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

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

    More spell rewrites! I fear that I may run out of space a'fore too long...

    Entangle
    Transmutation
    Level: Drd 1, Plant 1, Rgr 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Plants in a 40-ft.-radius spread
    Duration: 1 min./level (D)
    Saving Throw: Reflex partial; see text
    Spell Resistance: No

    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast. This spell inflicts the Slowing condition on its victimes. Affected creatures can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not affected b y the Slowing, but the area still counts as difficult terrain for them. Each round on your turn, creatures in the area of the spell must make another save against the Slowing condition.
    Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

    Entropic Shield
    Abjuration
    Level: Clr 1, Luck 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)

    A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. You gain a bonus to armor class against ranged attacks equal to one-half your caster level. Other attacks that simply work at a distance are not affected.

    Explosive Runes
    Abjuration [Force]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One touched object weighing no more than 10 lb.
    Duration: Permanent until discharged (D)
    Saving Throw: See text
    Spell Resistance: Yes

    You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). Only one set of explosive runes may be scribed on any one object.

    You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. If a creature is caught in the area of multiple explosive runes being triggered this way, the damage does not stack. Instead, he takes a penalty to his Reflex save equal to the number of exploding runes he would be affected by.

    Eyebite
    Necromancy [Evil]
    Level: Brd 6, Sor/Wiz 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 round per three levels; see text
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects.

    {table=head]HD|Effect
    10 or more|Sickened
    5-9|Panicked, sickened
    4 or less|Comatose, panicked, sickened[/table]

    The effects are cumulative and concurrent.

    Sickened: Sudden pain and fever sweeps over the subject’s body, inflicting them with the Impairing condition. A creature affected by this spell remains affected for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

    Panicked: The subject becomes affected by the Fear condition for 2d4 rounds.

    Comatose: The subject is affected by the Stunning condition for 10 minutes per caster level.

    The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.

    Fear
    Necromancy [Fear, 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 round/level or 1 round; see text
    Saving Throw: Will partial
    Spell Resistance: Yes

    An invisible cone of terror inflicts the Fear condition on all living creatures in the area. Creatures who succeed on a Will save are still affected by the first degree condition (Shaken) for one round.

    Material Component: Either the heart of a hen or a white feather.

    Feather Fall
    Transmutation
    Level: Brd 1, Sor/Wiz 1
    Components: V
    Casting Time: 1 immediate action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
    Duration: Instantaneous
    Saving Throw: Will negates (harmless) or Will negates (object)
    Spell Resistance: Yes (object)

    The affected creatures or objects fall slowly. Feather reduces the damage inflicted by a fall as if the fall was ten feet per caster level shorter. For example, an 8th level caster who falls 100 feet and casts this spell would only take damage as if he had fallen 20 feet.

    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.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn. This spell does not count towards the normal limit of spells you can cast each round.

    This spell has no special effect on ranged weapons unless they are falling quite a distance. 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.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

    Feeblemind
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    If the target creature fails a Will saving throw, it takes 1 points of Intelligence, Wisdom, and Charisma damage per three caster levels, to a maximum of 6 points of damage at 18th level. The damage inflicted by this spell cannot reduce a creature's ability scores below -5. A creature capable of casting arcane spells uses the next lower progression on his Will save against this spell.

    Material Component: A handful of clay, crystal, glass, or mineral spheres.

    Finger of Death
    Necromancy [Death]
    Level: Drd 8, Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You can slay any one living creature within range. The target must make a Fortitude save or be affected by the Sudden Death condition. On a successful save, he instead takes 5d6 points of damage. The subject might die from this damage even if it succeeds on its saving throw.

    Fire Seeds
    Conjuration (Creation) [Fire]
    Level: Drd 6, Fire 6, Sun 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Targets: Up to four touched acorns or up to eight touched holly berries
    Duration: 10 min./level or until used
    Saving Throw: None or Reflex half; see text
    Spell Resistance: No

    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. Together, the acorns are capable of dealing 1d10 points of fire damage per caster level (maximum 20d10), divided up among the acorns as you wish.

    Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. 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). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d6 points of fire damage caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 10 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. Creatures caught in the area of multiple Holly Bombs only take 1d6 points of fire damage per caster level, but suffer a -1 penalty to their Reflex save for each bomb beyond the first.

    Material Component: The acorns or holly berries.

    Fire Storm
    Evocation [Fire]
    Level: Clr 8, Drd 7, Fire 7
    Components: V, S
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft./level)
    Area: Two 10-ft. cubes per level (S)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature or object within the area takes 10 points of fire damage per caster level (maximum 200), and is set on fire for 1d4 rounds, taking 5d6 damage per round. The flames can be extinguished by taking a full-round action or at least 5 points of cold damage.

