bmcdaniel
Adventurer
My Homebrew
I'm the author of 85% of these. Others are collected from the boards or wherever. I apologize for the imperfect formatting...
Animate Body Part
Necromancy Evil
Level: Sor/Wiz 0
Cleric 0
Components: V
Casting Time: 1 action
Range: Touch
Target: One separate body part
Duration: Concentration plus 1 round
Saving Throw: None
Spell Resistence Yes
This spell temporarily animates one creature's separate body part, such as a severed
hand, preserved eye, or skull. The body part must be dead, although the creature it was
from need not be. The body part must also be in relatively good condition and can be no
larger than tiny (typically a half a limb).
The body part will move under its own direction; you have no control over the body part
unless you cast Command Undead or a similar spell. Typically, the body part will
spasmodically, crawl towards or grasp the nearest living creatures other than you. The
body part can sense the life force of creatures up to 400 feet away.
The attributes of the body part will depend on the specific body part, but it may have a
strength of up to 2, a dexterity of 10, a movement of up to 2.5, AC 18 (+8 size), 1 hit
point, and a BAB of +0. Unless the body part naturally makes noise (for example a
chattering skull) it has a Hide of +10 (+8 size, +2 enhancement) and Move Silent of +8
(+8 size). Under ordinary circumstances, it cannot inflict any damage or even hit aware
creatures. However, you can use it to deliver touch spells of 4th level or lower from the
school of Necromancy to unaware or immobilized opponents (or by using spells such as
telekinesis or mage hand to deliver the body part).
Source: Homebrew
Animate Dead Plant
Necromancy Evil
Level: Sor/Wiz 1
Cleric 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One or more dead plants touched
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
This spell functions similarly to Animate Dead, however it only works on ordinary plants
and trees. Casting this spell on the remains of a dead plant or tree turns into an undead
plant, a plant that is imbued with negative energy and is treated as a zombie of
appropriate size with no Intelligence, no attacks and no movement. You cannot create more
HD of undead plants than you have of caster levels with a single casting of this spell.
Undead plants cannot be controlled.
Material component: a bit of blackened ash or charcoal.
Source: Homebrew
Animate Mist
Transmutation
Level: Sor/Wiz 1
Druid 1
Components: S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: One 10 ft. cube mist per level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistence No
You can control ordinary mist and fog, forming it into shapes, causing it to conceal
objects or people, or clearing it away by concentrating. The fog you control will stay in
that shape for the duration of the spell.
If you choose to move the fog or mist, it will move at 5 feet per round. If there is a
source or an abundance of fog, you must continue to concentrate or the fog will fill in
the cleared area.
If you choose to form it into shapes, the fog can create rough, but recognizable shapes.
If you choose to concentrate the fog, you can cause it to give up to three-quarters
concealment to creatures in its midst (ordinary fog only give half concealment; see page
88 of DMG).
Source: Homebrew
Anti-magic Missile
Abjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One projectile
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistence No
When shot or thrown before the end of the duration, the projectile touched acquires a
small anti-magic field. When the attack is resolved, the projectile ignores all magical
effects on the target just as if he was in an anti-magic field. It also suppresses any
magical abilities of the projectile, but not any effects applicable to the attacker (or
the missile launcher). For example, it would suppress the +1 enhancement bonus of a +1
arrow, but would not suppress the +2 bonus of a +2 longbow, nor a True Strike spell cast
on the attacker.
The anti-magic effect does not persist past the attack, which discharges this spell.
Source: Homebrew
Aspanni's Spell Virus
Enchantment Mind-Affecting
Level: Sor/Wiz 3
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1day/2 levels
Saving Throw: Will negates (see text)
Spell Resistence Yes
Aspanni's Spell Virus is a restricted form of the Limited Geas spell that acts like a
virus to propagate itself. The creator, and his motives for creating this spell, are
unknown; the spell is named after the first recorded victim.
When studied, read or identified (if in a magic item), this spell appears to be the 3rd
level spell, Suggestion. However, a DC 20 spellcraft check will reveal that something is
subtly strange about the spell, and a DC 25 check will reveal its true nature.
When you cast this spell, you make an immediate Will saving throw. If you can cast arcane
spells or use arcane spell-like effects, you receive a -4 penalty to your saving throw.
In addition, you receive a circumstance bonus to your saving throw based on the total
number of third level spell slots you have: 0 slots, +8; 1 slot, +6; 2 slots, +4; 3
slots, +2; 4 or more slots, +0.
For the duration of this spell, you will attempt to memorize and cast this spell once per
day. If you have no third level spell slots, then this effect does not apply to you and
you suffer no penalties from your lack.
In addition, if you have the Scribe Scroll feat, at least once each week you attempt to
make a scroll of this spell and sell or gift the scroll. If you are prevented from making
a scroll, you receive a -2 penalty to each ability score for each week you are prevented
from doing so, up to a total of -8, just as you were prevented from obeying a Lesser
Geas.
Furthermore, you will take no action to end this spell or help others to end this spell,
although you will not resist if another person does so.
Multiple casting of this spell do not increase its effects, but do extend its duration.
Aspanni's Spell Virus can be ended only by the same means that would end a Lesser Geas:
break enchantment, limited wish, mordenkainen's disjunction, remove curse, miracle, or
Source: Homebrew
Backview
Divination
Level: Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistence No
When you cast this spell, you get a momentary view as if you were looking from a spot 4
feet behind your head in the opposite direction you are facing. This spell is completely
blocked if there is any material in between you and that spot.
This has no effect on spotting or flanking, but can be useful to fool opponents.
Source: Homebrew
Bestow Minor Curse
Transmutation
Level: Sor/Wiz 2
Cleric 2
Adept 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 year
Saving Throw: Will negates
Spell Resistence Yes
You place a minor curse on the creature touched. You can choose one of the following
minor effects, depending on the version selected:
* -1 effective decrease to Charisma (minimum 3).
* -1 penalty on one selected saving throw.
* Creature has a constant vague sense of disquiet (no further game effect).
* Creature is attractive to ordinary flies and other insects, who will annoy the
creature.
* Creature finds that food always tastes bland.
* If literate, the creature misspells certain words.
* Creature loses items worth 1 cp every day.
You may also invent your own minor curse, but it should be no more powerful than those
listed above, and the DM has final say on the curse's effect.
Unlike bestow curse, bestow minor curse may be dispelled by dispel magic. It may also be
removed by any method that would remove bestow curse.
Source: Homebrew
Blank Face
Illusion
Level: Assassin 1
Sor/Wiz 0
Bard 0
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistence Yes (harmless)
This spell creates a flat illusion of a blank area over your face, giving you the
appearance of a featureless face without eyes, mouth, nose, etc. This makes it impossible
for anyone to recognize you by your face, although they may recognize you by your
Source: Homebrew
Bloody Hand
Illusion
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistence Yes
If the target fails his saving throw fails, one or both of its hands appear covered with
blood, which cannot be washed or wiped off for the duration of the spell.
Source: Homebrew
Carbon Copy
Transmutation
Level:
Cleric 2
Sor/Wiz 1
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Make a copy of a written or drawn document
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
Copy enables you to make a perfect copy of a map, letter, or any other written or drawn
document. You must have a blank parchment of a book with blank pages of sufficient size
to hold the copy. Copying a document takes 1 hour per page to be copied; the copy
gradually appears on the formerly blank object. The copy is permanent and is a perfect
duplicate of the original.
Copy can be used upon scrolls or other magic writings; the copy, while appearing the
same, has none of the magical properties of the original.
Source: Homebrew
Cassertian Fireform
Transmutation Fire
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistence Yes (harmless)
This transmutation was created by an unknown Cassertian court wizard who used it to spy
on visiting dignitaries. The spell enabled the wizard or other targets of his choice to
hide in braziers and fireplaces in court palaces.
When you cast this spell you can meld your body with nonmagical fire. The fire must be
within 5 feet of you so you can leap into the blaze. Your form is then concealed in the
flickering flames of a torch, campfire, fireplace, or other source of nonmagical fire.
The fire must be at least the size of a torch. The fire can be of any intensity, but you
are only protected from 20 points of fire damage per round, so especially hot fires may
deal damage to you.
While in fireform you can see and hear normally; the flames do not obscure hearing or
vision. You cannot cast spells, talk or attack.
To exit the fire, you may dispel the spell with a telepathic command. You are
automatically expelled from the flames at the end of the spell's duration or if the fire
is completely extinguished by any normal or magical means. (The spell does not expire if
the blaze merely dies down to embers.) The spell is also cancelled if a spell such as
affect normal fires or pyrotechnics is cast upon the flames.
You have 20 points of damage resistance against heat and fire damage while moving into
and out of the source of flame (as well as during the spell's effects ). You cannot be
discerned from normal flames unless a detect magic spell is cast. In this event, the
flames radiate a faint aura of transmutation magic. A detect invisibility spell will not
reveal a fireformed individual, although true seeing will.
Source: Homebrew
Cave of the Mounds
Transmutation
Level: Druid 3
Components: V, S, M
Casting Time: 10 minutes
Range: 100 feet (see text)
Effect: One cave, approximately 10 feet wide and high, length 10 feet plus 10 feet
Duration: 3 hours/level
Saving Throw: None
Spell Resistence No
This spell creates a temporary natural cavern where you can seek refuge. The spell must
be cast in a natural area that would support a cavern. This would typically be limestone,
but appropriate caverns may be made for other terrain; for example lava tubes in igneous
rock, fissures in metamorphic rock, tunnels in mud or dirt, coral caverns on the
seafloor, ice caves in snowy areas, rotted out tree trunks in redwood forests, etc.
At the casting of the spell, a natural cavern opens within 100 feet of you, although you
are not automatically aware of where it is. The cave will be approximately 10 feet by 10
feet entrance by 10 feet depth plus 10 feet depth per caster level length.
The temperature in the cavern will be up to 50 degrees more or less than the outside
temperature, towards 60 degrees. The cave also provides protection against wind, rain,
dust, sandstorms, floods (there is natural drainage through the floor) and other violent
forms of weather. The cave can be used for overnight rest, including sleep, campfires,
Source: Homebrew
Cavern Close
Transmutation
Level: Druid 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: Any 15 ft. diameter natural stone opening
Duration: Permanent (D)
Saving Throw: None
Spell Resistence No
The target of this spell is a cavern mouth or a natural stone cave or passage with a
maximum dimension of 15 ft or less. In order for the spell to be completed, it must be
possible for you to physically touch all sides of the targeted opening. Thus if the
opening were too tall for you to reach unaided, or inaccessible beyond a chasm, the spell
would fail.
The tunnel mouth closes with a grinding sound that takes 2d4 rounds to complete. It
leaves a grapefruit-sized opening in the center. Placing a sufficiently large object in
the opening will ensure that the hole is completely sealed.
Source: Homebrew
Chimares Regeneration
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence No
This specialized spell creates a very compelling illusion of invulnerability to attack.
Any wounds suffered by you appear to rapidly close and only brief grimaces of pain are
visible. You give the appearance of near invincibility to damage, resulting in a daunting
image for any intelligent foe. The primary spell intent is to cause a foe to give up the
fight as hopeless.
Creatures only get the benefit of the disbelief saving throw if they interact very
closely with you, for example by making a Heal check. Conversing, melee or ranged
attacks, and nearly all attack spells will not provide sufficient interaction.
This illusion uses integrated visual, auditory, olfactory, and thermal effects to subtly
alter the appearance of any wounds. It will also hide the effects of disease, poisons, or
any previous injuries you may have suffered, and you will seem to be in perfect health.
No concentration is required to maintain this illusion.
This spell will blend perfectly with any illusionary image that you are employing to
alter your appearance. However the spell will not hide a trail of blood on the ground.
Once you are slain or rendered unconscious the illusionary mask drops away.
Material Components: Pieces of chalk, charcoal, and other colored materials that must be
Source: Homebrew
Chimares' Shadow Spy
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One shadow
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
Any single shadow that is visible and within range of this spell acts as your sensory
proxy, even if it moves beyond the spell range after the spell is cast. You can both see
and hear anything witnessed by that shadow, even if the shadow belongs to a moving
creature or target. When no light source is present to cast the shadow, such as after
dusk, this spell will cease to function. The spell is also negated if an additional light
source lines up to completely eliminate the shadow.
Material Component: Powdered charcoal.
Source: Homebrew
Closed Mind
Abjuration Mind-Affecting
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Yes (Harmless)
Spell Resistence Yes
The person or creature affected by this spell is immune to all charm and hold spells of
4th level or less, and gains a +4 resistance bonus on saving throws against other charm
and hold spells. In addition, he gains a +2 resistance bonus against other enchantment
spells.
Source: Homebrew
Cone of Wind
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: Cone
Duration: 1 round + 1 round/3 levels
Saving Throw: Fortitude partial
Spell Resistence No
This spell creates a ferocious wind that stems from your hand and blows outwards. You
can reorient the cone as a free action during your round.
The wind has the following effects that allow no save each round: Automatically
extinguish unprotected flames, 75% chance to extinguish protected flames, ranged attacks
are impossible, siege weapons suffer a -4 penalty to attack, and Listen checks suffer a
-8 penalty.
The wind has the following effects that allow a Fortitude save to negate each round:
Small or smaller creatures are blown away (tripped, plus roll back 1d4 x 10 feet,
suffering 1d4 points of subdual damage per 10 feet; unless flying, in which case blown
back 2d6 x 10 feet and sustain 2d6 points of subdual damage total), Medium-size creatures
are knocked down (tripped; unless flying, in which case blow back 1d6 x 10 feet), and
Large and Huge creatures are checked (cannot move forward; unless flying, in which case
blow back 10 feet).
Source: Homebrew
Conversation
Illusion Mind-Affecting
Level: Sor/Wiz 8
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
You establish a link with another creature with whom you are familiar, after which visual
and auditory representations appear before you and it, allowing you to converse as if in
the same room.
You initiate this spell by sending a special message revealing your identity and a
telepathic message informing the target of your intent to speak and instructing it to
concentrate to initiate the illusion. If the target does not immediately answer this
message, you may attempt to establish the link prior to the expiration of this spell,
however you may only attempt to establish the link a number of times equal to your caster
level.
Once the target accepts the link, phantasmal duplicates of you and it appear before the
other. The phantasms perfectly mimic the actions of the creature they represent,
including visual, auditory, olfactory, thermal and even minor tactile elements.
Either you or the target can dismiss this spell at any time.
Source: Homebrew
Create Scry Tag
Divination
Level: Sor/Wiz 3
Components: V, S, M, X
Casting Time: 1minute
Range: Touch
Target: One object
Duration: Permanent
Saving Throw: None
Spell Resistence Yes (object)
This spell creates a permanent tag upon the surface of an object. Thereafter, you (and
only you) can see or hear through the tag by using the Scry Tag spell.
Permanency with the following spells can be cast in conjunction with Create Scry Tag, and
will allow you to use the spell whenever you cast Scry Tag through this tag: Arcane
Sight, Comprehend Languages, Darkvision, Detect Magic, Read Magic, See Invisibility, and
Tongues. You must meet the requirements and pay the experience as set forth in the
Permanency spell description.
Material Component: A wash of specially purified water worth 50 gp.
XP Cost: 50 xp.
Source: Homebrew
Curse of Lycanthropy
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: Humanoid touched
Duration: Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistence Yes
You can cause temporary lycanthropy in a humanoid you touch. A humanoid who fails the
saving throw contracts lycanthropy, and the condition manifests with the next full moon.
Unlike other forms of lycanthropy, the effect of this spell can be broken by remove curse
or break enchantment.
You can induce any type of common lycanthropy (and evil clerics frequently experiment
with new kinds). As a rule, the lyncanthrope's animal form can be any predator between
the size of a small dog and a large bear. The source of the material component determines
the victim's animal form. (More information on lycanthropes can be found in Appendix 3
of the Monster Manual).
Source: Homebrew 85
Dancing Skeletons
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft + 10 ft/level)
Target: Up to 2+2 HD/level of skeletons, maximum 10 HD
Duration: Concentration, up to 1 minute/level
Saving Throw: Will negates
Spell Resistence Yes
This spell causes up to 2+2 HD/level of skeletons, maximum 10 HD, within range to perform
a jerky dance. While dancing, skeletons cannot attack or move, have a -4 AC, and cannot
make a Reflex save except on a natural 20. Furthermore, for each minute that a skeleton
dances, it takes 1d4 points of damage from the unnatural movement.
Source: Homebrew
Dart
Conjuration
Level: Assassin 1
Components: S
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistence Yes
A tiny, corporeal dart springs from your hand and strikes the target. You must succeed at
a ranged touch attack to hit your target. The dart does 1 point of damage (As usual with
such spells, it does allow you to do your sneak attack damage if applicable). The dart
disappears at the conclusion of the spell.
The somatic component is fairly innocuous; it only consists of rubbing your thumb and
forefinger together in a particular pattern. Because of this, casting the spell isn't
likely to be noticed as actual spell casting. Thus, you can cast the spell in direct
company of others without them noticing. When you cast this in the presence of wary
spellcasters, the DM will roll a Spellcraft check opposed by your Hide check with a +5
Source: Homebrew
Death Seal
Necromancy Death
Evil
Level: Assassin 4
Components: S, M
Casting Time: 1 minute
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Fortitude negates and Will partial (see text)
Saving Throw: See text
Spell Resistence Yes
This spell makes the target's transition to the afterlife an extremely painful
experience, so much that they will ordinarily choose to forego returning to life.
The target of this spell receives a Fortitude save to avoid its effects. If the target
fails, and it dies within 1 minute, then it experiences death as agonizingly painful.
Thereafter, the target must make a Will save to voluntarily return to life (for example
by raise dead, resurrection, or true resurrection). If the target's death is as a result
of an Assassin's death attack it has a circumstance penalty to its Will save equal to
half your Assassin levels. Furthermore, and regardless of how it dies, if the target
fails its first saving throw to return to life, its second saving throw has a -4
circumstance penalty, and its third and subsequent saving throws are at a -8 circumstance
penalty.
In addition, because of the painful nature of the target's death, this pain is the only
thing that is recoverable from the body via a Speak With Dead spell.
Source: Homebrew
Defy Gravity
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One object, up to 50 lbs./level
Duration: 1 day/level
Saving Throw: Will negates (object) (harmless)
Spell Resistence Yes (object)
The target object becomes immune to gravity so that it is effectively weightless and
remains in place where it is released, much like an immovable rod. Unlike an immovable
rod, forces other than gravity can move the object. Wind resistence and inertia may
Source: Homebrew
Delayed Glamer
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: 20 ft. cube
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistence No
This spell will act like a magical scribe, allowing you to observe a sequence of sights
and sounds, then play them back when a particular trigger event occurs. This spell could
be used, for example, to allow you to appear to be doing one thing while actually doing
another. It could also be used to leave an illusionary message for some individual or a
member of a group.
While casting the spell, you specify a specific condition that will trigger the spell.
This trigger operates in a manner identical to the magic mouth spell. You then focuses on
a set of visual and auditory images within a 20-ft. cube. Only these images are recorded
by the spell and only one round per level of information can be retained.
When the spell is finally triggered, the auditory and visual illusion will occur in the
same location where it was recorded, and only those images you include will be retained.
The image can not be modified in any manner, although illusions recorded at the time of
the spell casting will be retained.
Source: Homebrew
Depth Charge
Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 60 ft. radius underwater sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistence Yes
This spell creates a concussive explosion underwater. The center of the target must be
located underwater, and only underwater areas within the sphere are affected. Although
the spell does create an explosion, the damage received is solely due to the pressure of
the water. Creatures and objects that are not completely submerged take no damage.
Source: Homebrew
Depth Finder
Divination
Level: Sor/Wiz 0
Witch 0
Cleric 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
When cast while you are directly over a body of water, this spell indicates the
approximate water depth. The water depth will be perceived as a range, from 1-10 feet,
20-50 feet, 50-100 feet, 100-200 feet, 200-400 feet, 400-800 feet, 800-1600 feet,
1600-3000 feet, or more than 3000 feet.
Detect Life
Divination
Level: Sor/Wiz 2
Cleric 2
Adept 2
Druid 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistence No
You can sense the presence of living creatures within the spell's area. This spell
detects the presence, and approximate shape and location of living creatures, but it
cannot distinguish between different types of creatures (such as plants, animals, etc.)
other than what can be discerned from their shape.
This spell does not detect undead, constructs and similar beings. Nor does this spell
detect ethereal beings.
This spell will detect the presence and approximate location of invisible beings, but the
Source: Homebrew
Detect Lycanthropes
Divination
Level: Cleric 1
Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistence No
You can sense the presence of lycanthropes within the spell's area. This spell detects
both afflicted and natural lycanthropes but it cannot distinguish between the two, nor
can it identify the lycanthrope's species. The amount of information gained depends on
how long you study a particular area or subject.
