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<blockquote data-quote="Olgar Shiverstone" data-source="post: 942277" data-attributes="member: 5868"><p>7. Spells</p><p></p><p> a. Haste</p><p>Transmutation</p><p>Level: Brd 3, Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One creature/level, no two of which can be more than 30 ft. apart</p><p>Duration: 1 round/level</p><p>Saving Throw: Fortitude negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>The transmuted creatures move and act more quickly than normal. This extra speed has several effects. </p><p>When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)</p><p>A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p>All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.</p><p>Multiple haste effects don't stack. Haste dispels and counters slow.</p><p>Material Component: A shaving of licorice root.</p><p></p><p> b. Harm/Heal allow a Fortitude save, failure results in half damage. Both spells are capped at 150 points damage (10 points damage per caster level). </p><p></p><p> c. Shield</p><p>Abjuration [Force]</p><p>Level: Sor/Wiz 1; </p><p>Components: V, S; </p><p>Casting Time: Standard action; </p><p>Range: Personal; </p><p>Target: You; </p><p>Duration: 1 minute/level (D)</p><p>Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster. The disk also intercepts attacks, providing a +4 shield bonus to AC. The shield carries no armor penalty or arcane spell failure chance.</p><p></p><p> d. Endurance is now renamed “Bear’s Endurance”; “animal buff” spells are added to the druid and ranger spell list. All “animal” stat enhancing spell durations reduced to 1 min/level, but each has a fixed stat increase of +4, instead of a variable range.</p><p></p><p> e. Hold spells now allow a save each round; success indicates the effect wears off.</p><p></p><p> f. Polymorph other/self are dramatically changed, specifically they are now polymorph/baleful polymorph with a 1 min/level duration and permanent duration respectively; baleful polymorph allows only relatively harmless forms. When a character uses polymorph or any similar effect to change form, his equipment either remains worn or held (if possible) or melds and becomes nonfunctional. Thus, wild shaping druids should be able to "hold on to" many more items than normal.</p><p></p><p>Baleful Polymorph:</p><p>Drd5, Wiz/Sor5</p><p>Comp: V, S</p><p>Range: Close 25 ft. + 5ft./2 lvls</p><p>Target 1 creature</p><p>Duration: Permananet</p><p>Save: Fort negates, will partial, see text</p><p>spell resist: yes</p><p></p><p>as polymorph, but target creature can only be polymorphed into Small or smaller creature. If spell succeeds, make will save, if failed loses all extraordinary, supernatural and spellcasting abilities, also gains alignment, int, wis, and cha of creature.</p><p></p><p></p><p> g. Stoneskin provides DR 10/adamantine.</p><p></p><p> h. Slow reduces a character to a move or standard action per round; move is at half speed with –1 to attack, AC, and reflex saves.</p><p></p><p> i. Greater Magic Weapon now grants +1/4 levels instead of +1/3.</p><p></p><p> j. Instead of doubling movement, expeditious retreat, boots of striding and springing, and similar movement enhancing magic devices and spells now provide fixed movement bonuses.</p><p></p><p> k. New Spells:</p><p></p><p>Waves of Fatigue</p><p>Necromancy</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: Cone-shaped burst</p><p>Duration: Instantaneous</p><p>Saving Throw: No</p><p>Spell Resistance: Yes</p><p>Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.</p><p></p><p>Waves of Exhaustion</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: Cone-shaped burst</p><p>Duration: Instantaneous</p><p>Saving Throw: No</p><p>Spell Resistance: Yes</p><p>Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.</p><p></p><p>Crushing Despair (demoralizes foes, and the revised Barghest can use it as a spell-like ability 1/day)</p><p></p><p>Mass Cat's Grace and Mass Cure Light Wounds</p><p></p><p>Scorching Ray, Evocation [Fire], comp: VS, range: Close, dur: Instant, save: No, SR: Yes</p><p>Fire one ray, plus 1/4 lvls beyond 3rd (to max of 3 rays). Each ray is ranged touch attack, deals 4d6 fire dmg. Targets must be within 30 ft of eachother.</p><p></p><p>Deep Slumber (improved sleep, Close range, 10 HD, Sor/Wiz3 Brd 3)</p><p></p><p>Moment of Prescience</p><p>Divination</p><p>Luck 8, Sor/Wiz 8</p><p>Personal; Duration 1 hr/lvl or until discharged</p><p></p><p>Once during the spell's duration, you can gain an insight bonus equal to caster level (max +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack. You can activate the spell at any time, even on another character's turn (it doesn't take an action). Once used, the spell ends.