    Flame Strike
    Evocation [Fire]
    Level: Clr 5, Drd 4, Sun 5, War 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Cylinder (10-ft. radius, 40 ft. high)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d10 points of damage per caster level (maximum 15d10). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

    Flesh to Stone
    Transmutation
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The subject, along with all its carried gear, turns into a mindless, inert statue. This spell uses its own special Petrifaction condition track:

    1st degree— Stiff: -2 penalty to Strength and Dexterity, speed halved, can't run or charge.
    2nd degree— Stony: -5 penalty to Strength and Dexterity, no movement.
    3rd degree— Petrified: target has been turned into stone, preventing all actions.

    If the statue resulting from this spell 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 does not seem to be alive either when viewed with spells such as deathwatch.

    Only creatures made of flesh are affected by this spell.

    Material Component: Lime, water, and earth.

    Fly
    Transmutation
    Level: Sor/Wiz 3, Travel 3
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    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, plus any armor it wears.

    Should the spell duration expire while the subject is still aloft, the target falls.

    Arcane Focus: A wing feather from any bird.

    Forcecage
    Evocation [Force]
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
    Duration: 2 hours/level (D)
    Saving Throw: None
    Spell Resistance: No

    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 must make a Reflex save or be 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.

    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.

    Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

    Foresight
    Divination
    Level: Drd 9, Knowledge 9, Sor/Wiz 9
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Personal or touch
    Target: See text
    Duration: 10 min./level
    Saving Throw: None or Will negates (harmless)
    Spell Resistance: No or Yes (harmless)

    This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. The spell gives you a general idea of what action you might take to best protect yourself, and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. In addition, you may determine the difficulty class of any check you might wish to make.

    When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

    Arcane Material Component: A hummingbird’s feather.

    Freezing Sphere
    Evocation [Cold]
    Level: Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target, Effect, or Area: See text
    Duration: Instantaneous or 1 round/level; see text
    Saving Throw: Reflex half; see text
    Spell Resistance: Yes

    Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d10 points of cold damage per caster level (maximum 20d10) to each creature in the area. An elemental (water) creature instead takes 2d6 points of cold damage per caster level (maximum 40d6).

    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 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice, inflicting the Slowing condition. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

    You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

    Focus: A small crystal sphere.

    Gate
    Conjuration (Creation or Calling)
    Level: Clr 9, Sor/Wiz 9
    Components: V, S, XP; see text
    Casting Time: 1 standard action (for planar travel) or 10 minutes (to call creatures)
    Range: Medium (100 ft. + 10 ft./level)
    Effect: See text
    Duration: Instantaneous or concentration (up to 1 round/level); see text
    Saving Throw: None
    Spell Resistance: No

    Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

    Second, you may then call a particular individual or kind of being through the gate.

    The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

    A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

    Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

    You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

    Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through. Creatures may make a Will save to avoid being getting summoned. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an material cost (see below). As with summoning a type of creature, you cannot control creatures whose HD total exceeds your caster level.

    If you choose to call a kind of creature instead of a known individual you may any number of creatures as long as their HD total does not exceed your caster level. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

    A controlled creature can be commanded to perform a service for you. However, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

    Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

    Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

    Focus: A magic circle of gold, silver, and crystal worth 1,000 gold
    Material Component: Incense and gemstone dust worth 100 gold per hit die of the creature to be summoned.

    Glibness
    Transmutation
    Level: Brd 2
    Components: S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level (D)

    Your speech becomes fluent and more believable. You gain a bonus on Bluff checks made to convince another of the truth of your words equal to one-half your caster level. (This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, 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.

    Glitterdust
    Conjuration (Creation)
    Level: Brd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Creatures and objects within 10-ft.-radius spread
    Duration: 1 round/level
    Saving Throw: Will negates (blinding only)
    Spell Resistance: No

    A cloud of golden particles covers everyone and everything in the area, inflicting the Blinding condition on creatures in the area and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

    Any creature covered by the dust takes a -20 penalty on Hide checks.

    Material Component: Ground mica.

    Grease
    Conjuration (Creation)
    Level: Brd 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target or Area: One object or a 10-ft. square
    Duration: 1 round/level (D)
    Saving Throw: See text
    Spell Resistance: No

    A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it must make a Reflex save or be knocked prone. A fallen creature can still crawl through the area at one-half speed.

    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. If the initial saving throw fails, the creature immediately drops the item. 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 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

    Halt Undead
    Necromancy
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart
    Duration: 1 round/level
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes

    This spell inflicts the Slowing condition on up to three undead creatures. Non-intelligent undead take a -5 penalty on the save.

    Material Component: A pinch of sulfur and powdered garlic.

    Hideous Laughter
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature; see text
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell afflicts the subject with uncontrollable laughter, inflicting the Stunning condition. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.

    Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

    Hold Person
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 2, Clr 2, Sor/Wiz 3
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One humanoid creature
    Duration: 1 round/level (D); see text
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    The subject is affected by the Stunning condition. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is 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.

    Arcane Focus: A small, straight piece of iron.

    Holy Smite
    Evocation [Good]
    Level: Good 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 20-ft.-radius burst
    Duration: Instantaneous (1 round); see text
    Saving Throw: Will partial; see text
    Spell Resistance: Yes

    You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

    The spell deals 1d8 points of damage per caster levels (maximum 10d8) to each evil creature in the area (or 2d6 points of damage per caster level, maximum 20d6, to an evil outsider) and inflicts the Blinded condition for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

    The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

    Horrid Wilting
    Necromancy
    Level: Sor/Wiz 8, Water 8
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to one living creature per caster level, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    This spell evaporates moisture from the body of each subject living creature, dealing 10 points of damage per caster level (maximum 200). This spell is especially devastating to water elementals and plant creatures, who take the full damage and are also affected by the Fatiguing condition. A successful Fortitude save halves the damage and negates the Fatigue (if applicable).

    Arcane Material Component: A bit of sponge.

    Ice Storm
    Evocation [Cold]
    Level: Drd 4, Sor/Wiz 4, Water 5
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: 1 full round
    Saving Throw: None
    Spell Resistance: Yes

    Great magical hailstones pound down for 1 full round, dealing 1d6 points of bludgeoning damage per two caster levels and 1d8 points of cold damage per two caster levels to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

    Arcane Material Component: A pinch of dust and a few drops of water.

    Implosion
    Evocation
    Level: Clr 9, Destruction 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One corporeal creature/round
    Duration: Concentration (up to 4 rounds)
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You create a destructive resonance in a corporeal creature’s body. For each round you concentrate, you may inflict the Sudden Death condition on one creature. (This effect, being instantaneous, cannot be dispelled.) Creatures who succeed on their save instead take 10d6 damage.

    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
    Abjuration
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object 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. If you know the target’s name and some facts about its life, the target takes a -4 penalty on its save.

    Inflict Critical Wounds
    Necromancy
    Level: Clr 4, Destruction 4

    This spell functions like inflict light wounds, except that you deal 5 points of damage per caster level (maximum 100).

    Inflict Moderate Wounds
    Necromancy
    Level: Clr 2

    This spell functions like inflict light wounds, except that you deal 1d6 points of damage per caster level (max 10d6).

    Inflict Serious Wounds
    Necromancy
    Level: Clr 3

    This spell functions like inflict light wounds, except that you deal 1d10 points of damage per caster level (max 10d10)

    Invisibility
    Illusion (Glamer)
    Level: Brd 2, Sor/Wiz 2, Trickery 2
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Personal or touch
    Target: You or a creature or object weighing no more than 100 lb./level
    Duration: 1 min./level (D)
    Saving Throw: Will negates (harmless) or Will negates (harmless, object)
    Spell Resistance: Yes (harmless) or Yes (harmless, object)

    The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Invisible creatures gain total concealment, and may take 10 on Stealth checks to avoid being seen.

    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 10 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.

    Invisibility can be made permanent (on objects only) with a permanency spell.

    Arcane Material Component: An eyelash encased in a bit of gum arabic.

    Knock
    Transmutation
    Level: Sor/Wiz 2
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: One door, box, or chest with an area of up to 10 sq. ft./level
    Duration: Instantaneous
    Saving Throw: None
    SR: No

    The Knock spell blows open locked doors and rips the tops off chests. The caster makes a check to forcibly open the target, as if making a Strength check. However, instead of using his Strength score, he adds the the modifier from his primary casting ability and one-half his caster level. For example, a 4th level wizard with an intelligence of 18 would add +6 to this check.

    Limited Wish
    Universal
    Level: Sor/Wiz 7
    Components: V, S, XP
    Casting Time: 1 standard action
    Range: See text
    Target, Effect, or Area: See text
    Duration: See text
    Saving Throw: None; see text
    Spell Resistance: Yes

    A Limited Wish allows a character to achieve a wide variety of powerful effects with a single word. Upon casting the spell, you gain and must immediately spend a number of spell points equal to your base casting ability. You may use them to duplicate any sorcerer/wizard spell of 6th level or lower, or any arcane spell of 5th level or lower, or any spell of 4th level or lower.

    These spells are treated as limited wish in terms of parameters (i.e. they are 7th level Universal spells with no descriptors, with no casting time because they're cast as part of limited wish). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.

    XP Cost: 300 XP or more (see above).
    Last edited by Grod_The_Giant; 2012-11-24 at 12:51 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.