1st Round: Presence or absence of lycanthropes.
2nd Round: Number of lycanthropes in the area and the condition of the healthiest
lycanthrope.
3rd Round: The condition and location of each individual present. If a lycanthrope is
outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of original hit points, free of disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted with a disease, or suffering
from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or
crippled.
If a creature falls into more than one category, the spell indicates the weaker of the
two.
Note: Each round you can turn to detect things in a new area. The spell can penetrate
Source: Homebrew
Dimension Step
Transmutation Teleportation
Level: Sor/Wiz 7
Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures weighing up to
Duration: 1 round/level
Saving Throw: None
Spell Resistence No
For the duration of this spell, once per round, as a free action, you may instantly
transfer yourself from your current location to any other spot within range, just as if
you had cast the dimension door spell. In addition, once per round, as a standard action,
you may make a second such instant transfer.
Under no circumstances can you do more than two such transfers in a single round
(including, for example, if the spell were cast multiple times or if you were hasted).
Source: Homebrew
Dimensional Trap
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature or object of Medium-size or smaller
Duration: 1 round plus 1 round/2 levels
Saving Throw: Reflex negates
Spell Resistence Yes
You open a rift to an empty extradimensional space that can swallow a creature or object
of up to Medium size. The creature can avoid the space with a successful Reflex saving
throw. When the spell ends, the extradimensional space discharges the creature to a
random location at the same height and within 20 feet of his location when trapped (the
creature will never appear in a solid object).
While in the extradimensional space, the creature can act normally in all respects.
If the creature has a means of planar movement, such as gate or plane shift, he can
escape the extradimensional space.
If this spell is cast upon a creature or object larger than Medium-size, the rift
appears, but fails to swallow the creature or object.
Source: Homebrew
Disarm
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistence Yes
This spell summons a minor telekinetic burst that may cause the target to drop any single
handheld weapon or item. You make an immediate disarm attack against the target,
treating your BAB as your caster level and adding your Int (if you are a wizard) or Cha
(if you are a sorcerer) bonus instead of your Str bonus. In addition, if the target is
unaware of this spell or its nature, you can add a +4 circumstance bonus. All other
normal modifiers apply to the disarm check, including weapon size and two-handed use.This
spell only affects handheld items, not rings, belts etc, unless they are physically
Source: Homebrew
Disintegration Spot
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Area: One 1-inch cube
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistence Yes
This spell disintigrates a one inch cube of matter. You may use this spell to attack a
creature; it does 1d6 hit points damage, Fortitude save for half with a successful touch
attack (unlike most touch attacks, the charge cannot be held). It may also be used to
destroy a one inch cube of nonliving matter. However, its most common use is to destroy
magical effects such as a Wall of Force or a Forcecage that can be destroyed via
Disintigration. This spell will completely destroy any spell or magical effect that is
suceptible to disintigration, even if it is larger than a one inch cube.
Source: Homebrew
Earthripple
Evocation
Level: Sor/Wiz 4
Druid 3
Components: V, S
Casting Time: 1 action
Range: Touch
Area: 10 ft. / level burst
Duration: 6 rounds + 1 round/level
Saving Throw: Reflex (See text)
Spell Resistence No
This spell allows you to cause ripples of earth to cascade outward from the spot you
stand on when the spell was cast. The rings have a height of 6 feet and will move for 10
feet per level in every direction. This spell will be stopped by stone constructions, but
will easily topple small trees, wooden houses and the like. The spell must be cast upon
naked earth. The moving hills created by this spell have no effect on you and you may
move through their paths without suffering any slowdown, as the hills part to form space
for you. All other creatures standing on the ground within the spell's area of effect
smaller than Huge must make Reflex Save against the DC of this spell or be knocked prone,
unable to stand until the spell's expiration.
Creatures under the effect of this spell are so shaken that they may not attack in any
way unless they have the prone fighting feat. Characters with this feat are entitled to
one move equivalent action each turn. Creatures in the spells area of effect may move up
to half their normal movement rate if they take no other actions, but remain prone.
For the duration of the spell, the caster is considered to have 25% cover on all sides if
Source: Homebrew
Earthwave
Evocation
Level: Sor/Wiz 3
Druid 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: 5 ft. wide, 10 ft. long swell
Duration: 1 round + 1 round/2 levels (D)
Saving Throw: Reflex (See text)
Spell Resistence No
This spell creates a moving swell of earth, 5 feet wide and 10 feet long that moves
forward in a straight line at a speed of between 10 and 100 feet per round (at your
discretion) until the spell ends or is dismissed. The wave will be stopped by stone
constructions, but will easily topple small trees, wooden houses and the like. The spell
must be cast upon naked ground. Anyone smaller than Huge caught within the area of effect
of the swell must make a Reflex save or be knocked prone until the swell moves past
Source: ures wHomebrew d their next standard action to regain
Explore Anatomy
Divination
Level: Sor/Wiz 3
Components: S
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistence Yes (harmless)
This spell allows you to view the interior of the creature touched. If used to study the
creature for 5 minutes or longer, you gain a +2 circumstance bonus on any subsequent
Knowledge(Anatomy) check regarding that creature.
Source: Homebrew
Extended Flying
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour + 1 hour/2 levels
Saving Throw: None
Spell Resistence Yes (harmless)
As fly, except that the duration is extended.
Source: Homebrew
Eye Spy
Divination
Level: Bard 0
Assassin 1
Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: One created eye
Duration: 1 round/level
Saving Throw: None
Spell Resistence No
You create one invisible, flying, spherical construct, called an eye, which can look into
areas that might be otherwise unviewable to you. Common uses for the eye include
short-range reconnaissance, looking under door jams, and viewing the cards in a persons
hand.
The eye is a Fine construct with 1 hit point, AC 18 (+8 for size), flies at a speed of 10
with perfect maneuverability, and is invisible. The eye can see 5 feet in every
direction, but is subject to illusions, darkness, fog, and any other factor that would
hinder sight.
You mentally command the eye to go where you like, within the spell's range, and view
things for you. The eye instantly transmits all visual information to you, though you
must either choose to view what the eye sees or your normal vision. You choose at the
beginning of each round whose vision you will use.
The somatic component is fairly innocuous; it only consists of rubbing your temples with
your thumb and middle finger. Because of this, casting the spell isn't likely to be
Source: Homebrew
False Tracks
Transmutation
Level: Druid 2
Ranger 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistence No
For the duration of this spell, the target's tracks appear to be those of an ordinary
animal of your choosing that is the same size as the target. Upon the expiration of the
spell, any further tracks made will be normal, but tracks made during the spell's
duration will retain their altered form.
A person attempting to track the targets will notice something unusual about the tracks
with a successful Wilderness Lore roll as if tracking with a DC increased by 10. If the
tracker succeeds, he (and only he) may identify this spell with a successful Spellcraft
Source: Homebrew
Familiar Sight
Divination
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Your familiar
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
You see through the eyes of your familiar for the duration of the spell. After casting,
the familiar may move to anywhere within the range of its empathic link, and still
maintain the spell. If it moves beyond that though, the spell is broken. If the familiar
has lowlight vision, then you see with lowlight vision with this spell. However, you
cannot use blindsight or any other senses that your familiar has.
You can switch back and forth from your own vision to your familiar's for the duration of
the spell, but every time you switch to your familiar's vision, you must make a DC 10
scry check. If you fail the check, the spell is discharged.
Source: Homebrew
Fantastic Vision
Illusion Mind-Affecting
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Concentration plus 1 round/level
Saving Throw: None or Will disbelief (if interacted with) (See text)
Spell Resistence Yes
You completely control the sensations received by the target, causing the target to see
the world as you dictate, rather than as it actually is. You control the target's vision,
hearing, touch, smell, taste, pain, and sense of balance, as well as more esoteric
senses such as tremorsense, blindsight, and echolocation. In addition you control any
information the target receives from magical senses or spells that provide information,
such as discern location. The fantasy sensations react to the target as you dictate for
as long as you concentrate. After you cease concentrating, the fantasy sensations are
static.
Unless you dictate otherwise (by making the target's perceptions match the real world
more or less), as long as the target is subject to this spell, it is effectively
prevented from taking any actions other than purely mental actions or actions that do not
rely on the external world. Spells with verbal and somatic components may be cast, but
there is a 60% chance of failure and the subject cannot target the spell on anyone other
than himself. If you desire, the target is treated as helpless with respect to other
creatures.
The target receives a Will saving throw to disbelieve if the fantasy sensations are
unreal, fantastic, or otherwise unexpected, or if the target perceives you as hostile
prior to the casting of the spell. If the target is not aware that you are casting a
hostile spell and the sensations are only moderately fantastic, the target may receive a
-4 or -8 modifier to its saving throw. In any case, the target receives the saving throw
when you cease concentrating.
Because this spell affects the target mind, True Seeing does not penetrate the illusion,
although it does automatically entitle the target to a saving throw against this spell's
effects if it was cast prior to this spell. A True Seeing spell cast after this spell
appears to work normally, but does not penetrate this spell.
Source: Homebrew
Fast Reaction
Transmutation
Level: Sor/Wiz 2
Components: S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistence Yes
You give the target a +2 enhancement bonus to initiative checks.
Source: Homebrew
Flame Picture
Illusion Fire
Level: Sor/Wiz 0
Druid 0
Components: S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One fire
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
You cause the interior of a flame or small fire (up to 3 cubic feet) to show anything you
wish. The image can show anything you imagine, although it is limited to the colors of
the fire you are working with. The image is obviously unreal, although some could be
fooled into believing that the spell is the result of a scrying or similar effect.
Source: Homebrew
Flesh Mask
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: Permanent (D)
Saving Throw: None
Spell Resistence No
You peel the face and scalp from a fresh corpse (see below), and then attach the
resulting mask tightly to your head. The resulting visage will give you a +20
circumstance bonus to Disguise checks to match the face of the victim while you are
wearing the flesh mask. You gain a synergy bonus of +2 to this Disguise check if you have
5 or more ranks in Knowledge (Anatomy). The mask will have some minor imperfections that
might make it possible to see through the disguise, but only after a close examination
by a person familiar with the victim. This spell will not otherwise alter your physical
appearance.
You may end this spell at any time. Doing so ruins the flesh mask so that it cannot be
re-used.
Source: Homebrew
Flesh Shape
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Willing or disabled creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistence Yes
You can shape a living creature's flesh so that it takes on another form. By using this
spell, you can alter a creature's features, limbs, or basic body shape. You can remove or
move sensory organs and other fine organs, but you cannot create new ones.
Use of this spell requires a Knowledge (Anatomy) check with a DC dependant upon the task
at hand, for example to do the following to a human:
Task DC
Stretch limbs 5
Create webbing between toes 5
Disfigure face 5
Bind hands together 5
Remove hand 5
Cover over mouth 10
Alter limbs to wings or flippers 10
Alter features to make more comely 10
Change legs to snake tail 10
Give additional stomach 10
Grow extra (nonfunctional) penis 10
Grow extra (functional) fingers 10
Replace hand with sword-like appendage 10
Grow tail 15
Move eye to back of head or hand 15
Move mouth to stomach 15
Add additional pair of nostrils 15
Move lungs outside body 15
Move circulatory system to outside of body 20
Grow extra (functional) arm 25
Alter skeleton to make rubbery 25
Add gizzard 25
If you fail your Knowledge (Anatomy) roll or the subject makes its saving throw, the
spell fails and the targets suffers 1d4 points of Con damage.
This spell only affects a willing or disabled creature. It never affects outsiders,
incorporeal creatures, constructs, plants, shapechangers or other creatures without a
discernable anatomy such as a gelatinous cube.
Source: Homebrew
Flexible Enhancement
Transmutation
Level: Sor/Wiz 4
Components: V, S, M, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
You give one subject an enhancement bonus of 1d4+1 points to any one ability score,
adding the usual benefits. As a standard action, the target can switch the enhancement
Source: Homebrew
Force Shapechange
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude special (see text)
Spell Resistence Yes
Using this spell instantly forces the target to revert to its true form. This spell is
effective against lycanthropy, shapechange, polymorph, or wildshape effects. This
includes the following spells: enlarge/reduce, alter self, gaseous form, polymorph other,
polymorph self, animal growth, flesh to stone, stone to flesh, tenser's transformation,
iron body, shapechange. This spell does not work against illusion spells such as change
self, invisibility, etc.
The subject of this spell can choose to resist this spell by making a Fortitude save to
negate its effects. However, if the target chooses to resist he will take 3d10 damage in
addition to being forced into his true form if he fails the save, or 2d10 damage if he
Source: Homebrew
Garden Path
Enchantment
Level: Druid 2
Components: V, S, M, DF
Casting Time: 1 full round
Range: See text.
Area: See text
Duration: 1 minute/level
Saving Throw: See text
Spell Resistence Yes
Upon casting this spell, each step you take will cause a bounty of wildflowers to gently
grow out of the earth around your feet. These flowers will emit an intoxicating aroma
that will compel all that can smell them to follow the path.
Creatures that move within 5 ft. of the path must make a Will saving throw or be
compelled to follow the trail at their normal movement rate. However they can take any
other actions allowed during movement and will not advance onto obviously hazardous
ground.
Those who successfully make their saving throw are unaffected by this compulsion,
although they will still sense the desire to follow the trail of flowers.
If a creature follows the path for at least a minute, it must make a Fortitude saving
throw against this spell with a +4 bonus or enter a deep trance and follow the flowers as
if it was sleep walking. These beings are completely defenseless and can take no action
other than to advance along the path.
This spell has no effect on undead, plants, fungi, or creatures without a sense of smell.
It also has no effect on creatures that do not need to sleep, such as Elves. Any being
struck for damage will automatically break free from the effects of the spell.
The trail will cease once you step on ground where no plants can grow. This includes bare
rock, ice, snow, and sandy desert. After the spell expires the plants will revert to
harmless wildflowers and will flourish or wilt over time according to the local
conditions.
Source: Homebrew
Gas Barrier
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Area: 5 sq. ft./level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence No
This spell creates a sparkling, transparent barrier that will block the passage of all
types of gas and vapors in both directions. However, denser objects, including fluids and
dust, can freely cross, as can containers and non-gaseous beings. Gaseous creatures can
seep through the barrier, but it requires a full round for them to do so and they are
effectively helpless while doing so.
This spell is useful, for example, to seal a passage from a harmful gas, or to prevent
air from leaking off into a vacuum. To be completely effective, however, the spell should
be cast in a location where it can form an airtight seal on all sides. The spell will
block the flow of a cloudkill or fog cloud spell, but will not seal out a smoke cloud
Source: Homebrew
Gegnatti's Deadly Grasp
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One or more creatures held or grappled
Duration: See text
Saving Throw: Fortitude partial (see text)
Spell Resistence Yes
As Gegnatti's Draining Grasp, except that for the duration of the spell your touch
paralyzes the first creature touched (this may be delivered by a touch attack and is
automatically delivered if you grab or grapple a creature). The target gets a Fortitude
saving throw against the paralysis on the first touch and for each round thereafter that
he is paralyzed. If a creature succeeds at any saving throw, then he will not be
paralyzed for the duration of the spell.
Note that even if the creature succeeds in recovering from paralysis during this spell,
he may still be pinned by you.
Material Component: 10 gp worth of opium dust.
Source: Homebrew
Gegnatti's Draining Grasp
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One or more creatures held or grappled
Duration: See text
Saving Throw: None
Spell Resistence Yes
After casting this spell, you must grab and maintain a hold on a creature for at least
one round (this can be done with a successful grapple attack or freely against
immobilized creatures). After the first round for as long as you maintain a hold on that
creature, you deal damage to the creature. You deal 1 point on the second round, 2 points
on the third round, 4 points on the fourth round, 8 point on the fifth round, etc.,
except that the maximum damage per turn is your caster level.
You gain temporary hit points equal to the damage you inflict, just like the Vampiric
Touch spell. However, you can't gain more than the subject's current hit points +10,
which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Source: Homebrew
Gegnatti's Soul Prehension
Necromancy
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level (see text)
Saving Throw: Will negates
Spell Resistence Yes
Gegnatti's Soul Prehension is similar to Magic Jar and Trap the Soul; it is designed to
capture the target's life force into a prepared gem and prevent subsequent resurrection.
If the target of this spell dies an ordinary death during the duration of this spell, its
life force is instantly transferred to a gem of at least 1,000 gp that is the focus of
this spell. The life force will remain indefinitely in the gem until you release it. When
the life force is released, it departs (and the creature dies), unless there are other
preparations made for a body lacking a life force to receive the target's.
For the purposes of this spell an ordinary death that is subject to this spell is one
where the creature's life force is separated from his body, but does not include magic
that destroys the life force (such as destruction); essentially any death that prevents
resurrection would foil this spell.
While its life force is in the gem, the target cannot be resurrected or contacted.
Summoned creatures, and creatures without a life force (such as constructs) are immune
from this spell.
Unlike Trap the Soul, this spell has no effect on the target's material body.
Source: Homebrew
Greater Magic Jar
Necromancy
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 day/level or until you return to your body
Saving Throw: Will negates (see text)
Spell Resistence Yes
As Magic Jar except that the duration is longer and you may cast the following spells
while you are inside the jar (assuming that they are prepared with no verbal, somatic,
material or focus components): scrying, greater scrying, arcane eye,
clairaudience/clairvoyance, nondetection, teleport, teleport without error, dimension
door, message, silent image, minor image, and major image. Teleport, teleport without
error and dimension door will teleport the magic jar.
Focus: Worth at least 1,000 gp.
Source: Homebrew
Harpoon
Evocation Force
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Up to Close (25 ft + 5 ft/2 levels)
Target: Single creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistence Yes
When this spell is cast, a glowing rope of force arcs from you to the chosen target. You
make a ranged touch attack against the target. If it succeeds, no damage is dealt, but
the force rope attaches itself to the target, binding it to you. The length of the line
of force is equal to the distance between you and target at the time of casting.
If either you or the target wishes to move away from the other, the line will only allow
a separation equal to its length. For example, Mialee casts Harpoon at a troll, who is
20ft away at the time of casting. The spell will prevent Mialee and the troll from being
more than 20ft apart for the duration of the spell.
If either you or the target wishes to move beyond the range of the force rope, he must
pull the other with him, as the cord cannot be severed (although it can be dispelled as
normal.) If you and target are within two size categories of one another this is treated
in all ways as a normal Bull-Rush, with the exception that there is no attack of
opportunity (as the defender's square need not be entered.) For every point by which the
attacker succeeds, the 'defender' is dragged 1ft in the same direction as the 'attacker'.
If the footing is difficult, the DM may require a Balance or Reflex check to remain
standing.
If either you or the target is three sizes larger than the other, it can move normally,
dragging the smaller with it. Magical or dimensional travel of either you or the target,
such as by dimension door or teleport, causes the spell to dissipate harmlessly.
Freedom of Movement dispels this spell.
Source: Homebrew
Hide in Plain Sight
Illusion
Level: Assassin 3
Sor/Wiz 4
Components: S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1minute/level (D)
Saving Throw: None
Spell Resistence No
You can hide in plain sight just as if you were a shadowdancer. This means that you can
hide even while being observed and that you can hide in the open without anything to
hide behind as long as you are within 10 feet of a shadow. You cannot hide in your own
shadow, although you hide in another's.
In order to hide successfully, you must make a hide check with ordinary modifiers.
If you melee attack, you are clearly visible to your attacker, although you can remain
hidden until immediately prior to your attack (thus gaining the effects of being hidden
for your first attack) if you make a hide check with a -20 circumstance modifier (-40 if
your target can only be attacked from one direction).
See invisibility, Invisibility Purge, and other forms of detecting invisibility are not
effective against this spell, although True Seeing, Faerie Fire, and other forms of
seeing hidden creatures is. Detect Magic (and similar spells) is as effective against
Hide in Plain Sight as it is against invisibility; which is to say the presence can be
determined on the first round and the location can be determined on the third round.
Source: Homebrew
History Purge
Transmutation
Level: Sor/Wiz 4
Components: V, S, X
Casting Time: 10 minutes
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Fortitude negates (ibject)
Spell Resistence Yes (object)
You disassociate the target object from its history. After this spell affects an object,
no magical means, short of a Wish or Miracle spell, can discern any historical facts
about the object. However, this spell does not change the physical or magical aspects of
the object in any way.
This spell is effective against Locate Object, Scrying, Greater Scrying, Understand
Object, Discern Location and similar spells. Legend Lore and Vision are effective insofar
as they reference the object as it existed before its history was purged, but not
afterwards.