</p><p></p><p>You can't have more than one moment of prescience active on you at the same time.</p><p></p><p></p><p> l. Heal now fixes exhaustion and fatigue (among a laundry-list of other conditions). </p><p></p><p> m. Lesser restoration now eliminates fatigue, and restoration/greater restoration eliminate fatigue and exhaustion.</p><p></p><p> n. The spell Negative Energy Protection has been removed, and its spell effect has been rolled into Death Ward.</p><p></p><p> o. Finger of Death</p><p>You can slay any one living creature within range (25ft + 5ft/2 levels). The target is entitled to Fort save to survive the attack. IF the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (max +25). The subject might die from damage even if it survives its saving throw.</p><p></p><p> p. Divine power grants a +6 Enhancement bonus to Str and +1 HP/caster level, and BAB equal to your level.</p><p></p><p> q. Burning Hands now has a cone area of effect rather than a semicircular emanation.</p><p></p><p> r. Animate Dead is now a 4th Level Wiz/Sor spell (not 5th).</p><p></p><p> s. Changes to Permanency: Arcane Sight and Protection from Arrows have been added to the 'Self' list. Greater Magic Fang, Rary's Telepathic Bond, and Reduce were added to the 'Self or Other' list. Animate Objects, Mordenkainen's Private Sanctum, Prismatic Wall, the Symbols have been separated into separate spells and they too have been added to the 'General' list.</p><p></p><p> t. Barkskin is now a 2nd level spell that gives +2 AC +1 (natural armor bonus) per 3 levels over 3 to a max of +5. It lasts 10 min/level. Barkskin now grants an enhancement bonus to a creature's natural armor bonus, in the same way that magic armor grants an enhancement bonus to the armor's armor bonus. This means it *stacks* with a creature's existing natural armor, making it a great spell for the druid's animal companion. The progression is +2 at 3rd, +3 at 6th, +4 at 9th, and +5 at 12th and above. In general, magic effects that increase natural armor should all be read as adding an enhancement bonus to natural armor (most, if not all, state this clearly). Thus, barkskin wouldn't stack with the amulet. The only "source" for actual natural armor is to get it as a racial feature of your creature "kind."</p><p></p><p></p><p> u. Call Lightning’s casting time is 1 Round and it lasts 1 minute/level. You can call 1 bolt/round that does 3d6 Damage, if there is already a storm the bolts do 3d10 damage.</p><p></p><p> v. Identify is a L1 Bard/Sor/Wiz L2 Magic spell. 1 Hour to cast, affects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather.</p><p></p><p> w. Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It takes 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop.</p><p></p><p> x. Wall of Force no longer has the hemisphere/sphere function; it must be flat and unbroken.</p><p></p><p> y. Shapechange: You can turn into any single non-unique creature with no more than twice your level in Hit Dice (max 50)</p><p></p><p> z. True Resurrection: requires 25000 gp of diamond dust and will bring back outsiders. Resurrection has a 10000 gp component; Raise Dead a 5000 gp component.</p><p></p><p> aa. Time Stop: This spell seems to make time cease to flow for everyone by 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 (such as Cloudkill) have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.</p><p></p><p>You cannot move or harm items held, carried, or word by a creature stuck in normal time, but yyou can affect any item that is not in another creature's possession.</p><p></p><p>you are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop. </p><p></p><p> bb. Entangle: There is no longer an Attack or Dex penalty to entangled characters (at least not in the spell description) and the caster no longer needs to make a concentrate check to maintain the Entangle while casting.</p><p></p><p> cc. Awaken: It grants trees and animals 3d6 Int (trees also get 3d6 Wis and Cha animals get +1d3 Cha and 2 HD). Awakened Animals may not act as Animal Companions, Familiars, or Special Mounts.</p><p></p><p> dd. The Jump spell now starts at a +10 bonus and goes up by caster level to a maximum of +30 at caster level 9.</p><p></p><p> ee. Alter self has undergone significant changes. It's now more like a lesser form of polymorph (self only). The gist is that you take the form of a humanoid (or other creature of your same type) within one size category of yours, and of a maximum HD equal to yours. You retain most of your own qualities, but gain the "physical qualities" of the new form, including size, movement, natural armor, natural weapons, racial bonuses, and any "gross physical qualities (wings, extra arms, etc.), though extra arms don't let you make more attacks than normal. You don't gain any extraordinary, supernatural, or spell-like abilities of the form.