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    Default [d20r, Spells] Spells, Alphabetical, "F"

    This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

    Other items in the d20 Rebirth project can be found under the d20r tag, or on my wiki.


    Fabricate
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    Fabricate [Polymorph]
    Level: Creation Domain 5
    Casting Time: 1 round per 1 cubic foot
    Range: Touch
    Target: Raw material touched, up to 1 cubic feet/level
    Duration: Instantaneous
    Saving Throw: Fortitude negates (object)
    Spell Resistance: No

    You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. You must make an appropriate Craft check to fabricate specific items.


    Faerie Fire
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    Faerie Fire [Light]
    Level: Fire Domain 1, Moon Domain 1, Sun Domain 1
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Area: Creatures and objects in a 10' radius burst
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.


    Faithful Hound
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    Faithful Hound [Creation]
    Level: Enochian Magic 4
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Effect: Phantom watchdog
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You conjure up a phantom watchdog that appears gaseous and blurred. It then guards the area where it was conjured, roaming about an area 30' in diameter from the point where you targeted the spell.

    The hound immediately starts barking loudly if any Small or larger creature approaches within 30' of it. Those within 60' of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking. The hound sees invisible and ethereal creatures. It does not react to illusions, but it does react to summons.

    If an intruder does not leave the area within one round, the hound approaches, stops barking, and delivers a vicious bite (with an attack bonus equal to your Caster Level, dealing 2d6 points of piercing damage plus your highest ability modifier) once per round. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. Attacks against the hound are ineffective, but it can be dispelled.


    False Life
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    False Life [Dynamism, Eternal]
    Level: Courage Domain 3, Eternal 3, Fate Domain 2, Protection Domain 3, Thanaturgy 3, Undeath Domain 2
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)

    You grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary Hit Points equal to 1d10 + 1 per Caster Level (maximum +10).

    Eternal: As above, except you only gain 1d10 temporary Hit Points, the spell's duration is reduced to "1 round", and the casting time is reduced to "one immediate action".


    Fear
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    Fear [Morale]
    Level: Darkness Domain 4, Fear Domain 4
    Casting Time: 1 standard action
    Range: 30'
    Area: Cone-shaped burst
    Duration: 1 round/level or 1 round; see text (D)
    Saving Throw: Will partial
    Spell Resistance: Yes

    An invisible cone of terror causes each creature in the area to become frightened unless it succeeds on a Will save. An already-frightened creature is instead panicked. If the Will save succeeds, the creature is shaken for 1 round, and fear does not escalate.


    Feather Fall
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    Feather Fall [Air, Transport]
    Level: Air Domain 1
    Casting Time: 1 immediate action
    Range: Close (25' + 5'/2 levels)
    Target: One Medium or smaller free-falling object or creature/level, no two of which may be more than 20' apart
    Duration: Until landing or 1 round/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless, object)

    The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60' per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

    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 an immediate action, allowing you to cast this spell even when it isn't your turn.
    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
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    Feeblemind [Curse, Mind-Affecting]
    Level: Enchantment 5, Fear Domain 6, Madness Domain 6
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: One creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a break enchantment spell of at least 15th Caster Level or a heal spell is used to cancel the effect of the feeblemind.


    Feral Might
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    Feral Might [Dynamism, Eternal]
    Level: Alchemy 2, Animal Domain 2, Enochian Magic 2, Eternal 2, Might Domain 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level (D)
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    You grant the touched creature a +4 enhancement bonus to either Strength, Dexterity, or Constitution, or a +2 enhancement bonus to all three ability scores. Successive castings of this spell do not stack: only the most recent applies.

    Eternal: As above, except you may only bestow a +2 bonus to Strength, Dexterity, and Constitution.


    Feral Might, Mass
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    Mass Feral Might [Dynamism]
    Level: Alchemy 6, Animal Domain 6, Glory Domain 6
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: Up to 1 creature/2 levels, no two of which may be more than 30' apart
    Duration: 1 minute/level (D)
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell functions like feral might except as noted here. You do not have to select the same option for each targeted creature, and you may dismiss the spell individually per creature if you so choose.