For example, if the spell is cast upon a +1, flaming sword named "Ice Shaver" that was
stolen from Baron Vuldis, none of the following descriptions would cause the sword to
register with Locate Object:
* "Baron Vuldis' sword";
* "Ice Shaver" (assuming it is not called that anymore);
* "The sword stolen from Baron Vuldis."
However, the following physical descriptions would cause the sword to register:
* "The nearest +1, flaming sword";
* "The nearest mithral magic sword with three cloudy diamonds set in the hilt, and chased
with dragons made of silver."
This spell is typically used by thieves and treasure hunters to prevent former owners
from tracking stolen items.
Source: Homebrew
Improved Alter Self
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence No
You can alter your appearance and form -- including clothing and equipment -- to appear a
different size, with different features, a different race, and with different limbs. The
assumed form must be corporeal.
You body can undergo a substantial transformation, including, but not limited to, any of
the following:
* Change your size by up to one size category larger or two categories smaller (size
modifiers to Str, Dex and Con all apply);
* Adding or subtracting multiple limbs or other body parts. Body parts you could add or
subtract include wings, heads, claws (up to 1d6 damage), tails, spider legs, horns, fins,
etc;
* Modify your basic body shape, for example by stretching your neck or limbs to double
their normal length;
* Change your method of breathing, so that you can breathe air or water, or eating, so
you can stomach acidic, rotten or otherwise unpalatable substances;
* Change your primary sense to echolocation (blindsight 30 feet) or tremorsense (10 feet)
(in each case losing accurate vision);
* Change your physical attributes by +/-2 to each attribute and thicken your skin to give
you 1 Natural AC.
* Change your appearance in such ways as skin and hair color, minor physical details such
as fingernails or hair, etc.
The form you select need not be anything real, or even realistic.
Other than as specified above, your attack rolls, natural armor bonus, and saves do not
change. The spell does not otherwise confer special abilities, attack forms, defenses,
ability scores, or mannerisms of the chosen form. Once the new form is chosen, it remains
Source: Homebrew
Improved Fly [Note house rule: Fly is 30 feet in our game]
Transmutation
Level: Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence Yes (harmless)
The spell's subject can fly with a speed of 90 feet (60 feet if the creature wears medium
or heavy armor). The subject can fly up at half speed and descend at double speed. The
flying subject's maneuverability rating is good. Using the Fly spell requires as much
concentration as walking, so the subject can attack or cast spells normally. The subject
of a Fly spell can charge but not run, and it cannot carry aloft more weight than its
maximum load (see page 142), plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails
slowly. The subject drops 60 feet per round for 1d6 rounds. If it reaches the ground in
that amount of time, it lands safely. If not, it falls the rest of the distance. Since
dispelling a spell effectively ends it, the subject also falls in this way if the
Source: Homebrew
Improved Harpoon
Evocation Force
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Up to Close (25 ft + 5 ft/2 levels)
Target: Two creatures, one of which must be willing
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistence Yes
When this spell is cast, you must designate one willing participant within 5 feet to be
the spell's "anchor." You may designate yourself as the anchor.
Otherwise the spell functions as Harpoon, except that the other target is bound to the
anchor and cannot move further than the appropriate distance away from the anchor, who
acts in place of the caster for the duration of the spell. Note that the initial ranged
touch attack against the target must still be made by the caster.
The material components are a fish hook and a miniature anchor.
Source: Homebrew
Improved Mirror Image
Illusion
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistence No
This spell causes four illusory duplicates to appear around you. These images duplicate
your appearance and actions exactly, down to your sounds, odors, and thermal appearance.
As with the mirror image spell, these images shift position at the end of each round
making it difficult for a foe to know which to attack. If an image is struck it
immediately vanishes. However, these vanished images regenerate at the rate of one new
image per round for the duration of the spell. At the end of the spell duration, all
surviving images wink out, one per round.
Focus: A small glass cube with half silvered faces. The cube is suspended from a corner
Source: Homebrew
Landorim's Iron Shackles
Illusion Mind-Affecting
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One or two creatures
Duration: 2 rounds/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
You designate up to two targets for this spell. Those who fail their saving throws
perceive themselves to be covered in shackles attached to chains and heavy iron balls.
They are now considered to be heavily encumbered for all purposes (Max Dex bonus +1,
Speed 20/15 ft., -6 check penalty, run x3; see page 142 of PHB). In addition, they lose
the use of the Evasion and Improved Evasion special abilities
Landorim crafted this spell specifically to prevent rogues from using their evasion
abilities to escape his fireballs.
Source: Homebrew
Landorim's Sucking Floor
Illusion Mind-Affecting
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: Up to three creatures
Duration: 2 rounds/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
When this spell is cast, up to three creatures you choose suddenly perceive the floor to
have sucking, quicksand-like properties. While under the effect of the spell, the targets
may not run or charge, can only move at half their speed, and suffer -1 to attack rolls,
armor class, and reflex saving throws due to the difficulties of balancing in the
Source: Homebrew
Lapinsi's Taunting Cadaver
Necromancy
Level: Sor/Wiz 1
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One corpse less than a day old
Duration: 1 round/level
Saving Throw: None
Spell Resistence Yes (object)
When this spell is cast upon a humanoid corpse that has been dead for less than a day,
the corpse rises and begins verbally harassing those nearby who hear it. The corpse does
not respond to commands and cannot move from its starting position.
The corpse can be turned by a cleric (treat as a 1/2-hit die undead), in which case the
spell is dispelled. Dealing even one point of damage to the corpse ends the spell (any
attack automatically hits).
The corpse may cause former companions to suffer a morale check.
Source: Homebrew
Locate Mislaid Object
Divination
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: Circle, centered on you, with a radius of 25 ft. + 5 ft/2 levels
Duration: Concentration, up to 1 minute
Saving Throw: None
Spell Resistence No
As Locate Object, except that you can only sense the direction of an object weighing 5
pounds or less, that you have touched in the last week, and that prior to that was in
Source: Homebrew
Magic Hat
Transmutation
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One hat
Duration: 10 minutes + 10 minutes/level
Saving Throw: None
Spell Resistence No
Your hat becomes an extradimensional storage place. When the spell is first cast, you
have 5 minutes to load up to 20 pounds plus 10 pounds per level into your hat which must
be subsequently placed on your head. Items inside the storage place are held in stasis,
so small creatures do not need food or air and spells cast on items in the hat do not
expire. Thereafter, whenever the hat is removed from your head the spell is dispelled and
all of the material inside the hat comes tumbling out. This spell causes your hat to
become slightly top-heavy and the DM may require you to make a Reflex save (or balance
check) in certain situations to keep your hat on your head. If the duration ends or the
spell is dispelled, the hat automatically falls off the your head and the contents are
discharged.
Source: Homebrew
Magnetize
Transmutation
Level: Sor/Wiz 0
Druid 0
Components: V, F
Casting Time: 1 action
Range: Touch
Target: A piece of iron, 1 lb. or less
Duration: 10 minutes
Saving Throw: Yes (object)
Spell Resistence Yes (object)
You magnetize one small piece of iron of 1 pound or less. The magnet provides a maximum
of about 2 pounds of force; strong enough to allow the item to stick to a piece of
ferrous material, but easily pulled apart by anyone.
The focus is the piece of iron.
Source: Homebrew
Mass Feather Fall
Transmutation
Level: Sor/Wiz 3
Components: S
Casting Time: See text
Range: Medium (100 ft + 10 ft/level)
Target: Any number of falling creatures or objects, up to 300 pounds per level
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistence Yes (object)
As feather fall, except the spell affects several creatures or objects up to 300 pounds
Source: Homebrew
Mass Hold
Enchantment Mind-Affecting
Level: Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures, no two of which can be more than 30 ft. apart.
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistence Yes
The subjects freeze in place, standing helpless. They are aware and breathe normally but
cannot take any physical actions, even speech. They can, however, execute purely mental
actions (such as casting a spell with no components).
A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and
Source: Homebrew
Mass Mount
Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One mount/level
Duration: 2 hours/level
Saving Throw: None
Spell Resistence No
As Mount, except that you summon a number of mounts. All of the mounts are under your
control, although they may be ridden by others.
Source: Homebrew
Material Return
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: You plus up to 1 creature/ 3 levels (maximum 6) touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistence Yes
This spell only functions when cast from a coexistent plane or the coexistent portion of
a coterminous plane to the Material Plane, such as the Golden Plane, the Fey Plane, or
the Ethereal Plane. This spell does not function from the Shadow Plane, despite it being
a coterminous plane.
This spell immediately transports you and the targets touched to the Material Plane at
exactly the coexistent point to your current location.
Source: Homebrew
Mindcage
Illusion
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature (see text)
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
The target believes that he has been encased in an invisible cage of pure force, as per
the spell forcecage (either the 20-ft-cube barred cage or the 10-ft-cube windowless
cell). The illusion consists of a tactile component which makes the subject actually feel
the walls of the cage when he presses against them, even though they don't exist. The
subject receives a Will save automatically upon the casting of this spell.
If the barred version is chosen, only small objects can pass through the illusory cage
without entitling the subject to another Will save to disbelieve. Arrows, piercing
weapons, Fine-sized creatures, and area effects all seem to pass through without
contradicting the illusion. However, the subject will also believe that such items can
fit through the bars, and may attempt attacks with ranged and piercing weapons.
If the windowless cell version is chosen, any object observed passing through the
illusion entitles the subject to an additional Will save.
Although trapped by the illusory cage, the subject is not helpless and can still defend
himself against incoming blows, as well as observe the situation inside and outside the
cage.
This phantasm is not geared towards the nonhumanoid psyche. Any creature other than a
humanoid of Medium size or smaller gets a +20 bonus to their Will save to disbelief.
Source: Homebrew
Minor Luck
Transmutation
Level: Sor/Wiz 0
Bard 0
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute or until discharged
Saving Throw: Yes (Harmless)
Spell Resistence Yes
For the duration of the spell, you can choose to add a +1 luck bonus prior to any single
attack roll, damage roll, saving throw, skill check, ability check, or caster level check
made by you. The bonus cannot be applied to any action that takes more than one round,
including taking 10 or 20 on any skill check, craft skill checks, etc.
Applying the luck bonus discharges the spell.
This spell cannot be cast multiple times on the same person.
Source: Homebrew
Noticed
Enchantment
Level: Sor/Wiz 2
Bard 1
Components: S
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistence Yes
You cause the target to be the object of everybody's attention, whether wanted or not.
The target is immediately noticed wherever he goes and everybody will remember his
appearance and actions in greater detail than usual. Any spot skill attempts against the
target will receive a +4 bonus. If the character is working to be the center of
attention, however, then the only effect of this spell is to make the performance much
more memorable. A failed performance will leave a bad impression, increasing the DC by 5
for future performances to the same audience.
Material Component: A handful of powdered chalk.
Source: Homebrew
Pavis' Part the Crowd
Abjuration
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will (see text)
Spell Resistence Yes
This minor enchantment makes it easier for you to walk through large crowds of people,
such as in a market in the heart of a large city. The spell encircles you with a minor
warding which subtly encourages creatures in your way to step to one side. For example, a
creature affected might unconsciously shift his weight or step to one side to allow you
to pass. Most creatures affected by this spell will not even realize there is magic at
work. Creatures that would not normally step aside for others can make a Will save to
ignore the effect.
This spell does not operate against creatures which are purposely interfering with your
movement, such as an angry mob or someone you are engaged in combat with. However, with
this spell you could walk unharmed through a battle where you are not perceived as a
threat.
Source: Homebrew
Permanent Season
Transmutation
Level: Druid 8
Components: V, S, DF, XP
Casting Time: 1 day
Range: Touch
Area: See text
Duration: Permanent
Saving Throw: None
Spell Resistence No
You permanently alter the season and climate of a particular area to make it perpetually
benign or harsh. You can conform the climate to any natural climate to any climate that
is within 500 miles of you. For the purposes of this spell, climate includes air
temperature, cloud cover, humidity and precipitation. In addition you can set the season
to be any season that naturally occurs at the duplicated climate.
Animals and plants do not instantly change, but gradually will leave or die and more
appropriate life will enter the area. Gross physical morphology does not change, but may
be altered by the new climate. For example, a sandy desert area cannot gain rich soil or
large rocks by means of this spell, but a sufficient precipitation could transform it
into mud flats.
The area of this spell is normally a circle with one mile radius, but it may be as large
as 15 square miles if it can fill a region with natural climactic barriers, or it only
subtly alters existing climate. For example, you could transform a 5 square mile mountain
valley that is bounded on three sides by high mountains and on the fourth side by a
desert region; or you may curse 10 square miles of fields so that they never receive
precipitation.
This spell can be ended by limited wish, miracle, or wish, or by a break enchantment or
remove curse spell whose caster is at least two levels higher than yours. Dispel magic
Source: Homebrew
Phantasmal Spook
Illusion Fear
Mind-Affecting
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One living creature
Duration: 1 round/level, up to 10 rounds maximum
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
You create a minor phantasm that may scare the subject and cause it to flee in terror.
Only the spell's subject can see the phantasm. You see only a shadowy shape.
The subject gets a Will save to disbelieve the phantasm. If it fails the Will save, then
it flees at it maximum movement directly away from you. The subject gets an additional
Will save each turn it flees. If unable to flee, the creature may fight, but suffers a -2
morale penalty on attack rolls, weapon damage rolls, and saving throws while it does so.
Remove fear counters and dispels Phantasmal Spook.
This spell does not affect any creature of 8 or more Hit Dice. Also, as with all
mind-affecting spells, it does not affect nonintelligent creatures, and as a fear spell,
it does not affect undead.
Source: Homebrew
Phantasmal Stalker
Illusion Fear
Mind-Affecting
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One creature
Duration: 1 day/2 levels
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
You create a phantasmal image that appears to stalk the subject from the shadows, melting
away if the subject approaches the phantasm. Only the spell's subject can see the
phantasm.
You must name or otherwise specifically designate your target, and your target must be on
the same plane as you, but it may be at any range. If you cannot see the target, you
must succeed at a scry check just as if you attempted to cast scrying on the target.
While being stalked, you may use scrying on the target without having to make further
scry checks.
Being stalked in this manner induces dread and apprehension in the target. While being
stalked, the target suffers a -1 morale penalty to attack rolls, saving throws, and skill
checks. In addition, if the target is the subject of a Nightmare, Phantasmal Killer,
Phantasmal Spook or Weird spell it has a circumstance penalty on its saving throw of -1
for every full day it has been stalked (maximum -8).
Source: Homebrew
Planar Test
Divination
Level: Cleric 0
Sor/Wiz 0
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: The plane extending in a 60 ft. radius sphere around you
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
This minor spell tests the planar properties of the plane that you are currently residing
in and returns information to you that you can interpret using a Knowledge (The Planes)
check to gain information about the plane.
Use the following table to determine the information available to you about your plane:
DC Information
5 Whether the plane is a Material Plane.
10 Whether the plane is the Ethereal Plane, Astral Plane, Shadow Plane, an
Elemental Plane, or Positive or Negative Energy Plane.
15 The identity of the plane if other than as enumerated above.
17 Which other planes the plane has a direct connection to (for example, Ethereal,
Astral, Shadow, Material, etc.), including naturally occurring gates within the area (for
example to the Plane of fire from within a volcano) but not artificial gates.
20 The nature of the connection to directly connected planes.
40 The other planes the plane has a direct connection to, including artificial
gates.
Note that some of the information in this spell may already be obvious to you. For
example, it will be obvious to most characters with a Knowledge (The Planes) whether they
are currently on the Ethereal Plane. However, such information may still be useful if
characters think they may be the subjects of illusions or look-alike planes.
Source: Homebrew
Power Word, Stop
Conjuration
Level: Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with up to 150 hit points
Duration: See text
Saving Throw: None
Spell Resistence Yes
When a Power Word, Stop spell is uttered, one creature of your choice is affected,
whether the creature can hear the word or not. The affected creature cannot consciously
take any movement actions for a duration dependent upon its hit points. A creature with
50 or fewer hit points remains stopped for 2d4 rounds, one with 51 to 100 hit points is
stopped for 1d4 rounds, one with 101 to 150 hit points is stopped for 1d2 rounds, and a
creature with 151 hit points or more is not affected.
Any aggressive action or life-threatening damage against the creature immediately breaks
the spell on the threatened creature and allows it to move normally.
For the purpose of this effect, anything that would cause the creature to move counts as
a movement action. However, spells causing instantaneous movement (including planar
movement) such as dimension door, teleport, or plane shift are not affected. If the
creature is flying, then it may continue to hover. The creature may move if it does not
have to make a conscious effort to do so, for example if he is in a moving wagon or
astride a moving mount, although he cannot direct his mount. Finally, Freedom of Movement
Source: Homebrew
Protection from Rain
Abjuration
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour (D)
Saving Throw: None
Spell Resistence No
This spell stops rain from falling on you. Even in the heaviest downpour the character
remains perfectly dry. This spell has no effect on magical rain, submersion, or water
Source: Homebrew
Putrid Web
Conjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: Webs in a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: See text
Spell Resistence Yes
As web, including a Reflex save to avoid being caught, except that the web is nauseating.
Living creatures stuck in the web are nauseated (Fortitude negates), making them unable
to attack, cast spells, concentrate on spells, and so on. While stuck, a creature cannot
attempt to escape the web, unless he makes a successful Fortitude saving throw. The
nauseating effects last 1d4+1 rounds after the creature has escaped from the web, during
Source: Homebrew
Ray of Flesh Rending
Necromancy
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistence Yes
Any creature hit by this ray suffer grave injuries as their flesh is rent from their
bodies. The affected victim takes damage of 1d8 per level (max 16d8) and further loses
2d6 from each of their Str, Dex and Con abilities. A successful Fortitude save causes the
Source: Homebrew
Resistance Check
Divination
Level: Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistence Yes
This spell forces the target to make one each of Will, Fortitude and Reflex saving throw
against this spell. You are immediately aware whether the target succeeded with each
saving throw and if so, whether the saving throw was made by 10 or more. Regardless of
the success of each saving throw, there is no further effect on the target.
Source: Homebrew
Scry Tag
Divination
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: See text
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
As Clairaudience/Clairvoyance except that the magic sensor can only appear at a locale
specially prepared with the Create Scry Tag spell.
The spell may allow magically enhanced senses to work through it; see the description of
Source: Homebrew
Scrybite
Abjuration See Text
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target/Area: Creature or object touched per level or 30 ft. cube / level
Duration: 1 hour/level or until discharged.
Saving Throw: See text
Spell Resistence Yes
If any attempt is made to scry the warded creature(s), object(s) or area, a magical
effect is triggered. Triggering the effect discharges this spell. The effect is set at
the time the spell is cast and may consist of any listed below (each effect has a minimum
caster level). Each effect occurs before the scrying person has the opportunity to glean
any useful information from the scrying (although he may get a brief impression).
* Reversal (no minimum caster level): You and the person doing the scrying make opposed
scrying checks. The winner seizes control of the triggering spell and may use it on the
other, regardless of whether he has a scrying device. The effects are exactly like (and
replace) the triggering spell.
* Break Scrying Device (10th minimum caster level): The scrying device used to view the
scrying immediately takes 1d4 points of force damage per caster level, ignoring any
hardness (maximum 15d4). Typically damage as little as one-quarter of total hit points
are sufficient to prevent the device from being used to scry, ruining the scry spell;
this effectl is very effective against mirrors, less effective against scrying pools. If
there was no scrying device used, the person doing the scrying takes the damage. If the
spell affects a magical device or a person, then it/he gets a Fortitude Saving throw to
negate the damage. Unless the scrying device is disabled, this effect does not end the
triggering spell.
* Patterns (11th minimum caster level): The scrying person and any other persons viewing
the scrying are immediately subject to a more powerful version of the Hypnotic Pattern
spell. The effect is exactly like the Hypnotic Pattern spell, except that the saving
throw is based on a 5th level spell, and the Hypnotic Pattern can affect up to 20 HD of
creatures. This effect does not otherwise affect the triggering spell.
* Blindness/Deafness (11th minimum caster level): The scrying person is immediately
subject to a more powerful version of the Blindness/Deafness spell, with the effect
dependent upon whether the scrying was visual (Blindness) or auditory (Deafness). The
effect is exactly like the Blindness/Deafness spell, except that the saving throw is
based on a 5th level spell. This effect does not otherwise affect the triggering spell,
however it may render it unusable.
* Mindtrap (13th minimum caster level): The scrying person is immediately subject to a
Feeblemind spell as if cast by you. Regardless of whether the scrying person makes his
saving throw, this effect ends the triggering spell.
