Results 1 to 10 of 10
  1. - Top - End - #1
    Troll in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Revised core spells

    So... yeah. Revised spells. Not everything in the PHB has been touched, but I've tried to hit a lot of the worst offenders, while simultaneously pumping up weak evocations and changing a few spells which always kind of bugged me. These should probably be pared with my general magic nerfs, but they should stand alone as well. I've tried to italicize the subtle changes.

    Level 1
    Spoiler
    Show

    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 fall, while failure by 5 or more means it falls (see the Balance skill for details).

    A fallen creature can still crawl through the area at one-fourth 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.

    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 charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). You gain a +2 insight bonus on Diplomacy checks made to interact with the target for every caster level, to a maximum of +20 at 10th level.

    Sleep
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft./level)
    Area: One or more living creatures within a 10-ft.-radius burst
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

    Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noises, such as conversation, do not. Exceptionally loud noises, such as a scream or the sounds of battle, allow the sleeping creature to make a new save. Awakening a creature is a move action that provokes an attack of opportunity. Once awakened, a creature is fatigued for 1 round.

    Sleep does not target unconscious creatures, constructs, or undead creatures.


    Level 2
    Spoiler
    Show
    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: Reflex negates (blinding only)
    Spell Resistance: No

    A cloud of golden particles covers everyone and everything in the area, causing creatures to become partially blinded, 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.

    Partially blinded creatures take a -2 penalty to armor class, a -4 penalty on Spot, Search and any other skill checks which rely on vision, and all opponents are considered to have concealment (20% miss chance) against the partially blinded opponent.

    Any creature covered by the dust takes a -40 penalty on Hide checks.


    Blindness/Deafness
    Necromancy
    Level: Brd 2, Clr 3, Sor/Wiz 2
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: One living creature
    Duration: 1 minute/level or Permanent (D); see text
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You call upon the powers of unlife to render the subject blinded or deafened, as you choose. The condition lasts for one minute per caster level (max 10 minutes).

    Ghoul Touch
    Necromancy
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Living humanoid touched
    Duration: 1d4+1 rounds
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. A successful Fortitude save negates the effects of this spell.

    Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

    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.

    Sending
    Transmutation [Language-Dependent]
    Level: Clr 2, Sor/Wiz 2
    Components: V, S, M/DF
    Casting Time: 10 minutes
    Range: See text
    Target: One creature
    Duration: 1 round; see text
    Saving Throw: None
    Spell Resistance: No

    You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The target must be on the same plane as you, but the range is not otherwise limited. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.


    Level 3
    Spoiler
    Show
    Stinking Cloud
    Conjuration (Creation)
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Cloud spreads in 20-ft. radius, 20 ft. high
    Duration: 1 round/level
    Saving Throw: Fortitude negates; see text
    Spell Resistance: Yes

    Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) A creature that succeeds on its save but remains in the cloud does not have to make a new save each round it remains in the cloud, but if it leaves and then re-enters the cloud it must make a new save.

    Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

    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 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. (This is a swift 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.

    Daylight
    Evocation [Light]
    Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch or Medium; see text
    Target: Object touched or 20ft burst; see text
    Duration: 10 min./level (D) or Instant; see text
    Saving Throw: Will negates or Fortitude partial, see text
    Spell Resistance: Yes

    The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. If cast by a divine caster, this spell is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by sunlight, although they can resist the effect with a successful Will save.
    If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

    Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

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

    Alternately, the energy of the spell can be unleashed in a single burst. Any creature within the radius of effect with normal eyes must make a Fortitude save or be blinded for 1d4+1 rounds, and dazzled for 1d6 rounds after that. Creatures are still dazzled for d4 rounds on a successful save.

    Searing Light
    Evocation
    Level: Clr 3, Sun 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d6 points of damage per caster level (maximum 10d6). An undead creature takes 1d8 points of damage per caster level (maximum 10d8), and an undead creature particularly vulnerable to bright light takes 1d10 points of damage per caster level (maximum 10d10). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


    Level 4
    Spoiler
    Show

    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: 20-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 attacking a particular target as a Medium creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +4.

    Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 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.

    Solid Fog
    Conjuration (Creation)
    Level: Sor/Wiz 4
    Components: V, S, M
    Duration: 1 min./level
    Spell Resistance: No
    This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. A creature may move at half its normal speed with a successful Strength check, with a DC equal to your caster level plus 10. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.

