New Spells and such
Hey all-
I finally got around to posting some of the spells we've been using in our campaign. I was about to post them to the wiki site, but thought I'd run them past you all to get some feedback.
I've divided the spells into three sections: d20 conversions, new spells, and a few new feats that we've come up with (though we haven't tried any of them yet).
Thanks for the assist,
Okay, I've broken this post into three parts so as to make comments easier. Sorry for the long original post (they're still long, but not as bad).
This first one will just be d20 spell conversions...
d20 SPELL CONVERSIONS
0 MP Spells
Anarchic Water
Infuse Chaos 0/Gen 0
Total MP: 0
Range: Touch
Area: one pint of water
Duration: Instantaneous
Save: None
Spell Resistance: No
Description: This spell imbues a flash (1 pint) of water with the energy of chaos, turning it into anarchic water. Requires the Craft Charged Item feat (cost: 10 gp + 1 XP). Costs: 0 MP Infuse Chaos.
Similar spells exist for Holy Water, Axiomatic Water, and Unholy water.
Blur
Illusion Shadow 0/Gen 0
Total MP: 0
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell or the like does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject or that have blindsense or blindsight ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).Costs: 0 MP simple visual illusion.
1 MP Spells
Beastland Ferocity
Charm Humanoid 0/Gen 1
Total MP: 1
Range: Touch
Area: one humanoid
Duration: 10 minutes
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: You unleash the savage will to survive inherent in every creature. The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying. If the creature is reduced to -10 hit points, it dies normally. Costs: 0 MP mild bravery, 1 MP duration.
Camoflage
Illusion Shadow 1/Gen 0
Total MP: 1
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The affected creature is concealed by a fair illusion granting a +10 bonus to Hide checks. Costs: 1 MP standard visual illusion.
Darkvision
Scry 1/Gen 0
Total MP: 1
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates
Spell Resistance: yes
Description: For the duration the target gains darkvision 30. Costs: 1 MP darkvision.
Daze
Charm Humanoid 0/Gen 1
Total MP: 1
Range: Close
Area: one creature
Duration: 1 minute
Save: Will negates
Spell Resistance: yes
Description: The caster dazes a creature of 5 HD or less. The dazed creature can take no actions, but can defend itself normally for the duration. Costs: 0 MP weak daze, 1 MP range.
Featherfall
Move Air 0/Gen 1
Total MP: 1
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates
Spell Resistance: yes
Description: This signature spell is quickened, allowing it to be cast after you fall, before you hit the ground. You fall at a safe speed of 60 ft. per round. Costs: 0 MP featherfall, 1 MP quickened signature spell (cantrip). This spell requires the Quickened Spell feat.
Resistance
Abjure Force 0/Gen 1
Total MP: 1
Range: Touch
Area: one humanoid
Duration: 1 hour
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: You get a +1 resistance bonus on all saves for the duration. Costs: 0 MP free cantrip effect, 1 MP duration.
Spook
Charm Humanoid 0/Gen 1
Total MP: 1
Range: Close
Area: one creature
Duration: 1 minute
Save: Will negates
Spell Resistance: yes
Description: The target is spooked and suffers from being shaken (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). Costs: 0 MP weak fear, 1 MP range.
2 MP Spells
Darkvision
Scry 1/Gen 1
Total MP: 2
Range: Touch
Area: one humanoid
Duration: 10 minutes
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: The target gets darkvision 30’ for the duration. Costs: 1 MP scry darkvision, 1 MP duration.
3 MP Spells
Invisibility
Illusion Shadow 3/Gen 0
Total MP: 3
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The affected creature is protected by a complex visual illusion. If the affected creature deal damage to, or casts a spell and has it resisted by, another creature, that creature is allowed to attempt to disbelieve automatically, with a +4 bonus. Costs: 3 MP complex visual illusion.
Magic Missile
Evoke Force 2/Gen 1
Total MP: 3
Range: Close
Area: one creature
Duration: Instantaneous
Save: None
Spell Resistance: yes
Description: The caster fires force missiles that strike the target for 3d6 force damage with a successful ranged touch attack. Costs: 2 MP damage, 1 MP range.
