My bad. I was thinking of the original version I made. Yes, it'd be fine, as it's only for a minute. Although in my campaign it's a first level spell, as it applies to ALL saves.
It works both ways.
True. How do bite, tail, and claws sound?Primal Blow should clarify what kinds of natural weapons are available though. There are LOADS and not all have a standard set damage ratio compared to size.
True, 1 full round could work. Still, no one's going to spend that full-round action. Changed duration to 1 round + 1 round/3 levels for bone walk
Sorry, but here I don't really see much need for that. It's a Tiny Object. It's not going to be around for long, nor deal enough damage to make it matter a full-round action.See the changes I recommended for the instant-skeleton spell. Needs a longer casting time since it's a mini-summon.
Good idea. I'll think about it.You didn't specify what kind of natural weapon you get. (Damage dice and damage type is very important, you should include a table.) At least give a list. I'd say it's balanced to make it a simple 1d6 dealing the caster's choice of slashing, piercing, or bludgeoning damage.
True, that does need to be done. Although if you don't get the non-humanoids bit...can't help you there.1) Make it allow a Will saving throw. You can get rid of the "combat with non-humanoids" bit, the normal way to do this sort of thing in 3.5 edition is to allow a saving throw.
2) Make it explicitly not work on armor and magical clothing.
Thanks.Specify "Will negates" instead of just "Will". Rephrase "Charisma checks" as "Charisma-based skill checks," because characters rarely make unmodified Charisma checks in social interactions.
I would rephrase the Disguise rules (because this is very different from the Disguise rules as written.) Say that it negates the penalty for disguising yourself as the opposite gender, and explicitly state that it does not affect the normal Familiarity bonus.
Changed to 1d3 damage only.That's complicated... And it's more of a first-level spell (compare it to the psionic biofeedback.)
Good idea! Wish I had thought of that.The standard for divination spells it to have a percent chance of an incorrect response, and no saving throw. Maybe say the answer has a 70% + 1% per level chance of being correct, and the answer is incorrect otherwise.
Also, your range isn't specified. You should require the caster to be holding something owned by the creature or something similar.
Changed.If the target must be willing, then specify it as "Will negates (harmless)". I would also put an upper limit on size (for example, Medium or smaller creatures and Small or smaller unattended objects.)
Done.Huh, I like that one. I'd change it to a standard action (since you usually would have to ready an action to use it properly.) Also, make a note that it doesn't work on skills that take longer than a round to complete.
Oop! Yes! Changed that.Does the caster have to already know or have those spells in his spellbook?
Actually, in this case, so far, I've decided to make it all effects.You might want to specify "variable numeric effects," like metamagic feats do.
Removed, seeing as no one likes 1/month spells, even if the maximum spell you could cast at 20th would be a 4th level spell, and only then.Too powerful. Taking a feat for prestidigitation and a few extra cantrip slots is fine, but being able to shoot off a high-level spell with one feat is too much.
ChangedSpell-infused Punch is worded poorly. I'd say, "If the widget hits a creature with its natural attack, it may cast its cantrip on that opponent as a free action (if the cantrip has a single target.)"
Thanks! I appreciate this!
Yes, providing the Widget used it to lift itself.
Also, added a thing about ability scores onto the Widget description.