. If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.

Air Walk
You imbue the subject with the ability to walk on nothing but air.
Transmutation (Imbuement) [Air]
Level: Air 4, Clr 4, Drd 4, Travel 4
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject can walk on air as if it were solid ground. The magic only affects the subject's legs, and does not grant the ability to climb vertically through the air.

Should the spell end 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 1d6 damage per 10 feet of fall.
Notes: 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.

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.

Align Weapon
You enhance a weapon while bringing it closer to your ideals.
Evocation/Transmutation (Augment, Channeling) [see text]
Level: Chaos 2, Evil 2, Good 2, Law 2
Range: Touch
Effect: This spell functions like magic weapon, except that it also makes a weapon good, evil, lawful, or chaotic, as you choose, allowing it to overcome damage reduction of the appropriate type. When cast on a weapon that already has an alignment, this spell overrides the alignment of the weapon unless the weapon makes a Will save.
Notes: When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.

Analyze Dweomer
You discern all spells and magical properties present in a number of creatures or objects.
Divination (Awareness, Knowledge) [Magic]
Level: Brd 6, Knowledge 6, Magic 6, Sor/Wiz 6
Components: V, S, F
Range: Close (30 ft.)
Target: One object or creature per round
Duration: Medium (5 minutes) (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No
Effect: Each round, you may examine a single creature or object that you can see as a swift 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.
Notes: Analyze dweomer gives only partial information when used on an artifact.
Focus: 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
You cause a number of animals grow to twice their normal size and eight times their normal weight.
Transmutation (Polymorph)
Level: Drd 7, Nature 7
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five animals (Gargantuan or smaller) within the area
Effect: This spell functions like enlarge person, except that it affects multiple animals, as noted above.

[size=3]Animate Objects
You imbue inanimate objects with mobility and a semblance of life.
Transmutation (Animation)
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets One Small object/level within the area; see text
Duration: Short (Concentration + 5 rounds)
Saving Throw: None
Spell Resistance: No
Effect: Each animated object immediately attacks whomever or whatever you initially designate. Your control of the objects is limited to simple commands (``Attack,'' ``Defend,'' ``Stop,'' and so forth).

An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.
Notes: This spell cannot animate objects carried or worn by a creature.

Animate objects can be made permanent with a permanency spell.

Animate Plants
You imbue inanimate plants with mobility and a semblance of life.
Transmutation (Animation)
Level: Drd 5, Plant 5
Targets One Small plant/level within the area; see text
Effect: This spell functions as animate objects, except that you animate plants instead of inanimate objects.
Notes: Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

Antilife Shell
You create an immobile, spherical energy field that hedges out living creatures.
Abjuration (Interdiction)
Level: Clr 7, Drd 6, Nature 7
Area: Small (10 ft.) radius emanation, centered on your location
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: Living creatures cannot enter the spell's area. Nonliving creatures, such as constructs and undead, suffer no ill effect.
Notes: Barrier spells may be used only defensively, not aggressively. Creatures in the area at the time that the spell is cast are unaffected by the spell.

[b]Antimagic Field
You create a mobile, spherical energy field that suppresses magic.
Abjuration (Negation) [Magic]
Level: Clr 8, Magic 7, Sor/Wiz 7
Area: Small (10 ft.) radius emanation, centered on you
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: No
Effect: All spells, spell-like abilities, supernatural abilities, and magic items fail to function within the area of this spell. They cannot be activated from within the field, and any existing effects brought into or cast into the area are suppressed. Time spent within an antimagic field counts against a suppressed spell's duration.

Summoned creatures of any type and incorporeal undead disappear if they enter an antimagic field. They reappear in the same spot once the field goes away. (The effects of instantaneous conjurations, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

Creatures within an antimagic field cannot dismiss spells. However, you can dismiss your own antimagic field.
Notes: 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. 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). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned.

Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions).

Any part of a creature that lies outside the field is unaffected by the field.

Artifacts and deities are unaffected by mortal magic such as this.

Arcane Sight
Your eyes glow blue with power. All nearby magical auras become apparent to you.
Divination (Awareness) [Magic]
Level: Sor/Wiz 2
Range: Personal
Target: You
Duration: Long (1 hour) (D)
Effect: You know the location and power of all magical auras that you can see within Medium (100 ft.) range of you. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the Spellcraft skill. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within Medium (100 ft.) range of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (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.
Notes: Arcane sight can be made permanent with a permanency spell.

Arcane Sight, Greater
Your eyes glow an intense blue as you gain the ability to discern all nearby magical auras at a glance.
Divination (Awareness) [Magic]
Level: Sor/Wiz 7
Duration: Extreme (12 hours) (D)
Effect: This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see, and you can concentrate on specific creatures to learn about their spellcasting abilities as a swift action. In addition, you automatically recognize any spells being cast within the area.
Notes:
Greater arcane sight doesn't let you identify magic items. Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

Assimilate
Your pointing finger turns black as obsidian. You touch a creature and it dissolves into dust as you assimilate its form into your own body.
Necromancy/Transmutation (Augment, Life)
Level: Evil 9, Sor/Wiz 9
Range: Touch
Target: Living creature touched
Duration: Instantaneous and one hour; see text
Saving Throw: Fortitude half
Spell Resistance: Yes
Damage: 18d10 life damage + d10 per two caster levels above 18th

Any creature reduced to 0 or fewer hit points by this spell is entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature's equipment is unaffected.

If the creature has at least 1 hit point following your use of this power, you gain temporary hit points equal to half the damage you dealt for 1 hour.

If the creature is completely assimilated, you gain a number of temporary hit points equal to the damage you dealt and a +4 bonus to each of your ability scores for 1 hour. In addition, you gain the appearance of the creature for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time.
If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.

Attraction
You cause the subject to feel attracted to something.
Enchantment (Emotion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Range: Medium (100 ft.)
Target: One creature
Duration: Extreme (12 hours)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: An affected creature feels attracted to a particular person or object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this spell, ``reasonable'' means that, while attracted, the subject doesn't suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won't perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can't command him indiscriminately, although he will be willing to listen to you (even if he disagrees).

This spell grants you a +4 circumstance bonus on any social interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).

Aversion
You make the subject want to avoid something.
Enchantment (Emotion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft.)
Target: One creature
Duration: Extreme (12 hours)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: An affected creature feels an aversion to a particular person or object. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.

If the subject is forced into taking an action she has an aversion to, she is bewildered as long as she performs the action, making her vulnerable.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.


Backbiter
You subtly animate a weapon so that it strikes its wielder instead of its intended target.
Transmutation (Animation)
Level: Sor/Wiz 1
Range: Medium (100 ft.)
Target: One weapon
Duration: Short (Concentration + 5 rounds) or until discharged
Saving Throw: Will negates (object)
Spell Resistance: Yes
Effect: The next time the affected weapon is used to make a melee attack, it twists around so that the weapon automatically strikes the wielder instead. The wielder gets no warning or knowledge of the spell's effect on his weapon, and though he makes the attack, the self-dealt damage can't be consciously reduced (though damage reduction applies) or changed to nonlethal damage.

Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.

Baleful Polymorph
You transmute your foe into a small, insignificant animal.
Transmutation (Polymorph)
Level: Drd 6, Sor/Wiz 5
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds) or Permanent (D); see text
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes
Healthy Effect: The subject is sickened, making it vulnerable.
Bloodied Effect: You change the subject into a Small or smaller 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, personality, and mental ability scores.
If the target has the shapechanger subtype, it retains that subtype.
The target retains its own hit points.
The target is treated has having its normal Hit Values for purpose of adjudicating effects based on HV, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Values.
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 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 spell succeeds, the subject must also make a Will save. If the second save fails, the transformation is permanent. Otherwise, the creature reverts to its true form after the Short (Concentration + 5 rounds) duration.
If the subject remains in the new form for 24 consecutive hours, it must attempt another 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 Values, hit points, and mental ability scores change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended. The subject must repeat this save every 24 hours that it remains in its new form.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
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
You fill your enemies with dismay, impairing their ability to fight.
Enchantment (Emotion) [Mind-Affecting, Morale]
Level: Clr 1, Evil 1, War 1
Area: Medium (20 ft.) radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Effect: All enemies within the area take a -2 penalty to attack rolls for 5 rounds.
Notes: Bane counters and dispels bless.

Banishment
You force extraplanar creatures back to their home plane.
Abjuration/Conjuration (Interdiction, Translocation) [Planar]
Level: Clr 6, Sor/Wiz 6
Components: V, S, F
Range: Medium (100 ft.)
Targets One extraplanar creature/round
Duration: Concentration
Effect: This spell functions like dismissal, except that you can banish one additional extraplanar creature each round that you concentrate on the spell. An individual creature can only be targeted once per casting of this spell.
Notes: You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +2 circumstance bonus on your caster level with the spell. For example, if this spell were cast on a demon that hated light and was vulnerable to holy water and cold iron weapons, you might use iron, holy water, and a torch in the spell. The three items would give you a +6 bonus on your caster level.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +4 circumstance bonus to your caster level).
Focus: Any item that is distasteful to the subject (optional, see above)

Barkskin
You toughen a creature's skin, giving it the appearance of tree bark.
Transmutation (Augment)
Level: Drd 2, Nature 2
Range: Touch
Target: Living creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject gains a +2 bonus to its natural armor bonus. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level. In addition, the subject gains physical damage reduction 2/adamantine or fire. This damage reduction increases by 1 for every four levels above 4th.
Notes: This damage reduction allows the subject to ignore 2 physical damage per attack. Adamantine weapons and attacks that deals fire damage ignore this damage reduction.

Bestow Curse
You place a curse on your foe, crippling its ability to act.
Necromancy (Life) [Curse]
Level: Clr 5, Death 5, Evil 5, Sor/Wiz 5
Range: Close (30 ft.)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The subject suffers one of the following three effects, chosen by you:

-6 penalty to an ability.
-4 penalty on attack rolls, saving throws, checks, DCs, and AC.
Each turn, the target has a 25

You may also invent your own curse, but it should be no more powerful than those described above.
Notes: Curses cannot be dispelled. Bestow curse counters remove curse.

Black Tentacles
You conjure a field of rubbery black tentacles, each 5 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot -- including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Conjuration/Transmutation (Animation, Creation)
Level: Sor/Wiz 7
Range: Medium (100 ft.)
Area: Small (10 ft.) radius spread
Manifestation: Black tentacles in the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: At the start of your turn, every creature within the area of the spell is the target of a grapple attack. This attack is also made in the round that black tentacles is cast. Treat the tentacles attacking a particular target as a Medium creature with a base attack bonus equal to your caster level and a Strength score of 8. Thus, its grapple attack modifier is equal to your caster level +8. Roll only once each round for the entire spell effect, and apply the result to all creatures within the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d8+4 damage. Each round that black tentacles succeeds on a grapple attack, it deals an additional 1d8+4 damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

The tentacles are immune to all types of damage. The entire area of effect is considered difficult terrain while the tentacles last, and any creature that enters the area of the spell is immediately attacked by the tentacles.

Blade Barrier
You create an immobile, vertical curtain of whirling blades shaped of pure force.
Evocation (Energy) [Force, Wall]
Level: Clr 6, War 6
Range: Medium (100 ft.)
Manifestation: Wall of whirling blades up to 100 ft. long, or a ringed wall of whirling blades with a radius of up to 20 ft.; either form 20 ft. high
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes
Damage: 6d8 force damage + d8 per four caster levels above 12th
Effect: Any creature passing through the wall takes damage, with a Reflex save for half. If you create the wall 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.

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

Blasphemy
You speak an unholy utterance of great power, afflicting all those nearby who do not share your allegiance to evil.
Evocation (Channeling) [Evil]
Level: Cleric 7, Evil 7
Components: V
Area: Large (50 ft.) radius spread centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Healthy Effect:
Each nonevil creature in the area is sickened, making it vulnerable for 5 rounds.
Bloodied Effect:
Each nonevil creature in the area suffers one or more of the following ill effects, depending on its Hit Values.
{table="class: grid"}
{tr}
{td}

HV{/td} {td}Effect {/td}
{/tr}

Equal to caster level{/td} {td}Sickened {/td}
{/tr}

Up to caster level -5{/td} {td}Nauseated, sickened {/td}
{/tr}

Up to caster level -10{/td} {td}Paralyzed, nauseated, sickened {/td}
{/tr}

Up to caster level -15{/td} {td}Killed1
{/td}
{/tr}
1 Living creatures die. Nonliving creatures are destroyed.
{/table}

Sickened: The creature is sickened, making it vulnerable for 5 rounds.

Nausated: The creature is nauseated for 1 round.

Paralyzed: The creature is paralyzed and helpless for 5 rounds.

Killed: Living creatures die. Nonliving creatures are destroyed.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
Creatures whose Hit Values exceed your caster level are unaffected by blasphemy.

Bless
You fill your allies with confidence, improving their prowess in combat.
Enchantment (Emotion) [Mind-Affecting, Morale]
Level: Clr 2, Good 2, Pal 2, War 2
Area: Medium (20 ft.) radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Effect: All allies within the area gain a +2 bonus to attack rolls for 5 rounds. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
Notes: Bless counters and dispels bane.

Bless Weapon
You imbue a weapon with divine power, causing it to strike true against evil foes.
Evocation/Transmutation (Channeling, Imbuement) [Good]
Level: Pal 2
Components: V
Effect: This spell functions like magic weapon, except that the weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.)

Blindness/Deafness
You afflict one of the subject's senses.
Necromancy (Flesh)
Level: Clr 3, Pal 3, Sor/Wiz 2
Range: Touch
Target: Creature touched
Duration: Long (1 hour) (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Healthy Effect: The subject is sickened, making it vulnerable.
Bloodied Effect: The subject is blinded, deafened, or sickened, as you choose.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. A blinded character cannot see. She takes a -2 penalty to attack rolls, Armor Class, and any checks which involve sight. In addition, she loses her Dexterity modifier and dodge bonuses to AC and moves at half speed. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50The choice of bloodied conditions is made at the time the spell is cast.

Blink
You rapidly blink in and out of reality, confounding your foes and protecting you from their attacks.
Conjuration (Translocation) [Planar]
Level: Sor/Wiz 4
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: You ``blink" back and forth between the Material Plane and the Ethereal Plane. This has several effects, as follows.

All attacks made against you and spells targeted on you have a 50 You take half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).
You take half damage from falling, since you fall only while you are material.
All of your attacks and spells have a 20 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.)
You can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50 You can see and interact with ethereal creatures in roughly the same way you interact with material ones.


Blur
You distort the subject's outline so it appears blurred, shifting, and wavering.
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains concealment, so all attacks against it have a 20Notes: A see invisibility spell does not counteract the blurring 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).

Burning Hands
You expel a cone of searing flame shoots from your fingertips, searing creatures in front of you.
Evocation (Energy) [Fire]
Level: Destruction 1, Fire 1, Sor/Wiz 1
Area: Medium (20 ft.) cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 1d8 fire damage + 1d8 per four caster levels above 2nd
Effect: Everything in the area takes damage. Unattended flammable objects burn if the flames touch them. A character can extinguish burning items as a full-round action.

Vadskye
2013-10-07, 03:16 PM
C spells

Call Lightning
You repeatedly call bolts of lightning that flash down from thin air to smite your foes.
Evocation (Energy) [Electricity]
Level: Drd 3
Casting Time: Full-round action
Range: Medium (100 ft.)
Area: Large (50 ft.) vertical line of lightning, 5 ft. wide
Duration: Instantaneous and Medium (5 minutes) (D); see text
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 3d10 electricity damage + d10 per four caster levels above 6th
Effect: Immediately upon completion of the spell, and once per round thereafter, you may call down a vertical bolt of lightning which deals damage to anyone in its path. Calling a bolt is a standard action that requires concentration. You may call a total number of bolts equal to your caster level.

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 electricity damage + d10 per four caster levels above 6th instead.
Notes: This spell functions indoors or underground, but not underwater.

Call Lightning, Greater
You repeatedly call intense bolts of lightning that flash down from thin air to smite your foes.
Evocation (Energy) [Electricity]
Level: Drd 5
Saving Throw: Reflex half/Reflex negates
Damage: 5d10 electricity damage + d10 per four caster levels above 10th
Bloodied Effect: A creature struck by a bolt is also staggered for 1 round. It can take a move action or a standard action each round, but not both. A successful Reflex save to halves the damage and negates the staggering.
Effect: This spell functions like call lightning, except as noted above. If you are outdoors in a stormy area, each bolt deals 10d6 electricity damage + d6 per two caster levels above 10th instead.
Notes: A staggered character may take a single move action or standard action each round, but not both. She cannot take full-round actions, but she may take swift actions. In addition, she is vulnerable, causing her to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.

Calm Emotions
You calm a group of creatures, preventing the situation from getting out of hand.
Enchantment (Emotion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius spread
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Creatures in the area have their emotions calmed. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.
Notes: Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any effects of spells or abilities that affect or require emotions, including all other enchantment (emotion) spells.

Cause Fear
You fill your enemy with fear.
Enchantment (Emotion) [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Sor/Wiz 1
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)/1 round (D)
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: The subject is shaken, causing it to be vulnerable.
Bloodied Effect: As the healthy effect, plus the subject is frightened for 1 round.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Chain Lightning
You create a stroke of lightning which strikes a single foe before arcing to hit a number of other foes of your choice.
Evocation (Energy) [Electricity]
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius centered on the primary target
Targets One primary target, plus five secondary targets within the area
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 10d6 electricity damage + d6 per two caster levels above 10th
Effect: This spell deals full damage to the primary target and half damage to each of the secondary targets. No secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Changestaff
You plant your staff in the ground and transform it into a massive tree-like creature which obeys your every command.
Transmutation (Alteration, Animation)
Level: Drd 7, Nature 8
Components: V, S, F
Casting Time: Full-round action
Range: Touch
Target: Your touched staff
Duration: Medium (5 minutes) (D)
Saving Throw: None
Spell Resistance: No
Effect: Your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

Chaos Hammer
You unleash a multicolored explosion of leaping, ricocheting energy to smite your foes.
Evocation (Channeling) [Chaotic]
Level: Chaos 4
Range: Medium (100 ft.)
Target: One creature
Duration: Instantaneous/5 rounds
Saving Throw: None/Will half
Spell Resistance: Yes
Damage: 8d8 divine damage + d8 per two caster levels above 8th
Effect: If the target is not chaotic, it takes damage and is bewildered for 5 rounds. A successful Will save halves the damage.

Charm Monster
You manipulate a creature's mind so it thinks of you as a trusted friend and ally.
Enchantment (Emotion) [Charm, Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Target: One creature
Effect: This spell functions like charm person, except that the effect is not restricted by creature type and has a shorter duration.

Charm Person
You manipulate a person's mind so he thinks of you as a trusted friend and ally.
Enchantment (Emotion) [Charm, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft.)
Target: One humanoid creature
Duration: Long (1 hour)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This charm makes a humanoid creature regard you as its trusted friend and ally. If it is currently faced with any obvious threat from you or your allies, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the creature, it receives a +5 circumstance bonus on its saving throw.

The spell does not enable you to control the subject as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must succeed at a Diplomacy check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) Treat the target as a friend (a +10 relationship modifier) for the purpose of the Diplomacy check. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Notes: Any act by you or your apparent allies that threatens the charmed person breaks the spell. A creature that makes its saving throw against charm person is immune to all further attempts by the same spellcaster for 24 hours.

Charm Person, Mass
You manipulate the minds of many people so they think of you as a trusted friend and ally.
Enchantment (Emotion) [Charm, Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Area: Medium (20 ft.) radius
Targets Five humanoid creatures within the area
Effect: This spell functions like charm person, except that it affects multiple creatures at a longer range.

Circle of Death
You snuff out the life force of your weakened foes by flooding them with negative energy.
Necromancy (Vitalism) [Death, Negative]
Level: Clr 6
Components: V, S, M
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Several living creatures within the area
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Bloodied Effect: The subjects immediately die.
Notes: This spell can affect 2 HV worth of living creatures per caster level. Creatures with the fewest HV are affected first; among creatures with equal HV, those who are closest to the burst's point of origin are affected first. No creature of more HV than half your caster level can be affected, and Hit Values that are not sufficient to affect a creature are wasted. Healthy creatures are not affected by the spell, and do not count against the spell's HV limit.
Material Components: The powder of a crushed black pearl with a minimum value of 750 gp.

Clenched Fist
You create a floating, disembodied hand made of magical force that strikes your foe.
Evocation (Control) [Force]
Level: Sor/Wiz 9, Strength 9
Saving Throw: None/Fortitude negates
Spell Resistance: Yes
Damage: 4d6 force damage + casting ability modifier
Effect: This spell functions like interposing hand, except that the hand can also 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 casting ability modifier, -1 for being Large.
Bloodied Effect: The struck creature is dazed for 1 round. A save negates the dazing, but not the damage.
Notes: Directing the spell to a new target is a swift action.

Cloak of Chaos
You shield your allies with an an powerful aura that resembles a random pattern of color -- an affront to your lawful foes.
Abjuration (Shielding) [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Area: Medium (20 ft.) radius limit centered on you
Targets Five creatures within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell has four effects.

First, each shielded creature gains a +5 bonus to its saving throws.

Second, each shielded creature gains spell resistance against lawful spells and spells cast by lawful creatures.

Third, the abjuration blocks possession and mental influence, just as protection from law does.

Finally, if a lawful creature within Medium (100 ft.) range of the shielded creature successfully attacks it in any way, the offending attacker takes 4d6 damage. Any single creature can take this damage only once per round.
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.

Cloudkill
You conjure a yellowish green fog bank that obscures vision and slowly poisons creatures inside.
Conjuration (Creation) [Fog, Poison]
Level: Sor/Wiz 7
Saving Throw: None/Fortitude negates
Effect: This spell functions like fog cloud, except that living creatures inside the fog take 1d4 Constitution damage on your turn each round. A successful Fortitude save negates the damage for that round.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Notes: Holding one's breath doesn't help against the poison, but creatures immune to poison are unaffected.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Color Spray
You project a vivid cone of clashing colors from your outstretched hand, striking creatures in front of you.
Illusion (Figment) [Light]
Level: Sor/Wiz 1
Area: Medium (20 ft.) cone-shaped burst
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Creatures in the area are dazzled and bewildered.
Notes: A dazzled creature treats everything it sees as if it had concealment (20Creatures who cannot see the light are not affected by this spell. Merely closing one's eyes is insufficient protection.

Combat Transformation
You become a virtual fighting machine -- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat instead of casting spells, even from magic items.
Transmutation (Imbuement)
Level: Sor/Wiz 5
Components: V, S, M
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: You gain a +3 bonus to Strength, Dexterity, Constitution, natural armor, and Fortitude saves. This bonus increases to +4 at 14th level and to +5 at 20th level. In addition, you gain proficiency with any weapons you hold (except exotic weapons).
Notes: If you cast a spell or use a spell activation or spell completion magic item, the spell immediately ends.
Material Components: A potion of totemic power (which costs 400 gp), which you drink (and whose effects are subsumed by the spell effects).

Command
You compel a foe to obey a single command of your choice.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting, Sound-Dependent]
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1
Components: V
Range: Medium (100 ft.)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: The subject is bewildered, making it vulnerable.
Bloodied Effect: The subject must perform one of the following actions of your choice.

Approach: On its turn, the subject moves toward you as quickly and directly as possible. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: As soon as possible, the subject drops whatever it is holding. It may act normally on its turn, except that it can't pick up any dropped items.

Fall: As soon as possible, the subject falls to the ground. It may act normally on its turn, except that it can't get up from its prone position.

Flee: On its turn, the subject moves away from you as quickly as possible. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: On its turn, the subject can take no actions, but it can defend itself normally.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
If the subject can't understand or carry out your command, the spell automatically fails.

Command, Mass
You compel many foes to obey your command.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting, Sound-Dependent]
Level: Clr 5, Law 5, Pal 4
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like command, except that it affects multiple creatures.

Cone of Cold, Lesser
You create an area of extreme cold that drains heat from creatures in the area.
Evocation (Energy) [Cold]
Level: Drd 2, Sor/Wiz 2
Area: Medium (20 ft.) cone-shaped burst
Duration: Instantaneous and 1 round
Saving Throw: None/Reflex half
Spell Resistance: Yes
Damage: 2d8 cold damage + d8 per four caster levels above 4th.
Effect: Everything in the area takes damage. Creatures damaged by the spell are fatigued for 1 round.

Cone of Cold
You create an area of extreme cold that drains heat from creatures in the area, diminishing their ability to move and fight.
Evocation (Energy) [Cold]
Level: Drd 5, Sor/Wiz 5
Saving Throw: Reflex half/None
Damage: 5d8 cold damage + d8 per four caster levels above 10th.
Effect: This spell functions as lesser cone of cold, except that affected creatures are fatigued for 5 rounds.

Cone of Cold, Greater
You create a massive area of extreme cold that drains heat from creatures in the area, diminishing their ability to move and fight.
Evocation (Energy) [Cold]
Level: Drd 8, Sor/Wiz 8
Area: Large (50 ft.) cone-shaped burst
Damage: 8d8 cold damage + d8 per four caster levels above 16th.
Effect: This spell functions as cone of cold, except that it affects a larger area.

Confusion
You compel a creature to act randomly, sowing confusion in your foes' ranks.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Chaos 3, Sor/Wiz 3, Trickery 3
Range: Medium (100 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: The subject is bewildered, making it vulnerable.
Bloodied Effect: The subject is confused. Each turn, it has a random chance to take one of four actions: babble incoherently, flee from the caster as if panicked, attack the nearest creature, or act normally. A confused creature who can't carry out the indicated action does nothing but battle incoherently. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Attackers are not at any special advantage when attacking a confused character. A confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Confusion, Mass
You compel a group of creatures to act randomly, sowing confusion in your foes' ranks.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7, Trickery 7
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like confusion, except that it affects multiple creatures. If there are more creatures in the area than you can affect, randomly determine which creatures are affected.

Contagion
You infect your foe with a contagious disease.
Necromancy (Flesh) [Disease]
Level: Clr 3, Drd 3, Evil 3, Sor/Wiz 3
Range: Medium (100 ft.)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Effect: The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC for both the initial and subsequent saving throws is equal to this spell's save DC.
{table="class: grid"}
{tr}
{td}
Disease{/td} {td}Damage {/td}
{/tr}
Blinding sickness{/td} {td}1d4 Str1 {/td}
{/tr}
Cackle fever{/td} {td}1d6 Wis {/td}
{/tr}
Filth fever{/td} {td}1d3 Dex and 1d3 Con {/td}
{/tr}
Mindfire{/td} {td}1d6 Int {/td}
{/tr}
Red ache{/td} {td}1d6 Str {/td}
{/tr}
Shakes{/td} {td}1d6 Dex {/td}
{/tr}
Slimy doom{/td} {td}1d6 Con
{/td}
{/tr}
1 Each time a victim takes 3 or more Strength damage from blinding sickness, he or she must make another Fortitude save or be permanently blinded.
{/table}

Control Water
You manipulate elemental forces to control water around you.
Evocation (Control) [Water]
Level: Drd 2, Water 2
Range: Far (300 ft.)
Area: Water in one volume/level of 10 ft. by 10 ft. by 2 ft. (S)
Duration: Medium (5 minutes) (D)
Saving Throw: None; see text
Spell Resistance: No
Effect: 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.

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

Create Sound
Illusion (Figment) [Unreal]
Level: Brd 1, Sor/Wiz 1
Range: Close (30 ft.)
Manifestation: Illusory sounds
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Effect: This spell allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as two normal humans per caster level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit, including speech. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Notes: Create sound can be made permanent with a permanency spell.

Creeping Doom
You summon uncountable hordes of centipedes to overwhelm your foes.
Conjuration (Summoning)
Level: Drd 7
Casting Time: Full-round action
Range: Close (30 ft.); see text
Manifestation: One swarm of centipedes per two levels
Duration: Medium (5 minutes)
Saving Throw: None
Spell Resistance: No
Effect: This spell creates one centipede swarm per two caster levels. They must all be adjacent at least one other swarm. 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 (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within Medium (100 ft.) range of you. You cannot command any swarm to move more than Medium (100 ft.) range away from you, and if you exceed that distance, the swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within range).

Cripple
You render your foe's limbs useless.
Necromancy (Flesh)
Level: Sor/Wiz 6
Range: Medium (100 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Healthy Effect: The subject is staggered. It can take a move action or a standard action each round, but not both.
Bloodied Effect: The subject cannot move its limbs. Generally, that means it is paralyzed, except that it can move its head and mouth.
Notes: A staggered character may take a single move action or standard action each round, but not both. She cannot take full-round actions, but she may take swift actions. In addition, she is vulnerable, causing her to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.

Crush Life
You attack the life force of a single foe directly, allowing no possibility for escape.
Necromancy (Life)
Level: Sor/Wiz 1
Range: Medium (100 ft.)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Damage: 2d6 life damage + d6 per two caster levels above 2nd
Effect: The target takes damage.

Crush Life, Greater
You obliterate the life force of a single foe directly, allowing no possibility for escape.
Necromancy (Life)
Level: Sor/Wiz 4
Damage: 8d6 life damage + d6 per two caster levels above 8th
Effect: This spell functions like crush life, except that the target is also sickened for 5 rounds.

Crushing Despair
You fill a number of creatures with sadness and gloom.
Enchantment (Emotion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Area: Medium (20 ft.) cone-shaped burst
Duration: Medium (5 minutes)
Saving Throw: None
Spell Resistance: Yes
Effect: Each creature in the area is demoralized.
Notes: A demoralized creature is vulnerable, causing it to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC. Crushing despair counters and dispels good hope.

Crushing Hand
You create a floating, disembodied hand made of magical force that crushes your foe in its grasp.
Evocation (Control) [Force]
Level: Sor/Wiz 8
Saving Throw: Fortitude partial
Spell Resistance: Yes
Damage: 2d6 + casting ability modifier
Effect: This spell functions like grasping hand, except that the hand deals lethal damage on each successful grapple attack against an opponent.
Notes: Directing the spell to a new target is a swift action.

Cure Critical Wounds
You lay your hand on a creature and channel positive energy into it, healing even the most grievous injuries.
Necromancy (Vitalism) [Healing, Positive]
Level: Brd 4, Clr 4, Drd 4, Life 4, Pal 4
Healing: 8d10 damage + d10 per two caster levels above 8th
Effect: This spell functions like cure light wounds, except that for every 10 points of healing granted by the spell, it can also cure any of the following conditions:

1 point of ability damage
Fatigue
Exhaustion (becomes fatigue)
One negative level


Cure Critical Wounds, Mass
You stretch out your hand and channel positive energy into all of your allies, healing even their most grievous injuries.
Necromancy (Vitalism) [Healing, Positive]
Level: Clr 8, Drd 8, Life 8
Healing: 8d8 damage + d8 per four caster levels above 16th
Effect: This spell functions like mass cure light wounds, except that for every 10 points of healing granted by the spell, it can also cure any of the following conditions:

1 point of ability damage
Fatigue
Exhaustion (becomes fatigue)
One negative level


Cure Light Wounds
You lay your hand on a creature and channel positive energy into it, healing some of its wounds.
Necromancy (Vitalism) [Healing, Positive]
Level: Brd 1, Clr 1, Drd 1, Pal 1
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half (harmless) or Fortitude half; see text
Spell Resistance: Yes
Healing: 2d10 damage + d10 per two caster levels above 2nd
Effect: You heal the touched creature. Since undead are powered by negative energy, this spell deals positive damage to them instead of curing their wounds. You must succeed on a melee touch attack to hit a target that does not allow you to touch it.

Cure Light Wounds, Mass
You stretch out your hand and channel positive energy into all of your allies, healing some of their wounds.
Necromancy (Vitalism) [Healing, Positive]
Level: Brd 5, Clr 5, Drd 5, Life 5
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Duration: Instantaneous
Saving Throw: Fortitude half (harmless) or Fortitude half; see text
Spell Resistance: Yes
Healing: 5d8 damage + d8 per four caster levels above 10th
Effect: You heal the targets. Like other cure spells, this spell deals positive damage to affected undead rather than curing them.

Cure Moderate Wounds
You lay your hand on a creature and channel positive energy into it, healing its wounds.
Necromancy (Life) [Healing, Positive]
Level: Brd 2, Clr 2, Drd 2, Life 2, Pal 2
Healing: 4d10 damage + d10 per two caster levels above 4th
Effect: This spell functions like cure light wounds, except that for every 20 points of healing granted by the spell, it can also cure any of the following conditions:

1 point of ability damage


Cure Moderate Wounds, Mass
You stretch out your hand and channel positive energy into all of your allies, healing their wounds.
Necromancy (Vitalism) [Healing, Positive]
Level: Brd 6, Clr 6, Drd 6, Life 6
Healing: 6d8 damage + d8 per four caster levels above 12th
Effect: This spell functions like mass cure light wounds, except that for every 20 points of healing granted by the spell, it can also cure any of the following conditions:

1 point of ability damage


Cure Serious Wounds
You lay your hand on a creature and channel positive energy into it, healing even serious injuries.
Necromancy (Vitalism) [Healing, Positive]
Level: Brd 3, Clr 3, Drd 3, Life 3, Pal 3
Healing: 6d10 damage + d10 per two caster levels above 6th
Effect: This spell functions like cure light wounds, except that for every 15 points of healing granted by the spell, it can also cure any of the following conditions:

1 point of ability damage
Exhaustion (becomes fatigue)
Fatigue


Cure Serious Wounds, Mass
You stretch out your hand and channel positive energy into all of your allies, healing even serious injuries.
Necromancy (Vitalism) [Healing, Positive]
Level: Clr 7, Drd 7, Life 7
Healing: 7d8 damage + d8 per four caster levels above 14th
Effect: This spell functions like mass cure light wounds, except that for every 15 points of healing granted by the spell, it can also cure any of the following conditions:

1 point of ability damage
Exhaustion (becomes fatigue)
Fatigue

Vadskye
2013-10-07, 03:17 PM
D spells

Dancing Lights
Illusion (Figment) [Light]
Level: Brd 1, Sor/Wiz 1
Range: Medium (100 ft.)
Area: Small (10 ft.) radius limit
Manifestation: Up to four lights within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a Small (10 ft.) radius in relation to each other. You can spend a swift action on your turn to move the lights as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
Notes: Dancing lights can be made permanent with a permanency spell.

Darkness
Illusion (Glamer) [Darkness]
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V
Range: Touch
Target: Object touched
Duration: Medium (5 minutes) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell causes an object to radiate shadowy illumination out to a Medium (20 ft.) radius. This causes the level of illumination to drop to shadowy illumination or the current prevailing condition, whichever is lower. Darkvision is ineffective in magical darkness, and confers no advantage over normal vision.
Notes: If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area or shining through it, as are light spells of lower level. Such effects are also suppressed if they originate from within the area of the darkness, preventing them from shining light elsewhere. Higher level light spells are not affected by darkness.

Darkness counters or dispels any light spell of equal or lower spell level.

Darkvision
Divination (Awareness)
Level: Sor/Wiz 2
Range: Touch
Target: Creature touched
Duration: Long (1 hour)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject gains the ability to see 60 feet even in total darkness. Beyond 60 feet, the subject can see dimly, treating areas of darkness as shadowy illumination. Darkvision does not function if a creature is in an area of bright light or is dazzled. Darkvision is black and white only, but otherwise like normal sight.
Notes: Darkvision does not grant one the ability to see in magical darkness.

Darkvision can be made permanent with a permanency spell.

Daylight
Illusion (Figment) [Light]
Level: Clr 2, Pal 2
Range: Touch
Target: Object touched
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: No
Effect: The object touched sheds light as bright as full daylight in a Large (50 ft.) radius, and dim light for an additional 50 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of sunlight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
Notes: Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Daze
You cloud the mind of your foe, preventing it from taking any actions.
Enchantment (Inhibition) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Medium (100 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: None/Will negates
Spell Resistance: Yes
Healthy Effect: The subject is bewildered, making it vulnerable.
Bloodied Effect: As the healthy effect, and the subject is also dazed for 1 round if it fails a Will save. A dazed creature can take no actions, though it can defend itself normally.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Daze, Mass
You cloud the mind of your foes, preventing them from taking any actions.
Enchantment (Inhibition) [Mind-Affecting]
Level: Sor/Wiz 8
Range: Medium (100 ft.)
Area: Medium (20 ft.) limit
Targets Five creatures within the area
Effect: This spell functions like daze, except that it affects multiple creatures.

Death Knell
You draw forth the ebbing life force of a creature and use it to fuel your own power.
Necromancy (Life) [Death]
Level: Death 2, Evil 2, Sor/Wiz 2
Range: Medium (100 ft.)
Target: Living creature
Duration: Short (Concentration + 5 rounds); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Bloodied Effect: The subject becomes vulnerable. If it drops to 0 hit points, it dies immediately, and you gain 20 temporary hit points + 2 per caster level above 4th. These temporary hit points last for 1 round per HV the subject had.
If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.

Death Ward
Abjuration/Necromancy (Shielding, Vitalism) [Positive]
Level: Clr 3, Death 3, Good 3, Pal 3, Protection 3
Range: Close (30 ft.)
Target: One living creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
Notes: This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.

Death Ward, Mass
Abjuration/Necromancy (Shielding, Vitalism) [Positive]
Level: Clr 7
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five living creatures within the area
Effect: This spell functions like death ward, except that it affects multiple creatures.