    However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

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

    Charm Monster
    Enchantment (Charm) [Mind-Affecting]
    Level: Brd 3, Sor/Wiz 4
    Target: One living creature
    Duration: One hour/level

    This spell functions like charm person, except that the effect is not restricted by creature type or size, and the bonus maxes out at +40.

    Fire Shield
    Evocation [Fire or Cold]
    Level: Fire 5, Sor/Wiz 4, Sun 4
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: 1 round/level (D)

    This spell wreathes the target in flame and causes damage to each creature that attacks him in melee. The flames also protect him from either cold-based or fire-based attacks (chosen at the time of casting).

    Any creature striking the target with its body or a handheld weapon deals normal damage, but at the same time the attacker takes two points of damage per caster level (maximum 40). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage.

    Warm Shield: The flames are warm to the touch. The target gains immunity to cold.
    Chill Shield: The flames are cool to the touch. The target gains immunity to fire.


    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 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    Great magical hailstones pound down for 1 round per caster level, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area per round. 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).

    Shout
    Evocation [Sonic]
    Level: Brd 4, Sor/Wiz 4
    Components: V
    Casting Time: 1 standard action
    Range: 30 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial or Reflex negates (object); see text
    Spell Resistance: Yes (object)

    You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 1d6 points of sonic damage per level (max 15d6). A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 2d6 points of sonic damage per caster level (maximum 30d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

    A shout spell dispels an existing silence spell, but does not affect the creatures previously inside.

    Sending, Greater
    Transmutation [Language-Dependent]
    Level: Clr 4, Sor/Wiz 4
    Components: V, S, M/DF
    Casting Time: 10 minutes or 1 standard action; see text
    Range: See text
    Target: One creature
    Duration: 1 minute or 1 round; see text
    Saving Throw: None
    Spell Resistance: No

    This spell works as the spell sending, with the following differences.
    The spell can contact creatures on other planes, but there is a 5% chance that the sending does not arrive (Local conditions on other planes may worsen this chance considerably.)

    You may spend either 10 minutes or 1 standard action casting this spell. If you spend 1 standard action, you may exchange 25-word messages with the target, as described in the sending spell. If you instead spend 10 minutes casting the spell, you may converse freely with the target for one minute.

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

    Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +6 enhancement bonus to Strength, a +2 bonus to attack rolls, and you gain 1 temporary hit point per caster level.


    Level 5
    Spoiler
    Show

    Plane Shift
    Conjuration (Teleportation)
    Level: Clr 5, Sor/Wiz 5
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: Self plus creature touched, or up to eight willing creatures joining hands
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    You move yourself and some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

    If an unwilling target successfully makes a Will save against this spell, neither party is moved.

    Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.

    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 can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

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

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

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

    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 may make a new saving throw 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, and such an effect prevents the establishment of domination, but does not dispel it.

    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 half or 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 2d6 points of damage per caster level (maximum 40d6), with a Reflex save for half damage.
    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.

    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 or 1 round/level, see text
    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). In addition, creatures which fail their save are find their limbs and garments frozen, entangling them for one round per caster level.

    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 1d6 points of fire damage per caster level (maximum 15d6) and 1d6 points of pure divine damage per caster level (maximum 15d6).

    Baleful Polymorph
    Transmutation
    Level: Drd 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: Permanent
    Saving Throw: Fortitude negates or partial, 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). 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 mental ability scores (at least temporarily; see below)
    • 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.

    If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.

    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.


    Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect). Characters with the ability to change their shape as a result of class features (such as a druid with Wild Shape) gain a +4 bonus on saves against this spell.

    Blight
    Necromancy
    Level: Drd 4, Sor/Wiz 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/caster level)
    Duration: Instantaneous
    Area: 20 foot radius burst or n/a; see text
    Saving Throw: Fortitude half; see text
    Spell Resistance: Yes

    This spell instantly withers and decays all non-magical, non-animate plants in a twenty foot radius. Alternately, it can be targeted against one plant-type creature to deal 2d6 damage per caster level (max 30d6), with a Fortitude save for half damage. This spell has no effect on the soil.


    Level 6
    Spoiler
    Show

    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; not counting energy resistance).

    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.

    Freezing Sphere
    Evocation [Cold]
    Level: Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 10ft burst or 100 square feet per caster level; See text
    Duration: Instantaneous
    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 30d6). In addition, any creature hit by the sphere who fails their Reflex save is immobilized until he breaks free, and takes a -4 penalty to Dexterity. Attempting to break free is a full-round action. A trapped creature must make a Strength or Escape Artist check to do so, with a DC equal to 10+your caster level.

