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Scaleable spells
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<blockquote data-quote="ren1999" data-source="post: 5873270" data-attributes="member: 85179"><p>I'm working on a template of about 30 spells for all caster types. I welcome any and all criticism. </p><p></p><p>A New Powers System</p><p>The following is based on my home rules spells but could work for all previous spell lists.</p><p></p><p>For spells, I think we should order all of them according to what they do.</p><p></p><p>Abjuration Shielding for example.</p><p>Then decide which abjuration spells are easier and harder compared to each other.</p><p></p><p>So far I have this.</p><p></p><p>Force Shield - available at 1st spell casting level</p><p>Endure Element - 2nd</p><p>Element Wall - 3rd</p><p>Dispel Magic - 4th</p><p>Reflect Magic - 5th</p><p>Protective Ward - 6th</p><p></p><p>I then gave each of these spells a spell casting level requirement.</p><p></p><p>After that I determine which spells are encounter and daily due to their damage mostly.</p><p></p><p>Now here is what is vital. All spell casters can learn spells based on their intelligence modifier per level. They don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter. But all characters are limited by the 4th edition encounter and daily restrictions. That means 3rd level can only use 1 daily from a list of daily spells per day and 2 encounter spells from their memorized list per encounter.</p><p></p><p>This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells.</p><p></p><p>This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type.</p><p></p><p>Monsters however, should be limited in known powers to make it easier for the dm to manage them. </p><p>____________</p><p>Force Shield</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 1</p><p>Action: The spell is triggered by an attack on the caster.</p><p>Target: Self</p><p>Duration: Encounter</p><p>Effect: The spell adds the caster's intelligence modifier to the armor class and reflex defense.</p><p>Level-Up Scale: Add +1 to the armor class and reflex defense every 5 levels.</p><p></p><p>Endure Element</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 2</p><p>Action: The spell is triggered by a successful attack on the caster.</p><p>Target: Self</p><p>Duration: Encounter</p><p>Effect: Damage by fire, lightning, or cold is reduced by the caster's intelligence modifier.</p><p>Level-Up Scale: Reduce this damage by -1 every 5 levels. </p><p></p><p>Element Wall</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 3</p><p>Action: The spell is triggered by a successful attack on the caster.</p><p>Target: All melee attackers</p><p>Duration: Encounter</p><p>Special: Each element below counts as a different spell power.</p><p></p><p>Dispel Magic</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 4</p><p>Action: The spell is triggered by a spell or prayer attack on the caster.</p><p>Target: 1 spell or prayer</p><p>Attack Roll: intelligence versus will</p><p>Effect: If the caster hits, the foe's spell or prayer is negated.</p><p></p><p>Deflect Magic</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 5</p><p>Action: The spell is triggered by a spell or prayer attack on the caster.</p><p>Target: 1 spell or prayer</p><p>Attack Roll: intelligence versus will</p><p>Effect: If the caster hits, the foe's spell or prayer bounces back and affects the foe.</p><p></p><p>Protective Ward</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 6</p><p>Action: The spell is triggered by a foe touching the protected object.</p><p>Range: Touch</p><p>Target: The object targets all foes touching the object.</p><p>Attack Roll: intelligence versus reflex</p><p>Effect: The object takes on the hit points, armor class, and defenses of the caster and is protected with spell additions listed next.</p><p>Additions: The caster can add Force Shield, Endure Element, Element Wall, and Force Invisibility to the object.</p><p>____________</p><p>Feather Fall</p><p>Spell Type: Anti-Gravity</p><p>Level: Spell Casting Class 1</p><p>Action: The spell is triggered by the caster's fall.</p><p>Target: The spell targets the self and all allies within 1 square burst.</p><p>Effect: The caster's fall is slowed to a harmless speed.