</p><p></p><p> ff. Change to cleric’s Animal domain: The granted power is now speak with animals 1/day and Knowledge (nature) as a class skill.</p><p></p><p> gg. Clerics may spontaneously cast mass cure spells. The upper healing limits on these spells are higher: 1d8+25 for MCLW, 2d8+30 for MCMW, 3d8+35 for MCSW, and 4d8+40 for MCCW. Mass Heal is 9th level, heals 10 pts/level, max 250. There are mass inflict spells at the same level. Note: There is no Mass Harm; heal/harm are not spontaneously castable.</p><p></p><p> hh. Several spells have changed schools. Teleportation spells are now Conjuration (Teleporting) instead of Transmutation. Spells that utilized fear or curses have tended to get shifted to Necromancy. The power word spells are now Enchantment. The symbol spells are all either Enchantment or Necromancy. Ray of Frost is now Evocation.</p><p></p><p> ii. Teleport is limited to 100 miles/level.</p><p></p><p> jj. Meteor Swarm: the spell creates four 6d6 fireballs that can be targeted separately (each exploding in a 40-foot-radius spread). You can also fire each meteor at a particular target; a successful ranged attack deals 2d6 bludgeoning damage and allows no save against the resulting fireball. Assuming no special resistance or vulnerability, that's a best-case scenario of 32d6 damage, no save, to a single target and 24d6 damage, Reflex half, to everything within 40 feet.</p><p></p><p> kk. Enlarge: Enlarge person now increases a humanoid creature's size by one category. This gives the creature +2 Str, -2 Dex, affects its size modifier to AC & attacks, etc., etc. A Medium creature enlarged to Large would have a 10-ft. face and a 10-ft. reach. It doesn't grant the full benefits of a size increase associated with monster advancement, such as Con and natural armor boosts.</p><p></p><p> ll. Eyebite is now a Necromancy [Evil] spell. It sickens, panics, or renders comatose one or more targets.</p><p></p><p> mm. Slow: Brd3, Sor/Wiz3 (Transmutation), Close range, 1 creature/level up to 30 ft. apart, 1 rd/lvl duration, Will negates. Targets will be limited to a single move or standard action each round (but not both, nor may it take full-round actions). They also take a -1 penalty on attacks, AC, and Reflex saves, and move at half normal speed.</p><p></p><p> nn. Find traps now grants an insight bonus to Search equal to one-half caster level, in addition to the rogue's trapfinding ability.</p><p></p><p> oo. Every spellcasting class in the PH now has a selection of stat-booster spells. Typically, we chose the spells that the character was most likely to want to cast on himself. Bards have Dex, Cha, and Int; clerics Con, Str, Wis, and Cha; druids Con, Str, Dex, and Wis; paladins Str, Cha, and Wis; rangers Con, Wis, and Dex; and sor/wiz get 'em all (they break the guideline described previously).</p><p></p><p> pp. Tenser's transformation in 3.5 simply grants the character a BAB equal to her character level, regardless of the class levels she might have. It also grants +4 enhancement to Str, Dex, and Con, +4 natural armor bonus, +5 competence bonus on Fort saves, and proficiency with all simple and martial weapons.</p><p></p><p> qq. Blade Barrier works much more like the wall spells now, rather than as the area-attack spell it had come to be treated as.</p><p></p><p> rr. Greater arcane sight (7th), greater prying eyes (8th), and moment of prescience (8th) are all "new" Sor/Wiz divination spells.</p><p></p><p> ss. Polar Ray: 8th-level spell; Ranged touch at close range, no save, 1d6 cold damage/level (max 25d6).</p><p></p><p> tt. Horrid wilting is down to 1d6/level, max 20d6 (or d8/level vs. water elementals and plant creatures).</p><p></p><p> uu. Longstrider is personal range with 1 hour/level duration, gives +10 enhancement to land speed (druid 1 /ranger 1/ Travel 1).</p><p></p><p> vv. Rage spell Enc (Com)[Mind], Brd2, Sor/Wiz 2, range: Medium, target: willing creature/3 lvls within 30 ft of each other, dur: Con + 1 r/l (D); Morale bonuses: +2 Str, +2 Con, +1 Will Save, -2 AC, otherwise same as barbarian's rage, subjects aren't fatigued at the end of the rage.</p><p></p><p> ww. Ray of Exhaustion, Sor/Wiz 3, VSM, range: Close, dur: 1 m/l, save: Fort partial, sr: Yes</p><p>Ranged touch, subject is immediately exhausted for the spell's duration. Successful save means creature is only fatigued. A character that is already fatigued becomes exhausted. No effect on an already exhausted creature.