Deep Slumber
You fill your foe with an overpowering urge to sleep, inevitably rendering him comatose.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Range: Medium (100 ft.)
Target: One creature
Duration: Long (1 hour)
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: The subject is bewildered, making it vulnerable.
Bloodied Effect: The subject immediately falls asleep. If left undisturbed, it will sleep until it dies. As long as it remains bloodied, it cannot be awakened until the spell's duration expires, though it can be awakened normally after that point.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Delay Poison
Necromancy (Flesh)
Level: Clr 1, Drd 1, Pal 1
Casting Time: 1 swift action
Range: Close (30 ft.)
Target: Creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject becomes temporarily immune to the effects of poison. It does not make any saving throws against poison during this spell's duration. This effect does not prevent the subject from becoming poisoned, and any poisons in the subject's system when the spell ends will continue their effects normally.
Notes: This spell does not cure any damage that poison may have already done.

Delayed Blast Fireball
Evocation (Energy) [Fire]
Level: Fire 6, Sor/Wiz 6
Area: Medium (20 ft.) radius spread
Duration: 5 rounds or less; see text
Damage: 6d8 fire damage + d8 per four caster levels above 12th
Effect: This spell functions like fireball, except that it is larger and can detonate up to 5 rounds after the spell is cast. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). For every round that this spell is delayed, your caster level with it increases by 2.
If you choose a delay, a glowing bead sits at the point of origin until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25
Destruction
Necromancy (Flesh) [Death]
Level: Clr 7, Destruction 7
Components: V, S, F
Range: Close (30 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Healthy Effect: The target is staggered for 5 rounds. It can take a move action or a standard action each round, but not both.
Bloodied Effect: The target is instantly slain.
Notes: The reamins of a creature killed by this spell are consumed utterly (but not its equipment or possessions). The only way to restore life such a creature is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).

Detect Animals or Plants
Divination (Awareness) [Detection]
Level: Drd 1, Nature 1
Area: Large (50 ft.) cone-shaped emanation from you
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Effect: You know the direction to any animals in the area by seeing their auras. If you concentrate on a particular aura, you learn its location. You must choose to detect either animals or plants. Alternately, you can choose to detect a particular kind of animal or plant. Each round, you can change what you are trying to detect.
Notes: Each round, you can turn to detect animals or plants in a new area. A detection spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Chaos
Divination (Awareness) [Detection]
Level: Clr 1, Pal 1
Effect: This spell functions like detect evil, except that it detects chaotic auras, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

Detect Evil
You sense the presence of evil.
Divination (Awareness) [Detection]
Level: Clr 1, Pal 1
Area: Large (50 ft.) cone-shaped emanation from you
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Effect: You know the direction to any evil creatures or objects in the area by seeing their auras. If you concentrate on a particular aura, you learn how powerful it is, as determined by the table below.

If the HV or level of the aura's source is at least twice your caster level, the power of the aura increases by one step, with strong auras becoming overwhelming. If you are good, and you concentrate on a creature with an overwhelming aura, you must make a Will save or be stunned for 1 round (which typically breaks your concentration, ending the spell).
{table="class: grid"}
{tr}
{td}
Creature/Object{/td} {td}Aura Power {/td}
{/tr}
Evil creature{/td} {td}Faint {/td}
{/tr}
Undead{/td} {td}Moderate {/td}
{/tr}
Evil magic item or spell{/td} {td}Moderate1 {/td}
{/tr}
Evil outsider{/td} {td}Strong {/td}
{/tr}
Cleric of an evil deity2{/td} {td}Strong
{/td}
{/tr}

1 Use the item or spell's caster level to determine whether the power of the aura us unusually strong.

2 Some characters who are not clerics (such as blackguards) may radiate an aura of equivalent power. The class description will indicate whether this applies.
{/table}

Lingering Aura: An evil aura can linger after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). Most auras only linger for a few rounds, but strong or overwhelming auras can linger for days.
Notes: Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil in a new area. A detection spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Good
Divination (Awareness) [Detection]
Level: Clr 1
Effect: This spell functions like detect evil, except that it detects good auras, and you are vulnerable to an overwhelming good aura if you are evil.
Notes: Healing potions, antidotes, and similar beneficial items are not good, and as such this spell does not detect them.

Detect Law
Divination (Awareness) [Detection]
Level: Clr 1
Effect: This spell functions like detect evil, except that it detects lawful auras, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

Detect Secret Doors
You can detect secret doors, compartments, caches, and so forth.
Divination (Awareness) [Detection]
Level: Brd 1, Sor/Wiz 1
Area: Large (50 ft.) cone-shaped emanation from you
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Effect: You know the direction to any hidden passages, doors, or openings in the area. If you concentrate on a particular aura, you learn its location. This does not automatically grant you the ability to see or open the door -- merely the knowledge that such a door exists in that location.
Notes: Each round, you can turn to detect secret doors in a new area. A detection spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Thoughts
Divination (Awareness) [Detection] [Mind-Affecting]
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Area: Large (50 ft.) cone-shaped emanation from you
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: Yes
Effect: You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 20 or higher and at least 10 points higher than your own Intelligence score, you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. You need not be able to see a creature to detect thoughts from it. You gain a +4 circumstance bonus to Bluff, Diplomacy, and Intimidate checks against creatures whose mind you are reading.
Notes: Each round, you can turn to detect thoughts in a new area. A detection spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Thoughts, Greater
Divination (Awareness) [Detection] [Mind-Affecting]
Level: Knowledge 8, Sor/Wiz 8
Duration: Long (1 hour) (D)
Effect: This spell functions as detect thoughts, except that it does not require concentration to maintain. You automatically detect the presence or absence of thoughts, the number of thinking minds, and the Intelligence score of each. You must concentrate to detect surface thoughts, but it only takes you a single round.

Detect Undead
Divination (Awareness) [Detection]
Level: Clr 1, Pal 1, Sor/Wiz 1
Area: Large (50 ft.) cone-shaped emanation from you
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Effect: You know the direction of all undead creatures in the spell's area. If you concentrate on a particular undead creature, you learn the strength of its aura, determined by the table below.
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HV of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HV of the undead creature, as given on the following table:
{table="class: grid"}
{tr}
{td}

HV{/td} {td}Strength {/td}
{/tr}

1 or lower{/td} {td}Faint {/td}
{/tr}

2--4{/td} {td}Moderate {/td}
{/tr}

5--10{/td} {td}Strong {/td}
{/tr}

11 or higher{/td} {td}Overwhelming
{/td}
{/tr}
{/table}

Lingering Aura: An undead aura can linger after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power. Most auras only linger for a few rounds, but strong or overwhelming auras can linger for days.
Notes: Each round, you can turn to detect undead in a new area. A detection spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dictum
Evocation (Channeling) [Lawful]
Level: Clr 7, Law 7
Components: V
Area: 40 foot cube-shaped spread centered on you
Duration: Instantaneous/5 rounds
Saving Throw: None
Spell Resistance: Yes
Healthy Effect:
Each nonlawful creature in the area is deafened for 5 rounds.
Bloodied Effect:
Each nonlawful creature in the area suffers one or more of the following ill effects, depending on its Hit Values.
{table="class: grid"}
{tr}
{td}

HV{/td} {td}Effect {/td}
{/tr}

Equal to caster level{/td} {td}Staggered {/td}
{/tr}

Up to caster level -5{/td} {td}Stunned, staggered {/td}
{/tr}

Up to caster level -10{/td} {td}Paralyzed, stunned, staggered {/td}
{/tr}

Up to caster level -15{/td} {td}Killed1
{/td}
{/tr}
1 Living creatures die. Nonliving creatures are destroyed.
{/table}

Staggered: The creature is staggered for 5 rounds. It can take a move action or a standard action each round, but not both.

Stunned: The creature is stunned for 1 round.

Paralyzed: The creature is paralyzed and helpless for 5 rounds.

Killed: Living creatures die. Nonliving creatures are destroyed.
Notes: Creatures whose Hit Values exceed your caster level are unaffected by this spell.

Dimension Door
Conjuration (Translocation) [Teleportation]
Level: Travel 5, Sor/Wiz 4
Range: Extreme (1,000 ft.)
Target: You
Duration: Instantaneous
Effect: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired -- whether by simply visualizing the area or by stating direction. After using this spell, you are dazed until the start of your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load.
Notes:
If you arrive in a place that is already occupied by a solid body, you take 2d6 damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location that is within the range of the spell.

If there is no free space within 100 feet, you take an additional 4d6 damage and the spell simply fails.

Dimension Door, Mass
Conjuration (Translocation) [Teleportation]
Level: Sor/Wiz 7, Travel 8
Area: Medium (20 ft.) radius limit centered on you
Targets You and up to five other willing creatures within the area
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like dimension door, except that it affects multiple creatures. Creatures must be willing to be teleported. You choose the destinations for each affected creature freely, within the range of the spell. Each affected creature is dazed until the start of your next turn.

Dimension Slide
Conjuration (Translocation) [Teleportation]
Level: Sor/Wiz 3, Travel 3
Range: Close (30 ft.)
Target: You; see text
Duration: Instantaneous
Effect: You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along objects as long as their weight doesn't exceed your maximum load. Movement caused by the use of dimension slide does not provoke attacks of opportunity.

If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can't see, the spell simply fails to function.

Dimensional Anchor
You surround your foe in a shimmering emerald field that completely blocks extradimensional travel, preventing it from escaping you.
Abjuration (Negation)
Level: Clr 3, Magic 3, Sor/Wiz 3
Range: Medium (100 ft.)
Target: One creature
Duration: Long (1 hour)/5 rounds
Saving Throw: Will partial
Spell Resistance: Yes
Effect: The subject cannot travel extradimensionally for an hour. A successful Will save reduces the duration to 5 rounds. Effects barred by a dimensional anchor include astral projection, blink, dimension door, dissipating touch, ethereal jaunt, gate, maze, plane shift, shadow walk, teleport, and similar spell-like, psionic, or supernatural abilities.
Notes: A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as summoning monsters. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Discern Lies
You can discern subtle magical disturbances caused by lying.
Divination (Awareness) [Detection]
Level: Clr 3, Law 3, Pal 3
Area: Large (50 ft.) cone-shaped emanation from you
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Effect: You know when any creature in the area deliberately and knowingly speaks a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Notes: Each round, you can turn to discern lies in a new area. A detection spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Discern Vulnerability
Divination (Knowledge)
Level: Sor/Wiz 5
Casting Time: 1 swift action
Range: Medium (100 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: You instantly recognize all of the target's vulnerabilities. This grants you a +2 circumstance bonus to attack rolls, weapon damage rolls, save DCs, and spell resistance checks against that creature. In addition, you learn any significant weaknesses the creature has. This includes, but is not limited to, the following information:

Which of the target's saving throws is lowest
If the target has any vulnerabilities to specific damage types
How to overcome the target's damage reduction, regeneration, or other similar abilities

Notes: This spell gives no information about a creature's strengths or abilities -- only its weaknesses.

Disguise Self
Illusion (Glamer) [Unreal]
Level: Brd 1, Sor/Wiz 1, Trickery 1
Range: Personal
Target: You
Duration: Long (1 hour) (D)
Effect: You make yourself -- including clothing, armor, weapons, and equipment -- look different. You can seem 20
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties or you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
Notes: A creature that interacts with the effect gets a Will save to recognize it as an illusion. In order to interact with the illusion with a Spot or Listen check, the creature must make a Spot or Listen check that beats your saving throw DC with this spell or your Disguise check (if used as part of a disguise), whichever is higher. You cannot change your disguise once the spell is cast.

Disguise Self, Greater
Illusion (Glamer) [Unreal]
Level: Brd 3, Sor/Wiz 3
Duration: Extreme (12 hours) (D)
Effect: This spell functions like disguise self, except that it lasts longer and you can change the disguise at will. By concentrating on the spell as a standard action, you can take on an entirely new appearance, just as if you has cast disguise self.

Disintegrate
You shoot a thin, green ray from your pointing finger that completely destroys whatever it hits.
Transmutation (Alteration)
Level: Destruction 6, Sor/Wiz 6
Range: Close (30 ft.)
Manifestation: Ray
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes
Damage: 12d10 physical damage + d10 per two caster levels above 12th
Effect: Any creature reduced to 0 hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
Notes: Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Dismissal
Abjuration/Conjuration (Interdiction, Translocation) [Planar]
Level: Clr 4, Sor/Wiz 4
Range: Close (30 ft.)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
Effect: This spell forces an extraplanar creature, including any summoned creature, back to its proper plane. If the spell is successful, the creature is instantly whisked away, but there is a 20
Dispel Magic
Abjuration (Negation) [Magic]
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius burst; see text
Target: One creature or object; or everything in the area
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
Effect: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a single dispel check (1d20 + your caster level) which applies against all spells or effects currently active on the target. The DC for this dispel check is 11 + the caster level of the effect. Your check is compared against each effect's DC. If you succeed on the check, each effect with that DC is dispelled.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) and you succeed on your dispel check, you end the spell that conjured the object or creature.

If the object that you target is a magic item, you compare your dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 5 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You may choose to automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a Medium (20 ft.) radius.

This functions as a targeted dispel against every creature, object, and ongoing spell in the area, except that you can only dispel one effect from each target in the area. The effect dispelled is the one with the highest spell level that your dispel check would succeed against. If multiple spells qualify, choose randomly. Attended magic items are unaffected by an area dispel.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Dispel Magic, Greater
Abjuration (Negation) [Magic]
Level: Brd 5, Clr 6, Drd 6, Magic 6, Sor/Wiz 6
Effect: This spell functions like dispel magic, except that it affects every spell and effect in the area when used as an area dispel, as if a targeted dispel had been cast on every creature, object, and ongoing spell in the area. Attended magic items are unaffected.

Additionally, this spell has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

Dispel Magic, Lesser
Abjuration (Negation) [Magic]
Level: Brd 1, Clr 1, Drd 2, Magic 1, Sor/Wiz 1
Effect: This spell functions like a targeted dispel magic, except that you add half your caster level to your dispel check.

Displacement
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50Notes: True seeing reveals the subject's true location.

Disrupting Weapon
Necromancy/Transmutation (Imbuement, Positive)
Level: Clr 4, Pal 3
Range: Close (30 ft.)
Target: One melee weapon
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (object)/Fortitude negates
Spell Resistance: Yes
Effect: This spell infuses a melee weapon with positive energy, making it deadly to undead. Each round, the first bloodied undead creature struck by this weapon must succeed on a Fortitude save or be destroyed utterly. Healthy undead creatures suffer no ill effect.

Dissipating Touch
Your mere touch can disperse the surface material of your foe, sending a tiny portion of it far away.
Conjuration (Translocation) [Teleportation]
Level: Sor/Wiz 2
Range: Touch
Target: Creature or object touched
Duration: Instantaneous/1 round
Saving Throw: Will half (object)
Spell Resistance: Yes
Damage: 4d10 physical damage + d10 per two caster levels above 4th
Effect: The touched target takes damage and is sickened for 1 round. This damage ignores the hardness and damage reduction.

Divine Favor
You imbue yourself with skill in combat by calling upon the divine power of your patron.
Transmutation (Augment)
Level: Clr 1, Pal 1, Strength 1, War 1
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds)
Effect: You gain a +2 bonus on attack and weapon damage rolls. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Divine Power
You imbue yourself with great strength and skill in combat by calling upon the divine power of your patron.
Transmutation (Augment)
Level: Clr 4, Pal 4, Strength 4, War 4
Effect: This spell functions like divine favor, except that you also gain temporary hit points equal to 20 + 1 per caster level above 8th, and a +3 bonus to Strength. This bonus increases to +4 at 14th level and to +5 at 20th level.
If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.

Dominate Monster
Enchantment (Compulsion) [Domination, Mind-Affecting]
Level: Sor/Wiz 8
Target: One creature
Effect: This spell functions like dominate person, except that the spell is not restricted by creature type.

Dominate Person
Enchantment (Compulsion) [Domination, Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Casting Time: Full-round action
Range: Close (30 ft.)
Target: One humanoid
Duration: One day
Saving Throw: Will negates
Spell Resistance: Yes
Effect: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as ``Come here," ``Go there," ``Fight," and ``Stand still." If you concentrate on the spell, you know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
It takes time for the link to be established. For the first hour after the spell is cast, you must concentrate on the spell (a standard action) to control the subject's actions. While you are not concentrating on the spell, the creature acts as if confused, as the confusion spell, except that it never attacks you. If the subject would randomly attack you, it instead is forced to follow your commands. At the end of the hour, the creature makes a second saving throw against the spell effect. If you concentrate on the spell during this time, it takes a -4 penalty on the saving throw. If it succeeds, it ignores the spell effect; otherwise, you dominate it fully for the remainder of the spell duration.

After the first hour, changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw. This does not apply when a subject is merely ordered to perform an action it disagrees with -- the action must be directly opposed to the subject's beliefs. Ordering a paladin to murder an innocent would grant the paladin a saving throw, but ordering him to build a bridge that would allow an evil army to cross a river would not grant him a saving throw. Obviously self-destructive orders are never carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you recast this spell on a subject you have dominated before it escapes your control, you can extend the duration of the spell indefinitely. The subject does not get a new saving throw when you renew your control in this fashion.
Notes: Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so shielded, but such an effect neither prevents the establishment of domination nor dispels it.

Vadskye
2013-10-07, 03:18 PM
E-G spells

Earth's Pull
You intensify the pull of gravity on your foe, causing it to feel much heavier and making its movements sluggish.
Evocation (Control) [Earth]
Level: Drd 1, Earth 1
Range: Medium (100 ft.)
Target: One Large or smaller creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: No
Spell Resistance: Yes
Effect: The subject moves at half speed and takes a -2 penalty to armor class. If it is flying within 10 feet of the ground, the subject falls to the ground.
Notes: If the subject gets farther than 10 feet from the ground, the spell's effect is broken. As a result, the spell cannot affect creatures flying high above the ground.

Earthquake
Evocation (Control) [Earth]
Level: Destruction 8, Drd 8, Clr 8, Earth 7
Range: Far (300 ft.)
Area: Large (50 ft.) radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
Effect: An intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground who attempts to cast a spell must make a Concentration check against a DC equal to (this spell's save DC + double the level of the spell being cast) or lose the spell. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 7d8 bludgeoning damage + d8 per four caster levels above 14th to any creature caught under the cave-in (Reflex half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 7d8 bludgeoning damage + d8 per four caster levels above 14th (Reflex half) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25
Structure: Any structure standing on open ground takes 10 damage per caster level, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 7d8 bludgeoning damage + d8 per four caster levels above 14th (Reflex half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Notes: Any creature pinned beneath rubble takes 1d6 nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 lethal damage each minute thereafter until freed or dead.

Elemental Swarm
Conjuration (Summoning) [see text]
Level: Drd 9, Earth 9, Fire 9, Water 9
Range: Medium (100 ft.)
Manifestation: Two or more summoned creatures in a Medium (20 ft.) radius
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.

When the spell is complete, 2d4 Large elementals appear. Five minutes later, 1d4 Huge elementals appear. Five minutes after that, one greater elemental appears. Each elemental has maximum hit points per HV. Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

Energy Conversion
Abjuration/Evocation (Energy, Shielding) [see text]
Level: Protection 7, Sor/Wiz 7
Range: Personal and Close (30 ft.); see text
Manifestation: Ray; see text
Duration: Long (1 hour) or until discharged
Saving Throw: None
Spell Resistance: Yes
Effect: This spell functions like greater resist energy, except that you store up the energy you absorb and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the spell's duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your caster level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.
Notes: This spell's descriptor is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the spell's duration.

Energy Drain
Necromancy (Vitalism) [Negative]
Level: Clr 8, Death 8, Evil 8, Sor/Wiz 8
Effect: This spell functions like enervation, except that the target gains six negative levels.

An undead creature struck by the ray instead gains temporary hit points equal to 40 + twice your caster level and physical damage reduction 16/positive.
Notes: The damage reduction allows an undead subject to ignore 16 physical damage per attack. Attacks that deal positive damage, such as cure light wounds, ignore this damage reduction.

Enervation
Your foe's body loses its color momentarily as you drain its life force away.
Necromancy (Vitalism) [Negative]
Level: Death 4, Sor/Wiz 4
Range: Close (30 ft.)
Target: One creature
Duration: Long (1 hour)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Effect: The target gains three negative levels.

Each negative level gives a creature a -1 penalty on attack rolls, saving throws, checks, and effective level (for determining the power, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. If the subject has at least as many negative levels as HV, it dies.

An undead creature struck by the ray gains physical damage reduction 8/positive instead. This damage reduction increases by 1 per two caster levels above 8th.
Notes: This spell stacks with any effect that bestows negative levels, including itself.
The damage reduction allows an undead subject to ignore 8 physical damage per attack. Attacks that deal positive damage, such as cure light wounds, ignore this damage reduction.

Enfeeblement
Necromancy (Flesh)
Level: Death 1, Sor/Wiz 1
Range: Medium (100 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Effect: The subject takes a -4 penalty to your choice of Strength, Dexterity, or Constitution.
Notes: This spell cannot reduce the subject's ability scores below 1.

Enlarge Person
Transmutation (Polymorph)
Level: Sor/Wiz 3, Strength 3
Casting Time: Full-round action
Range: Close (30 ft.)
Target: One humanoid creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Effect: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. This has several effects.

+10 ft. inherent bonus to movement speed.
-1 penalty on attack rolls and AC due to its increased size.
-2 penalty to Dexterity.
+2 bonus to Strength. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.


A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.

If insufficient room is available for the desired growth, the creature attains the kmaximum 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 a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Notes: Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

[size=3]Enlarge Person, Mass
Transmutation (Polymorph)
Level: Sor/Wiz 7, Strength 7
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five humanoid creatures within the area
Effect: This spell functions like enlarge person, except that it affects multiple creatures.

[size=3]Entangle
Transmutation (Animation)
Level: Drd 1, Nature 1
Range: Medium (100 ft.)
Area: Small (10 ft.) radius spread
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Reflex partial
Spell Resistance: No
Effect: Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a standard action to make a grapple check or an Escape Artist check against this spell's save DC. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Notes: The effects of the spell may be altered somewhat based on the nature of the entangling plants. If no plants exist in the area, the spell has no effect.

Entangling Growth
Transmutation (Alteration, Animation)
Level: Drd 4, Nature 4
Area: Medium (20 ft.) radius spread
Effect: This spell functions like entangle, except that it affects a wider area and also grows new plants in the area. These plants grow from any terrain, even if it would not normally support plant life, and entangle creatures in the area for the duration of the spell. When the magic fades, the plants with and recede into the ground, leaving no trace that they were ever there.

Entropic Shield
You surround your ally with a magical field that glows with a chaotic blast of multicolored hues. This field deflects incoming ranged attacks, causing them to randomly swerve away from their intended target.
Abjuration (Shielding)
Level: Clr 2
Range: Close (30 ft.)
Target: Touched creature
Duration: Short (Concentration + 5 rounds) (D)
Effect: Each ranged attack directed at the subject for which the attacker must make an attack roll has a 50
Ethereal Jaunt
Conjuration (Translocation) [Planar]
Level: Sor/Wiz 5, Travel 5
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature 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 (such as a basilisk's gaze attack). Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 damage per 5 feet that you so travel.

Etherealness
Conjuration (Translocation) [Planar]
Level: Sor/Wiz 9, Travel 9
Range: Touch; see text
Targets You and one other touched creature per three levels
Saving Throw: None
Spell Resistance: Yes
Effect: This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.
Notes: When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

Expeditious Retreat
Transmutation (Temporal)
Level: Brd 1, Sor/Wiz 1
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: Your base land speed doubles, to a maximum of a +30 foot increase. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement.
Notes: As with any effect that increases your speed, this spell affects your jumping distance.


Faerie Fire
Illusion (Figment) [Light, Unreal]
Level: Drd 1
Range: Medium (100 ft.)
Area: Small (10 ft.) radius limit
Manifestation: Dim lights in the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: A pale glow surrounds and outlines all creatures and objects in the area. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 3rd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. Illusionary figments such as silent image are not outlined, which may reveal them for what they are.
The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. This spell does not cause any harm to the objects or creatures thus outlined.

False Life
You harness the power of life to grant yourself a limited ability to avoid death.
Necromancy (Life)
Level: Sor/Wiz 1
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds)
Effect: You gain 10 temporary hit points + 2 per caster level above 2nd. If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.

Farsight
You grant the subject the ability to see farther and more accurately.
Divination (Awareness)
Level: Sor/Wiz 1
Range: Touch
Target: Creature touched
Duration: Long (1 hour) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains a +2 bonus to Spot checks and takes half the normal penalty for range increments and for Spot checks made at a distance. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Fear
You project an invisible cone that drives creatures away from you in abject fear.
Enchantment (Emotion) [Fear, Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Area: Medium (20 ft.) cone-shaped burst
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: Creatures in the area are shaken, causing them to be vulnerable.
Bloodied Effect: Creatures in the area are frightened.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Feather Fall
Evocation (Control)
Level: Sor/Wiz 1, Travel 1
Components: V
Casting Time: 1 immediate action
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five Medium or smaller freefalling object or creatures within the area
Duration: Short (Concentration + 5 rounds) or until landing
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes
Effect: The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Notes: You can cast this spell instantaneously, quickly enough to save yourself if you unexpectedly fall.

Feather fall works only upon free-falling objects. It no special effect on ranged weapons unless they are falling quite a distance. It does not affect a sword blow or a charging or flying creature.

Feeblemind
Enchantment (Inhibition) [Mind-Affecting]
Level: Sor/Wiz 5
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: The target is bewildered, making it vulnerable for 5 rounds.
Bloodied Effect: The target's Intelligence drops to 1, giving it roughly the intellect of a lizard. It is unable to use Intelligence-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
The target must be bloodied when the spell is cast to suffer the bloodied effect.

Finger of Death
Necromancy (Life) [Death]
Level: Death 7, Sor/Wiz 7
Range: Close (30 ft.)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Healthy Effect: The target is staggered for 5 rounds. It can take a move action or a standard action each round, but not both.
Bloodied Effect: The target is instantly slain.

Fire Seeds
Evocation/Transmutation (Energy, Imbuement) [Fire]
Level: Drd 6, Fire 6, Nature 6
Range: Touch
Area: Small (10 ft.) or Medium (20 ft.) radius burst from the touched objects; see text
Targets Up to four touched acorns or up to eight touched holly berries
Duration: Long (1 hour) or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Damage: 6d8 fire damage + d8 per four caster levels above 12th
Effect: Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. If you miss, the acorn detonates in a random corner of the intended target square. Together, the acorns are capable of dealing 6d8 fire damage + d8 per four caster levels above 12th, divided up among the acorns as you wish.

Each acorn explodes upon striking any hard surface, damaging all creatures in a Small (10 ft.) radius burst. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). Together, the holly berries are capable of dealing 6d8 fire damage + d8 per four caster levels above 12th, divided up among the berries as you wish.

If you are within Medium (100 ft.) range and speak a word of command (as a standard action), each berry instantly bursts into flame, striking every creature in a Medium (20 ft.) radius burst. A creature in the area that makes a successful Reflex saving throw takes only half damage.
Notes: You can only have one fire seeds active at any time.

Material Component: The acorns or holly berries.

Fire Shield
You appear to immolate yourself in a wreath of flame that lashes out at anyone who tries to harm you.
Abjuration/Evocation (Energy, Shielding) [Fire or Cold]
Level: Fire 4, Sor/Wiz 4
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None/Reflex half
Spell Resistance: No/Yes (Reflex)
Damage: 4d6 fire or cold damage
Effect: Any creature that hits you with its body or a melee weapon takes damage. Each individual creature can take this damage only once per round. The damage type and other effects depend on which kind of fire shield is used. This decision must be made at the time the spell is cast.

Warm Shield: The flames are warm to the touch and deal fire damage. You gain cold damage reduction 20 + 1 per caster level above 8th.

Chill Shield: The flames are cool to the touch and deal cold damage. You gain fire damage reduction 20 + 1 per caster level above 8th.
Regardless of the version, the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet).
Notes: The damage reduction allows the subject to ignore 20 energy damage per attack of the appropriate type. Creatures wielding weapons with exceptional reach are not subject to this spell's damage if they attack you.

Fire Storm
You fill a massive area with sheets of roaring flame, burning everyone who opposes you.
Evocation (Energy) [Fire]
Level: Drd 8, Fire 8, War 8
Range: Medium (100 ft.)
Area: Large (50 ft.) spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 8d8 fire damage + d8 per four caster levels above 16th
Effect: The spell deals damage to all enemies in the area, leaving your allies unscathed.

Fireball
You create an explosion of flame that detonates with a low roar, damaging nearby creatures and objects.
Evocation (Energy) [Destructive, Fire]
Level: Fire 3, Sor/Wiz 3
Range: Medium (100 ft.)
Area: Small (10 ft.) radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 3d8 fire damage + d8 per four caster levels above 6th.
Effect: Everything in the area takes damage.
Notes: If a destructive spell deals enough damage to an interposing barrier to shatter or breaks through it, its effects may continue beyond the barrier if the area permits; otherwise, it stops at the barrier just as any other spell effect does.

Flame Strike
You call a vertical column of divine fire that roars downward, consuming your unworthy foes.
Evocation (Channeling, Energy) [Fire]
Level: Clr 5, Destruction 5, Fire 5, War 5
Range: Close (30 ft.)
Area: Medium (20 ft.) radius cylinder, 40 ft. high
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 5d8 fire and divine damage + d8 per four caster levels above 8th; see text
Effect: Half the damage is fire damage, but the other half results directly from divine power. Your allies in the area take half damage.

Flame Weapon
Evocation (Energy) [Fire]
Level: Drd 2, Fire 2
Range: 0 ft.
Manifestation: Sword-like beam
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: A 3 foot long beam of red-hot fire springs forth from your hand. In addition to providing illumination like a torch, you can wield this bladelike beam as if it were a scimitar. Attacks with the flame weapon are touch attacks, and deal 1d8 fire damage + your casting ability modifier. Since the blade is immaterial, your Strength does not apply to the damage. However, it is treated as a light weapon, so you can use Dexterity to attack with it. A flame weapon can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Alternately, you can hurl flames from the weapon up to Medium (100 ft.) range as if it were a thrown weapon.
Notes: The spell does not function underwater.

Fly
Transmutation (Imbuement)
Level: Sor/Wiz 4
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load.

Fog Cloud
You conjure a bank of fog from a location you choose, concealing those inside.
Conjuration (Creation) [Fog]
Level: Drd 3, Sor/Wiz 3, Water 3
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius cylinder-shaped spread
Manifestation: Fog in the area
Duration: Short (Concentration + 5 rounds)
Saving Throw: None
Spell Resistance: No
Effect: Creatures within the spell's area have concealment (20Notes: Fog spells do not function underwater and can be dispersed by wind. A moderate wind (11+ mph) disperses the fog in 5 rounds; a strong wind (21+ mph) disperses the fog in 1 round. A fire spell burns away the fog in the area into which it deals damage.

Forcecage
Evocation (Control) [Force]
Level: Sor/Wiz 7
Range: Medium (100 ft.)
Manifestation: Barred cage (20 ft. cube) or windowless cell (10 ft. cube)
Duration: Long (1 hour) (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No
Effect: This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

A creature who makes a Reflex save chooses whether it wants to be inside or outside of the forcecage when it forms. The forcecage is formed regardless.

Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

Forceful Hand
Evocation (Control) [Force]
Level: Sor/Wiz 4
Effect: This spell functions like interposing hand, except that it can also pursue and bull rush one opponent you select. You must direct the hand to bull rush an opponent as a swift action. If you do, the forceful hand may make a bull rush attack that does not provoke an attack of opportunity. Its bonus to bull rush equals your caster level + your casting ability modifier, +4 for being Large.

The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose, but it cannot exceed the spell's range.

If you do not direct the hand to bull rush, it simply provides cover as interposing hand.
Notes: A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

Foresight
You bestow a powerful sixth sense to your ally, giving them clear visions of any imminent danger.
Divination (Knowledge)
Level: Knowledge 9, Protection 9, Sor/Wiz 9
Range: Touch
Target: Touched creature
Duration: Long (1 hour) (D)
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (Will)
Effect: The subject receives instantaneous warnings of impending danger or harm that would befall them, and an idea of how to best protect herself. She is never surprised or flat-footed, and always retains her Dexterity modifier and dodge bonuses to AC. In addition, she gains a +20 bonus on initiative checks, a +5 dodge bonus to AC, and a +5 bonus to Reflex saves.
Notes: Foresight is a difficult spell to cast, since it requires maintaining a constant channel into the future. You may only have one foresight spell active at once. If you cast the spell again before the duration wears off, the old spell is dismissed and only the new casting is active.

Freedom
Transmutation (Imbuement)
Level: Clr 4, Drd 4, Travel 4
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject can move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject gains a +20 bonus to resist grapple attacks, as well as on grapple attacks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled.

Freedom, Mass
Transmutation (Imbuement)
Level: Clr 8, Drd 8, Travel 8
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like freedom, except that it affects multiple creatures.

Freezing Sphere
You create a frigid globe of cold energy that streaks from your fingertips to a location you select and explodes.
Evocation (Energy) [Cold]
Level: Sor/Wiz 6, Water 6
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius burst
Duration: Instantaneous/5 rounds; see text
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Damage: 6d8 cold damage + d8 per four levels above 12th
Effect: Creatures in the area take damage.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet). This ice lasts for 5 rounds. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a Strength check or an Escape Artist check against this spell's save DC to do so.


Gaseous Form
Transmutation (Polymorph)
Level: Air 3, Sor/Wiz 3, Travel 3
Components: S
Range: Touch
Target: Willing corporeal creature touched
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though other modifiers continue to apply normally. The subject gains physical damage reduction 10/magic and becomes immune to critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell or Still Spell.) If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Notes: This damage reduction allows the subject to ignore 10 physical damage per attack. Magical attacks, such as damaging spells or magic weapons, ignore this damage reduction.

Giant Vermin
Transmutation (Polymorph)
Level: Drd 4, Nature 4
Range: Close (30 ft.)
Area: Medium (20 ft.) radius limit
Targets Up to three vermin within the area
Duration: Medium (5 minutes)
Saving Throw: None
Spell Resistance: Yes
Effect: You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into Large-sized forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size.

Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (``Attack," ``Defend," ``Stop," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Glibness
Your speech becomes more fluent and believable.
Enchantment/Transmutation (Imbuement)
Level: Brd 3
Components: S
Range: Personal
Target: You
Duration: Long (1 hour) (D)
Effect: You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as creating a diversion to hide or communicating a hidden message via innuendo.)

If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.

At the end of the duration of the spell, anyone who only believed your words because of the bonus from glibness realizes that they have been lied to.

Glitterdust
Conjuration (Creation)
Level: Sor/Wiz 2
Range: Medium (100 ft.)
Area: Small (10 ft.) radius spread
Manifestation: Glittering particles in the area
Duration: Short (Concentration + 5 rounds)
Saving Throw: None
Spell Resistance: No
Effect: A cloud of golden particles covers everyone and everything in the area, visibly outlining invisible things for the duration of the spell. It likewise negates the effects of blur and displacement, and reveals illusionary figments such as silent image for what they are. All within the area at the time that the spell is cast are covered by the dust, which continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks.
Effect: Water and similar substances can remove the dust.

Glitterdust, Greater
Conjuration (Creation)
Level: Sor/Wiz 5
Saving Throw: None
Effect: This spell functions like glitterdust, except that creatures in the area are also dazzled for the duration of the spell.
Notes: A dazzled creature treats everything he sees as if it had concealment (20
Globe of Invulnerability
Abjuration (Negation) [Magic]
Level: Sor/Wiz 5
Effect: This spell functions like lesser globe of invulnerability, except that it also excludes 4th level spells and spell-like effects.

Globe of Invulnerability, Lesser
Abjuration (Negation) [Magic]
Level: Sor/Wiz 4
Area: Small (10 ft.) radius emanation, centered on you
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell or similar effects. You can leave and return to the globe without penalty.
Notes: Spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Good Hope
You instill powerful hope and confidence in nearby allies.
Enchantment (Compulsion) [Mind-Affecting, Morale]
Level: Brd 3
Area: Small (10 ft.) radius limit centered on you
Target: Five creatures within the area
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subjects gain a +2 bonus on attack rolls and temporary hit points equal to 15 + 1 per caster level above 6th for 5 rounds. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.
Notes: Good hope counters and dispels crushing despair.

Grasping Hand
Evocation (Control) [Force]
Level: Sor/Wiz 6
Effect: This spell functions like interposing hand, except the hand can also grapple one opponent that you select. You must direct the hand to grapple an opponent as a swift action. If you do, the grasping hand may make a grapple attack as a swift action. Its grapple bonus equals your caster level + your casting ability modifier, +4 for being Large.

The hand holds but does not harm creatures it grapples. While the hand is grappling a foe, you must spend a swift action each round to sustain the hand's grapple; otherwise, the grappled creature escapes automatically.

If you do not direct the hand to bull rush, it simply provides cover as interposing hand.
Notes: Directing the spell to a new target is a swift action.

