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Thread: G&G: Magic v2 (Working Draft)

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    Default Re: G&G: Magic v2 (Working Draft)

    Here are the first spell rewrites: A-D. If a spell's not listed here, assume that it's the same as its 3.5 counterpart.

    Acid Fog
    Conjuration (Creation) [Acid]
    Level: Sor/Wiz 6, Water 7
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Fog spreads in 20-ft. radius, 20 ft. high
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d10 points of acid damage to each creature and object within it.

    Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

    Alter Self
    Transmutation
    Level: Brd 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)

    You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

    You retain your own base ability scores, though you lose your racial modifiers, instead gaining the racial modifiers of your new form. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

    You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

    If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

    You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

    You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

    You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

    You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

    When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or is dropped (if your new form is not capable of wearing or holding the item), landing safely at your feet. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

    If you are a prepared caster, you must select the alternate form you will assume with this spell at the time you prepare it. To change the selected form, you must prepare the spell again. If you are a spontaneous caster, select five possible alternate forms when you learn the spell. You may learn an additional five possible forms by selecting the spell as one of your spells known a second time.

    Animal Shapes
    Transmutation
    Level: Animal 7, Drd 8
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to one willing creature per level, all within 30 ft. of each other
    Duration: 1 hour/level (D)
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target’s new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.

    Changing your body and brain is an inherently risky business. For every hour a character spends in a form with a type other than his own, he must make a Will save, with a DC equal to normal DC of a spell of this level, +1 for each hour he's` spent in the form, +1 for each of these saves he's failed. As the subject starts failing these saves, he begins forgetting your own identity. Each failed save causes him to lose 1d4 random spell slots or prepared spells and one feat. If the subject fails a number of saves equal to his Wisdom modifier, he becomes permanently convinced that he is a creature of the type he's shapeshifted into. He discards all memories of his past life (including class levels, feats, prepared spell slots, spells known, and more) that don't "fit" with his new form, and begins acting in a manner appropriate to the new creature, even after the spell ends.

    This condition can be cured by any spell capable of curing insanity. If the caster has failed at least one of these saves, he must make an additional save to dismiss the spell.

    Antilife Shell
    Abjuration
    Level: Animal 6, Clr 6, Drd 6
    Components: V, S, DF
    Casting Time: 1 round
    Range: 10 ft.
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes

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

    Creatures may attempt to force their way past the barrier. Doing so requires a Strength check, with a DC equal to 10 plus your caster level. Creatures with spell resistance gain a bonus on this roll equal to their spell resistance.

    This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

    Astral Projection
    Necromancy
    Level: Clr 9, Sor/Wiz 9, Travel 9
    Components: V, S, M
    Casting Time: 30 minutes
    Range: Touch
    Targets: You plus one additional willing creature touched per two caster levels
    Duration: See text
    Saving Throw: None
    Spell Resistance: Yes

    By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

    You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

    You project your astral self onto the Astral Plane, leaving your physical body behind on whatever plane you began on in a state of suspended animation. The spell projects an astral copy of you onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body on the plane of existence you have chosen to enter. If you choose to leave the astral plane, however, your body is incorporeal on the new plane.

    While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

    You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

    While your soul is projected, your equipment is not. You may chose to fashion masterwork clothes and equipment from ectoplasm, but your magic items remain with your real body. You cannot fashion more equipment than you can carry as a light load.

    Mental ability damage or drain, as well as mind-affecting spells, are retained when you return to your real body. If your astral form is destroyed, your soul returns to your body, but the experience is extremely traumatic. You lose one level (or 1 HD). If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means.

    Material Component: A jacinth worth at least 1,000 gp for each person to be affected.

    Awaken
    Transmutation
    Level: Drd 5
    Components: V, S, DF, XP
    Casting Time: 24 hours
    Range: Touch
    Target: Animal or tree touched
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).

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

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

    An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.

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

    XP Cost: 50 xp per hit die of the animal to be affected.

    Baleful Polymorph
    Transmutation
    Level: Drd 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: See text
    Saving Throw: Fortitude negates, Will partial; see text
    Spell Resistance: Yes

    You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). This spell uses its own special Polymorphed condition track:

    1st Degree— Twisted: the subject loses his racial modifiers and abilities.
    2nd Degree— Malformed: the subject's size, movement speed, and physical ability scores are replaced with those of the animal.
    3rd Degree— Transformed: The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:

    • The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
    • The target retains its own hit points.
    • The target is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
    • The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).


    With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features. All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

    Each hour, the subject may make a new saving throw to shake off the effects of the spell. If it fails a number of saves equal to its Wisdom modifier, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice, 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.

    If the save succeeds, it may make another [Wisdom Modifier] Fortitude saves before having to re-attempt the Will save to retain their mind.