Melf’s Acid Arrow
Create Acid 1/Infuse Force 1/Gen 1
Total MP: 3
Range: Touch
Area: Fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 minutes
Save: None
Spell Resistance: No
Description: You turn ammunition (such as arrows, bolts, shuriken, and stones) into acidic projectiles. Each piece of ammunition deals an extra 1d6 points of acid damage to any target it hits. Additionally each missile gains a +1 enhancement bonus on attacks and damage. Costs: 1 MP damage, 1 MP duration, 1 MP infuse force
Obscuring Mist
Create Mist 0/Gen 3
Total MP: 3
Range: 0
Area: 20 foot radius sphere
Duration: 10 minutes
Save: None
Spell Resistance: No
Description: The caster creates a cloud of mist that obscures sight. Total concealment for more than 5’ away, partial concealment to 5’ (20% miss). Mist can be dispersed by strong winds. Costs: 0 MP mist, 2 MP area, 1 MP duration.
Protection from Elements
Abjure Force 2/Gen 1
Total MP: 3
Range: Touch
Area: Creature Touched
Duration: 10 minutes
Save: None
Spell Resistance: No
Description: The affected creature is protected from energy damage. The creature has energy resistance (all) of 5. Costs: 2 MP energy resistance, 1 MP duration.
Shield (Force)
Create Force 2/Move Force 1/Gen 0
Total MP: 3
Range: 0
Area: tower shield
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Creates a tower shield of force that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 2 MP elemental object, 1 MP effective strength.
Sleep
Charm Humanoid 1/Gen 2
Total MP: 3
Range: Close
Area: 10 foot radius sphere
Duration: 1 minute
Save: Will negates
Spell Resistance: yes
Description: Creatures in the area (up to 7 HD) fall asleep unless they make their Will save. Costs: 0 MP weak sleep, 1 MP range, 1 MP area, 1 MP increase threshold
4 MP Spells
Tiefling/Eladrin Blessing
Infuse Lighting 3/Gen 1
Total MP: 4
Range: Touch
Area: Creature touched
Duration: 10 minutes
Save: None
Spell Resistance: No
Description: The creature touched is filled with a bit of infernal/divine power. They gain a +2 enhancement bonus to Charisma and to Dexterity. Costs: 3 MP enhance two ability scores, 1 MP duration.
5 MP Spells
Avoid Planar Effects
Transform Outsider 4/Gen 1
Total MP: 5
Range: Touch
Area: one creature
Duration: 10 minutes
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: The target gains a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait that some planes have. Costs: 4 MP transform strong defenses, 1 MP duration.
Hamatula Barbs
Transform Outsider 2/Gen 3
Total MP: 5
Range: Touch
Area: one creature
Duration: 1 hour
Save: Fortitude (harmless)
Spell Resistance: yes (harmless)
Description: This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from its skin, equipment, or clothing, whichever is appropriate when the spell is cast. Any creature striking the subject with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject’s barbs. This damage does not apply to attackers using reach weapons. The subject itself is not harmed by its own barbs. Costs: 2 MP transform outsider (partial unique form, est. CR 1), 3 MP duration.
Mechanus Mind
Abjure Force 2/Infuse Death 2/Gen 1
Total MP: 5
Range: Touch
Area: one creature
Duration: 10 minutes
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: Like entities that inhabit the plane of Mechanus, the subject of Mechanus Mind temporarily becomes a being of focused order. The subject gains a +4 bonus on Will saving throws to resist mind-affecting spells. While in the grip of Mechanus Mind, the subject also becomes more analytical and less emotional. The subject gains a +2 bonus on all Intelligence-based checks, but takes a -2 penalty on Charisma-based checks.
Touch of Adamantine
Transform Metal 4/Gen 1
Total MP: 5
Range: Touch
Area: weapon touched
Duration: 10 minutes
Save: Fortitude (harmless)
Spell Resistance: yes
Description: This spell grants one weapon the properties of an adamantine weapon. The weapon gains a +1 enhancement bonus on attack rolls (as though it were a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20. The affected weapon also has one-third more hit points than normal for the duration of the spell. You can’t cast this spell on a natural weapon, such as an unarmed strike. A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. If the weapon is made of another special material (cold iron or silver for example), it loses the benefits of its original special material for the spell’s duration. Costs: 1 MP duration, 4 MP transform (based on the cost of create).