Grease
You conjure a layer of slippery grease on the ground, tripping up your foes.
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Range: Close (30 ft.)
Target or Area: One object or a 10 ft. square
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: See text
Spell Resistance: No
Effect: Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round, while failure by 5 or more means it falls (see the Balance skill for details). A creature standing in a greased area loses its Dexterity modifier and dodge bonus to AC due to the slippery surface.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect entirely. If the initial saving throw fails, the creature immediately drops the item. If the item is successfully greased, a saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 bonus on Escape Artist checks and on grapple attacks made to resist or escape a grapple or to escape a pin.

Greater (Spell Name)

Any spell whose name begins with greater is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a greater spell appears near the description of the spell on which it is based. Spell chains that have greater spells in them include those based on the spells arcane sight, command, dispel magic, glyph of warding, invisibility, magic fang, magic weapon, planar ally, planar binding, prying eyes, restoration, scrying, shadow conjuration, shadow evocation, shout, and teleport.

Gust of Wind
Evocation (Control) [Air]
Level: Air 1, Drd 1, Sor/Wiz 1
Area: Large (50 ft.) line-shaped emanation from you
Manifestation: Wind within the area
Duration: 1 round
Saving Throw: Fortitude partial; see text.
Spell Resistance: No
Effect: This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. Creatures are affected according to their size category. A successful Fortitude save causes a creature to be affected as if it were one size category larger. Flying creatures are affected as if one size category smaller.

Small or smaller creatures are knocked prone and blown to the edge of the spell's range.
Medium creatures are knocked prone by the force of the wind.
Large creatures are unable to move forward against the force of the wind.
Huge or larger creatures may move normally.


Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the spell's area.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can extinguish open flames, create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Notes: Gust of wind can be made permanent with a permanency ritual.

Vadskye
2013-10-07, 03:20 PM
H-L spells

Harm
You fill your foe with a massive influx of negative energy, crippling its body.
Necromancy (Vitalism) [Negative]
Level: Clr 6, Evil 6, Vitality 6, Sor/Wiz 6
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half/None
Spell Resistance: Yes
Damage: 12d10 negative energy damage + d10 per two caster levels above 12th
Effect: The touched creature takes damage. In addition, it takes four points of Constitution damage. A successful Fortitude save halves the negative energy damage but does not mitigate the Constitution damage.
Notes: This effect can cause a creature to begin dying without being disabled first.
Notes: If used on an undead creature, harm acts like heal.

Haste
You accelerate your ally's motions, causing her to move and act more quickly than normal.
Transmutation (Temporal)
Level: Sor/Wiz 4
Range: Touch
Targets One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject is hasted. This has two effects. First, when making a full attack action, a hasted creature may make one extra attack at a -5 penalty.

Second, all of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) double in speed, to a maximum of an additional 30 ft. of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Notes: Haste dispels and counters slow. The extra attack granted is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.

Haste, Mass
You accelerate your allies' motions, causing them to move and act more quickly than normal.
Transmutation (Temporal)
Level: Sor/Wiz 8
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like haste, except that it affects multiple creatures.

Heal
You fill the subject with a massive influx of positive energy, restoring its body to its fullest.
Necromancy (Vitalism) [Healing, Positive]
Level: Clr 6, Drd 7, Good 6, Vitality 6
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless) or Fortitude negates; see text
Spell Resistance: Yes
Healing: 12d8 + d8 per two caster levels above 12th
Effect: This spell heals the subject and immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

In addition, for every 10 points of healing granted by the spell, it can instead cure 1 point of critical damage.
Notes: Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Heal Mount
You fill your mount with a massive influx of positive energy, restoring its body to its fullest.
Necromancy (Vitalism) [Healing, Positive]
Level: Pal 3
Components: V
Range: Touch
Target: Your mount touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Healing: 6d8 + d8 per two caster levels above 6th
Effect: This spell functions like heal, but it affects only the paladin's special mount.

Heat Metal
Evocation (Energy) [Fire]
Level: Drd 2
Range: Medium (100 ft.)
Target: Metal equipment of one creature within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Damage: See text
Effect: This spell makes metal extremely warm. A creature wearing metal armor is considered to be ignited, causing it to be vulnerable and take 1d6 fire damage each round. This cannot be extinguished; the unfortunate subject can only stop the damage by removing its armor.
A creature wielding a metal shield or weapon with a metal shaft affected by this spell takes 1d3 damage each round. These sources of damage stack, so a creature wearing metal armor and using a metal shield takes both 1d6 and 1d3 damage each round.
Notes: If the subject is underwater, this spell deals half damage and is not considered ignited, and the surrounding water boils. Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis.

Heroism
You imbue your ally with great bravery and morale in battle.
Enchantment (Emotion) [Mind-Affecting, Morale]
Level: Brd 3, Sor/Wiz 3
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains a +2 bonus on attack rolls, checks, and saving throws. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Heroism, Greater
Enchantment (Emotion) [Mind-Affecting, Morale]
Level: Brd 6, Sor/Wiz 7
Effect: This spell functions like heroism, except the subject also gains temporary hit points equal to 60 + 2 per caster level above 12th. In addition, the subject is immune to fear and hostile morale effects.

Hideous Laughter
You force the subject to collapse into gales of manic laughter with an unnaturally amusing joke.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The subject is bewildered, making it vulnerable.
Bloodied Effect: In addition, the subject loses its Dexterity modifier and dodge bonuses to AC and must spend a standard action each round to do nothing but laugh uncontrollably. After each time it laughs, the affected creature can attempt a new saving throw. If it succeeds, it can stop laughing, though it is still bewildered.
Notes: A creature with an Intelligence score of -8 or lower is not affected. A creature whose type is different from the caster's receives a +4 circumstance bonus on its saving throw, because humor doesn't ``translate'' well.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Hold Monster
Enchantment (Inhibition) [Mind-Affecting]
Level: Brd 4, Law 4, Sor/Wiz 4
Range: Medium (100 ft.)
Target: One living creature
Effect: This spell functions like hold person, except that it is not limited by creature type.

Hold Monster, Mass
Enchantment (Inhibition) [Mind-Affecting]
Level: Sor/Wiz 9
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like hold monster, except that it affects multiple creatures.

Hold Person
Enchantment (Inhibition) [Mind-Affecting]
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, War 2
Range: Close (30 ft.)
Target: One humanoid creature
Duration: Short (Concentration + 5 rounds) (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
Healthy Effect: The subject is bewildered, making it vulnerable.
Bloodied Effect: As the healthy effect, and the subject is paralyzed and unable to act. Each round on its turn, the subject may attempt a new saving throw to end the paralysis. If it succeeds, it is no longer paralyzed, though it is still bewildered and can take no other actions that round.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Hold Person, Mass
Enchantment (Inhibition) [Mind-Affecting]
Level: Brd 6, Clr 7, Sor/Wiz 7
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like hold person, except that it affects multiple creatures.

Holy Aura
Abjuration (Interdiction) [Good]
Level: Clr 8, Good 8
Components: V, S, F
Area: Medium (20 ft.) radius limit centered on you
Targets Five creatures within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
Effect: A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and damaging evil creatures when they strike the subjects. This abjuration has four effects.

First, each shielded creature gains a +5 bonus to its saving throws.

Second, each shielded creature gains spell resistance 10 against evil spells and spells cast by evil creatures.

Third, the abjuration blocks possession and mental influence, just as protection from evil does.

Finally, if a evil creature within Medium (100 ft.) range of the shielded creature successfully attacks it in any way, the offending attacker takes 4d6 damage. Any single creature can take this damage only once per round.
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

Holy Smite
Evocation (Channeling) [Good]
Level: Good 4
Range: Medium (100 ft.)
Target: One creature
Duration: Instantaneous/5 rounds
Saving Throw: None/Will half
Spell Resistance: Yes
Damage: 8d8 divine damage + d8 per two caster levels above 8th
Effect: If the target is not good, it takes damage and is bewildered for 5 rounds. A successful Will save halves the damage.

Holy Sword
You channel holy power into your sword, or any other melee weapon you choose, allowing it to smite your foes with ease.
Evocation/Transmutation (Imbuement, Channeling) [Good]
Level: Pal 4
Components: V
Range: Touch
Target: Melee weapon touched
Duration: Medium (5 minutes)
Saving Throw: Will negates (object)
Spell Resistance: Yes
Effect: The affected weapon acts as a +5 holy weapon. The spell is automatically cancelled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal bonus and powers of the weapon inoperative for the duration of the spell.
Notes: This spell is not cumulative with any other spell that might modify the weapon in any way. It does not work on artifacts.

Holy Word
Evocation (Channeling) [Good]
Level: Clr 7, Good 7
Components: V
Area: Large (50 ft.) radius spread centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Healthy Effect:
Each nongood creature in the area is deafened for 5 rounds.
Bloodied Effect:
Each nongood creature in the area suffers one or more of the following ill effects, depending on its Hit Values.
{table="class: grid"}
{tr}
{td}

HV{/td} {td}Effect {/td}
{/tr}

Equal to caster level{/td} {td}Deafened {/td}
{/tr}

Up to caster level -5{/td} {td}Blinded, deafened {/td}
{/tr}

Up to caster level -10{/td} {td}Paralyzed, blinded, deafened {/td}
{/tr}

Up to caster level -15{/td} {td}Killed1
{/td}
{/tr}
1 Living creatures die. Nonliving creatures are destroyed.
{/table}

Deafened: The creature is deafened for 5 rounds.

Blinded: The creature is blinded for 2 rounds.

Paralyzed: The creature is paralyzed and helpless for 5 rounds.

Killed: Living creatures die. Nonliving creatures are destroyed.
Notes: Creatures whose Hit Values exceed your caster level are unaffected by holy word.

Horrid Wilting
You dessicate your foes from a great distance, shriveling their bodies.
Necromancy (Flesh)
Level: Sor/Wiz 8, Water 8
Range: Far (300 ft.)
Area: Large (50 ft.) radius limit
Targets Ten living creatures within the area
Saving Throw: Fortitude half
Spell Resistance: Yes
Damage: 8d8 physical damage + d8 per four caster levels above 16th
Effect: Each target takes damage. Plants and creature with the water subtype take a -5 penalty on their saving throw.

Hypnotic Pattern
You create a twisting pattern of subtle, shifting colors that weaves through the air, fascinating creatures within it.
Enchantment/Illusion (Compulsion, Figment) [Light, Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V (Brd only), S; see text
Range: Medium (100 ft.)
Area: Small (10 ft.) radius spread
Manifestation: Colorful lights in the area
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Creatures within the spell's area are fascinated. Each fascinated creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect for the duration of the spell. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw. Any obvious threat, such as noticing someone draw a weapon, cast a spell, or aim a ranged weapon at the fascinated creature automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.
Notes: Creatures who cannot see the lights are not affected by this spell. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform a verbal component.


Ice Storm
You conjure magical hailstones that pound down, smashing and chilling creatures in their path.
Conjuration/Evocation (Creation, Energy) [Cold]
Level: Drd 4, Sor/Wiz 4, Water 4
Range: Medium (100 ft.)
Area: Small (10 ft.) radius cylinder, 20 ft. high
Duration: Instantaneous/1 round
Saving Throw: None
Spell Resistance: Yes
Damage: 4d8 cold and bludgeoning damage + d8 per four caster levels above 8th
Effect: All creatures within the area take damage. The area is difficult terrain for 1 round.

Implosion
You create a destructive responance in your foe's body that destroys it from the inside out.
Evocation (Control)
Level: Clr 9, Destruction 9
Range: Close (30 ft.)
Targets One corporeal creature/round
Duration: Instantaneous and concentration (up to 5 rounds); see text
Saving Throw: None/Fortitude negates
Spell Resistance: Yes
Healthy Effect: The target creature you concentrate on is staggered for 5 rounds. It can take a move action or a standard action each round, but not both.
Bloodied Effect: The target is instantly slain.
Notes: You can concentrate on one creature per round. You can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

Imprisonment
Conjuration/Transmutation (Time, Translocation) [Teleportation]
Level: Earth 9, Law 9, Sor/Wiz 9
Range: Close (30 ft.)
Target: One creature
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
Damage: 18d10 physical damage + d10 per two caster levels above 18th
Effect: The target takes damage as its body is partially teleported away, and it is slowed for 5 rounds. This damage ignores hardness and damage reduction.
Bloodied Effect: If the creature is touching the ground, it becomes permanently entombed in a state of suspended animation (as the temporal stasis spell) in a small sphere far beneath the surface of the earth. It remains there unless an emancipation spell is cast at the locale where the imprisonment took place.
Notes: A slowed creature can take only a single move action or standard action each turn, but not both. Additionally, it takes a -2 penalty to attack rolls, Strength and Dexterity-based skill checks, and armor class.
The subject must be bloodied at the time that the spell is cast to be imprisoned. Magical search by a crystal ball, a locate creature spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed.

Inertial Shield
You create a barrier around your ally that resists physical intrusion.
Abjuration (Shielding)
Level: Sor/Wiz 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains physical damage reduction 4/force. This damage reduction increases by 1 per two caster levels above 4th.
Notes: This damage reduction allows the subject to ignore 4 physical damage per attack. Attacks that deal force damage, such as magic missile, ignore this damage reduction.

Inflict Critical Wounds
Necromancy (Vitalism) [Negative]
Level: Clr 4, Sor/Wiz 4
Damage: 8d10 negative energy damage + d10 per two caster levels above 8th
Effect: This spell functions like inflict light wounds, except that for every 10 points of damage dealt, it can also inflict 1 point of ability damage.
Notes: This effect can cause a creature to begin dying without being disabled first.

Inflict Critical Wounds, Mass
Necromancy (Vitalism) [Negative]
Level: Clr 8, Sor/Wiz 8
Damage: 8d10 negative energy damage + d10 per four caster levels above 10th
Effect: This spell functions like mass inflict light wounds, except that for every 15 points of damage dealt, it can also inflict 1 point of ability damage.
Notes: This effect can cause a creature to begin dying without being disabled first.

Inflict Light Wounds
Necromancy (Vitalism) [Negative]
Level: Clr 1, Sor/Wiz 1
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Damage: 2d10 negative energy damage + d10 per two caster levels above 2nd
Effect: The touched creature takes damage. Since undead are powered by negative energy, this spell heals them instead of dealing damage. You must succeed on a melee touch attack to hit a target that does not allow you to touch it.

Inflict Light Wounds, Mass
Necromancy (Vitalism) [Negative]
Level: Clr 5, Sor/Wiz 5
Range: Close (30 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Damage: 5d8 negative energy damage + d8 per four caster levels above 10th
Notes: The targets take damage. Like other inflict spells, mass inflict light wounds heals undead instead of dealing damage. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Inflict Moderate Wounds
Necromancy (Vitalism) [Negative]
Level: Clr 2, Sor/Wiz 2
Damage: 4d10 negative energy damage + d10 per four caster levels above 4th
Effect: This spell functions like inflict light wounds, except that for every 20 points of damage dealt, it can also inflict 1 point of ability damage.
Notes: This effect can cause a creature to begin dying without being disabled first.

Inflict Moderate Wounds, Mass
Necromancy (Vitalism) [Negative]
Level: Clr 6, Sor/Wiz 6
Damage: 6d8 negative energy damage + d8 per four caster levels above 10th
Effect: This spell functions like mass inflict light wounds, except that for every 20 points of damage dealt, it can also inflict 1 point of ability damage.
Notes: This effect can cause a creature to begin dying without being disabled first.

Inflict Serious Wounds
Necromancy (Vitalism) [Negative]
Level: Clr 3, Sor/Wiz 3
Damage: 6d10 negative energy damage + d10 per four caster levels above 6th
Effect: This spell functions like inflict light wounds, except that for every 15 points of damage dealt, it can also inflict 1 point of ability damage.
Notes: This effect can cause a creature to begin dying without being disabled first.

Inflict Serious Wounds, Mass
Necromancy (Vitalism) [Negative]
Level: Clr 7, Sor/Wiz 7
Damage: 7d8 negative energy damage + d8 per four caster levels above 10th
Effect: This spell functions like mass inflict light wounds, except that for every 15 points of damage dealt, it can also inflict 1 point of ability damage.
Notes: This effect can cause a creature to begin dying without being disabled first.

Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level: Chaos 6, Sor/Wiz 6
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Healthy Effect: The creature is bewildered, making it vulnerable.
Bloodied Effect:
The affected creature is confused (see the confusion spell).
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. Remove curse and dispel magic do not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

Interposing Hand
You create a floating, disembodied hand made of magical force that shields you from your foe's blows.
Evocation (Control) [Force]
Level: Sor/Wiz 2
Range: Medium (100 ft.)
Manifestation: Large hand made of force
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: The hand created by this spell stays between you and one opponent, providing you with cover (+4 AC) from that creature. In addition, if the creature is Large size or smaller, it moves at half speed while moving towards you.

If you cannot see the hand's target, it will stop moving until it is directed to a visible target. The hand does not pursue opponents.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has half as many hit points as you do when you're undamaged, and its AC is 15 (-1 size, +6 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
Notes:
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys the hand without a saving throw. Directing the hand to a new target is a swift action.

Invest Magic
Transmutation (Augment)
Level: Clr 4, Pal 4, Sor/Wiz 4, War 4
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: All weapons and armor that the subject wields gain a +3 bonus for as long as she wields them. This bonus increases to +4 at 14th level, and to +5 at 20th level.

Invisibility
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3, Trickery 3
Range: Close (30 ft.)
Target: A creature or object weighing no more than 100 lb./level
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes
Effect: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 5 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Notes: Invisibility can be made permanent (on objects only) with a permanency ritual.

Invisibility, Greater
Illusion (Glamer)
Level: Sor/Wiz 6
Effect: This spell functions like invisibility, except that the subject becomes invisible again at the start of each of its turns, even if it attacked a creature during its previous turn.

Invisibility, Mass
Illusion (Glamer)
Level: Sor/Wiz 7, Trickery 7
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures or objects weighing no more than 100 lb./level in the area
Effect: This spell functions like invisibility, except that it affects multiple creatures. If the effct is broken for one creature, the other subjects remain invisible.

Invisibility Purge
Abjuration (Negation)
Level: Clr 2, Sor/Wiz 2
Area: Large (50 ft.) radius emanation, centered on you
Duration: Long (1 hour) (D)
Effect: You surround yourself with a mobile sphere of power that suppresses all forms of invisibility. Anything invisible becomes visible while in the area.

Invisibility Sphere
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5
Area: Small (10 ft.) radius emanation around the creature or object touched
Effect: This spell functions like invisibility, except that this spell confers invisibility upon all creatures within a Small (10 ft.) radius emanation of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Iron Body
Transmutation (Polymorph)
Level: Earth 8, Sor/Wiz 8, Strength 8
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain physical damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds.

You gain a +6 bonus to your Strength score, but you take a -6 penalty to Dexterity as well, and your speed is reduced to half normal. You have an arcane spell failure chance of 50
Your unarmed attacks deal damage equal to a warhammer sized for you (1d6 for Small characters or 1d8 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean -- at least until the spell duration expires.
Notes: This damage reduction allows the subject to ignore 15 physical damage per attack. Adamantine weapons ignore this damage reduction.

Irresistible Dance
You fill your enemy with an overpowering urge to dance and caper in place. Against its will, it begins doing so, complete with foot shuffling and tapping.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 9
Range: Close (30 ft.)
Target: One creature
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes
Effect: The subject loses its Dexterity modifier and dodge bonuses to AC and must spend a standard action each round to do nothing but dance, which provokes attacks of opportunity.


Knock
Evocation (Control)
Level: Sor/Wiz 2
Components: V
Range: Close (30 ft.)
Target: One Medium or smaller object
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
Effect: The knock spell telekinetically opens stuck, barred, locked, held, or arcane locked objects. If the object is stuck or held, you can immediately make an Strength check to break it open, using your caster level instead of your Strength. Others can aid you on this check as normal. In addition, if the object is locked, you can immediately make a Disable Device check to open the lock as if you had rolled a 20 on the check. You get a bonus on the Disable Device check equal to half your caster level.
Notes: If knock is cast on an arcane locked door, make a caster level check against a DC of 11 + the caster level of the arcane lock. If you succeed, the arcane lock is suppressed for 10 minutes. If you fail, you may still bypass the door with the checks above, if possible.

Lesser (Spell Name)

Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based. Spell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.

Levitate
Evocation (Control)
Level: Sor/Wiz 3
Range: Close (30 ft.)
Target: You or one willing creature or one object (total weight up to 100 lb./level)
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: This spell allows you to telekinetically move the subject up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a swift action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

Lifelink
You bind your foe's life force to yours, leaving them vulnerable to your magic.
Necromancy (Life)
Level: Sor/Wiz 1
Range: Far (300 ft.)
Target: One living creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The subject is considered to be within Close (30 ft.) range of you for determining the range of your spells and spell-like abilities.

Lifeseeking Missile
Evocation/Necromancy (Control, Life) [Force]
Level: Sor/Wiz 3
Range: Medium (100 ft.)
Damage: 6d6 force damage + d6 per two caster levels above 6th
Effect: This spell functions like magic missile, except that the spell creates three missiles that automatically seek out living creatures in the area. Each missile deals 1d10 force damage. If you specify a target for a missile, it will strike the target. Otherwise, it will strike a living creature within the area.
Invisibility, displacement, and any other forms of concealment does not fool the missiles. You can form one additional missile per four caster levels above 6th.

Light
Illusion (Figment) [Light]
Level: Brd 1, Clr 1, Drd 1, Pal 1, Sor/Wiz 1
Range: Touch
Target: Object touched
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell causes an object to glow like a torch, shedding bright light in a Medium (20 ft.) radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
Notes: A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Lightning Bolt
Evocation (Energy) [Electricity]
Level: Destruction 3, Drd 3, Sor/Wiz 3
Area: 100 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 3d8 electricity damage + d8 per four caster levels above 6th
Effect: You release a powerful stroke of electrical energy that deals damage to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.

Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, M
Range: See text
Target, Manifestation, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes
Effect: A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

Duplicate any general sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any general sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
Duplicate any other spell of 4th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 3rd level or lower, even if it's of a prohibited school.
Undo the harmful effects of many spells, such as geas/quest or insanity.
Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -5 penalty on its next saving throw.


When casting a limited wish, you do not specify the exact spell or effect you wish to duplicate. Instead, you make a wish, describing what you want to have happen, and make a DC 15 Wisdom check. If the check fails, your intent is redirected or perverted in some way. For example, a limited wish to turn a foe to stone would normally mimic the flesh to stone effect of the transmute flesh and stone spell. However, if the Wisdom check failed, your foe might gain the benefit of a stoneskin spell instead.

A duplicated spell allows saving throws and spell resistance as normal for the spell. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp cost for this spell).
Material Components: A diamond worth no less than 1,500 gp (see above).

Link Vitality
Necromancy (Life)
Level: Sor/Wiz 3
Area: Medium (20 ft.) radius limit centered on you
Targets Any two living creatures within the area
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. Likewise, when one regains hit points, the other heals the same amount. Excess healing is simply lost. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it.
Notes: No other effects are transferred by link vitality.

Link Vitality, Mass
Necromancy (Life)
Level: Sor/Wiz 7
Targets Five living creatures within the area
Effect: This spell functions as link vitality, except that it affects many creatures. The spell links all creatures who fail their saving throws. If any of the linked creatures lose or gain hit points, all linked creatures lose or gain the same amount, and so on.

Locate Entity
Divination (Awareness) [Detection]
Level: Knowledge 6, Sor/Wiz 6
Range: Extreme (1,000 ft.)
Duration: Long (1 hour) (D)
Effect: This spell functions as locate object, except that it can also detect creatures, as locate creature. When you cast this spell, you choose to locate an object or creature, following the restrictions stated in the respective location spells.

Locate Creature
Divination (Awareness) [Detection]
Level: Knowledge 4, Sor/Wiz 4
Duration: Long (1 hour) (D)
Effect: This spell functions like locate object, except this spell locates a known or familiar creature.

You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Notes: Detection spells spell are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. In addition, running water blocks locate creature. It cannot detect objects. It can be fooled by mislead and nondetection spells.

Locate Object
Divination (Awareness) [Detection]
Level: Clr 2, Knowledge 2, Sor/Wiz 2
Range: Far (300 ft.)
Duration: Medium (5 minutes) (D)
Saving Throw: None
Spell Resistance: No
Effect: You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
Notes: The spell is blocked by even a thin sheet of lead, but not by other materials. Creatures cannot be found by this spell.

Longstrider
Transmutation (Augment)
Level: Drd 1, Travel 1
Range: Personal
Target: You
Duration: Long (1 hour) (D)
Effect: This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Vadskye
2013-10-07, 03:21 PM
M-Power spells


Mage Armor
You create an invisible but tangible field of force that surrounds you, protecting you from attacks.
Abjuration (Shielding) [Force]
Level: Sor/Wiz 1
Range: Personal
Target: You
Duration: Long (1 hour) (D)
Effect: You gain a +2 armor bonus to AC. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction.
Notes: This armor is treated as a separate piece or armor from any other armor the creature is wearing, so it does not stack with any existing armor bonuses. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
If you become subject to the shield spell during the duration of this spell, the shield spell lasts until this spell's duration ends.

Mage Hand
Evocation (Control)
Level: Brd 1, Sor/Wiz 1
Range: Close (30 ft.)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Short (Concentration + 5 rounds)
Saving Throw: None
Spell Resistance: No
Effect: You point your finger at an object and can lift it and move it in any direction from a distance. By directing the spell as a swift action, you can propel the object as far as 15 feet in any direction each round, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Notes: Fine manipulation, including any motion other than simply moving the object in a particular direction, is not possible with this spell.

Mage's Disjunction
Abjuration (Negation) [Magic]
Level: Magic 9, Sor/Wiz 9
Range: Medium (100 ft.)
Target or Area: One magic item or Medium (20 ft.) radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
Effect: All magical effects within the radius of the spell, except for those on you, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does).

You also have a 2
You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently rendered nonmagical. Even artifacts are subject to this use of disjunction, though there is only a 1
Note: Destroying artifacts is a dangerous business, and it is 95
Mage's Sword
Evocation (Control) [Force]
Level: Sor/Wiz 7
Range: Medium (100 ft.)
Manifestation: One sword
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your casting ability modifier. It deals 4d6 points of force damage + your casting ability modifier + 1d6 per four caster levels above 14th, with a threat range of 19--20 and a critical multiplier of *2.

The sword always strikes from your direction. It does not contribute to overwhelm penalties, but it benefits from any that exist. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.
Notes: Each round after the first, you can redirect the sword to a new target as a swift action. If you do not, the sword continues to attack the previous round's target.

As a force effect, the sword can strike ethereal and incorporeal creatures. It cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword's AC is 10 (10, +0 size bonus for being a Medium object)

If an attacked creature has spell resistance, the resistance is checked the first time mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its full effect on that creature for the duration of the spell.

Magic Circle against Chaos
Abjuration (Interdiction)
Level: Clr 5, Chaos 5, Pal 4, Sor/Wiz 5
Effect: This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it hedges out nonlawful summoned creatures.

[b]Magic Circle against Evil

Abjuration (Interdiction)
Level: Clr 5, Good 5, Pal 4, Sor/Wiz 5
Range: Touch
Area: Small (10 ft.) emanation from touched creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: All creatures within the area gain the effects of a protection from evil spell. In addition, no nongood summoned creatures can enter the area unless they make a successful Will save.

[b]Magic Circle against Good
Abjuration (Interdiction)
Level: Clr 5, Evil 5 Sor/Wiz 5
Effect: This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it hedges out nonevil summoned creatures.

[b]Magic Circle against Law
Abjuration (Interdiction)
Level: Clr 5, Chaos 5, Sor/Wiz 5
Effect: This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it hedges out nonchaotic summoned creatures.

[b]Magic Fang
Transmutation (Augment)
Level: Drd 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell makes one of the subject's natural weapons a +2 magic weapon, granting a +2 bonus to attack and damage rolls. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
Notes: The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell.

Magic Fang, Greater
Transmutation (Augment)
Level: Drd 4
Effect: This spell functions like magic fang, except that it affects one of the creature's natural weapons per four caster levels.
Notes: Greater magic fang can be made permanent with a permanency spell.

Magic Missile
Evocation (Control) [Force]
Level: Sor/Wiz 1
Range: Close (30 ft.)
Area: Medium (20 ft.) radius limit
Targets Creatures in the area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Damage: 2d6 force damage + d6 per two levels above 2nd; see text
Effect: Two missiles of magical energy dart forth from your fingertip and strike creatures you designate in the area, dealing 1d4 damage each. A single missile can strike only one creature. For every two caster levels above 2nd, you gain an additional missile.
The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. You must designate targets before you check for spell resistance or roll damage.

Magic Vestment
Transmutation (Augment)
Level: Clr 1, Sor/Wiz 1
Range: Close (30 ft.)
Target: One suit of armor or shield
Duration: Medium (5 minutes)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes
Effect: You imbue body armor or a shield with a +2 enhancement bonus, giving its bearer a +2 bonus to AC. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
Notes: An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Magic Weapon
Transmutation (Augment)
Level: Clr 2, Sor/Wiz 2
Range: Close (30 ft.)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes
Effect: You imbue a weapon or stack of projectiles with a +2 enhancement bonus, giving its wielder a +2 bonus to attack and damage. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
Notes: You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

If you use this spell to enhance projectiles, the projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat darts and shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

Major Image
Illusion (Figment) [Unreal]
Level: Brd 4, Sor/Wiz 4
Range: Far (300 ft.)
Duration: Short (Concentration + 5 rounds)
Effect: This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. By concentrating on the spell, you can move the image within the range.
Notes: The image disappears when struck by an opponent unless you cause the illusion to react appropriately. Even then, the opponent who struck the image gets a Will save to disbelieve the illusion for interacting with the image.

Mass (Spell Name)

Any spell whose name begins with mass is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a mass spell appears near the description of the spell on which it is based. Spell chains that have mass spells in them include those based on the spells charm monster, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, enlarge person, heal, hold monster, hold person, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, invisibility, reduce person, suggestion, totemic mind, and totemic power.

Maze
Conjuration (Translocation) [Planar]
Level: Sor/Wiz 8, Trickery 9
Range: Close (30 ft.)
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: Yes
Effect: You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 5 minutes, forcing the subject back to the location where it was originally banished. A successful Will save prevents you from placing it in the middle of the labyrinth, lowering the DC of the Intelligence check to 15.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.
Notes: Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs can escape the spell automatically.

Mental Retribution
Abjuration/Enchantment (Inhibition, Shielding) [Mind-Affecting]
Level: Sor/Wiz 1
Range: Close (30 ft.)
Target: One creature; see text
Area: Medium (100 ft.) radius limit centered on the subject; see text
Duration: Short (Concentration + 5 rounds) or until discharged/5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains a faintly shimmering aura. The first time it is attacked by a creature within the area, the spell is discharged, and the attacking creature is bewildered for 5 rounds. A successful Will save can prevent the subject from gaining the aura, but there is no saving throw against the bewildering effect.

Meld into Stone
Transmutation (Polymorph) [Earth]
Level: Drd 3
Range: Personal
Target: You
Duration: Long (1 hour)
Effect: This spell enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 20 Fortitude save.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
Notes: The following spells harm you if cast upon the stone that you are occupying: transmute flesh and stone expels you and deals 6d6 points of damage. Shape stone deals 3d6 points of damage but does not expel you. Passwall expels you without damage.

Message
Divination (Communication)
Level: Brd 1, Sor/Wiz 1
Components: S
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Duration: Long (1 hour)
Saving Throw: None
Spell Resistance: No
Effect: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.
Notes: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Meteor Swarm
You call a swarm of meteors that streak down from the heavens, leaving a fiery trail behind them. The meteors crash into your foes, driving flying creatures to the ground and knocking your foes off their feet.
Evocation (Energy) [Fire]
Level: Fire 9, Sor/Wiz 9
Range: Far (300 ft.)
Area: A Large (50 ft.) radius cylinder, 100 ft. high
Duration: Instantaneous
Saving Throw: Reflex half/Reflex negates
Spell Resistance: Yes
Damage: 9d8 fire damage + d8 per four caster levels after 18th
Effect: Every creature and object in the area takes damage. Flying creatures within the area of size Huge or smaller that fail their Reflex saves are driven to the ground, taking falling damage appropriate to the distance they descended. Creatures on the ground that fail their Reflex saves are knocked prone.
Notes: This spell functions indoors or underground, but not underwater.

Mind Fog
You conjure a fog bank that hampers the mental acuity of those caught in it.
Conjuration/Enchantment (Creation, Inhibition) [Fog, Mind-Affecting]
Level: Brd 4, Sor/Wiz 5, Trickery 5
Range: Close (30 ft.)
Duration: Long (1 hour) and 5 rounds; see text
Saving Throw: None/Will negates
Spell Resistance: None/Yes (Will)
Effect: This spell functions like fog cloud, except each creature in the fog take a -5 penalty to Wisdom unless it makes a Will save. A creature that successfully saves against the fog is not affected, but if it remains in the fog, it must make a new save each minute to avoid being affected. Affected creatures take the penalty as long as they remain in the fog and for 5 rounds thereafter. The fog is stationary and lasts for 1 hour (or until dispersed by wind).
Notes: A moderate wind (11+ mph) disperses the fog in 5 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Minor Image
Illusion (Figment) [Unreal]
Level: Brd 3, Sor/Wiz 3
Range: Medium (100 ft.)
Duration: Short (Concentration + 5 rounds)
Effect: This spell functions like silent image, except that it includes some minor sounds but not understandable speech.
Notes: The image disappears when struck by an opponent unless you cause the illusion to react appropriately. Even then, the opponent who struck the image gets a Will save to disbelieve the illusion for interacting with the image.

Miracle
Evocation (Channeling)
Level: Clr 9
Range: See text
Target, Manifestation, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Effect: You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A miracle can do any of the following things.

Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).
Duplicate any other spell of 7th level or lower.
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.


Alternatively, a cleric can make a very powerful request. Examples of especially powerful miracles of this sort could include the following.

Swiinging the tide of a battle in your favor by raising fallen allies to continue fighting.
Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.


In any event, a request that is out of line with the deity's (or alignment's) nature is refused.
Notes: If you request a miracle, your deity (or the power you pray to) will expect something of you in return. You must cast commune to learn what this is within 24 hours, or you will lose the ability to cast any cleric spells other than commune. For more moderate miracles, you may be required to offer 25,000gp worth of incense and gems. For especially powerful miracles, or multiple moderate miracles, you may geased with a task to complete.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

Mirror Image
You create illusory duplicates of yourself that make it difficult for enemies to know which image to attack.
Illusion (Figment)
Level: Sor/Wiz 2
Range: Personal; see text
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: This spell creates an illusory duplicate of yourself that mimics your movements perfectly. Enemies attempting to attack you or cast spells at you must select which to attack. Generally, roll randomly to see whether the selected target is real or a figment. An image's AC is 10 + your size modifier. You gain an additional image at 8th, 14th, and 20th level.

If an image is hit, it is destroyed. If you are hit, your attacker knows the attack was successful, and can ignore the image. You can create new images to replace destroyed images as a swift action, preventing your foes from knowing which image to attack.

You can move into and through your duplicates on your turn. When you and the image separate, observers can't use vision or hearing to tell which one is you and which the image. The duplicates may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Mirror images can be attacked like any other creature. They count as separate creatures, and can be targeted separately by spells like magic missile or feats like Whirlwind Attack, though they are not destroyed by area spells. Destroying an image counts as dropping a creature for the purpose of the Cleave feat and similar abilities.
Notes: An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Mislead
Illusion (Figment, Glamer) [Unreal]
Level: Brd 5, Sor/Wiz 6, Trickery 6
Range: Personal/Medium (100 ft.)
Target: You
Manifestation: One illusory double
Duration: Short (Concentration + 5 rounds) (D); see text
Saving Throw: None/Will disbelief (if interacted with); see text
Spell Resistance: No
Effect: You become invisible (as invisibility, a glamer), and at the same time, an illusory double of you (as major image, an unreal figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 5 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility lasts for 5 minutes, regardless of concentration.

Missile Storm
You unleash an immense swarm of missiles which seek out and destroy all of your foes.
Evocation (Control) [Force]
Level: Sor/Wiz 7
Area: Large (50 ft.) radius limit centered on you
Targets Any number of creatures in the area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Damage: 7d8 force damage + d8 per four levels above 14th
Effect: Each target is struck by seven missiles like those created by the magic missile spell. Each missile deals 1d6 damage. You can create one additional missile to strike each target per four levels above 14th.

Modify Memory
Enchantment [Mind-Affecting]
Level: Brd 4
Casting Time: Full-round action; see text
Range: Close (30 ft.)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Effect: You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
Allow the subject to recall with perfect clarity an event it actually experienced.
Change the details of an event the subject actually experienced.
Implant a memory of an event the subject never experienced.


Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.

A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

Moment of Prescience
Divination (Knowledge)
Level: Knowledge 7, Sor/Wiz 7
Effect: This spell functions like lesser moment of prescience, except that you also gain a circumstance bonus equal to half your caster level on the roll. Alternately, you can expend the spell to protect yourself. If you do, you gain a dodge bonus to AC equal to half your caster level, and you stop being flat-footed if you were. This effect can be used even if you are flat-footed, which would normally prevent you from using immediate actions.
Notes: You can't have more than one moment of prescience effect active on you at the same time.

Moment of Prescience, Greater
Divination (Knowledge)
Level: Sor/Wiz 9
Effect: This spell functions like moment of prescience, except that the bonus and extra rolls apply to all attack rolls, opposed checks, and saving throws you make until the beginning of your next turn.
Notes: You can't have more than one moment of prescience effect active on you at the same time.