Source: Homebrew
Sea Legs
Transmutation
Level: Sor/Wiz 0
Bard 0
Cleric 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 20 minutes + 10 minutes/level
Saving Throw: None
Spell Resistence No
This spell increases your equilibrium, and thus your ability to balance. It is especially
useful in unstable situations such as on the deck of a ship.
You receive a +2 competence bonus to all Balance and Climb checks attempted while the
spell is active. This use of the spell also has the side effect of stopping the effects
Source: Homebrew
Secret Confidence
Abjuration
Level: Sor/Wiz 3
Cleric 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
This spell will protect the target against involuntarily or unknowingly revealing a
specific, discrete piece of information. However he is not prevented from revealing this
information should he voluntarily choose to do so. This protected information must have
been revealed to the target no more than 10 minutes prior to the casting of this spell;
Secret Confidence cannot protect information that the target has known for longer than
that.
The information is warded against all attempts to extract it by mind reading abilities,
including Detect Thoughts, Probe Thoughts, Rary's Empathic Perception, and Brain Spider.
In addition the knowledge can not be accidentally revealed through drunkenness, fever, or
other conditions. The target is forewarned about any attempts to determine the
information through trickery. His will to retain the knowledge can not be broken through
torment or threats.
This spell expires when the target shares the information with another individual. The
spell can also be negated when anyone speaks a trigger phrase specified when the spell
was cast; the trigger word is also automatically protected by this spell.
This spell can be dispelled by Dispel Magic or Greater Dispelling, but doing so causes
the target to automatically forget the piece of information. Break Enchantment and
Limited Wish can remove this spell without causing the target to forget the piece of
Source: Homebrew
Serpent Garden
Conjuration
Level: Druid 4
Cleric 5
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Up to 30-ft. radius circle
Duration: 30 minutes/level (D)
Saving Throw: None
Spell Resistence No
You summon several fiendish, celestial, anarchic or axiomatic medium-size viper snakes to
restlessly patrol just outside the perimeter of a circle with up to 30 foot radius. One
snake is summoned for every two caster levels. These snakes will attack anyone other than
you that approaches within 10 ft. of the exterior of the perimeter.
Source: Homebrew
Sesso Detection Trap
Transmutation
Level: Sor/Wiz 4
Components: V, S, M, X
Casting Time: 1 action
Range: Touch
Target: One object
Duration: Until discharged (see text)
Saving Throw: Will negates (see text)
Spell Resistence Yes
This spell creates a special form of magical trap designed to foil users of detect magic.
The spell affects one touched object. The object radiates a faint, shifting magic aura;
and whenever a detect magic spell is focused on the object for three rounds, the spell is
triggered.
The trap is effective against detect magic spells cast by both creatures and magic items.
When the target object is the focus of a detect magic spell for three rounds, the caster
(whether creature or magic item) immediately makes a Will save. If the Will save is made,
this spell discharges without further effect. If the Will save is failed, the caster
discharges a fourth level spell if he has one available to him (memorized if a creature,
or a spell power of the item). The fourth level spell is discharged without effect and
serves to power the Sesso Detection Trap so that it is not discharged after it completes
its effects. If the caster does not have a fourth level spell, then this spell will be
discharged after it completes its effects. Regardless, the Sesso Detection Trap has the
following further effects.
Unless the caster is restrained from casting spells, the caster (or item) then casts a
detect magic spell each round until the caster runs out of detect magic spells. If the
caster casts spontaneously, then he will use all of the spell slots of a level equivalent
to the original detect magic spell (this may occurs if a sorcerer uses a higher level
slot to cast detect magic, or casts a metamagiced detect magic).
Source: Homebrew
Shape Shadow
Illusion
Level: Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One shadow
Duration: 10 minutes
Saving Throw: Will negates
Spell Resistence Yes
You can change the shape of any single ordinary shadow. The shadow will be the same size
as it was before, but can take any shape. If you attempt to cast this on a creature's
shadow, the creature gets a Will save to negate the spell.
Source: Homebrew
Speed Poison
Transmutation
Level: Assassin 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or dose of poison touched
Duration: 1 hour/level or 2 minutes (see text)
Saving Throw: Fortitude negates or none (see text)
Spell Resistence Yes
This spell may be cast either on a creature or on one dose of poison.
If cast on a creature, then for all poisons that affect the creature within the next 1
hour/level, the duration between the initial and secondary damage is halved; this means
that the secondary damage for most poisons occurs in one-half a minute, or 5 rounds. In
this variation, the creature gets a Fortitude save against this spell.
If cast on a dose of poison, then if the poison is administered within 2 minutes, the
duration between the initial and secondary damage is halved; this means that the
secondary damage for most poisons occurs in one-half a minute, or 5 rounds. There is no
saving throw against this version of the spell, although the creature still receives his
normal saving throw against the poison.
For either the person or the dose, a delay poison spell counters and dispels this spell
Source: Homebrew
Starry Navigation
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 10 minutes
Range: 10 feet
Effect: One five ft. square
Duration: 2 hours + 2 hours/level
Saving Throw: None
Spell Resistence No
This spell enables ships to sail on cloudy nights or storm-swept days without losing
their way. When cast, the spell causes a display of stars to appear approximately 10 feet
above the casters head. The stars are representations of the correct positions of stars
in the sky, allowing a navigator to steer by this projection. The spell can be cast
inside a ship's cabin (or inside a building if the spell is desired for study or
decorative effect), projecting the star field on the ceiling.
Material Components: The material component is an unblemished silver mirror that you must
direct skyward during the casting.
Source: Homebrew
Steal Eyes
Necromancy
Level: Sor/Wiz 5
Components: S, F
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistence Yes
If you make a successful touch attack on a creature with eyes, all of its eyes will
instantly shrivel to dust and reappear in a specially prepared container that must be on
your person at the time the spell is cast.
The subject becomes blind, of course. Furthermore, as long as the eyes remain intact in
the container, no form of healing, magical or otherwise can restore the subject's
eyesight except a Wish or Miracle spell.
Source: Homebrew
Summon Small Creature
Conjuration
Level: Sor/Wiz 0
Druid 0
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: One summoned creature
Duration: Concentration
Saving Throw: None
Spell Resistence No
This spell summons an ordinary animal from a hat or pocket. The creature is not under
your control. If you make a caster level check with DC 10, you can select the type of
creature summoned, else it will be determined randomly:
1. Mouse
2. Brown Rabbit
3. White Dove
4. Grass Snake
5. Large Butterfly
6. Anole Lizard
7. Gray Squirrel
8. Bullfrog
Source: Homebrew
Summon Small Creature
Conjuration
Level: Sor/Wiz 0
Druid 0
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: One summoned creature
Duration: Concentration
Saving Throw: None
Spell Resistence No
This spell summons an ordinary animal from a hat or pocket. The creature is not under
your control. If you make a caster level check with DC 10, you can select the type of
creature summoned, else it will be determined randomly:
1. Mouse
2. Brown Rabbit
3. White Dove
4. Grass Snake
5. Large Butterfly
6. Anole Lizard
7. Gray Squirrel
8. Bullfrog
Source: Homebrew
Teleport Line of Sight
Transmutation Teleportation
Level: Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: Line of Sight
Target: You and touched objects or other willing creatures weighing up to 50
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistence No and Yes (object)
As Teleport without Error, except that you must be able to see your destination.
Source: Homebrew
Tenser's Lesser Transformation
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistence No
You become moderately better at fighting - stronger, tougher, faster, and more skilled in
combat. Your mind-set changes so that you can't cast spells, even
from magic items.
You gain 1d4 temporary hit points per two caster levels, a +2 natural armor bonus to AC,
a +1d4+1 Strength enhancement bonus, a +1d4+1 Dexterity enhancement bonus, a +1 base
attack bonus per four caster levels (which may give you an extra attack), a +2 competence
bonus on Fortitude saves, and proficiency with all simple and two martial weapons (which
must be in your possession at the time the spell is cast). You attack opponents with
melee or ranged weapons if you can, even resorting to unarmed attacks if that's all you
can do.
Material Component: Either a potion of Enlarge or a pint of intoxicating alcohol (minimum
Source: Homebrew
Timbu's Teleport Follow
Divination Teleportation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistence Yes
This spell allows you to "lock onto" the destination of a teleport spell cast within the
area. If you saw and recognized (for example, by a spellcraft check) a teleport spell
(including dimension door, teleport without error or teleportation circle) being cast
within the last 10 minutes, you can select to lock onto that destination, otherwise you
will lock onto the destination of the last teleport spell cast within the area in the
last 10 minutes. You lock onto the destination that the teleport caster actually arrived
at, regardless of whether that location was their intended destination or not.
You do not automatically know the location of the destination you have locked onto, but
if you begin to cast Clairaudience/Clairvoyance within the hour duration, you can treat
the destination as if you had firsthand knowledge of the destination.
If you desire, regardless of whether you have scried the destination, you can teleport to
that location within one hour by subsequently casting teleport, teleport without error,
teleportation circle, or similar spells. If you use the teleport spell, the destination
counts as very familiar.
If Nystul's Undetectable Aura is cast on the area where the teleport occurred immediately
prior to the teleportation or if Nondetection or Foil Tracer is cast on the teleporter,
Source: Homebrew
Tinder Touch
Evocation
Level: Sor/Wiz 0
Cleric 0
Druid 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Special
Spell Resistence Yes
Your touch can set flammable material alight. Unattended objects receive no saving throw,
unless they are magic.
Source: Homebrew
Trace Poison
Divination
Level: Sor/Wiz 1
Adept 1
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target: One dose of poison
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence Yes (Object)
This spell must be cast upon an unused fragment of poison that has killed someone,
although the amount of poison may be minute. When any spellcaster uses that fragment of
poison with the scry spell to scry upon the person who administered the poison, the
spellcaster gets a +12 to his scry check (this replaces the +8 to scry check that you
would normally get since the poison was his possession).
The spell must be cast on an intact fragment of poison, the poison left on a dagger, the
portion of an ingestive poison left in a soup, or even the leftover poison in a vial. It
would not work on the blood or stomach contents of a poisoned individual. The spell would
not work on multi-part poisons since those concoctions are not poisonous until combined
in the victim's body.
If the poison is a magic poison with spell resistance, the spell must overcome the spell
resistance.
Material Component: A bay leaf.
Source: Homebrew
Transmitted Image
Illusion
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Unlimited
Effect: Visual figment that cannot extend beyond four 10 ft. cubes + one 10 ft.
Duration: Concentration +3 rounds
Saving Throw: Will disbelief (if interacted with)
Spell Resistence No
This spell creates the illusion of an object, creature, or force, as visualized by you.
The illusion creates visual, sound, smell, and temperature. While concentrating, you can
move and cause the image to react.
The image disappears when struck by an opponent unless you cause the illusion to react
appropriately.
The illusion can appear at any range and can appear to a specific creature or whom you
name or otherwise specifically designate, or a location that is personally familiar to
you or is obvious. If you attempt to send the illusion to a specific creature, you must
succeed at a Scry check just as if you were attempting to scry the creature.
In addition, if the illusion includes an image of you, you can see and hear the area near
the illusion as if you were scrying it (the magical sensor appears where you are).
Source: Homebrew
Trappani's Multiplex Fauna Permutation
Transmutation
Level: Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence None
You transform into a number of ordinary creatures. Your physical body is replaced with
the creatures; however your mind simultaneously exists in all of the creatures and you
can control and sense through each creature without confusion.
At the time the spell is cast, you can choose which type of creature you will transform
into:
* Sparrows (20-30);
* Ordinary Fish (20-30);
* Ravens (10-20);
* Rats (10-20)
* Owls (5-10);
* Hawks (5-10);
* Medium Snakes (5-10);
* Monkeys (5-10);
* Dogs (2-4);
* Small Sharks (2-4);
You may choose similar types of creatures not listed here. The creatures are ordinary and
typical of their species in every way except that they are controlled by your mind. Each
creature has its ordinary hit points and physical stats, regardless of your condition at
the time you cast the spell.
Because you are mentally present in each creature, a mind-affecting spell cast on any of
the creatures will affect you. A dispel magic cast at any creature will dispel the
Trappani's Multiplex Fauna Permutation, and the creature it was cast upon will transform
into you. However, spells other than Dispel Magic and Mind-Affecting spells only affect
the creature targeted. This spell is instantly discharged if any creature leaves the
plane upon which this spell was cast.
At the end of the spell, you can choose any one of the creatures to transform back into
you; you will appear in the same condition as you were when you cast this spell. All of
Source: Homebrew
Undead Beacon
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Area: All undead within a 120-ft. radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
When cast, this spell calls out to all undead creatures within 120 feet of you, alerting
them to your presence. The undead may respond to this information any way they wish, and
you do not learn of their presence or absence.
Source: Homebrew
Versatile Transmutation
Transmutation
Level: Sor/Wiz 4
Bard 5
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text
Saving Throw: See text
Spell See text
With this spell, you can recreate any arcane transmutation spell of 3rd level or lower
that has a target of one or more creatures or you; however the target of the spell will
become you with range personal. You can also use this spell to recreate the abjuration
spells Endure Elements, Resist Elements and Protection from Elements.
Except as specified above, the spell's effects, including the level of the spell for
dispelling and saving throws, is exactly as the same as the spell being recreated.
Source: Homebrew
Volcanic Eruption
Conjuration
Level: Druid 9
Components: V, S
Casting Time: 6 rounds
Range: Medium (100 ft + 10 ft/level)
Area: Burst from 10 ft. wide point of origin (see text)
Duration: Instantaneous (see text)
Saving Throw: See text
Spell Resistence No
This spell is among the most destructive spells in the druid's repertoire and is a true
testament to nature's power and fury. Volcanic Eruption calls up magma from the bowels of
earth that explodes from the ground spewing out rock, fire, and soot, much like an
incipient volcano. When the spell is cast, you choose a point on the earth within range.
All ground within a 5 foot radius of the point explodes. Any one on within the 5 foot
radius when it erupts must make a reflex save or be hurled 3d12 feet away from the
eruption, taking 1d6 damage per ten feet traveled. Shards of stone and earth, as well as
fire spew from the eruption. Everyone within 40 feet of the eruption takes 3d6
bludgeoning, 3d6 piercing, and 3d6 fire damage; a successful reflex save for half damage
of each. In addition, fiery smoke and soot spews from the hole for 4d4 rounds after the
eruption. This smoke travels away from the hole in all directions at the rate of 60 feet
per round. In all other ways, this smoke is an incendiary cloud (as cast by a sorcerer of
the druid's level). A round after the spell is cast, lava flows from the eruption for 1
round/caster level. It travels outwardly at the rate of 15 feet per round. This lava
Source: Homebrew
Wall of Bones
Necromancy Evil
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: Wall of bones whose area is up to one 5 ft. square / level. (See text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistence No
You cause a flat, vertical wall composed of random bones to grow from the earth.
The wall is composed of a jumbled assortment of random bones. Because there are gaps in
the wall, missile weapons and spells can be fired from a person standing behind the wall
and it provides 3/4 cover (for up to 2 feet thick), 9/10 cover (2 feet to 6 feet thick)
or full cover (over 6 feet thick). The wall of bones is 1 foot thick per four caster
levels. You can double the wall's area by halving its thickness.
Each 5-foot square of the wall has 20 hit points per foot of thickness. A section of
wall whose hit points drop to 0 is breached. If a creature tries to break through the
wall with a single attack, the DC for the STR check is 20 + 2 per foot of thickness.
If the spell is cast in an area where a creature stands, the wall forms around him,
causing an immediate 2d8 points of damage (no save) and the creature must creak its way
out of the wall.
Source: Homebrew
Wall of Eyes
Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Wall whose area is up to 5-ft. square/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistence No
This spell will create a dark, chitinous wall that is covered on both sides with hundreds
of eyes. These eyes shift and look in every direction, observing all that is occurring
in the vicinity. The wall has a thickness of 1 in./level, a break DC of 25, and a
hardness of 7. It has 10hp per caster level.
The wall constantly secretes slimy mucus that drains down the wall, giving the surface a
slick, moist appearance. This slime gives the wall a climb DC of 25. It is also very
unpleasant to taste, but not harmful.
While the wall remains in place, you can concentrate to view both sides of the wall from
the perspective of the many eyes. The eyes provide both normal sight and 10-ft.
darkvision to you. This ability will function regardless of the distance from the wall;
however this ability ceases if you travel to another plane, even momentarily.
If a sight-affecting spell such as blindness is cast on the wall while you are
concentrating on the eyes, you may be effected by the spell. Gaze attacks directed
against the wall will also effect you in this manner.
Source: Homebrew
Wall of Fog
Conjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: A wall 20 ft. high, 10 ft. wide and up to 90 ft. long
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
This spell creates a wall of misty vapors, that is stationary once created. The vapors
are opaque, and obscure all sight, including darkvision, beyond 5 feet. A creature 5
feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use sight to locate
the target).
A moderate wind (11+ mph), such as from the gust of wind spell, disperses the wall in 4
rounds. A strong wind (21+ mph) disperses the wall in 1 round. A fireball, flame strike
or similar spell burns away the wall in the explosive or fiery spell's area. A wall of
fire burns away the wall of fog in the area into which it deals damage.
This spell does not function underwater.
Source: Homebrew
Wall of Light
Conjuration
Level: Cleric 3
Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Wall with area up to 10 sq. ft./level
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistence Yes
This spell creates a vertical, opaque barrier of pure white light. Objects and spells
pass freely through the barrier, but any living creature that passes through it becomes
blinded for 1 round/2 caster levels (maximum 6 rounds), Fort Save for half duration.
Creatures otherwise immune to blindness are also immune to the effects of this spell.
When created, the Wall of Light will "form-fit" around solid obstructions and living
creatures, and "fill itself in" if those obstructions are removed.
Source: Homebrew
Whirlpool
Evocation
Level: Druid 6
Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Whirlpool with 5 ft center radius, inner radius 30 ft. plus 5 ft./4
levels, and outer radius of 60 feet plus 5 ft./2 levels (see text)
Duration: 1 minute/level
Saving Throw: See text
Spell Resistence Yes
This spell creates a powerful whirlpool that sucks creatures and objects caught in its radius underwater. The whirlpool has a center with a radius of 5 feet, an inner radius of 30 feet plus 5 feet per 4 levels and an outer radius of twice the inner radius. Creatures caught within the effect move towards the center then underwater, unless they succeed at a swim check.
Outer radius: Unless the creature makes a DC 20 swim check, he moves 40 feet around the whirlpool and 20 feet towards its center. If the creature makes DC 25 for the swim check he can swim away from the center at his normal swim speed (for land dwellers that is half their base movement as a full round action or one-quarter as a move equivalent action).
Inner radius: Unless the creature makes a DC 25 swim check, he moves 60 feet around the whirlpool and 30 feet towards its center; in addition if he fails the swim check he takes 1point of subdual damage from being buffeted by the waves. If the creature makes DC 30 for the swim check he can swim away from the center at half his normal swim speed.
Center: Unless the creature makes a DC 30 swim check, the creature is sucked 30 feet underwater and takes 1d3 points of subdual damage from being buffeted by the waves. If the creature makes DC 35 for the swim check he can swim away from the center at half his normal swim speed.
Underwater: The character is suspended 30 feet underwater by the whirlpool. If the creature does not breathe water, he may hold his breath before drowning, although he must succeed at a Fortitude saving throw or lose 2d6 rounds of ability to hold his breath. The rules for drowning are on page ___ of the DMG. In addition the creature takes 1d6 points of subdual damage from being buffeted by the waves. If the creature makes a DC 35 swim check he can swim away at half his normal swim speed (he swims to the inner radius).
Creatures of Huge size or larger get a circumstance bonus to their swim checks; Huge +4 bonus, Gargantuan +12 bonus, Colossal + 36 bonus.
Spellcasting in the outer radius requires a DC 10 concentration check. Spellcasting in the inner radius, center, or underwater requires a concentration check equal to the swim DC to not be drawn further in.
Objects are treated similarly to creatures, including the size modifiers. Ships may substitute Profession (sailor) check instead of the swim checks, although the DM may assess circumstance penalties for ships that are difficult to maneuver.
Source: Homebrew
Zone of Confession
Enchantment Mind-Affecting
Level: Cleric 1
Components: V, S, DF
Casting Time: 1 minute
Range: Close (25 ft + 5 ft/2 levels)
Area: 5-ft.-radius/level emanation
Duration: 1 hour/2 levels
Saving Throw: Will negates
Spell Resistence Yes
This spell operates as Zone of Truth except that it only affects creatures who worship the same deity as you.
Source: Homebrew
I'm the author of 85% of these. Others are collected from the boards or wherever. I apologize for the imperfect formatting...