    Banishment
    Abjuration
    Level: Clr 6, Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    As the spell dismissal, with the following exceptions. You may target up to 2 Hit Dice of creatures per caster level, and there is no chance of accidentally sending a creature to the wrong plane.

    Bestow Curse
    Necromancy
    Level: Clr 3, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    You place a curse on the subject. This curse can take the form of any Condition track. Unlike normal conditions, the curse bestowed by this spell cannot be dispelled, reduced with a Heal check, or recovered from over time. It can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

    Bestow curse counters remove curse.

    Black Tentacles
    Conjuration (Creation)
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 10-ft.-radius spread
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell conjures a field of rubbery black tentacles, each 10 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.

    Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles as having a Combat Maneuver Bonus equal to your caster level plus your advanced casting ability score.

    Once the tentacles grapple an opponent, the tentacles attempt to crush them. Treat the tentacles as having natural weapons dealing 1d6 + your advanced casting ability score points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

    Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

    Material Component: A piece of tentacle from a giant octopus or a giant squid.

    Blade Barrier
    Evocation [Force]
    Level: Clr 6, Good 6, War 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
    Duration: 1 min./level (D)
    Saving Throw: Reflex negates; see text
    Spell Resistance: Yes

    An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d10 points of damage per caster level (maximum 15d10).

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

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


    Blindness/Deafness
    Necromancy
    Level: Brd 2, Clr 3, Sor/Wiz 2
    Components: V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: One minute per caster level.
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You call upon the powers of unlife to render the subject blinded (inflicting the Blinding condition track) or deafened, as you choose. Unlike other 2nd or 3rd level spells, this spell can inflict up to the third degree condition in the Blinding track.

    Call Lightning Storm
    Evocation [Electricity]
    Level: Drd 5
    Range: Long (400 ft. + 40 ft./level)

    This spell functions like call lightning, except that each bolt deals 5d10 points of electricity damage (or 10d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


    Cause Fear
    Necromancy [Fear, Mind-Affecting]
    Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature with 5 or fewer HD
    Duration: 1d4 rounds or 1 round; see text
    Saving Throw: Will partial
    Spell Resistance: Yes

    This spell inflicts the Fear condition on the affected creature.

    Cause fear counters and dispels remove fear.

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

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

    The bolt deals 1d10 points of electricity damage per caster level (maximum 20d10) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

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

    A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.


    Charm Person
    Enchantment (Charm) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell inflicts the Mind Control condition on one target humanoid creature. It cannot raise their attitude above friendly, however.

    Circle of Death
    Necromancy [Death]
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Several living creatures within a 40-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    A circle of death snuffs out the life force of living creatures, killing them instantly. This spell inflicts the Sudden Death condition on slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

    Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.

    Clone
    Necromancy
    Level: Sor/Wiz 8
    Components: V, S, M, F
    Casting Time: 10 minutes
    Range: 0 ft.
    Effect: One clone
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

    To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

    When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

    The spell duplicates only the original’s body and mind, not its equipment.

    A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

    Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp per hit die of the creature to be cloned).
    Focus: Special laboratory equipment (cost 500 gp).

    Color Spray
    Illusion (Pattern) [Mind-Affecting]
    Level: Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 15 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous; see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.

    2 HD or less: The creature is affected by the Blinding and Stunning conditions for 2d4 rounds.

    3 or 4 HD: The creature is affected by the Blinding and Stunning conditions for 1d4 rounds.

    5 or more HD: The creature is affected by the Stunning condition for 1 round

    Sightless creatures are not affected by color spray.

    Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

    Cone of Cold
    Evocation [Cold]
    Level: Sor/Wiz 5, Water 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: 60 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d10 points of cold damage per caster level (maximum 20d10).

    Arcane Material Component: A very small crystal or glass cone.

    Confusion
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 3, Sor/Wiz 4, Trickery 4
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: All creatures in a 15-ft. radius burst
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell inflicts the Madness condition.

    Arcane Material Component: A set of three nut shells.

    Contact Other Plane
    Divination
    Level: Sor/Wiz 5
    Components: V
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Concentration

    You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief and cryptic answers to your questions.

    In addition, maintaining contact with distant minds is dangerous. Upon casting the spell, you must make a Will save with a DC as normal for a 5th level spell or take Intelligence and Charisma damage. The amount of damage depends on how distant the plane is— see the table below.

    You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question. With each question, there is a cumulative 5% chance that the entity lashes out at you. If it does, you must roll a Will save or suffer ability damage, as described above, and the spell ends.