Moment of Prescience, Lesser
Divination (Knowledge)
Level: Knowledge 4, Sor/Wiz 4
Range: Personal
Target: You
Duration: Extreme (12 hours) or until discharged
Effect: This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. You may roll twice on any single attack roll, opposed check, or saving throw. Activating the effect takes an immediate action, so you can even activate it on another character's turn if needed. Once activated, the spell ends.
Notes: You can't have more than one moment of prescience effect active on you at the same time.


Oak Body
Transmutation (Polymorph)
Level: Druid 7, Sor/Wiz 7
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: This power transforms your body into living oak, which grants you several advantages.

You gain physical damage reduction 15/fire or adamantine and a +5 bonus to natural armor. You are immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect.

You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire.

You gain a +4 bonus to Strength and Constitution, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can't use potions). You have an armor check penalty of -4 and an arcane spell failure chance of 25
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium characters), and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage.
Notes: This damage reduction allows the subject to ignore 15 physical damage per attack. Adamantine weapons and fire attacks ignore this damage reduction.

Obscuring Mist
You conjure a bank of fog that arises around you, concealing you and your allies.
Conjuration (Creation) [Fog]
Level: Clr 1, Drd 1, Sor/Wiz 1, Water 1
Area: Medium (20 ft.) radius cylinder-shaped spread centered on you
Effect: This spell functions like fog cloud, except that the fog created is centered on you.

Order's Wrath
Evocation (Channeling) [Lawful]
Level: Law 4
Range: Medium (100 ft.)
Target: One creature
Duration: Instantaneous/5 rounds
Saving Throw: None/Will half
Spell Resistance: Yes
Damage: 8d8 divine damage + d8 per two caster levels above 8th
Effect: If the target is not lawful, it takes damage and is bewildered for 5 rounds. A successful Will save halves the damage.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Overland Flight
Transmutation (Imbuement)
Level: Sor/Wiz 6
Range: Personal
Target: You
Duration: Extreme (12 hours)
Effect: At any point during the duration of the spell, you can concentrate as a standard action to fly for 1 round, as the fly spell. When using this spell for long-distance movement, you can concentrate to fly each round without taking nonlethal damage, but you cannot take a forced march. This means you can cover 60 miles in an ten-hour period of flight (or 40 miles at a speed of 40 feet).

Passwall
Transmutation (Alteration)
Level: Sor/Wiz 5, Travel 5
Range: Touch
Manifestation: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
Duration: Extreme (12 hours) (D)
Saving Throw: None
Spell Resistance: No
Effect: You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit.
Notes: If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

Persistent Image
Illusion (Figment)
Level: Brd 5, Sor/Wiz 6
Range: Far (300 ft.)
Duration: Medium (5 minutes) (D)
Effect: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

Phantasmal Killer
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast.
Enchantment/Illusion (Emotion, Phantasm) [Death, Fear, Mind-Affecting, Unreal]
Level: Sor/Wiz 4, Trickery 4
Range: Medium (100 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: Will disbelief and Fortitude negates; see text
Spell Resistance: Yes
Effect: The subject is shaken, causing it to be vulnerable for 5 rounds.
Bloodied Effect: The subject must also make a Fortitude save. If it fails, it immediately dies.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Phantom Maze
You manipulate the subject's perceptions, causing it to believe that it is trapped in a labyrinth.
Illusion (Phantasm) [Unreal]
Level: Sor/Wiz 5, Trickery 5
Range: Close (30 ft.)
Target: One creature
Duration: Medium (5 minutes)
Saving Throw: Will disbelief
Spell Resistance: Yes
Effect: The subject perceives itself to be banished to an extradimensional labyrinth of force planes, as the maze spell. It cannot see or hear anything to the contrary, causing it to be treated as if blinded and deafened for most purposes. Typically, this means the subject moves in a random direction each round to escape the maze. If it encounters any physical resistance in its movements or takes any damage, it may immediately make a Will save to disbelieve the effect.

Phantom Steed
You create a quasi-real horselike creature to serve you or one of your allies. It has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. On its body, it bears what seems to be a saddle, bit, and bridle sized perfectly for its intended rider.
Illusion/Transmutation (Imbuement, Shadow)
Level: Sor/Wiz 3
Casting Time: 1 standard action
Range: Close (30 ft.)
Manifestation: One quasi-real, horselike creature
Duration: Extreme (12 hours) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell creates a Large, horselike creature that can only be ridden by you or one person you designate. The mount cannot fight, and has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 10 hit points + 1 per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 10 feet per two caster levels. It can bear its rider's weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

12th level: The mount can use water walk at will (as the spell, no action required to activate this ability).

16th level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

20th level: The mount can fly at its speed (good maneuverability) by concentrating, as the overland flight spell.

Phase Door
Conjuration (Creation/Translocation) [Planar]
Level: Sor/Wiz 6, Travel 7
Components: V
Range: 0 ft.
Manifestation: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration: Extreme (12 hours) or until discharged
Saving Throw: None
Spell Resistance: No
Effect: This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. It can be used a number of times equal to half your caster level before the spell ends. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They 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 Values, and hit points don't qualify.
Notes: The true seeing spell or similar magic reveals the presence of a phase door but does not allow its use. A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

Phase door can be made permanent with a permanency spell.

Poison
Necromancy (Flesh) [Poison]
Level: Clr 4, Drd 3
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Effect: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison that drains its life force by making a successful melee touch attack. The poison deals 1d6 points of Constitution damage immediately. A Fortitude save negates this damage. The spell continues dealing another 1d6 points of Constitution damage every two rounds until the subject makes two successful Fortitude saves to resist the poison.

Polar Ray
You fire a blue-white ray of frigid air and ice, freezing your foe in place.
Evocation (Energy) [Cold]
Level: Sor/Wiz 8, Water 8
Range: Close (30 ft.)
Manifestation: Ray
Duration: Instantaneous/5 rounds
Saving Throw: None
Spell Resistance: Yes
Damage: 16d8 cold damage + d8 per three caster levels above 16th
Healthy Effect: The struck target takes damage and is slowed for 5 rounds.
Bloodied Effect: The struck target takes damage and is frozen solid, causing it to be paralyzed for 5 rounds.
Notes: A slowed creature can take only a single move action or standard action each turn, but not both. Additionally, it takes a -2 penalty to attack rolls, Strength and Dexterity-based skill checks, and armor class.
A paralyzed creature cannot take any action that requires motion. It has effective Dexterity and Strength scores of -0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature -- ally or otherwise. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Power Word Blind
Necromancy (Flesh)
Level: Sor/Wiz 6
Components: V
Range: Close (30 ft.)
Target: One creature
Duration: Instantaneous/5 rounds
Saving Throw: None
Spell Resistance: Yes
Healthy Effect: The target is sickened, making it vulnerable for 5 rounds.
Bloodied Effect: The target is blinded for 5 rounds.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
The target must be bloodied when the spell is cast to suffer the bloodied effect.

Power Word Kill
You utter a single word of power that instantly kills your foe, whether it can hear the word or not.
Necromancy (Life) [Death]
Level: Death 9, Sor/Wiz 9
Components: V
Range: Close (30 ft.)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Healthy Effect: The target is sickened for 5 rounds, making it vulnerable.
Bloodied Effect: If the target's HV does not exceed your caster level, it is instantly slain. Otherwise, it is sickened for 5 rounds.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
The target must be bloodied when the spell is cast to suffer the bloodied effect.

Power Word Confuse
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V
Range: Close (30 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Healthy Effect: The target is bewildered, making it vulnerable for 5 rounds.
Bloodied Effect: The target is confused for 5 rounds. Each turn, it has a random chance to take one of four actions: babble incoherently, flee from the caster as if panicked, attack the nearest creature, or act normally. A confused creature who can't carry out the indicated action does nothing but battle incoherently. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
The target must be bloodied when the spell is cast to suffer the bloodied effect.

Power Word Stun
You utter a single word of power that instantly causes your foe to become stunned, whether the creature can hear the word or not.
Enchantment (Inhibition) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V
Range: Close (30 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Healthy Effect: The target is bewildered, making it vulnerable for 5 rounds.
Bloodied Effect: The target is stunned for 5 rounds.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
The target must be bloodied when the spell is cast to suffer the bloodied effect.

Vadskye
2013-10-07, 03:22 PM
Precognition-Shadow spells

Precognition, Lesser
You extend your mind a fraction of a second into the future, allowing you to strike at your foes more effectively.
Divination (Knowledge)
Level: Sor/Wiz 1
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: You gain a +2 bonus to your attack and weapon damage rolls. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Precognition
You extend your mind a fraction of a second into the future, allowing you to strike at your foes more effectively and avoid hostile attacks more easily.
Divination (Knowledge)
Level: Sor/Wiz 4
Effect: This spell functions like lesser precognition, except that it also affects your saving throws and dodge bonus to AC.

Precognition, Greater
You extend your mind a short time into the future, allowing you to strike at your foes more effectively and avoid hostile attacks more easily.
Divination (Knowledge)
Level: Sor/Wiz 7
Effect: This spell functions like lesser precognition, except that it also affects your saving throws and dodge bonus to AC. In addition, when making a full attack, you may make an additional attack at a -5 penalty.

Prismatic Sphere
Evocation (Control, Energy) [Light]
Level: Sor/Wiz 9
Manifestation: Small (10 ft.) radius hollow sphere centered on you
Effect: This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

You can pass into and out of the prismatic sphere and remain near it without harm. However, the sphere blocks any attempt to project something through it (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. You can fight from partially within the sphere. If you do, you gain cover from anyone outside the sphere.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall.
Notes: Prismatic sphere can be made permanent with a permanency spell.

Prismatic Spray
Evocation (Control, Energy) [Light]
Level: Sor/Wiz 7
Area: Large (50 ft.) cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
Effect: This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Every creature in the area is randomly struck by one or more beams, which have unique effects.
{table="class: grid"}
{tr}
{td}
1d8{/td} {td}Color of Beam{/td} {td}Effect {/td}
{/tr}
1{/td} {td}Red{/td} {td}15 points fire damage (Reflex half) {/td}
{/tr}
2{/td} {td}Orange{/td} {td}30 points acid damage (Reflex half) {/td}
{/tr}
3{/td} {td}Yellow{/td} {td}45 points electricity damage (Reflex half) {/td}
{/tr}
4{/td} {td}Green{/td} {td}40 damage and nauseated for 1 round (Fortitude negates) {/td}
{/tr}
5{/td} {td}Blue{/td} {td}Petrified if bloodied, slowed for 5 rounds if healthy (Fortitude negates) {/td}
{/tr}
6{/td} {td}Indigo{/td} {td}Insane, as insanity spell (Will negates) {/td}
{/tr}
7{/td} {td}Violet{/td} {td}Sent to another plane, as plane shift ritual (Will negates) {/td}
{/tr}
8{/td} {td}& Struck by two rays; roll twice more, ignoring any ``8" results.
{/td}
{/tr}
{/table}

Prismatic Wall
Evocation (Control, Energy) [Light]
Level: Sor/Wiz 8
Range: Close (30 ft.)
Manifestation: Wall up to 50 ft. wide, 30 ft. high
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: See text
Spell Resistance: See text
Effect: This spell creates a vertical, opaque wall -- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HV that is within 20 feet of the wall is blinded for 1 minute by the colors if it looks at the wall.

The wall's maximum proportions are 50 feet wide and 30 feet high. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
{table="class: grid"}
{tr}
{td}
Color{/td} {td}Order{/td} {td}Effect of Color{/td} {td}Negated By {/td}
{/tr}
Red{/td} {td}1st{/td} {td}Stops nonmagical ranged weapons.
Deals 15 points of fire damage (Reflex half).{/td} {td}cone of cold {/td}
{/tr}
Orange{/td} {td}2nd{/td} {td}Stops magical ranged weapons.
Deals 30 points of acid damage (Reflex half).{/td} {td}Gust of wind {/td}
{/tr}
Yellow{/td} {td}3rd{/td} {td}Stops poisons, gases, and petrification.
Deals 45 points of electricity damage (Reflex half).{/td} {td}Disintegrate {/td}
{/tr}
Green{/td} {td}4th{/td} {td}Stops breath weapons.
Poison (40 damage and nauseated for 1 round; Fortitude negates).{/td} {td}Passwall {/td}
{/tr}
Blue{/td} {td}5th{/td} {td}Stops divination and mental attacks.
Petrified if bloodied, slowed and entangled for 1 minute if healthy (Fortitude negates).{/td} {td}Magic missile {/td}
{/tr}
Indigo{/td} {td}6th{/td} {td}Stops all spells.
Will save or become insane (as insanity spell).{/td} {td}Daylight {/td}
{/tr}
Violet{/td} {td}7th{/td} {td}Energy field destroys all objects and effects.1
Creatures sent to another plane (as plane shift ritual) (Will negates).{/td} {td}Dispel magic {/td}
{/tr}
{/td}
{/tr}
1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magical effects can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
{/table}
Notes: Prismatic wall can be made permanent with a permanency spell.

Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 6
Range: Medium (100 ft.)
Manifestation: One shadow duplicate
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Effect: You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a swift action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.
Notes: Objects are affected by the projected image as if they had succeeded on their Will save.

You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.

Protection from Chaos
Abjuration (Interdiction) [Lawful]
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1
Effect: This spell functions like protection from evil, except that it protects against lawful effects.

Protection from Energy
Abjuration (Shielding)
Level: Clr 3, Drd 3, Pal 3, Protection 3, Sor/Wiz 3
Range: Touch
Target: Creature touched
Duration: Long (1 hour) or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 10 points per caster level of energy damage, it is discharged.
Notes: Protection from energy overlaps (and does not stack with) resist energy. If a character is shielded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Protection from Energy, Greater
Abjuration (Shielding)
Level: Clr 6, Drd 6, Protection 6, Sor/Wiz 6
Effect: This spell functions like protection from energy, except that it protects from all five types of energy. When the spell absorbs 10 points per caster level of damage in total, regardless of its type, it is discharged.

Protection from Evil
You guard your ally with a faint pure white aura, shielding him from evil influence.
Abjuration (Interdiction) [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; See text
Effect: The subject gains a +2 bonus on saving throws. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
In addition, the spell blocks any evil attempt to possess or exercise mental control over the creature (such as any domination effect). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil spell. If the protection from evil spell ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This effect works only against attacks by evil creatures or from evil effects.

Protection from Good
Abjuration (Interdiction) [Evil]
Level: Clr 1, Evil 1, Sor/Wiz 1
Effect: This spell functions likeprotection from evil, except that it protects against good effects.

Protection from Law
Abjuration (Interdiction) [Chaotic]
Level: Chaos 1, Clr 1, Sor/Wiz 1
Effect: This spell functions like protection from evil, except that it protects against chaotic effects.

Protection from Spells
Abjuration (Shielding) [Magic]
Level: Magic 8, Sor/Wiz 8
Effect: This spell functions like spell resistance, except that the subject also gains a +5 bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Quiet Mind
Transmutation (Augment)
Level: Sor/Wiz 1
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or until discharged
Effect: You gain a +10 bonus to Concentration checks. After you cast a spell, this spell ends.


Rainbow Pattern
You create a glowing, rainbow-hued pattern of interweaving colors that fascinates those within it.
Enchantment/Illusion (Compulsion, Figment) [Light, Mind-Affecting, Sight-Dependent]
Level: Brd 4, Sor/Wiz 4
Components: V (Brd only), S; see text
Range: Medium (100 ft.)
Area: Small (10 ft.) radius spread
Manifestation: Colorful lights in the area
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Creatures in the spell's area are fascinated. While concentrating on the spell, you can make the pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected.
Notes: The spell does not affect sightless creatures.

Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Ray of Clumsiness
You fire a coruscating ray from your hand. When it strikes your foe, he becomes clumsier and less agile.
Necromancy (Flesh)
Level: Sor/Wiz 1
Range: Close (30 ft.)
Manifestation: Ray
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude half
Spell Resistance: Yes
Effect: You must succeed on a ranged touch attack. The subject takes a -4 penalty to Dexterity.
Notes: The subject's Dexterity score cannot drop below 1.

Redirection
Abjuration (Shielding)
Level: Sor/Wiz 3
Range: Personal
Target: You
Duration: Short (Concentration + 5 rounds) (D)
Effect: Attacks made against you have a 20
The new target must be a creature adjacent to you that the attacker threatens (if using a melee weapon) or can target (if using a ranged weapon). The new target must also be a creature that you can see and target. If there is no such creature, the attack simply misses.

Reduce Person
Transmutation (Polymorph)
Level: Sor/Wiz 2
Casting Time: Full-round action
Range: Close (30 ft.)
Target: One humanoid creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Effect: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 bonus to Dexterity, a -2 penalty to Strength (to a minimum of 1), a +4 size bonus to Hide and Move Silently checks, and a +1 size bonus on attack rolls and AC due to its reduced size. In addition, it takes a -10 ft. penalty to movement speed.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Notes: Multiple magical effects that reduce size do not stack.

Reduce person counters and dispels enlarge person.

Reduce person can be made permanent with a permanency spell.

[size=3]Reduce Person, Mass
Transmutation (Polymorph)
Level: Sor/Wiz 6
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five humanoid creatures within the area
Effect: This spell functions like reduce person, except that it affects multiple creatures.

[size=3]Regenerate
Necromancy (Flesh) [Healing]
Level: Clr 8, Drd 8
Range: Touch
Target: Living creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: You grant immense healing power to a creature with a touch. The target of this spell automatically heals a number of hit points each round equal to your caster level.

You can also use this spell to regrow lost portions of the subject's body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for 5 minutes.

Repulsion
Abjuration (Shielding)
Level: Protection 6, Sor/Wiz 6, Travel 6
Area: Up to a Large (50 ft.) radius emanation centered on you
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting. Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.

They can fight other creatures and can cast spells and attack you with ranged weapons. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.
Notes: Unlike most barrier spells, this spell does not collapse if you move towards a creature held at bay by the barrier. The spell continues to prevent that creature from approaching you, but the creature suffers no other ill effect.

Resilient Sphere
Evocation (Control) [Force]
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Manifestation: 5 ft. radius sphere, centered around creatures or objects
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
Effect: This spell creates a globe of shimmering force centered around a creature or object. The sphere persists for the spell's duration, containing any creatures or objects held inside, provided they are small enough to fit within the diameter of the sphere. It is not subject to damage of any sort.

The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Notes: The sphere can only be affected a disintegrate spell, a targeted dispel magic spell, or similar effects. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

Resist Energy
Abjuration (Shielding)
Level: Clr 2, Drd 2, Pal 2, Protection 2, Sor/Wiz 2
Range: Touch
Target: Creature touched
Duration: Long (1 hour) or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject gains energy damage reduction 10 against whichever of the five energy types that you select: acid, cold, electricity, fire, or sonic. This damage reduction increases by 1 per caster level above 4th.

The spell can absorb a maximum amount of damage equal to 10 points per caster level. After it absorbs its maximum amount of damage, the spell ends.
Notes: This damage reduction allows the subject to ignore 10 energy damage per attack of the appropriate type.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. The spell protects the recipient's equipment as well.

Resist energy overlaps (and does not stack with) protection from energy. If a character is shielded by both spells, the protection spell absorbs damage until its power is exhausted. A character can only be affected by one resist energy spell at once.

Resist Energy, Greater
Abjuration (Shielding)
Level: Clr 4, Drd 4, Pal 4, Sor/Wiz 4
Effect: This spell functions like resist energy, except that the creature gains protection from all five energy types at once. The spell can absorb a total amount of damage equal to 10 points per caster level.
Notes: A character can only be affected by one resist energy spell at once.

Retributive Shield
Abjuration/Necromancy (Life, Shielding)
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains physical damage reduction 10/life. This damage reduction increases by 1 per two caster levels above 10th. In addition, the spell reflects the damage back at the creature's attackers. Any creature within Medium (100 ft.) range of the subject that attacks it takes life damage equal to the amount of damage resisted by this spell.
Notes: This damage reduction allows the subject to ignore 10 physical damage per attack. Attacks that deal life damage, such as crush life, ignore this damage reduction.

Retrieve
Conjuration (Translocation) [Teleportation]
Level: Sor/Wiz 1
Range: Close (30 ft.)
Target: One object you can hold or carry in one hand, weighing up to 10 lb./level
Duration: Instantaneous
Saving Throw: None (object)
Spell Resistance: Yes
Effect: You teleport an item you can see within range directly to your hand. If the object is attended, this spell automatically fails.

Retrieve, Greater
Conjuration (Translocation) [Teleportation]
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Saving Throw: Will negates (object)
Effect: This spell functions like retrieve, except that if the object is attended, it comes to your hand if the creature holding the item fails a Will save.

Revelation
Divination (Awareness, Knowledge)
Level: Knowledge 9, Sor/Wiz 9
Range: Medium (100 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)/1 round
Saving Throw: None
Spell Resistance: Yes
Effect: You grant the target a powerful revelatory vision of a possible future. This spell has different effects depending on the version chosen. Creatures without an Intelligence score are not affected by this spell. A successful Will save reduces the duration to 1 round.

Revelation of Destruction: You inflict a vision of a terrible future upon the target. It takes a -4 penalty to attack rolls, checks, saving throws, and AC as it struggles to avoid the certainty of its own doom.

Revelation of Prowess: You show the target a vision of its success in the combat to come. It gains the benefits of a greater precognition spell.

Revelation of Truth: You show the target the truth of the world around it. It gains the benefits of a true seeing spell.

Reverse Gravity
Transmutation
Level: Air 8, Trickery 8, Sor/Wiz 8
Range: Close (30 ft.)
Area: Up to five 10 ft. cubes (S)
Duration: Concentration (up to 5 rounds)
Saving Throw: None; see text
Spell Resistance: No
Effect: This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

A creature caught in the area can attempt a Reflex save to react to the shift in gravity. Common reactions include securing oneself if possible, or jumping to reach more stable ground.
Notes: Creatures who can fly or levitate can keep themselves from falling, though the shift in gravity can be disorienting. A creature that reacts by jumping does not actually move until its turn, but it moves in the direction of its jump, rather than simply falling upwards.

Revivify
You reconnect a corpse's soul with its body before the soul has completely passed on.
Necromancy (Life, Soul)
Level: Cleric 5
Components: V, S, M
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: This spell restores a creature to life like the raise dead ritual, except that the affected creature suffers no negative effects for having died. However, the spell must be cast within one round of the creature's death per four caster levels. After that time, it has no effect (and the material components are not consumed).
The creature has 0 hit points and 1 point of critical damage (but is stable) after being restored to life.
Material Components: Diamonds worth at least 1,000 gp.

Righteous Might
Transmutation (Imbuement, Polymorph)
Level: Clr 5, Good 5, Pal 4, Strength 5
Range: Personal
Target: You
Effect: This spell functions like enlarge person, except that it affects only you, regardless of your creature type. In addition, you gain a +4 bonus to Strength (which replaces the bonus to Strength from enlarge person) and physical damage reduction equal to 10 + 1 per two caster levels above 10th. This damage reduction is overcome evil attacks if you are good or neutral, and by good attacks if you are evil.
Notes: This damage reduction allows the subject to ignore 10 physical damage per attack. Attacks that deal appropriately aligned damage, such as a weapon affected by align weapon or a spell with the appropriate descriptor, ignore this damage reduction.
Multiple magical effects that increase size do not stack.

[size=3][b]Sanctuary
Abjuration/Enchantment (Compulsion, Shielding)
Level: Clr 1, Pal 1, Protection 1, Sor/Wiz 1
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless) and Will negates; see text
Spell Resistance: Yes
Effect: Any opponent attempting to strike or otherwise directly attack the shielded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the shielded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the shielded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


Scintillating Pattern
You create a massive spread of colorful lights that spin and whirl in a complex pattern that bewilders your foes.
Enchantment/Illusion (Compulsion, Figment) [Mind-Affecting, Sight-Dependent]
Level: Sor/Wiz 8
Area: Large (50 ft.) radius spread centered on you
Manifestation: Colorful lights in the area
Duration: Short (Concentration + 5 rounds)
Saving Throw: None
Spell Resistance: Yes
Effect: All enemies within the spell's area are bewildered for as long as they can see the lights, and for 5 rounds thereafter. In addition, the area is illuminated in bright light out to a 100 ft. radius, and dim light extends an additional 100 ft. beyond that.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. Your allies, and creatures unable to see the lights, are unaffected.

Scorching Ray
You blast your enemies with fiery rays.
Evocation (Energy) [Fire]
Level: Fire 2, Sor/Wiz 2
Range: Close (30 ft.)
Manifestation: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Damage: 4d8 fire damage + d8 per two caster levels above 4th
Effect: You may fire up to three rays at the same or separate targets. Each ray requires a ranged touch attack to hit. You may split the damage among the rays as you choose. The rays may be fired at the same or different targets, but all must be aimed at targets within 30 feet of each other and fired simultaneously. Precision damage can only be applied with one of the rays.

Sculpt Sound
Illusion (Glamer)
Level: Brd 3
Range: Close (30 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures or objects within the area
Duration: Extreme (12 hours) (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes
Effect: You change the sounds that creatures or objects make. You can deaden sounds that exist or transform sounds into other sounds, but you cannot create new sounds where none existed. All affected creatures or objects must have their sounds altered in the same way. Once the effect is chosen, you cannot change it.
Notes: You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. A spellcaster whose voice is changed dramatically is treated as deafened when casting spells (20
Sea of Fog
Conjuration (Creation)
Level: Drd 8, Sor/Wiz 8
Area: 200 ft. radius spread centered on you, 50 ft. high
Manifestation: Fog in the area
Effect: This spell functions like obscuring mist, except that the effect is much larger.
Notes: A severe wind disperses the fog within 1 minute, a windstorm disperses it within 5 rounds, and a hurricane disperses it within a round.

Searing Light
You channel divine power into a searing blast of light that erupts your palm, striking your unworthy foe.
Evocation (Channeling) [Light]
Level: Clr 3, Pal 3
Range: Close (30 ft.)
Manifestation: Ray
Duration: Instantaneous and see text
Saving Throw: Reflex partial
Spell Resistance: Yes
Damage: 6d8 divine damage + d8 per two caster levels above 6th; see text
Effect: If you succeed on a ranged touch attack to hit with the ray, the target takes damage and is dazzled for 1 round. An undead creature takes 6d10 points of damage + d10 per two caster levels above 6th, and an undead creature particularly vulnerable to bright light takes 12d6 points of damage + d6 per two caster levels above 6th and is blinded for 1 round instead.

See Invisibility
Divination (Revelation)
Level: Brd 2, Sor/Wiz 2
Range: Touch
Target: Touched creature
Duration: Long (1 hour) (D)
Effect: You grant the touched creature the ability to see any objects or beings that are invisible within its range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible as translucent shapes, allowing the target to easily discern the difference between visible, invisible, and ethereal creatures.
Notes: The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Seeming
Illusion (Glamer) [Unreal]
Level: Brd 5, Sor/Wiz 5, Trickery 6
Range: Close (30 ft.)
Area: Medium (20 ft.) radius limit
Targets One creature per level within the area
Duration: Extreme (12 hours) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell functions like disguise self, except that it affects multiple creatures. Affected creatures resume their normal appearances if slain.

Shadow Body
Illusion/Transmutation (Polymorph, Shadow)
Level: Sor/Wiz 8
Range: Personal
Target: You
Duration: Medium (5 minutes) (D)
Effect: Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light.

You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids -- even up the face of a waterfall.

Your space does not change, so you cannot move into locations you would not normally be able to move into.

While in your shadow body, you gain damage reduction 15/solar and darkvision out to 60 feet. You are immune to ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds.

While affected by this spell, you can be detected by spells that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas.

You cannot harm anyone physically or manipulate any objects, but you can use your spells normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed.
Notes: This damage reduction allows the subject to ignore 15 physical damage per attack. Attacks that deal solar damage, such as sunbeam, ignore this damage reduction.

Shadow Conjuration
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.
Illusion (Shadow)
Level: Brd 4, Sor/Wiz 4
Range: See text
Manifestation: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies, see text
Spell Resistance: Yes
Effect: Shadow conjuration can mimic any non-restricted sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. If you summon a creature, as with the summon monster spells, you may only summon a creature that you know how to summon with such a spell.

Shadow conjurations are actually half as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only half damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is half as strong (if applicable) or only half as likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows.

A shadow creature has half the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature deals half damage, and all special abilities that do not deal lethal damage are only 50Notes: A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

When you learn this spell, you choose three creatures from the 3rd-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any summon monster spell.

Objects automatically succeed on their Will saves against this spell.

Shadow Conjuration, Greater
Illusion (Shadow)
Level: Sor/Wiz 7
Effect: This spell functions like shadow conjuration, except that it can duplicate any non-restricted sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower.
Notes: When you learn this spell, you choose six creatures from the 6th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any summon monster spell.

Shadow Evocation
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 5
Range: See text
Manifestation: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies, see text
Spell Resistance: Yes
Effect: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a non-restricted sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only half damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is half as strong (if applicable) or only half as likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows.
Notes: Objects automatically succeed on their Will saves against this spell.

Shadow Evocation, Greater
Illusion (Shadow)
Level: Sor/Wiz 8
Effect: This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of non-restricted sorcerer or wizard evocation spells of 7th level or lower.

Shadow Puppet
Conjuration/Illusion (Shadow, Translocation) [Planar, Unreal]
Level: Sor/Wiz 9
Range: Personal/Far (300 ft.); see text
Target: You
Manifestation: One shadow duplicate
Duration: Medium (5 minutes)
Saving Throw: None/Will disbelief (if interacted with)
Spell Resistance: No
Effect: You step into the Plane of Shadow (as shadow walk, a planar translocation effect), and at the same time, you create a quasi-real, illusory version of yourself (as project image, an unreal shadow effect). The double appears superimposed over your body so that observers don't notice an image appearing and you disappearing. You can then control the image and cast spells through it even though you are on a different plane.
Notes: If the image moves farther than Far (300 ft.) range away from where it was originally created, or if you leave the Plane of Shadow, the image ceases to exist.

Vadskye
2013-10-07, 03:25 PM
Shape-Suggestion spells

Shape Stone
Transmutation (Alteration) [Earth]
Level: Drd 3, Earth 3, Sor/Wiz 3
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with shape stone, fine detail isn't possible. There is a 30
Shape Wood
Transmutation (Alteration)
Level: Drd 2
Range: Touch
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes
Effect: This spell enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30
Share Pain
Abjuration/Necromancy (Life, Shielding)
Level: Clr 2, Pal 2, Protection 2, Sor/Wiz 2
Range: Medium (100 ft.)
Targets You and one willing creature
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: This spell creates a connection between you and a willing subject. As you cast the spell, you decide whether you will take half of the subject's damage, or whether the subject will take half of your damage. All attacks that deal hit point damage are redirected in this way, but no other forms of attack, including critical damage and ability damage, are redirected.
If the subject is out of range of you, the spell is suppressed until the subject returns within the spell's range.
Notes: When this spell ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned.

Share Pain, Forced
Abjuration/Necromancy (Life, Shielding)
Level: Clr 3, Sor/Wiz 3
Saving Throw: Will negates
Effect: This spell functions like share pain, except that it can affect unwilling creatures.

Share Pain, Greater
Abjuration/Necromancy (Life, Shielding)
Level: Sor/Wiz 6
Duration: Short (Concentration + 5 rounds) (D)
Effect: This spell functions like share pain, except that it redirects all damage that one creature would take instead of redirecting half of the damage.

Shatter
You create a loud, ringing noise that sunders solid objects.
Evocation (Energy) [Sonic]
Level: Brd 2, Destruction 2, Sor/Wiz 2
Range: Close (30 ft.)
Target or Area: One solid object or one crystalline creature; or Small (10 ft.) radius spread
Duration: Instantaneous
Saving Throw: Will negates (object)/Will negates (object) or Fortitude half; see text
Spell Resistance: Yes
Damage: 4d10 sonic damage + d10 per two levels after 4th
Effect: Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a Small (10 ft.) radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target a single solid object or crystalline creature. In the case of large objects, such as walls, you target a 5 ft. cube. The target takes damage, with a Fortitude save for half damage.

A creature holding vulnerable objects can attempt a Will save to negate any effect on to those objects.

Shield
You create an invisible, heavy shield-sized mobile disk of force. It hovers in front of your ally, automatically moving to ward off enemy blows.
Abjuration (Shielding) [Force]
Level: Sor/Wiz 1
Range: Touch
Target: One creature
Duration: Short (Concentration + 5 rounds) (D); see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains a +2 shield bonus to AC. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level. The subject is not encumbered or hindered in any way by the shield.
Notes: This shield is considered to be separate from any other shields the creature is using, so it never stacks with existing shield bonuses. Since the shield is made of force, incorporeal creatures can't bypass it the way they do normal shields.
If you cast this spell on a creature subject to the mage armor spell, its duration lasts until the mage armor spell expires.

Shield of Faith
You create a shimmering, magical shield that protects your ally as long as you maintain faith.
Abjuration (Shielding)
Level: Clr 1, Pal 1, Protection 1
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Spell Resistance: Yes
Effect: The subject gains a +2 deflection bonus to AC. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.
Notes: You can maintain concentration on this spell as a swift action.

Shield of Law
Abjuration (Shielding) [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Area: Medium (20 ft.) radius limit centered on you
Targets Five creatures within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
Effect: A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.

First, each shielded creature gains a +5 bonus to its saving throws.

Second, each shielded creature gains spell resistance 10 against chaotic spells and spells cast by chaotic creatures.

Third, the abjuration blocks possession and mental influence, just as protection from chaos does.

Finally, if a chaotic creature within Medium (100 ft.) range of the shielded creature successfully attacks it in any way, the offending attacker takes 4d6 damage. Any single creature can take this damage only once per round.
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.

Shillelagh
Transmutation
Level: Drd 1
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (object)
Spell Resistance: Yes
Effect: Your own nonmagical club or quarterstaff becomes a weapon with a +2 enhancement bonus on attack and damage rolls. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level. (A quarterstaff gains this enhancement for both ends of the weapon.) In addition, the weapon deals damage as if it were one size category larger (a Small club or quarterstaff so transmuted deals 1d6 points of damage, a Medium 1d8, and a Large 1d10).
Notes: These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Shocking Grasp
You deliver a powerful electrical shock to your foe.
Evocation (Energy) [Electricity]
Level: Sor/Wiz 1
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None/Fortitude negates
Spell Resistance: Yes
Damage: 2d8 electricity damage + d8 per two caster levels above 2nd
Effect: If you hit with a touch attack, the target takes damage. If it fails a Fortitude save, it is also staggered for 1 round. When delivering the jolt, you gain a +2 circumstance bonus to attack if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Notes: A staggered character may take a single move action or standard action each round, but not both. She cannot take full-round actions, but she may take swift actions. In addition, she is vulnerable, causing her to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.

Shout
You emit an ear-splitting yell that deafens and damages creatures in its path.
Evocation (Energy) [Sonic]
Level: Brd 4, Destruction 4, Sor/Wiz 4, Strength 4
Components: V
Area: Medium (20 ft.) cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half/Fortitude negates
Spell Resistance: Yes
Damage: 4d8 sonic damage + d8 per four caster levels above 8th; see text
Effect: Any creature in the area takes damage and is deafened for 5 rounds. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 4d10 points of sonic damage + d10 per four caster levels above 8th.

Shout, Greater
Evocation (Energy) [Sonic]
Level: Brd 6, Sor/Wiz 7, Strength 7
Area: Large (50 ft.) cone-shaped burst
Saving Throw: Fortitude partial or Reflex negates (object); See text
Damage: 7d8 sonic damage + d8 per four caster levels above 14th; see text
Effect: This spell functions like shout, except that it is larger and the deafness lasts for 5 rounds. Any exposed brittle or crystalline object or crystalline creature takes 7d10 points of sonic damage + d10 per four caster levels above 14th.

Shrink Item
Transmutation (Alteration)
Level: Sor/Wiz 3
Range: Touch
Target: One Small (or larger) nonmagical object; see text
Duration: 24 hours; see text
Saving Throw: Will negates (object)
Spell Resistance: Yes
Effect: You are able to shrink one nonmagical item to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. The object must be resting on a stable surface to return to its original size; if the command word is spoken while the object is not stable (such as while it is in the air), the object returns to its original size as soon as it finds a resting point. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

You can shrink a Medium object at 8th level, a Large object at 12th level, a Huge object at 16th level, or a Gargantuan object at 24th level.
Notes: Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster. If you recast the spell each day on an object, you can keep it at its small size indefinitely.

Silence
Illusion (Glamer)
Level: Brd 2, Clr 2, Trickery 2
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius emanation centered on a creature, object, or point in space
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes
Effect: Upon the casting of this spell, complete silence prevails in the affected area. No sound can be heard or made in the area, but sound passes through the area normally. Spellcasters are treated as being deafened for the purpose of casting spells with verbal components, and suffer a 20Notes: This spell provides a defense against sound-dependent effects. Sonic effects are too powerful for magic such as this to muffle, and function normally.