6 MP Spells
Flaming Sphere
Evoke Fire 4/Move Force 1/Gen 1
Total MP: 6
Range: Close
Area: small flaming sphere
Duration: 1 minute
Save: None
Spell Resistance: yes
Description: Conjures a flaming sphere that does 1d6 fire damage to any creature it touches with a successful ranged touch attack. The caster can move the sphere to attack the same or a new creature each round. Costs: 4 MP enduring damage, 1 MP range, 1 MP effective strength.
Mantle of Chaos
Abjure Law 3/Gen 3
Total MP: 6
Range: Touch
Area: one creature
Duration: 1 hour
Save: Will (harmless)
Spell Resistance: yes
Description: Flickering yellow chaotic energy surrounds you. This power grants you spell resistance 14 against lawful spells and spells cast by lawful creatures. Costs: 3 MP abjure law spell resistance, 3 MP duration.
7 MP Spells
Belker Claws
Evoke Air 7/Gen 0
Total MP: 7
Range: Touch
Area: Living creature or creatures touched
Duration: 1 minute
Save: Fortitude half
Spell Resistance: yes
Description: This spell transforms one of your hands into a smoky claw like that of a belker. With a successful touch attack, you fill a living target’s lungs with smoke. The smoke inside the victim solidifies into miniature claws and begins to rip at the surrounding organs, dealing 3d4 points of damage. A successful Fortitude save halves the damage dealt. The smoke lasts for two rounds, doing another 3d4 points of damage during the second round. You can use this melee touch attack once per round up to a maximum of twice. Costs: 7 MP air damage split over multiple creatures and rounds.
Telepathy Tap
Compel Humanoid 4/Divination 1/Gen 2
Total MP: 7
Range: 0
Area: 20’ radius
Duration: Concentration
Save: Will negates
Spell Resistance: yes
Description: You can overhear the telepathic conversations of other creatures within the spell’s area. Telepathy tap does not allow you to detect the uncommunicated thoughts of creatures or understand conversations spoken in languages you do not comprehend. In an area where numerous telepathic conversations are occurring at the same time, you must specify the creatures you wish to overhear during a given round. You can separate and decipher the telepathic messages of a number of creatures equal to 1+ your Int bonus. Telepathy Tap does not allow you to overhear the telepathic conversations of creatures protected by a mind blank spell, nor does it grant the ability to telepathically communicate with other creatures. Creatures get an initial save to resist the spell, but if they fail are affected for the entire duration.
Costs: 1 MP mind scan, 3 MP subtle compulsion, 1 MP dowse simple, 2 MP area.
8 MP Spells
Antimagic Shell
Dispel Magic 5/Gen 3
Total MP: 8
Range: Medium
Area: 10’ radius
Duration: 1 minute
Save: none
Spell Resistance: special
Description: A sphere of antimagic is created generating SR 15+caster’s ranks in Dispel Magic. Magic items and permanent effects are suppressed if their caster level +11 is less than the SR of the spell. Costs: 5 MP antimagic, 2 MP range, 1 MP area.
Confusion
Charm Humanoid 4/Gen 4
Total MP: 8
Range: Close
Area: 20 foot radius
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
Description: Creatures in the area (up to 13 HD) when the spell is cast are confused for the duration. Costs: 0 MP weak confusion, 4 MP increase threshold, 1 MP range, 1 MP duration, 2 MP area.
Infernal Wound
Create Death 8/Gen 0
Total MP: 8
Range: Touch
Area: weapon touched
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded devils and horned devils. A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the remaining duration of the spell. The continuing hit point loss can be stopped by a Heal check (DC 10 + MP/2 + caster’s ability mod), a cure spell, or a heal spell. Costs: 8 MP elemental weapon (damage averaged and spread over duration).
Evil Glare
Evoke Death 6/Gen 2
Total MP: 8
Range: 30 feet
Area: living creatures
Duration: 1 minute and 1d8 rounds; see text
Save: Will negates
Spell Resistance: yes
Description: This spell, inspired by the malevolent gaze of the shadowy nightwalkers, causes your eyes to glow with dark energy. Immediately upon completion of the spell, you may target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze). Once per round after that for the duration of the spell, you can target another creature with your glare as a move action. You can’t target the same creature twice with a single casting of the spell, regardless of the success of its saves. Cost: 6 MP death damage (swapped out for paralysis), 1 MP range, 1 MP duration (divided among targets).