</p><p></p><p> xx. Sleep is now a full-round spell, capped at 4 HD.</p><p></p><p> yy. Other spell changes:</p><p></p><p>· Invisibility: Duration has changed from 10 minutes/level to 1 minute per level</p><p>· Temporal Stasis: 9th -> 8th level</p><p>· Simulacrum: limited to 2ce your levels or hit dice. And the gp cost is 100 gp powdered ruby per HD, XP cost: 100 XP per HD, with a minimum of 1000 XP</p><p>· Ice storm: Level:4 Duration: 1 full round, -4 penalty check to listening in the area of effect, all land movement is halved for the entire duration. At the end the hail disappears, leaving no after effects except the damage dealt.</p><p>· Fly: fly 60 (40) for 1 m/l, good maneuverability</p><p>· Air Walk: thread on air like on ground, 10 m/l</p><p>· Dimension Door: no pure weight limit, but take one medium sized creature with maximum load with you / 3 levels</p><p>· Teleport: still has % table for on/off/similar/mishap</p><p>· Lesser Planar Binding, target: outsider or elemental with 6 HD or less, you can ask the creature to do stuff, creature can get free with charisma check vs DC (15+1/2 casterlvl + casters Cha), once request is completed the creature is free after telling the caster. Maximum duration day/level</p><p>· Planar Binding; up to three outsiders/elemental with total up to 12 HD, Greater Planar Binding; up to three outsiders/elementals with total up to 18 HD</p><p>· Reincarnation:</p><p>It now has a Material component (rare oils and unguent worth 1000 gp or more).</p><p>The body part(s) you're using must have been part of the creature at time of death.</p><p>If the creature was 1st level (or had 1 HD), it loses 2 constitution instead of 1 level or 1 HD; this loss cannot be repaired by any means.</p><p>A creature turned into an undead or killed by a death effect can't be returned to life by this spell, neither can someone who has died of old age and constructs, elementals, outsiders and undead.</p><p>You do not gain automatically the language of the new form.</p><p>Not only a wish spell, but also a miracle spell can restore a reincarnated character to his/her original form.</p><p>There is no mention of becoming a magical beast when reincarnated into an animal.</p><p>The table list now humanoids and is used for humanoids receiving the spell (Bugbear, Dwarf, Elf, Gnoll, Gnome, Goblin, Half-elf, Half-orc, Halfling, Human, Kobold, Lizardfolk, Orc, Troglodyte, and Other/DM's choice). For other types of creatures the DM should create a similar table or choose the new form.</p><p>· Improved invisibility--> Invisibility, greater lasts for 1 round/level(D)</p><p>· Disintegrate: causes 2d6 /level cap at 40d6 --when reduced to 0 hp, the target is disintegrated--successful save is only 5d6 damage</p><p>· Enervation: range 25 ft + 5 ft/2 lvls -- text changes: bolt has become a ray; undead gain 1d4x5 temporary hp for 1 hour</p><p>· Enlarge person, mass: lvl S/W 4 -- one humanoid/level, no more than 30 feet apart</p><p>· Heal 10 hp/lvl cap at 150 pts</p><p>· Heal, Mass: C 9 Healing 9 -- as heal, 250 pts cap -- range: close, Targets: one or more creatures within 30 feet of each other</p><p>· Symbol: gone, in it's place: (C=Clr S/W = Sor/Wiz)</p><p>Symbol of Death C/S/W 8</p><p>Symbol of Fear C/S/W 6</p><p>Symbol of Insanity C/S/W 8</p><p>Symbol of Persuasion C/S/W 6</p><p>Symbol of Sleep C/S/W 5</p><p>Symbol of Stunning C/S/W 7</p><p>Symbol of Weakness C/S/W 7</p><p>· Overland Flight: S/W 5 -- Range: Personal -- 1 hour/level at 40/30 feet average maneuverability</p><p>· Evard’s Black tentacles: duration from 1 hour/lvl now down to 1 round/lvl</p><p>· Righteous Might:</p><p>- Increase size category by one (double height, 8 times weight, other usual modifiers)</p><p>- +8 Str, +4 Con, +4 natural armor</p><p>- 9th lvl: gain DR 5/evil or 5/good</p><p>- 12th lvl: gain DR 10/evil or 10/good</p><p>- 15th lvl: gain DR 15/evil or 15/good</p><p>· </p><p> zz. Summon Monster Lists: </p><p>Summon monster I: Celestial Dog; Celestial Owl; Celestial Giant Fire beetle.; Celestial Porpoise; Celestial badger; Celestial Monkey; Fiendish Dire Rat; Fiendish Raven; Fiendish Monstrous Centipede, medium; Fiendish Monstrous Scorpion, small; Fiendish Hawk; Fiendish Monstrous Spider, small; Fiendish Octopus; Fiendish Snake, small Viper</p><p>Summon Monster II: Celestial Giant Bee; Celestial Giant Bombardier Beetle; Celestial Riding Dog; Celestial Eagle; Lemure (Devil); Fiendish Squid; Fiendish Wolf; Fiendish Monstrous Centipide, large; Fiendish Monstrous Scorpion, medium; Fiendish