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Fax Celestis
2014-08-25, 11:19 AM
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This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).


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Hallucinatory Terrain
Hallucinatory Terrain
Level: Phantasmagoria 4, Trickery Domain 4
Casting Time: 10 minutes
Range: Long (400' + 40'/level)
Area: One 30' cube/level (S)
Duration: 2 hours/level (D)
Saving Throw: Will disbelief
Spell Resistance: No

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Halt Undead
Halt Undead [Animation]
Level: Undeath Domain 3
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: Up to three undead creatures, no two of which may be more than 30' apart
Duration: 1 round/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This spell immobilizes up to three creatures with the Undead subtype. Mindless undead do not receive a saving throw, but undead possessing Intelligence scores do.

Harras
Harras [Summoning]
Level: Enochian Magic 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: One [i]mount plus up to one additional mount per two Caster Levels
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No

This spell functions as mount, except as described here.

Haste
Haste [Dynamism, Eternal]
Level: Alchemy 4, Eternal 4, Time Domain 4, Travel Domain 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to one creature/2 levels, no two of which may be more than 30' apart
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full Base Attack Bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects 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.

A hasted creature that uses the attack action instead can gain an additional attack with any weapon he is holding by expending a swift action, using the same rules for an extra attack as provided above.

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30', to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Multiple haste effects don't stack. Haste dispels and counters slow.

Eternal: As above, except the range is reduced to "Touch" and the target is reduced to "Creature or creatures touched".

Heal
Heal [Healing]
Level: Healing Domain 6, Life Domain 7
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Heal enables you to channel healing energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinding, confusion, dazing, dazzling, deafening, disease, exhaustion, fatigue, nauseating, sickening, stunning, and any ongoing [Poison] effects. Certain [Curse] effects (and other effects) also are affected by heal, and they will note in their descriptions how they interact with heal. It also cures damage equal to your Caster Level multiplied by your Hero Value, to a maximum of 150 points.

Heal does not remove Hero Value damage or penalties.

Heal, Mass
Mass Heal [Healing]
Level: Healing Domain 9, Life Domain 9
Range: Close (25' + 5'/2 levels)
Target: Up to one creature/two levels, no two of which may be more than 30' apart

This spell functions identically to heal, except as noted here. The maximum amount of Hit Points restored by mass heal is increased to 200 per targeted creature.

Heat Metal
Heat Metal [Eternal, Fire, Metal]
Level: Eternal 2, Fire Domain 2, Might of Talos 2, Sun Domain 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30' apart; or 25 lbs. of metal/level, none of which can be more than 30' away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

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

A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight or more. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.

Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. Underwater, heat metal deals half damage, but water boils around the affected metal.

Eternal: This spell functions identically when prepared in an eternal slot, except its range is "touch" and the target is "one creature's metal equipment or up to 50 lbs. of metal"

Round Metal Temperature Damage
1 Warm None
2 Hot 1d4 points
3-5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None

Heroes' Feast
Heroes' Feast [Creation, Morale]
Level: Courage Domain 6
Casting Time: 10 minutes
Range: Close (25' + 5'/2 levels)
Effect: Feast enough to feed up to 1 Small or Medium creature/level
Duration: 1 hour plus 12 hours; see text
Saving Throw: None
Spell Resistance: No

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. In addition to providing mundane benefits (such as staving off starvation and dehydration), every creature partaking of the feast is cured of all diseases, sickness, and nausea, gains a +5 bonus to resist [Poison] effects for 12 hours, and gains 1d8 temporary hit points +1 point per two Caster Levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls, to Will saves, and to Hero Value for 12 hours.

The feast provides enough for up to 1 Small or Medium creature per Caster Level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so on, when determining if a creature can be sustained by the feast. Similarly, two Tiny creatures count as one Small creature, two Diminutive creatures count as one Tiny creature, and so on.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Heroism
Heroism [Morale]
Level: Courage Domain 2, Enchantment 3, Glory Domain 2, Might Domain 3, War Domain 3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks, and a +1 morale bonus to Hero Value.

Heroism, Greater
Greater Heroism [Morale]
Level: Courage Domain 5, Enchantment 6, Glory Domain 5, Might Domain 5, War Domain 5
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as heroism except as noted here. The touched creature gains double the morale bonus listed in heroism to attack rolls, saves, skill checks and Hero Value, as well as gains temporary Hit Points equal to twice your Caster Level.

