Batch Spells
From ENWiki
| Fan Content |
|---|
| D&D 3e |
| This page is fan content for 3rd Edition D&D. |
These spells are all high-level spells that combine the functionality of multiple low-level spells. All spells on this page are OGC, copyrighted by John F. Meehan, 2003
Albert's Perfect Mind (Transmutation)
- Level: Wizard 4
- Components: V, S, M
- Casting Time: 1 round
- Range: Touch
- Target: One creature
- Duration: 1 hour/level
- Saving Throw: Will (harmless)
- Spell Resistance: Yes
As Eagle's Splendor, Fox's Cunning, and Owl's Wisdom. This version is based on the 3.0 version of the Animal Buffs. Make the appropriate changes if using the 3.5 versions of those spells.
Arnold's Perfect Body (Transmutation)
- Level: Wizard 4
- Components: V, S, M
- Casting Time: 1 round
- Range: Touch
- Target: One creature
- Duration: 1 hour/level
- Saving Throw: Will harmless
- Spell Resistance: Yes
As Bull's Strength, Cat's Grace, and Bear's Endurance. This version is based on the 3.0 version of the Animal Buffs. Make the appropriate changes if using the 3.5 versions of those spells.
Batch Spell (Varies)
- Level: Sorceror/Wizard 8
- Components: See below
- Casting Time: See below
- Range: See below
- Area of Effect: See below
- Duration: See below
- Saving Throw: See below
- Spell Resistance: See below
This spell allows the user to cast 12 levels of spells simultaneously. The highest level spell chosen costs double. The spells chosen must meet the following criteria:
- The caster must know the spell.
- The spell cannot inflict or directly cause damage.
- It must have identical range as all the other spells. For these purposes, spells with a range of "Personal" and a range of "Touch" are considered equivalent.
- It must be able to affect the same target as the most restrictive spell.
- The spell cannot have a duration of permanent or instantaneous.
The following restrictions apply to the casting of the batch spell:
- The spells must all affect the same target.
- The target chosen must be the most restrictive one possible.
- The casting time of the batch spell is the longest casting time of the chosen spells.
- The caster incurs all the normal material and experience point costs for casting the chosen spells, which must be available.
- The batch spell allows spell resistance if any of the chosen spells do.
- The target can choose to make a save against any one of the chosen spells that allows one. If the target makes his save, all of the chosen spells are saved against.
- All chosen spell effects end at the same time, including when one spell effect ends early.
- Spells cast as part of a batch spell can only be counterspelled with dispel magic or batch spell, but all are counterspelled as a single action.
The duration of the batch spell is determined as follows:
- Average the duration (expressed in rounds) of all the chosen spells at the caster's level. If the duration is Concentration, treat the spell as if it had a duration of 1 minute/level.
- Divide that average by the caster's level.
- Choose the nearest standard duration. (1 action, 1 round, 1 round/level, 1 minute/level, 1 hour/level.)
Know Alignment (Divination)
- Level: Cleric 3, Wizard 3
- Components: V, S, F
- Casting Time: 1 action
- Range: 60'
- Area of Effect: Cone-shaped emanation
- Duration: Concentration, up to 10 min/level
- Saving Throw: None
- Spell Resistance: No
You can sense the presence of auras around you. The amount of information gained depends on the length of time you study a subject or area.
1st Round: The presence or absence of auras within the area.
2nd Round: The number of auras in the area and the power of the strongest aura present. If either of the your alignment components oppose the alignment components of the strongest aura present, and that aura is overwhelming, and the HD or level of the aura's source is at least twice the your character level, the you are stunned for one round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside of your line of sight, then you discern its direction, and not its exact location.
4th Round: The alignment components of an individual aura, and the relative strength of those components to each other.
Aura Power: Aura power is determined by the same chart used for Detect Evil.
Maren's Perfect Sight (Divination)
- Level: Wizard 9
- Components: V, S, M, F
- Casting Time: 1 round
- Range: 60'
- Area of Effect: Cone-shaped emanation
- Target: You
- Duration: 1 min/level
- Saving Throw: None
- Spell Resistance: No
As True Seeing, Arcane Sight, Know Alignment
Taman's Perfect Scout (Transmutation, Divination)
- Level: Wizard 6
- Components: V,S,M
- Casting Time: 1 round
- Range: Touch
- Target: One creature
- Duration: 10 minutes/level
- Saving Throw: Will (harmless)
- Spell Resistance: Yes
The recipient of this spell receives the benefits of the following arcane spells - Invisiblity, Fly, See Invisibility, Dark Vision. The caster must have all of the various spell components for all of the listed spells available, and all spells begin and end at the same time (including any dispel effects).
Uberdude's Perfection (Transmutation)
- Level: Wizard 7
- Components: V, S, M
- Casting Time: 1 round
- Range: Touch
- Target: One creature
- Duration: 1 hour/level
- Saving Throw: Will (harmless)
- Spell Resistance: Yes
As Bull's Strength, Cat's Grace, Bear's Endurance, Eagle's Splendor, Fox's Cunning, and Owl's Wisdom. This version is based on the 3.0 version of the Animal Buffs. Make the appropriate changes if using the 3.5 versions of those spells.
Zachir's Perfect Fortress (Transmutation, Evocation)
- Level: Wizard 7
- Components: V, S, M
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: 10 minutes/level
- Saving Throw: Will (harmless)
- Spell Resistance: Yes
This spell grants the caster the benefits of Mage Armor, Shield, Displacement, and Stoneskin for its duration. The caster must have all of the various spell components for all of the listed spells available, and all spells begin and end at the same time (including any dispel effects).