    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 take a -2 penalty to saving throws against this spell, and the DC to escape is equal to 15+ you caster level.

    Focus: A small crystal sphere.

    Disintegrate
    Transmutation
    Level: Destruction 7, Sor/Wiz 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 5 points of damage per caster level (to a maximum of 100). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

    When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

    A creature or object that makes a successful Fortitude save is partially affected, taking only one point of damage per caster level. If this damage reduces the creature or object to 0 or fewer hit points, it is still entirely disintegrated.

    Flesh to Stone
    Transmutation
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft/2 levels)
    Target: One creature
    Duration: 1 round/ two levels or permanent; see text
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The subject, along with all its carried gear, slowly turns into a mindless, inert statue. If the target fails the initial Fortitude save, he is slowed (as the spell), and the spell continues working for 1 round per two caster levels. Each round, the target must a new saving throw. If the target fails a second save, he is also dazed. If he fails a third save, he is petrified until cured by means of a spell such as stone to flesh or break enchantment. If the target succeeds on three saving throws, the spell ends prematurely.

    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.


    Levels 7-10
    Last edited by Grod_The_Giant; 2012-03-15 at 10:28 PM.
    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.

  2. - Top - End - #2
    Orc in the Playground
     
    DiBastet's Avatar

    Join Date
    Feb 2011
    Location
    Curitiba, Brasil
    Gender
    Male

    Default Re: Revised core spells

    I like your idea with evocations. I already use a little extra juice on evocations on my games by changing every elemental and energy spell to evocation, and noting that evocation spells aren't affected by SR, but I always found their damage still lacking.

    I'm going to expand on the basis of your idea of increase damage. For area spells, 1st level uses d4; 2nd and 3rd use d6; 4th and 5th use d8; 6th and 7th use d10; and 8th and 9th use 10/level.

    I like this kind of quick and easy solutions.
    Commander Shepard defends the Earth thanks to Vrythas.

    Egopad
    Spoiler
    Show

    Quote Originally Posted by Quietus View Post
    Excuse me while I go make a Coolest Game Ever trophy for you.

  3. - Top - End - #3
    Ettin in the Playground
     
    MesiDoomstalker's Avatar

    Join Date
    Mar 2011
    Location
    Penthouse Suite
    Gender
    Male

    Default Re: Revised core spells

    A few notes:

    The psuedo-strength check on Knock needs a bit clearer and more official language. Something like "the caster makes a check to forcibly open the target, as if it were making a Strength check. The caster adds the modifier for its primary casting stat and half his caster level to this check instead of his strength modifier." or someting similar.

    On Daylight, the duration of the Dazzled condition on a Successful saving throw needs to be clarified. I assume its still 1d6 rounds, but its always good to be clear and precise. Plus most effects that are partial on a save and do a die roll do either half (for damage), 1 round/minute (for durations) or a die lower (for durations as well) and possibly decreasing time intervals (minute to a round similar).

    Baleful Polymorph needs a bit of clarification on the saving throws to throwoff the spell. Saying "Equal or Greater than its Wisdom modifier" is unneccesary as once you hit equal, the "forgets everything" kicks in and can't continue making saving throws as above. Also, is the limit of failed saves based on its original Wisdom modifier or its new animal one? If it's the latter, its not much of a fix as not many vaild targets have an impressive Wisdom. Also, if the save to shakeoff the effect (after failing the initial one) is made, what does the next set of Fortitude saves do? That needs clarification.

    On Freezing Sphere, when it freezes water, does the freezing extend beyond the area of effect? Its somewhat unclear (at least to me).

    Flesh to Stone, when are the saving throws? Are they all at once, making a new one each time they fail till they succeed or fail 3 consecutive saves? Or is it one saving throw per round? A bit of clarification is needed.

    Sunburst seems like an insta-kill for any and all undead, period. Seems a bit powerful, but whatever.

    Meteor Swarm, the last option to affect a single area can you still direct the (presumed) super meteor at a target to deal Bludgeoning damage? Or is it a pure AoE spell if you choose that option?
    Spoiler
    Show
    Games I'm In
    Lorenzo Filard in Shadows Unbound by Blues
    Burler Brand in Orre: The Good, the Bad, and the Stunfisk by Es
    Janan Ruh in Exploring Aatos by CO
    GM of Rebellion Points of Authority and Heralds of a New Dawn

    Awesome Avvy by Sizlord!