Shark, medium; Fiendish Monstrous Spider, medium; Fiendish Snake, medium Viper</p><p>Summon Monster III: C black bear; C bison; C dire badger; C hippogriff; elemental, small (any); F ape; F dire weasel; hell hound; F snake, constrictor; F boar; F dire bat; F monstrous centipede, huge; F crocodile; dretch (demon); F snake, large viper; F wolverine</p><p></p><p>Summon Monster IV: Archon, lantern; C giant owl; C giant eagle; C lion; mephit (any); F dire wolf; F giant wasp; F giant praying mantis; F shark, large; yeth hound; F monstrous spider, large; F snake, huge viper; howler</p><p></p><p>Summon Monster V: Archon, hound; C brown bear; C giant stag beetle; C sea cat; elemental, medium (any); achaierai; devil, bearded; F deinonychus; F dire ape; F dire boar; F shark, huge; F monstrous scorpion, large; shadow mastiff; F dire wolverine; F giant crocodile; F tiger</p><p></p><p>Summon Monster VI: C polar bear; C orca whale; bralani (eladrin); C dire lion; elemental, large (any); janni (genie); chaos beast; devil, chain; xill; F monstrous centipede, gargantuan; F elasmosaurus; F monstrous spider, huge; F snake, giant constrictor</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 942277, member: 5868"] 7. Spells a. Haste Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow. Material Component: A shaving of licorice root. b. Harm/Heal allow a Fortitude save, failure results in half damage. Both spells are capped at 150 points damage (10 points damage per caster level). c. Shield Abjuration [Force] Level: Sor/Wiz 1; Components: V, S; Casting Time: Standard action; Range: Personal; Target: You; Duration: 1 minute/level (D) Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster. The disk also intercepts attacks, providing a +4 shield bonus to AC. The shield carries no armor penalty or arcane spell failure chance. d. Endurance is now renamed “Bear’s Endurance”; “animal buff” spells are added to the druid and ranger spell list. All “animal” stat enhancing spell durations reduced to 1 min/level, but each has a fixed stat increase of +4, instead of a variable range. e. Hold spells now allow a save each round; success indicates the effect wears off. f. Polymorph other/self are dramatically changed, specifically they are now polymorph/baleful polymorph with a 1 min/level duration and permanent duration respectively; baleful polymorph allows only relatively harmless forms. When a character uses polymorph or any similar effect to change form, his equipment either remains worn or held (if possible) or melds and becomes nonfunctional. Thus, wild shaping druids should be able to "hold on to" many more items than normal. Baleful Polymorph: Drd5, Wiz/Sor5 Comp: V, S Range: Close 25 ft. + 5ft./2 lvls Target 1 creature Duration: Permananet Save: Fort negates, will partial, see text spell resist: yes as polymorph, but target creature can only be polymorphed into Small or smaller creature. If spell succeeds, make will save, if failed loses all extraordinary, supernatural and spellcasting abilities, also gains alignment, int, wis, and cha of creature. g. Stoneskin provides DR 10/adamantine. h. Slow reduces a character to a move or standard action per round; move is at half speed with –1 to attack, AC, and reflex saves. i. Greater Magic Weapon now grants +1/4 levels instead of +1/3. j. Instead of doubling movement, expeditious retreat, boots of striding and springing, and similar movement enhancing magic devices and spells now provide fixed movement bonuses. k. New Spells: Waves of Fatigue Necromancy Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: No Spell Resistance: Yes Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. Waves of Exhaustion Necromancy Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: No Spell Resistance: Yes Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. Crushing Despair (demoralizes foes, and the revised Barghest can use it as a spell-like ability 1/day) Mass Cat's Grace and Mass Cure Light Wounds Scorching Ray, Evocation [Fire], comp: VS, range: Close, dur: Instant, save: No, SR: Yes Fire one ray, plus 1/4 lvls beyond 3rd (to max of 3 rays). Each ray is ranged touch attack, deals 4d6 fire dmg. Targets must be within 30 ft of eachother. Deep Slumber (improved sleep, Close range, 10 HD, Sor/Wiz3 Brd 3) Moment of Prescience Divination Luck 8, Sor/Wiz 8 Personal; Duration 1 hr/lvl or until discharged Once during the spell's duration, you can gain an insight bonus equal to caster level (max +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack. You can activate the spell at any time, even on another character's turn (it doesn't take an action). Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time. l. Heal now fixes exhaustion and fatigue (among a laundry-list of other conditions). m. Lesser restoration now eliminates fatigue, and restoration/greater restoration eliminate fatigue and exhaustion. n. The spell Negative Energy Protection has been removed, and its spell effect has been rolled into Death Ward. o. Finger of Death You can slay any one living creature within range (25ft + 5ft/2 levels). The target is entitled to Fort save to survive the attack. IF the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (max +25). The subject might die from damage even if it survives its saving throw. p. Divine power grants a +6 Enhancement bonus to Str and +1 HP/caster level, and BAB equal to your level. q. Burning Hands now has a cone area of effect rather than a semicircular emanation. r. Animate Dead is now a 4th Level Wiz/Sor spell (not 5th). s. Changes to Permanency: Arcane Sight and Protection from Arrows have been added to the 'Self' list. Greater Magic Fang, Rary's Telepathic Bond, and Reduce were added to the 'Self or Other' list. Animate Objects, Mordenkainen's Private Sanctum, Prismatic Wall, the Symbols have been separated into separate spells and they too have been added to the 'General' list. t. Barkskin is now a 2nd level spell that gives +2 AC +1 (natural armor bonus) per 3 levels over 3 to a max of +5. It lasts 10 min/level. Barkskin now grants an enhancement bonus to a creature's natural armor bonus, in the same way that magic armor grants an enhancement bonus to the armor's armor bonus. This means it *stacks* with a creature's existing natural armor, making it a great spell for the druid's animal companion. The progression is +2 at 3rd, +3 at 6th, +4 at 9th, and +5 at 12th and above. In general, magic effects that increase natural armor should all be read as adding an enhancement bonus to natural armor (most, if not all, state this clearly). Thus, barkskin wouldn't stack with the amulet. The only "source" for actual natural armor is to get it as a racial feature of your creature "kind." u. Call Lightning’s casting time is 1 Round and it lasts 1 minute/level. You can call 1 bolt/round that does 3d6 Damage, if there is already a storm the bolts do 3d10 damage. v. Identify is a L1 Bard/Sor/Wiz L2 Magic spell. 1 Hour to cast, affects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather. w. Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It takes 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop. x. Wall of Force no longer has the hemisphere/sphere function; it must be flat and unbroken. y. Shapechange: You can turn into any single non-unique creature with no more than twice your level in Hit Dice (max 50) z. True Resurrection: requires 25000 gp of diamond dust and will bring back outsiders. Resurrection has a 10000 gp component; Raise Dead a 5000 gp component. aa. Time Stop: This spell seems to make time cease to flow for everyone by 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 (such as Cloudkill) have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or word by a creature stuck in normal time, but yyou 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. bb. Entangle: There is no longer an Attack or Dex penalty to entangled characters (at least not in the spell description) and the caster no longer needs to make a concentrate check to maintain the Entangle while casting. cc. Awaken: It grants trees and animals 3d6 Int (trees also get 3d6 Wis and Cha animals get +1d3 Cha and 2 HD). Awakened Animals may not act as Animal Companions, Familiars, or Special Mounts. dd. The Jump spell now starts at a +10 bonus and goes up by caster level to a maximum of +30 at caster level 9. ee. Alter self has undergone significant changes. It's now more like a lesser form of polymorph (self only). The gist is that you take the form of a humanoid (or other creature of your same type) within one size category of yours, and of a maximum HD equal to yours. You retain most of your own qualities, but gain the "physical qualities" of the new form, including size, movement, natural armor, natural weapons, racial bonuses, and any "gross physical qualities (wings, extra arms, etc.), though extra arms don't let you make more attacks than normal. You don't gain any extraordinary, supernatural, or spell-like abilities of the form. ff. Change to cleric’s Animal domain: The granted power is now speak with animals 1/day and Knowledge (nature) as a class skill. gg. Clerics may spontaneously cast mass cure spells. The upper healing limits on these spells are higher: 1d8+25 for MCLW, 2d8+30 for MCMW, 3d8+35 