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My fixes to spells
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<blockquote data-quote="Szatany" data-source="post: 3167970" data-attributes="member: 21178"><p><strong>Polymorph</strong></p><p><span style="color: RoyalBlue"><em>Replaced with Polymorph I-IX.</em></span></p><p></p><p><strong>Polymorph I</strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Willing living creature touched</p><p><strong>Duration:</strong> 1 min./level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>You or a willing creature touched transforms into another creature, chosen from the list below. The subject cannot assume the shape of any specific creature, only a general representative of that creature's kind. He cannot change into a member of his own kind, but if he is already polymorphed, you can use this spell to change the subject's shape into his original self.</p><p>The subject keeps his Hit Points, but gains all other characteristics of the new form and loses all other characteristics of his own form, including class abilities and the like. </p><p>If the new form is capable of speech, subject can communicate normally.</p><p>If polymorphed as a member of existing race, the subject is disguised as an average member of that race and gets a +10 bonus on Disguise check.</p><p>When the change occurs, all of the subject's equipment melds into the new form and becomes nonfunctional. As soon as the subject is restored to its original shape, all of his equipment reappears where it was. However, if you polymorph the subject into a form that has equipment listed in Monster Manual entry, the subject gains that equipment for the spell's duration. If any part of that equipment is separated from the subject, it disappears.</p><p>Any part of the body that is separated from the whole reverts to its true form.</p><p><strong>Material Component:</strong> An empty cocoon.</p><p></p><p><strong>Polymorph II</strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 2</p><p>As <em>polymorph I</em>, but you can assume form of a more powerful creature.</p><p></p><p><strong>Polymorph III-IX </strong></p><p>Same as <em>polymorph II.</em></p><p></p><p><span style="color: DarkOrchid"><strong>LIST OF CREATURES:</strong></span></p><p><strong>Polymorph I</strong></p><ul> <li data-xf-list-type="ul">Elf</li> <li data-xf-list-type="ul">Gnoll</li> <li data-xf-list-type="ul">Gnome</li> <li data-xf-list-type="ul">Goblin</li> <li data-xf-list-type="ul">Halfling</li> <li data-xf-list-type="ul">Hobgoblin</li> <li data-xf-list-type="ul">Kobold</li> <li data-xf-list-type="ul">Krenshar</li> <li data-xf-list-type="ul">Lizardfolk</li> <li data-xf-list-type="ul">Merfolk</li> <li data-xf-list-type="ul">Orc</li> <li data-xf-list-type="ul">Stirge</li> <li data-xf-list-type="ul">Troglodyte</li> </ul><p><strong>Polymorph II</strong></p><ul> <li data-xf-list-type="ul">Bugbear</li> <li data-xf-list-type="ul">Drow</li> <li data-xf-list-type="ul">Giant Eagle</li> <li data-xf-list-type="ul">Giant Owl</li> <li data-xf-list-type="ul">Grig</li> <li data-xf-list-type="ul">Grimlock</li> <li data-xf-list-type="ul">Hippogriff</li> <li data-xf-list-type="ul">Sahuagin</li> <li data-xf-list-type="ul">Shocker Lizard</li> <li data-xf-list-type="ul">Skum</li> <li data-xf-list-type="ul">Svirfneblin</li> <li data-xf-list-type="ul">Worg</li> </ul><p><strong>Polymorph III</strong></p><ul> <li data-xf-list-type="ul">Ankheg</li> <li data-xf-list-type="ul">Howler</li> <li data-xf-list-type="ul">Nixie</li> <li data-xf-list-type="ul">Ogre</li> <li data-xf-list-type="ul">Pegasus</li> <li data-xf-list-type="ul">Pseudodragon</li> <li data-xf-list-type="ul">Rust Monster</li> <li data-xf-list-type="ul">Satyr</li> <li data-xf-list-type="ul">Triton</li> <li data-xf-list-type="ul">Yeth hound</li> </ul><p><strong>Polymorph IV</strong></p><ul> <li data-xf-list-type="ul">Ettercap</li> <li data-xf-list-type="ul">Grick</li> <li data-xf-list-type="ul">Griffon</li> <li data-xf-list-type="ul">Minotaur</li> <li data-xf-list-type="ul">Otyugh</li> <li data-xf-list-type="ul">Owlbear</li> <li data-xf-list-type="ul">Sea Cat</li> <li data-xf-list-type="ul">Thoqqua</li> <li data-xf-list-type="ul">Unicorn</li> </ul><p><strong>Polymorph V</strong></p><ul> <li data-xf-list-type="ul">Achaierai</li> <li data-xf-list-type="ul">Basilisk</li> <li data-xf-list-type="ul">Gargoyle</li> <li data-xf-list-type="ul">Harpy</li> <li data-xf-list-type="ul">Hell Hound</li> <li data-xf-list-type="ul">Manticore</li> <li data-xf-list-type="ul">Mephit</li> <li data-xf-list-type="ul">Winter