</p><p>Level-Up Scale: Protects all allies within +1 square burst of the caster every 5 levels. </p><p></p><p>Spider Climb</p><p>Spell Type: Anti-Gravity</p><p>Level: Spell Casting Class 2</p><p>Action: once per encounter</p><p>Target: self</p><p>Effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb penalties. If the spell fails Feather Fall is triggered.</p><p></p><p>Force Jump</p><p>Spell Type: Anti-Gravity</p><p>Level: Spell Casting Class 3</p><p>Action: once per encounter</p><p>Target: self</p><p>Effect: The caster can jump 2 squares. If this spell fails Feather Fall is triggered.</p><p>Level-Up Scale: The caster can jump +1 square every 5 levels.</p><p></p><p>Force Levitate</p><p>Spell Type: Anti-Gravity</p><p>Level: Spell Casting Class 4</p><p>Duration: Encounter</p><p>Target: self or 1 ally</p><p>Effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered.</p><p>Attack Roll: Levitate one foe intelligence versus will defense 2 squares. Fall damage is 1d10 per square.</p><p>Level-Up Scale: Levitate +1 square every 5 levels.</p><p></p><p>Force Fly</p><p>Spell Type: Anti-Gravity</p><p>Level: Spell Casting Class 5</p><p>Target: Self</p><p>Duration: Encounter</p><p>Effect: The caster can fly with a speed of 6 squares per round. The caster gets a +1 bonus to armor class and reflex while flying, and a +1 swoop attack roll.</p><p>Level-Up Scale: increase flying speed, swoop attack bonus, and armor class and reflex defenses while flying by +1 every 5 levels. </p><p>____________</p><p>Blink Shift</p><p>Spell Type: Phase</p><p>Level: Spell Casting Class 1</p><p>Action: The spell is triggered by a foe attack.</p><p>Target: Self</p><p>Duration: once per encounter</p><p>Effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map.</p><p>Level-Up Scale: The caster can use the spell once more per encounter every 5 levels.</p><p></p><p>Pass Wall</p><p>Spell Type: Phase</p><p>Level: Spell Casting Class 2</p><p>Action: once per encounter</p><p>Target: self and 2 allies</p><p>Effect: The caster and 2 allies can walk through 2 impassible squares on the map.</p><p>Level-Up Scale: +1 impassible square and +1 ally every 5 levels</p><p></p><p>Teleport Portal</p><p>Spell Type: Phase</p><p>Level: Spell Casting Class 3</p><p>Action: once per encounter</p><p>Duration: once per encounter</p><p>Target: self and 2 allies</p><p>Effect: The caster can teleport to any previous location of the game session.</p><p>Level-Up Scale: +1 ally every 5 levels</p><p></p><p>Stop Time</p><p>Spell Type: Phase</p><p>Level: Spell Casting Class 4</p><p>Action: standard encounter</p><p>Target: self</p><p>Duration: 1 round</p><p>Effect: The caster can stop time for all but the caster. All foes have the slowed and restrained condition. Restrained foes attack at -2 while the caster attacks at +2.</p><p>Attack Roll: intelligence versus will</p><p>Level-Up Scale: +1 to caster's attack roll every 5 levels.</p><p></p><p>Force Invisibility</p><p>Spell Type: Phase</p><p>Level: Spell Casting Class 5</p><p>Action: standard encounter</p><p>Target: self</p><p>Duration: 1 round</p><p>Effect: The caster becomes invisible +40 to Stealth Check, +2attack, - foe's dex bonus against caster</p><p>Level-Up Scale: can render objects with protective ward invisible at 11th,</p><p></p><p>Mage Hand</p><p>Spell Type: Utility</p><p>Level: Spell Casting Class 1</p><p>Action: once per encounter</p><p>Range: 10/20 Long Range -2 Combat Modifier</p><p>Target: 1 foe</p><p>Effect: The caster uses telekinetic force to slam one foe intelligence versus will, or slings something at the foe intelligence versus reflex doing 1d10 damage. Move 100lbs 1 square per level.</p><p>Level-Up Scale: targets 2 foes 2d10 damage at 11th and 3 foes 3d10 damage at 21st level. Move 200lbs at 11th and 300lbs at 21st.</p><p></p><p>Lock Unlock</p><p>Spell Type: Phase</p><p>Level: Spell Casting Class 2</p><p>Action: once per day</p><p>Target: self</p><p>Effect: The caster gets a temporary skill bonus of +20 to open locks. The caster can magically create a dc25 lock.</p><p>Level-Up Scale: +30 open lock and create a dc30 lock at 11th level, and +40 and create a dc40 lock at 21st level</p><p></p><p>Secret Chest</p><p>Spell Type: Utility</p><p>Level: Spell Casting Class 3</p><p>Action: standard encounter</p><p>Target: 1 chest</p><p>Duration: Permanent</p><p>Effect: The caster creates a storage place on the ethreal plane.