  4. - Top - End - #4
    Bugbear in the Playground
     
    Deepbluediver's Avatar

    Join Date
    Oct 2011
    Location
    The US of A

    Default Re: Revised core spells

    These are great; I'm working on my own fix for the various game-breaking spells, so I'll definitely be borrowing a few of these.

    One spell that I'm still stuck on though is timestop. In my version I've given it an exp penalty and made it harder to affect other creatures while timestopped so it's less of a default insta-win button and more of something to be reserved for real emergencies, but I'm still worried that extra rounds give casters too many options, particularly against other humanoids.
    Any thoughts?
    Last edited by Deepbluediver; 2012-03-09 at 02:10 PM.
    "A man is known by the company he organizes." -Ambrose Bierce

    Homebrew Extended Signature!

    Progress in my Core rebalance project: 9 of 11 classes complete
    Druid, Fighter, Cleric, Rogue, Ranger, Wizard, Sorcerer, Monk & Paladin

    Magic Fix: spell rewrites paused; rules under revision


    Non-core stuff I want to take a crack at rewriting: Healer, Warlock, Ninja, Samurai, Artificer, Soulborn Incarnum, psionics, bloodlines, and the item-crafting system

  5. - Top - End - #5
    Troll in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Revised core spells

    Quote Originally Posted by DiBastet View Post
    I'm going to expand on the basis of your idea of increase damage. For area spells, 1st level uses d4; 2nd and 3rd use d6; 4th and 5th use d8; 6th and 7th use d10; and 8th and 9th use 10/level.

    I like this kind of quick and easy solutions.
    That's actually a pretty nice quick-and-easy boost. I had no such system, I must confess.

    Quote Originally Posted by MesiDoomstalker View Post
    The psuedo-strength check on Knock needs a bit clearer and more official language. Something like "the caster makes a check to forcibly open the target, as if it were making a Strength check. The caster adds the modifier for its primary casting stat and half his caster level to this check instead of his strength modifier." or someting similar.
    Roger that.

    On Daylight, the duration of the Dazzled condition on a Successful saving throw needs to be clarified. I assume its still 1d6 rounds, but its always good to be clear and precise. Plus most effects that are partial on a save and do a die roll do either half (for damage), 1 round/minute (for durations) or a die lower (for durations as well) and possibly decreasing time intervals (minute to a round similar).
    Will do.

    Baleful Polymorph needs a bit of clarification on the saving throws to throwoff the spell. Saying "Equal or Greater than its Wisdom modifier" is unneccesary as once you hit equal, the "forgets everything" kicks in and can't continue making saving throws as above. Also, is the limit of failed saves based on its original Wisdom modifier or its new animal one? If it's the latter, its not much of a fix as not many vaild targets have an impressive Wisdom. Also, if the save to shakeoff the effect (after failing the initial one) is made, what does the next set of Fortitude saves do? That needs clarification.
    I'll work on it. Thanks.

    On Freezing Sphere, when it freezes water, does the freezing extend beyond the area of effect? Its somewhat unclear (at least to me).
    Will clarify.

    Flesh to Stone, when are the saving throws? Are they all at once, making a new one each time they fail till they succeed or fail 3 consecutive saves? Or is it one saving throw per round? A bit of clarification is needed.
    Whoops. I'll fix that.

    Sunburst seems like an insta-kill for any and all undead, period. Seems a bit powerful, but whatever.
    Hmm...

    Meteor Swarm, the last option to affect a single area can you still direct the (presumed) super meteor at a target to deal Bludgeoning damage? Or is it a pure AoE spell if you choose that option?
    [/QUOTE]
    You can get either the classic 4 individually-targeted meteors, or you can do what the spell ought to do and rain fire from the skies.

    Quote Originally Posted by Deepbluediver View Post
    One spell that I'm still stuck on though is timestop. In my version I've given it an exp penalty and made it harder to affect other creatures while timestopped so it's less of a default insta-win button and more of something to be reserved for real emergencies, but I'm still worried that extra rounds give casters too many options, particularly against other humanoids.
    Any thoughts?
    I knew I was forgetting something.

    Let's see... probably some kind of mounting penalty for acting during the stopped time-- the body and mind can't keep up with the strain, sort of thing.
    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.