Wolf</li> <li data-xf-list-type="ul">Wyvern</li> </ul><p><strong>Polymorph VI</strong></p><ul> <li data-xf-list-type="ul">Azer</li> <li data-xf-list-type="ul">Bulette</li> <li data-xf-list-type="ul">Ethereal Filcher</li> <li data-xf-list-type="ul">Ethereal Marauder</li> <li data-xf-list-type="ul">Ettin</li> <li data-xf-list-type="ul">Girallon</li> <li data-xf-list-type="ul">Ravid</li> <li data-xf-list-type="ul">Shadow Mastiff</li> <li data-xf-list-type="ul">Spider Eater</li> <li data-xf-list-type="ul">Xill</li> </ul><p><strong>Polymorph VII</strong></p><ul> <li data-xf-list-type="ul">Rast</li> <li data-xf-list-type="ul">Scorpionfolk</li> <li data-xf-list-type="ul">Tojanida</li> <li data-xf-list-type="ul">Troll</li> <li data-xf-list-type="ul">Will-O’-Wisp</li> </ul><p><strong>Polymorph VIII</strong></p><ul> <li data-xf-list-type="ul">Aboleth</li> <li data-xf-list-type="ul">Athach</li> <li data-xf-list-type="ul">Behir</li> <li data-xf-list-type="ul">Gibbering Mouther</li> <li data-xf-list-type="ul">Grey Render</li> <li data-xf-list-type="ul">Hag</li> <li data-xf-list-type="ul">Lamia</li> <li data-xf-list-type="ul">Medusa</li> <li data-xf-list-type="ul">Salamander (average)</li> <li data-xf-list-type="ul">Xorn</li> </ul><p><strong>Polymorph IX</strong></p><ul> <li data-xf-list-type="ul">Gorgon</li> <li data-xf-list-type="ul">Lillend</li> <li data-xf-list-type="ul">Nightmare</li> <li data-xf-list-type="ul">Pixie (with dance)</li> <li data-xf-list-type="ul">Remorhaz</li> <li data-xf-list-type="ul">Roc</li> <li data-xf-list-type="ul">Yrthak</li> </ul><p></p><p><strong>Polymorph Any Object</strong></p><p>Transmutation</p><p><span style="color: Red">coming soon</span></p><p></p><p><strong>Rope Trick</strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One touched piece of rope from 5 ft. to 30 ft. long</p><p><strong>Duration:</strong> 1 hour/level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to a place in <span style="color: RoyalBlue">astral plane</span>. Creatures in <span style="color: RoyalBlue">astral plane</span> are hidden, beyond the reach of spells, unless those spells work across planes. <span style="color: RoyalBlue">As many as eight creatures (of any size) can hold the rope in astral space simultaneously.</span> Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. <span style="color: RoyalBlue">If anyone drops the rope, spell for that person ends and it lands on the ground on the material plane. That creature can climb the rope again if it desires so.</span></p><p>Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the <span style="color: RoyalBlue">astral </span>space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the astral space.</p><p><span style="color: RoyalBlue"><em>Note:</em> Astral plane can be hazardous on its own. It's generally devoid of anything, but an occasional traveler or monster can be attracted to you or others holding the rope. Creatures on astral plane do not need to eat or sleep.</span></p><p><strong>Material Component:</strong> Powdered corn extract and a twisted loop of parchment.</p><p></p><p><strong>Shadow Conjuration</strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Brd 4, Sor/Wiz 4</p><p><strong>Components:</strong> V, S, <span style="color: RoyalBlue">See text</span></p><p><strong>Casting Time:</strong> <span style="color: RoyalBlue">See text</span></p><p><strong>Range:</strong> See text</p><p><strong>Effect:</strong> See text</p><p><strong>Duration:</strong> See text</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with); varies; see text</p><p><strong>Spell Resistance:</strong> Yes; see text</p><p>You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any conjuration (summoning) or conjuration (creation) spell of 3rd level or lower <span style="color: RoyalBlue">that is normally granted by your class (even if you personally are prohibited from casting it).</span></p><p>Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.</p><p>Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.</p><p>Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. <span style="color: RoyalBlue">Such spells deal typless damage</span>. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.</p><p>Against disbelievers, they are 20% likely to work.</p><p>A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.</p><p>A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.</p><p>Objects automatically succeed on their Will saves against this spell.</p><p><span style="color: RoyalBlue">If mimicked spell has any components other than verbal or somatic, you must provide those components as well.