</p><p>Level-Up Scale: of 1 cubic foot per level</p><p></p><p>Tiny Hut</p><p>Spell Type: Utility</p><p>Level: Spell Casting Class 4</p><p>Action: once per day</p><p>Target: 1 tent</p><p>Duration: one day</p><p>Effect: The caster creates a roomy shelter in a small tent for 4 party members on the ethreal plane. The tent can also be enchanted with Protective Ward and Force Invisibility.</p><p>Level-Up Scale: furniture is added at 11th level, light, running water, bathroom, and kitchen is added at 21st.</p><p></p><p>________</p><p>Clean Mend</p><p>Spell Type: Alteration</p><p>Level: Spell Casting Class 1</p><p>Action: once per day</p><p>Target: 1 object of the caster's level or lower</p><p>Effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell again restores 1d4 hit points to the object every time.</p><p>Level-Up Scale: The caster can mend more powerful objects at higher levels.</p><p></p><p>Enlarge Shrink</p><p>Spell Type: Alteration</p><p>Level: Spell Casting Class 2</p><p>Action: once per day</p><p>Duration: Encounter or the number of rounds the caster determines. If the ally or foe is contained, roll a strength check to burst out of the containment</p><p>Target: 1 ally and ally's equipment</p><p>Effect: The enlarged ally gets +2 to strength for melee attack rolls and a -2 to dexterity because of the size.</p><p>Level-Up Scale: +3 to strength and -3 to dexterity at 11th level, and +4 to strength and -4 to dexterity at 21st level.</p><p></p><p>Attack Roll: against 1 foe, intelligence vesus will</p><p>Effect: The reduced ally gets -2 to strength for melee attack rolls and a +2 to dexterity because of the size.</p><p>Level-Up Scale: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level.</p><p></p><p>Object to Object</p><p>Disguise Ally</p><p>Foe to Object</p><p>_________</p><p>Force Web</p><p>Enchant Weapon</p><p>Magic Missile</p><p>Force Orb</p><p>Pressure Blood</p><p></p><p>Cleric Types and Wizard Types</p><p>_________</p><p></p><p>Fire Wall(Elemental Wall)</p><p>Spell Type: Abjuration</p><p>Level: Spell Casting Class 1</p><p>Action: The spell is triggered by a successful attack on the caster.</p><p>Target: All melee attackers</p><p>Duration: 1 round</p><p>Special: Each element below counts as a different spell power.</p><p>Attack Roll: intelligence versus reflex</p><p>Effect: Fire Wall: The caster causes 1d6 + 6 ongoing fire damage.</p><p>Saving Throw: intelligence versus fortitude roll every round to end the 6 ongoing fire damage.</p><p>Level-Up Scale: +1 round and +1d6 ongoing fire damage every 5 levels.</p><p></p><p>Blind Light</p><p>Spell Type: Fire Assault</p><p>Level: Spell Casting Class 1</p><p>Duration: 1 day</p><p>Effect: As a utility, the caster creates an adjustable radius of light for the party. </p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus reflex, the foe is blinded </p><p>Save: intelligence versus fortitude save ends the condition </p><p>Level-Up Scale: the foe saves at -1 every 5 caster levels</p><p></p><p>Burning Hand</p><p>Spell Type: Fire Assault</p><p>Level: Spell Casting Class 1</p><p>Duration: 1 day</p><p>Effect: the caster enchants a staff, dagger or wand with a magical fire</p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus reflex 1[w]+1d6 ongoing fire damage</p><p>Save: intelligence versus fortitude save ends the condition </p><p>Level-Up Scale: +1d6 additional ongoing fire damage every 5 levels</p><p></p><p>Fire Ball</p><p>Spell Type: Fire Assault</p><p>Level: Spell Casting Class 1</p><p>Action: encounter</p><p>Effect: the caster shoots a magical ball of fire</p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus will 1d6 ongoing fire damage </p><p>Save: intelligence versus fortitude save ends the condition</p><p>Level-Up Scale: +1 foe and +1d6 additional ongoing fire damage every 5 levels</p><p></p><p>Explosive Rune</p><p>Spell Type: Fire Assault</p><p>Level: Spell Casting Class 1</p><p>Action: encounter</p><p>Effect: the caster slings a metal ball wrapped with a rune paper</p><p>Target: all foes within 1 square burst</p><p>Attack Roll: intelligence versus reflex 1d6 ongoing fire damage </p><p>Save: intelligence versus fortitude