  6. - Top - End - #6
    Titan in the Playground
    Join Date
    Aug 2007
    Gender
    Male

    Default Re: Revised core spells

    Grease: 1/4 speed, round down by default, so 5 feet? RAW allows 5 foot crawling.
    Glitterdust: So... in combat this is save or -2 AC. Um...

    Likewise I found most were either nerfed into worthlessness or the nerf had almost had no effect. Pathfinder nerfed glitterdust by allowing a new save each round which is still a pretty hefty nerf yet without pounding the spell's usefulness into oblivion. And it's simpler. You might try similar things.

    I could go line by line into other spells but the issues were similar. Likewise I could get into topics like ways to manage blindness instead of nerfing but that'd be a bit of a tangent. My basic thought is do something simple without go overboard if you want to make a spell less popular when you game without making it worthless.
    Last edited by ericgrau; 2012-03-09 at 08:42 PM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles: Part 1, 2

  7. - Top - End - #7
    Banned
     
    RedWizardGuy

    Join Date
    Jun 2010

    Default Re: Revised core spells

    Most of your fixes look just fine, and are ones I've made and used for years. But mine are a bit different for some spells.

    Knock-The spell gives a flat +10 bonus to the casters Open Locks skill or Strength Check, to overcome the Open Lock DC of the lock or the Strength check DC of a stuck door.If used to open an arcane locked door, the caster must make a Caster Level Check vs. the Arcane Locks DC, with a +10 insight bonus.

    This keeps knock useful to open doors and such, but generally only easy ones. And my plus is static and does not go by caster level. Plus the addition to open locks and strength checks is a nice boost to more non-spellcasters. In short a spell caster won't be able to over shadow a character with the skill open locks or great strength. For example a 20th level wizard would still only get a +10 to their open locks skill(likely zero), but any rogue type character of the same level would get a big boost to their open locks skill of +20 some. But it still leaves the door open for a spellcaster like a wizard to become 'rogueish', but at a cost.



    Gate-By naming a particular being or type of being as you cast the spell, you may cause the gate to open in the immediate vicinity of the desired creature, who must then make a Will save or the gate will pull the subject through to the caster. Any creature pulled through the gate is not automatically controlled by the caster.

    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. To control a creature the caster must use additional spells, magic or skills to get the desired result.

    You may simply ask the creature to preform a service. It's reaction depends on your alignments, the creatures attitude and the type of service asked to preform. A simple service can take no more then one round per level to do and must be immediate. You may choose to exact a longer or more involved form of service from the called creature, 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. In general, a gift of several 100 gp per day of service is reasonable. (Unfortunately, some creatures want their payment in “livestock” rather than in coin, which may 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.

    My version of gate gives the creature a save to negate. This alone puts to stop the gate abuse of calling powerful creatures, as they will make their save. But it does leave the door open a bit for a spellcaster as they can always buff up the DC of the spell.

    My version of gate has the creature always uncontrolled. The spell caster must take an additional action to control or bargain with the gated in creature. The caster is free to use any spells, magic, effects or skills to control the gated creature. This again has the nice effect that the caster can plan ahead to control something. It also keeps the spellcaster from gating in odd things, as they will have more things to control something like themselves(for example a lich has abilities to command undead). And if the caster can't control the gated creature, they can still just ask and bargain for help(like other conjurations). But again this will go by alignment and what is asked to be done.
    Last edited by bloodtide; 2012-03-10 at 08:30 PM.

  8. - Top - End - #8
    Troll in the Playground
     
    Quellian-dyrae's Avatar

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: Revised core spells

    For the most part these look really good. Couple of things that are problematic for me though:

    Adding a save to Forcecage is well and good, but in my opinion should come with the removal of the expensive component. The base effect just isn't good enough to justify that kind of expense if it allows a save.

    Meteor Swarm deserves its glory...but unless I'm misreading it, you're talking 60 damage per level if all four blasts overlap, plus 200 damage and save denial if you succeed the touch attacks on a single target. I'd probably take out the area overlapping if you're buffing the base damage of the spell that much. The tactical advantage of distributing four blasts and the ability to tack on up to 200 extra damage and deny saves for targeting the meteors gives the normal version sufficient utility to keep it competitive with the army-killer version, I think (though maybe their areas could be brought back up to 40' radius...)
    "A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."

    "If brevity is the soul of wit, I'm witty like a vampire."