Animate Body Part
Necromancy Evil
Level: Sor/Wiz 0
Cleric 0
Components: V
Casting Time: 1 action
Range: Touch
Target: One separate body part
Duration: Concentration plus 1 round
Saving Throw: None
Spell Resistence Yes
This spell temporarily animates one creature's separate body part, such as a severed
hand, preserved eye, or skull. The body part must be dead, although the creature it was
from need not be. The body part must also be in relatively good condition and can be no
larger than tiny (typically a half a limb).
The body part will move under its own direction; you have no control over the body part
unless you cast Command Undead or a similar spell. Typically, the body part will
spasmodically, crawl towards or grasp the nearest living creatures other than you. The
body part can sense the life force of creatures up to 400 feet away.
The attributes of the body part will depend on the specific body part, but it may have a
strength of up to 2, a dexterity of 10, a movement of up to 2.5, AC 18 (+8 size), 1 hit
point, and a BAB of +0. Unless the body part naturally makes noise (for example a
chattering skull) it has a Hide of +10 (+8 size, +2 enhancement) and Move Silent of +8
(+8 size). Under ordinary circumstances, it cannot inflict any damage or even hit aware
creatures. However, you can use it to deliver touch spells of 4th level or lower from the
school of Necromancy to unaware or immobilized opponents (or by using spells such as
telekinesis or mage hand to deliver the body part).
Source: Homebrew
Animate Dead Plant
Necromancy Evil
Level: Sor/Wiz 1
Cleric 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One or more dead plants touched
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
This spell functions similarly to Animate Dead, however it only works on ordinary plants
and trees. Casting this spell on the remains of a dead plant or tree turns into an undead
plant, a plant that is imbued with negative energy and is treated as a zombie of
appropriate size with no Intelligence, no attacks and no movement. You cannot create more
HD of undead plants than you have of caster levels with a single casting of this spell.
Undead plants cannot be controlled.
Material component: a bit of blackened ash or charcoal.
Source: Homebrew
Animate Mist
Transmutation
Level: Sor/Wiz 1
Druid 1
Components: S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: One 10 ft. cube mist per level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistence No
You can control ordinary mist and fog, forming it into shapes, causing it to conceal
objects or people, or clearing it away by concentrating. The fog you control will stay in
that shape for the duration of the spell.
If you choose to move the fog or mist, it will move at 5 feet per round. If there is a
source or an abundance of fog, you must continue to concentrate or the fog will fill in
the cleared area.
If you choose to form it into shapes, the fog can create rough, but recognizable shapes.
If you choose to concentrate the fog, you can cause it to give up to three-quarters
concealment to creatures in its midst (ordinary fog only give half concealment; see page
88 of DMG).
Source: Homebrew
Anti-magic Missile
Abjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One projectile
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistence No
When shot or thrown before the end of the duration, the projectile touched acquires a
small anti-magic field. When the attack is resolved, the projectile ignores all magical
effects on the target just as if he was in an anti-magic field. It also suppresses any
magical abilities of the projectile, but not any effects applicable to the attacker (or
the missile launcher). For example, it would suppress the +1 enhancement bonus of a +1
arrow, but would not suppress the +2 bonus of a +2 longbow, nor a True Strike spell cast
on the attacker.
The anti-magic effect does not persist past the attack, which discharges this spell.
Source: Homebrew
Aspanni's Spell Virus
Enchantment Mind-Affecting
Level: Sor/Wiz 3
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1day/2 levels
Saving Throw: Will negates (see text)
Spell Resistence Yes
Aspanni's Spell Virus is a restricted form of the Limited Geas spell that acts like a
virus to propagate itself. The creator, and his motives for creating this spell, are
unknown; the spell is named after the first recorded victim.
When studied, read or identified (if in a magic item), this spell appears to be the 3rd
level spell, Suggestion. However, a DC 20 spellcraft check will reveal that something is
subtly strange about the spell, and a DC 25 check will reveal its true nature.
When you cast this spell, you make an immediate Will saving throw. If you can cast arcane
spells or use arcane spell-like effects, you receive a -4 penalty to your saving throw.
In addition, you receive a circumstance bonus to your saving throw based on the total
number of third level spell slots you have: 0 slots, +8; 1 slot, +6; 2 slots, +4; 3
slots, +2; 4 or more slots, +0.
For the duration of this spell, you will attempt to memorize and cast this spell once per
day. If you have no third level spell slots, then this effect does not apply to you and
you suffer no penalties from your lack.
In addition, if you have the Scribe Scroll feat, at least once each week you attempt to
make a scroll of this spell and sell or gift the scroll. If you are prevented from making
a scroll, you receive a -2 penalty to each ability score for each week you are prevented
from doing so, up to a total of -8, just as you were prevented from obeying a Lesser
Geas.
Furthermore, you will take no action to end this spell or help others to end this spell,
although you will not resist if another person does so.
Multiple casting of this spell do not increase its effects, but do extend its duration.
Aspanni's Spell Virus can be ended only by the same means that would end a Lesser Geas:
break enchantment, limited wish, mordenkainen's disjunction, remove curse, miracle, or
Source: Homebrew
Backview
Divination
Level: Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistence No
When you cast this spell, you get a momentary view as if you were looking from a spot 4
feet behind your head in the opposite direction you are facing. This spell is completely
blocked if there is any material in between you and that spot.
This has no effect on spotting or flanking, but can be useful to fool opponents.
Source: Homebrew
Bestow Minor Curse
Transmutation
Level: Sor/Wiz 2
Cleric 2
Adept 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 year
Saving Throw: Will negates
Spell Resistence Yes
You place a minor curse on the creature touched. You can choose one of the following
minor effects, depending on the version selected:
* -1 effective decrease to Charisma (minimum 3).
* -1 penalty on one selected saving throw.
* Creature has a constant vague sense of disquiet (no further game effect).
* Creature is attractive to ordinary flies and other insects, who will annoy the
creature.
* Creature finds that food always tastes bland.
* If literate, the creature misspells certain words.
* Creature loses items worth 1 cp every day.
You may also invent your own minor curse, but it should be no more powerful than those
listed above, and the DM has final say on the curse's effect.
Unlike bestow curse, bestow minor curse may be dispelled by dispel magic. It may also be
removed by any method that would remove bestow curse.
Source: Homebrew
Blank Face
Illusion
Level: Assassin 1
Sor/Wiz 0
Bard 0
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistence Yes (harmless)
This spell creates a flat illusion of a blank area over your face, giving you the
appearance of a featureless face without eyes, mouth, nose, etc. This makes it impossible
for anyone to recognize you by your face, although they may recognize you by your
Source: Homebrew
Bloody Hand
Illusion
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistence Yes
If the target fails his saving throw fails, one or both of its hands appear covered with
blood, which cannot be washed or wiped off for the duration of the spell.
Source: Homebrew
Carbon Copy
Transmutation
Level:
Cleric 2
Sor/Wiz 1
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Make a copy of a written or drawn document
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
Copy enables you to make a perfect copy of a map, letter, or any other written or drawn
document. You must have a blank parchment of a book with blank pages of sufficient size
to hold the copy. Copying a document takes 1 hour per page to be copied; the copy
gradually appears on the formerly blank object. The copy is permanent and is a perfect
duplicate of the original.
Copy can be used upon scrolls or other magic writings; the copy, while appearing the
same, has none of the magical properties of the original.
Source: Homebrew
Cassertian Fireform
Transmutation Fire
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistence Yes (harmless)
This transmutation was created by an unknown Cassertian court wizard who used it to spy
on visiting dignitaries. The spell enabled the wizard or other targets of his choice to
hide in braziers and fireplaces in court palaces.
When you cast this spell you can meld your body with nonmagical fire. The fire must be
within 5 feet of you so you can leap into the blaze. Your form is then concealed in the
flickering flames of a torch, campfire, fireplace, or other source of nonmagical fire.
The fire must be at least the size of a torch. The fire can be of any intensity, but you
are only protected from 20 points of fire damage per round, so especially hot fires may
deal damage to you.
While in fireform you can see and hear normally; the flames do not obscure hearing or
vision. You cannot cast spells, talk or attack.
To exit the fire, you may dispel the spell with a telepathic command. You are
automatically expelled from the flames at the end of the spell's duration or if the fire
is completely extinguished by any normal or magical means. (The spell does not expire if
the blaze merely dies down to embers.) The spell is also cancelled if a spell such as
affect normal fires or pyrotechnics is cast upon the flames.
You have 20 points of damage resistance against heat and fire damage while moving into
and out of the source of flame (as well as during the spell's effects ). You cannot be
discerned from normal flames unless a detect magic spell is cast. In this event, the
flames radiate a faint aura of transmutation magic. A detect invisibility spell will not
reveal a fireformed individual, although true seeing will.
Source: Homebrew
Cave of the Mounds
Transmutation
Level: Druid 3
Components: V, S, M
Casting Time: 10 minutes
Range: 100 feet (see text)
Effect: One cave, approximately 10 feet wide and high, length 10 feet plus 10 feet
Duration: 3 hours/level
Saving Throw: None
Spell Resistence No
This spell creates a temporary natural cavern where you can seek refuge. The spell must
be cast in a natural area that would support a cavern. This would typically be limestone,
but appropriate caverns may be made for other terrain; for example lava tubes in igneous
rock, fissures in metamorphic rock, tunnels in mud or dirt, coral caverns on the
seafloor, ice caves in snowy areas, rotted out tree trunks in redwood forests, etc.
At the casting of the spell, a natural cavern opens within 100 feet of you, although you
are not automatically aware of where it is. The cave will be approximately 10 feet by 10
feet entrance by 10 feet depth plus 10 feet depth per caster level length.
The temperature in the cavern will be up to 50 degrees more or less than the outside
temperature, towards 60 degrees. The cave also provides protection against wind, rain,
dust, sandstorms, floods (there is natural drainage through the floor) and other violent
forms of weather. The cave can be used for overnight rest, including sleep, campfires,
Source: Homebrew
Cavern Close
Transmutation
Level: Druid 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: Any 15 ft. diameter natural stone opening
Duration: Permanent (D)
Saving Throw: None
Spell Resistence No
The target of this spell is a cavern mouth or a natural stone cave or passage with a
maximum dimension of 15 ft or less. In order for the spell to be completed, it must be
possible for you to physically touch all sides of the targeted opening. Thus if the
opening were too tall for you to reach unaided, or inaccessible beyond a chasm, the spell
would fail.
The tunnel mouth closes with a grinding sound that takes 2d4 rounds to complete. It
leaves a grapefruit-sized opening in the center. Placing a sufficiently large object in
the opening will ensure that the hole is completely sealed.
Source: Homebrew
Chimares Regeneration
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence No
This specialized spell creates a very compelling illusion of invulnerability to attack.
Any wounds suffered by you appear to rapidly close and only brief grimaces of pain are
visible. You give the appearance of near invincibility to damage, resulting in a daunting
image for any intelligent foe. The primary spell intent is to cause a foe to give up the
fight as hopeless.
Creatures only get the benefit of the disbelief saving throw if they interact very
closely with you, for example by making a Heal check. Conversing, melee or ranged
attacks, and nearly all attack spells will not provide sufficient interaction.
This illusion uses integrated visual, auditory, olfactory, and thermal effects to subtly
alter the appearance of any wounds. It will also hide the effects of disease, poisons, or
any previous injuries you may have suffered, and you will seem to be in perfect health.
No concentration is required to maintain this illusion.
This spell will blend perfectly with any illusionary image that you are employing to
alter your appearance. However the spell will not hide a trail of blood on the ground.
Once you are slain or rendered unconscious the illusionary mask drops away.
Material Components: Pieces of chalk, charcoal, and other colored materials that must be
Source: Homebrew
Chimares' Shadow Spy
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One shadow
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
Any single shadow that is visible and within range of this spell acts as your sensory
proxy, even if it moves beyond the spell range after the spell is cast. You can both see
and hear anything witnessed by that shadow, even if the shadow belongs to a moving
creature or target. When no light source is present to cast the shadow, such as after
dusk, this spell will cease to function. The spell is also negated if an additional light
source lines up to completely eliminate the shadow.
Material Component: Powdered charcoal.
Source: Homebrew
Closed Mind
Abjuration Mind-Affecting
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Yes (Harmless)
Spell Resistence Yes
The person or creature affected by this spell is immune to all charm and hold spells of
4th level or less, and gains a +4 resistance bonus on saving throws against other charm
and hold spells. In addition, he gains a +2 resistance bonus against other enchantment
spells.
Source: Homebrew
Cone of Wind
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: Cone
Duration: 1 round + 1 round/3 levels
Saving Throw: Fortitude partial
Spell Resistence No
This spell creates a ferocious wind that stems from your hand and blows outwards. You
can reorient the cone as a free action during your round.
The wind has the following effects that allow no save each round: Automatically
extinguish unprotected flames, 75% chance to extinguish protected flames, ranged attacks
are impossible, siege weapons suffer a -4 penalty to attack, and Listen checks suffer a
-8 penalty.
The wind has the following effects that allow a Fortitude save to negate each round:
Small or smaller creatures are blown away (tripped, plus roll back 1d4 x 10 feet,
suffering 1d4 points of subdual damage per 10 feet; unless flying, in which case blown
back 2d6 x 10 feet and sustain 2d6 points of subdual damage total), Medium-size creatures
are knocked down (tripped; unless flying, in which case blow back 1d6 x 10 feet), and
Large and Huge creatures are checked (cannot move forward; unless flying, in which case
blow back 10 feet).
Source: Homebrew
Conversation
Illusion Mind-Affecting
Level: Sor/Wiz 8
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
You establish a link with another creature with whom you are familiar, after which visual
and auditory representations appear before you and it, allowing you to converse as if in
the same room.
You initiate this spell by sending a special message revealing your identity and a
telepathic message informing the target of your intent to speak and instructing it to
concentrate to initiate the illusion. If the target does not immediately answer this
message, you may attempt to establish the link prior to the expiration of this spell,
however you may only attempt to establish the link a number of times equal to your caster
level.
Once the target accepts the link, phantasmal duplicates of you and it appear before the
other. The phantasms perfectly mimic the actions of the creature they represent,
including visual, auditory, olfactory, thermal and even minor tactile elements.
Either you or the target can dismiss this spell at any time.
Source: Homebrew
Create Scry Tag
Divination
Level: Sor/Wiz 3
Components: V, S, M, X
Casting Time: 1minute
Range: Touch
Target: One object
Duration: Permanent
Saving Throw: None
Spell Resistence Yes (object)
This spell creates a permanent tag upon the surface of an object. Thereafter, you (and
only you) can see or hear through the tag by using the Scry Tag spell.
Permanency with the following spells can be cast in conjunction with Create Scry Tag, and
will allow you to use the spell whenever you cast Scry Tag through this tag: Arcane
Sight, Comprehend Languages, Darkvision, Detect Magic, Read Magic, See Invisibility, and
Tongues. You must meet the requirements and pay the experience as set forth in the
Permanency spell description.
Material Component: A wash of specially purified water worth 50 gp.
XP Cost: 50 xp.
Source: Homebrew
Curse of Lycanthropy
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: Humanoid touched
Duration: Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistence Yes
You can cause temporary lycanthropy in a humanoid you touch. A humanoid who fails the
saving throw contracts lycanthropy, and the condition manifests with the next full moon.
Unlike other forms of lycanthropy, the effect of this spell can be broken by remove curse
or break enchantment.
You can induce any type of common lycanthropy (and evil clerics frequently experiment
with new kinds). As a rule, the lyncanthrope's animal form can be any predator between
the size of a small dog and a large bear. The source of the material component determines
the victim's animal form. (More information on lycanthropes can be found in Appendix 3
of the Monster Manual).
Source: Homebrew 85
Dancing Skeletons
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft + 10 ft/level)
Target: Up to 2+2 HD/level of skeletons, maximum 10 HD
Duration: Concentration, up to 1 minute/level
Saving Throw: Will negates
Spell Resistence Yes
This spell causes up to 2+2 HD/level of skeletons, maximum 10 HD, within range to perform
a jerky dance. While dancing, skeletons cannot attack or move, have a -4 AC, and cannot
make a Reflex save except on a natural 20. Furthermore, for each minute that a skeleton
dances, it takes 1d4 points of damage from the unnatural movement.
Source: Homebrew
Dart
Conjuration
Level: Assassin 1
Components: S
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistence Yes
A tiny, corporeal dart springs from your hand and strikes the target. You must succeed at
a ranged touch attack to hit your target. The dart does 1 point of damage (As usual with
such spells, it does allow you to do your sneak attack damage if applicable). The dart
disappears at the conclusion of the spell.
The somatic component is fairly innocuous; it only consists of rubbing your thumb and
forefinger together in a particular pattern. Because of this, casting the spell isn't
likely to be noticed as actual spell casting. Thus, you can cast the spell in direct
company of others without them noticing. When you cast this in the presence of wary
spellcasters, the DM will roll a Spellcraft check opposed by your Hide check with a +5
Source: Homebrew
Death Seal
Necromancy Death
Evil
Level: Assassin 4
Components: S, M
Casting Time: 1 minute
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Fortitude negates and Will partial (see text)
Saving Throw: See text
Spell Resistence Yes
This spell makes the target's transition to the afterlife an extremely painful
experience, so much that they will ordinarily choose to forego returning to life.
The target of this spell receives a Fortitude save to avoid its effects. If the target
fails, and it dies within 1 minute, then it experiences death as agonizingly painful.
Thereafter, the target must make a Will save to voluntarily return to life (for example
by raise dead, resurrection, or true resurrection). If the target's death is as a result
of an Assassin's death attack it has a circumstance penalty to its Will save equal to
half your Assassin levels. Furthermore, and regardless of how it dies, if the target
fails its first saving throw to return to life, its second saving throw has a -4
circumstance penalty, and its third and subsequent saving throws are at a -8 circumstance
penalty.
In addition, because of the painful nature of the target's death, this pain is the only
thing that is recoverable from the body via a Speak With Dead spell.
Source: Homebrew
Defy Gravity
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One object, up to 50 lbs./level
Duration: 1 day/level
Saving Throw: Will negates (object) (harmless)
Spell Resistence Yes (object)
The target object becomes immune to gravity so that it is effectively weightless and
remains in place where it is released, much like an immovable rod. Unlike an immovable
rod, forces other than gravity can move the object. Wind resistence and inertia may
Source: Homebrew
Delayed Glamer
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: 20 ft. cube
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistence No
This spell will act like a magical scribe, allowing you to observe a sequence of sights
and sounds, then play them back when a particular trigger event occurs. This spell could
be used, for example, to allow you to appear to be doing one thing while actually doing
another. It could also be used to leave an illusionary message for some individual or a
member of a group.
While casting the spell, you specify a specific condition that will trigger the spell.
This trigger operates in a manner identical to the magic mouth spell. You then focuses on
a set of visual and auditory images within a 20-ft. cube. Only these images are recorded
by the spell and only one round per level of information can be retained.
When the spell is finally triggered, the auditory and visual illusion will occur in the
same location where it was recorded, and only those images you include will be retained.
The image can not be modified in any manner, although illusions recorded at the time of
the spell casting will be retained.
Source: Homebrew
Depth Charge
Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 60 ft. radius underwater sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistence Yes
This spell creates a concussive explosion underwater. The center of the target must be
located underwater, and only underwater areas within the sphere are affected. Although
the spell does create an explosion, the damage received is solely due to the pressure of
the water. Creatures and objects that are not completely submerged take no damage.
Source: Homebrew
Depth Finder
Divination
Level: Sor/Wiz 0
Witch 0
Cleric 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
When cast while you are directly over a body of water, this spell indicates the
approximate water depth. The water depth will be perceived as a range, from 1-10 feet,
20-50 feet, 50-100 feet, 100-200 feet, 200-400 feet, 400-800 feet, 800-1600 feet,
1600-3000 feet, or more than 3000 feet.
Detect Life
Divination
Level: Sor/Wiz 2
Cleric 2
Adept 2
Druid 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistence No
You can sense the presence of living creatures within the spell's area. This spell
detects the presence, and approximate shape and location of living creatures, but it
cannot distinguish between different types of creatures (such as plants, animals, etc.)
other than what can be discerned from their shape.
This spell does not detect undead, constructs and similar beings. Nor does this spell
detect ethereal beings.
This spell will detect the presence and approximate location of invisible beings, but the
Source: Homebrew
Detect Lycanthropes
Divination
Level: Cleric 1
Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistence No
You can sense the presence of lycanthropes within the spell's area. This spell detects
both afflicted and natural lycanthropes but it cannot distinguish between the two, nor
can it identify the lycanthrope's species. The amount of information gained depends on
how long you study a particular area or subject.