save ends the condition</p><p>Level-Up Scale: +1 square burst and +1d6 additional ongoing fire damage every 5 levels</p><p></p><p>Combust Foe</p><p>Spell Type: Fire Assault</p><p>Level: Spell Casting Class 1</p><p>Action: daily</p><p>Effect: the caster causes the foe to internally combust in flames</p><p>Target: all foes of equal or lesser caster level</p><p>Attack Roll: intelligence versus will 1d6 fire damage </p><p>Save: intelligence versus fortitude or the foe dies</p><p>Level-Up: +1d6 fire damage every 5 levels</p><p>__________</p><p>Electrified Wall</p><p>Spell Type: lightning Assault</p><p>Level: Spell Casting Class 1</p><p>Action: triggered by melee attack</p><p>duration: 1 round</p><p>Attack Roll: intelligence versus reflex</p><p>Effect: Lightning Wall: The caster causes 1d8 lightning damage and stuns the target who takes a penalty of -2 on all rolls.</p><p>Saving Throw: Reroll the attack roll every round to end the stun condition. </p><p>Level-Up Scale: Add +1d8 damage every 5 levels.</p><p></p><p>Dark Rain</p><p>Spell Type: Lightning Assault</p><p>Level: Spell Casting Class 1</p><p>Effect: As a utility, the caster creates 1 day of drinkable water for the party.</p><p>Range: 10 long range 20 </p><p>Target: everyone within 1 square burst</p><p>Effect: anyone within the area of effect is blinded takes -2 on all rolls</p><p>Level-Up Scale: +1 square burst every 5 levels</p><p></p><p>Shocking Grasp</p><p>Spell Type: Lightning Assault</p><p>Level: Spell Casting Class 1</p><p>Duration: 1 day</p><p>Effect: the caster enchants a staff, dagger or wand with a magical lightning</p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus reflex 1[w]+1d8 lightning damage + stun</p><p>Save: intelligence versus fortitude save ends the stunned condition </p><p>Level-Up Scale: +1d8 additional lightning damage every 5 levels</p><p></p><p>Chain Lightning</p><p>Spell Type: Lightning Assault</p><p>Level: Spell Casting Class 1</p><p>Action: encounter</p><p>Effect: the caster shoots a lightning bolt from the wand, staff or dagger</p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus reflex 1d8 lightning damage + stun</p><p>Save: intelligence versus fortitude save ends the stunned condition</p><p>Level-Up Scale: +1 foe and +1d8 additional lightning damage every 5 levels</p><p></p><p>Plasma Ball</p><p>Spell Type: Lightning Assault</p><p>Level: Spell Casting Class 1</p><p>Action: encounter</p><p>Effect: the caster slings an electrified metal ball</p><p>Target: all foes within 1 square burst</p><p>Attack Roll: intelligence versus reflex 1d8 lightning damage + stun </p><p>Save: intelligence versus fortitude save ends the stunned condition</p><p>Level-Up Scale: +1 square burst and 1d8 lightning damage every 5 levels</p><p></p><p>Disintegrate Foe</p><p>Spell Type: Lightning Assault</p><p>Level: Spell Casting Class 1</p><p>Action: daily</p><p>Effect: the caster causes the foe to disintegrate into ashes</p><p>Target: all foes of equal or lesser caster level</p><p>Attack Roll: intelligence versus will 1d8 lightning damage + stun </p><p>Save: intelligence versus fortitude or the foe dies</p><p>Level-Up: +1d8 lightning damage every 5 levels</p><p>______________</p><p></p><p>Ice Wall</p><p>Spell Type: ice Assault</p><p>Level: Spell Casting Class 1</p><p>Action: triggered by melee attack</p><p>duration: 1 round</p><p>Attack Roll: intelligence versus reflex</p><p>Effect: The caster causes 1d10 cold damage and stuns the target who takes a penalty of -2 on all rolls.</p><p>Saving Throw: Reroll the attack roll every round to end the stun condition. </p><p>Level-Up Scale: Add +1d8 damage every 5 levels.</p><p></p><p>Icy Floor</p><p>Spell Type: Ice Assault</p><p>Level: Spell Casting Class 1</p><p>Range: 10 long range 20 </p><p>Target: everyone within 1 square burst</p><p>Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round</p><p>Level-Up Scale: +1 square burst every 5 levels</p><p></p><p>Chilly Touch</p><p>Spell Type: Ice Assault</p><p>Level: Spell Casting Class 1</p><p>Effect: the caster enchants a staff, dagger or wand with an icy aura</p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus reflex 1[w]+1d10 cold damage</p><p>Level-Up Scale: +1d10 additional ice damage every 5 levels</p><p></p><p>Icicle Volley</p><p>Spell Type: ice Assault</p><p>Level: Spell Casting Class 1</p><p>Action: encounter</p><p>Effect: the caster shoots an icy spray</p><p>Target: 1 foe</p><p>Attack Roll: intelligence versus will 1d10 ice damage </p><p>Level-Up Scale: +1 foe in an arcand +1d10 cold damage every 5 levels</p><p></p><p>Ice Storm</p><p>Spell Type: ice Assault</p><p>Level: Spell Casting Class 1</p><p>Action: encounter</p><p>Effect: the caster slings a metal ball that drops and creats a hail storm cloud</p><p>Target: all foes within 1 square burst</p><p>Attack Roll: intelligence versus reflex 1d10 cold damage</p><p>Level-Up Scale: +1 square burst and +1d10 cold damage every 5 levels</p><p></p><p>Frost Bite</p><p>Spell Type: ice Assault</p><p>Level: Spell Casting Class 1</p><p>Action: daily</p><p>Effect: the caster causes the foe to freeze to death</p><p>Target: all foes of equal or lesser caster level</p><p>Attack Roll: intelligence versus will 1d10 cold</p><p>Save: intelligence versus fortitude or the foe dies</p><p>Level-Up: +1d10 cold damage every 5 levels</p><p>_________</p><p></p><p>I'm currently working on conditions and ability reduction.</p><p></p><p>My CRUDE Dungeons & Dragons 4th Edition House Rules for the Sinister Secret of Saltmarsh Module <a href="http://kira3696.tripod.com/CombatTracker.rar" target="_blank">kira3696.tripod.com/CombatTracker.rar</a></p></blockquote><p></p>
[QUOTE="ren1999, post: 5873270, member: 85179"] I'm working on a template of about 30 spells for all caster types. I welcome any and all criticism. A New Powers System The following is based on my home rules spells but could work for all previous spell lists. For spells, I think we should order all of them according to what they do. Abjuration Shielding for example. Then decide which abjuration spells are easier and harder compared to each other. So far I have this. Force Shield - available at 1st spell casting level Endure Element - 2nd Element Wall - 3rd Dispel Magic - 4th Reflect Magic - 5th Protective Ward - 6th I then gave each of these spells a spell casting level requirement. After that I determine which spells are encounter and daily due to their damage mostly. Now here is what is vital. All spell casters can learn spells based on their intelligence modifier per level. They don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter. But all characters are limited by the 4th edition encounter and daily restrictions. That means 3rd level can only use 1 daily from a list of daily spells per day and 2 encounter spells from their memorized list per encounter. This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type. Monsters however, should be limited in known powers to make it easier for the dm to manage them. ____________ Force Shield Spell Type: Abjuration Level: Spell Casting Class 1 Action: The spell is triggered by an attack on the caster. Target: Self Duration: Encounter Effect: The spell adds the caster's intelligence modifier to the armor class and reflex defense. Level-Up Scale: Add +1 to the armor class and reflex defense every 5 levels. Endure Element Spell Type: Abjuration Level: Spell Casting Class 2 Action: The spell is triggered by a successful attack on the caster. Target: Self Duration: Encounter Effect: Damage by fire, lightning, or cold is reduced by the caster's intelligence modifier. Level-Up Scale: Reduce this damage by -1 every 5 levels. Element Wall Spell Type: Abjuration Level: Spell Casting Class 3 Action: The spell is triggered by a successful attack on the caster. Target: All melee attackers Duration: Encounter Special: Each element below counts as a different spell power. Dispel Magic Spell Type: Abjuration Level: Spell Casting Class 4 Action: The spell is triggered by a spell or prayer attack on the caster. Target: 1 spell or prayer Attack Roll: intelligence versus will Effect: If the caster hits, the foe's spell or prayer is negated. Deflect Magic Spell Type: Abjuration Level: Spell Casting Class 5 Action: The spell is triggered by a spell or prayer attack on the caster. Target: 1 spell or prayer Attack Roll: intelligence versus will Effect: If the caster hits, the foe's spell or prayer bounces back and affects the foe. Protective Ward Spell Type: Abjuration Level: Spell Casting Class 6 Action: The spell is triggered by a foe