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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="astriemer" data-source="post: 1881396" data-attributes="member: 19771"><p><strong>New Spells and such</strong></p><p></p><p>Hey all-</p><p> 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.</p><p></p><p>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).</p><p></p><p>Thanks for the assist,</p><p></p><p>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).</p><p></p><p>This first one will just be d20 spell conversions...</p><p></p><p><strong>d20 SPELL CONVERSIONS</strong></p><p></p><p>0 MP Spells</p><p>Anarchic Water</p><p>Infuse Chaos 0/Gen 0</p><p>Total MP: 0</p><p>Range: Touch</p><p>Area: one pint of water</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p>Similar spells exist for Holy Water, Axiomatic Water, and Unholy water.</p><p></p><p>Blur</p><p>Illusion Shadow 0/Gen 0</p><p>Total MP: 0</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>1 MP Spells</p><p>Beastland Ferocity</p><p>Charm Humanoid 0/Gen 1</p><p>Total MP: 1</p><p>Range: Touch</p><p>Area: one humanoid</p><p>Duration: 10 minutes</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Camoflage</p><p>Illusion Shadow 1/Gen 0</p><p>Total MP: 1</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The affected creature is concealed by a fair illusion granting a +10 bonus to Hide checks. Costs: 1 MP standard visual illusion.</p><p></p><p>Darkvision</p><p>Scry 1/Gen 0</p><p>Total MP: 1</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>Description: For the duration the target gains darkvision 30. Costs: 1 MP darkvision.</p><p></p><p>Daze</p><p>Charm Humanoid 0/Gen 1</p><p>Total MP: 1</p><p>Range: Close</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Featherfall</p><p>Move Air 0/Gen 1</p><p>Total MP: 1</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Resistance</p><p>Abjure Force 0/Gen 1</p><p>Total MP: 1</p><p>Range: Touch</p><p>Area: one humanoid</p><p>Duration: 1 hour</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: You get a +1 resistance bonus on all saves for the duration. Costs: 0 MP free cantrip effect, 1 MP duration.</p><p></p><p>Spook</p><p>Charm Humanoid 0/Gen 1</p><p>Total MP: 1</p><p>Range: Close</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>2 MP Spells</p><p>Darkvision</p><p>Scry 1/Gen 1</p><p>Total MP: 2</p><p>Range: Touch</p><p>Area: one humanoid</p><p>Duration: 10 minutes</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The target gets darkvision 30’ for the duration. Costs: 1 MP scry darkvision, 1 MP duration.</p><p></p><p>3 MP Spells</p><p>Invisibility</p><p>Illusion Shadow 3/Gen 0</p><p>Total MP: 3</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Magic Missile</p><p>Evoke Force 2/Gen 1</p><p>Total MP: 3</p><p>Range: Close</p><p>Area: one creature</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Melf’s Acid Arrow</p><p>Create Acid 1/Infuse Force 1/Gen 1</p><p>Total MP: 3</p><p>Range: Touch</p><p>Area: Fifty projectiles, all of which must be in contact with each other at the time of casting</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: No</p><p>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</p><p></p><p>Obscuring Mist</p><p>Create Mist 0/Gen 3</p><p>Total MP: 3</p><p>Range: 0</p><p>Area: 20 foot radius sphere</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>Protection from Elements</p><p>Abjure Force 2/Gen 1</p><p>Total MP: 3</p><p>Range: Touch</p><p>Area: Creature Touched</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>Shield (Force)</p><p>Create Force 2/Move Force 1/Gen 0</p><p>Total MP: 3</p><p>Range: 0</p><p>Area: tower shield</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>Sleep</p><p>Charm Humanoid 1/Gen 2</p><p>Total MP: 3</p><p>Range: Close</p><p>Area: 10 foot radius sphere</p><p>Duration: 1 minute</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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</p><p></p><p>4 MP Spells</p><p>Tiefling/Eladrin Blessing</p><p>Infuse Lighting 3/Gen 1</p><p>Total MP: 4</p><p>Range: Touch</p><p>Area: Creature touched</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>5 MP Spells</p><p>Avoid Planar Effects</p><p>Transform Outsider 4/Gen 1</p><p>Total MP: 5</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 10 minutes</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Hamatula Barbs</p><p>Transform Outsider 2/Gen 3</p><p>Total MP: 5</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 hour</p><p>Save: Fortitude (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Mechanus Mind</p><p>Abjure Force 2/Infuse Death 2/Gen 1</p><p>Total MP: 5</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 10 minutes</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Touch of Adamantine</p><p>Transform Metal 4/Gen 1</p><p>Total MP: 5</p><p>Range: Touch</p><p>Area: weapon touched</p><p>Duration: 10 minutes</p><p>Save: Fortitude (harmless)</p><p>Spell Resistance: yes</p><p>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).</p><p></p><p>6 MP Spells</p><p>Flaming Sphere</p><p>Evoke Fire 4/Move Force 1/Gen 1</p><p>Total MP: 6</p><p>Range: Close</p><p>Area: small flaming sphere</p><p>Duration: 1 minute</p><p>Save: None </p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Mantle of Chaos</p><p>Abjure Law 3/Gen 3</p><p>Total MP: 6</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 hour</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>7 MP Spells</p><p>Belker Claws</p><p>Evoke Air 7/Gen 0</p><p>Total MP: 7</p><p>Range: Touch</p><p>Area: Living creature or creatures touched</p><p>Duration: 1 minute</p><p>Save: Fortitude half</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Telepathy Tap</p><p>Compel Humanoid 4/Divination 1/Gen 2</p><p>Total MP: 7</p><p>Range: 0</p><p>Area: 20’ radius</p><p>Duration: Concentration</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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.</p><p>Costs: 1 MP mind scan, 3 MP subtle compulsion, 1 MP dowse simple, 2 MP area.</p><p></p><p>8 MP Spells</p><p>Antimagic Shell</p><p>Dispel Magic 5/Gen 3</p><p>Total MP: 8</p><p>Range: Medium</p><p>Area: 10’ radius</p><p>Duration: 1 minute</p><p>Save: none</p><p>Spell Resistance: special</p><p>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.</p><p></p><p>Confusion</p><p>Charm Humanoid 4/Gen 4</p><p>Total MP: 8</p><p>Range: Close</p><p>Area: 20 foot radius</p><p>Duration: 10 minutes</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Infernal Wound</p><p>Create Death 8/Gen 0</p><p>Total MP: 8</p><p>Range: Touch</p><p>Area: weapon touched</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>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).</p><p></p><p>Evil Glare</p><p>Evoke Death 6/Gen 2</p><p>Total MP: 8</p><p>Range: 30 feet</p><p>Area: living creatures</p><p>Duration: 1 minute and 1d8 rounds; see text</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>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).</p><p></p><p>Globe of Invulnerability, Lesser</p><p>Dispel Magic 5/Gen 3</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: 10’ radius</p><p>Duration: 10 minutes</p><p>Save: none</p><p>Spell Resistance: special</p><p>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.</p><p></p><p>Magic Missiles</p><p>Evoke Force 5/Gen 3</p><p>Total MP: 8</p><p>Range: Close</p><p>Area: up to 8 creatures in a 20’ diameter sphere</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Shield of Glory</p><p>Abjure Nature 3/ Abjure Force 4/Gen 1</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: one creature touched</p><p>Duration: 10 minutes</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Tiefling/Eladrin Blessing, Greater</p><p>Infuse Lava 4/Infuse Force 1/Gen 3</p><p>Total MP: 8</p><p>Range: Touch</p><p>Area: Creature touched</p><p>Duration: 1 hour</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>Magic Weapon, Greater</p><p>Infuse Force 5/Gen 3</p><p>Total MP: 8</p><p>Range: Touch</p><p>Area: weapon touched</p><p>Duration: 1 hour</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Haste, Greater</p><p>Infuse Time 5/Gen 3</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 hour</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>X-Ray Vision</p><p>Scry 5/Gen 3</p><p>Total MP: 8</p><p>Range: 60’</p><p>Area: caster</p><p>Duration: 1 hour</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>Fast Healing</p><p>Heal Life 8/Gen 0</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: The caster gains fast healing 7 for the duration of the spell. Costs: 8 MP enduring curing.</p><p></p><p>Owl’s Wisdom, Greater</p><p>Infuse Water 8/Gen 0</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster is infused with energy gaining +8 enhancement bonus to Wisdom. Duration 10 minutes for Infuse Specialist. Costs: 8 MP increased stat.</p><p></p><p>Cat’s Grace, Greater</p><p>Infuse Air 8/Gen 0</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster is infused life energy gaining +8 enhancement bonus to Dexterity. Duration 10 minutes for Infuse Specialist. Costs: 8 MP increased stat.</p><p></p><p>Bull’s Strength, Greater</p><p>Infuse Earth 8/Gen 0</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 minute</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Caster is infused with energy gaining +8 enhancement bonus to Strength. Duration 10 minutes for Infuse Specialist. Costs: 8 MP increased stat.</p><p></p><p>Displacement</p><p>Illusion Shadow 1/Illusion Lightning 4/Gen 3</p><p>Total MP: 8</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 1 hour</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p><p></p><p>11 MP Spells</p><p>Anarchic Storm</p><p>Create Water 1/Evoke Chaos 8/Gen 2</p><p>Total MP: 11</p><p>Range: 0</p><p>Area: 20’ radius centered on caster</p><p>Duration: 1 minute</p><p>Save: Reflex 1/2</p><p>Spell Resistance: yes</p><p>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.</p><p>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.</p><p>Similar spells exist for Axiomatic Storm (damages Chaotics), Infernal Storm (damages Goods), and Heavenly Storm (damages Evils).</p><p></p><p>Wall of Force</p><p>Create Force 9/Gen 2</p><p>Total MP: 11</p><p>Range: 0</p><p>Area: 10 foot radius around caster</p><p>Duration: 10 minutes</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>12 MP Spells</p><p>Attune Form</p><p>Transform Outsider 4/Gen 8</p><p>Total MP: 12</p><p>Range: Touch</p><p>Area: one creature</p><p>Duration: 1 day</p><p>Save: Will (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>Description: Other than the duration, this spell exactly resembles Avoid Planar Effects. Costs: 4 MP transform strong defenses, 8 MP duration.</p><p></p><p>Misama of Entropy</p><p>Evoke Time 9/Gen 3</p><p>Total MP: 12</p><p>Range: 0</p><p>Area: 30’ cone</p><p>Duration: Instantaneous</p><p>Save: Fortitude 1/2</p><p>Spell Resistance: yes</p><p>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.</p><p></p><p>Telepathy Block</p><p>Dispel Magic 3/Gen 9</p><p>Total MP: 12</p><p>Range: Close</p><p>Area: 80’ radius</p><p>Duration: 1 minute</p><p>Save: special</p><p>Spell Resistance: no</p><p>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.</p><p></p><p>15 MP Spells</p><p>Balor Nimbus</p><p>Create Fire 15/Gen 0</p><p>Total MP: 15</p><p>Range: 0</p><p>Area: Personal</p><p>Duration: 1 minute</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p></p><p>Word of Recall</p><p>Move Space 11/Gen 4</p><p>Total MP: 15</p><p>Range: 0</p><p>Area: caster</p><p>Duration: 24 hours</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: yes (harmless)</p><p>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.</p></blockquote><p></p>
[QUOTE="astriemer, post: 1881396, member: 19771"] [b]New Spells and such[/b] 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... [B]d20 SPELL CONVERSIONS[/B] 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. [/QUOTE]
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