1st Round: Presence or absence of lycanthropes.
2nd Round: Number of lycanthropes in the area and the condition of the healthiest
lycanthrope.
3rd Round: The condition and location of each individual present. If a lycanthrope is
outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of original hit points, free of disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted with a disease, or suffering
from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or
crippled.
If a creature falls into more than one category, the spell indicates the weaker of the
two.
Note: Each round you can turn to detect things in a new area. The spell can penetrate
Source: Homebrew
Dimension Step
Transmutation Teleportation
Level: Sor/Wiz 7
Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures weighing up to
Duration: 1 round/level
Saving Throw: None
Spell Resistence No
For the duration of this spell, once per round, as a free action, you may instantly
transfer yourself from your current location to any other spot within range, just as if
you had cast the dimension door spell. In addition, once per round, as a standard action,
you may make a second such instant transfer.
Under no circumstances can you do more than two such transfers in a single round
(including, for example, if the spell were cast multiple times or if you were hasted).
Source: Homebrew
Dimensional Trap
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature or object of Medium-size or smaller
Duration: 1 round plus 1 round/2 levels
Saving Throw: Reflex negates
Spell Resistence Yes
You open a rift to an empty extradimensional space that can swallow a creature or object
of up to Medium size. The creature can avoid the space with a successful Reflex saving
throw. When the spell ends, the extradimensional space discharges the creature to a
random location at the same height and within 20 feet of his location when trapped (the
creature will never appear in a solid object).
While in the extradimensional space, the creature can act normally in all respects.
If the creature has a means of planar movement, such as gate or plane shift, he can
escape the extradimensional space.
If this spell is cast upon a creature or object larger than Medium-size, the rift
appears, but fails to swallow the creature or object.
Source: Homebrew
Disarm
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistence Yes
This spell summons a minor telekinetic burst that may cause the target to drop any single
handheld weapon or item. You make an immediate disarm attack against the target,
treating your BAB as your caster level and adding your Int (if you are a wizard) or Cha
(if you are a sorcerer) bonus instead of your Str bonus. In addition, if the target is
unaware of this spell or its nature, you can add a +4 circumstance bonus. All other
normal modifiers apply to the disarm check, including weapon size and two-handed use.This
spell only affects handheld items, not rings, belts etc, unless they are physically
Source: Homebrew
Disintegration Spot
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Area: One 1-inch cube
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistence Yes
This spell disintigrates a one inch cube of matter. You may use this spell to attack a
creature; it does 1d6 hit points damage, Fortitude save for half with a successful touch
attack (unlike most touch attacks, the charge cannot be held). It may also be used to
destroy a one inch cube of nonliving matter. However, its most common use is to destroy
magical effects such as a Wall of Force or a Forcecage that can be destroyed via
Disintigration. This spell will completely destroy any spell or magical effect that is
suceptible to disintigration, even if it is larger than a one inch cube.
Source: Homebrew
Earthripple
Evocation
Level: Sor/Wiz 4
Druid 3
Components: V, S
Casting Time: 1 action
Range: Touch
Area: 10 ft. / level burst
Duration: 6 rounds + 1 round/level
Saving Throw: Reflex (See text)
Spell Resistence No
This spell allows you to cause ripples of earth to cascade outward from the spot you
stand on when the spell was cast. The rings have a height of 6 feet and will move for 10
feet per level in every direction. This spell will be stopped by stone constructions, but
will easily topple small trees, wooden houses and the like. The spell must be cast upon
naked earth. The moving hills created by this spell have no effect on you and you may
move through their paths without suffering any slowdown, as the hills part to form space
for you. All other creatures standing on the ground within the spell's area of effect
smaller than Huge must make Reflex Save against the DC of this spell or be knocked prone,
unable to stand until the spell's expiration.
Creatures under the effect of this spell are so shaken that they may not attack in any
way unless they have the prone fighting feat. Characters with this feat are entitled to
one move equivalent action each turn. Creatures in the spells area of effect may move up
to half their normal movement rate if they take no other actions, but remain prone.
For the duration of the spell, the caster is considered to have 25% cover on all sides if
Source: Homebrew
Earthwave
Evocation
Level: Sor/Wiz 3
Druid 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: 5 ft. wide, 10 ft. long swell
Duration: 1 round + 1 round/2 levels (D)
Saving Throw: Reflex (See text)
Spell Resistence No
This spell creates a moving swell of earth, 5 feet wide and 10 feet long that moves
forward in a straight line at a speed of between 10 and 100 feet per round (at your
discretion) until the spell ends or is dismissed. The wave will be stopped by stone
constructions, but will easily topple small trees, wooden houses and the like. The spell
must be cast upon naked ground. Anyone smaller than Huge caught within the area of effect
of the swell must make a Reflex save or be knocked prone until the swell moves past
Source: ures wHomebrew d their next standard action to regain
Explore Anatomy
Divination
Level: Sor/Wiz 3
Components: S
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistence Yes (harmless)
This spell allows you to view the interior of the creature touched. If used to study the
creature for 5 minutes or longer, you gain a +2 circumstance bonus on any subsequent
Knowledge(Anatomy) check regarding that creature.
Source: Homebrew
Extended Flying
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour + 1 hour/2 levels
Saving Throw: None
Spell Resistence Yes (harmless)
As fly, except that the duration is extended.
Source: Homebrew
Eye Spy
Divination
Level: Bard 0
Assassin 1
Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: One created eye
Duration: 1 round/level
Saving Throw: None
Spell Resistence No
You create one invisible, flying, spherical construct, called an eye, which can look into
areas that might be otherwise unviewable to you. Common uses for the eye include
short-range reconnaissance, looking under door jams, and viewing the cards in a persons
hand.
The eye is a Fine construct with 1 hit point, AC 18 (+8 for size), flies at a speed of 10
with perfect maneuverability, and is invisible. The eye can see 5 feet in every
direction, but is subject to illusions, darkness, fog, and any other factor that would
hinder sight.
You mentally command the eye to go where you like, within the spell's range, and view
things for you. The eye instantly transmits all visual information to you, though you
must either choose to view what the eye sees or your normal vision. You choose at the
beginning of each round whose vision you will use.
The somatic component is fairly innocuous; it only consists of rubbing your temples with
your thumb and middle finger. Because of this, casting the spell isn't likely to be
Source: Homebrew
False Tracks
Transmutation
Level: Druid 2
Ranger 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistence No
For the duration of this spell, the target's tracks appear to be those of an ordinary
animal of your choosing that is the same size as the target. Upon the expiration of the
spell, any further tracks made will be normal, but tracks made during the spell's
duration will retain their altered form.
A person attempting to track the targets will notice something unusual about the tracks
with a successful Wilderness Lore roll as if tracking with a DC increased by 10. If the
tracker succeeds, he (and only he) may identify this spell with a successful Spellcraft
Source: Homebrew
Familiar Sight
Divination
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Your familiar
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
You see through the eyes of your familiar for the duration of the spell. After casting,
the familiar may move to anywhere within the range of its empathic link, and still
maintain the spell. If it moves beyond that though, the spell is broken. If the familiar
has lowlight vision, then you see with lowlight vision with this spell. However, you
cannot use blindsight or any other senses that your familiar has.
You can switch back and forth from your own vision to your familiar's for the duration of
the spell, but every time you switch to your familiar's vision, you must make a DC 10
scry check. If you fail the check, the spell is discharged.
Source: Homebrew
Fantastic Vision
Illusion Mind-Affecting
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Concentration plus 1 round/level
Saving Throw: None or Will disbelief (if interacted with) (See text)
Spell Resistence Yes
You completely control the sensations received by the target, causing the target to see
the world as you dictate, rather than as it actually is. You control the target's vision,
hearing, touch, smell, taste, pain, and sense of balance, as well as more esoteric
senses such as tremorsense, blindsight, and echolocation. In addition you control any
information the target receives from magical senses or spells that provide information,
such as discern location. The fantasy sensations react to the target as you dictate for
as long as you concentrate. After you cease concentrating, the fantasy sensations are
static.
Unless you dictate otherwise (by making the target's perceptions match the real world
more or less), as long as the target is subject to this spell, it is effectively
prevented from taking any actions other than purely mental actions or actions that do not
rely on the external world. Spells with verbal and somatic components may be cast, but
there is a 60% chance of failure and the subject cannot target the spell on anyone other
than himself. If you desire, the target is treated as helpless with respect to other
creatures.
The target receives a Will saving throw to disbelieve if the fantasy sensations are
unreal, fantastic, or otherwise unexpected, or if the target perceives you as hostile
prior to the casting of the spell. If the target is not aware that you are casting a
hostile spell and the sensations are only moderately fantastic, the target may receive a
-4 or -8 modifier to its saving throw. In any case, the target receives the saving throw
when you cease concentrating.
Because this spell affects the target mind, True Seeing does not penetrate the illusion,
although it does automatically entitle the target to a saving throw against this spell's
effects if it was cast prior to this spell. A True Seeing spell cast after this spell
appears to work normally, but does not penetrate this spell.
Source: Homebrew
Fast Reaction
Transmutation
Level: Sor/Wiz 2
Components: S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistence Yes
You give the target a +2 enhancement bonus to initiative checks.
Source: Homebrew
Flame Picture
Illusion Fire
Level: Sor/Wiz 0
Druid 0
Components: S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One fire
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
You cause the interior of a flame or small fire (up to 3 cubic feet) to show anything you
wish. The image can show anything you imagine, although it is limited to the colors of
the fire you are working with. The image is obviously unreal, although some could be
fooled into believing that the spell is the result of a scrying or similar effect.
Source: Homebrew
Flesh Mask
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: Permanent (D)
Saving Throw: None
Spell Resistence No
You peel the face and scalp from a fresh corpse (see below), and then attach the
resulting mask tightly to your head. The resulting visage will give you a +20
circumstance bonus to Disguise checks to match the face of the victim while you are
wearing the flesh mask. You gain a synergy bonus of +2 to this Disguise check if you have
5 or more ranks in Knowledge (Anatomy). The mask will have some minor imperfections that
might make it possible to see through the disguise, but only after a close examination
by a person familiar with the victim. This spell will not otherwise alter your physical
appearance.
You may end this spell at any time. Doing so ruins the flesh mask so that it cannot be
re-used.
Source: Homebrew
Flesh Shape
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Willing or disabled creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistence Yes
You can shape a living creature's flesh so that it takes on another form. By using this
spell, you can alter a creature's features, limbs, or basic body shape. You can remove or
move sensory organs and other fine organs, but you cannot create new ones.
Use of this spell requires a Knowledge (Anatomy) check with a DC dependant upon the task
at hand, for example to do the following to a human:
Task DC
Stretch limbs 5
Create webbing between toes 5
Disfigure face 5
Bind hands together 5
Remove hand 5
Cover over mouth 10
Alter limbs to wings or flippers 10
Alter features to make more comely 10
Change legs to snake tail 10
Give additional stomach 10
Grow extra (nonfunctional) penis 10
Grow extra (functional) fingers 10
Replace hand with sword-like appendage 10
Grow tail 15
Move eye to back of head or hand 15
Move mouth to stomach 15
Add additional pair of nostrils 15
Move lungs outside body 15
Move circulatory system to outside of body 20
Grow extra (functional) arm 25
Alter skeleton to make rubbery 25
Add gizzard 25
If you fail your Knowledge (Anatomy) roll or the subject makes its saving throw, the
spell fails and the targets suffers 1d4 points of Con damage.
This spell only affects a willing or disabled creature. It never affects outsiders,
incorporeal creatures, constructs, plants, shapechangers or other creatures without a
discernable anatomy such as a gelatinous cube.
Source: Homebrew
Flexible Enhancement
Transmutation
Level: Sor/Wiz 4
Components: V, S, M, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
You give one subject an enhancement bonus of 1d4+1 points to any one ability score,
adding the usual benefits. As a standard action, the target can switch the enhancement
Source: Homebrew
Force Shapechange
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude special (see text)
Spell Resistence Yes
Using this spell instantly forces the target to revert to its true form. This spell is
effective against lycanthropy, shapechange, polymorph, or wildshape effects. This
includes the following spells: enlarge/reduce, alter self, gaseous form, polymorph other,
polymorph self, animal growth, flesh to stone, stone to flesh, tenser's transformation,
iron body, shapechange. This spell does not work against illusion spells such as change
self, invisibility, etc.
The subject of this spell can choose to resist this spell by making a Fortitude save to
negate its effects. However, if the target chooses to resist he will take 3d10 damage in
addition to being forced into his true form if he fails the save, or 2d10 damage if he
Source: Homebrew
Garden Path
Enchantment
Level: Druid 2
Components: V, S, M, DF
Casting Time: 1 full round
Range: See text.
Area: See text
Duration: 1 minute/level
Saving Throw: See text
Spell Resistence Yes
Upon casting this spell, each step you take will cause a bounty of wildflowers to gently
grow out of the earth around your feet. These flowers will emit an intoxicating aroma
that will compel all that can smell them to follow the path.
Creatures that move within 5 ft. of the path must make a Will saving throw or be
compelled to follow the trail at their normal movement rate. However they can take any
other actions allowed during movement and will not advance onto obviously hazardous
ground.
Those who successfully make their saving throw are unaffected by this compulsion,
although they will still sense the desire to follow the trail of flowers.
If a creature follows the path for at least a minute, it must make a Fortitude saving
throw against this spell with a +4 bonus or enter a deep trance and follow the flowers as
if it was sleep walking. These beings are completely defenseless and can take no action
other than to advance along the path.
This spell has no effect on undead, plants, fungi, or creatures without a sense of smell.
It also has no effect on creatures that do not need to sleep, such as Elves. Any being
struck for damage will automatically break free from the effects of the spell.
The trail will cease once you step on ground where no plants can grow. This includes bare
rock, ice, snow, and sandy desert. After the spell expires the plants will revert to
harmless wildflowers and will flourish or wilt over time according to the local
conditions.
Source: Homebrew
Gas Barrier
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Area: 5 sq. ft./level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence No
This spell creates a sparkling, transparent barrier that will block the passage of all
types of gas and vapors in both directions. However, denser objects, including fluids and
dust, can freely cross, as can containers and non-gaseous beings. Gaseous creatures can
seep through the barrier, but it requires a full round for them to do so and they are
effectively helpless while doing so.
This spell is useful, for example, to seal a passage from a harmful gas, or to prevent
air from leaking off into a vacuum. To be completely effective, however, the spell should
be cast in a location where it can form an airtight seal on all sides. The spell will
block the flow of a cloudkill or fog cloud spell, but will not seal out a smoke cloud
Source: Homebrew
Gegnatti's Deadly Grasp
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One or more creatures held or grappled
Duration: See text
Saving Throw: Fortitude partial (see text)
Spell Resistence Yes
As Gegnatti's Draining Grasp, except that for the duration of the spell your touch
paralyzes the first creature touched (this may be delivered by a touch attack and is
automatically delivered if you grab or grapple a creature). The target gets a Fortitude
saving throw against the paralysis on the first touch and for each round thereafter that
he is paralyzed. If a creature succeeds at any saving throw, then he will not be
paralyzed for the duration of the spell.
Note that even if the creature succeeds in recovering from paralysis during this spell,
he may still be pinned by you.
Material Component: 10 gp worth of opium dust.
Source: Homebrew
Gegnatti's Draining Grasp
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One or more creatures held or grappled
Duration: See text
Saving Throw: None
Spell Resistence Yes
After casting this spell, you must grab and maintain a hold on a creature for at least
one round (this can be done with a successful grapple attack or freely against
immobilized creatures). After the first round for as long as you maintain a hold on that
creature, you deal damage to the creature. You deal 1 point on the second round, 2 points
on the third round, 4 points on the fourth round, 8 point on the fifth round, etc.,
except that the maximum damage per turn is your caster level.
You gain temporary hit points equal to the damage you inflict, just like the Vampiric
Touch spell. However, you can't gain more than the subject's current hit points +10,
which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Source: Homebrew
Gegnatti's Soul Prehension
Necromancy
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level (see text)
Saving Throw: Will negates
Spell Resistence Yes
Gegnatti's Soul Prehension is similar to Magic Jar and Trap the Soul; it is designed to
capture the target's life force into a prepared gem and prevent subsequent resurrection.
If the target of this spell dies an ordinary death during the duration of this spell, its
life force is instantly transferred to a gem of at least 1,000 gp that is the focus of
this spell. The life force will remain indefinitely in the gem until you release it. When
the life force is released, it departs (and the creature dies), unless there are other
preparations made for a body lacking a life force to receive the target's.
For the purposes of this spell an ordinary death that is subject to this spell is one
where the creature's life force is separated from his body, but does not include magic
that destroys the life force (such as destruction); essentially any death that prevents
resurrection would foil this spell.
While its life force is in the gem, the target cannot be resurrected or contacted.
Summoned creatures, and creatures without a life force (such as constructs) are immune
from this spell.
Unlike Trap the Soul, this spell has no effect on the target's material body.
Source: Homebrew
Greater Magic Jar
Necromancy
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 day/level or until you return to your body
Saving Throw: Will negates (see text)
Spell Resistence Yes
As Magic Jar except that the duration is longer and you may cast the following spells
while you are inside the jar (assuming that they are prepared with no verbal, somatic,
material or focus components): scrying, greater scrying, arcane eye,
clairaudience/clairvoyance, nondetection, teleport, teleport without error, dimension
door, message, silent image, minor image, and major image. Teleport, teleport without
error and dimension door will teleport the magic jar.
Focus: Worth at least 1,000 gp.
Source: Homebrew
Harpoon
Evocation Force
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Up to Close (25 ft + 5 ft/2 levels)
Target: Single creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistence Yes
When this spell is cast, a glowing rope of force arcs from you to the chosen target. You
make a ranged touch attack against the target. If it succeeds, no damage is dealt, but
the force rope attaches itself to the target, binding it to you. The length of the line
of force is equal to the distance between you and target at the time of casting.
If either you or the target wishes to move away from the other, the line will only allow
a separation equal to its length. For example, Mialee casts Harpoon at a troll, who is
20ft away at the time of casting. The spell will prevent Mialee and the troll from being
more than 20ft apart for the duration of the spell.
If either you or the target wishes to move beyond the range of the force rope, he must
pull the other with him, as the cord cannot be severed (although it can be dispelled as
normal.) If you and target are within two size categories of one another this is treated
in all ways as a normal Bull-Rush, with the exception that there is no attack of
opportunity (as the defender's square need not be entered.) For every point by which the
attacker succeeds, the 'defender' is dragged 1ft in the same direction as the 'attacker'.
If the footing is difficult, the DM may require a Balance or Reflex check to remain
standing.
If either you or the target is three sizes larger than the other, it can move normally,
dragging the smaller with it. Magical or dimensional travel of either you or the target,
such as by dimension door or teleport, causes the spell to dissipate harmlessly.
Freedom of Movement dispels this spell.
Source: Homebrew
Hide in Plain Sight
Illusion
Level: Assassin 3
Sor/Wiz 4
Components: S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1minute/level (D)
Saving Throw: None
Spell Resistence No
You can hide in plain sight just as if you were a shadowdancer. This means that you can
hide even while being observed and that you can hide in the open without anything to
hide behind as long as you are within 10 feet of a shadow. You cannot hide in your own
shadow, although you hide in another's.
In order to hide successfully, you must make a hide check with ordinary modifiers.
If you melee attack, you are clearly visible to your attacker, although you can remain
hidden until immediately prior to your attack (thus gaining the effects of being hidden
for your first attack) if you make a hide check with a -20 circumstance modifier (-40 if
your target can only be attacked from one direction).
See invisibility, Invisibility Purge, and other forms of detecting invisibility are not
effective against this spell, although True Seeing, Faerie Fire, and other forms of
seeing hidden creatures is. Detect Magic (and similar spells) is as effective against
Hide in Plain Sight as it is against invisibility; which is to say the presence can be
determined on the first round and the location can be determined on the third round.
Source: Homebrew
History Purge
Transmutation
Level: Sor/Wiz 4
Components: V, S, X
Casting Time: 10 minutes
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Fortitude negates (ibject)
Spell Resistence Yes (object)
You disassociate the target object from its history. After this spell affects an object,
no magical means, short of a Wish or Miracle spell, can discern any historical facts
about the object. However, this spell does not change the physical or magical aspects of
the object in any way.
This spell is effective against Locate Object, Scrying, Greater Scrying, Understand
Object, Discern Location and similar spells. Legend Lore and Vision are effective insofar
as they reference the object as it existed before its history was purged, but not
afterwards.