touching the protected object. Range: Touch Target: The object targets all foes touching the object. Attack Roll: intelligence versus reflex Effect: The object takes on the hit points, armor class, and defenses of the caster and is protected with spell additions listed next. Additions: The caster can add Force Shield, Endure Element, Element Wall, and Force Invisibility to the object. ____________ Feather Fall Spell Type: Anti-Gravity Level: Spell Casting Class 1 Action: The spell is triggered by the caster's fall. Target: The spell targets the self and all allies within 1 square burst. Effect: The caster's fall is slowed to a harmless speed. Level-Up Scale: Protects all allies within +1 square burst of the caster every 5 levels. Spider Climb Spell Type: Anti-Gravity Level: Spell Casting Class 2 Action: once per encounter Target: self Effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb penalties. If the spell fails Feather Fall is triggered. Force Jump Spell Type: Anti-Gravity Level: Spell Casting Class 3 Action: once per encounter Target: self Effect: The caster can jump 2 squares. If this spell fails Feather Fall is triggered. Level-Up Scale: The caster can jump +1 square every 5 levels. Force Levitate Spell Type: Anti-Gravity Level: Spell Casting Class 4 Duration: Encounter Target: self or 1 ally Effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered. Attack Roll: Levitate one foe intelligence versus will defense 2 squares. Fall damage is 1d10 per square. Level-Up Scale: Levitate +1 square every 5 levels. Force Fly Spell Type: Anti-Gravity Level: Spell Casting Class 5 Target: Self Duration: Encounter Effect: The caster can fly with a speed of 6 squares per round. The caster gets a +1 bonus to armor class and reflex while flying, and a +1 swoop attack roll. Level-Up Scale: increase flying speed, swoop attack bonus, and armor class and reflex defenses while flying by +1 every 5 levels. ____________ Blink Shift Spell Type: Phase Level: Spell Casting Class 1 Action: The spell is triggered by a foe attack. Target: Self Duration: once per encounter Effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map. Level-Up Scale: The caster can use the spell once more per encounter every 5 levels. Pass Wall Spell Type: Phase Level: Spell Casting Class 2 Action: once per encounter Target: self and 2 allies Effect: The caster and 2 allies can walk through 2 impassible squares on the map. Level-Up Scale: +1 impassible square and +1 ally every 5 levels Teleport Portal Spell Type: Phase Level: Spell Casting Class 3 Action: once per encounter Duration: once per encounter Target: self and 2 allies Effect: The caster can teleport to any previous location of the game session. Level-Up Scale: +1 ally every 5 levels Stop Time Spell Type: Phase Level: Spell Casting Class 4 Action: standard encounter Target: self Duration: 1 round Effect: The caster can stop time for all but the caster. All foes have the slowed and restrained condition. Restrained foes attack at -2 while the caster attacks at +2. Attack Roll: intelligence versus will Level-Up Scale: +1 to caster's attack roll every 5 levels. Force Invisibility Spell Type: Phase Level: Spell Casting Class 5 Action: standard encounter Target: self Duration: 1 round Effect: The caster becomes invisible +40 to Stealth Check, +2attack, - foe's dex bonus against caster Level-Up Scale: can render objects with protective ward invisible at 11th, Mage Hand Spell Type: Utility Level: Spell Casting Class 1 Action: once per encounter Range: 10/20 Long Range -2 Combat Modifier Target: 1 foe Effect: The caster uses telekinetic force to slam one foe intelligence versus will, or slings something at the foe intelligence versus reflex doing 1d10 damage. Move 100lbs 1 square per level. Level-Up Scale: targets 2 foes 2d10 damage at 11th and 3 foes 3d10 damage at 21st level. Move 200lbs at 11th and 300lbs at 21st. Lock Unlock Spell Type: Phase Level: Spell Casting Class 2 Action: once per day Target: self Effect: The caster gets a temporary skill bonus of +20 to open locks. The caster can magically create a dc25 lock. Level-Up Scale: +30 open lock and create a dc30 lock at 11th level, and +40 and create a dc40 lock at 21st level Secret Chest Spell Type: Utility Level: Spell Casting Class 3 