for MCSW, and 4d8+40 for MCCW. Mass Heal is 9th level, heals 10 pts/level, max 250. There are mass inflict spells at the same level. Note: There is no Mass Harm; heal/harm are not spontaneously castable. hh. Several spells have changed schools. Teleportation spells are now Conjuration (Teleporting) instead of Transmutation. Spells that utilized fear or curses have tended to get shifted to Necromancy. The power word spells are now Enchantment. The symbol spells are all either Enchantment or Necromancy. Ray of Frost is now Evocation. ii. Teleport is limited to 100 miles/level. jj. Meteor Swarm: the spell creates four 6d6 fireballs that can be targeted separately (each exploding in a 40-foot-radius spread). You can also fire each meteor at a particular target; a successful ranged attack deals 2d6 bludgeoning damage and allows no save against the resulting fireball. Assuming no special resistance or vulnerability, that's a best-case scenario of 32d6 damage, no save, to a single target and 24d6 damage, Reflex half, to everything within 40 feet. kk. Enlarge: Enlarge person now increases a humanoid creature's size by one category. This gives the creature +2 Str, -2 Dex, affects its size modifier to AC & attacks, etc., etc. A Medium creature enlarged to Large would have a 10-ft. face and a 10-ft. reach. It doesn't grant the full benefits of a size increase associated with monster advancement, such as Con and natural armor boosts. ll. Eyebite is now a Necromancy [Evil] spell. It sickens, panics, or renders comatose one or more targets. mm. Slow: Brd3, Sor/Wiz3 (Transmutation), Close range, 1 creature/level up to 30 ft. apart, 1 rd/lvl duration, Will negates. Targets will be limited to a single move or standard action each round (but not both, nor may it take full-round actions). They also take a -1 penalty on attacks, AC, and Reflex saves, and move at half normal speed. nn. Find traps now grants an insight bonus to Search equal to one-half caster level, in addition to the rogue's trapfinding ability. oo. Every spellcasting class in the PH now has a selection of stat-booster spells. Typically, we chose the spells that the character was most likely to want to cast on himself. Bards have Dex, Cha, and Int; clerics Con, Str, Wis, and Cha; druids Con, Str, Dex, and Wis; paladins Str, Cha, and Wis; rangers Con, Wis, and Dex; and sor/wiz get 'em all (they break the guideline described previously). pp. Tenser's transformation in 3.5 simply grants the character a BAB equal to her character level, regardless of the class levels she might have. It also grants +4 enhancement to Str, Dex, and Con, +4 natural armor bonus, +5 competence bonus on Fort saves, and proficiency with all simple and martial weapons. qq. Blade Barrier works much more like the wall spells now, rather than as the area-attack spell it had come to be treated as. rr. Greater arcane sight (7th), greater prying eyes (8th), and moment of prescience (8th) are all "new" Sor/Wiz divination spells. ss. Polar Ray: 8th-level spell; Ranged touch at close range, no save, 1d6 cold damage/level (max 25d6). tt. Horrid wilting is down to 1d6/level, max 20d6 (or d8/level vs. water elementals and plant creatures). uu. Longstrider is personal range with 1 hour/level duration, gives +10 enhancement to land speed (druid 1 /ranger 1/ Travel 1). vv. Rage spell Enc (Com)[Mind], Brd2, Sor/Wiz 2, range: Medium, target: willing creature/3 lvls within 30 ft of each other, dur: Con + 1 r/l (D); Morale bonuses: +2 Str, +2 Con, +1 Will Save, -2 AC, otherwise same as barbarian's rage, subjects aren't fatigued at the end of the rage. ww. Ray of Exhaustion, Sor/Wiz 3, VSM, range: Close, dur: 1 m/l, save: Fort partial, sr: Yes Ranged touch, subject is immediately exhausted for the spell's duration. Successful save means creature is only fatigued. A character that is already fatigued becomes exhausted. No effect on an already exhausted creature. xx. Sleep is now a full-round spell, capped at 4 HD. yy. Other spell changes: · Invisibility: Duration has changed from 10 minutes/level to 1 minute per level · Temporal Stasis: 9th -> 8th level · Simulacrum: limited to 2ce your levels or hit dice. And the gp cost is 100 gp powdered ruby per HD, XP cost: 100 XP per HD, with a minimum of 1000 XP · Ice storm: Level:4 Duration: 1 full round, -4 penalty check to listening in the area of effect, all land movement is halved for the entire duration. At the end the hail disappears, leaving no after effects except the damage dealt. · Fly: fly 60 (40) for 1 m/l, good maneuverability · Air Walk: thread on air like on ground, 10 m/l · Dimension Door: no pure weight limit, but take one medium sized creature with maximum load with you / 3 levels · Teleport: still has % table for on/off/similar/mishap · Lesser Planar Binding, target: outsider or elemental with 6 HD or less, you can ask the creature to do stuff, creature can get free with charisma check vs DC (15+1/2 casterlvl + casters Cha), once request is completed the creature is free after telling the caster. Maximum duration day/level · Planar Binding; up to three outsiders/elemental with total up to 12 HD, Greater Planar Binding; up to three outsiders/elementals with total up to 18 HD · Reincarnation: It now has a Material component (rare oils and unguent worth 1000 gp or more). The body part(s) you're using must have been part of the creature at time of death. If the creature was 1st level (or had 1 HD), it loses 2 constitution instead of 1 level or 1 HD; this loss cannot be repaired by any means. A creature turned into an undead or killed by a death effect can't be returned to life by this spell, neither can someone who has died of old age and constructs, elementals, outsiders and undead. You do not gain automatically the language of the new form. Not only a wish spell, but also a miracle spell can restore a reincarnated character to his/her original form. There is no mention of becoming a magical beast when reincarnated into an animal. The table list now humanoids and is used for humanoids receiving the spell (Bugbear, Dwarf, Elf, Gnoll, Gnome, Goblin, Half-elf, Half-orc, Halfling, Human, Kobold, Lizardfolk, Orc, Troglodyte, and Other/DM's choice). For other types of creatures the DM should create a similar table or choose the new form. · Improved invisibility--> Invisibility, greater lasts for 1 round/level(D) · Disintegrate: causes 2d6 /level cap at 40d6 --when reduced to 0 hp, the target is disintegrated--successful save is only 5d6 damage · Enervation: range 25 ft + 5 ft/2 lvls -- text changes: bolt has become a ray; undead gain 1d4x5 temporary hp for 1 hour · Enlarge person, mass: lvl S/W 4 -- one humanoid/level, no more than 30 feet apart · Heal 10 hp/lvl cap at 150 pts · Heal, Mass: C 9 Healing 9 -- as heal, 250 pts cap -- range: close, Targets: one or more creatures within 30 feet of each other · Symbol: gone, in it's place: (C=Clr S/W = Sor/Wiz) Symbol of Death C/S/W 8 Symbol of Fear C/S/W 6 Symbol of Insanity C/S/W 8 Symbol of Persuasion C/S/W 6 Symbol of Sleep C/S/W 5 Symbol of Stunning C/S/W 7 Symbol of Weakness C/S/W 7 · Overland Flight: S/W 5 -- Range: Personal -- 1 hour/level at 40/30 feet average maneuverability · Evard’s Black tentacles: duration from 1 hour/lvl now down to 1 round/lvl · Righteous Might: - Increase size category by one (double height, 8 times weight, other usual modifiers) - +8 Str, +4 Con, +4 natural armor - 9th lvl: gain DR 5/evil or 5/good - 12th lvl: gain DR 10/evil or 10/good - 15th lvl: gain DR 15/evil or 15/good · zz. Summon Monster Lists: Summon monster I: Celestial Dog; Celestial Owl; Celestial Giant Fire beetle.; Celestial Porpoise; Celestial badger; Celestial Monkey; Fiendish Dire Rat; Fiendish Raven; Fiendish Monstrous Centipede, medium; Fiendish Monstrous Scorpion, small; Fiendish Hawk; Fiendish Monstrous Spider, small; Fiendish Octopus; Fiendish Snake, small Viper Summon Monster II: Celestial Giant Bee; Celestial Giant Bombardier Beetle; Celestial Riding Dog; Celestial Eagle; Lemure (Devil); Fiendish Squid; Fiendish Wolf; Fiendish Monstrous Centipide, large; Fiendish Monstrous Scorpion, medium; Fiendish Shark, medium; Fiendish Monstrous Spider, medium; Fiendish Snake, medium Viper Summon Monster III: C black bear; C bison; C dire badger; C hippogriff; elemental, small (any); F ape; F dire weasel; hell hound; F snake, constrictor; F boar; F dire bat; F monstrous centipede, huge; F crocodile; dretch (demon); F snake, large viper; F wolverine Summon Monster IV: Archon, lantern; C giant owl; C giant eagle; C lion; mephit (any); F dire wolf; F giant wasp; F giant praying mantis; F shark, large; yeth hound; F monstrous spider, large; F snake, huge viper; howler Summon Monster V: Archon, hound; C brown bear; C giant stag beetle; C sea cat; elemental, medium (any); achaierai; devil, bearded; F deinonychus; F dire ape; F dire boar; F shark, huge; F monstrous scorpion, large; shadow mastiff; F dire wolverine; F giant crocodile; F tiger Summon Monster VI: C polar bear; C orca whale; bralani (eladrin); C dire lion; elemental, large (any); janni (genie); chaos beast; devil, chain; xill; F monstrous centipede, gargantuan; F elasmosaurus; F monstrous spider, huge; F snake, giant constrictor [/QUOTE]
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