    Find the Path
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    Find the Path [Divination]
    Level: Luck Domain 6, Moon Domain 6, Travel Domain 6
    Casting Time: 5 rounds
    Range: Personal or touch
    Target: You or creature touched
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.

    The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. Traps (including magical traps and glyphs) foil the spell. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.

    This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).


    Find Traps
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    Find Traps [Divination]
    Level: Luck Domain 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The touched creature gains a luck bonus on Awareness checks made to locate traps equal to your Hero Value for the duration of this spell. This spell provides no knowledge or means of disarming traps, just locating them.


    Finger of Death
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    Finger of Death [Death, Entropy]
    Level: Death Domain 7, Fate Domain 7, Undeath Domain 7
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    The targeted creature must make a Fortitude save or be immediately brought down to -1 Hit Points and rendered dying. A creature that succeeds on its Fortitude save instead takes 3d6 plus your Hero Value entropic damage.


    Fire Seeds
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    Fire Seeds [Fire, Polymorph]
    Level: Fire Domain 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Up to four touched nuts or eight touched berries
    Duration: 10 minutes/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 nuts into splash weapons that you or another character can throw, or you turn berries into bombs that you can detonate on command.

    Nut Grenades: As many as four nuts turn into special splash weapons that can be hurled as far as 100'. A ranged touch attack roll is required to strike the intended target. Together, the nuts are capable of dealing 1d6 points of fire damage per Caster Level (maximum 20d6), divided up among the acorns as you wish.

    Each nut explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die and ignites any combustible materials within 10'. 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.

    Berry Bombs: You turn as many as eight berries into special bombs. The berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5'). If you are within 200' and speak the command word, each berry instantly bursts into flame, causing 5d8 points of fire damage, +1 point per Caster Level to every creature in a 5' radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.


    Fire Shield
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    Fire Shield [Cold, Fire, See Text]
    Level: Cold Domain 3, Fire Domain 4, Promethean Magic 4, Protection Domain 4, Sun Domain 4
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level (D)
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell wreathes the target in flame and causes damage to each creature that attacks it in melee. The flames also protect the creature from either [Cold] or [Fire] effects (your choice).

    Any creature striking the target with its body or a handheld weapon deals normal damage, but at the same time takes 1d6 points of damage, +1 point per Caster Level (maximum +15). 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 reach are not subject to this damage if they attack the target.

    The subject of the spell also gives off light equal to half the illumination of a normal torch (10 feet).

    Warm Shield: The flames are warm to the touch. The subject takes only half damage from and gains the evasion ability against [Cold] effects. This version of the spell has the [Fire] descriptor.

    Chill Shield: The flames are cool to the touch. The subject takes only half damage from and gains the evasion ability against [Fire] effects. This version of the spell has the [Cold] descriptor.


    Fire Storm
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    Fire Storm [Fire]
    Level: Promethean Magic 7, Fire Domain 8
    Casting Time: 1 round
    Range: Medium (100' + 10'/level)
    Area: 2 10' cubes/level (S)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Roaring sheets of flame spread throughout the area, dealing 1d12 fire damage per Caster Level to all creatures and unattended, flammable objects in the area. Creatures who are damaged by fire storm are set on fire.


    Fire Trap
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    Fire Trap [Abjuration, Eternal, Fire]
    Level: Eternal 4, Promethean 4, Rune 4, Wealth 4
    Casting Time: 10 minutes
    Range: Touch
    Target: Object touched
    Duration: Permanent until discharged
    Saving Throw: Reflex half; see text
    Spell Resistance: Yes

    Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

    When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d6 fire damage per Caster Level. The item protected by the trap is not harmed by this explosion.

    A fire trapped item cannot have a second closure or warding spell placed on it.