Action: standard encounter Target: 1 chest Duration: Permanent Effect: The caster creates a storage place on the ethreal plane. Level-Up Scale: of 1 cubic foot per level Tiny Hut Spell Type: Utility Level: Spell Casting Class 4 Action: once per day Target: 1 tent Duration: one day Effect: The caster creates a roomy shelter in a small tent for 4 party members on the ethreal plane. The tent can also be enchanted with Protective Ward and Force Invisibility. Level-Up Scale: furniture is added at 11th level, light, running water, bathroom, and kitchen is added at 21st. ________ Clean Mend Spell Type: Alteration Level: Spell Casting Class 1 Action: once per day Target: 1 object of the caster's level or lower Effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell again restores 1d4 hit points to the object every time. Level-Up Scale: The caster can mend more powerful objects at higher levels. Enlarge Shrink Spell Type: Alteration Level: Spell Casting Class 2 Action: once per day Duration: Encounter or the number of rounds the caster determines. If the ally or foe is contained, roll a strength check to burst out of the containment Target: 1 ally and ally's equipment Effect: The enlarged ally gets +2 to strength for melee attack rolls and a -2 to dexterity because of the size. Level-Up Scale: +3 to strength and -3 to dexterity at 11th level, and +4 to strength and -4 to dexterity at 21st level. Attack Roll: against 1 foe, intelligence vesus will Effect: The reduced ally gets -2 to strength for melee attack rolls and a +2 to dexterity because of the size. Level-Up Scale: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level. Object to Object Disguise Ally Foe to Object _________ Force Web Enchant Weapon Magic Missile Force Orb Pressure Blood Cleric Types and Wizard Types _________ Fire Wall(Elemental Wall) Spell Type: Abjuration Level: Spell Casting Class 1 Action: The spell is triggered by a successful attack on the caster. Target: All melee attackers Duration: 1 round Special: Each element below counts as a different spell power. Attack Roll: intelligence versus reflex Effect: Fire Wall: The caster causes 1d6 + 6 ongoing fire damage. Saving Throw: intelligence versus fortitude roll every round to end the 6 ongoing fire damage. Level-Up Scale: +1 round and +1d6 ongoing fire damage every 5 levels. Blind Light Spell Type: Fire Assault Level: Spell Casting Class 1 Duration: 1 day Effect: As a utility, the caster creates an adjustable radius of light for the party. Target: 1 foe Attack Roll: intelligence versus reflex, the foe is blinded Save: intelligence versus fortitude save ends the condition Level-Up Scale: the foe saves at -1 every 5 caster levels Burning Hand Spell Type: Fire Assault Level: Spell Casting Class 1 Duration: 1 day Effect: the caster enchants a staff, dagger or wand with a magical fire Target: 1 foe Attack Roll: intelligence versus reflex 1[w]+1d6 ongoing fire damage Save: intelligence versus fortitude save ends the condition Level-Up Scale: +1d6 additional ongoing fire damage every 5 levels Fire Ball Spell Type: Fire Assault Level: Spell Casting Class 1 Action: encounter Effect: the caster shoots a magical ball of fire Target: 1 foe Attack Roll: intelligence versus will 1d6 ongoing fire damage Save: intelligence versus fortitude save ends the condition Level-Up Scale: +1 foe and +1d6 additional ongoing fire damage every 5 levels Explosive Rune Spell Type: Fire Assault Level: Spell Casting Class 1 Action: encounter Effect: the caster slings a metal ball wrapped with a rune paper Target: all foes within 1 square burst Attack Roll: intelligence versus reflex 1d6 ongoing fire damage Save: intelligence versus fortitude save ends the condition Level-Up Scale: +1 square burst and +1d6 additional ongoing fire damage every 5 levels Combust Foe Spell Type: Fire Assault Level: Spell Casting Class 1 Action: daily Effect: the caster causes the foe to internally combust in flames Target: all foes of equal or lesser caster level Attack Roll: intelligence versus will 1d6 fire damage Save: intelligence versus fortitude or the foe dies Level-Up: +1d6 fire damage every 5 levels __________ Electrified Wall Spell Type: lightning Assault Level: Spell Casting Class 1 Action: triggered by melee attack duration: 1 