Silent Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Manifestation: Visual figment within the area
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Effect: This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Skysmite
You call down lightning from the heavens, unerringly striking your foes, even if you cannot see them.
Evocation (Energy) [Electricity]
Level: Drd 6, Sor/Wiz 6
Range: Extreme (1,000 ft.)
Area: Large (50 ft.) vertical line of lightning, 5 ft. wide, and Medium (20 ft.) radius limit
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Damage: 12d8 electricity damage + d8 per two caster levels above 12th
Effect: Lightning strikes where you direct, dealing damage to all creatures and objects in its path. If no creatures or objects lie in its path, the lightning will instead strike the closest occupied square within a Medium (20 ft.) radius limit.
Notes: Invisibility and other forms of concealment do not protect creatures from the lightning, but it does not differentiate between friend, foe, and inanimate object.

Slay Living
Your hand seethes with an eerie dark fire as you reach out to touch your foe, instantly snuffing out his life.
Necromancy (Life) [Death]
Level: Clr 6, Death 6
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Healthy Effect: The target is staggered for 5 rounds. It can take a move action or a standard action each round, but not both.
Bloodied Effect: The target is instantly slain.
Notes: A staggered character may take a single move action or standard action each round, but not both. She cannot take full-round actions, but she may take swift actions. In addition, she is vulnerable, causing her to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.

Sleep
Enchantment (Compulsion) [Mind-Affecting, Sleep]
Level: Brd 1, Sor/Wiz 1
Range: Medium (100 ft.)
Target: One living creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The subject is fatigued and attempts to go to sleep as soon as possible, though it will not stop fighting to do so. Awakening a creature put to sleep by this spell is difficult, and requires a standard action (an application of the aid another action).

Sleep, Mass
Enchantment (Compulsion) [Mind-Affecting, Sleep]
Level: Brd 4, Sor/Wiz 4
Area: Medium (20 ft.) radius burst
Targets Five creatures within the area
Effect: This spell functions like sleep, except that it affects multiple creatures.

Slow
You decelerate your enemy's motions, causing her to move and act more slowly than normal.
Transmutation (Temporal)
Level: Brd 2, Sor/Wiz 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The subject is slowed. This has two effects.

A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).

A slowed creature takes a -2 penalty to attack rolls, Strength and Dexterity-based checks, and armor class.
Notes: Slow counters and dispels haste.

Slow, Mass
You decelerate your enemies' motions, causing them to move and act more slowly than normal.
Transmutation (Temporal)
Level: Sor/Wiz 7
Range: Medium (100 ft.)
Targets Five creatures in an Medium (20 ft.) radius
Effect: This spell functions like slow, except that it affects multiple creatures.

Soften Earth and Stone
Transmutation (Alteration) [Earth]
Level: Drd 2, Earth 2
Range: Close (30 ft.)
Area: Large (50 ft.) radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1 round and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.

Loose dirt is not as troublesome as mud, but All creatures within the area can move at only half their normal speed and can't run or charge over the surface.

Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Solid Fog
Conjuration (Creation)
Level: Druid 6, Sor/Wiz 6, Water 6
Duration: Medium (5 minutes)
Spell Resistance: No
Effect: This spell functions like fog cloud, but in addition to obscuring sight, the fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.

A creature in the fog can take a full-round action to make a Strength check, moving 5 feet for every 5 by which the result exceeds DC 0. This movement is affected by any other effects which impede movement, as normal.
Notes: A severe wind (31+ mph) disperses the fog in 5 rounds, and a hurricane force wind disperses the fog in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

Song of Discord
Enchantment (Compulsion) [Auditory, Mind-Affecting]
Level: Brd 6
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius spread
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This spell causes all creatures within the area to turn on each other rather than attack their foes. Each affected creature has a 50
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.
Notes: Creatures with HV in excess of your caster level are immune to this spell.

Soulrend
You attack your foe's soul directly.
Necromancy (Soul)
Level: Sor/Wiz 6
Range: Far (300 ft.)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Healthy Effect: The target takes 1 Charisma damage per three caster levels.
Bloodied Effect: The target takes 1 Charisma damage per two caster levels.
Notes: A creature with a Charisma of -0 is unable to act. Undead can take Charisma damage from this spell despite being immune to ability damage.

Sound Burst
You blast an area with a cacophony of sound.
Evocation (Energy) [Sonic]
Level: Brd 2
Range: Close (30 ft.)
Area: Small (10 ft.) radius spread
Duration: Instantaneous
Saving Throw: Fortitude half/Fortitude negates
Spell Resistance: Yes
Damage: 2d8 sonic damage + d8 per four levels above 4th
Effect: Creatures in the area take damage and are deafened for 5 rounds. A successful Fortitude save halves the damage and negates the deafening.

Spell Immunity
Abjuration (Shielding) [Magic]
Level: Clr 3, Magic 3, Protection 3, Sor/Wiz 3
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject is immune to the effects of one school of magic. Any spell from the chosen school which allows spell resistance simply fails to affect the subject. This applies to spells of 4th level or lower. At 8th level, and every four levels thereafter, the maximum spell level affected increases by one.
Notes: This spell protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks, nor against spells which do not allows spell resistance.

A creature can have only one spell immunity effect on it at a time.

Spell Immunity, Greater
Abjuration (Shielding) [Magic]
Level: Clr 8, Magic 8, Protection 8, Sor/Wiz 8
Effect: This spell functions like spell immunity, except that it protects the subject from two schools, and the immunity applies to spells of any level.
Notes: A creature can have only one spell immunity effect on it at a time.

Spell Resistance
Abjuration (Shielding) [Magic]
Level: Clr 4, Magic 4, Protection 4, Sor/Wiz 4
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains spell resistance equal to 12 + your caster level.

Spelltheft
Abjuration (Negation) [Magic]
Level: Magic 5, Sor/Wiz 5
Target: One spellcaster, creature, or object
Effect: This spell functions like a targeted dispel magic, except that you can choose to gain the effects of any spells you dispel as if they had been originally cast on you. The effects last for the remainder of their original durations or for 5 rounds, whichever is shorter. Spells that cannot be cast on you, such as spells which have a range of personal, are simply dispelled.

Spelltheft, Greater
Abjuration (Negation) [Magic]
Level: Sor/Wiz 8
Target: One spellcaster, creature, or object
Effect: This spell functions like greater dispel magic, except that you can choose to gain the effects of any spells you dispel or counterspell as if they had been originally cast on you. The effects last for the remainder of their original durations or for 5 rounds, whichever is shorter. Spells that cannot be cast on you, such as spells which have a range of personal, are simply dispelled.

Spelltheft, Lesser
Abjuration (Negation) [Magic]
Level: Magic 2, Sor/Wiz 2
Target: One spellcaster, creature, or object
Effect: This spell functions like lesser dispel magic, except that you can choose to gain the effects of any spells you dispel as if they had been originally cast on you. The effects last for the remainder of their original durations or for 5 rounds, whichever is shorter. Spells that cannot be cast on you, such as spells which have a range of personal, are simply dispelled.

Spell Turning
Abjuration (Shielding) [Magic]
Level: Magic 7, Protection 7, Sor/Wiz 7
Range: Personal
Target: You
Duration: Long (1 hour) or until expended
Effect: Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned; both you and the caster each take half damage. For all effects other than damage, there is a 50Notes: If you and a spellcasting attacker are both shielded by spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.
{table="class: grid"}
{tr}
{td}
d01--70{/td} {td}Spell drains away without effect. {/td}
{/tr}
71--80{/td} {td}Spell affects both of you equally at full effect. {/td}
{/tr}
81--97{/td} {td}Both turning effects are rendered nonfunctional for 1d4 minutes. {/td}
{/tr}
98--100{/td} {td}Both of you go through a rift into another plane.
{/td}
{/tr}
{/table}

[b]Spider Climb
Transmutation (Imbuement)
Level: Drd 2, Sor/Wiz 2, Travel 2
Range: Touch
Target: Creature touched
Duration: Medium (5 minutes)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity modifier and dodge bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Spike Growth
Transmutation (Alteration) [Earth]
Level: Drd 2
Range: Medium (100 ft.)
Area: Small (10 ft.) radius
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None/Reflex negates
Spell Resistance: Yes
Effect: Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any foe moving on foot into or through the spell's area takes 1d4 points of physical piercing damage for each 5 feet of movement through the spiked area. Allies suffer no ill effects.

Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. The Reflex save must be repeated each round that the creature moves through the area. This speed penalty lasts for 12 hours or until the injured creature receives magical healing. Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Spike Stones
Transmutation (Alteration) [Earth]
Level: Drd 4, Earth 4
Area: Medium (20 ft.) radius
Effect: This spell functions like spike growth, except that it deals 1d8 physical piercing damage to creatures moving through it and it can also be cast on rocky ground, stone floors, and similar surfaces.

Spiritual Weapon
You bring into being a weapon made of pure force which attacks your foes of its own volition.
Evocation (Energy) [Force]
Level: Clr 2, Pal 2, War 2
Range: Medium (100 ft.)
Manifestation: Magic weapon of force
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: The weapon created by this spell attacks once each round on your turn. This functions just as if you were attacking with the weapon, except that you use your casting ability in place of your Strength and you never get multiple attacks with the weapon.

The weapon attacks the same target until you redirect it (a swift action). The weapon is treated as a separate creature for the purpose of overwhelm penalties.

If an attacked creature has spell resistance, you make a spell penetration check the first time the spiritual weapon strikes it. If the weapon is successfully resisted, it cannot harm that creature. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below), and has the same threat range and critical multipliers as a real weapon of its form.
Notes: The spiritual weapon strikes as a spell, not as a weapon, so, for example, ignores physical damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, and similar effects can affect it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).

The weapon that you get is usually a force replica of any weapon from your deity's weapon group. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapon groups associated with each alignment are as follows.

Chaos: Axes

Evil: Flexible weapons

Good: Headed weapons

Law: Heavy blades

Stampede
Conjuration (Summoning)
Level: Drd 9, Nature 9
Casting Time: Full-round action
Range: Far (300 ft.)
Area: Large (50 ft.) radius limit
Manifestation: Nine or more Large summoned creatures within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Reflex half; see text
Spell Resistance: No
Damage: 9d8 bludgeoning damage + d8 per four levels above 18th
Effect: This spell summons a stampede of nine bison to trample your foes. Creatures trampled by the herd of bison take 1d8 damage per bison in the herd. You can summon one additional bison per four levels above 18th.

The bison are summoned in a place that you designate within the spell's area, with each creature being summoned in the closest free space to the point of origin. If there is insufficient room for all of the bison to appear while standing on stable ground, the spell will summon fewer bison than the maximum. The herd of bison always moves directly away from you, trampling anything of Large size or smaller that gets in their way. If the herd is thinned to fewer than 5 bison, they stop stampeding and scatter in random directions.

The bison do not attack, even if cornered; they will only stampede. At the end of the spell's duration, the bison disappear.
Notes: Under normal circumstances, the bison can travel 800 feet over the duration of the spell.

Stinking Cloud
Conjuration/Necromancy (Creation, Flesh)
Level: Sor/Wiz 5
Saving Throw: None/Fortitude negates
Spell Resistance: None/Yes (Fortitude)
Effect: This spell functions like fog cloud, except that creatures within the cloud are sickened, making them vulnerable. A successful Fortitude save negates the sickening. The condition lasts as long as the creature remains in the cloud and for 5 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Stoneskin
You dramatically toughen a creature's skin, giving it the appearance of stone.
Transmutation (Alteration) [Earth]
Level: Drd 4, Protection 4, Sor/Wiz 4
Effect: This spell functions like barkskin, except that it grants physical damage reduction 10/adamantine. This damage reduction increases by 1 per two caster levels above 10th.
Notes: This damage reduction allows the subject to ignore 10 physical damage per attack. Adamantine weapons ignore this damage reduction.

Storm of Vengeance
Conjuration/Evocation (Energy, Control, Creation)
Level: Air 9, Drd 9, Clr 9, War 9, Water 9
Casting Time: Full-round action
Range: Far (300 ft.)
Area: 360 ft. radius cylinder, 200 ft. high
Manifestation: Supernatural weather in the area
Duration: Concentration (maximum 10 rounds)
Saving Throw: See text
Spell Resistance: Yes
Damage: Varies
Effect: This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 5 minutes. Violent rain and wind gusts obscure all sight beyond 100 feet. A creature less than 100 feet away has concealment (20
If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates new effects in each following round, as noted below. Each effect occurs during your turn.

2nd Round: Acid rains down, dealing 1d10 acid damage to everything in the area (no save).

3rd Round: You call three bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 9d8 electricity damage + d8 per four levels after 18th. A creature struck can attempt a Reflex save for half damage. If you do not direct the lightning bolts, each bolt automatically targets the largest available target in the area.

4th Round: Hailstones rain down, dealing 5d8 bludgeoning damage to all enemies in the area.

5th through 10th Rounds: Acid rains down, dealing 1d10 damage to everything in the area (no save).

Strip the Flesh
You rend parts of your foe's skin off its body, inflicting grievous wounds and leaving it vulnerable.

Necromancy (Flesh)
Level: Sor/Wiz 7
Range: Close (30 ft.)
Target: One creature
Duration: Instantaneous/5 rounds
Saving Throw: None/Fortitude negates
Spell Resistance: Yes
Damage: 14d6 physical damage + d6 per two caster levels above 14th
Effect: The target takes damage. In addition, if it fails a Fortitude save, for 5 rounds all damage it takes is doubled. This does not double the initial damage dealt by this spell.
Notes: A successful Heal check with a DC equal to this spell's save DC negates the doubling of damage.

Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting, Sound-Dependent]
Level: Brd 4, Sor/Wiz 5
Components: V, M
Range: Close (30 ft.)
Target: One living creature
Duration: Extreme (12 hours) or until completed
Saving Throw: Will negates
Spell Resistance: Yes
Effect: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. Additionally, any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, grants the creature a new saving throw with a +5 bonus.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
Notes: A very reasonable suggestion can cause the save to be made with a -2 or greater penalty. A creature that makes its saving throw against suggestion is immune to all further attempts by the same spellcaster for 24 hours.

Suggestion, Mass
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting, Sound-Dependent]
Level: Brd 6, Sor/Wiz 8
Duration: Short (Concentration + 5 rounds)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like suggestion, except that it can affect multiple creatures and has a shorter duration. The same suggestion applies to all subjects.

Vadskye
2013-10-07, 03:27 PM
Summon-T spells

Summon Monster I
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Casting Time: Full-round action
Range: Close (30 ft.)
Manifestation: One summoned creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts on your next turn. You must spend a swift action each round to control the creature summoned by this spell. If you do, it attacks your opponents to the best of its ability. You can direct the creature not to attack, to attack particular enemies, or to perform other actions if you can communicate with it. If you do not actively control the creature summoned by this spell, it acts according to its nature.

When you learn this spell, you choose a creature from the 1st-level list on the Summon Monster table. In the case of creatures with multiple options, such as elementals, you must choose one specific kind of creature. You can summon that creature with this or any other summon monster spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, lawful, or water creature, it is a spell of that type.

Summon Monster II
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. When you learn this spell, you choose two creatures from the 2nd-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster III
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz 3
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose three creatures from the 3rd-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster IV
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 4, Clr 4, Sor/Wiz 4
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose four creatures from the 4th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster V
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 5, Clr 5, Earth 4, Fire 4, Sor/Wiz 5, Water 4
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose five creatures from the 5th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster VI
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz 6
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except you can summon one creature from the 6th-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose six creatures from the 6th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster VII
Conjuration (Summoning) [see text for summon monster I]
Level: Clr 7, Sor/Wiz 7
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 7th-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose seven creatures from the 7th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster VIII
Conjuration (Summoning) [see text for summon monster I]
Level: Air 7, Clr 8, Earth 7, Fire 7, Sor/Wiz 8, Water 7
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 8th-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose eight creatures from the 8th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.

Summon Monster IX
Conjuration (Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon monster I, except that you can summon one creature from the 9th-level list or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose nine creatures from the 9th-level or lower lists on the Summon Monster table, one at each level. You can summon those creatures with this or any other summon monster spell.
{table="class: grid"}

{tr}
{td}
1st Level{/td} {td}{/td} {td}4th Level{/td} {td}{/td} {td}Fiendish monstrous spider, Huge{/td} {td}CE {/td}
{/tr}
Celestial dog{/td} {td}LG{/td} {td}Archon, lantern{/td} {td}LG{/td} {td}Fiendish snake, giant constrictor{/td} {td}CE {/td}
{/tr}
Celestial owl{/td} {td}LG{/td} {td}Celestial giant owl{/td} {td}LG{/td} {td}{/td} {td} {/td}
{/tr}
Celestial giant fire beetle{/td} {td}NG{/td} {td}Celestial giant eagle{/td} {td}CG{/td} {td}7th Level{/td} {td} {/td}
{/tr}
Celestial porpoise1{/td} {td}NG{/td} {td}Celestial lion{/td} {td}CG{/td} {td}Celestial elephant{/td} {td}LG {/td}
{/tr}
Celestial badger{/td} {td}CG{/td} {td}Mephit (any){/td} {td}N{/td} {td}Avoral (guardinal){/td} {td}NG {/td}
{/tr}
Celestial monkey{/td} {td}CG{/td} {td}Fiendish dire wolf{/td} {td}LE{/td} {td}Celestial baleen whale1{/td} {td}NG {/td}
{/tr}
Fiendish dire rat{/td} {td}LE{/td} {td}Fiendish giant wasp{/td} {td}LE{/td} {td}Djinni (genie){/td} {td}CG {/td}
{/tr}
Fiendish raven{/td} {td}LE{/td} {td}Fiendish giant praying mantis{/td} {td}NE{/td} {td}Elemental, Huge (any){/td} {td}N {/td}
{/tr}
Fiendish monstrous centipede, Medium{/td} {td}NE{/td} {td}Fiendish shark, Large1{/td} {td}NE{/td} {td}Invisible stalker{/td} {td}N {/td}
{/tr}
Fiendish monstrous scorpion, Small{/td} {td}NE{/td} {td}Yeth hound{/td} {td}NE{/td} {td}Devil, bone{/td} {td}LE {/td}
{/tr}
Fiendish hawk{/td} {td}CE{/td} {td}Fiendish monstrous spider, Large{/td} {td}CE{/td} {td}Fiendish megaraptor{/td} {td}LE {/td}
{/tr}
Fiendish monstrous spider, Small{/td} {td}CE{/td} {td}Fiendish snake, Huge viper{/td} {td}CE{/td} {td}Fiendish monstrous scorpion, Huge{/td} {td}{/td}
{/tr} NE
Fiendish octopus1{/td} {td}CE{/td} {td}Howler{/td} {td}CE{/td} {td}Babau (demon){/td} {td}CE {/td}
{/tr}
Fiendish snake, Small viper{/td} {td}CE{/td} {td}{/td} {td}{/td} {td}Fiendish giant octopus1{/td} {td}CE {/td}
{/tr}
& {/td} {td}5th Level{/td} {td}{/td} {td}Fiendish girallon{/td} {td}CE {/td}
{/tr}
2nd Level{/td} {td}{/td} {td}Archon, hound{/td} {td}K{/td} {td}{/td} {td} {/td}
{/tr}
Celestial giant bee{/td} {td}LG{/td} {td}Celestial brown bear{/td} {td}LG{/td} {td}{/td} {td} {/td}
{/tr}
Celestial giant bombardier beetle{/td} {td}NG{/td} {td}Celestial giant stag beetle{/td} {td}LG{/td} {td}8th Level{/td} {td} {/td}
{/tr}
Celestial riding dog{/td} {td}NG{/td} {td}Celestial sea cat1{/td} {td}NG{/td} {td}Celestial dire bear{/td} {td}LG {/td}
{/tr}
Celestial eagle{/td} {td}CG{/td} {td}Celestial griffon{/td} {td}NG{/td} {td}Celestial cachalot whale1{/td} {td}NG {/td}
{/tr}
Lemure (devil){/td} {td}LE{/td} {td}Elemental, Medium (any){/td} {td}CG{/td} {td}Celestial triceratops{/td} {td}NG {/td}
{/tr}
Fiendish squid1{/td} {td}LE{/td} {td}Achaierai{/td} {td}N{/td} {td}Lillend{/td} {td}CG {/td}
{/tr}
Fiendish wolf{/td} {td}LE{/td} {td}Devil, bearded{/td} {td}LE{/td} {td}Elemental, greater (any){/td} {td}N {/td}
{/tr}
Fiendish monstrous centipede, Large{/td} {td}NE{/td} {td}Fiendish deinonychus{/td} {td}LE{/td} {td}Fiendish giant squid1{/td} {td}LE {/td}
{/tr}
Fiendish monstrous scorpion, Medium{/td} {td}NE{/td} {td}Fiendish dire ape{/td} {td}LE{/td} {td}Hellcat{/td} {td}LE {/td}
{/tr}
Fiendish shark, Medium1{/td} {td}NE{/td} {td}Fiendish dire boar{/td} {td}LE{/td} {td}Fiendish monstrous centipede, Colossal{/td} {td}NE {/td}
{/tr}
Fiendish monstrous spider, Medium{/td} {td}CE{/td} {td}Fiendish shark, Huge{/td} {td}NE{/td} {td}Fiendish dire tiger{/td} {td}CE {/td}
{/tr}
Fiendish snake, Medium viper{/td} {td}CE{/td} {td}Fiendish monstrous scorpion, Large{/td} {td}NE{/td} {td}Fiendish monstrous spider, Gargantuan{/td} {td}CE {/td}
{/tr}
& {/td} {td}Shadow mastiff{/td} {td}NE{/td} {td}Fiendish tyrannosaurus{/td} {td}CE {/td}
{/tr}
3rd Level{/td} {td}{/td} {td}Fiendish dire wolverine{/td} {td}NE{/td} {td}Vrock (demon){/td} {td}CE {/td}
{/tr}
Celestial black bear{/td} {td}LG{/td} {td}Fiendish giant crocodile{/td} {td}CE{/td} {td}{/td} {td} {/td}
{/tr}
Celestial bison{/td} {td}NG{/td} {td}Fiendish tiger{/td} {td}CE{/td} {td}{/td} {td} {/td}
{/tr}
Celestial dire badger{/td} {td}CG{/td} {td}{/td} {td}{/td} {td}9th Level{/td} {td} {/td}
{/tr}
Celestial hippogriff{/td} {td}CG{/td} {td}6th Level{/td} {td}{/td} {td}Couatl{/td} {td}LG {/td}
{/tr}
Elemental, Small (any){/td} {td}N{/td} {td}Celestial polar bear{/td} {td}LG{/td} {td}Leonal (guardinal){/td} {td}NG {/td}
{/tr}
Fiendish ape{/td} {td}LE{/td} {td}Celestial orca whale1{/td} {td}NG{/td} {td}Celestial roc{/td} {td}CG {/td}
{/tr}
Fiendish dire weasel{/td} {td}LE{/td} {td}Bralani (eladrin){/td} {td}CG{/td} {td}Elemental, elder (any){/td} {td}N {/td}
{/tr}
Hell hound{/td} {td}LE{/td} {td}Celestial dire lion{/td} {td}CG{/td} {td}Devil, barbed{/td} {td}LE {/td}
{/tr}
Fiendish snake, constrictor {/td} {td}LE{/td} {td}Elemental, Large (any){/td} {td}N{/td} {td}Fiendish dire shark1{/td} {td}NE {/td}
{/tr}
Fiendish boar{/td} {td}NE{/td} {td}Janni (genie){/td} {td}N{/td} {td}Fiendish monstrous scorpion, Gargantuan{/td} {td}NE {/td}
{/tr}
Fiendish dire bat{/td} {td}NE{/td} {td}Chaos beast{/td} {td}CN{/td} {td}Night hag{/td} {td}NE {/td}
{/tr}
Fiendish monstrous centipede, Huge{/td} {td}NE{/td} {td}Devil, chain{/td} {td}LE{/td} {td}Bebilith (demon){/td} {td}CE {/td}
{/tr}
Fiendish crocodile{/td} {td}CE{/td} {td}Xill{/td} {td}LE{/td} {td}Fiendish monstrous spider, Colossal{/td} {td}CE {/td}
{/tr}
Dretch (demon){/td} {td}CE{/td} {td}Fiendish monstrous centipede, Gargantuan{/td} {td}NE{/td} {td}Hezrou (demon){/td} {td}CE {/td}
{/tr}
Fiendish snake, Large viper{/td} {td}CE{/td} {td}Fiendish rhinoceros{/td} {td}NE{/td} {td}& {/td}
{/tr}
Fiendish wolverine{/td} {td}CE{/td} {td}Fiendish elasmosaurus1{/td} {td}CE{/td} {td}&
{/td}
{/tr}
1 May be summoned only into an aquatic or watery environment.
{/table}

Summon Nature's Ally I
Conjuration (Summoning)
Level: Drd 1
Casting Time: Full-round action
Range: Close (30 ft.)
Manifestation: One summoned creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell summons a natural creature. It appears where you designate and acts on your next turn. You must spend a swift action each round to control the creature summoned by this spell. If you do, it attacks your opponents to the best of its ability. You can direct the creature not to attack, to attack particular enemies, or to perform other actions if you can communicate with it. If you do not actively control the creature summoned by this spell, it acts according to its nature.

When you learn this spell, you choose a creature from the 1st-level list on the Summon Nature's Ally table. In the case of creatures with multiple options, such as elementals, you must choose one specific kind. You can summon that creature with this or any other summon nature's ally spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

All the creatures on the table are neutral unless otherwise noted.

Summon Nature's Ally II
Conjuration (Summoning)
Level: Drd 2
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind. When you learn this spell, you choose two creatures from the 2nd-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally III
Conjuration (Summoning) [see text]
Level: Drd 3, Nature 3
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind. When you learn this spell, you choose three creatures from the 3rd-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally IV
Conjuration (Summoning) [see text]
Level: Drd 4
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 4th-level creature or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose four creatures from the 4th-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally V
Conjuration (Summoning) [see text]
Level: Drd 5
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 5th-level creature or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose five creatures from the 5th-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally VI
Conjuration (Summoning) [see text]
Level: Drd 6, Nature 6
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 6th-level creature or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose six creatures from the 6th-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally VII
Conjuration (Summoning) [see text]
Level: Drd 7
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 7th-level creature or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose seven creatures from the 7th-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally VIII
Conjuration (Summoning) [see text]
Level: Drd 8
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 8th-level creature or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose eight creatures from the 8th-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon nature's ally spell.

Summon Nature's Ally IX
Conjuration (Summoning) [see text]
Level: Drd 9, Nature 9
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon one 9th-level creature or 1d3 creatures of the same kind from a lower-level list. When you learn this spell, you choose nine creatures from the 9th-level or lower lists on the Summon Nature's Ally table, one at each level. You can summon those creatures with this or any other summon~nature's~ally spell.
{table="class: grid"}

{tr}
{td}
1st Level{/td} {td}Eagle, giant [NG]{/td} {td}5th Level{/td} {td}7th Level {/td}
{/tr}
Dire rat{/td} {td}Lion{/td} {td}Arrowhawk, adult{/td} {td}Arrowhawk, elder {/td}
{/tr}
Eagle (animal){/td} {td}Owl, giant [NG]{/td} {td}Bear, polar (animal){/td} {td}Dire tiger {/td}
{/tr}
Monkey (animal){/td} {td}Satyr [CN; without pipes]{/td} {td}Dire lion{/td} {td}Elemental, greater (any) {/td}
{/tr}
Octopus1 (animal){/td} {td}Shark, Large1 (animal){/td} {td}Elasmosaurus1 (dinosaur){/td} {td}Djinni (genie) [NG] {/td}
{/tr}
Owl (animal){/td} {td}Snake, constrictor (animal){/td} {td}Elemental, Large (any){/td} {td}Invisible stalker {/td}
{/tr}
Porpoise1 (animal){/td} {td}Snake, Large viper (animal){/td} {td}Griffon{/td} {td}Pixie2 (sprite) [NG; with sleep arrows] {/td}
{/tr}
Snake, Small viper (animal){/td} {td}Thoqqua{/td} {td}Janni (genie){/td} {td}Squid, giant1 (animal) {/td}
{/tr}
Wolf (animal){/td} {td}{/td} {td}Rhinoceros (animal){/td} {td}Triceratops (dinosaur) {/td}
{/tr}
& 4th Level{/td} {td}Satyr [CN; with pipes]{/td} {td}Tyrannosaurus (dinosaur) {/td}
{/tr}
2nd Level{/td} {td}Arrowhawk, juvenile{/td} {td}Snake, giant constrictor (animal){/td} {td}Whale, cachalot1 (animal) {/td}
{/tr}
Bear, black (animal){/td} {td}Bear, brown (animal){/td} {td}Nixie (sprite){/td} {td}Xorn, elder {/td}
{/tr}
Crocodile (animal){/td} {td}Crocodile, giant (animal){/td} {td}Tojanida, adult1{/td} {td} {/td}
{/tr}
Dire badger{/td} {td}Deinonychus (dinosaur){/td} {td}Whale, orca1 (animal){/td} {td}8th Level {/td}
{/tr}
Dire bat{/td} {td}Dire ape{/td} {td}{/td} {td}Dire shark1 {/td}
{/tr}
Elemental, Small (any){/td} {td}Dire boar{/td} {td}6th Level{/td} {td}Roc {/td}
{/tr}
Hippogriff{/td} {td}Dire wolverine{/td} {td}Dire bear{/td} {td}Salamander, noble [NE] {/td}
{/tr}
Shark, Medium1 (animal){/td} {td}Elemental, Medium (any){/td} {td}Elemental, Huge (any){/td} {td}Tojanida, elder {/td}
{/tr}
Snake, Medium viper (animal){/td} {td}Salamander, flamebrother [NE]{/td} {td}Elephant (animal){/td} {td} {/td}
{/tr}
Squid1 (animal){/td} {td}Sea cat1{/td} {td}Girallon{/td} {td}9th Level {/td}
{/tr}
Wolverine (animal){/td} {td}Shark, Huge1 (animal){/td} {td}Megaraptor (dinosaur){/td} {td}Elemental, elder {/td}
{/tr}
& Snake, Huge viper (animalo){/td} {td}Octopus, giant1 (animal){/td} {td}Grig [NG; with fiddle] (sprite) {/td}
{/tr}
3rd Level{/td} {td}Tiger (animal){/td} {td}Pixie2 (sprite) [NG; no special arrows]{/td} {td}Pixie3 (sprite) [NG; with sleep and memory loss arrows] {/td}
{/tr}
Ape (animal){/td} {td}Tojanida, juvenile1{/td} {td}Salamander, average [NE]{/td} {td}Unicorn, celestial charger {/td}
{/tr}
Dire weasel{/td} {td}Unicorn [CG]{/td} {td}Whale, baleen1{/td} {td} {/td}
{/tr}
Dire wolf{/td} {td}Xorn, minor{/td} {td}Xorn, average{/td} {td}
{/td}
{/tr}
1 May be summoned only into an aquatic or watery environment. {/td}
{/tr}
2 Can't cast irresistible dance {/td}
{/tr}
3 Can cast irresistible dance
{/table}

Summon Nature's Army
Conjuration (Summoning)
Level: Drd 8, Nature 8
Area: Medium (20 ft.) radius limit
Manifestation: One or more summoned creatures within the area
Effect: This spell functions like summon nature's ally I, except that you can summon up to one creature per caster level from the 4th-level list or lower.

When you learn this spell, you choose a creature from the 4th-level list or lower on the Summon Nature's Ally table. You can only summon that creature with this spell.

Sunbeam
You evoke a dazzling beam of intense light, blinding your foes with the power of the sun itself.
Evocation (Control) [Light]
Level: Drd 5
Area: Large (50 ft.) line
Duration: Instantaneous/5 rounds
Saving Throw: Reflex half/Reflex negates
Spell Resistance: Yes
Damage: 5d8 solar damage + d8 per four caster levels above 10th; see text
Effect: Each creature in the beam takes damage and is dazzled for 5 rounds. Any creatures to which sunlight is harmful or unnatural instead take 5d10 points of damage + d10 per four caster levels above 10th and are blinded for 5 rounds. A successful Reflex save negates the dazzling (or blindness) and reduces the damage by half.
Notes: A dazzled creature treats everything he sees as if it has concealment (20Sunbeam dispels any darkness spells of 5th level or lower within its area.

Sunburst
You cause a globe of searing radiance to explode silently from a point you select.
Evocation (Control) [Light]
Level: Drd 8
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius burst
Damage: 8d8 solar damage + d8 per four caster levels above 16th; see text
Effect: This spell functions as sunbeam, except that it affects a Medium (20 ft.) radius and deals more damage. Any creatures to which sunlight is harmful or unnatural take 8d10 points of damage + d10 per three caster levels above 16th.
Notes: Sunburst dispels any darkness spells of 8th level or lower within its area.


Telekinesis
You move objects or creatures by concentrating on them.
Evocation (Control)
Level: Sor/Wiz 6
Range: Medium (100 ft.)
Target or Targets: See text
Duration: Concentration, up to Medium (5 minutes)/Instantaneous; see text
Saving Throw: Will negates (object)/None; see text
Spell Resistance: Yes
Effect: Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: As the telekinetic force spell.

Combat Maneuver: As the telekinetic maneuver spell.

Violent Thrust: Alternatively, the spell energy can be spent in a single round, as the telekinetic thrust spell.

Telekinetic Force
Evocation (Control)
Level: Sor/Wiz 4
Range: Medium (100 ft.)
Target: One object at a time
Duration: Concentration, up to 5 minutes
Saving Throw: Will negates (object); see text
Spell Resistance: Yes
Effect: You may manipulate objects or creatures at a distance as if you were holding the object in your hands. When doing so, your effective Strength is equal to 10 + your casting ability modifier, and your effective Dexterity is equal to your 10 + your Intelligence modifier. You can move objects at a speed of up to 20 feet per round in any direction.
A creature can negate the effect on itself or an object it possesses with a successful Will save. Each round, the subject can attempt a new saving throw to negate the effect. If you are prevented from affecting a target in this way, it and any of its possessions are immune to your attempts for the duration of the spell, though you can still attempt to affect other creatures or objects.
Notes: This spell generally moves objects too slowly for them to be used as weapons. However, some indirect weapons, such as crossbows, may be used to attack with this spell.

Telekinetic Maneuver
Evocation (Control)
Level: Sor/Wiz 3
Range: Medium (100 ft.)
Target: One creature
Duration: Concentration, up to Medium (5 minutes)
Saving Throw: None
Spell Resistance: Yes
Effect: Once per round, you can telekinetically attack a foe of your choice. You can perform a bull rush, a disarm, a dirty trick, a grapple (including a pin, if you have already grappled a foe), or a trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus, and you use your casting ability modifier in place of your Strength.

Telekinetic Thrust
Evocation (Control)
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Target or Targets: Five objects or creatures in a Medium (20 ft.) radius + one per four caster levels after 8th
Duration: Instantaneous
Saving Throw: Will negates (object); see text
Spell Resistance: Yes
Effect: You can throw the affected objects or creatures anywhere within the spell's range. All subjects of this spell must be thrown to the same place. You can hurl up to a total weight of 25 pounds per caster level.

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your caster level and casting ability modifier to the attack roll instead of your base attack bonus and Dexterity. Hurled weapons deal their normal damage. Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and spell resistance) to avoid being hurled or having their held possessions be targeted by this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 50 feet (5d6 damage).

Telepathic Bond
You forge a mental link binding two allies together.
Divination/Transmutation (Communication, Imbuement)
Level: Sor/Wiz 3
Range: Close (30 ft.)
Targets You and one willing creature, or two willing creatures
Duration: Extreme (12 hours) (D)
Saving Throw: None
Spell Resistance: Yes
Effect: The subjects can communicate mentally through telepathy. The communication is instantaneous across any distance within the same plane.
Notes: No special influence is established as a result of the bond. Telepathic bond can be made permanent with a permanency ritual.

Telepathic Bond, Mass
Divination/Transmutation (Communication, Imbuement)
Level: Sor/Wiz 6
Targets You plus up to five willing creatures in a Medium (20 ft.) radius
Effect: This spell functions like telepathic bond, except that it links multiple creatures together into the same bond. Each affected creature can communicate with all other creatures, either privately or to the group as a whole. If desired, you may leave yourself out of the bond forged. This decision must be made at the time of casting.
Notes: Telepathic bond can be made permanent with a permanency ritual. If you cast this spell multiple times, you may link each casting of the spell together such that all subjects may telepathically communicate with each other.

Temporal Stasis
Transmutation (Temporal)
Level: Sor/Wiz 8
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds)/Permanent
Saving Throw: None/Will negates
Spell Resistance: Yes
Effect: If you succeed on a melee touch attack, the subject is slowed for a Short (Concentration + 5 rounds) duration.
Bloodied Effect: In addition, the subject is placed into a state of suspended animation unless it makes a successful Will save. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or an emancipation spell).

Power Word Fear
You fill your foe with an inescapable fear, forcing it to flee from your presence.
Enchantment (Emotion) [Fear, Mind-Affecting]
Level: Sor/Wiz 6
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: None
Spell Resistance: Yes
Healthy Effect: The subject is shaken, causing it to be vulnerable.
Bloodied Effect: The subject is frightened.
Notes: A vulnerable character takes a -2 penalty on attack rolls, saving throws, checks, DCs, and AC. A frightened creature is the same, except that it also flees from the source of its fear as best it can. If unable to flee, it may fight.

A character shaken by multiple sources becomes frightened. A character frightened by multiple sources becomes panicked.

Time Stop
Transmutation (Temporal)
Level: Sor/Wiz 9
Range: Personal
Target: You
Duration: 1d3+1 rounds (apparent time); see text
Effect: This spell seems to make time cease to flow for everyone but you. In fact, you step into an alternate timestream, causing you to speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d3+1 rounds of apparent time. You are still vulnerable to danger, such as from heat or dangerous gases, but your actions have no effect on anything in the world other than yourself. Objects and creatures appear frozen in place. You cannot cast spells that affect any targets except yourself; the temporal magic is too strong to permit interference from lesser magic, and attempts to cast magic beyond the accelerated time surrounding you simply fail. The only exception is for temporal spells, which can be cast normally inside a time stop. The subjects are not affected and do not attempt to resist the effects until the end of the time stop, so you do not know whether they are affected by any spells you cast until the effect has expired.
Notes: Most spellcasters use the additional time to improve their defenses or flee from combat. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Totemic Mind
Transmutation (Imbuement)
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell grants creatures the mental power of a totem animal. It has three forms, each of which grants a +2 bonus to a mental ability score. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Eagle's Splendor: The transmuted creature becomes more persuasive and personally forceful, gaining a bonus to Charisma.

Fox's Cunning: The transmuted creature becomes smarter, gaining a bonus to Intelligence.

Owl's Wisdom: The transmuted creature becomes more perceptive, gaining a bonus to Wisdom.

Totemic Mind, Mass
Transmutation (Imbuement)
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like totemic mind, except that it affects multiple creatures. All affected creatures must gain a bonus to the same ability score.

Totemic Power
Transmutation (Imbuement)
Level: Clr 2, Drd 2, Sor/Wiz 2, Strength 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: This spell grants creatures the physical power of an animal. It has three forms, each of which grants a +2 bonus to a mental ability score. This bonus increases to +3 at 8th level, to +4 at 14th level, and finally to +5 at 20th level.

Bear's Endurance: The transmuted creature gains greater vitality and stamina, gaining a bonus to Constitution. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Bull's Strength: The transmuted creature becomes stronger, gaining a bonus to Strength.

Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated, gaining a bonus to Dexterity.

Totemic Power, Mass
Transmutation (Imbuement)
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like totemic power, except that it affects multiple creatures.

Touch of Idiocy
Enchantment (Inhibition) [Mind-Affecting]
Level: Sor/Wiz 2
Range: Close (30 ft.)
Target: One creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will half
Spell Resistance: Yes
Effect: With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a -4 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.
Notes: This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Transfer Suffering
Necromancy (Life) [Healing]
Level: Sor/Wiz 4
Range: Touch
Target: One creature
Damage: 8d8 life damage + d8 per two caster levels above 8th
Effect: The touched creature takes damage, and you immediately regain hit points equal the amount of damage you transfer. You cannot transfer more damage than you have taken, and you cannot use this spell to gain hit points in excess of your full normal total.

Transmute Any Object
Transmutation (Alteration, Polymorph)
Level: Sor/Wiz 9
Range: Medium (100 ft.)
Target: One creature, or one nonmagical object of up to 1000 cu. ft.
Duration: See text
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes
Effect: This spell can be used to duplicate the effects of fabricate, major creation, passwall, shape stone, transmute flesh and stone, or wall of stone. The object or creature to be transformed must meet any requirements of the spell to be duplicated, except that it must be within Medium (100 ft.) range.

Transmute Flesh and Stone
Transmutation (Polymorph)
Level: Earth 6, Sor/Wiz 6
Range: Medium (100 ft.)
Target: One creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Short (Concentration + 5 rounds)/Instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes
Damage: 3d8 damage per round; see text
Effect: This spell has different effects depending on the version chosen.

Flesh to Stone: The subject is slowed for the duration of the spell, and takes 3d8 physical damage each round as its body gradually turns to stone. A Fortitude save negates this effect. If the subject reaches 0 hit points before the spell ends, it becomes a mindless, inert statue, along with all its carried gear. If the statue resulting from this effect is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it is not considered alive either.

Only creatures made of flesh are affected by this effect.

Stone to Flesh: This effect restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. A restored creature has as many hit points as it had when it was petrified. Stone which was not originally a petrified creature is unaffected.

Tree Shape
Transmutation (Polymorph)
Level: Drd 2
Range: Personal
Target: You
Duration: Extreme (12 hours) (D)
Effect: You become able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a Spellcraft check can reveal a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 bonus to natural armor, but you have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
Notes: You can dismiss tree shape as a free action (instead of as a standard action).

Tremorsense
Transmutation (Imbuement)
Level: Drd 1
Range: Personal/Large (50 ft.) limit
Target: You
Duration: Concentration
Effect: You gain the tremorsense ability. If you are touching a surface, you can automatically pinpoint the location of anything within the area of the spell that is in contact with the surface, including inanimate objects.
Notes: Tremorsense functions on surfaces of any kind, regardless of lighting conditions.

True Seeing
Divination (Awareness)
Level: Clr 6, Knowledge 5, Law 6, Sor/Wiz 6
Components: V, S, M
Range: Touch
Target: Creature touched
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the truth behind visual figments and glamers, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The effect extends out to Medium (100 ft.) range.
Notes: True seeing does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a scrying effect.
Material Components: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

True Strike
Divination (Knowledge)
Level: Sor/Wiz 5
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: See text
Effect: You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Vadskye
2013-10-07, 03:28 PM
U-Z spells

Undeath to Death
Necromancy (Vitalism) [Positive]
Level: Clr 6
Area: Medium (20 ft.) radius limit
Targets Several undead creatures within the area
Effect: This spell functions like circle of death, except that it destroys undead creatures.
Material Components: The powder of a crushed diamond worth at least 750 gp.

Unholy Aura
Abjuration (Interdiction) [Evil]
Level: Clr 8, Evil 8
Components: V, S, F
Area: Medium (20 ft.) radius limit centered on you
Targets Five creatures within the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
Effect: A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each shielded creature gains a +5 bonus to its saving throws.

Second, each shielded creature gains spell resistance 10 against chaotic spells and spells cast by good creatures.

Third, the abjuration blocks possession and mental influence, just as protection from good does.

Finally, if a good creature within Medium (100 ft.) range of the shielded creature successfully attacks it in any way, the offending attacker takes 4d6 damage. Any single creature can take this damage only once per round.
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp.

Unholy Blight
Evocation (Channeling) [Evil]
Level: Evil 4
Range: Medium (100 ft.)
Target: One creature
Duration: Instantaneous/5 rounds
Saving Throw: Will half/Will negates
Spell Resistance: Yes
Damage: 8d8 divine damage + d8 per two caster levels above 8th
Effect: If the target is not evil, it takes damage and is sickened for 5 rounds, making it vulnerable. A successful Will save halves the damage.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

Unliving Eyes
Divination/Necromancy (Awareness, Life)
Level: Sor/Wiz 2
Range: Touch
Target: One creature
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The subject gains the ability to ``see'' any living creatures and their equipment within 60 feet perfectly, regardless of lighting conditions, physical barriers, invisibility, or any other means of concealment.

Vampiric Touch
Necromancy (Life)
Level: Sor/Wiz 3
Range: Touch
Target: Living creature touched
Duration: Instantaneous/Medium (5 minutes)
Saving Throw: Fortitude half
Spell Resistance: Yes
Damage: 6d10 life damage + d10 per two caster levels above 6th
Effect: The touched creature takes damage. You gain temporary hit points equal to half the damage you deal. However, you can't gain more hit points than the damage required to kill the subject. The temporary hit points disappear 1 hour later.
If you take life damage, you lose all temporary hit points provided by this spell before applying the damage.

Veil
Illusion (Glamer) [Unreal]
Level: Sor/Wiz 2
Range: Close (30 ft.)
Target: One humanoid creature
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The subject's arms and torso are masked in illusion, causing onlookers to perceive whatever movements you project instead of the creature's true actions. For example, the subject might draw a dagger and attack another creature, but anyone watching would only see the subject folding its arms, even as the dagger strikes true.
Notes: A creature that interacts with the effect gets a Will save to recognize it as an illusion. In order to interact with the illusion with a Spot or Listen check, the creature must make a Spot or Listen check that beats your saving throw DC with this spell. Anyone witnessing the subject perform an impossible action, such as attacking or climbing without the use of its hands, receives a Will save with a +10 bonus.

Ventriloquism
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, F
Range: Close (30 ft.)
Manifestation: Intelligible sound, usually speech
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Effect: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Vestments of the Mage
You imbue a set of armor with magical power, preventing it from interfering with your spellcasting.
Transmutation (Imbuement)
Level: Sor/Wiz 1
Range: Touch
Target: Touched armor
Duration: Long (1 hour) (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes
Effect: The armor's chance of arcane spell failure decreases by 10Notes: This spell has no effect on shields.

Wail of the Banshee
You emit a terrible scream that kills anyone that hears it.
Necromancy (Life) [Death, Sound-Dependent]
Level: Sor/Wiz 9
Components: V
Targets Living creatures in a Large (50 ft.) spread centered on you, up to Five creatures
Duration: Concentration, up to 2 rounds; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Healthy Effect: The subjects are sickened, making them vulnerable for 5 rounds. If you concentrate for a second round, subjects still in the area are nauseated for 1 round.
Bloodied Effect: The subjects are nauseated for 1 round. If you concentrate for a second round, subjects still in the area immediately die.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
This spell affects a maximum number of creatures equal to your caster level. Creatures closest to you are affected first, so creatures farther away may be unaffected if there are enough intervening creatures. Each creature makes only one saving throw against the effect.

Wall of Fire
Evocation (Energy) [Fire, Wall]
Level: Drd 5, Fire 5, Sor/Wiz 5
Range: Medium (100 ft.)
Manifestation: Opaque sheet of flame up to 100 ft. long or a ring of fire with a radius of up to 20 ft.; either form 20 ft. high
Duration: Short (Concentration + 5 rounds)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes
Damage: 5d8 + d8 per four caster levels above 10th; see text
Effect: An immobile, blazing curtain of shimmering violet fire springs into existence. The wall deals damage to any creature passing through it. A successful Reflex save halves this damage. In addition, the wall radiates heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. No save is allowed against this damage. The wall deals this damage at the start of each of your turns to All creatures within the area.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out.
Notes: Wall of fire can be made permanent with a permanency ritual. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Wall of Force
Evocation (Control) [Force, Wall]
Level: Sor/Wiz 5
Range: Medium (100 ft.)
Manifestation: Wall whose area is up to ten 10 ft. squares
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell creates an invisible wall made of force. Nothing can pass through or alter the wall. It forms a flat, vertical plane, and it must be continuous and unbroken when formed. If the surface is broken by any object or creature, the spell fails.
Notes: The wall is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. As a force effect, it blocks ethereal creatures as well as material ones.

Wall of force can be made permanent with a permanency ritual.

Wall of Ice
Conjuration/Evocation (Creation, Energy) [Cold, Wall]
Level: Sor/Wiz 4, Water 5
Range: Medium (100 ft.)
Manifestation: Anchored plane of ice, up to ten 10 ft. squares, or hemisphere of ice with a radius of up to 10 ft.
Duration: Medium (5 minutes)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Damage: 4d8 + d8 per four caster levels above 8th
Effect: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 foot thick. It covers up to ten 10-foot square areas (so it can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness, or 36 hit points total. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + 1 per inch of thickness remaining.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes damage (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 10 feet. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

Wall of Stone
Transmutation (Alteration) [Earth, Wall]
Level: Drd 5, Earth 5, Sor/Wiz 5
Range: Medium (100 ft.)
Manifestation: Stone wall whose area is up to ten 5 ft. squares (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Effect: This spell forms a wall of stone atop existing rock surfaces. A wall of stone is 4 inches thick and composed of up to ten 5-foot squares. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

Wall of Thorns
Conjuration (Creation) [Wall]
Level: Drd 5, Nature 5
Range: Medium (100 ft.)
Manifestation: Wall of thorny brush, up to ten 10 ft. cubes (S)
Duration: Long (1 hour) (D)
Saving Throw: None
Spell Resistance: No
Effect: This spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per square of movement equal to 25 minus the creature's flat-footed AC. (Creatures with a flat-footed Armor Class of 25 or higher, take no damage from contact with the wall.)

You can make the wall as thin as 5 feet thick, which allows you to shape the wall as twenty 10*10*5 foot blocks. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

Creatures can force their way slowly through the wall by making a grapple check or Escape Artist check as a full-round action. The creature moves 5 feet for each full 5 points by which the check result exceeds 20, up to a maximum distance equal to its normal land speed. Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.

If you have at least 5 feet of thorns between you and an opponent, it provides cover. If you have at least 20 feet of thorns between you, it provides total cover.

Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass throughs overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
Notes: A wall of thorn can be breached by slow work with edged weapons or fire. It has hardness 8 and 30 hit points per square foot of thickness.

Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.

Warp Wood
Transmutation (Alteration)
Level: Drd 2
Range: Close (30 ft.)
Area: Medium (20 ft.) radius limit
Target: 1 Small nonmagical wooden object/level within the area
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes
Effect: You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon imposes a -4 penalty on attack rolls.

You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.
Notes: You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.

Water Walk
Transmutation (Imbuement) [Water]
Level: Druid 3, Water 3
Range: Touch
Targets Creature touched/level
Duration: Long (1 hour) (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Effect: The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Waves of Exhaustion
Necromancy (Flesh)
Level: Sor/Wiz 8, War 8
Area: Large (50 ft.) cone-shaped burst
Duration: Short (Concentration + 5 rounds)
Saving Throw: Fortitude partial
Spell Resistance: Yes
Effect: Living creatures in the area are exhausted. A successful Fortitude save causes a creature to be fatigued instead. This spell has no effect on a creature that is already exhausted.

Waves of Fatigue
Necromancy (Flesh)
Level: Sor/Wiz 5, War 5
Area: Large (50 ft.) cone-shaped burst
Duration: Short (Concentration + 5 rounds)
Saving Throw: No
Spell Resistance: Yes
Effect: Living creatures in the area are fatigued. This spell has no effect on a creature that is already fatigued.

Web
You create a many-layered mass of strong, stricky strands that entangle creatures caught within them. The strands are similar to spider webs, but larger and tougher.
Conjuration (Creation)
Level: Sor/Wiz 3
Range: Close (30 ft.)
Area: Medium (20 ft.) radius spread
Manifestation: Webs in the area
Duration: Short (Concentration + 5 rounds) (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No
Effect: Each creature in the spell's area are entangled unless it makes a successful Reflex save. This save must be repeated each round that the creature moves or fights within the area. An entangled creature can spend a standard action to make a grapple attack or Escape Artist attempt against the spell's save DC to break the webs holding it, preventing it from being entangled. A creature entangled by the spell remains entangled until it breaks the webs holding it or escapes the spell's area.

If the strands can be anchored to two or more solid and diametrically opposed structures, such as walls, the strands are much more sturdy. A creature entangled within a sturdy web is unable to move from its square until it stops being entangled.
Notes: An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty to attack rolls, Strength and Dexterity-based checks, and armor class. If it attempts to cast a spell must make a Concentration check (DC 10 + double the spell's level) or lose the spell.
The strands are too widely spaced to significantly obscure sight, but are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency ritual. A permanent web that is destroyed regrows in 10 minutes.

Weird
Enchantment/Illusion (Emotion, Phantasm) [Death, Fear, Mind-Affecting, Unreal]
Level: Sor/Wiz 9, Trickery 9
Area: Medium (20 ft.) radius limit
Targets Five creatures within the area
Effect: This spell functions like phantasmal killer, except that it affects multiple creatures.

Windstrike
You command the air to bludgeon the target, sending it flying.
Evocation (Control) [Air]
Level: Air 2, Drd 2
Range: Medium (100 ft.)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Damage: 4d8 bludgeoning damage + d8 per two levels after 4th
Effect: The target takes damage from the powerful winds. A successful Fortitude save halves the damage. In addition, you may make a bull rush attack with a bonus equal to your caster level + your casting ability modifier. If you succeed, you may have the wind bull rush the target in any direction -- even vertically. Moving the target up takes twice as much movement as moving the target horizontally.

Windstrike, Greater
You command the air to bludgeon the target with tremendous force, sending it flying.
Evocation (Control) [Air]
Level: Air 5, Drd 5
Damage: 10d8 bludgeoning damage + d8 per two levels after 10th
Effect: This spell functions like windstrike, except that the bull rush is much more powerful. You make a bull rush attack with a bonus equal to your caster level + your casting ability modifier + 12, treating the wind as a Gargantuan creature.
If you succeed, you knock the target prone and may have the wind bull rush the target in any direction -- even vertically. Moving the target up does not require more movement than moving the target horizontally.

Wish
Universal
Level: Magic 9, Sor/Wiz 9
Components: V, S, M
Range: See text
Target, Manifestation, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Effect: This spell is the mightiest spell a wizard or sorcerer can cast. By simply speaking your desires aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.

Duplicate any general wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any general wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.
Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 5th level or lower even if it's of a prohibited school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.
Create a nonmagical item of up to 25,000 gp in value.
Create a magic item, or add to the powers of an existing magic item.
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.


When casting a wish, you do not specify the exact spell or effect you wish to duplicate. Instead, you make a wish, describing what you want to have happen, and make a DC 20 Wisdom check. If the check fails, your intent is redirected or perverted in some way. For example, a wish to turn a foe to stone would normally mimic the flesh to stone effect of the transmute flesh and stone spell. However, if the Wisdom check failed, your foe might gain the benefit of a stoneskin spell instead.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. The DC of the Wisdom check increases to 25, and the negative consequences for failing the check increase in proportion to the potency of the effect you try to create.
Notes: Duplicated spells allow saves and spell resistance as normal.
Material Components: 25,000gp of diamonds. In addition, when a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

Word of Chaos
Evocation (Channeling) [Chaotic]
Level: Chaos 7
Components: V
Area: Large (50 ft.) radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Healthy Effect: Each nonchaotic creature in the area is bewildered, making it vulnerable for 5 rounds.
Bloodied Effect: Each nonchaotic creature in the area suffers one or more of the following ill effects, depending on its Hit Values.
{table="class: grid"}
{tr}
{td}

HV{/td} {td}Effect {/td}
{/tr}

Equal to caster level{/td} {td}Bewildered {/td}
{/tr}

Up to caster level -5{/td} {td}Confused, bewildered {/td}
{/tr}

Up to caster level -10{/td} {td}Paralyzed, nauseated, sickened {/td}
{/tr}

Up to caster level -15{/td} {td}Killed1
{/td}
{/tr}
1 Living creatures die. Nonliving creatures are destroyed.
{/table}

Bewildered: The creature is bewildered, making it vulnerable for 5 rounds.

Confused: The creature is confused for 2 rounds.

Paralyzed: The creature is paralyzed and helpless for 5 rounds.

Killed: Living creatures die. Nonliving creatures are destroyed.
Notes: A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. Creatures whose Hit Values exceed your caster level are unaffected by word of chaos.

Word of Recall
Conjuration (Translocation) [Teleportation]
Level: Clr 6
Components: V
Range: Unlimited
Target: You
Effect: This spell teleports you instantly back to your sanctuary. You must designate the sanctuary when you ready the spell for the day, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. Exceeding this limit causes the spell to fail.

Zephyr Blade
You imbue a weapon with the power of the wind, allowing it to manipulate air currents as it strikes.
Evocation/Transmutation (Control, Imbuement)
Level: Air 3, Drd 3
Range: Touch
Target: Touched melee weapon
Duration: Short (Concentration + 5 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell functions as magic weapon, except that the affected weapon also gains an additional five feet of reach, extending the wielder's threatened area. Attacks outside the weapon's normal range deal half damage, but are otherwise treated exactly as if the wielder was attacking with the weapon normally.
Notes: Despite the name of the spell, it can affect melee weapons of any type, even reach weapons. The weapon's extended reach is visible, and opponents can defend themselves normally against the attacks.

Zephyr Blade, Greater
You imbue a weapon with the full might of the wind, allowing it to shred opponents with nothing but the air itself.
Level: Air 6, Drd 6
Effect: This spell functions like zephyr blade, except that it extends the weapon's reach by ten feet, and attacks outside the weapon's normal range deal full damage.

Zone of Silence
Illusion (Glamer)
Level: Brd 3
Range: Personal
Area: Small (10 ft.) radius emanation centered on you
Duration: Long (1 hour) (D)
Effect: By casting this spell, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sound-dependent spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected.
Notes: This spell provides a defense against sound-dependent effects. Sonic effects are too powerful for magic such as this to muffle, and function normally.

Zone of Truth
Enchantment (Inhibition) [Mind-Affecting]
Level: Clr 2, Law 2, Pal 2
Range: Medium (100 ft.)
Area: Medium (20 ft.) radius emanation
Duration: Medium (5 minutes) (D)
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Creatures within the area can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

Vadskye
2013-10-07, 03:33 PM
Conditions
Ability Damaged: The character has temporarily lost 1 or more attribute score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to attribute scores, which go away when the conditions causing them go away.
Ability Drained: The character has permanently lost 1 or more attribute score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.
Bewildered: A bewildered creature is mentally affected in a way that detracts from his ability to act, causing him to be vulnerable. He takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
Blinded: A blinded character cannot see. She loses her Dexterity and dodge bonuses to AC (if any) and moves at half speed. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail, and any checks related to vision (such as Climb and Sense Motive checks) take a -4 penalty. All opponents are considered to be invisible (50Blown Away: Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 * 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 * 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.
Bloodied: At or below half hit points. Bloodied creatures are more vulnerable to many spells and effects.
Checked: Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.
Confused: A confused character is unable to independently control its actions. Each turn, it has a random chance to take one of four actions: babble incoherently, flee from the caster as if panicked, attack the nearest creature, or act normally. A confused creature who can't carry out the indicated action does nothing but battle incoherently. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Cowering: The character is frozen in fear and can take no actions. A cowering character loses its Dexterity and dodge bonuses to AC (if any) and is vulnerable, causing it to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.
Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.
Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature treats everything he sees as if it had concealment (20Dead: The character's critical damage exceeds his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.
Deafened: A deafened character cannot hear. She automatically fails Listen checks, takes a -2 penalty to any checks which involve hearing, and has a 20Demoralized: A demoralized character is filled with doubt and uncertainty, making it vulnerable. It takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
Dying: A dying character is unconscious and near death. She has -1 to -9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls dEnergy Drained: The character gains one or more negative levels, which might permanently drain the character's levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, and checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell slot from the highest spell level she has available.
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty to attack rolls, Strength and Dexterity-based checks, and AC. An entangled character who attempts to cast a spell must make a Concentration check (DC 10 + double the spell's level) or lose the spell.
Exhausted: An exhausted character moves at half speed and takes a -4 penalty to attack rolls, saving throws, checks, DCs, and AC. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as noticing someone draw a weapon, cast a spell, or aim a ranged weapon at the fascinated creature automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.
Fatigued: A fatigued character can neither run nor charge and is vulnerable, giving it a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Flat-Footed: A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity and dodge bonuses to AC (if any) and cannot make attacks of opportunity.
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature is vulnerable, causing it to take a -2 penalty on all attack rolls, saving throws, checks, DCs, and AC. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
A character shaken by multiple sources becomes frightened. A character frightened by multiple sources becomes panicked.
Grappled: Just use the SRD or PRD version; I'd write it differently, but that's an entirely separate fix.
Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (-10 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.
Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits take only the damage for a normal hit, and do not need to make Fortitude saves to avoid being killed by a coup de grace.
Incorporeal: Having no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
Ignited: An ignited creature has been set on fire. It is vulnerable, causing it to take a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. In addition, it takes d6 damage per round from the fire. If the creature takes a move action, it can attempt a DC 15 Reflex save to put out the flames. This action provokes attacks of opportunity. Dropping prone as part of the action gives a +4 circumstance bonus on this save.
Immobilized: An immobilized creature can't move out of the space it was in when it became immobilized. Immobilized flying creatures that have the ability to hover can maintain their initial altitude. All other flying creatures subjected to this condition descend at a rate of 20 feet per round until they reach the ground, taking no falling damage.
Invisible: Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses and dodge modifiers to AC.
Knocked Down: Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 * 10 feet.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn, plus free actions. A nauseated creature is also vulnerable, causing it to take a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature is vulnerable, causing it to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature -- ally or otherwise. Each square occupied by a paralyzed creature, however, counts as 2 squares.
Petrified: A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is similarly incomplete and there is some amount of permanent hit point loss and/or debilitation.
Pinned: Held immobile (but not helpless) in a grapple.
Prone: The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.
Standing up is a move action that provokes an provoke attacks of opportunity.
Shaken: A shaken character is vulnerable, so it takes a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.
A character shaken by multiple sources becomes frightened. A character frightened by multiple sources becomes panicked.
Sickened: A sickened character feels physically ill, making him vulnerable. He takes a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.
Slowed: A slowed creature can take only a single move action or standard action each turn, but not both. It cannot take full-round actions, but it may take swift actions. Additionally, it takes a -2 penalty to attack rolls, Strength and Dexterity-based checks, and AC.
Stable: A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points.
Staggered: A staggered character may take a single move action or standard action each round, but not both. She cannot take full-round actions, but she may take swift actions. In addition, she is vulnerable, causing her to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC. A character with 0 hit points is staggered.
Stunned: A stunned creature drops everything held, can't take actions, loses its Dexterity and dodge bonuses to AC (if any), and is vulnerable, causing her to take a -2 penalty on attack rolls, saving throws, checks, DCs, and AC.
Unconscious: Knocked out and helpless. Unconsciousness can result from having critical damage, or from nonlethal damage in excess of twice the character's current hit points.
Vulnerable: Weakened and susceptable to attack. A creature can be vulnerable for many reasons. A vulnerable creature takes a -2 penalty to attack rolls, saving throws, checks, DCs, and AC.

This is just a reminder that I welcome any and all feedback, ranging from "you made a typo in your twelfth post" to "everything you love is wrong". As long as you can provide evidence, I'm happy!

In the future, I may add content here. I've learned that reserved posts are a good thing.

For now, simply enjoy the fact that this post, unlike many other posts up until this point, is not a massive wall of test that stops just a few characters short of the post size limit. It's so easy to read! Look, you're done!

unbeliever536
2013-10-07, 10:45 PM
I'm most interested in the invocations and rituals (which, convieniently, do not take up nearly 86 pages), so I'm going to talk about those first.

-What do you give divine casters to match up with arcane invocations? Do you expect them to make do with thier superior melee capabilites? (note: this is a perfectly reasonable expectation, I'm just asking)

-Having looked at the invocations in Rise, the ones you give here are significantly different. However, rituals appear to as yet only exist in Rise, so I'm going to just look at those and base my critiques on them.

-How many projectiles can I make with Conjure Projectile? 1 per caster level? 3? 40? The spell says 1 or more and does not give a maximum.

-Does Premonition last 1 round or until the attack is made? The shorter?

-Phantom Injury has the potential to effectively 1-shot a singleton encounter for a party of at least 3 (Phantom Injury -> strike -> coup de grace). It does require 3 saves (2 will and a fort), but that's still pretty powerful compared to your other effects. I would suggest making the strike-to-unconsciousness thing bloodied only.

-In Rise, you gave out invocations as class features. Is that what you recommend for them in 3.x, or would you propose a different system? I could see giving wizards one, specialists two (one of their school), and sorcerors three, or giving all of them one more than that, for example.

-It might be worthwhile to make a list of spells converted to rituals (and a list of new rituals, maybe). Additionally, the ritual DCs don't scale very well, at least for vanilla 3.5, because skill bonuses scale so wonkily. A caster capable of casting 9th level rituals will probably never fail to cast them (though they may gain a negative level from doing so). I'm not sure exactly how to fix that, though.

-The second time it is mentioned in the Atonement ritual, the 2500 gp cost of intercesion is unitless.

-In the Ritual Books rules (section 2.4.2), you repeated several words:
Scribing a ritual in a ritual book takes an amount costs an amount of precious inks with cost...

-Some rituals (Arcane Mark at least) don't have a listed casting time. Are they standard actions, as with spells? Gentle Repose lists its casting time as 1 standard action, so I am uncertain.

-You have an extra colon in the description of the Slumber version of the Binding ritual. Also, where is the Hedged Prison located? Is it a demiplane? Does it spring up around the creature? Does the caster choose the prison location? Finally, is the subject of a Minimus Containment aware of its surroundings?

-Do creatures being revived via Clone know the alignment of casting characters? What happens if the creature refuses to return? Do you get the body?

-Control Weather table entry for hurricane force winds is weird; you note that you can use it during early spring in coastal areas on the effect side.

-Desecrate has the phrase "End every undead creature..."

-Can a caster use discern location to find a friend's item if the caster has never touched it?

-You're missing a return in Fertility/Infertility.

-Does Gentle Repose work on a Cloned body?

-What stats does the tree created by Liveoak have?

-Move Earth is Arcana level 6, rather than Arcane.

-Nondetection should probably say "anything the creature carries" rather than "the creature's gear". Rules lawyers, and that.

-Permanancy object/area only table is in a really weird spot. I would suggest moving them all in to their own section, on the next page if necessary. Of course, I am no LaTeX expert (that looks like a LaTeX pdf), so I'm not sure how to actually carry that out.

-Do any of the restorations heal permanent wounds, such as missing limbs?

-None of the connections listed in Scrying are physical, but they are described as such.

-Is the second shunting from Shadow Walk in addtion to or instead of the first?

-Does Symbol of Sleep only knock out bloodied characters? It has a note about healthy characters, but is mum on bloodied characters. The same is true of Symbols of Fear and Stunning.

-All Symbols other than Death says Note twice.

-The description for Similar Area in Teleport has some formatting issues.

-Regarding Transport Via Plants, can I Transport Via Grass? What about moss? Can I travel underground this way?

-Whispering Wind both immediately delivers its message and dissipates and stays until its message is delivered.

Vadskye
2013-10-08, 02:43 AM
I'm most interested in the invocations and rituals (which, convieniently, do not take up nearly 86 pages), so I'm going to talk about those first.
Sounds good to me!

-What do you give divine casters to match up with arcane invocations? Do you expect them to make do with thier superior melee capabilites? (note: this is a perfectly reasonable expectation, I'm just asking)
Nothing in the Spell Reformation; their superior combat abilities, ability to use armor, and (for the druid) skills and class features ensure that they stay relevant without spells at low levels. In Rise, everyone has more class features, and clerics get "divine invocations" tied to their domains. I don't think that's necessary, so I excluded it to maintain better compatibility with other homebrew.

-Having looked at the invocations in Rise, the ones you give here are significantly different. However, rituals appear to as yet only exist in Rise, so I'm going to just look at those and base my critiques on them.
Both can be considered oversights on my part. The arcane invocations were redesigned after I completed the Spell Reformation, since I felt that I understood proper design principles better. Those described in the Spell Reformation PDF are now integrated into the main Rise core book.

As far as rituals go, I forgot to include them in the Spell Reformation PDF! This is in part because rituals are the last section of the Spell Reformation that have avoided a truly rigorous revision to improve clarity. They're so complicated that I've been putting it off... but that just makes it more important to correct. sigh They have been added now - as well as a short section describing the new conditions, for ease of reference.

-How many projectiles can I make with Conjure Projectile? 1 per caster level? 3? 40? The spell says 1 or more and does not give a maximum.
Good point. I left off an exact number because it doesn't affect the damage, but that's confusing, as you noted. I'm changing the wording to explain that it can summon up to one projectile per caster level, but the number of projectiles has no effect on the mechanics. That's the best compromise I can think of. Perhaps I should just write an invocation that doesn't have such confusing fluff.

-Does Premonition last 1 round or until the attack is made? The shorter?
The shorter, just like True Strike. I changed "next attack" to "next single attack roll it makes" to ensure that the intended effect is clear. Revised text:

Duration: 1 round; see text
Effect: The subject gains a \plus4 bonus to hit on the next single attack roll it makes, provided that its target is also within the spell's range. This bonus increases by \plus1 for every three levels above 1st level.
If that still reads weirdly to you, let me know. That sort of confusion is exactly what I'm trying to fix with the Spell Reformation, so reactions like yours are very helpful!

-Phantom Injury has the potential to effectively 1-shot a singleton encounter for a party of at least 3 (Phantom Injury -> strike -> coup de grace). It does require 3 saves (2 will and a fort), but that's still pretty powerful compared to your other effects. I would suggest making the strike-to-unconsciousness thing bloodied only.
That's probably a good change. Difficult to word clearly, but I tried:

The subject is staggered. If it takes damage, it must make another Will save if it is bloodied (after taking the damage). If it fails the save, it falls unconscious until the spell ends. Otherwise, it immediately shakes off the spell's effect after being damaged.
Honestly, this is a hard effect to eyeball; it's definitely one of the weirder ones. I want to see it playtested, because I'm afraid it might be useless. With the bloodied-only clause, your allies might be forced to avoid striking the "injured" foe to avoid automatically breaking the effect.

-In Rise, you gave out invocations as class features. Is that what you recommend for them in 3.x, or would you propose a different system? I could see giving wizards one, specialists two (one of their school), and sorcerors three, or giving all of them one more than that, for example.
I wasn't specific about that here, was I? In my head, I gave everyone one invocation at 1st level and one invocation at 2nd level, with specialists being forced to choose an invocation from their school at 1st level. I'll add that explanation to Part V.

-It might be worthwhile to make a list of spells converted to rituals (and a list of new rituals, maybe). Additionally, the ritual DCs don't scale very well, at least for vanilla 3.5, because skill bonuses scale so wonkily. A caster capable of casting 9th level rituals will probably never fail to cast them (though they may gain a negative level from doing so). I'm not sure exactly how to fix that, though.
Using the revised bonus stacking system helps a lot with that. However, it's worth noting that the purpose of the ritual DCs isn't to prevent casters from casting rituals they are good at. If a high level wizard never fails any of the rituals he puts max ranks into, that's perfectly fine. The purpose of the ritual DCs is to limit access to rituals: only the most absurdly skillful wizard will be able to perform powerful rituals from all of the skills.

-The second time it is mentioned in the Atonement ritual, the 2500 gp cost of intercesion is unitless.
Fixed! Thank you kindly. At this rate, you're getting added to the Rise acknowledgements page! :smallsmile:

-In the Ritual Books rules (section 2.4.2), you repeated several words
Well, that's embarassing. Fixed!

-Some rituals (Arcane Mark at least) don't have a listed casting time. Are they standard actions, as with spells? Gentle Repose lists its casting time as 1 standard action, so I am uncertain.
Corrected the ones I found. These stem from mistakes when converting the spells into rituals. No ritual should have a standard action casting time; Gentle Repose has been changed to 10 minutes.

-You have an extra colon in the description of the Slumber version of the Binding ritual. Also, where is the Hedged Prison located? Is it a demiplane? Does it spring up around the creature? Does the caster choose the prison location? Finally, is the subject of a Minimus Containment aware of its surroundings?
Fixed the colon. As far as the other questions... I honestly have no clue. Binding is one of the weirdest spells in the game. I kept it mostly as written because it is an interesting spell in theory, but you've made me realize just how many questions I'd have to answer to keep it in the game. (I count myself lucky I've never had a PC try to cast it...) It has been removed until I can find a clearer way to describe what it does.

-Do creatures being revived via Clone know the alignment of casting characters? What happens if the creature refuses to return? Do you get the body?
Yes, they know the alignment, as standard for resurrection spells. The rules for that are mentioned somewhere in the Chapter 10 in the PHB. Since that comes up so rarely, I didn't think it needed to be explicitly stated in the spell description. And the spell actually explicitly states what happens if the soul is "unavailable"; refusing to return would qualify as being unavailable.

-Control Weather table entry for hurricane force winds is weird; you note that you can use it during early spring in coastal areas on the effect side.
I took that straight from the original description of Control Weather, and I realized that I had absolutely no clue what the "Late Winter" table row is trying to say. It has simply been removed.

-Desecrate has the phrase "End every undead creature..."
"End" has been removed.

-Can a caster use discern location to find a friend's item if the caster has never touched it?
No. I guess you should make sure the caster touches all your stuff? I'm not sure how to remove this requirement while still keeping it simple and requiring a direct connection. "You must be touching someone that touched the item" just feels bizarre. It's staying as written for now.

-You're missing a return in Fertility/Infertility.
Fixed!

-Does Gentle Repose work on a Cloned body?
Definitely. No reason it wouldn't.

-What stats does the tree created by Liveoak have?
It's a treant, but I can see why it was confusing. The latter half of the rituals got a less rigorous examination than the rest of the Reformation, I'm afraid. It has been rewritten for clarity:

This spell turns a healty, Huge oak tree into a protector or guardian. A triggering phrase of up to one word per caster level is placed on the targeted oak. When the phrase is spoken, the tree animates, functioning as a treant.
\par The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.

-Move Earth is Arcana level 6, rather than Arcane.
Fixed! (I knew I'd make that mistake somewhere...)

-Nondetection should probably say "anything the creature carries" rather than "the creature's gear". Rules lawyers, and that.
Good wording! Corrected.

-Permanancy object/area only table is in a really weird spot. I would suggest moving them all in to their own section, on the next page if necessary. Of course, I am no LaTeX expert (that looks like a LaTeX pdf), so I'm not sure how to actually carry that out.
Hmmm. It's actually quite difficult to just shove everything so that it is forced to be on the same page. I added a table caption that clarifies that the table is related to Permanency, though. Hopefully that helps.

-Do any of the restorations heal permanent wounds, such as missing limbs?
No, but Regenerate does.

-None of the connections listed in Scrying are physical, but they are described as such.
I like the way you think! Fixed.

-Is the second shunting from Shadow Walk in addition to or instead of the first?
Good question. I arbitrarily chose "in addition to".

-Does Symbol of Sleep only knock out bloodied characters? It has a note about healthy characters, but is mum on bloodied characters. The same is true of Symbols of Fear and Stunning.
Ach! They are using the old healthy/bloodied effect formatting that I used earlier in development. I thought I fixed all of that... tweaking that is a slightly longer fix, so I'll take care of it soon.

-All Symbols other than Death says Note twice.
Well that's just embarassing. See, this is the problem with keeping rituals in a separate file from all of my other spells. I finish all of the spells and I think I'm done! But the rituals sit off in the corner being neglected and lonely...

I'll fix that soon. It seems like the Symbol spells in particular would benefit from some significant rewordings.

-The description for Similar Area in Teleport has some formatting issues.
Heh. That's the result of a regular expression gone wrong. Fixed.

-Regarding Transport Via Plants, can I Transport Via Grass? What about moss? Can I travel underground this way?
The part where it says the plant has to be Medium or larger is literally in the first sentence. I'm not sure how much more clear I can make that particular restriction. :smalltongue: And yes, the spell doesn't care about direction. Underground is fine.

-Whispering Wind both immediately delivers its message and dissipates and stays until its message is delivered.
That's weird. Fixed! It now delivers the message immediately.

Bottom line: Curse your interest in the one aspect of the system I have avoided working on! Rituals will be cleaned up very soon. (However, I am vaguely pleased that so many of the issues stem from things I didn't change enough, as opposed to things I changed badly.) Also, I love the detailed feedback. That's perfect. After so long working with these spells, I start to lose the ability to notice things that should be obvious...

unbeliever536
2013-10-08, 05:46 PM
There's always some critical sentence that I will completely gloss over. Anyway, further discussion:

I think you should add a note that Clone works like Resurection (which seems to be the closest match) once you get to the point of adding the soul to the body. I think that's what mainly confused me. Clone, as I recall, is not on the standard list of revival spells (Raise Dead, Reincarnation, Resurection, True Resurection).

As to Binding, it seems to be a fairly simple fix. I would suggest that Hedged Prison either send the creature into a pocket dimension similar to Rope Trick (though somewhat larger), with the appearance of the prison chosen by the caster. The original intent of Minimus Containment seems to be that the creature is not aware, given that Metamorphosis calls out its continued awareness and responsiveness. Notes about what happens with those two when the container breaks would be good as well. Perhaps breaking the Metamorphosis jar frees the creature, but breaking the Minimus Containment jar (without using a ritual to free it) will kill the creature.

Weather Control: I think it's just trying to say that you can do the hurricane thing in late winter and, if you are in a coastal area, it also works in early spring. That makes sense to me, but it's probably best explained by a note below the table.

Table issues: removing Binding, oddly, seems to have solved the problem. It just looked weird because the tables were showing up in the middle of the description of Permanent Image.

nonsi
2013-10-14, 01:31 AM
This is far too long for me to dive into before the coming weekend, but one thing I noticed is Raise Dead.

1. Why would a cleric choose Revivify over Raise Dead?
2. Why isn't Raise Dead associated with rituals? In fact, I don't see any other rituals beyond Permanency & Plane Shift. Am I missing something?

Vadskye
2013-10-14, 02:38 AM
I think you should add a note that Clone works like Resurection (which seems to be the closest match) once you get to the point of adding the soul to the body. I think that's what mainly confused me. Clone, as I recall, is not on the standard list of revival spells (Raise Dead, Reincarnation, Resurection, True Resurection).
The problem with that is that Resurrection just points to Raise Dead - at which point, you have a big chain of connections which introduce a lot of material which isn't true of Clone. I added a note to Clone which points to the Bringing Back the Dead section of the Magic chapter, which might help.

As to Binding, it seems to be a fairly simple fix. I would suggest that Hedged Prison either send the creature into a pocket dimension similar to Rope Trick (though somewhat larger), with the appearance of the prison chosen by the caster. The original intent of Minimus Containment seems to be that the creature is not aware, given that Metamorphosis calls out its continued awareness and responsiveness. Notes about what happens with those two when the container breaks would be good as well. Perhaps breaking the Metamorphosis jar frees the creature, but breaking the Minimus Containment jar (without using a ritual to free it) will kill the creature.
That still leaves some pretty major weirdness. For example, being the subject of a Binding (Minimus Containment) spell gives eternal life while still allowing the subject to take actions. Albeit at the cost of being 1 inch tall. It just gets weird; I'd rather remove it and perhaps introduce it back in later as a more coherent spell or set of spells.

Weather Control: I think it's just trying to say that you can do the hurricane thing in late winter and, if you are in a coastal area, it also works in early spring. That makes sense to me, but it's probably best explained by a note below the table.
Hm, makes sense. I decided not to include that - it seemed a bit arbitrary.

Table issues: removing Binding, oddly, seems to have solved the problem. It just looked weird because the tables were showing up in the middle of the description of Permanent Image.
Ah, the joy of LaTeX table placement...


This is far too long for me to dive into before the coming weekend, but one thing I noticed is Raise Dead.

1. Why would a cleric choose Revivify over Raise Dead?
2. Why isn't Raise Dead associated with rituals?
Raise Dead is a ritual, while Revify is a spell that is 1. less expensive and 2. faster acting. I changed the wording of Revivify to emphasize that, while it has the effects of Raise Dead, it is fundamentally a very different spell (in that it is a spell instead of a ritual).

In fact, I don't see any other rituals beyond Permanency & Plane Shift. Am I missing something?
How odd. They should be bookmarked at the end of the Magic chapter. Check again?

Spell Reformation Update: I finally made my way through the last half or so of the rituals, and some have seen substantial revisions from their original forms. They should be much more readable than their original versions, if nothing else. For example, a comparison between the original Symbol of Death and the new Symbol of Death is spoilered. The new version is less than half the length of the original (~2000 characters instead of ~5000):

Original Symbol of Death
Necromancy [Death]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.
As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death 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, and hit points don’t qualify.
When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.
A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.
Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.


New Symbol of Death
Abjuration/Necromancy (Life, Warding) [Death, Trap]
Skill: Arcana
Level: Arcane 7
Casting Time: 10 minutes
Range: 0 ft.; see text
Manifestation: One symbol
Duration: Permanent or until discharged
Saving Throw: Fortitude negates
Spell Resistance: Yes (Fortitude)
This ritual allows you to scribe a potent rune of power upon a surface. When it is triggered, the triggering creature suffers the effects of a finger of death spell. It can be set to trigger in response to any visual cue that takes place within Close (30 ft.) range of the symbol which can be ``seen'' by the symbol. Darkness does not stop the symbol's sight, but physical obstacles or illusions block it. Once the ritual is performed, the triggering conditions cannot be changed.
When scribing a symbol of death, you can specify a password or phrase. Anyone speaking the password cannot trigger the rune so long as the creature remains within Medium (100 ft.) range of the rune. If the creature leaves that range and returns later, it must say the password again.
Note: The symbol is considered to have Listen and Spot modifiers equal to your caster level. Magic traps such as symbol of death can be detected with the Spot skill and disabled with the Disable Device skill. The DC in each case is 25 + spell level, or 32 for symbol of death.
Read magic allows you to identify a symbol of death with a DC 17 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.
Dispel magic can remove a symbol of death, but an erase spell has no effect. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it on the closest creature within Close (30 ft.) range of the symbol.
Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
In the process, I added a small number of new high-level spells (Crippling Pain, totally new Deep Slumber, Strip the Flesh, and Terror). Unfortunately, it's very difficult for me to add those spells into the posts - I came too close to the post length limits - so they will only exist in the full PDF.

nonsi
2013-10-14, 05:45 PM
Removing Unnecessary Spells
There are many spells which simply do not need to exist. Some were too complicated, with no clear way to simplify them, such as Magic Jar or the Polymorph effects. Some served very little purpose, like Spellstaff or Open/Close. Not all of the spells that have been removed are gone forever. Quench is unlikely to ever see the light of day again, but Contact Other Plane or Polymorph might reasonably return after a simplification. Fixing those effects was simply a lower priority.

Magic Jar: There goes Fistandantilus (http://www.raistlin.ca/Characters/fistandantilus) out the window.
Quench: And how does a low level druid put out forest fires - with a blanket and a bucket?




Removed spells: Contact Other Plane, Detect Magic, Speak with Animals, Speak with Plants, Status, Stone Tell

What do you mean no Detect Magic? What would you have instead?




Removed spells: Deeper Darkness, Flame Blade, Helping Hand, Imbue with Spell Ability, Produce Flame, Whirlwind, Wind Wall

Imbue with Spell Ability: You shouldn't remove the ability to channel spells through another frrom the game altogether.




Spells added from other schools: Continual Flame, Dancing Lights, Darkness, Daylight, Faerie Fire, Light, Sculpt Sound

Darkness & Light are not illusions.




Removed spells: Blight, Disrupt Undead, Doom, Eyebite, Halt Undead, Horrid Wilting, Magic Jar, Scare

In one word: Why ?!




Removed spells: Alter Self, Animal Shapes, Awaken, Bear's Endurance (Mass), Bull's Strength (Mass), Cat's Grace (Mass), Chill Metal, Command Plants, Control Plants, Control Winds, Diminish Plants, Eagle's Splendor (Mass), Flame Arrow, Flesh to Stone, Fox's Cunning (Mass), Goodberry, Keen Edge, Mage's Lucubration, Magic Stone, Mnemonic Enhancer, Owl's Wisdom (Mass), Polymorph, Pyrotechnics, Quench, Reduce Animal, Repel Wood, Shapechange, Stone to Flesh, Transformation, Transmute Metal to Wood, Virtue, Wood Shape

Awaken: Arcane, Divine, Geomancy or some other means - this should be an option for some kind of high level spellcaster.

Vadskye
2013-10-14, 06:28 PM
Magic Jar: There goes Fistandantilus (http://www.raistlin.ca/Characters/fistandantilus) out the window.
I'm not familiar with the character, and skimming the story didn't show me anything related to Magic Jar. Maybe I missed it - could you explain?

Quench: And how does a low level druid put out forest fires - with a blanket and a bucket?
Does there really need to be a spell for that? Part of the reason that spellcasters have been so crazily powerful is that the right spell could single-handedly solve problems that would be difficult or impossible to stop by other means. Druids can throw around Lesser Cone of Cold to help a bit, but I don't really think an "anti-forest fire" spell should exist. It's too ludicrously specific to be useful 95% of the time, and when it is useful, it can single-handedly solve a problem (depending on the size of the fire, etc.).

What do you mean no Detect Magic? What would you have instead?
It doesn't really belong as a spell; it's a weird combination of essential, pointless, and utilitarian. It could get away with that as a cantrip, since cantrips were always weird. However, there are no more cantrips, and it's very difficult to justify as a 1st level spell. Rise uses Spellcraft to emulate the functionality of Detect Magic, which makes more sense to me anyway. Alternately, it could easily be a class feature.

Imbue with Spell Ability: You shouldn't remove the ability to channel spells through another from the game altogether.
Why? I removed that because I knew it could lead to kind of cheesy combos, and I wasn't sure about the fluff, but I'm open to adding it back. What does it really add to the game?

Darkness & Light are not illusions.
Let's look at how core handles light manipulation. All [Light] and all [Darkness] spells are in Evocation. However, all spells which manipulate light are in Illusion: Silent Image, Invisiblity, Blur, Displacement, Color Spray, Hypnotic Pattern, and so on. Note that many of these Illusion spells are explicitly real effects: they cannot be disbelieved because they are actually changing the light.

This makes very little sense for two reasons. First, light and darkness spells don't belong in Evocation. Evocation spells "manipulate energy or tap an unseen source of power to produce a desired end". I don't see how you can justify saying that making something darker qualifies as manipulating energy. Second, it means that Illusion can do more or less anything it wants with light except make things brighter or darker.

I see two ways to resolve this confusion. The first is to declare that all light manipulation is Transmutation, which is vaguely justifiable. Transmutation is so incredibly broadly defined that it could get away with transmuting light. However, that would add further bloat to an already powerful and complex school. The second option is to declare that all light manipulation is Illusion, which is also justifiable once you realize that not all Illusion spells are unreal. Light and Darkness fit in easily with Illusion; Light and Dancing Lights are Figment spells (creating something that isn't there), and Darkness is a Glamer spell (concealing something that is there). Pretty simple.

In one word: Why ?!
Blight and Disrupt Undead were very weak and incredibly niche spells. I just couldn't find a reason that they should exist. Blight might return in some dramatically changed form later, like Deep Slumber did, if I can find a new mechanic that I like. (Open to suggestions, as always!)

Horrid Wilting has strange fluff; it is a Necromancy spell that "evaporated moisture", which sounds more Transmutation than anything else. I couldn't decide whether to change the school or the fluff, and ended up throwing up my hands and just putting in Mass Crush Life instead, which fits in the same slot. Do you think the name recognition of Horrid Wilting is worth putting it back in? If I did that, I'd probably change the fluff a bit. Transmutation doesn't generally get mass damage spells like that.

Magic Jar was just too complicated, and I couldn't figure out what fluff piece was worth keeping, so I dropped the whole spell. None of the groups I have played with have used the spell. If you give me an idea of why it's a cool spell, I can write a simpler version that keeps the core essence of the spell intact.

Scare was redundant with Cause Fear and Fear; I didn't see a need to have a third basic fear spell. It was also problematic mechanically, since mass debuff effects are more costly than they used to be.

Awaken: Arcane, Divine, Geomancy or some other means - this should be an option for some kind of high level spellcaster.
I actually added Awaken back in since I wrote that summary. It's in the ritual list now, more or less unchanged from its original version. You're right - it's a cool effect.

The_Final_Stand
2013-10-15, 02:17 AM
The Symbol of Death ritual is somewhat ambiguous. For Duration, you've put "see text", then not mentioned duration anywhere but at the end where you've said it can be made permanent.

Likewise, when activated, it says that "the triggering creature suffers the effects of a symbol of death spell." Nowhere in the description does it actually mention the effects of the symbol, nor does a specific spell by that name exist, or so a casual Ctrl+F tells me. Indeed, the only place where it's hinted at beyond the name is in the spell list at the top of the document.

Vadskye
2013-10-15, 02:35 AM
The Symbol of Death ritual is somewhat ambiguous. For Duration, you've put "see text", then not mentioned duration anywhere but at the end where you've said it can be made permanent.
Changed to "Permanent or until discharged". This wording was actually in the PHB version, and it was just as vague then; I just didn't notice that it should be changed. Good catch!

Likewise, when activated, it says that "the triggering creature suffers the effects of a symbol of death spell." Nowhere in the description does it actually mention the effects of the symbol, nor does a specific spell by that name exist, or so a casual Ctrl+F tells me. Indeed, the only place where it's hinted at beyond the name is in the spell list at the top of the document.
Well, that's embarassing. It should say "suffers the effects of a finger of death spell". Corrected now!

nonsi
2013-10-15, 04:49 AM
I'm not familiar with the character, and skimming the story didn't show me anything related to Magic Jar. Maybe I missed it - could you explain?

Get out'a here. A D&D player who hasn't read Dragonlance :smallconfused:
Ok, at the very least, read these (in the proposed order):
- http://en.wikipedia.org/wiki/Dragons_of_Autumn_Twilight
- http://en.wikipedia.org/wiki/Dragons_of_Winter_Night
- http://en.wikipedia.org/wiki/Dragons_of_Spring_Dawning
- http://en.wikipedia.org/wiki/Time_of_the_Twins
- http://en.wikipedia.org/wiki/War_of_the_Twins
- http://en.wikipedia.org/wiki/Test_of_the_Twins




Does there really need to be a spell for that? Part of the reason that spellcasters have been so crazily powerful is that the right spell could single-handedly solve problems that would be difficult or impossible to stop by other means. Druids can throw around Lesser Cone of Cold to help a bit, but I don't really think an "anti-forest fire" spell should exist. It's too ludicrously specific to be useful 95% of the time, and when it is useful, it can single-handedly solve a problem (depending on the size of the fire, etc.).

So, the great caretaker of the forest cannot even address a situation so common as forest fire?
Also, Cone of Cold (http://www.d20srd.org/srd/spells/coneOfCold.htm) (not exactly the best choice) is not even on the Druid's list.




It doesn't really belong as a spell; it's a weird combination of essential, pointless, and utilitarian. It could get away with that as a cantrip, since cantrips were always weird. However, there are no more cantrips, and it's very difficult to justify as a 1st level spell. Rise uses Spellcraft to emulate the functionality of Detect Magic, which makes more sense to me anyway. Alternately, it could easily be a class feature.

Spellcraft sounds good to me.




Why? I removed that because I knew it could lead to kind of cheesy combos, and I wasn't sure about the fluff, but I'm open to adding it back. What does it really add to the game?

I didn't say "keep Imbue with Spell Ability as is", but the option of casting a spell and channelling it through another (something that might also require some sort of scrying in situations that require targeting - because the caster is the one who actually casts the spell(s)) is an option worth considering.




Let's look at how core handles light manipulation. All [Light] and all [Darkness] spells are in Evocation. However, all spells which manipulate light are in Illusion: Silent Image, Invisiblity, Blur, Displacement, Color Spray, Hypnotic Pattern, and so on. Note that many of these Illusion spells are explicitly real effects: they cannot be disbelieved because they are actually changing the light.

This makes very little sense for two reasons. First, light and darkness spells don't belong in Evocation. Evocation spells "manipulate energy or tap an unseen source of power to produce a desired end". I don't see how you can justify saying that making something darker qualifies as manipulating energy. Second, it means that Illusion can do more or less anything it wants with light except make things brighter or darker.

I see two ways to resolve this confusion. The first is to declare that all light manipulation is Transmutation, which is vaguely justifiable. Transmutation is so incredibly broadly defined that it could get away with transmuting light. However, that would add further bloat to an already powerful and complex school. The second option is to declare that all light manipulation is Illusion, which is also justifiable once you realize that not all Illusion spells are unreal. Light and Darkness fit in easily with Illusion; Light and Dancing Lights are Figment spells (creating something that isn't there), and Darkness is a Glamer spell (concealing something that is there). Pretty simple.

1. Light IS energy, my friend (didn't you ever use a magnifying glass?)
2. Evocation school needs all the love it can get.




Blight and Disrupt Undead were very weak and incredibly niche spells. I just couldn't find a reason that they should exist. Blight might return in some dramatically changed form later, like Deep Slumber did, if I can find a new mechanic that I like. (Open to suggestions, as always!)

What about weapons of disruption? Are they gone too?




Horrid Wilting has strange fluff; it is a Necromancy spell that "evaporated moisture", which sounds more Transmutation than anything else. I couldn't decide whether to change the school or the fluff, and ended up throwing up my hands and just putting in Mass Crush Life instead, which fits in the same slot. Do you think the name recognition of Horrid Wilting is worth putting it back in? If I did that, I'd probably change the fluff a bit. Transmutation doesn't generally get mass damage spells like that.

Ok, I can live without Horrid Wilting, but the name is nice, so if it was up to me, I'd refluff.




Magic Jar was just too complicated, and I couldn't figure out what fluff piece was worth keeping, so I dropped the whole spell. None of the groups I have played with have used the spell. If you give me an idea of why it's a cool spell, I can write a simpler version that keeps the core essence of the spell intact.

Using someone's body as a host is just too thematic to throw away.




Scare was redundant with Cause Fear and Fear; I didn't see a need to have a third basic fear spell. It was also problematic mechanically, since mass debuff effects are more costly than they used to be.

My bad, I confused Scare for Fear.

Vadskye
2013-10-15, 11:03 AM
Get out'a here. A D&D player who hasn't read Dragonlance :smallconfused:
Ok, at the very least, read these (in the proposed order):
- http://en.wikipedia.org/wiki/Dragons_of_Autumn_Twilight
- http://en.wikipedia.org/wiki/Dragons_of_Winter_Night
- http://en.wikipedia.org/wiki/Dragons_of_Spring_Dawning
- http://en.wikipedia.org/wiki/Time_of_the_Twins
- http://en.wikipedia.org/wiki/War_of_the_Twins
- http://en.wikipedia.org/wiki/Test_of_the_Twins
Ahh. I have heard good things, but I did not learn about Dragonlance until well after I had the time to read constantly... But I'd rather not read the Wiki articles. That way, when I do have time, I can go back and enjoy them properly!

So, the great caretaker of the forest cannot even address a situation so common as forest fire?
Also, Cone of Cold (http://www.d20srd.org/srd/spells/coneOfCold.htm) (not exactly the best choice) is not even on the Druid's list.
Dude, I'm writing the Spell Reformation. I tweaked some spell lists while I was at it. :smalltongue: Druids now get nature-y energy spells like Lightning Bolt and Cone of Cold. (Still no Fireball, though.) As far as the forest fire thing goes... why would a druid want to? Forest are natural; they cleanse the forest and allow new growth to take root. Now, I agree that it might be nice to have something that could incidentally be able to help protect certain areas of a forest from a forest fire. Perhaps "Deluge", a ritual that functions as a lesser version of Control Weather which can only cause rain. Rituals are allowed to be much more specific and niche than general spells. Or "Greater Endure Elements", an enhanced version of Endure Elements which protects from greater temperature extremes and can also be cast on objects, such as trees. Either of those options feels more appropriate than a "make fires go out" spell.

I didn't say "keep Imbue with Spell Ability as is", but the option of casting a spell and channelling it through another (something that might also require some sort of scrying in situations that require targeting - because the caster is the one who actually casts the spell(s)) is an option worth considering.
Hmmm. I think the best way to represent that is to allow a ritual/spell which lets you treat the subject as the origin of the spell, just as if it had cast it. For example, let's say that you cast "Magic Channel" on your fighter friend. When the fighter wades into melee, you can cast Lightning Bolt and have it originate from the fighter instead of from you. There are some details to be worked out - is there a range limitation on the channeling? Can you cast Magic Missile on a target within Medium (100 ft.) range from the fighter by channeling through it, even though the target is out of range of you? But this accomplishes the thematic value that you are talking about without giving people extra actions to cast spells.

1. Light IS energy, my friend (didn't you ever use a magnifying glass?)
2. Evocation school needs all the love it can get.
Ehh... but if light is energy, then why aren't all the real Illusion spells like Blur and Invisibility considered energy manipulation spells, making them Evocation? You can't have it both ways: either light is treated as energy or it's treated as a sensory/perception quality. I think people would riot in the streets if Invisibility was Evocation, so I treat light as a sensory or perception quality, making it fall into the purview of Illusion.

As far as Evocation needing help goes, it doesn't need that much help after I shuffled spell lists and spell schools around. Evocation now has all of the telekinesis and broad control effects like Control Weather, making it more well-rounded. More importantly, the "power schools" of Conjuration and Transmutation got beat with a nerf bat; spell schools in general are much more balanced.

What about weapons of disruption? Are they gone too?
Ah, I see the problem. You aren't thinking of Disrupt Undead, the useless cantrip which did 1d6 damage. You're thinking of Disrupting Weapon, the cool spell which still exists.

Ok, I can live without Horrid Wilting, but the name is nice, so if it was up to me, I'd refluff.
Hm. I think replacing Mass Crush Life with Horrid Wilting would also have minor mechanical benefits. I'll do that next time I update.

Using someone's body as a host is just too thematic to throw away.
So that's the part of Magic Jar that's important. I'll work on that. Perhaps "Possession", which is similar to Dominate Person except that you inhabit the creature's body instead of your own? There are three main problems with this, though. First, merging two creatures' statistics is complicated and time-consuming. Second, Magic Jar doesn't represent the fluff concept of permanently inhabiting the body of another creature anyway, since it has a time limit. Third, possessing another creature's body has potentially dangerous balance issues; why wouldn't a sissy mage just possess the body of a creature with good physical attributes, allowing them to ignore their low stat dumps while retaining their full casting ability? It may be possible to resolve these problems, but it will take some work.

My bad, I confused Scare for Fear.
Which is part of why I got rid of it. :smalltongue:

ArkenBrony
2013-10-15, 02:13 PM
Dude, I'm writing the Spell Reformation. I tweaked some spell lists while I was at it. :smalltongue: Druids now get nature-y energy spells like Lightning Bolt and Cone of Cold. (Still no Fireball, though.) As far as the forest fire thing goes... why would a druid want to? Forest are natural; they cleanse the forest and allow new growth to take root. Now, I agree that it might be nice to have something that could incidentally be able to help protect certain areas of a forest from a forest fire. Perhaps "Deluge", a ritual that functions as a lesser version of Control Weather which can only cause rain. Rituals are allowed to be much more specific and niche than general spells.

you mean cloudburst, a useless third level spell from first edition that created rain,

nonsi
2013-10-15, 02:14 PM
Dude, I'm writing the Spell Reformation. I tweaked some spell lists while I was at it. :smalltongue: Druids now get nature-y energy spells like Lightning Bolt and Cone of Cold. (Still no Fireball, though.) As far as the forest fire thing goes... why would a druid want to? Forest are natural; they cleanse the forest and allow new growth to take root. Now, I agree that it might be nice to have something that could incidentally be able to help protect certain areas of a forest from a forest fire. Perhaps "Deluge", a ritual that functions as a lesser version of Control Weather which can only cause rain. Rituals are allowed to be much more specific and niche than general spells. Or "Greater Endure Elements", an enhanced version of Endure Elements which protects from greater temperature extremes and can also be cast on objects, such as trees. Either of those options feels more appropriate than a "make fires go out" spell.

"Deluge" is a good name and effect.
The only other case where I encountered the use of this word was in the "Children of Dune" mini-series. I Wholeheartedly suggest you see it, if you haven't already (after you see "Dune" mini-series, of course). It was incredibly well made and it promoted the creation of one of my homebrew classes.


As for all other topics... well, your aim is true, so nothing more to comment there.

Kasbark
2013-10-17, 04:37 AM
As someone who has also done a major rework of the spell list (for Pathfinder in my case) i applaud your work here.

I haven't had a chance to read through all of it yet, but i will - i'm sure i can steal some of your ideas :-)

I like what you've done, from a mechanical standpoint it's very 'neat', and I'm sure it's been quite an effort to rewrite everything to fit the new formulas.

Vadskye
2013-10-19, 04:11 PM
you mean cloudburst, a useless third level spell from first edition that created rain,
Hopefully a new version would be slightly less useless... but at least as a ritual, it wouldn't be competing with combat spells.


"Deluge" is a good name and effect.
The only other case where I encountered the use of this word was in the "Children of Dune" mini-series. I Wholeheartedly suggest you see it, if you haven't already (after you see "Dune" mini-series, of course). It was incredibly well made and it promoted the creation of one of my homebrew classes.

As for all other topics... well, your aim is true, so nothing more to comment there.
Interesting. I'll take a look when I have free time!

As someone who has also done a major rework of the spell list (for Pathfinder in my case) i applaud your work here.

I haven't had a chance to read through all of it yet, but i will - i'm sure i can steal some of your ideas :-)

I like what you've done, from a mechanical standpoint it's very 'neat', and I'm sure it's been quite an effort to rewrite everything to fit the new formulas.
Thanks! I'd be happy if you did. Actually, rewriting everything to fit the formulas was pretty easy - creating new, balanced spells is maybe a five minute task now, and I love it. Creating the formulas, on the other hand, was nightmarish. (Incidentally, I can't find a link to your work - want to share? I'm always open to new ideas.)

Also, I made a spell sheet for use with the Spell Reformation (http://kcjohnson.me/SpellReformationSheet.pdf). It includes room to write the key aspects of the spells and reminders about some basic definitions, such as range and area.

Perseus
2013-10-20, 10:46 AM
This is fantastic, thank you :)

I'll be looking at this in the future.

GhostwheelZ
2013-10-20, 03:01 PM
While I like a lot of what you've done, I noticed that you nerf blaster spells hard... is that intentional, seeing as they're not usually considered overpowered (at 1d6 per level) and meleers with only Power Attack can do upwards of 100-150 damage in a round at high levels?

Vadskye
2013-10-20, 03:19 PM
This is fantastic, thank you :)

I'll be looking at this in the future.
Glad to hear it!

While I like a lot of what you've done, I noticed that you nerf blaster spells hard... is that intentional, seeing as they're not usually considered overpowered (at 1d6 per level) and meleers with only Power Attack can do upwards of 100-150 damage in a round at high levels?
Blasters got some nerfs - particularly AOE blasters - but it's not as bad as you seem to think. Blasters in the Spell Reformation got nerfed to about 1d6/level, rather than nerfed from that. Remotely optimized blasters typically did substantially more damage than that, thanks to Empower, Maximize, and metamagic reduction. That's all gone now. However, what's left is somewhere in the vicinity of 1d6/level. Consider windstrike, a basic 2nd level damage spell. It does 4d6 damage when first acquired. Likewise, greater windstrike, a 5th level spell, does 10d6 when first acquired. That's fairly comparable to the way things used to be, ignoring Empower and Maximize.

In fact, three things actually make things better for blasters. First, if you're specialized in a particular area, your caster level should be higher than your hit dice; with both Spell Focus and Greater Spell Focus, you get +4 caster level. So someone specialized in Evocation would actually deal 12d6 damage with greater windstrike at 10th level. Second, lower level spells have better scaling, so mid-level blasters can fire off significant spells just about every round without worrying as much about resource conservation. Third, damage spells almost always have extra effects. For example, greater windstrike can knock people flying. Cone of cold fatigues the targets. Delayed blast fireball increases in caster level for every round that you delay it. Transfer suffering heals you. And so on.

The bottom line is that blasters didn't really get nerfed, except for super-optimized builds like the Mailman. I'd say they generally moved sideways on a power scale; blasters are still about as powerful, but in a slightly different way.

Also, the Spell Reformation is designed under the assumption that you want a reasonable game. If your fighter does 150 or so damage per round, every round, I'd suggest that the fighter should back away from the steroids, because it's extremely difficult to build balanced and challenging encounters when hit points drop like flies. There's always some degree of "gentleman's agreement" when playing games, and maybe the Spell Reformation doesn't work as well if all of the noncasters are hyperoptimized to the Nth degree. That's okay; just remember the gentleman's agreement and tone things down a bit. The revised bonus system will help with that, too.

(Also, at some point I'll probably write a Combat Reformation that does the same thing as the Spell Reformation, but for combat. But you shouldn't need that degree of change to use these spells.)

GhostwheelZ
2013-10-20, 03:56 PM
Okay, time for some math to illustrate my concern. Let's compare some numbers at level 11; Greater Windstrike, Maximized Windstrike, Delayed Blast Fireball, and Maximized Scorching Ray for the caster (with Greater Spell Focus), compared to a level 11 barbarian with only the Power Attack feat. We'll take average monster stats from this (http://www.giantitp.com/forums/showthread.php?t=172050) table.

Both characters start with 16 in their primary stat, with a +2 bonus from racial, as well as a +4 item to it, and having sunk 2 points from leveling. We'll also give the barbarian a +2 Greatsword.

According to a combat calculator (http://www.distanceeducationconsultants.com/ddcalc.php?strength=28&dexterity=10&BAB=11&btohit=0&btodam=0&dr=0&w1dmg=7&w1rng=2&w1mult=2&w1enh=2&w1bonus=0&pw1=&w2dmg=4.5&w2rng=2&w2mult=2&w2enh=0&w2bonus=0&pw2=&weaponwield=twohanded&pa=true&patype=3.5&hastetype=3.5&sneakattack=0d6&charge_mult=1&Ilove=Macy&button1=CALCULATE), the barbarian's average damage per round is 52-56 against the average AC at level 11 (23-24)--and this is just with power attack, any sort of optimization over that will boost that much higher.

Now let's look at a blaster. Their primary stat will be at 24 (+7). Greater Windstrike at this level will deal 12d6 damage to a single target, 42 on average before a saving throw. At level 11, a monster's average Fortitude save is +14. The DC for this spell is 22, which means on average the spell will deal (42*(7/20)) + (21*(13/20)) = 28.35 damage on average--measly compared to the barbarian, even when using your 2nd-highest level spell.

Maximized Windstrike: 9d6 damage maximized is equal to 54. But the save on this spell is much lower, which gives us a DC of 19, causing average damage to be (54*(4/20)) + (27*(16/20)) = 32.4 damage on average, which is a 14.2% increase in damage, but still lags strongly behind the barbarian for your highest level spell slot.

Now on to the fireball. We'll be generous and assume it hits 2.5 creatures on average. Delayed Blast Fireball's deals 6d6 damage, or 21 on average, with a DC of 23. Monster reflex saves average to +10 at this level, giving us damage equal to ((21*(12/20)) + (10.5*(8/20)))*2.5 = 42 damage on average. Your highest-level spell, and you continue to lag behind the barbarian who can do this every round for 3 encounters per day.

Finally, maximized scorching ray. It does a total of 9d6 damage maximized to 54, and we'll be generous and assume that it automatically hits. That's still 54 damage for your highest-level spell slot which is the only example that rivals the barbarian... but you have relatively few of those per day, especially stretched out through various encounters.



Hopefully I've demonstrated my concerns for blasters, and why I think damage should be +1d6 per level or so (perhaps with a cap) rather than the way you have it now. I honestly don't mind a maximized Windstrike, which might be capped at say 10d6, dealing 60 damage, or Greater Windstrike dealing 15d6 damage at level 11 (which averages to 52.5 if they don't successfully save), yes, even with the added effects that blast spells get. Mind that the barbarian has only Power Attack and no other feats, Shock Trooper or Combat Brute potentially increasing this much higher--and that's not even talking about what a semi-optimized rogue can do at this level.

lsfreak
2013-10-20, 04:29 PM
I've only glanced through so far. I like a lot of it, though I agree strongly with GhostwheelZ's assessment of blasting spells. The one other thing I noticed in my glance-through was "centered on you" versus "centered on your location." I suggest changing it to something like "centered on you" and "centered on the casting location," simply to avoid confusion (after all, your location moves with you, so shouldn't the spell?).

Vadskye
2013-10-20, 04:34 PM
Okay, time for some math to illustrate my concern.

mathmathmathmath

Hopefully I've demonstrated my concerns for blasters, and why I think damage should be +1d6 per level or so (perhaps with a cap) rather than the way you have it now. I honestly don't mind a maximized Windstrike, which might be capped at say 10d6, dealing 60 damage, or Greater Windstrike dealing 15d6 damage at level 11 (which averages to 52.5 if they don't successfully save), yes, even with the added effects that blast spells get. Mind that the barbarian has only Power Attack and no other feats, Shock Trooper or Combat Brute potentially increasing this much higher--and that's not even talking about what a semi-optimized rogue can do at this level.

Well, @#$%. I didn't realize that my numbers for Rise were so different. I wrote the damage progressions for the spells using the average monster AC and character DPR in the Rise system. It's actually fairly similar, except monster AC is 4 higher at 11th level, so the numbers match up much more nicely.

You've convinced me that the Spell Reformation nerfs the damage spells more than I intended. I thought 1d6/level was a reasonable value. With that said, I don't want to go back to the old Empower/Maximize concept. If you want to hurt someone the most, you should want to use your highest level spells; using your lower level spells the most powerful damage spells feels wrong to me.

Fortunately, because everything is built according to a system, this is fairly easy to change: just bump all damage spells up by a die size. That means that 1d6/level is the default for no-save spells, and Greater Windstrike would deal 12d8 damage. Let's look at the calculations for that revision. The save DC of Greater Windstrike is actually 24, not 22, since the extra caster level also helps the DC. 12d8 is 54 damage on average - ironically, the same as your example of Maximized Windstrike. So the total expected damage would be 54*(9/20)+27*(11/20)=39.

This is still lower than the barbarian's, but let's look at all of the ways the spell is better than the barbarian:
It's a standard action, so the caster can move.
It can be done from 100 feet away instead of only from melee range. The barbarian would have to waste a turn getting in close, and the foe could easily step away.
The spell deals virtually guaranteed damage. Melee attacks can go awry for many reasons; darkness, special monster defenses, spell effects, and so on.
It has the extra effect of tossing a foe around.

These seem like reasonable tradeoffs to me. Perhaps it is because of one more assumption I make: I think a raging barbarian full attacking should do more damage than a caster. Even the most specialized caster can be more flexible accidentally than the most utilitarian barbarian. I think that if a raging barbarian can't out-damage a caster when he's in his best circumstance, toe-to-toe with an enemy, he doesn't do enough damage.

Bottom line: I'm going to change all of the damage spells so their damage die increases by one size. That means the "typical" damage progression will be better than 1d8/level. It will still be less than a raging barbarian full attacking. I don't think it's balanced otherwise.


I've only glanced through so far. I like a lot of it, though I agree strongly with GhostwheelZ's assessment of blasting spells. The one other thing I noticed in my glance-through was "centered on you" versus "centered on your location." I suggest changing it to something like "centered on you" and "centered on the casting location," simply to avoid confusion (after all, your location moves with you, so shouldn't the spell?).
That feels wordier than I'd like. How about adding "immobile", so it would read "immobile emanation centered on you"?

GhostwheelZ
2013-10-20, 04:43 PM
Glad to be of service :smallsmile:

The thing is, there are dozens of ways to make that barbarian do increased damage, even without cheese like the Lion Totem variant. Casters don't have that many ways to increase damage.

I honestly feel that making the scaling 1d6 for single-target spells per caster level past minimum level to cast and 1d6 for area spells per 2 caster levels past minimum level to cast (with a cap so higher-level spells are still more attractive) would fit better, and would probably house rule that if I used your rules. If you're 100% against changing that, at the very least I'd increase it by 2 sizes (d10 instead of d6).

It would also make Burning Hands, for example, not nearly as worthless past level 1. (At level 2, even with Spell Focus, you're still doing 1d6 damage virtually in melee where you don't want to be at that level. And if you didn't take Spell Focus, you're doing 1d6 damage at level 4 which is far worse.)

Vadskye
2013-10-20, 05:06 PM
Glad to be of service :smallsmile:
You absolutely are! (Also, I had never seen that calculator before, and it's fantastic. Thanks for that, too! It will be helpful, I am sure.)

The thing is, there are dozens of ways to make that barbarian do increased damage, even without cheese like the Lion Totem variant. Casters don't have that many ways to increase damage.

I honestly feel that making the scaling 1d6 for single-target spells per caster level past minimum level to cast and 1d6 for area spells per 2 caster levels past minimum level to cast (with a cap so higher-level spells are still more attractive) would fit better, and would probably house rule that if I used your rules. If you're 100% against changing that, at the very least I'd increase it by 2 sizes (d10 instead of d6).

It would also make Burning Hands, for example, not nearly as worthless past level 1. (At level 2, even with Spell Focus, you're still doing 1d6 damage virtually in melee where you don't want to be at that level. And if you didn't take Spell Focus, you're doing 1d6 damage at level 4 which is far worse.)
I am pretty dead set against caps, yes. However, there's another reason I wouldn't want pure 1d6 or 1d8/level scaling after the spell is first acquired: it throws damage majorly out of whack with respect to DC. If +2 CL adds +2d6 damage, that's a lot more powerful than just +1 DC. I want to keep the influence of caster level roughly the same across different kinds of casters.

However, there is another solution - and it addresses the point you brought up earlier, about how there are very few ways for casters to increase damage. Just add more ways for casters to increase damage. In particular, imagine there were items that granted increases to caster level. So to match the barbarian's +2 greatsword (+2 attack and damage), the caster gets an item of +2 caster level (+1d8 damage and +1 DC). If we assume that, the caster deals 44 damage with Greater Windstrike. This doesn't increase the power of casters generically; your generic transmuter isn't able to whip out spells that compete with the barbarian for damage. Yet it a dedicated evoker should have some tools to increase damage like a barbarian. I'll include some in the upcoming Magic Item Reformation.

I'd also point out something that has gone unstated until now: 11th level is a particularly good level for that barbarian. If you run the same comparison at 10th level, the barbarian does about 42 damage on average, while the caster still deals 44 damage. In other words, he is actually beaten by the caster!

Finally, the barbarian has a few more ways to improve, but there are also a lot more ways to counter and/or ignore a raging barbarian than there are to nerf a caster. I don't think that a more nuanced simulation that took into account the full depth of combat would be more favorable to the barbarian. In fact, I think this sort of abstract comparison is just about the most favorable comparison that can be made, from the barbarian's perspective.

GhostwheelZ
2013-10-20, 05:16 PM
Potentially, but if that's a common occurrence then I'd say that you're going to end up with a pissed player who feels as though they're being specifically targeted by the DM to be made less awesome than they could be, which is not a good thing in my opinion. And they're not the only ones though--a caster can be made useless by an archer with a readied action every round to pop them if they cast a spell, if they get into melee (which will happen more often with the new ranges), or if they get grappled (or similar things).

Still, it's certainly true that there are more ways to disable meleers--but hopefully it isn't the case for 75%-90% of the encounters, and the caster will be nerfed as often as the barbarian is (for example, a rolling fog coming in forcing the caster to come close into dangerous melee range, or a wall of smoke, and so on--anything that hampers line of sight at range). Also note with the limited range of spells with this variant (which I really like, and did something similar in my own variant), they're going to be threatened by meleers much more often.

Also, would the item effectively "cap" at +4, giving +2 to DCs across the board? Only to a specific school? Etc. And how well could this specific variant fit into a game if all the other variants aren't used? (For example, I often run games with heavy use of decently-optimized Tome of Battle characters--how would just this variant interact/compare to them?)

Another option is to make the base damage d10, and then make the scaling d6, though you'd have to run the math to see how well that scaled at higher levels.

I picked level 11 since that's when a wizard/druid gets their level 6 spells, but one part that's important is that if the caster needs to throw their highest-level spell every round to keep up with the barbarian, then they're going to run out of spells far sooner than the barbarian runs out of rages. It means they can compare to the barbarian for maybe 4-5 rounds per day at higher levels (think I'm being generous here, including maybe some second-highest-level spells there) before they're far reduced in power. Making the scaling higher as I suggested before would also help to stop this from happening.

Out of curiosity, why are you against caps? Alternatlvely, what about a soft cap, like "1d6 per caster level for 2/3/4/whatever levels, 1d6 per 2/3/4/whatever caster levels beyond"?

Vadskye
2013-10-20, 05:36 PM
Potentially, but if that's a common occurrence then I'd say that you're going to end up with a pissed player who feels as though they're being specifically targeted by the DM to be made less awesome than they could be, which is not a good thing in my opinion. And they're not the only ones though--a caster can be made useless by an archer with a readied action every round to pop them if they cast a spell, if they get into melee (which will happen more often with the new ranges), or if they get grappled (or similar things).

Still, it's certainly true that there are more ways to disable meleers--but hopefully it isn't the case for 75%-90% of the encounters, and the caster will be nerfed as often as the barbarian is (for example, a rolling fog coming in forcing the caster to come close into dangerous melee range, or a wall of smoke, and so on--anything that hampers line of sight at range). Also note with the limited range of spells with this variant (which I really like, and did something similar in my own variant), they're going to be threatened by meleers much more often.
I don't mean intentionally messing with the barbarian. I'm just thinking of games where I've been in where there are obstacles between the party and the enemies (particularly against intelligent enemies), or the enemies are flying, or the use of any of the many ways to increase AC that don't help against spells. These issues aren't specific to the barbarian; many of them are natural things that hinder everything except spells.

Also, would the item effectively "cap" at +4, giving +2 to DCs across the board? Only to a specific school? Etc. And how well could this specific variant fit into a game if all the other variants aren't used? (For example, I often run games with heavy use of decently-optimized Tome of Battle characters--how would just this variant interact/compare to them?)
Such an item would cap at +5, just like your typical magic weapon, ring of protection, and so forth. And by "this specific variant", you mean caster level boosting items? You'd need to change it to "+1 to caster levels and DC" because DCs aren't based on caster level. That would also make the item roughly twice as powerful. I think it can work and even add some good depth, but it's obviously increasing the power of casters. Only use that if your casters aren't dominating the group.

Another option is to make the base damage d10, and then make the scaling d6, though you'd have to run the math to see how well that scaled at higher levels.
That definitely make the math easier, and I've considered it, but I've rejected it because I feel like keeping track of multiple separate dice pools would be confusing and unintuitive. My primary goal is to keep things as simple and clear as possible; I'm willing to accept a (small) degree of weirdness on the backend in pursuit of that goal, since only a tiny fraction of the people that would use the system would even notice that weirdness.

I picked level 11 since that's when a wizard/druid gets their level 6 spells, but one part that's important is that if the caster needs to throw their highest-level spell every round to keep up with the barbarian, then they're going to run out of spells far sooner than the barbarian runs out of rages. It means they can compare to the barbarian for maybe 4-5 rounds per day at higher levels (think I'm being generous here, including maybe some second-highest-level spells there) before they're far reduced in power. Making the scaling higher as I suggested before would also help to stop this from happening.

Out of curiosity, why are you against caps? Alternatlvely, what about a soft cap, like "1d6 per caster level for 2/3/4/whatever levels, 1d6 per 2/3/4/whatever caster levels beyond"?
My arguments against caps are laid out in Part III and in the Theses thread, I think. Essentially, I'm against caps because without them, this:

It means they can compare to the barbarian for maybe 4-5 rounds per day at higher levels before they're far reduced in power.
is much less true. Spells should degrade smoothly and intuitively in power as you decrease spell levels, without sharp jumps and arbitrary cutoff points. If Greater Windstrike deals 12d8 damage, Windstrike deals 9d8 damage. That's a full 9d8 damage from a mere 2nd level spell. Casters remain useful and powerful even without their highest level spells, meaning that the DM can use long or short adventuring days as appropriate for the campaign without drastically changing the power of casters.

Also, the updated version of the Spell Reformation is up (http://kcjohnson.me/SpellReformation.pdf), including the power boost to damage spells. I made the changes with regular expressions, so let me know if there's any weirdness!

GhostwheelZ
2013-10-24, 01:30 PM
What I meant was, could this system be used standalone in a 3.5 or Pathfinder game? I'm thinking of running a high-level campaign using it.

Vadskye
2013-10-24, 01:43 PM
What I meant was, could this system be used standalone in a 3.5 or Pathfinder game? I'm thinking of running a high-level campaign using it.

Oh! Do you mean the Spell Reformation itself? Sorry, I thought you were talking about the magic item idea.

The Spell Reformation was designed to be used without requiring any other fixes, yes - and it should be compatible with a wide variety of other homebrew, if you already use some! There are a few key challenges involved with popping this straight into 3.X and Pathfinder, some of which are inevitable with trying to provide support for both systems:
Casters gain new spells at even levels instead of odd levels. This is most noticeable at low levels, so a high level game would probably not be as disrupted by this.
Cleric domains have two spells listed at each level instead of one. As a DM, I'd recommend working with the player to agree on a more limited spell list for the domain.
Magic items will be out of "sync" with spell effects, since the items will be based on the original spell system. I'm partway through writing the Magic Item Reformation, which will address this and many other problems. In the meantime, I'd recommend using magic items as written. The only exception would be for wands and potions and such, which would obviously use the new spells.
To minimize the "newness shock", it's probably easier to leave out the rewritten bonus stacking system unless you feel comfortable with it as a DM.

If you're actually going to run with the Spell Reformation, send me a PM, and I'd be more than happy to work out all of the details to fit the way you normally run game. :smallsmile:

Neoxenok
2013-10-24, 06:48 PM
Okay, so I finally have a bit of time to look through your reformation portion of your Rise project. There's a lot to go through (you've definitely been rather prolific) but I'll try to hit as many areas as I can because I have a lot to say covering a number of general areas.

Before I go into the larger details, I do agree with you on the following things in regard to changing the way spells work in the d20 system.

AGREEMENT
We definitely agree on most if not all of the Foundational Principles of the Spell Reformation except for the issues of spell system agnosticism, which is utterly irrelevant to me.
We agree that there are a number of spells that are ill-defined or don't otherwise work as they may be clearly intended or are placed at a possibly inappropriate spell level.
Reducing overall complexity in several areas of the magic system is not only a good idea, but essential, I think, to any new system.
The formatting of spell entries could definitely use some work because, especially outside of the core books, it just wasn't consistent, but to be fair, this isn't a big major problem 98% of the time (considering the enormous volume of spells) but the one that particularly jumps out to me is the spell Time Stop which listed 1d4+1 as the duration and the effect, leading many to believe the spell could be persisted when, in fact, it couldn't. Empowered? Yes. Maximized? Yes. Intensified? Yes. Persisted? Absolutely not.
Although it does make logical sense for 1st level spells to be easier to resist/absorb/deflect/save against than 9th level spells (why would the save DC for charm person be the same as dominate monster?) This is such an enormous pain to keep track of - especially for monster spell-like ability entries (where you have to look up the spell, each spell, individually just to determine the spell level so you can set the save DC) that the reduction in complexity is definitively worth the change.
Spell Resistance has a number of small but important problems that need to be dealt with.
Spell schools need to be better defined and have their spells better fit that definition with sub-schools that also make more sense. Also, descriptors need to be reworked.
We definitely agree that the action economy needs to have better enforcement, certain buff spells are too good at any spell level, and several other spell-related issues.

That, however, is about as much as we agree on, overall. I do have some quibbles and need to point out a number of very important details. Here goes (in no particular order):

There is a big glaring problem that I want to talk about first, which includes your ideas for rituals, arcane invocations, your new spell level acquisition, everything about your new condition system, the "bloodied" system, the revised "stacking" system, killing cantrips, metamagic incompatibility, and the complete removal, renaming, and certain other fundamental alterations of certain spells all come together to seriously violate your own fundamental principles of this spell reformation project.

I'll be more specific. The above changes create a magic system that is not...
... at all modular. This system cannot work as it is with 3.X D&D or Pathfinder because they alter things outside of spells and the magic system. For example, if I change the spell level of acid arrow to 1st and change the school of that spell to evocation - that's a change that's entirely limited to the magic system and can be used in, say, a pathfinder, d20 modern, or anything else that uses D&D's magic system and a lot of your changes are (and should be given the principle that these changes should be modular) dependent upon and indeed require several changes to gameplay outside of the magic system - to classes, conditions, feats, and how certain bonuses stack with one another - all of which have implications and require alterations outside of the magic system. Getting Dazzled would mean two different things to two different characters within the same game system. (Also this increases complexity). After all - a lot of this might be fine for the core game, but what about a 3.5e game where one of the players is using a beguiler? Or the wizard is using non-core spells but the DM wants to use this style of magic system? It all comes together as being fundamentally incompatible.
... reducing complexity. All of the things I've mentioned above not only require changes that affect things outside of the magic system such as status effects, stacking rules, balance assuming spell level acquisition at even levels, and just out-and-out eliminating cantrips and adding class abilities that don't work outside the stated classes in core but you also add new rules and subsystems that, regardless of their power or level of complexity still by their very nature have the opposite effect that was your stated intention on the first page... and remember that a lot of creatures, NPCs, and non-core stuff all use magic based entirely on the magic system that this is designed to replace - so if I used this in the place of my pathfinder game's magic system, I've just given myself (as a DM) a massive workload converting the way everything other than the PCs uses magic.

Another major point I wish to make is that the way you've revised how damage works doesn't solve a problem I've heard anyone express and makes another bullet point on how the system is incompatible with D&D and Pathfinder in that it is incompatible with metamagic feats and you balanced them around the precept that they should be equivalent to the damage output of non-caster types. Keep in mind that hit points and melee warrior's damage inflate in a way that 1d6/caster level does not.

The problem with that is that the wizard's damage-dealing ability is a limited resource on a day-to-day and round-by-round basis whereas the melee-types can keep going until they're too exhausted to stand.

Finally, if you look at anyone's handbook on how to build optimized 3.5e/PF compatible wizards or other arcane casters, the one thing they'll tell you is that a "blaster" or one that focuses on such damage-dealing spells is suboptimal - even with the plethora of noncore material (noncore material being largely required in order to "abuse" damage spells anyway.)

All this effort should have been put into the two things that people DO complain about spells in core (and outside core) - save-or-suck spells.
Although I haven't looked over every spell, you DID address no save/no SR spells, but I would change enervation and energy drain to not save-for-half but instead make them take something other than stackable level drain on a failed save (because you still run into the same problem as the old enervation because if you can cast it enough times, then it stops mattering whether or not it allows a save.)

... I would continue on, but I've hit the major issues and I don't want to make this post too long. I suppose I'll also mention that a lot of your changes are more subjective and not based on any common complaints about the magic system - although the worst spells (like polymorph and shapechange) are buff spells, I'm flabbergasted as to why haste is on your hit list of problematic spells. Perhaps in 3rd edition when it did break the action economy, but I don't think anyone thinks its overpowered anymore. I also have issues with the entire "worth the spell slot" line of thinking that led to many of the changes, but I'll leave those for another post.

I'm sure this entire thing works great for Rise, and it does look like a solid enough system, but as a DM and as a player, I can't use this anywhere else and I have to wonder why you considered a lot of problems you went out of your way to change a problem at all.

nonsi
2013-10-25, 03:10 AM
Neoxenok is right.
If you wanna make your Spell Reformation compendium d20 friendly and not just Rise friendly, you need to take a few steps back.
One of the more prominent rules for good houseruling & homebrewing is Keep It Isolated.

Vadskye
2013-10-25, 11:38 AM
I'll give a full reply this weekend, but basically - I think you're mostly right, Neoxenok. There are two core problems with the Spell Reformation right now: feature creep and a confusing integration process. Some ideas, like the rewritten bonus stacking system, should really be part of a totally separate homebrew; they aren't necessary to accomplish the goals of the Spell Reformation, and including them only makes it more difficult to integrate the good ideas.

I will write "Part VI - Integration" to address these problems. That will be a detailed guide to what needs to be changed to incorporate the Spell Reformation into an existing game. In that process, I will edit out things that are unnecessarily disruptive. I think that the Spell Reformation can definitely work outside of a Rise context - but I have not done a good job of explaining how.

Neoxenok
2013-10-25, 12:10 PM
I'll give a full reply this weekend, but basically - I think you're mostly right, Neoxenok. There are two core problems with the Spell Reformation right now: feature creep and a confusing integration process. Some ideas, like the rewritten bonus stacking system, should really be part of a totally separate homebrew; they aren't necessary to accomplish the goals of the Spell Reformation, and including them only makes it more difficult to integrate the good ideas.
I'm not sure what you mean by "feature creep and confusing integration system."
The problem I'm trying to explain here isn't that non-core features will creep in or that the implementation of the system is confusing -
The problem is that I can't just print out the system and use it with minimal modification to other systems.
I can use game elements from 3.0 edition - including spells, monsters, game rules, and other things developed there in my pathfinder game with only some conversion that is limited to that thing. A monster in a 3.0 edition non-WotC bestiary can work almost as-is - even if it doesn't exactly follow pathfinder's monster building rules as I would mostly just need to give it a combat maneuver bonus and defense.
+X to Spot and Wilderness lore work just fine in pathfinder right out of the 3.0 player's manual. If said monster can cast the shapechange spell, I can use pathfinder's version or the PHB's version and not, say, scramble to find something suitable to replace it with or integrate a new system into the game just to make a spell work or figure out how the new rules apply to the warmage or what do with an NPC caster that specializes in metamagic or all the spells listed in any number of other books.
I can use all of the spells in Tome and Magic in Pathfinder or 3.5 edition. Some spells will have the same name as others as my DM might want the newer ones to supersede the older versions, but the old spells don't use entirely new or unique things that pathfinder doesn't have an answer for or vice versa.
Your system cannot do this and I would either be giving myself a lot of extra work as DM or I'd be giving my DM a lot of extra work to do to handle everything here.


I will write "Part VI - Integration" to address these problems. That will be a detailed guide to what needs to be changed to incorporate the Spell Reformation into an existing game. In that process, I will edit out things that are unnecessarily disruptive. I think that the Spell Reformation can definitely work outside of a Rise context - but I have not done a good job of explaining how.

I look forward to it and I hope it answers my concerns.

TheDarkSaint
2013-10-26, 06:23 AM
Our group really likes what you've done. Our sorceror is test running it this weekend. :)

TheDarkSaint
2013-11-17, 03:00 AM
Field Report: Test run

We threw your system onto our resident sorcerer and we had positive (if a little mixed) results.


The player really liked the fact that he wasn't just firing a crossbow bolt every round to save precious spells when running through a dungeon. He's excited to get to use the bloodied rules.

He liked the new magic missile as he felt it was relevent to his level (5th) and wasn't just using it as a last ditch spell.

We did run into a bit of a snag with the two Arcane Invocations Magic Ray and Acid Orb.

In game play, at least at 5th level, there wasn't much reason to select the Acid Orb at all. Lower damage, shorter range and the only saving grace was that it didn't allow spell resistance. Why choose it?

So, we house ruled that the Acid Orb would use a ranged touch attack while the Magic ray would use a ranged attack to hit. We felt this was a good balance. The orb would be easier to hit with, the ray would cause more damage.

Thoughts?

Vadskye
2013-11-17, 03:10 AM
I am very pleased that it worked so far! Your change to magic ray / acid orb is fairly appropriate. That was actually one of the first things one of my players noticed. I decided to make Acid Orb deal the same damage as Magic Ray; making Magic Ray require a full ranged attack makes it slightly weaker than I prefer (making it identical to firing a crossbow at level 1, which is boring). But your willingness to make those sort of adjustments is encouraging! I look forward to hearing more - and if you run into any problems that need a quick fix (though you already seem to do those), let me know and I will try to get back to you quickly.

Incidentally, I haven't forgotten about this thread - I have just been consumed by real life. I will finish that Part VI at some point...

nonsi
2013-11-17, 03:24 AM
Incidentally, I haven't forgotten about this thread - I have just been consumed by real life. I will finish that Part VI at some point...

Glad to here.
Looking forward to a more 3.5e-friendly adaptation.

TheDarkSaint
2013-12-05, 03:00 PM
Field Report 2:

We popped around more in the dungeon this last week. I took the Nerveskitter spell, applied some of your base concepts to it and allowed our Sorcerer to take it as a 2nd level spell. It's only useable on a target creature that is not himself. He's quite happy accelerating the Crusader to the top of the inititive order to get his skinny hide out of danger.

We found that we were too encumbered by all the loot and our Sorcerer realized he had Floating Disk as a ritual. At first, I scoffed and then I went back to read it again. It is a HUGE improvement to have that spell last 12 hours as a baseline. It's just not worth it to take the spell any lower than CL 10 time wise and by that point, you have much better means of taking care of loot and encumbrance isn't so much a factor any more.

Now at 5th level, our sorcerer happily melted down 200 copper pieces for the base cost and has a means to carry all the stuff. The spell is useful and I can see it getting used for quite a few things. We are very pleased so far.

DarkOne-Rob
2013-12-31, 09:21 PM
I a considering using much of your Spell Reformation in a long-term campaign with some family and close friends.

So far our biggest concern is using the system outside of "Rise" as-is, without all the extra work to make adjustments throughout the game.

Any ETA on that last section you have planned? I for one am looking forward to it with no small amount of excitement!

Vadskye
2014-01-05, 05:29 PM
Field Report 2:

awesomedescriptionawesomedescription

We are very pleased so far.

Excellent! I'm glad to hear it's working well.


I a considering using much of your Spell Reformation in a long-term campaign with some family and close friends.

So far our biggest concern is using the system outside of "Rise" as-is, without all the extra work to make adjustments throughout the game.

Any ETA on that last section you have planned? I for one am looking forward to it with no small amount of excitement!

Delightful! I have now emerged from the dissipation of winter holidays, so I will get working on that. Let's say... no more than a week from now. I overreached in the original Spell Reformation, but it should be easy to strip out the parts that didn't actually need to change.

Vadskye
2014-03-18, 12:33 AM
The Revised Spell Reformation is now online.

It affects only a very small amount of material beyond the spells and spell lists. Even changes that I strongly recommend (fully spontaneous casting) are absent, to allow maximum flexibility with existing systems.

I hope you like what you see. Feedback is always welcome, no matter how trivial. There is always room to improve!

Neoxenok
2014-03-18, 09:12 AM
Smashing!

It'll be a few days before I can give it a good look-through, but I'll give my input on the changes as soon as possible.

Untarr
2014-03-21, 07:24 AM
I noticed that the Dazed condition is absent from your Condition list.

How would you deal with Dazed Spell Metamagic (http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#_dazing-spell) from Pathfinder?

Dazed Condition (http://paizo.com/pathfinderRPG/prd/glossary.html#_dazed)

Separate check of Understanding:

Increasing CL increases DC, if it reaches a threshold of additional levels for a spell (like going from 8th level caster to 10th level caster for Fireball) then additional dice are rolled per the spell description of Dmg per caster level.

True/false?

Vadskye
2014-03-21, 11:30 AM
I noticed that the Dazed condition is absent from your Condition list.
It was omitted because it was unchanged from core 3.5/PF. In retrospect, that is not particularly clear; I'll add it to the condition list, along with other unchanged conditions.


How would you deal with Dazed Spell Metamagic (http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#_dazing-spell) from Pathfinder?
Dazing Spell is wildly overpowered relative to the Spell Reformation's balance goals for spellcasters. However, it's not impossible to implement. The spell engine I use calculates that "If the subject is bloodied, it is dazed for 1 round. A successful Will save negates the effect." costs 3 spell levels. Therefore, Dazing Spell could be implemented as follows:

Dazing Spell
Benefit: You can modify a spell to daze a single creature damaged by the spell. When you cast a dazing spell, you may choose a single creature affected by the spell. If the creature takes damage from the spell and is bloodied after the damage is dealt, it becomes dazed for 1 round. A successful Will save negates this effect.

It's vastly less powerful than the original (though the save DC is higher, since it scales with caster level instead of spell level). But that's sort of the point of the Spell Reformation. This is still a powerful effect, particularly because a damage-dealing spell is very likely to make a creature bloodied.


Separate check of Understanding:

Increasing CL increases DC, if it reaches a threshold of additional levels for a spell (like going from 8th level caster to 10th level caster for Fireball) then additional dice are rolled per the spell description of Dmg per caster level.

True/false?
Increasing CL always increases DC (not threshold-based). Increasing CL also increases damage dice based on thresholds. So yes, I believe you are correct!

Untarr
2014-03-21, 05:27 PM
It was omitted because it was unchanged from core 3.5/PF. In retrospect, that is not particularly clear; I'll add it to the condition list, along with other unchanged conditions.


Dazing Spell is wildly overpowered relative to the Spell Reformation's balance goals for spellcasters. However, it's not impossible to implement. The spell engine I use calculates that "If the subject is bloodied, it is dazed for 1 round. A successful Will save negates the effect." costs 3 spell levels. Therefore, Dazing Spell could be implemented as follows:

Dazing Spell
Benefit: You can modify a spell to daze a single creature damaged by the spell. When you cast a dazing spell, you may choose a single creature affected by the spell. If the creature takes damage from the spell and is bloodied after the damage is dealt, it becomes dazed for 1 round. A successful Will save negates this effect.

It's vastly less powerful than the original (though the save DC is higher, since it scales with caster level instead of spell level). But that's sort of the point of the Spell Reformation. This is still a powerful effect, particularly because a damage-dealing spell is very likely to make a creature bloodied.


Increasing CL always increases DC (not threshold-based). Increasing CL also increases damage dice based on thresholds. So yes, I believe you are correct!

I appreciate the feedback. I'm the wizard in Darkone's campaign and we're trying to implement this system.

I like the focus of the revisions on the spells themselves. Makes it much easier to implement into an existing system such as Pathfinder.

Would you be willing to post the spell engine you used?

Vadskye
2014-03-21, 09:30 PM
I appreciate the feedback. I'm the wizard in Darkone's campaign and we're trying to implement this system.
Exciting! I am more than happy to help with whatever problems you run into.

I like the focus of the revisions on the spells themselves. Makes it much easier to implement into an existing system such as Pathfinder.
That's the goal!

Would you be willing to post the spell engine you used?
Certainly; I just have to figure out how to post it in an understandable fashion. I don't use the engine manually anymore. Instead, I wrote a program to calculate it for me, and that program doesn't have great documentation. You can expect the engine to be up after the forums come back, if all goes according to plan.

Untarr
2014-03-31, 04:48 PM
Combat Telekinesis
You telekinetically control a light weapon and use it to attack.
Evocation (Control)
Range: Close (30 ft.)
Target: One unattended light weapon
Duration: Concentration
Saving Throw: Will negates (object)
Spell Resistance: Yes (Will)
Effect: This spell lets you control the target weapon from a distance.
This works exactly like attacking with the weapon normally, except that
you use your casting attribute in place of your Strength. Emphasis mine

I wanted to confirm what you meant by this. If I used this with a Quarter Staff (w/ 18 Intelligence) I would do 1d6+4 DMG with a +4 to Attack. Is that right?

Vadskye
2014-03-31, 05:00 PM
I wanted to confirm what you meant by this. If I used this with a Quarter Staff (w/ 18 Intelligence) I would do 1d6+4 DMG with a +4 to Attack. Is that right?
That's correct! (It should say "casting ability score", not "casting attribute", for clarity.)

Untarr
2014-03-31, 05:14 PM
Few more questions (sorry, meant to put these in the first post, but I just remembered my notes)


Lifeseeking Missile
Evocation/Necromancy (Control, Life) [Force]
Level: Sor/Wiz 3
Range: Medium (100 ft.)
Damage: 6d6 force damage + d6 per two caster levels above 6th
Effect: This spell functions like magic missile, except that the spell
creates three missiles that automatically seek out living creatures in the
area. Each missile deals 1d10 force damage. If you specify a target for a
missile, it will strike the target. Otherwise, it will strike a living creature
within the area.
Invisibility, displacement, and any other forms of concealment does not
fool the missiles. You can form one additional missile per four caster levels
above 6th.
Which damage dice should it be?


Blinded is in the Conditions section, but Deafened is not. Could we get a description of how you would handle that?

How would you handle this feat and its relation to Spell Focus

http://www.d20pfsrd.com/feats/general-feats/spell-perfection



Thanks for all the work on this. We should be starting up soon and I will be able to give feedback based on use in game.

Thus far, looking at my potential spell-list, I like it. It was very hard narrowing it down to just a few spells to use.

Vadskye
2014-03-31, 05:59 PM
Few more questions (sorry, meant to put these in the first post, but I just remembered my notes)


Lifeseeking Missile
Which damage dice should it be?
Oops. It should generate six missiles, each of which do 1d6 damage, and one more missile per two levels. Updated PDF fixes that.


Blinded is in the Conditions section, but Deafened is not. Could we get a description of how you would handle that?
Yeah, it seems like omitting unchanged conditions just causes confusion. Updated PDF includes all conditions, and I added the conditions in a spoiler on the last post here.


How would you handle this feat and its relation to Spell Focus

http://www.d20pfsrd.com/feats/general-feats/spell-perfection
Eesh... I'm not a huge fan of that level of specialization above the power curve with a particular spell; it makes the character a lot more monotonous to play, since you have a strong incentive to do about the same thing every round. The metamagic part of the feat is also balanced around the assumption that low-level spells are weak in combat, which is much less true than it used to be, thanks to both the increased scaling and the increased DC.

With all that said, if you still want to incorporate the feat, I see two main ways to do it. The first is to drop the metamagic aspect and just keep the doubling, or give it a +4 caster level. That's workable. But I propose a second way which integrates more nicely with the Spell Reformation:


[b]Spell Perfection[b]
Choose a spell you can cast.
Prerequisites: Spellcraft 15 ranks, Spell Focus and Greater Spell Focus that applies to your chosen spell.
Benefit: When you cast your chosen spell, it is automatically Empowered up to the maximum spell level you can cast, without increasing the level of the spell slot required to cast the spell. You cannot otherwise Empower a spell to which you have applied the Spell Perfection feat.

This makes your chosen spell roughly equivalent to a spell of your highest level; its special effects effect will be weaker than a higher-level spell, but the damage will be the same, and the DC will be higher. That makes Spell Perfection useful if you have a favorite low-level spell (like Lifeseeking Missile) that you really want to keep using at high levels.

(I still don't like the whole "cast the same spell over and over again" design concept, but that's more of a personal preference.)


Thanks for all the work on this. We should be starting up soon and I will be able to give feedback based on use in game.

Thus far, looking at my potential spell-list, I like it. It was very hard narrowing it down to just a few spells to use.
Excellent! I'm glad to hear it. If you have a hard time choosing, I think that means it's working correctly. (Unless they're all bad spells, but I don't think that's the problem.) I look forward to hearing feedback from in play. Being a greedy designer, I welcome all feedback, no matter how trivial!

Vortalism
2014-07-06, 04:48 AM
After recently reading through a couple of your posts regarding the whole Spell Reformation, which is amazingly detailed btw, I realised that your VADSKYE engine (or whatever you call it) handles spell effects, ranges, durations and damage very much in the same way that the Oblivion spell making engine use to do it. However, your spell system extends that to pretty much the whole of D&D's spells rather than just damage spells, burden effects, drain X stat, and breathing underwater.

It really seems that your spell reformation really lends itself to easy spell creation. Like, reading through some of your explanations and rationales I found that I could make similarly balanced AOE damage and duration spells for myself using your system's parameters. Was this intentional? Or is this just coincidentally awesome that I one could conceivably design a semi-balanced spell around an AOE elemental evocation that applies a condition? (pretty much mirroring cone of cold, except with lightning) Fluff wise, this also heavily supports the "magic as science" model in worldbuilding.

Vortalism
2014-07-06, 11:38 AM
I've also stumbled across another thing whilst re-reading through your spell reformation chapter on damage and the use of damaging spells and whatnot. And what I felt is that the types of damage that didn't use to represent much besides certain situations where immunities to such elemental damage or vulnerabilities were useful.

I feel your [destructive] tag is a good step in the right direction and I think that the Cone of Cold spell's creating a fatigued condition is also great. But what about the other elements? I feel that D&D's lack of fire DoT as characterised in other RPGs seems odd and lightning should obviously do something too? Like some kind of bewilderment or something (due to nervous system overload:smallbiggrin:?). I think that by giving some kind of simple status effect to these blasting spells will really give them lateral power that a simple +d6 or +d8 increase will not provide.

Elemental status effects will give your blasting spells greater purpose besides numerical damage. Players will have to consider whether to use a fire spell to just whittle the enemy down (unless they're immune) or whether it's more important to fatigue or exhaust enemies with cold damage spells if they are really fast and dangerous in melee. Acid damage would furthermore be another kind of DoT and Sonic and Electrical damage can cause different kinds of confusion and dazzling effects. And force damage could simply push back an enemy like a bullrush, all of which creates more tactical opportunity.

Vadskye
2014-07-07, 10:01 PM
After recently reading through a couple of your posts regarding the whole Spell Reformation, which is amazingly detailed btw, I realised that your VADSKYE engine (or whatever you call it) handles spell effects, ranges, durations and damage very much in the same way that the Oblivion spell making engine use to do it. However, your spell system extends that to pretty much the whole of D&D's spells rather than just damage spells, burden effects, drain X stat, and breathing underwater.
Cool! I didn't know that.


It really seems that your spell reformation really lends itself to easy spell creation. Like, reading through some of your explanations and rationales I found that I could make similarly balanced AOE damage and duration spells for myself using your system's parameters. Was this intentional? Or is this just coincidentally awesome that I one could conceivably design a semi-balanced spell around an AOE elemental evocation that applies a condition? (pretty much mirroring cone of cold, except with lightning) Fluff wise, this also heavily supports the "magic as science" model in worldbuilding.
The goal of the engine is absolutely to support easy spell creation. In my mind, the spells present in the books simply represent a representative sample of the spells in the world, not a comprehensive guide to every possible form of magic. Having a well-defined method for spell creation makes my job easier as a DM if I want to give an NPC a spell that really fits them thematically - and helps ensure that, if the players later gain access to a spell that was "supposed" to be NPC-only, it won't be overpowered.


I've also stumbled across another thing whilst re-reading through your spell reformation chapter on damage and the use of damaging spells and whatnot. And what I felt is that the types of damage that didn't use to represent much besides certain situations where immunities to such elemental damage or vulnerabilities were useful.

I feel your [destructive] tag is a good step in the right direction and I think that the Cone of Cold spell's creating a fatigued condition is also great. But what about the other elements? I feel that D&D's lack of fire DoT as characterised in other RPGs seems odd and lightning should obviously do something too? Like some kind of bewilderment or something (due to nervous system overload:smallbiggrin:?). I think that by giving some kind of simple status effect to these blasting spells will really give them lateral power that a simple +d6 or +d8 increase will not provide.

Elemental status effects will give your blasting spells greater purpose besides numerical damage. Players will have to consider whether to use a fire spell to just whittle the enemy down (unless they're immune) or whether it's more important to fatigue or exhaust enemies with cold damage spells if they are really fast and dangerous in melee. Acid damage would furthermore be another kind of DoT and Sonic and Electrical damage can cause different kinds of confusion and dazzling effects. And force damage could simply push back an enemy like a bullrush, all of which creates more tactical opportunity.
Higher-level elemental effects absolutely should include those sorts of additional effects. In fact, that's exactly how spells scale: when you increase a spell's level, you get more "points" to spend on making the spell better, but it's impossible to just spend that on increasing damage.

Currently, I associate cold with fatiguing and slowing, fire with igniting, electricity with staggering, and acid with sickening/nausea. I didn't create many new high-level elemental effects for the Spell Reformation because the high-level Evocation list already had enough spells, but that's exactly what should happen if you wanted more energy spells in your game.

I should also note that I've been continuing work on spells for Rise, so some of what you've pointed out is more present in my current spells. Unfortunately, it's very time-consuming to move those changes back into a generic D&D context for the Spell Reformation. All of the core principles are still the same, though.

Vortalism
2014-07-11, 06:16 AM
Higher-level elemental effects absolutely should include those sorts of additional effects. In fact, that's exactly how spells scale: when you increase a spell's level, you get more "points" to spend on making the spell better, but it's impossible to just spend that on increasing damage.

Currently, I associate cold with fatiguing and slowing, fire with igniting, electricity with staggering, and acid with sickening/nausea. I didn't create many new high-level elemental effects for the Spell Reformation because the high-level Evocation list already had enough spells, but that's exactly what should happen if you wanted more energy spells in your game.

I should also note that I've been continuing work on spells for Rise, so some of what you've pointed out is more present in my current spells. Unfortunately, it's very time-consuming to move those changes back into a generic D&D context for the Spell Reformation. All of the core principles are still the same, though.

Really I have to say, thanks for making this wonderful thing. I'll be seeing how much I can do with it, given the parameters you've introduced. Perhaps I'll remake some of those aforementioned Oblivion spells that were totally not super OP :smallwink:.