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.


Gaseous Form
Spoiler
Show
Gaseous Form [Air, Polymorph]
Level: Air Domain 3, Travel Domain 3
Casting Time: 1 standard action
Range: Touch
Target: Corporeal creature touched
Duration: 2 minutes/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from [Force] effects still apply.

The subject gains Damage Reduction 10/magic and becomes immune to [Poison] and [Precision] effects and critical hits. It can't attack or cast spells while in gaseous form. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can't run, but it can fly at a speed of 10' (with perfect maneuverability). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.


Geas/Quest
Spoiler
Show
Geas/Quest [Curse, Language-Dependent, Mind-Affecting]
Level: Fate Domain 6, Hex Domain 7
Casting Time: 10 minutes
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Permanent or one day/level; see text
Saving Throw: Will negates
Spell Resistance: Yes

A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per Caster Level: otherwise, the geas is permanent. A clever recipient can subvert some instructions.

If the subject is prevented from obeying the geas for 24 hours, it takes a -1 penalty to each of its ability scores and to its Hero Value. Each day, another -1 penalty accumulates, with no maximum penalty. No ability score can be reduced to less than 1 by this effect. The ability score and Hero Value penalties are removed 24 hours after the subject resumes obeying the geas.

A geas (and all ability score and Hero Value penalties) can be ended by remove curse, if its Caster Level is at least two higher than the geas/quest's Caster Level. Break enchantment does not end a geas/quest.


Gentle Repose
Spoiler
Show
Gentle Repose [Abjuration]
Level: Death Domain 2, Thanaturgy 2, Time Domain 2, Undeath Domain 1
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see the Last Rites feat). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade (or working with a rotting undead creature such as a zombie) more pleasant.

The spell also works on severed body parts and the like.


Ghoul Touch
Spoiler
Show
Ghoul Touch [Dynamism, Eternal, Poison]
Level: Death Domain 2, Eternal 2, Thanaturgy 2, Undeath Domain 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1d3+1 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell allows you to emulate a ghoul and paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. The paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10' radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to [Poison] effects are unaffected by the stench.

Eternal: As above, except the duration is reduced to 1 round, this spell loses the [Poison] descriptor, and the subject does not exude stench.


Giant Vermin
Spoiler
Show
Giant Vermin [Polymorph]
Level: Animal Domain 4
Casting Time: 1 round
Range: Close (25' + 5'/ levels)
Target: Up to three vermin, no two of which may be more than 30' apart; see text
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level: see the below table.

Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ("Attack," "Defend," "Stop," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Caster Level Vermin Size
9th or lower Medium
10th-13th Large
14th-17th Huge
18th-19th Gargantuan
20th or higher Colossal


Glibness
Spoiler
Show
Glibness [Dynamism]
Level: Trickery Domain 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 touched creature's speech becomes fluent and more believable. The touched creature gain a competence bonus on Bluff checks made to convince another of the truth of your words equal to your Hero Value. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)

If a magical effect is used against the target that would detect their lies or force them to speak the truth, the user of the effect must succeed on a Caster Level check against a DC of 15 + your Caster Level to succeed. Failure means the effect does not detect the target's lies or force them to speak only the truth.


Glitterdust
Spoiler
Show
Glitterdust [Light]
Level: Star Domain 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: 10' radius spread
Duration: 1 round/level and 1 round; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for one round and visibly outlining invisible things for one round per Caster Level. A successful Fortitude save reduces the blindness to dazzling.

All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Stealth checks.


Globe of Invulnerability
Spoiler
Show
Globe of Invulnerability [Abjuration, Force]
Level: Protection Domain 6, High Arcana 7
Casting Time: 1 standard action
Range: 10'
Area: 10' radius emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Extraordinary and preternatural effects are unaffected. However, any type of spell can be cast through or out of the globe. Spells of 5th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether globe of invulnerability stops it.


Glyph of Warding
Spoiler
Show
Glyph of Warding [Abjuration]
Level: Fear Domain 3
Casting Time: 10 minutes
Range: Touch
Target: Object touched or up to 5 square feet/level
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: Yes (object)

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, for instance, if a cabinet has three drawers, each can be separately warded.

When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical disguises and the like can't. Read magic allows you to identify a glyph of warding, though you must still know where the glyph is located. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.

Depending on the version selected, a glyph activates a spell or inflicts panic.

Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your Caster Level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and Spell Resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.

Panic Glyph: A panic glyph causes the intruder and all creatures within 5' of them to be panicked. All affected creatures must make a Will save or be panicked for 1 round/level. Creatures that make their saves are instead shaken for the same duration. Spell Resistance applies against this effect. If used in this fashion, this spell gains the [Fear] descriptor.


Good Hope
Spoiler
Show
Good Hope [Morale]
Level: Courage 3
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: Up to one creature/level, no two of which may be more than 30' apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


Goodberry
Spoiler
Show
Goodberry [Healing, Polymorph]
Level: Plant Domain 1, Water Domain 1
Casting Time: 1 standard action
Range: Touch
Target: 2d4 berries touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: Yes (object)

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as anyone else capable of casting this spell) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1d8 points of damage when eaten, plus an amount equal to one-half your Caster Level (round down, minimum +0).


Graft Weapon
Spoiler
Show
Graft Weapon [Metal, Polymorph]
Level: Might of Talos 1
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You attach any melee weapon you can use in one hand--mundane or magical--onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.

The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any spell melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch spell is wasted.

While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Spells that temporarily polymorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you take 2 points of Constitution damage.

When this spell's duration expires, the grafted weapon falls to the ground and your hand returns.


Great Invocation
Spoiler
Show
Great Invocation [Abjuration]
Level: High Arcana 8
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No

This spell functions as invocation, except you may cast spells of any level.


Gust of Wind
Spoiler
Show
Gust of Wind [Air, Eternal]
Level: Air Domain 2
Casting Time: 1 standard action
Range: 60'
Area: Line-shaped emanation
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: No

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. In addition, if flying, a Tiny or smaller creature is blown back an additional 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, and if they are flying are blown back 1d6x10
feet.

Medium creatures are unable to move forward against the force of the wind, and if they are flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Awareness checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected non-magical flames. It causes protected non-magical flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

[Cloud] effects subjected to a gust of wind may dissipate, per their individual descriptions. A [Cloud] effect that does not have specific effects for dealing with winds is treated as if it is targeted by an area dispel magic if subjected to a gust of wind.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Eternal: When prepared as an eternal spell, this spell functions identically as above, except the range is reduced to 30'.