round Attack Roll: intelligence versus reflex Effect: Lightning Wall: The caster causes 1d8 lightning damage and stuns the target who takes a penalty of -2 on all rolls. Saving Throw: Reroll the attack roll every round to end the stun condition. Level-Up Scale: Add +1d8 damage every 5 levels. Dark Rain Spell Type: Lightning Assault Level: Spell Casting Class 1 Effect: As a utility, the caster creates 1 day of drinkable water for the party. Range: 10 long range 20 Target: everyone within 1 square burst Effect: anyone within the area of effect is blinded takes -2 on all rolls Level-Up Scale: +1 square burst every 5 levels Shocking Grasp Spell Type: Lightning Assault Level: Spell Casting Class 1 Duration: 1 day Effect: the caster enchants a staff, dagger or wand with a magical lightning Target: 1 foe Attack Roll: intelligence versus reflex 1[w]+1d8 lightning damage + stun Save: intelligence versus fortitude save ends the stunned condition Level-Up Scale: +1d8 additional lightning damage every 5 levels Chain Lightning Spell Type: Lightning Assault Level: Spell Casting Class 1 Action: encounter Effect: the caster shoots a lightning bolt from the wand, staff or dagger Target: 1 foe Attack Roll: intelligence versus reflex 1d8 lightning damage + stun Save: intelligence versus fortitude save ends the stunned condition Level-Up Scale: +1 foe and +1d8 additional lightning damage every 5 levels Plasma Ball Spell Type: Lightning Assault Level: Spell Casting Class 1 Action: encounter Effect: the caster slings an electrified metal ball Target: all foes within 1 square burst Attack Roll: intelligence versus reflex 1d8 lightning damage + stun Save: intelligence versus fortitude save ends the stunned condition Level-Up Scale: +1 square burst and 1d8 lightning damage every 5 levels Disintegrate Foe Spell Type: Lightning Assault Level: Spell Casting Class 1 Action: daily Effect: the caster causes the foe to disintegrate into ashes Target: all foes of equal or lesser caster level Attack Roll: intelligence versus will 1d8 lightning damage + stun Save: intelligence versus fortitude or the foe dies Level-Up: +1d8 lightning damage every 5 levels ______________ Ice Wall Spell Type: ice Assault Level: Spell Casting Class 1 Action: triggered by melee attack duration: 1 round Attack Roll: intelligence versus reflex Effect: The caster causes 1d10 cold damage and stuns the target who takes a penalty of -2 on all rolls. Saving Throw: Reroll the attack roll every round to end the stun condition. Level-Up Scale: Add +1d8 damage every 5 levels. Icy Floor Spell Type: Ice Assault Level: Spell Casting Class 1 Range: 10 long range 20 Target: everyone within 1 square burst Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round Level-Up Scale: +1 square burst every 5 levels Chilly Touch Spell Type: Ice Assault Level: Spell Casting Class 1 Effect: the caster enchants a staff, dagger or wand with an icy aura Target: 1 foe Attack Roll: intelligence versus reflex 1[w]+1d10 cold damage Level-Up Scale: +1d10 additional ice damage every 5 levels Icicle Volley Spell Type: ice Assault Level: Spell Casting Class 1 Action: encounter Effect: the caster shoots an icy spray Target: 1 foe Attack Roll: intelligence versus will 1d10 ice damage Level-Up Scale: +1 foe in an arcand +1d10 cold damage every 5 levels Ice Storm Spell Type: ice Assault Level: Spell Casting Class 1 Action: encounter Effect: the caster slings a metal ball that drops and creats a hail storm cloud Target: all foes within 1 square burst Attack Roll: intelligence versus reflex 1d10 cold damage Level-Up Scale: +1 square burst and +1d10 cold damage every 5 levels Frost Bite Spell Type: ice Assault Level: Spell Casting Class 1 Action: daily Effect: the caster causes the foe to freeze to death Target: all foes of equal or lesser caster level Attack Roll: intelligence versus will 1d10 cold Save: intelligence versus fortitude or the foe dies Level-Up: +1d10 cold damage every 5 levels _________ I'm currently working on conditions and ability reduction. My CRUDE Dungeons & Dragons 4th Edition House Rules for the Sinister Secret of Saltmarsh Module [URL="http://kira3696.tripod.com/CombatTracker.rar"]kira3696.tripod.com/CombatTracker.rar[/URL] [/QUOTE]
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