    A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

    You can use the fire trapped object without discharging it by speaking a password that you set at the time of casting.

    Eternal: As above, except as noted here.

    The duration of this spell is reduced to "1 minute/level, or until discharged". The range is reduced to "5'", and the target is altered to "surface touched". The casting time is reduced to "1 standard action".
    Upon casting this spell, you touch an adjacent surface. A fiery glyph appears momentarily, then fades from sight. A creature that touches the surface (generally by stepping into the square, if the glyph is scribed on the ground) takes 1d6 fire damage per Caster Level, with a Reflex save for half damage. As this glyph is tied to a physical surface, incorporeal, levitating, or flying creatures that enter the square but do not touch the surface do not trigger the glyph.

    Once triggered, the glyph flares brightly then dissipates, its magic spent.


    Fireball
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    Fireball [Eternal, Fire]
    Level: Eternal 3, Fire Domain 3, Promethean Magic 3
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Area: 20' radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    A fireball spell creates an explosion of flame that detonates with a low roar and deals 1d6 fire damage per Caster Level to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

    You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

    The fireball sets fire to creatures and combustibles, and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

    Eternal: As above, except the area is reduced to a 10' radius spread and the damage is capped at 10d6 fire damage.


    Fissure
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    Fissure [Earth]
    Level: Oreadic Tradition 4
    Casting Time: 1 standard action
    Range: 60'
    Area: 60' line-shaped emanation
    Duration: Instantaneous
    Saving Throw: Reflex negates and Fortitude half; see text
    Spell Resistance: No

    You rip open a crack in the ground, creating a fissure 10' wide and with a depth of 5' per Caster Level. The fissure starts adjacent to you and radiates outwards in a direction of your choosing. You may choose to make the fissure less deep when casting this spell, but the typical depth is the available maximum.

    Creatures in the area who are standing on the ground must make a Reflex save or plummet into the fissure, taking appropriate falling damage. The fissure then closes, crushing creatures within its bounds for 1d6 points of bludgeoning damage per Caster Level. A successful Fortitude save halves this damage but not the falling damage.

    The closing action of the fissure forces creatures trapped within it towards the surface: once the fissure is closed, any creature that fell into it is deposited on the ground, prone.

    Creatures with the [Earth] subtype are immune to the bludgeoning damage from the fissure’s closure, but still may take falling damage from the fissure’s opening.


    Fists of Stone
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    Fists of Stone [Earth, Polymorph]
    Level: Oreadic Tradition 1
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Your hands harden and become stonelike. For the duration of this spell, your fists deal lethal damage and inflict 1d6 points of bludgeoning damage. You are considered armed when using a fist of stone. Your fists also have an enhancement bonus equal to 1/4 your level (round down, minimum +0) and overcome damage reduction as if they were adamantine. Despite your hands now being made of a normally less-pliable material, you do not lose functionality or precision with your movements. A creature that does not have hands can cast this spell, but the spell has no effect.


    Flame Arrow
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    Flame Arrow [Eternal, Fire, Ray]
    Level: Promethean Magic 3
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: One creature
    Effect: Ray
    Duration: Instantaneous; see text
    Saving Throw: None
    Spell Resistance: Yes

    An arrow of fire bursts towards your target. If you succeed on a ranged touch attack, the target takes 1d6 fire damage per Caster Level and is set on fire. You may maintain your concentration on this spell as a swift action: each round you do so, you may maintain the barrage of arrows on your chosen target up to a maximum number of rounds equal to your level, inflicting an additional 4d6 fire damage (and relighting them on fire if necessary) at the end of your turn each round. If you do not have line of effect to your target at any point, you must make a new attack roll once you regain line of effect to continue dealing damage with this spell to your target. As long as you have not lost line of effect to your target (even temporarily, such as your target moving around a tree), you do not need to make a new attack roll. If you do not have line of effect to your target at the end of your turn, the spell ends.