  9. - Top - End - #9
    Troll in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Revised core spells

    Quote Originally Posted by Quellian-dyrae View Post
    Adding a save to Forcecage is well and good, but in my opinion should come with the removal of the expensive component. The base effect just isn't good enough to justify that kind of expense if it allows a save.
    Fair enough. Cost removed.

    Meteor Swarm deserves its glory...but unless I'm misreading it, you're talking 60 damage per level if all four blasts overlap, plus 200 damage and save denial if you succeed the touch attacks on a single target. I'd probably take out the area overlapping if you're buffing the base damage of the spell that much. The tactical advantage of distributing four blasts and the ability to tack on up to 200 extra damage and deny saves for targeting the meteors gives the normal version sufficient utility to keep it competitive with the army-killer version, I think (though maybe their areas could be brought back up to 40' radius...)
    Good point. The damage no longer stacks.

    Also, I've now actually made the changes to the spells I mentioned in the last post. Not sure how I screwed up that one.

    EDIT: Also, Timestop. Not sure if the penalties are big enough, though.
    Last edited by Grod_The_Giant; 2012-03-14 at 08:22 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.

  10. - Top - End - #10
    Troll in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Revised core spells

    Good news: added some cleric spells. Bad news: the forum told me the post was now too long, and I didn't think to reserve a post. Whoops.

    Level 7
    Spoiler
    Show

    Regenerate
    Conjuration (Healing)
    Level: Clr 7, Drd 9, Healing 7
    Components: V, S, DF
    Casting Time: 3 full rounds
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

    Regenerate also cures all damage the subject has taken and rids the subject of exhaustion and/or fatigue . It has no effect on nonliving creatures (including undead).

    Power Word Blind
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Sor/Wiz 7, War 7
    Components: V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature with 200 hp or less
    Duration: See text
    Saving Throw: Will partial; see text
    Spell Resistance: Yes

    You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

    {table=head]Hit Points|Duration
    50 or less|Permanent
    51-100|1d4+1 minutes; Will reduces to 1d4+1 rounds
    101-200|1d4+1 rounds; Will half[/table]

    Forcecage
    Evocation [Force]
    Level: Sor/Wiz 7
    Components: V, S
    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: Reflex Negates; see text
    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 are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

    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.

    A creature may attempt to escape the area at the time of casting by making a special Reflex save. The DC is as normal for a 7th level spell, +5 for every 5ft between its current square and the outside edge of the forcecage. The creature must have sufficient speed to escape the wall's area in a single move action. If it chooses to attempt this save, it may not take a move action on its next turn.

    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.

    Delayed Blast Fireball
    Evocation [Fire]
    Level: Sor/Wiz 7
    Duration: 5 rounds or less; see text

    This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6) and 1d6 points of untyped “explosive” damage per caster levels (max 20d6)

    The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

    Fire Storm
    Evocation [Fire]
    Level: Clr 8, Drd 7, Fire 7
    Components: V, S
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft./level)
    Area: 10ft per level radius
    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. All creatures within the area takes 10 points of fire damage per caster level (maximum 200) and are set on fire for 5 rounds, taking 5d6 points of fire damage each round. The flames can be extinguished with a full-round action. A successful Reflex save halves the damage, and reduces the duration of being set on fire to 1 round.


    Level 8
    Spoiler
    Show

    Otto's Irresistible Dance
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 6, Sor/Wiz 8
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 1d4+1 rounds
    Saving Throw: Will partial
    Spell Resistance: Yes

    The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save cuts the duration of the dance in half, to a minimum of one round.

    Power Word Stun
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Sor/Wiz 8, War 8
    Components: V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature with 150 hp or less
    Duration: See text
    Saving Throw: Fortitude negates or Fortitude partial; see text
    Spell Resistance: Yes

    You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

    {table=head]Hit Points|Duration
    50 or less|4d4 rounds
    51-100|2d4 rounds; Fortitude halves duration
    101-150|1d4 rounds; Fortitude negates[/table]

    Polar Ray
    Evocation [Cold]
    Level: Sor/Wiz 8
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: 1 minute/level; see text
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 10 points of cold damage per caster level (maximum 250). In addition, any target who fails the Fortitude save is frozen solid for one minute per caster level, or until the ice is chipped away from them. The ice block has 10 hit points per caster level, hardness 10, and takes double damage from fire spells and effects.

    Focus: A small, white ceramic cone or prism.