</span></p><p><span style="color: RoyalBlue">Shadow conjuration's casting time is equal to mimicked spell's casting time plus one move action.</span></p><p></p><p><strong>Shadow Evocation</strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Brd 5, Sor/Wiz 5</p><p><strong>Components:</strong> V, S,<span style="color: RoyalBlue"> see text</span></p><p><strong>Casting Time:</strong> <span style="color: RoyalBlue">See text</span></p><p><strong>Range: </strong>See text</p><p><strong>Effect:</strong> See text</p><p><strong>Duration:</strong> See text</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with)</p><p><strong>Spell Resistance:</strong> Yes</p><p>You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an evocation spell of 4th level or lower <span style="color: RoyalBlue">that is normally granted by your class (even if you personally are prohibited from casting it).</span></p><p>Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.</p><p>Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.</p><p>Objects automatically succeed on their Will saves against this spell.</p><p><span style="color: RoyalBlue">If mimicked spell has any components other than verbal or somatic, you must provide those components as well.</span></p><p><span style="color: RoyalBlue">Shadow conjuration's casting time is equal to mimicked spell's casting time plus one move action.</span></p><p></p><p><strong>Shapechange</strong></p><p>Transmutation</p><p><strong>Level:</strong> Animal 9, Drd 9, Sor/Wiz 9 </p><p><strong>Components:</strong> V, S, F </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> Personal </p><p><strong>Target:</strong> You </p><p><strong>Duration:</strong> 10 min./level (D) </p><p>This spell functions like <span style="color: RoyalBlue"><em>polymorph VII</em></span>, except that it enables you to assume the form of <span style="color: RoyalBlue">any creature available with <em>polymorph I-VI</em> as well.</span></p><p><span style="color: RoyalBlue">In addition, you can change form to a new one as a standard action.</span></p><p>If you cast this spell as cleric with animal domain, you are limited to animals, vermin, and magical beasts.[/color]</p><p><strong>Focus:</strong> A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.) </p><p></p><p><strong>Simulacrum</strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Sor/Wiz 7</p><p><strong>Components:</strong> V, S, M, XP</p><p><strong>Casting Time:</strong> 12 hours</p><p><strong>Range:</strong> 0 ft.</p><p><strong>Effect:</strong> One duplicate creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw: </strong>None</p><p><strong>Spell Resistance:</strong> No</p><p>Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels <span style="color: RoyalBlue">exceed your caster level</span>. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.</p><p>At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.</p><p><span style="color: RoyalBlue">The simulacrum has no memories and divine abilities of the original (including cleric spells, aura of courage, and the like). It behaves similarily to the original, but has mind on its own. It is aware of what it is.</span></p><p><strong>Material Component:</strong> The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.</p><p><strong>XP Cost:</strong> 100 XP per HD of the simulacrum to be created.</p><p></p><p><strong>Teleport</strong></p><p>Conjuration (Teleportation)</p><p><strong>Level:</strong> Sor/Wiz 5, Travel 5</p><p><strong>Components:</strong> V,<span style="color: RoyalBlue"> S, F</span></p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal and touch</p><p><strong>Target:</strong> You and touched objects or other touched willing creatures</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None and Will negates (object)</p><p><strong>Spell Resistance:</strong> No and Yes (object)</p><p>This spell instantly transports you to a designated destination, <span style="color: RoyalBlue">which must be within your sight, but otherwise can be as far as the horizon</span>. Interplanar travel is not possible, <span style="color: RoyalBlue">nor is teleporting to places you can see with spells or similar effects</span>. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.</p><p><span style="color: RoyalBlue">Once the spell takes place, you and your eventual companions appear on the spot you were looking at.</span></p><p><span style="color: RoyalBlue"><strong>Focus:</strong> A special compass made of gold and astral driftmetal, worth 1,000 gp.</span></p><p></p><p><strong>Teleport, Greater</strong></p><p>Conjuration (Teleportation)</p><p><strong>Level:</strong> Sor/Wiz 7, Travel 7</p><p>This spell functions like teleport, <span style="color: RoyalBlue">except that you can teleport to place you can't currently see.</span></p><p><span style="color: RoyalBlue">You must have been or seen (via <em>scry</em> spell, for example) the general area you want to teleport to. You do not designate exact spot as the destination. Instead, you designate an area roughly the size of a large village or small castle, and the spell teleports you to seemingly random part of that area. Exact destination is not totally random, as empty places are more likely to attract <em>greater teleport</em>'s subjects than occupied ones (that includes both buildings, vegetation, and people).</span></p><p><span style="color: RoyalBlue">Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. </span></p><p><span style="color: RoyalBlue">If you attempt to teleport into a place that doesn't exist (because what you seen was an illusion or deception) or no longer can be teleported into safely (a cave system that was flooded with lava or water), the spell fails.</span> </p><p>Interplanar travel is not possible.</p><p></p><p><strong>True Seeing</strong></p><p>Divination</p><p>Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> 1 min./level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>You confer on the subject the ability to see things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.</p><p><span style="color: RoyalBlue">True seeing only discerns spells and effects with caster level +5 or lower, and up to 20. For example, a 10th level cleric will not be able to see through magical darkness created by 16th level wizard and no caster will be able to see invisible effect created by an epic sorcerer.</span></p><p>True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.</p><p><strong>Material Component:</strong> An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.</p><p></p><p><strong>Virtue</strong></p><p>Transmutation</p><p><strong>Level:</strong> Clr 0, Drd 0, Pal 1</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration: </strong>1 min.</p><p><strong>Saving Throw:</strong> Fortitude negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>The subject gains <span style="color: RoyalBlue">2</span> temporary hit points. <span style="color: RoyalBlue">If you cast this spell as a paladin, the subject gains 2d4 temporary hit points instead.</span></p><p></p><p><strong>Wall of Iron/Wall of Stone</strong> (and other spells that can provide raw materials)</p><p>Add: <span style="color: RoyalBlue">Any fragment of the wall separated from the main body disappears.</span></p><p></p><p><strong>Wish</strong></p><p>Universal</p><p><strong>Level:</strong> Sor/Wiz 9 </p><p><strong>Components:</strong> V, XP </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> See text </p><p><strong>Target, Effect, or Area:</strong> See text </p><p><strong>Duration:</strong> See text </p><p><strong>Saving Throw:</strong> See text </p><p><strong>Spell Resistance:</strong> Yes </p><p>By simply speaking aloud, you can alter reality to better suit you. </p><p><span style="color: RoyalBlue">A wish can produce any one of the following effects. Each effect, however, costs you a number of experience points. The more potent the vagary, the higher the price. Also, there is 20% chance that a malevolent being or raw chaos energy will contaminate the spell and attempt to twist your wording of the wish as much as possible. Exact details of such situation are left to DM.</span></p><ul> <li data-xf-list-type="ul">Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. <span style="color: RoyalBlue"><em>Cost: 200 XP per spell level.</em></span></li> <li data-xf-list-type="ul">Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. <span style="color: RoyalBlue"><em>Cost: 400 XP per spell level.</em></span></li> <li data-xf-list-type="ul">Duplicate any wizard or sorcerer spell of 7th level or lower from <span style="color: RoyalBlue">a prohibited school. <em>Cost: 300 XP per spell level.</em></span></li> <li data-xf-list-type="ul">Duplicate any other spell of 5th level or lower from <span style="color: RoyalBlue">a prohibited school. <em>Cost: 500 XP per spell level.</em></span></li> <li data-xf-list-type="ul">Undo the harmful effects of many other spells, such as <em>geas/quest</em> or <em>insanity</em>. <span style="color: RoyalBlue"><em>Cost: 200 XP per spell level.</em></span><br /> <span style="color: RoyalBlue">[*]Create a nonmagical item or building of size up to a cottage. <em>Cost: 1 XP per 5 gp of item's value.</em></span></li> <li data-xf-list-type="ul">Create <span style="color: RoyalBlue">or mend</span> a magic item, or add to the powers of an existing magic item. <span style="color: RoyalBlue"><em>Cost: 1 XP per 2 gp of the item's value.</em></span></li> <li data-xf-list-type="ul">Grant a creature a +1 inherent bonus to an ability score <span style="color: RoyalBlue">or improve existing inherent bonus by +1.</span> Inherent bonuses are instantaneous, so they cannot be dispelled. <span style="color: RoyalBlue">Note: Inherent bonuses to a particular ability score stack, but their total may not exceed +5 for a single ability score. Single ability score can not gain more than +1 inherent bonus at any given level. <em>Cost: Special. You pay nothing beyond wish's basic cost (1000 XP), unless you cast wish on yourself. Spell's recipient must pay 1000 XP per point of (newly improved) inherent bonus squared (for example, yuo cast this spell on a creature that already has +3 inherent bonus to Wisdom and didn't improve the bonus at the current level; you attempt to improve the bonus to +4 so the cost is 4 x 4 x 1000 XP, or 16000 XP). Only willing creatures can be bestowed this effect.</em></span></li> <li data-xf-list-type="ul">Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from <span style="color: RoyalBlue">any event</span> or the level or Constitution loss from being raised from the dead. <span style="color: RoyalBlue"><em>Cost: 3000 XP.</em></span></li> <li data-xf-list-type="ul">Revive the dead. A wish can bring a dead creature back to life by duplicating a <em>resurrection</em> spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. <span style="color: RoyalBlue"><em>Cost: 200 XP per resurrected creature's HD/level.</em></span></li> <li data-xf-list-type="ul">Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. <span style="color: RoyalBlue"><em>Cost: 100 XP per creature with 10 or less HD/levels, plus 500 XP per creature with 11-20 HD/levels, plus 2000 XP per creature with 21 or more HD/levels.</em></span></li> <li data-xf-list-type="ul">Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. <span style="color: RoyalBlue"><em>Cost: 3000 XP.</em></span></li> </ul><p>Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells). </p><p><strong>Material Component:</strong> When a wish duplicates a spell with a material component, <span style="color: RoyalBlue">you must provide that component or pay extra XP equal to 1 point per 5 gp of that component's value. Wish allows you to ignore components worth less than 5 gp.</span></p><p><strong>XP Cost:</strong> The XP cost for casting wish is 1,000 XP <span style="color: RoyalBlue">or XP indicated by a particular effect, whichever is more. When a wish duplicates a spell that has an XP cost, you add that cost to wish's XP cost.</span></p></blockquote><p></p>
[QUOTE="Szatany, post: 3167970, member: 21178"] [B]Polymorph[/B] [COLOR="RoyalBlue"][I]Replaced with Polymorph I-IX.[/I][/color] [B]Polymorph I[/B] Transmutation [B]Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Willing living creature touched [B]Duration:[/B] 1 min./level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No You or a willing creature touched transforms into another creature, chosen from the list below. The subject cannot assume the shape of any specific creature, only a general representative of that creature's kind. He cannot change into a member of his own kind, but if he is already polymorphed, you can use this spell to change the subject's shape into his original self. The subject keeps his Hit Points, but gains all other characteristics of the new form and loses all other characteristics of his own form, including class abilities and the like. If the new form is capable of speech, subject can communicate normally. If polymorphed as a member of existing race, the subject is disguised as an average member of that race and gets a +10 bonus on Disguise check. When the change occurs, all of the subject's equipment melds into the new form and becomes nonfunctional. As soon as the subject is restored to its original shape, all of his equipment reappears where it was. However, if you polymorph the subject into a form that has equipment listed in Monster Manual entry, the subject gains that equipment for the spell's duration. If any part of that equipment is separated from the subject, it disappears. Any part of the body that is separated from the whole reverts to its true form. [B]Material Component:[/B] An empty cocoon. [B]Polymorph II[/B] Transmutation [B]Level:[/B] Sor/Wiz 2 As [I]polymorph I[/I], but you can assume form of a more powerful creature. [B]Polymorph III-IX [/B] Same as [I]polymorph II.