    Contact with minds far removed from your home plane increases the danger, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

    Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)

    On rare occasions, this divination may be blocked by an act of certain deities or forces.

    d% is rolled for the result shown on the table:
    {table=head]Plane Contacted|Ability Damage|True Answer|Don’t Know|Lie|Random Answer
    Elemental Plane|1d4|01-34|35-62|63-83|84-100
    (appropriate)|1d4|(01-68)|(69-75)|(76-98)|(99-100)
    Positive/Negative Energy Plane|1d6|01-39|40-65|66-86|87-100
    Astral Plane|1d8|01-44|45-67|68-88|89-100
    Outer Plane, demideity|2d6|01-49|50-70|71-91|92-100
    Outer Plane, lesser deity|2d8|01-60|61-75|76-95|96-100
    Outer Plane, intermediate deity|3d6|01-73|74-81|82-98|99-100
    Outer Plane, greater deity|3d8|01-88|89-90|91-99|100[/table]


    Contingency
    Evocation
    Level: Sor/Wiz 6
    Components: V, S, M, F
    Casting Time: At least 10 minutes; see text
    Range: Personal
    Target: You
    Duration: One day/level (D) or until discharged

    You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

    The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

    The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

    While your contingent spell is in place, you must commit the spell points you would normally spend to cast it— they are not regained by resting, and you cannot spend them on any other spell.

    Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.

    Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.

    Control Plants
    Transmutation
    Level: Drd 8, Plant 8
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: No

    This spell inflicts the Mind Control condition one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal attitudes and behaviors.

    Control Undead
    Necromancy
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell inflicts the Mind Control condition one or more undead creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal attitudes and behaviors. Intelligent undead creatures remember that you controlled them.

    Material Component: A small piece of bone and a small piece of raw meat.

    Crushing Despair
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 3, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 30 ft.
    Area: Cone-shaped burst
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    An invisible cone of despair causes great sadness in the subjects. Each creature in the cone is affected by the Impairing Condition.

    Crushing despair counters and dispels good hope.

    Material Component: A vial of tears.

    Cure Critical Wounds
    Conjuration (Healing)
    Level: Brd 4, Clr 4, Drd 5, Healing 4

    This spell functions like cure light wounds, except that it cures 5 points of damage per caster level (maximum 100) and first-degree conditions.

    Cure Moderate Wounds
    Conjuration (Healing)
    Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3

    This spell functions like cure light wounds, except that it cures 1d6 points of damage point per caster level (maximum 10d6).

    Cure Serious Wounds
    Conjuration (Healing)
    Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3

    This spell functions like cure light wounds, except that it cures 1d10 points of damage per caster level (maximum 15d10)

    Daze
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 0, Sor/Wiz 0
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature of 4 HD or less
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes

    This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice, inflicting the Stunning condition. Humanoids of 5 or more HD are not affected.

    Material Component: A pinch of wool or similar substance.

    Destruction
    Necromancy [Death]
    Level: Clr 7, Death 7
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    This spell inflicts the Sudden Death condition. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell and subsequently died 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).

    Dismissal
    Abjuration
    Level: Clr 4, Sor/Wiz 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One extraplanar creature
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    This spell forces an extraplanar creature back to its proper plane. This spell uses its own special Banishing condition track

    1st degree— Flickering: Attacks against the target have a 20% miss chance, and attacks made by the target have a 20% miss chance.
    2nd degree— Discorporate: The subject becomes fully incorporeal.
    3rd degree— Banished: The subject is forced from the plane.

    If the spell banishes the creature, there is a 20% chance of actually sending the subject to a plane other than its own.

    Divination
    Divination
    Level: Clr 4, Knowledge 4
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Instantaneous

    Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 50% + 1% per caster level, to a maximum of 70%. If the dice roll fails, there is a 75% chance that you know that it failed. The remaining 25% of the time, you DON'T know that the spell went awry, and it gives you an incorrect answer.

    As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
    Material Component

    Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.

    Divine Favor
    Evocation
    Level: Clr 1, Pal 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: You
    Duration: 1 minute

    Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

    Divine Power
    Evocation
    Level: Clr 4, War 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: You
    Duration: 1 round/level

    Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. The target's base attack improves by one step, so that a poor progression becomes average and an average progression becomes good. If their progression was already good, they gain a bonus to attack and CMB checks equal to one-fifth their character level. In addition, they gain a +2 divine bonus to Strength, Dexterity, and Constitution.


    Dominate Person
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 4, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid
    Duration: One hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You inflict the Mind Controlled condition on the subject. Furthermore, as long as their attitude is friendly or better, you may give them orders via a telepathic link.

    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.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

    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 with a +2 bonus. Obviously self-destructive orders are not 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.

    The subject receives a new saving throw against this spell each hour.

    Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

    Doom
    Necromancy [Fear, Mind-Affecting]
    Level: Clr 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell fills a single subject with a feeling of horrible dread, inflicting the Fear condition.
    Last edited by Grod_The_Giant; 2012-11-24 at 12:29 AM.
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.