For example, if the spell is cast upon a +1, flaming sword named "Ice Shaver" that was
stolen from Baron Vuldis, none of the following descriptions would cause the sword to
register with Locate Object:
* "Baron Vuldis' sword";
* "Ice Shaver" (assuming it is not called that anymore);
* "The sword stolen from Baron Vuldis."
However, the following physical descriptions would cause the sword to register:
* "The nearest +1, flaming sword";
* "The nearest mithral magic sword with three cloudy diamonds set in the hilt, and chased
with dragons made of silver."
This spell is typically used by thieves and treasure hunters to prevent former owners
from tracking stolen items.
Source: Homebrew
Improved Alter Self
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence No
You can alter your appearance and form -- including clothing and equipment -- to appear a
different size, with different features, a different race, and with different limbs. The
assumed form must be corporeal.
You body can undergo a substantial transformation, including, but not limited to, any of
the following:
* Change your size by up to one size category larger or two categories smaller (size
modifiers to Str, Dex and Con all apply);
* Adding or subtracting multiple limbs or other body parts. Body parts you could add or
subtract include wings, heads, claws (up to 1d6 damage), tails, spider legs, horns, fins,
etc;
* Modify your basic body shape, for example by stretching your neck or limbs to double
their normal length;
* Change your method of breathing, so that you can breathe air or water, or eating, so
you can stomach acidic, rotten or otherwise unpalatable substances;
* Change your primary sense to echolocation (blindsight 30 feet) or tremorsense (10 feet)
(in each case losing accurate vision);
* Change your physical attributes by +/-2 to each attribute and thicken your skin to give
you 1 Natural AC.
* Change your appearance in such ways as skin and hair color, minor physical details such
as fingernails or hair, etc.
The form you select need not be anything real, or even realistic.
Other than as specified above, your attack rolls, natural armor bonus, and saves do not
change. The spell does not otherwise confer special abilities, attack forms, defenses,
ability scores, or mannerisms of the chosen form. Once the new form is chosen, it remains
Source: Homebrew
Improved Fly [Note house rule: Fly is 30 feet in our game]
Transmutation
Level: Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence Yes (harmless)
The spell's subject can fly with a speed of 90 feet (60 feet if the creature wears medium
or heavy armor). The subject can fly up at half speed and descend at double speed. The
flying subject's maneuverability rating is good. Using the Fly spell requires as much
concentration as walking, so the subject can attack or cast spells normally. The subject
of a Fly spell can charge but not run, and it cannot carry aloft more weight than its
maximum load (see page 142), plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails
slowly. The subject drops 60 feet per round for 1d6 rounds. If it reaches the ground in
that amount of time, it lands safely. If not, it falls the rest of the distance. Since
dispelling a spell effectively ends it, the subject also falls in this way if the
Source: Homebrew
Improved Harpoon
Evocation Force
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Up to Close (25 ft + 5 ft/2 levels)
Target: Two creatures, one of which must be willing
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistence Yes
When this spell is cast, you must designate one willing participant within 5 feet to be
the spell's "anchor." You may designate yourself as the anchor.
Otherwise the spell functions as Harpoon, except that the other target is bound to the
anchor and cannot move further than the appropriate distance away from the anchor, who
acts in place of the caster for the duration of the spell. Note that the initial ranged
touch attack against the target must still be made by the caster.
The material components are a fish hook and a miniature anchor.
Source: Homebrew
Improved Mirror Image
Illusion
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistence No
This spell causes four illusory duplicates to appear around you. These images duplicate
your appearance and actions exactly, down to your sounds, odors, and thermal appearance.
As with the mirror image spell, these images shift position at the end of each round
making it difficult for a foe to know which to attack. If an image is struck it
immediately vanishes. However, these vanished images regenerate at the rate of one new
image per round for the duration of the spell. At the end of the spell duration, all
surviving images wink out, one per round.
Focus: A small glass cube with half silvered faces. The cube is suspended from a corner
Source: Homebrew
Landorim's Iron Shackles
Illusion Mind-Affecting
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One or two creatures
Duration: 2 rounds/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
You designate up to two targets for this spell. Those who fail their saving throws
perceive themselves to be covered in shackles attached to chains and heavy iron balls.
They are now considered to be heavily encumbered for all purposes (Max Dex bonus +1,
Speed 20/15 ft., -6 check penalty, run x3; see page 142 of PHB). In addition, they lose
the use of the Evasion and Improved Evasion special abilities
Landorim crafted this spell specifically to prevent rogues from using their evasion
abilities to escape his fireballs.
Source: Homebrew
Landorim's Sucking Floor
Illusion Mind-Affecting
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: Up to three creatures
Duration: 2 rounds/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
When this spell is cast, up to three creatures you choose suddenly perceive the floor to
have sucking, quicksand-like properties. While under the effect of the spell, the targets
may not run or charge, can only move at half their speed, and suffer -1 to attack rolls,
armor class, and reflex saving throws due to the difficulties of balancing in the
Source: Homebrew
Lapinsi's Taunting Cadaver
Necromancy
Level: Sor/Wiz 1
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One corpse less than a day old
Duration: 1 round/level
Saving Throw: None
Spell Resistence Yes (object)
When this spell is cast upon a humanoid corpse that has been dead for less than a day,
the corpse rises and begins verbally harassing those nearby who hear it. The corpse does
not respond to commands and cannot move from its starting position.
The corpse can be turned by a cleric (treat as a 1/2-hit die undead), in which case the
spell is dispelled. Dealing even one point of damage to the corpse ends the spell (any
attack automatically hits).
The corpse may cause former companions to suffer a morale check.
Source: Homebrew
Locate Mislaid Object
Divination
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: Circle, centered on you, with a radius of 25 ft. + 5 ft/2 levels
Duration: Concentration, up to 1 minute
Saving Throw: None
Spell Resistence No
As Locate Object, except that you can only sense the direction of an object weighing 5
pounds or less, that you have touched in the last week, and that prior to that was in
Source: Homebrew
Magic Hat
Transmutation
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One hat
Duration: 10 minutes + 10 minutes/level
Saving Throw: None
Spell Resistence No
Your hat becomes an extradimensional storage place. When the spell is first cast, you
have 5 minutes to load up to 20 pounds plus 10 pounds per level into your hat which must
be subsequently placed on your head. Items inside the storage place are held in stasis,
so small creatures do not need food or air and spells cast on items in the hat do not
expire. Thereafter, whenever the hat is removed from your head the spell is dispelled and
all of the material inside the hat comes tumbling out. This spell causes your hat to
become slightly top-heavy and the DM may require you to make a Reflex save (or balance
check) in certain situations to keep your hat on your head. If the duration ends or the
spell is dispelled, the hat automatically falls off the your head and the contents are
discharged.
Source: Homebrew
Magnetize
Transmutation
Level: Sor/Wiz 0
Druid 0
Components: V, F
Casting Time: 1 action
Range: Touch
Target: A piece of iron, 1 lb. or less
Duration: 10 minutes
Saving Throw: Yes (object)
Spell Resistence Yes (object)
You magnetize one small piece of iron of 1 pound or less. The magnet provides a maximum
of about 2 pounds of force; strong enough to allow the item to stick to a piece of
ferrous material, but easily pulled apart by anyone.
The focus is the piece of iron.
Source: Homebrew
Mass Feather Fall
Transmutation
Level: Sor/Wiz 3
Components: S
Casting Time: See text
Range: Medium (100 ft + 10 ft/level)
Target: Any number of falling creatures or objects, up to 300 pounds per level
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistence Yes (object)
As feather fall, except the spell affects several creatures or objects up to 300 pounds
Source: Homebrew
Mass Hold
Enchantment Mind-Affecting
Level: Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures, no two of which can be more than 30 ft. apart.
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistence Yes
The subjects freeze in place, standing helpless. They are aware and breathe normally but
cannot take any physical actions, even speech. They can, however, execute purely mental
actions (such as casting a spell with no components).
A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and
Source: Homebrew
Mass Mount
Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One mount/level
Duration: 2 hours/level
Saving Throw: None
Spell Resistence No
As Mount, except that you summon a number of mounts. All of the mounts are under your
control, although they may be ridden by others.
Source: Homebrew
Material Return
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: You plus up to 1 creature/ 3 levels (maximum 6) touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistence Yes
This spell only functions when cast from a coexistent plane or the coexistent portion of
a coterminous plane to the Material Plane, such as the Golden Plane, the Fey Plane, or
the Ethereal Plane. This spell does not function from the Shadow Plane, despite it being
a coterminous plane.
This spell immediately transports you and the targets touched to the Material Plane at
exactly the coexistent point to your current location.
Source: Homebrew
Mindcage
Illusion
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature (see text)
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
The target believes that he has been encased in an invisible cage of pure force, as per
the spell forcecage (either the 20-ft-cube barred cage or the 10-ft-cube windowless
cell). The illusion consists of a tactile component which makes the subject actually feel
the walls of the cage when he presses against them, even though they don't exist. The
subject receives a Will save automatically upon the casting of this spell.
If the barred version is chosen, only small objects can pass through the illusory cage
without entitling the subject to another Will save to disbelieve. Arrows, piercing
weapons, Fine-sized creatures, and area effects all seem to pass through without
contradicting the illusion. However, the subject will also believe that such items can
fit through the bars, and may attempt attacks with ranged and piercing weapons.
If the windowless cell version is chosen, any object observed passing through the
illusion entitles the subject to an additional Will save.
Although trapped by the illusory cage, the subject is not helpless and can still defend
himself against incoming blows, as well as observe the situation inside and outside the
cage.
This phantasm is not geared towards the nonhumanoid psyche. Any creature other than a
humanoid of Medium size or smaller gets a +20 bonus to their Will save to disbelief.
Source: Homebrew
Minor Luck
Transmutation
Level: Sor/Wiz 0
Bard 0
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute or until discharged
Saving Throw: Yes (Harmless)
Spell Resistence Yes
For the duration of the spell, you can choose to add a +1 luck bonus prior to any single
attack roll, damage roll, saving throw, skill check, ability check, or caster level check
made by you. The bonus cannot be applied to any action that takes more than one round,
including taking 10 or 20 on any skill check, craft skill checks, etc.
Applying the luck bonus discharges the spell.
This spell cannot be cast multiple times on the same person.
Source: Homebrew
Noticed
Enchantment
Level: Sor/Wiz 2
Bard 1
Components: S
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistence Yes
You cause the target to be the object of everybody's attention, whether wanted or not.
The target is immediately noticed wherever he goes and everybody will remember his
appearance and actions in greater detail than usual. Any spot skill attempts against the
target will receive a +4 bonus. If the character is working to be the center of
attention, however, then the only effect of this spell is to make the performance much
more memorable. A failed performance will leave a bad impression, increasing the DC by 5
for future performances to the same audience.
Material Component: A handful of powdered chalk.
Source: Homebrew
Pavis' Part the Crowd
Abjuration
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will (see text)
Spell Resistence Yes
This minor enchantment makes it easier for you to walk through large crowds of people,
such as in a market in the heart of a large city. The spell encircles you with a minor
warding which subtly encourages creatures in your way to step to one side. For example, a
creature affected might unconsciously shift his weight or step to one side to allow you
to pass. Most creatures affected by this spell will not even realize there is magic at
work. Creatures that would not normally step aside for others can make a Will save to
ignore the effect.
This spell does not operate against creatures which are purposely interfering with your
movement, such as an angry mob or someone you are engaged in combat with. However, with
this spell you could walk unharmed through a battle where you are not perceived as a
threat.
Source: Homebrew
Permanent Season
Transmutation
Level: Druid 8
Components: V, S, DF, XP
Casting Time: 1 day
Range: Touch
Area: See text
Duration: Permanent
Saving Throw: None
Spell Resistence No
You permanently alter the season and climate of a particular area to make it perpetually
benign or harsh. You can conform the climate to any natural climate to any climate that
is within 500 miles of you. For the purposes of this spell, climate includes air
temperature, cloud cover, humidity and precipitation. In addition you can set the season
to be any season that naturally occurs at the duplicated climate.
Animals and plants do not instantly change, but gradually will leave or die and more
appropriate life will enter the area. Gross physical morphology does not change, but may
be altered by the new climate. For example, a sandy desert area cannot gain rich soil or
large rocks by means of this spell, but a sufficient precipitation could transform it
into mud flats.
The area of this spell is normally a circle with one mile radius, but it may be as large
as 15 square miles if it can fill a region with natural climactic barriers, or it only
subtly alters existing climate. For example, you could transform a 5 square mile mountain
valley that is bounded on three sides by high mountains and on the fourth side by a
desert region; or you may curse 10 square miles of fields so that they never receive
precipitation.
This spell can be ended by limited wish, miracle, or wish, or by a break enchantment or
remove curse spell whose caster is at least two levels higher than yours. Dispel magic
Source: Homebrew
Phantasmal Spook
Illusion Fear
Mind-Affecting
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Target: One living creature
Duration: 1 round/level, up to 10 rounds maximum
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
You create a minor phantasm that may scare the subject and cause it to flee in terror.
Only the spell's subject can see the phantasm. You see only a shadowy shape.
The subject gets a Will save to disbelieve the phantasm. If it fails the Will save, then
it flees at it maximum movement directly away from you. The subject gets an additional
Will save each turn it flees. If unable to flee, the creature may fight, but suffers a -2
morale penalty on attack rolls, weapon damage rolls, and saving throws while it does so.
Remove fear counters and dispels Phantasmal Spook.
This spell does not affect any creature of 8 or more Hit Dice. Also, as with all
mind-affecting spells, it does not affect nonintelligent creatures, and as a fear spell,
it does not affect undead.
Source: Homebrew
Phantasmal Stalker
Illusion Fear
Mind-Affecting
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One creature
Duration: 1 day/2 levels
Saving Throw: Will disbelief (if interacted with)
Spell Resistence Yes
You create a phantasmal image that appears to stalk the subject from the shadows, melting
away if the subject approaches the phantasm. Only the spell's subject can see the
phantasm.
You must name or otherwise specifically designate your target, and your target must be on
the same plane as you, but it may be at any range. If you cannot see the target, you
must succeed at a scry check just as if you attempted to cast scrying on the target.
While being stalked, you may use scrying on the target without having to make further
scry checks.
Being stalked in this manner induces dread and apprehension in the target. While being
stalked, the target suffers a -1 morale penalty to attack rolls, saving throws, and skill
checks. In addition, if the target is the subject of a Nightmare, Phantasmal Killer,
Phantasmal Spook or Weird spell it has a circumstance penalty on its saving throw of -1
for every full day it has been stalked (maximum -8).
Source: Homebrew
Planar Test
Divination
Level: Cleric 0
Sor/Wiz 0
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: The plane extending in a 60 ft. radius sphere around you
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
This minor spell tests the planar properties of the plane that you are currently residing
in and returns information to you that you can interpret using a Knowledge (The Planes)
check to gain information about the plane.
Use the following table to determine the information available to you about your plane:
DC Information
5 Whether the plane is a Material Plane.
10 Whether the plane is the Ethereal Plane, Astral Plane, Shadow Plane, an
Elemental Plane, or Positive or Negative Energy Plane.
15 The identity of the plane if other than as enumerated above.
17 Which other planes the plane has a direct connection to (for example, Ethereal,
Astral, Shadow, Material, etc.), including naturally occurring gates within the area (for
example to the Plane of fire from within a volcano) but not artificial gates.
20 The nature of the connection to directly connected planes.
40 The other planes the plane has a direct connection to, including artificial
gates.
Note that some of the information in this spell may already be obvious to you. For
example, it will be obvious to most characters with a Knowledge (The Planes) whether they
are currently on the Ethereal Plane. However, such information may still be useful if
characters think they may be the subjects of illusions or look-alike planes.
Source: Homebrew
Power Word, Stop
Conjuration
Level: Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with up to 150 hit points
Duration: See text
Saving Throw: None
Spell Resistence Yes
When a Power Word, Stop spell is uttered, one creature of your choice is affected,
whether the creature can hear the word or not. The affected creature cannot consciously
take any movement actions for a duration dependent upon its hit points. A creature with
50 or fewer hit points remains stopped for 2d4 rounds, one with 51 to 100 hit points is
stopped for 1d4 rounds, one with 101 to 150 hit points is stopped for 1d2 rounds, and a
creature with 151 hit points or more is not affected.
Any aggressive action or life-threatening damage against the creature immediately breaks
the spell on the threatened creature and allows it to move normally.
For the purpose of this effect, anything that would cause the creature to move counts as
a movement action. However, spells causing instantaneous movement (including planar
movement) such as dimension door, teleport, or plane shift are not affected. If the
creature is flying, then it may continue to hover. The creature may move if it does not
have to make a conscious effort to do so, for example if he is in a moving wagon or
astride a moving mount, although he cannot direct his mount. Finally, Freedom of Movement
Source: Homebrew
Protection from Rain
Abjuration
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour (D)
Saving Throw: None
Spell Resistence No
This spell stops rain from falling on you. Even in the heaviest downpour the character
remains perfectly dry. This spell has no effect on magical rain, submersion, or water
Source: Homebrew
Putrid Web
Conjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: Webs in a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: See text
Spell Resistence Yes
As web, including a Reflex save to avoid being caught, except that the web is nauseating.
Living creatures stuck in the web are nauseated (Fortitude negates), making them unable
to attack, cast spells, concentrate on spells, and so on. While stuck, a creature cannot
attempt to escape the web, unless he makes a successful Fortitude saving throw. The
nauseating effects last 1d4+1 rounds after the creature has escaped from the web, during
Source: Homebrew
Ray of Flesh Rending
Necromancy
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistence Yes
Any creature hit by this ray suffer grave injuries as their flesh is rent from their
bodies. The affected victim takes damage of 1d8 per level (max 16d8) and further loses
2d6 from each of their Str, Dex and Con abilities. A successful Fortitude save causes the
Source: Homebrew
Resistance Check
Divination
Level: Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistence Yes
This spell forces the target to make one each of Will, Fortitude and Reflex saving throw
against this spell. You are immediately aware whether the target succeeded with each
saving throw and if so, whether the saving throw was made by 10 or more. Regardless of
the success of each saving throw, there is no further effect on the target.
Source: Homebrew
Scry Tag
Divination
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: See text
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
As Clairaudience/Clairvoyance except that the magic sensor can only appear at a locale
specially prepared with the Create Scry Tag spell.
The spell may allow magically enhanced senses to work through it; see the description of
Source: Homebrew
Scrybite
Abjuration See Text
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target/Area: Creature or object touched per level or 30 ft. cube / level
Duration: 1 hour/level or until discharged.
Saving Throw: See text
Spell Resistence Yes
If any attempt is made to scry the warded creature(s), object(s) or area, a magical
effect is triggered. Triggering the effect discharges this spell. The effect is set at
the time the spell is cast and may consist of any listed below (each effect has a minimum
caster level). Each effect occurs before the scrying person has the opportunity to glean
any useful information from the scrying (although he may get a brief impression).
* Reversal (no minimum caster level): You and the person doing the scrying make opposed
scrying checks. The winner seizes control of the triggering spell and may use it on the
other, regardless of whether he has a scrying device. The effects are exactly like (and
replace) the triggering spell.
* Break Scrying Device (10th minimum caster level): The scrying device used to view the
scrying immediately takes 1d4 points of force damage per caster level, ignoring any
hardness (maximum 15d4). Typically damage as little as one-quarter of total hit points
are sufficient to prevent the device from being used to scry, ruining the scry spell;
this effectl is very effective against mirrors, less effective against scrying pools. If
there was no scrying device used, the person doing the scrying takes the damage. If the
spell affects a magical device or a person, then it/he gets a Fortitude Saving throw to
negate the damage. Unless the scrying device is disabled, this effect does not end the
triggering spell.
* Patterns (11th minimum caster level): The scrying person and any other persons viewing
the scrying are immediately subject to a more powerful version of the Hypnotic Pattern
spell. The effect is exactly like the Hypnotic Pattern spell, except that the saving
throw is based on a 5th level spell, and the Hypnotic Pattern can affect up to 20 HD of
creatures. This effect does not otherwise affect the triggering spell.
* Blindness/Deafness (11th minimum caster level): The scrying person is immediately
subject to a more powerful version of the Blindness/Deafness spell, with the effect
dependent upon whether the scrying was visual (Blindness) or auditory (Deafness). The
effect is exactly like the Blindness/Deafness spell, except that the saving throw is
based on a 5th level spell. This effect does not otherwise affect the triggering spell,
however it may render it unusable.
* Mindtrap (13th minimum caster level): The scrying person is immediately subject to a
Feeblemind spell as if cast by you. Regardless of whether the scrying person makes his
saving throw, this effect ends the triggering spell.