[/I] [COLOR="DarkOrchid"][B]LIST OF CREATURES:[/B][/COLOR] [b]Polymorph I[/b] [list][*]Elf [*]Gnoll [*]Gnome [*]Goblin [*]Halfling [*]Hobgoblin [*]Kobold [*]Krenshar [*]Lizardfolk [*]Merfolk [*]Orc [*]Stirge [*]Troglodyte [/list] [b]Polymorph II[/b] [list][*]Bugbear [*]Drow [*]Giant Eagle [*]Giant Owl [*]Grig [*]Grimlock [*]Hippogriff [*]Sahuagin [*]Shocker Lizard [*]Skum [*]Svirfneblin [*]Worg [/list] [b]Polymorph III[/b] [list][*]Ankheg [*]Howler [*]Nixie [*]Ogre [*]Pegasus [*]Pseudodragon [*]Rust Monster [*]Satyr [*]Triton [*]Yeth hound [/list] [b]Polymorph IV[/b] [list][*]Ettercap [*]Grick [*]Griffon [*]Minotaur [*]Otyugh [*]Owlbear [*]Sea Cat [*]Thoqqua [*]Unicorn [/list] [b]Polymorph V[/b] [list][*]Achaierai [*]Basilisk [*]Gargoyle [*]Harpy [*]Hell Hound [*]Manticore [*]Mephit [*]Winter Wolf [*]Wyvern [/list] [b]Polymorph VI[/b] [list][*]Azer [*]Bulette [*]Ethereal Filcher [*]Ethereal Marauder [*]Ettin [*]Girallon [*]Ravid [*]Shadow Mastiff [*]Spider Eater [*]Xill [/list] [b]Polymorph VII[/b] [list][*]Rast [*]Scorpionfolk [*]Tojanida [*]Troll [*]Will-O’-Wisp [/list] [b]Polymorph VIII[/b] [list][*]Aboleth [*]Athach [*]Behir [*]Gibbering Mouther [*]Grey Render [*]Hag [*]Lamia [*]Medusa [*]Salamander (average) [*]Xorn [/list] [b]Polymorph IX[/b] [list][*]Gorgon [*]Lillend [*]Nightmare [*]Pixie (with dance) [*]Remorhaz [*]Roc [*]Yrthak [/list] [B]Polymorph Any Object[/B] Transmutation [COLOR="Red"]coming soon[/COLOR] [B]Rope Trick[/B] Transmutation [B]Level:[/B] Sor/Wiz 2 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] One touched piece of rope from 5 ft. to 30 ft. long [B]Duration:[/B] 1 hour/level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to a place in [COLOR="RoyalBlue"]astral plane[/COLOR]. Creatures in [COLOR="RoyalBlue"]astral plane[/COLOR] are hidden, beyond the reach of spells, unless those spells work across planes. [COLOR="RoyalBlue"]As many as eight creatures (of any size) can hold the rope in astral space simultaneously.[/COLOR] Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. [COLOR="RoyalBlue"]If anyone drops the rope, spell for that person ends and it lands on the ground on the material plane. That creature can climb the rope again if it desires so.[/COLOR] Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the [COLOR="RoyalBlue"]astral [/COLOR]space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the astral space. [COLOR="RoyalBlue"][I]Note:[/I] Astral plane can be hazardous on its own. It's generally devoid of anything, but an occasional traveler or monster can be attracted to you or others holding the rope. Creatures on astral plane do not need to eat or sleep.[/COLOR] [B]Material Component:[/B] Powdered corn extract and a twisted loop of parchment. [B]Shadow Conjuration[/B] Illusion (Shadow) [B]Level:[/B] Brd 4, Sor/Wiz 4 [B]Components:[/B] V, S, [COLOR="RoyalBlue"]See text[/COLOR] [B]Casting Time:[/B] [COLOR="RoyalBlue"]See text[/COLOR] [B]Range:[/B] See text [B]Effect:[/B] See text [B]Duration:[/B] See text [B]Saving Throw:[/B] Will disbelief (if interacted with); varies; see text [B]Spell Resistance:[/B] Yes; see text You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any conjuration (summoning) or conjuration (creation) spell of 3rd level or lower [COLOR="RoyalBlue"]that is normally granted by your class (even if you personally are prohibited from casting it).[/COLOR] Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. [COLOR="RoyalBlue"]Such spells deal typless damage[/COLOR]. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell. [COLOR="RoyalBlue"]If mimicked spell has any components other than verbal or somatic, you must provide those components as well. Shadow conjuration's casting time is equal to mimicked spell's casting time plus one move action.[/COLOR] [B]Shadow Evocation[/B] Illusion (Shadow) [B]Level:[/B] Brd 5, Sor/Wiz 5 [B]Components:[/B] V, S,[COLOR="RoyalBlue"] see text[/COLOR] [B]Casting Time:[/B] [COLOR="RoyalBlue"]See text[/COLOR] [B]Range: [/B]See text [B]Effect:[/B] See text [B]Duration:[/B] See text [B]Saving Throw:[/B] Will disbelief (if interacted with) [B]Spell Resistance:[/B] Yes You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an evocation spell of 4th level or lower [COLOR="RoyalBlue"]that is normally granted by your class (even if you personally are prohibited from casting it).