    Eternal: As above, except the duration is "instantaneous" and only inflicts the initial damage: you may not maintain focus on the target.


    Flame Blade
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    Flame Blade [Fire]
    Level: Fire Domain 2, Glory Domain 2
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)

    A 3' long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two Caster Levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials, and a creature struck by your flame blade must make a Reflex save or catch on fire.


    Flame Strike
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    Flame Strike [Fire]
    Level: Fire Domain 5, Glory Domain 4, Sun Domain 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: 10' radius, 40' high cylinder
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    Flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d8 fire damage per Caster Level. 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.


    Flaming Sphere
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    Flaming Sphere [Animation, Eternal, Fire]
    Level: Eternal 1, Promethean Magic 1, Sun Domain 2
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Effect: One 3' diameter orb of fire
    Duration: 1 round/level (D)
    Saving Throw: Reflex negates; see text
    Spell Resistance: No

    A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves up to 30' per round. As part of this movement, it can ascend or jump up to 30' to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 plus your Caster Level in fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4' tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

    Eternal: This spell functions identically when prepared as an eternal spell.


    Flesh to Stone
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    Flesh to Stone [Curse, Earth, Polymorph]
    Level: Hex Domain 6
    Casting Time: 1 round
    Range: Medium (100' + 10'/level)
    Target: One creature
    Duration: Permanent
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The subject, along with all its carried gear, is petrified, turning into a mindless, inert statue. 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.

    A heal or break enchantment spell cast at 13th Caster Level or higher can reverse the effects of flesh to stone, as can greater restoration or regenerate cast at any Caster Level.


    Floating Disk
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    Floating Disk [Force]
    Level: Creation Domain 1
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Effect: Floating disk of force
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3' in diameter and 1" deep at its center. It can hold 100 pounds of weight per Caster Level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5' between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3' away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.


    Fly
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    Fly [Dynamism]
    Level: Air Domain 3, Alchemy 4, Sylphic Tradition 3
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature Touched
    Duration: 1 minute/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The subject can fly at a speed of 60'. 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 magic fails slowly. The subject is affected as if by a feather fall spell, with an equal Caster Level to the fly spell. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


    Fly, Mass
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    Mass Fly [Dynamism]
    Level: Sylphic Tradition 7
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: Up to one creature/level, no two of which may be more than 30' apart.
    Duration: 10 minutes/level (D)

    This spell functions like fly except as noted here.


    Fog Cloud
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    Fog Cloud [Air, Cloud, Creation, Water]
    Level: Storm Domain 2, Water Domain 2, Weather Domain 2
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Area: 20' tall, 20' radius cloud
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: No

    A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5'. A creature within 5' has concealment. Creatures farther away have total concealment. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.


    Forceful Hand
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    Forceful Hand [Force]
    Level: Might Domain 6
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Effect: One hand of force
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    Forceful hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. Forceful hand also pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit.

    A forceful hand is 10' long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

    The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

    Disintegrate or a successful dispel magic destroys it.

    Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.

    Directing the spell to a new target is a move action.


    Foresight
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    Foresight [Divination]
    Level: Astrology 8, Knowledge Domain 9
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level
    Saving Throw: None and Will negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell grants the target a powerful sixth sense. Once foresight is cast, the target receives instantaneous warnings of impending danger or harm to themselves, as detailed here:

    They are never surprised or flat-footed. In addition, the spell gives them a general idea of what action they might take to best protect themselves by giving them a +4 insight bonus to Initiative checks, Armor Class, and Reflex saves, as well as the evasion ability. These bonuses are lost whenever they would lose a Dexterity bonus to AC.

    In addition, you receive information about the subject of the spell as if by the status and spell scan spells.


    Freedom
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    Freedom [Abjuration]
    Level: Luck Domain 9
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The subject is freed from spells and effects that restrict its movement, including any effect that applies the entangled, immobilized, paralyzed, petrified, pinned, or stunned conditions, but also effects such as binding, maze, and imprisonment. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.