Globe of Invulnerability, Lesser
Dispel Magic 5/Gen 3
Total MP: 8
Range: 0
Area: 10’ radius
Duration: 10 minutes
Save: none
Spell Resistance: special
Description: In immobile faintly shimmering sphere surrounds you and excludes all spell effects unable to penetrate SR 15+caster’s ranks in Dispel Magic. The area of effect of any such spells does not include the area of the globe. The caster is unaffected by the globe and up to 8 other creatures can also be unaffected. The globe can be brought down by a targeted dispel magic, but not an area dispel magic. Note that spell effects are not disrupted; they are merely suppressed while within the globe. Magic items and permanent effects are suppressed if their caster level +11 is less than the SR of the spell. Costs: 5 MP antimagic, 1 MP duration, 1 MP area, 1 MP discerning.
Magic Missiles
Evoke Force 5/Gen 3
Total MP: 8
Range: Close
Area: up to 8 creatures in a 20’ diameter sphere
Duration: Instantaneous
Save: None
Spell Resistance: yes
Description: The caster fires force missiles that automatically strike up to eight targets for 3d4+3 force damage. Costs: 5 MP damage (halved for no save), 1 MP range, 1 MP area, 1 MP discerning.
Shield of Glory
Abjure Nature 3/ Abjure Force 4/Gen 1
Total MP: 8
Range: 0
Area: one creature touched
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: An armor like force strengthens the creatures clothing or skin providing a +4 enchanement bonus to AC and providing resistance 10 versus all forms of energy. Costs: 3 MP abjure nature AC, 4 MP abjure force resistance, 1 MP duration.
Tiefling/Eladrin Blessing, Greater
Infuse Lava 4/Infuse Force 1/Gen 3
Total MP: 8
Range: Touch
Area: Creature touched
Duration: 1 hour
Save: None
Spell Resistance: No
Description: The creature touched is filled with a bit of infernal/divine power. They gain a +4 enhancement bonus to Charisma and a +2 enhancement bonus to attacks. Costs: 4 MP enhance one ability scores, 1 MP enhance attack, 3 MP duration.
Magic Weapon, Greater
Infuse Force 5/Gen 3
Total MP: 8
Range: Touch
Area: weapon touched
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The weapon touched by the caster gains a +5 enhancement bonus on attacks and damage. It is also considered a magical weapon for purposes of overcoming damage reduction. Costs: 5 MP enhance attack, 3 MP duration.
Haste, Greater
Infuse Time 5/Gen 3
Total MP: 8
Range: 0
Area: caster
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The caster is placed slightly outside the time stream such that he is moving slightly quicker than the normal world. As a result he gains an extra standard action each round. This spell counters and is countered by slow. Costs: 5 MP enhance time, 3 MP duration.
X-Ray Vision
Scry 5/Gen 3
Total MP: 8
Range: 60’
Area: caster
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: For the duration the caster is granted omnivision. He can see through solid objects, with a range of 60’. Darkness still provides concealment, but objects, fog, etc. do not. The caster can choose not to see certain objects, such as if he wants to be able to shield himself from a medusa hiding behind a rock. Costs: 3 MP Omnivision, 2 MP extended range, 3 MP duration.
Fast Healing
Heal Life 8/Gen 0
Total MP: 8
Range: 0
Area: caster
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The caster gains fast healing 7 for the duration of the spell. Costs: 8 MP enduring curing.
Owl’s Wisdom, Greater
Infuse Water 8/Gen 0
Total MP: 8
Range: 0
Area: caster
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster is infused with energy gaining +8 enhancement bonus to Wisdom. Duration 10 minutes for Infuse Specialist. Costs: 8 MP increased stat.
Cat’s Grace, Greater
Infuse Air 8/Gen 0
Total MP: 8
Range: 0
Area: caster
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster is infused life energy gaining +8 enhancement bonus to Dexterity. Duration 10 minutes for Infuse Specialist. Costs: 8 MP increased stat.
Bull’s Strength, Greater
Infuse Earth 8/Gen 0
Total MP: 8
Range: 0
Area: caster
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster is infused with energy gaining +8 enhancement bonus to Strength. Duration 10 minutes for Infuse Specialist. Costs: 8 MP increased stat.