[/COLOR] Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell. [COLOR="RoyalBlue"]If mimicked spell has any components other than verbal or somatic, you must provide those components as well. Shadow conjuration's casting time is equal to mimicked spell's casting time plus one move action.[/COLOR] [B]Shapechange[/B] Transmutation [b]Level:[/b] Animal 9, Drd 9, Sor/Wiz 9 [b]Components:[/b] V, S, F [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 10 min./level (D) This spell functions like [COLOR="RoyalBlue"][i]polymorph VII[/i][/color], except that it enables you to assume the form of [COLOR="RoyalBlue"]any creature available with [i]polymorph I-VI[/i] as well. In addition, you can change form to a new one as a standard action.[/color] If you cast this spell as cleric with animal domain, you are limited to animals, vermin, and magical beasts.[/color] [b]Focus:[/b] A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.) [B]Simulacrum[/B] Illusion (Shadow) [B]Level:[/B] Sor/Wiz 7 [B]Components:[/B] V, S, M, XP [B]Casting Time:[/B] 12 hours [B]Range:[/B] 0 ft. [B]Effect:[/B] One duplicate creature [B]Duration:[/B] Instantaneous [B]Saving Throw: [/B]None [B]Spell Resistance:[/B] No Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels [COLOR="RoyalBlue"]exceed your caster level[/COLOR]. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum. [COLOR="RoyalBlue"]The simulacrum has no memories and divine abilities of the original (including cleric spells, aura of courage, and the like). It behaves similarily to the original, but has mind on its own. It is aware of what it is.[/COLOR] [B]Material Component:[/B] The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created. [B]XP Cost:[/B] 100 XP per HD of the simulacrum to be created. [B]Teleport[/B] Conjuration (Teleportation) [B]Level:[/B] Sor/Wiz 5, Travel 5 [B]Components:[/B] V,[COLOR="RoyalBlue"] S, F[/COLOR] [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal and touch [B]Target:[/B] You and touched objects or other touched willing creatures [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None and Will negates (object) [B]Spell Resistance:[/B] No and Yes (object) This spell instantly transports you to a designated destination, [COLOR="RoyalBlue"]which must be within your sight, but otherwise can be as far as the horizon[/COLOR]. Interplanar travel is not possible, [COLOR="RoyalBlue"]nor is teleporting to places you can see with spells or similar effects[/COLOR]. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. [COLOR="RoyalBlue"]Once the spell takes place, you and your eventual companions appear on the spot you were looking at. [B]Focus:[/B] A special compass made of gold and astral driftmetal, worth 1,000 gp.[/COLOR] [B]Teleport, Greater[/B] Conjuration (Teleportation) [B]Level:[/B] Sor/Wiz 7, Travel 7 This spell functions like teleport, [COLOR="RoyalBlue"]except that you can teleport to place you can't currently see. You must have been or seen (via [i]scry[/i] spell, for example) the general area you want to teleport to. You do not designate exact spot as the destination. Instead, you designate an area roughly the size of a large village or small castle, and the spell teleports you to seemingly random part of that area. Exact destination is not totally random, as empty places are more likely to attract [i]greater teleport[/i]'s subjects than occupied ones (that includes both buildings, vegetation, and people). Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. If you attempt to teleport into a place that doesn't exist (because what you seen was an illusion or deception) or no longer can be teleported into safely (a cave system that was flooded with lava or water), the spell fails.[/COLOR] Interplanar travel is not possible. [b]True Seeing[/b] Divination Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] Creature touched [b]Duration:[/b] 1 min./level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) You confer on the subject the ability to see things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. [COLOR="RoyalBlue"]True seeing only discerns spells and effects with caster level +5 or lower, and up to 20. For example, a 10th level cleric will not be able to see through magical darkness created by 16th level wizard and no caster will be able to see invisible effect created by an epic sorcerer.[/color] True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance. [b]Material Component:[/b] An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat. [b]Virtue[/b] Transmutation [b]Level:[/b] Clr 0, Drd 0, Pal 1 [b]Components:[/b] V, S, DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] Creature touched [b]Duration: [/b]1 min. [b]Saving Throw:[/b] Fortitude negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) The subject gains [COLOR="RoyalBlue"]2[/color] temporary hit points. [COLOR="RoyalBlue"]If you cast this spell as a paladin, the subject gains 2d4 temporary hit points instead.