Source: Homebrew
Sea Legs
Transmutation
Level: Sor/Wiz 0
Bard 0
Cleric 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 20 minutes + 10 minutes/level
Saving Throw: None
Spell Resistence No
This spell increases your equilibrium, and thus your ability to balance. It is especially
useful in unstable situations such as on the deck of a ship.
You receive a +2 competence bonus to all Balance and Climb checks attempted while the
spell is active. This use of the spell also has the side effect of stopping the effects
Source: Homebrew
Secret Confidence
Abjuration
Level: Sor/Wiz 3
Cleric 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistence Yes (harmless)
This spell will protect the target against involuntarily or unknowingly revealing a
specific, discrete piece of information. However he is not prevented from revealing this
information should he voluntarily choose to do so. This protected information must have
been revealed to the target no more than 10 minutes prior to the casting of this spell;
Secret Confidence cannot protect information that the target has known for longer than
that.
The information is warded against all attempts to extract it by mind reading abilities,
including Detect Thoughts, Probe Thoughts, Rary's Empathic Perception, and Brain Spider.
In addition the knowledge can not be accidentally revealed through drunkenness, fever, or
other conditions. The target is forewarned about any attempts to determine the
information through trickery. His will to retain the knowledge can not be broken through
torment or threats.
This spell expires when the target shares the information with another individual. The
spell can also be negated when anyone speaks a trigger phrase specified when the spell
was cast; the trigger word is also automatically protected by this spell.
This spell can be dispelled by Dispel Magic or Greater Dispelling, but doing so causes
the target to automatically forget the piece of information. Break Enchantment and
Limited Wish can remove this spell without causing the target to forget the piece of
Source: Homebrew
Serpent Garden
Conjuration
Level: Druid 4
Cleric 5
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Up to 30-ft. radius circle
Duration: 30 minutes/level (D)
Saving Throw: None
Spell Resistence No
You summon several fiendish, celestial, anarchic or axiomatic medium-size viper snakes to
restlessly patrol just outside the perimeter of a circle with up to 30 foot radius. One
snake is summoned for every two caster levels. These snakes will attack anyone other than
you that approaches within 10 ft. of the exterior of the perimeter.
Source: Homebrew
Sesso Detection Trap
Transmutation
Level: Sor/Wiz 4
Components: V, S, M, X
Casting Time: 1 action
Range: Touch
Target: One object
Duration: Until discharged (see text)
Saving Throw: Will negates (see text)
Spell Resistence Yes
This spell creates a special form of magical trap designed to foil users of detect magic.
The spell affects one touched object. The object radiates a faint, shifting magic aura;
and whenever a detect magic spell is focused on the object for three rounds, the spell is
triggered.
The trap is effective against detect magic spells cast by both creatures and magic items.
When the target object is the focus of a detect magic spell for three rounds, the caster
(whether creature or magic item) immediately makes a Will save. If the Will save is made,
this spell discharges without further effect. If the Will save is failed, the caster
discharges a fourth level spell if he has one available to him (memorized if a creature,
or a spell power of the item). The fourth level spell is discharged without effect and
serves to power the Sesso Detection Trap so that it is not discharged after it completes
its effects. If the caster does not have a fourth level spell, then this spell will be
discharged after it completes its effects. Regardless, the Sesso Detection Trap has the
following further effects.
Unless the caster is restrained from casting spells, the caster (or item) then casts a
detect magic spell each round until the caster runs out of detect magic spells. If the
caster casts spontaneously, then he will use all of the spell slots of a level equivalent
to the original detect magic spell (this may occurs if a sorcerer uses a higher level
slot to cast detect magic, or casts a metamagiced detect magic).
Source: Homebrew
Shape Shadow
Illusion
Level: Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One shadow
Duration: 10 minutes
Saving Throw: Will negates
Spell Resistence Yes
You can change the shape of any single ordinary shadow. The shadow will be the same size
as it was before, but can take any shape. If you attempt to cast this on a creature's
shadow, the creature gets a Will save to negate the spell.
Source: Homebrew
Speed Poison
Transmutation
Level: Assassin 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or dose of poison touched
Duration: 1 hour/level or 2 minutes (see text)
Saving Throw: Fortitude negates or none (see text)
Spell Resistence Yes
This spell may be cast either on a creature or on one dose of poison.
If cast on a creature, then for all poisons that affect the creature within the next 1
hour/level, the duration between the initial and secondary damage is halved; this means
that the secondary damage for most poisons occurs in one-half a minute, or 5 rounds. In
this variation, the creature gets a Fortitude save against this spell.
If cast on a dose of poison, then if the poison is administered within 2 minutes, the
duration between the initial and secondary damage is halved; this means that the
secondary damage for most poisons occurs in one-half a minute, or 5 rounds. There is no
saving throw against this version of the spell, although the creature still receives his
normal saving throw against the poison.
For either the person or the dose, a delay poison spell counters and dispels this spell
Source: Homebrew
Starry Navigation
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 10 minutes
Range: 10 feet
Effect: One five ft. square
Duration: 2 hours + 2 hours/level
Saving Throw: None
Spell Resistence No
This spell enables ships to sail on cloudy nights or storm-swept days without losing
their way. When cast, the spell causes a display of stars to appear approximately 10 feet
above the casters head. The stars are representations of the correct positions of stars
in the sky, allowing a navigator to steer by this projection. The spell can be cast
inside a ship's cabin (or inside a building if the spell is desired for study or
decorative effect), projecting the star field on the ceiling.
Material Components: The material component is an unblemished silver mirror that you must
direct skyward during the casting.
Source: Homebrew
Steal Eyes
Necromancy
Level: Sor/Wiz 5
Components: S, F
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistence Yes
If you make a successful touch attack on a creature with eyes, all of its eyes will
instantly shrivel to dust and reappear in a specially prepared container that must be on
your person at the time the spell is cast.
The subject becomes blind, of course. Furthermore, as long as the eyes remain intact in
the container, no form of healing, magical or otherwise can restore the subject's
eyesight except a Wish or Miracle spell.
Source: Homebrew
Summon Small Creature
Conjuration
Level: Sor/Wiz 0
Druid 0
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: One summoned creature
Duration: Concentration
Saving Throw: None
Spell Resistence No
This spell summons an ordinary animal from a hat or pocket. The creature is not under
your control. If you make a caster level check with DC 10, you can select the type of
creature summoned, else it will be determined randomly:
1. Mouse
2. Brown Rabbit
3. White Dove
4. Grass Snake
5. Large Butterfly
6. Anole Lizard
7. Gray Squirrel
8. Bullfrog
Source: Homebrew
Summon Small Creature
Conjuration
Level: Sor/Wiz 0
Druid 0
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: One summoned creature
Duration: Concentration
Saving Throw: None
Spell Resistence No
This spell summons an ordinary animal from a hat or pocket. The creature is not under
your control. If you make a caster level check with DC 10, you can select the type of
creature summoned, else it will be determined randomly:
1. Mouse
2. Brown Rabbit
3. White Dove
4. Grass Snake
5. Large Butterfly
6. Anole Lizard
7. Gray Squirrel
8. Bullfrog
Source: Homebrew
Teleport Line of Sight
Transmutation Teleportation
Level: Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: Line of Sight
Target: You and touched objects or other willing creatures weighing up to 50
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistence No and Yes (object)
As Teleport without Error, except that you must be able to see your destination.
Source: Homebrew
Tenser's Lesser Transformation
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistence No
You become moderately better at fighting - stronger, tougher, faster, and more skilled in
combat. Your mind-set changes so that you can't cast spells, even
from magic items.
You gain 1d4 temporary hit points per two caster levels, a +2 natural armor bonus to AC,
a +1d4+1 Strength enhancement bonus, a +1d4+1 Dexterity enhancement bonus, a +1 base
attack bonus per four caster levels (which may give you an extra attack), a +2 competence
bonus on Fortitude saves, and proficiency with all simple and two martial weapons (which
must be in your possession at the time the spell is cast). You attack opponents with
melee or ranged weapons if you can, even resorting to unarmed attacks if that's all you
can do.
Material Component: Either a potion of Enlarge or a pint of intoxicating alcohol (minimum
Source: Homebrew
Timbu's Teleport Follow
Divination Teleportation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistence Yes
This spell allows you to "lock onto" the destination of a teleport spell cast within the
area. If you saw and recognized (for example, by a spellcraft check) a teleport spell
(including dimension door, teleport without error or teleportation circle) being cast
within the last 10 minutes, you can select to lock onto that destination, otherwise you
will lock onto the destination of the last teleport spell cast within the area in the
last 10 minutes. You lock onto the destination that the teleport caster actually arrived
at, regardless of whether that location was their intended destination or not.
You do not automatically know the location of the destination you have locked onto, but
if you begin to cast Clairaudience/Clairvoyance within the hour duration, you can treat
the destination as if you had firsthand knowledge of the destination.
If you desire, regardless of whether you have scried the destination, you can teleport to
that location within one hour by subsequently casting teleport, teleport without error,
teleportation circle, or similar spells. If you use the teleport spell, the destination
counts as very familiar.
If Nystul's Undetectable Aura is cast on the area where the teleport occurred immediately
prior to the teleportation or if Nondetection or Foil Tracer is cast on the teleporter,
Source: Homebrew
Tinder Touch
Evocation
Level: Sor/Wiz 0
Cleric 0
Druid 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Special
Spell Resistence Yes
Your touch can set flammable material alight. Unattended objects receive no saving throw,
unless they are magic.
Source: Homebrew
Trace Poison
Divination
Level: Sor/Wiz 1
Adept 1
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target: One dose of poison
Duration: 10 minutes/level
Saving Throw: None
Spell Resistence Yes (Object)
This spell must be cast upon an unused fragment of poison that has killed someone,
although the amount of poison may be minute. When any spellcaster uses that fragment of
poison with the scry spell to scry upon the person who administered the poison, the
spellcaster gets a +12 to his scry check (this replaces the +8 to scry check that you
would normally get since the poison was his possession).
The spell must be cast on an intact fragment of poison, the poison left on a dagger, the
portion of an ingestive poison left in a soup, or even the leftover poison in a vial. It
would not work on the blood or stomach contents of a poisoned individual. The spell would
not work on multi-part poisons since those concoctions are not poisonous until combined
in the victim's body.
If the poison is a magic poison with spell resistance, the spell must overcome the spell
resistance.
Material Component: A bay leaf.
Source: Homebrew
Transmitted Image
Illusion
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Unlimited
Effect: Visual figment that cannot extend beyond four 10 ft. cubes + one 10 ft.
Duration: Concentration +3 rounds
Saving Throw: Will disbelief (if interacted with)
Spell Resistence No
This spell creates the illusion of an object, creature, or force, as visualized by you.
The illusion creates visual, sound, smell, and temperature. While concentrating, you can
move and cause the image to react.
The image disappears when struck by an opponent unless you cause the illusion to react
appropriately.
The illusion can appear at any range and can appear to a specific creature or whom you
name or otherwise specifically designate, or a location that is personally familiar to
you or is obvious. If you attempt to send the illusion to a specific creature, you must
succeed at a Scry check just as if you were attempting to scry the creature.
In addition, if the illusion includes an image of you, you can see and hear the area near
the illusion as if you were scrying it (the magical sensor appears where you are).
Source: Homebrew
Trappani's Multiplex Fauna Permutation
Transmutation
Level: Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence None
You transform into a number of ordinary creatures. Your physical body is replaced with
the creatures; however your mind simultaneously exists in all of the creatures and you
can control and sense through each creature without confusion.
At the time the spell is cast, you can choose which type of creature you will transform
into:
* Sparrows (20-30);
* Ordinary Fish (20-30);
* Ravens (10-20);
* Rats (10-20)
* Owls (5-10);
* Hawks (5-10);
* Medium Snakes (5-10);
* Monkeys (5-10);
* Dogs (2-4);
* Small Sharks (2-4);
You may choose similar types of creatures not listed here. The creatures are ordinary and
typical of their species in every way except that they are controlled by your mind. Each
creature has its ordinary hit points and physical stats, regardless of your condition at
the time you cast the spell.
Because you are mentally present in each creature, a mind-affecting spell cast on any of
the creatures will affect you. A dispel magic cast at any creature will dispel the
Trappani's Multiplex Fauna Permutation, and the creature it was cast upon will transform
into you. However, spells other than Dispel Magic and Mind-Affecting spells only affect
the creature targeted. This spell is instantly discharged if any creature leaves the
plane upon which this spell was cast.
At the end of the spell, you can choose any one of the creatures to transform back into
you; you will appear in the same condition as you were when you cast this spell. All of
Source: Homebrew
Undead Beacon
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Area: All undead within a 120-ft. radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistence No
When cast, this spell calls out to all undead creatures within 120 feet of you, alerting
them to your presence. The undead may respond to this information any way they wish, and
you do not learn of their presence or absence.
Source: Homebrew
Versatile Transmutation
Transmutation
Level: Sor/Wiz 4
Bard 5
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text
Saving Throw: See text
Spell See text
With this spell, you can recreate any arcane transmutation spell of 3rd level or lower
that has a target of one or more creatures or you; however the target of the spell will
become you with range personal. You can also use this spell to recreate the abjuration
spells Endure Elements, Resist Elements and Protection from Elements.
Except as specified above, the spell's effects, including the level of the spell for
dispelling and saving throws, is exactly as the same as the spell being recreated.
Source: Homebrew
Volcanic Eruption
Conjuration
Level: Druid 9
Components: V, S
Casting Time: 6 rounds
Range: Medium (100 ft + 10 ft/level)
Area: Burst from 10 ft. wide point of origin (see text)
Duration: Instantaneous (see text)
Saving Throw: See text
Spell Resistence No
This spell is among the most destructive spells in the druid's repertoire and is a true
testament to nature's power and fury. Volcanic Eruption calls up magma from the bowels of
earth that explodes from the ground spewing out rock, fire, and soot, much like an
incipient volcano. When the spell is cast, you choose a point on the earth within range.
All ground within a 5 foot radius of the point explodes. Any one on within the 5 foot
radius when it erupts must make a reflex save or be hurled 3d12 feet away from the
eruption, taking 1d6 damage per ten feet traveled. Shards of stone and earth, as well as
fire spew from the eruption. Everyone within 40 feet of the eruption takes 3d6
bludgeoning, 3d6 piercing, and 3d6 fire damage; a successful reflex save for half damage
of each. In addition, fiery smoke and soot spews from the hole for 4d4 rounds after the
eruption. This smoke travels away from the hole in all directions at the rate of 60 feet
per round. In all other ways, this smoke is an incendiary cloud (as cast by a sorcerer of
the druid's level). A round after the spell is cast, lava flows from the eruption for 1
round/caster level. It travels outwardly at the rate of 15 feet per round. This lava
Source: Homebrew
Wall of Bones
Necromancy Evil
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/level)
Effect: Wall of bones whose area is up to one 5 ft. square / level. (See text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistence No
You cause a flat, vertical wall composed of random bones to grow from the earth.
The wall is composed of a jumbled assortment of random bones. Because there are gaps in
the wall, missile weapons and spells can be fired from a person standing behind the wall
and it provides 3/4 cover (for up to 2 feet thick), 9/10 cover (2 feet to 6 feet thick)
or full cover (over 6 feet thick). The wall of bones is 1 foot thick per four caster
levels. You can double the wall's area by halving its thickness.
Each 5-foot square of the wall has 20 hit points per foot of thickness. A section of
wall whose hit points drop to 0 is breached. If a creature tries to break through the
wall with a single attack, the DC for the STR check is 20 + 2 per foot of thickness.
If the spell is cast in an area where a creature stands, the wall forms around him,
causing an immediate 2d8 points of damage (no save) and the creature must creak its way
out of the wall.
Source: Homebrew
Wall of Eyes
Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Wall whose area is up to 5-ft. square/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistence No
This spell will create a dark, chitinous wall that is covered on both sides with hundreds
of eyes. These eyes shift and look in every direction, observing all that is occurring
in the vicinity. The wall has a thickness of 1 in./level, a break DC of 25, and a
hardness of 7. It has 10hp per caster level.
The wall constantly secretes slimy mucus that drains down the wall, giving the surface a
slick, moist appearance. This slime gives the wall a climb DC of 25. It is also very
unpleasant to taste, but not harmful.
While the wall remains in place, you can concentrate to view both sides of the wall from
the perspective of the many eyes. The eyes provide both normal sight and 10-ft.
darkvision to you. This ability will function regardless of the distance from the wall;
however this ability ceases if you travel to another plane, even momentarily.
If a sight-affecting spell such as blindness is cast on the wall while you are
concentrating on the eyes, you may be effected by the spell. Gaze attacks directed
against the wall will also effect you in this manner.
Source: Homebrew
Wall of Fog
Conjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: A wall 20 ft. high, 10 ft. wide and up to 90 ft. long
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistence No
This spell creates a wall of misty vapors, that is stationary once created. The vapors
are opaque, and obscure all sight, including darkvision, beyond 5 feet. A creature 5
feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use sight to locate
the target).
A moderate wind (11+ mph), such as from the gust of wind spell, disperses the wall in 4
rounds. A strong wind (21+ mph) disperses the wall in 1 round. A fireball, flame strike
or similar spell burns away the wall in the explosive or fiery spell's area. A wall of
fire burns away the wall of fog in the area into which it deals damage.
This spell does not function underwater.
Source: Homebrew
Wall of Light
Conjuration
Level: Cleric 3
Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Wall with area up to 10 sq. ft./level
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistence Yes
This spell creates a vertical, opaque barrier of pure white light. Objects and spells
pass freely through the barrier, but any living creature that passes through it becomes
blinded for 1 round/2 caster levels (maximum 6 rounds), Fort Save for half duration.
Creatures otherwise immune to blindness are also immune to the effects of this spell.
When created, the Wall of Light will "form-fit" around solid obstructions and living
creatures, and "fill itself in" if those obstructions are removed.
Source: Homebrew
Whirlpool
Evocation
Level: Druid 6
Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Whirlpool with 5 ft center radius, inner radius 30 ft. plus 5 ft./4
levels, and outer radius of 60 feet plus 5 ft./2 levels (see text)
Duration: 1 minute/level
Saving Throw: See text
Spell Resistence Yes
This spell creates a powerful whirlpool that sucks creatures and objects caught in its radius underwater. The whirlpool has a center with a radius of 5 feet, an inner radius of 30 feet plus 5 feet per 4 levels and an outer radius of twice the inner radius. Creatures caught within the effect move towards the center then underwater, unless they succeed at a swim check.
Outer radius: Unless the creature makes a DC 20 swim check, he moves 40 feet around the whirlpool and 20 feet towards its center. If the creature makes DC 25 for the swim check he can swim away from the center at his normal swim speed (for land dwellers that is half their base movement as a full round action or one-quarter as a move equivalent action).
Inner radius: Unless the creature makes a DC 25 swim check, he moves 60 feet around the whirlpool and 30 feet towards its center; in addition if he fails the swim check he takes 1point of subdual damage from being buffeted by the waves. If the creature makes DC 30 for the swim check he can swim away from the center at half his normal swim speed.
Center: Unless the creature makes a DC 30 swim check, the creature is sucked 30 feet underwater and takes 1d3 points of subdual damage from being buffeted by the waves. If the creature makes DC 35 for the swim check he can swim away from the center at half his normal swim speed.
Underwater: The character is suspended 30 feet underwater by the whirlpool. If the creature does not breathe water, he may hold his breath before drowning, although he must succeed at a Fortitude saving throw or lose 2d6 rounds of ability to hold his breath. The rules for drowning are on page ___ of the DMG. In addition the creature takes 1d6 points of subdual damage from being buffeted by the waves. If the creature makes a DC 35 swim check he can swim away at half his normal swim speed (he swims to the inner radius).
Creatures of Huge size or larger get a circumstance bonus to their swim checks; Huge +4 bonus, Gargantuan +12 bonus, Colossal + 36 bonus.
Spellcasting in the outer radius requires a DC 10 concentration check. Spellcasting in the inner radius, center, or underwater requires a concentration check equal to the swim DC to not be drawn further in.
Objects are treated similarly to creatures, including the size modifiers. Ships may substitute Profession (sailor) check instead of the swim checks, although the DM may assess circumstance penalties for ships that are difficult to maneuver.
Source: Homebrew
Zone of Confession
Enchantment Mind-Affecting
Level: Cleric 1
Components: V, S, DF
Casting Time: 1 minute
Range: Close (25 ft + 5 ft/2 levels)
Area: 5-ft.-radius/level emanation
Duration: 1 hour/2 levels
Saving Throw: Will negates
Spell Resistence Yes
This spell operates as Zone of Truth except that it only affects creatures who worship the same deity as you.
Source: Homebrew