Displacement
Illusion Shadow 1/Illusion Lightning 4/Gen 3
Total MP: 8
Range: 0
Area: caster
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster form is hazy and indistinct; his actual location is hard to determine. Creatures have a 50% miss chance with any attack. True seeing or blind-sight will prevent this, but detect invisibility will not. Costs: 1 MP standard visual illusion, 4 MP intensify visual, 3 MP duration.
11 MP Spells
Anarchic Storm
Create Water 1/Evoke Chaos 8/Gen 2
Total MP: 11
Range: 0
Area: 20’ radius centered on caster
Duration: 1 minute
Save: Reflex 1/2
Spell Resistance: yes
Description: A driving rain falls reducing hearing and vision and giving a -4 penalty on Listen, Spot, and Search checks. Additionally, the rain gives a -4 penalty on ranged attacks that pass through the area. The force of the rain extinguishes unprotected flames and has a 50% chance to extinguish protected flames. Lawful creatures in the area take 2d6 damage each round, Neutral creatures take half damage (1/4 with a successful save), and Chaotic creatures take no damage. Costs: 1 MP create water, 8 MP enduring damage, 2 MP area.
A Lesser version of this spell exists that uses Evoke Chaos 4 (Total MP cost 7) that only does 1d6 damage to Lawful creatures each round. Costs: 1 MP create water, 4 MP enduring damage, 2 MP area.
Similar spells exist for Axiomatic Storm (damages Chaotics), Infernal Storm (damages Goods), and Heavenly Storm (damages Evils).
Wall of Force
Create Force 9/Gen 2
Total MP: 11
Range: 0
Area: 10 foot radius around caster
Duration: 10 minutes
Save: None
Spell Resistance: No
Description: A sphere of force of up to 10 foot radius surrounds the caster. The sphere has hardness 50, energy resistance 50, and 50 hit points per 5’ section. Costs: 3 MP elemental object, 6 MP force special effect, 1 MP area, 1 MP duration.
12 MP Spells
Attune Form
Transform Outsider 4/Gen 8
Total MP: 12
Range: Touch
Area: one creature
Duration: 1 day
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: Other than the duration, this spell exactly resembles Avoid Planar Effects. Costs: 4 MP transform strong defenses, 8 MP duration.
Misama of Entropy
Evoke Time 9/Gen 3
Total MP: 12
Range: 0
Area: 30’ cone
Duration: Instantaneous
Save: Fortitude 1/2
Spell Resistance: yes
Description: Misasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell’s area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 10 pounds are not affected, but all other objects of the appropriate composition are ruined. Alternatively, you can target miasma of entropy against a single solid object of nonliving organic matter that weighs up to 100 pounds. When targeted against an animated object of organic material, miasma of entropy deals 10d6 points of damage, with a Fortitude save for half damage. Costs: 9 MP evoke time damage, 3 MP area.
Telepathy Block
Dispel Magic 3/Gen 9
Total MP: 12
Range: Close
Area: 80’ radius
Duration: 1 minute
Save: special
Spell Resistance: no
Description: This spell is designed to block telepathic communication within its area. The area gains spell resistance equal to 1 + your Dispel Magic skill modifier against Compel Humanoid, Compel Outsider, and Compel Magical Beast. Costs: 3 MP targeted anti-magic (1 each Compel Humanoid, Compel Outsider and Compel Magical Beast), 1 MP range, 8 MP area.
15 MP Spells
Balor Nimbus
Create Fire 15/Gen 0
Total MP: 15
Range: 0
Area: Personal
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Like the legendary balor, your body bursts into lurid flames. The flames do not harm you or any equipment you carry or wear. However, each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn. Costs: 15 MP elemental weapon.
Word of Recall
Move Space 11/Gen 4
Total MP: 15
Range: 0
Area: caster
Duration: 24 hours
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The caster is protected by an enchantment that will teleport him to a specified location when a specific condition is met. The condition is named when the spell is first cast (such as when reduced to 0 or fewer hit points). The location is also specified when the spell is first cast. The spell does not function across planes. Therefore, if the trigger condition is meet while the caster is on a different plane than the one he originally cast the spell on, the spell fails to function (unless he is taken back to the original plane and the spell and trigger conditions are still in effect). Costs: 11 MP teleport, 4 MP contingency.