[/color] [b]Wall of Iron/Wall of Stone[/b] (and other spells that can provide raw materials) Add: [COLOR="RoyalBlue"]Any fragment of the wall separated from the main body disappears.[/color] [B]Wish[/B] Universal [b]Level:[/b] Sor/Wiz 9 [b]Components:[/b] V, XP [b]Casting Time:[/b] 1 standard action [b]Range:[/b] See text [b]Target, Effect, or Area:[/b] See text [b]Duration:[/b] See text [b]Saving Throw:[/b] See text [b]Spell Resistance:[/b] Yes By simply speaking aloud, you can alter reality to better suit you. [COLOR="RoyalBlue"]A wish can produce any one of the following effects. Each effect, however, costs you a number of experience points. The more potent the vagary, the higher the price. Also, there is 20% chance that a malevolent being or raw chaos energy will contaminate the spell and attempt to twist your wording of the wish as much as possible. Exact details of such situation are left to DM.[/color] [list][*]Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. [COLOR="RoyalBlue"][i]Cost: 200 XP per spell level.[/i][/color] [*]Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. [COLOR="RoyalBlue"][i]Cost: 400 XP per spell level.[/i][/color] [*]Duplicate any wizard or sorcerer spell of 7th level or lower from [COLOR="RoyalBlue"]a prohibited school. [i]Cost: 300 XP per spell level.[/i][/color] [*]Duplicate any other spell of 5th level or lower from [COLOR="RoyalBlue"]a prohibited school. [i]Cost: 500 XP per spell level.[/i][/color] [*]Undo the harmful effects of many other spells, such as [i]geas/quest[/i] or [i]insanity[/i]. [COLOR="RoyalBlue"][i]Cost: 200 XP per spell level.[/i][/color] [COLOR="RoyalBlue"][*]Create a nonmagical item or building of size up to a cottage. [i]Cost: 1 XP per 5 gp of item's value.[/i][/color] [*]Create [COLOR="RoyalBlue"]or mend[/color] a magic item, or add to the powers of an existing magic item. [COLOR="RoyalBlue"][i]Cost: 1 XP per 2 gp of the item's value.[/i][/color] [*]Grant a creature a +1 inherent bonus to an ability score [COLOR="RoyalBlue"]or improve existing inherent bonus by +1.[/color] Inherent bonuses are instantaneous, so they cannot be dispelled. [COLOR="RoyalBlue"]Note: Inherent bonuses to a particular ability score stack, but their total may not exceed +5 for a single ability score. Single ability score can not gain more than +1 inherent bonus at any given level. [i]Cost: Special. You pay nothing beyond wish's basic cost (1000 XP), unless you cast wish on yourself. Spell's recipient must pay 1000 XP per point of (newly improved) inherent bonus squared (for example, yuo cast this spell on a creature that already has +3 inherent bonus to Wisdom and didn't improve the bonus at the current level; you attempt to improve the bonus to +4 so the cost is 4 x 4 x 1000 XP, or 16000 XP). Only willing creatures can be bestowed this effect.[/i][/color] [*]Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from [COLOR="RoyalBlue"]any event[/color] or the level or Constitution loss from being raised from the dead. [COLOR="RoyalBlue"][i]Cost: 3000 XP.[/i][/color] [*]Revive the dead. A wish can bring a dead creature back to life by duplicating a [i]resurrection[/i] spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. [COLOR="RoyalBlue"][i]Cost: 200 XP per resurrected creature's HD/level.[/i][/color] [*]Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. [COLOR="RoyalBlue"][i]Cost: 100 XP per creature with 10 or less HD/levels, plus 500 XP per creature with 11-20 HD/levels, plus 2000 XP per creature with 21 or more HD/levels.[/i][/color] [*]Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. [COLOR="RoyalBlue"][i]Cost: 3000 XP.[/i][/color][/list] Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells). [b]Material Component:[/b] When a wish duplicates a spell with a material component, [COLOR="RoyalBlue"]you must provide that component or pay extra XP equal to 1 point per 5 gp of that component's value. Wish allows you to ignore components worth less than 5 gp.[/color] [b]XP Cost:[/b] The XP cost for casting wish is 1,000 XP [COLOR="RoyalBlue"]or XP indicated by a particular effect, whichever is more. When a wish duplicates a spell that has an XP cost, you add that cost to wish's XP cost.[/color] [/QUOTE]
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