Heroism, Mass
Mass Heroism [Morale]
Level: War Domain 8
Range: Medium (100' + 10'/level)
Target: Up to one creature/level, no two of which may be more than 30' apart
Duration: 10 minutes/level (D)

This spell functions like heroism except as noted here.

Heroism, Mass Greater
Mass Greater Heroism [Morale]
Level: War Domain 9
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: Up to one creature/level, no two of which may be more than 30' apart
Duration: 10 minutes/level (D)

This spell functions like greater heroism except as noted here.

Hideous Laughter
Hideous Laughter [Language-Dependent, Mind-Affecting]
Level: Hex Domain 2, Madness Domain 2, Trickery Domain 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature of Intelligence 3 or higher with whom you share a language
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

This spell afflicts the subject with uncontrollable laughter. It immediately bursts into gales of manic laughter. The subject acts as if nauseated for the duration of the spell, even if the creature is normally immune to nauseating effects. After the spell ends, it can act normally.

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

The targeted Humanoid becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity.

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures.

If you lower your Caster Level by 2, this spell can also affect an Animal, Fey, Magical Beast, or Magical Humanoid.

If you lower your Caster Level by 4, this spell can also affect an Aberration, Avatar, Dragon, Elemental, or Outsider.

Hold, Mass
Mass Hold [Mind-Affecting]
Level: Enchantment 7
Casting Time: 1 standard action
Target: Up to one Humanoid creature/2 levels, no two of which may be more than 30' apart

This spell functions identically to hold except as noted here.

Hold Monster
Hold Monster [Mind-Affecting]
Level: Moon Domain 5, Protection Domain 4
Casting Time: 1 standard action

This spell functions identically to hold except as noted here. You cannot voluntarily lower your Caster Level to affect different kinds of creatures, but this spell only affects creatures of the Aberration, Avatar, Dragon, Fey, Magical Beast, or Outsider types.

Hold Monster, Mass
Mass Hold Monster [Mind-Affecting]
Level: Moon Domain 9, Protection Domain 9
Casting Time: 1 standard action
Target: Up to one creature/two levels, no two of which may be more than 30' apart

This spell functions identically to hold monster except as noted here.

Hold Person
Hold Person [Mind-Affecting]
Level: Protection Domain 2
Casting Time: 1 standard action
Target: One Humanoid creature

This spell functions identically to hold, except you cannot voluntarily lower your Caster Level to affect different creature types.

Hold Person, Mass
Mass Hold Person [Mind-Affecting]
Level: Protection Domain 7
Target: Up to one Humanoid creature/two levels, no two of which may be more than 30' apart

This spell functions identically to hold person except as noted here.

Horrid Wilting
Horrid Wilting [Water]
Level: Death Domain 8, Thanaturgy 8, Water Domain 8
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 30' radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell evaporates moisture from the body of each living creature in the area, inflicting 1d8 points of damage per Caster Level. Creatures damaged by this spell also are nauseated for 1 round and sickened for an additional ten rounds. A successful Fortitude save halves the damage and negates the nauseating and sickening effects. This spell is especially devastating to Plant creatures, which instead take 1d12 points of damage per Caster Level. A Plant creature may make a Fortitude save to halve this damage, but is nauseated and sickened regardless of the result of their saving throw.

Hydrablood
Hydrablood [Poison]
Level: Lernaen 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The targeted creature's blood is infused with a numbing venom: each round, they must make a Fortitude saving throw or be slowed (as the spell) for one round. A number of successful saving throws equal to your Charisma modifier (minimum 1 save) ends the effect.

Hypnotic Pattern
Hypnotic Pattern [Illusion, Light, Mind-Affecting]
Level: Madness Domain 2, Star Domain 2
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Effect: Colorful lights in a 10' radius spread
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. A successful Will save prevents the fascination effect and renders the creature immune to this particular casting of hypnotic pattern. Blind creatures (or those that "see" only with non-visual senses, such as blindsight or tremorsense, but not low-light vision or darkvision) are immune to hypnotic pattern.

Hypnotism
Hypnotism [Mind-Affecting]
Level: Madness Domain 1
Casting Time: 1 minute
Range: Close (25' + 5'/2 levels)
Target: One living creature of Intelligence 2 or greater
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes

Your gestures and droning incantation fascinate the targeted creature, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated, just to listen to your suggestions.

If you use this spell in combat, the target gains a +2 bonus on its saving throw.

While the subject is fascinated by this spell, it reacts as though it were more friendly in attitude towards you. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable: the creature will not endanger itself or its lifestyle to fulfill your request.

A creature that fails its saving throw does not remember that you enspelled it.