    Freedom of Movement
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    Freedom of Movement [Abjuration]
    Level: Might Domain 4
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement: the touched creature is immune to effects that apply the entangled, immobilized, or pinned conditions. The subject gains a bonus on their Grapple Defense equal to their Hero Value.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.


    Freezing Glance
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    Freezing Glance [Cold, Gaze]
    Level: Jotunnskyn 7
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will negates and Fortitude partial; see text
    Spell Resistance: No

    You gain a gaze attack for this spell's duration. Creatures affected by your gaze feel the wintry chill of the arctic flood through them, dealing 3d6 cold damage and inflicting a -4 penalty to their Dexterity. A successful Will save negates this effect. A creature who fails his save against your gaze two times in a row must also make a Fortitude save or be immobilized for two rounds. A creature already immobilized by your gaze and who fails both the Will and Fortitude saves again is instead paralyzed for 1d4 additional rounds.


    Freezing Sphere
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    Freezing Sphere [Cold]
    Level: Cold Domain 6, Jotunnskyn 6, Water Domain 7
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Area: 20' radius spread
    Duration: Instantaneous and 5 rounds and 1 round/level; see text
    Saving Throw: Fortitude partial; 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 burst, dealing 1d8 points of cold damage per Caster Level to each creature in the area and rendering them immobilized for five rounds. A successful Fortitude save halves the damage and negates the immobilization effect.

    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" over an area equal to 25 square feet (a 5' square) per Caster Level. This ice lasts for 1 round per Caster Level. Creatures that were swimming on the surface of frozen water (or standing in the shallows) become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a Strength or Acrobatics check to break free against this spell's DC.


    Frost Storm
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    Frost Storm [Cold]
    Level: Cold Domain 9
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Effect: Four icy spheres
    Duration: Instantaneous
    Saving Throw: None or Fortitude half; see text
    Spell Resistance: Yes

    When you cast frost storm, four 2' diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.

    If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the sphere. Any creature struck by one of these spheres takes 1d6 points of bludgeoning damage per Caster Level (no save) and receives no saving throw against the sphere's cold 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 sphere at the same target.

    Once a sphere reaches its destination, it explodes in a 40' radius spread, dealing 1d6 points of cold damage per Caster Level to each creature in the area. A successful Fortitude save halves this damage. If a creature is within the area of more than one sphere, it must save separately against each.


    Frozen Grasp
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    Frozen Grasp [Cold]
    Level: Jotunnskyn 1, Raghnialt's Kiss 1
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    Your successful melee touch attack deals 1d6 points of cold damage per Caster Level (maximum 5d6). A creature touched in this way must make a Fortitude save or be rendered fatigued for one round per two Caster Levels (minimum one round).

  2. - Top - End - #2
    Titan in the Playground
     
    Morty's Avatar

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    Default Re: [d20r, Spells] Spells, Alphabetical, "F"

    I have some doubts about leaving the Fly spell relatively unchanged. I don't think a fairly low-level spell that lets you fly and attack or cast spells at your leisure is good for the game, in the long run.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gulaghar and Purple Eagle.

  3. - Top - End - #3
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    Default Re: [d20r, Spells] Spells, Alphabetical, "F"

    Quote Originally Posted by Morty View Post
    I have some doubts about leaving the Fly spell relatively unchanged. I don't think a fairly low-level spell that lets you fly and attack or cast spells at your leisure is good for the game, in the long run.
    Limited access (7th level wizard with Sylphic Tradition or Alchemy, 9th level cleric with the Air Domain) mitigates that somewhat. Reduced spell breadth per level (that is, a caster of any given level knows much fewer spells) means those the caster has will see more mileage, and the spell is touch-range which would make it readily usable on party members. Putting it in Alchemy also specifically pushes it towards being made into potions, which also gives access for everyone.
    Last edited by Fax Celestis; 2014-08-19 at 03:24 PM.

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