    Shout, Greater
    Evocation [Sonic]
    Level: Brd 6, Sor/Wiz 8
    Components: V, S, F
    Range: 60 ft.
    Saving Throw: Fortitude partial or Reflex negates (object); see text

    This spell functions like shout, except that the cone deals 2d6 points of sonic damage per level (maximum 40d6) (or 2d10 points of sonic damage per caster level, maximum 40d10, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1d4 round and permanently deafened. Creatures who succeed on a Fortitude saving throw take half damage, and are staggered for 1d4 rounds. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

    Arcane Focus: A small metal or ivory horn.

    Sunburst
    Evocation [Light]
    Level: Drd 8, Sor/Wiz 8, Cleric 8, Sun 8
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 80-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded for 10 minutes and take 1d10 points of damage per caster level (maximum 20d10). Undead creatures take 10 points of damage per caster level (maximum 200). A creature to which sunlight is harmful or unnatural takes double damage. Undead creatures to which sunlight is harmful take a -4 penalty on their save. A successful Fortitude save negates the blindness and reduces the damage by half.

    Sunburst dispels any darkness spells of lower than 9th level within its area.


    Level 9
    Spoiler
    Show

    Gate
    Conjuration (Creation or Calling)
    Level: Clr 9, Sor/Wiz 9
    Components: V, S, XP; see text
    Casting Time: 10 minutes
    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. Alternately, 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, willing or unwilling. 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 XP cost (see below).

    If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. A single creature with more HD than your caster level can’t be controlled. 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. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.

    If you choose to exact a longer or more involved form of service from a called creature, 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.

    An uncontrolled creature may break free of the spell with a successful Will save, which it can attempt once per turn as a free action. Once free, it can either return to its home plane, or take vengeance on the caster.

    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.

    XP Cost: 1,000 XP (only for the calling creatures function).

    Meteor Swarm
    Evocation [Fire]
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Four 20-ft.-radius spreads or 10ft/caster level radius burst; see text
    Duration: Instantaneous
    Saving Throw: None or Reflex half; see text
    Spell Resistance: Yes

    Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When first cast, you may select one of two options: four fireballs, or a single massive area.

    Fireball Option: When you cast the spell, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

    If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 50 points of bludgeoning damage (no save), is stunned, and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.

    Once a sphere reaches its destination, it explodes in a 20-foot-radius spread, dealing 10 points of fire damage per caster level (maximum 250) and 5 points of slashing damage per level (maximum 150) to each creature in the area. Finally, targets who fail their save catch fire for 1 round per caster level, taking 5d6 fire damage per turn. The flames are extremely tenacious, and can only be doused by completely submerging yourself in earth or water for one minute, or being struck by a [cold] or [water] spell of at least 5th level. A successful Reflex save halves the damage and reduces the duration of the fire to 1d4 rounds.

    If a creature is within the area of more than one sphere, it still only needs to make one save and only suffers the damage for being caught in the area of one sphere. However, it takes a -2 penalty to its save for every sphere which is affecting it.

    Area Option: With a wave of your hand, the sky comes crashing to the groung. You may affect an area with a radius of 10ft per caster level. All creatures in the area suffer the effects of being caught in the area of one exploding sphere (10 points of fire damage and 5 points of slashing damage per caster level, and being set on fire for 1 round per caster level, with a Reflex save for half damage and reduced duration of the fire).

    Storm of Vengeance
    Evocation
    Level: Drd 9, Clr 9
    Components: V, S
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft./level)
    Effect: 360-ft.-radius storm cloud
    Duration: 10 rounds (D)
    Saving Throw: See text
    Spell Resistance: Yes

    This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4×10 minutes.
    If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
    2nd Round: Acid rains down in the area, dealing 1d10 points of acid damage per caster level (Reflex half).

    3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 100 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

    4th Round: Hailstones rain down in the area, dealing 1d10 points of bludgeoning damage per caster level (Reflex half).

    5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
    Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.

    Time Stop
    Transmutation
    Level: Sor/Wiz 9, Trickery 9
    Components: V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1d4+1 rounds (apparent time); see text

    This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends.

    You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

    You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

    Maintaining the time stop takes incredible effort. Upon casting the spell, you become fatigued take a -2 penalty to caster level. Each subsequent round the time stop lasts, you take another -2 penalty. These penalties last for the duration of the time stop, and for d4 rounds thereafter. In addition, you become exhausted when the time stop ends.
    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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •