Spells

Revised Spells


Comprehend Languages

Level bard 2, cleric 3, sorceror/wizard 3
Comprehend Languages cannot be made permanent.


Create Water

Create water has a material component of fresh holly or yew leaves. The leaves must not be more than a week old.


Dispel Chaos

Abjuration [Lawful, Rational, or Social]


Dispel Law

Abjuration [Rational, Social, or Chaotic]


Magic Circle Against Chaos

Abjuration [Lawful, Rational, or Social]
This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a called creature with a philosophical alignment other than that of the caster.


Magic Circle Against Law

Abjuration [Rational, Social, or Chaotic]
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a called creature with a philosophical alignment other than that of the caster.


[make whole]

Make Whole

Casting Time 1 minute


Mending

Casting Time 1 standard action


Purify Food and Drink

Purify food and drink has a material component of 21/2oz. of cloves (2G worth). Note: while purify food and drink desalinates salt water enough for it to be non-toxic, additional fresh water is still be required for survival purposes. Only half of a character's daily required water intake may be in the form of such purified water to avoid taking damage.



New Reincarnation table:
d% Incarntion Size Str Dex Con
1-5 Giant See Giant Table
6 Boggard M +2 -2 +2
7-8 Bugbear M +4 +2 +2
9 Derro S +0 +2 +4
10-11 Drow M +0 +2 -2
12-16 Drughu M +0 +2 +2
17 Duergar M +0 +0 +2
18-22 Dwarf M +0 +0 +2
23-32 Elf M +0 +2 -2
33-37 Farrugh M +0 +2 +0
38 Gnoll M +4 +0 +2
39-43 Gnome S -2 +0 +2
44-48 Goblin S -2 +2 +0
49 Grippli S +0 +4 +0
50-54 Halfling S -2 +2 +0
55-56 Hobgoblin M +0 +2 +2
57-66 Human M +0 +0 +2
67 Locathah M +0 +0 +0
68-69 Kobold S -4 +2 -2
70 Lizardfolk M +2 +0 +2
71-72 Merfolk M +0 +2 +2
73-77 Orc M +4 +0 +0
78 Tengu M +0 +2 -2
79 Troglodyte M +0 -2 +4
80 Skulk M -2 +2 +0
81-100 Halfbreed Re-roll twice
Giant Table:
d% Incarntion Size Str Dex Con
1 Athach H +10 -2 +8
2-6 Cyclops L +4 -2 +2
7-16 Ettin L +4 -2 +2
17-18 Giant, Cloud H +10 +0 +6
19-38 Giant, Hill L +6 -2 +4
39 Giant, Marsh L +8 +2 +4
40-41 Giant, Stone L +6 +2 +4
42-43 Giant, Storm H +12 +2 +6
44-45 Giant, Taiga H +10 +0 +6
46-55 Giant, Wood L +4 +4 +2
56-65 Merrow L +4 +4 +2
66-90 Ogre L +6 -2 +2
91-100 Troll L +4 +2 +6

Teleport

Level sorceror/wizard 6
For the purposes of teleport, A Large creature counts as four Medium creatures, a Huge creature counts as nine Medium creatures, a Gargantuan creature counts as sixteen Medium creatures, and so forth.


Teleport, Greater

Level sorceror/wizard 9


Tongues

Level bard 4, cleric 4, sorceror/wizard 5
Tongues cannot be made permanent.


New Spells


Adder's Bite

Transmutation

Level: Druid 5
Casting Time: 1 standard action
Components: V, S, M (an adder's fang)
Range: Touch
Target: 1 creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The target of this spell sprouts a pair of sharp fangs, giving the creature a bite attack that deals 1d6 points of damage plus 1.5 times the creature's Strength modifier plus poison.
Poison
Type: poison, injury
Save: Fortitude (same DC as the spell)
Frequency: 1/round for 6 rounds
Effect: 1d2 Con damage
Cure: 1 save


Animate Wood

Transmutation

Level: Druid 1
Casting Time: 1 round
Components: V, S
Range: Touch
Target: 1 unattended wooden object or plant
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

Using this spell you awaken an inanimate wooden object the size of a small creature such as a stool, shrub, or log. It becomes an animated wooden object with stats similar to those presented below. If the spell is used to animate a plant its movement is reduced to 5 ft, the plant remains rooted so can't move away from some kind of earth, an animated plant receives the Grab special attack with its slam attacks.

Animated Stool

Small Construct
Space/Reach: 5'/5'
Hit Dice: 2d10+10 (26)
Vision: Darkvision 60'
Initiative: -1
Speed: 30'
Armour Class: 14, touch 10, flat-footed 14 (-1 Dex, +4 natural, +1 size)
Damage Reduction: 5/—
Base Attack: +2
Attack: Slam +2 (1d4)
Full Attack: Slam +2 (1d4)
Offensive CM 16/+1
Defensive CM 15/+0
Special Attacks:
Special Qualities: construct traits
Saves: Fort +0, Ref -1, Will -10
Abilities: Str 10, Dex 8, Con Ø, Int Ø, Wis 1, Cha 1
Skills: Perception -5
Feats:
Challenge Rating: 1
Experience: 400
Alignment: RN

Augment Wings

Transmutation

Level: Druid 2
Casting Time: 1 standard action
Components: V, S, M (an eagle's wing feather)
Range: Touch
Target: One winged creature touched
Duration: 1 minute/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

The target creature’s wings become more stronger and more agile, it receives a +8 bonus to Fly checks.


Call Geyser

Conjuration (Creation) [Fire, Water]

Level: Druid 5
Casting Time: 1 round
Components: V, S, M (a small piece of geyserite)
Range: Medium (100 ft. + 10 ft./level)
Area: Cylindrical emanation (5-ft. radius up to 100 ft. high) plus spray emanation up to 25 ft. radius. See text.
Duration: 1 round / 6 caster levels (D)
Saving Throw: Reflex half
Spell Resistance: No

You cause a scalding geyser to erupt up to 100 feet high from the ground from the point your designate. The geyser immediately beins spraying scalding water dealing 1d12 points of damage to creatures within a radius one quarter the height of the geyser (a 100-ft. high geyser has a 25-ft. spray, an 80-ft. high geyser has a 20-ft. spray, a 60-ft. high geyser has a 15-ft. spray, etc.). Creatures struck by the geyser itself take 3d12 points of damage.


Dispel Reason

Abjuration [Lawful, Social, or Chaotic]

Level: Cleric 5
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Area/Effect/Target: You and a touched rational creature from another plane; or you and an enchantment or rational spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first

This spell functions like dispel evil, except that you are surrounded by either constant, blue, lawful energy; soothing, green, social energy; or flickering, yellow, chaotic energy; and the spell affects rational creatures and spells rather than evil ones.


Dispel Sociality

Abjuration [Lawful, Rational, or Chaotic]

Level: Cleric 5
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Area/Effect/Target: You and a touched social creature from another plane; or you and an enchantment or social spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first

This spell functions like dispel evil, except that you are surrounded by either constant, blue, lawful energy; mentally stimulating, orange, rational energy; or flickering, yellow, chaotic energy; and the spell affects social creatures and spells rather than evil ones.


Eye Glow

Transmutation

Level: Bard 2, Druid 1, Ranger 1, Sorceror/Wizard 1
Casting Time: 1 standard action
Components: V, F/DF
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The eyes of the touched creature glow, projecting dim light in a 40-ft. cone in whatever direction the creature is looking. The vision of the affected creature is not negatively affected. The arcane focus is the eyes of a firefly.


Grassblades

Transmutation [Plant]

Level: Druid 2
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10-ft. square/level
Duration: 1 minute/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes

Blades of grass in the ares become rigid and sharp. The blades of grass can be left as a trap, or harvested for use as darts, (or other thrown piercing weapons, depending on the size of the grasses). If left, grassblades impede foot traffic to half-speed through the affected area and deal 1d4 points of piercing damage for each 5 feet of movement through the area. Every creature who takes damage in this manner must succeed a reflex save or be reduced to half speed for 24 hours, or until a cure spell is used to heal the wounds or a heal check performed against the spell's DC.


Grow Fins

Level: Druid 2
Casting Time: 1 round
Components: V, S, M (A fin from an aquatic animal)
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

The subject grows a number of fins across its body granting the subject a swim speed of 30 feet. This movement, like base movement, may be reduced by armor or encumbrance to 20 feet. The subject also gains a +8 bonus on any Swim checks to perform a special action or avoid a hazard.


Inspiration

Universal

Level: sorceror/wizard 4
Casting Time: 1 standard action
Components: V, S, M (white opal worth 500 gp)
Range: see text
Area/Effect/Target: see text
Duration: see text
Saving Throw: none, see text
Spell Resistance: yes

An Inspiration lets you create nearly any type of effect. For example, an inspiration can do any of the following things.

  • Duplicate any sorceror/wizard spell of 3rd level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any non-sorceror/wizard spell of 2nd level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any sorceror/wizard spell of 2nd level or lower, even if it belongs to one of your opposition schools.
  • Duplicate any non-sorceror/wizard spell of 1st level or lower, even if it belongs to one of your opposition schools

A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 4th-level spell. When inspiration duplicates a spell with a material component that costs more than 100 gp, you must provide that component (in addition to the 500 gp white opal component for this spell)


Magic Circle Against Reason

Abjuration [Lawful, Social, or Chaotic]
This spell functions like magic circle against evil, except that it is similar to protection from reason instead of protection from evil, and it can imprison a called creature with a philosophical alignment other than that of the caster.


Magic Circle Against Sociality

Abjuration [Lawful, Rational, or Chaotic]
This spell functions like magic circle against evil, except that it is similar to protection from sociality instead of protection from evil, and it can imprison a called creature with a philosophical alignment other than that of the caster.


Protection From Reason

Abjuration [Lawful, Social, or Chaotic]
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by rational creatures. The target receives a new saving throw against control by rational creatures and rational summoned creatures cannot touch the target.


Protection From Sociality

Abjuration [Lawful, Rational, or Chaotic]
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by social creatures. The target receives a new saving throw against control by social creatures and social summoned creatures cannot touch the target.


Social Justice

Evocation [Social]

Level: cleric 4
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: nonsocial creatures within a 20-ft. radius burst
Duration: instantaneous (1d8 rounds); see text
Saving Throw: Will partial; see text;
Spell Resistance: Yes

You call forth social power to smite your enemies. The power takes the form of a surging 20-ft. radius burst. Only nonsocial creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures of a philosophical alignment you decide upon casting (or 1d6 points of damage per caster level, maximum 10d6, to such-aligned outsiders) and causes them to be sickened for 1d8 rounds. A successful Will save reduces the damage to half and negates the sickened effect.
This spell does only half damage to nonrational creatures not of the specified alignment, and they are not dazed. They can reduce the damage by half again (down to one-quarter) with a successful Will save.


Sprout Wings

Transmutation

Level: Druid 3
Casting Time: 1 round
Components: V, S, M (a flight feather, or piece of wing membrane)
Range: touch
Target: creature touched
Duration: 1 minute/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell otherwise functions exactly like the fly spell but the subject sprouts a pair of wings of the kind used for a material component. If the spell expires or is dispelled the wings slowly recede allowing the target to float downward as per the fly spell.


Sword of Reason

Evocation [Rational]

Level: cleric 4
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: nonrational creatures within a burst that fills a 30-ft. cube
Duration: instantaneous (1d4 rounds); see text
Saving Throw: Will partial; see text;
Spell Resistance: Yes

You direct rational power to smite your enemies. The power takes the form of a three-dimensional grid of highly patterned energy. Only nonrational creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures of a philosophical alignment you decide upon casting (or 1d6 points of damage per caster level, maximum 10d6, to such-aligned outsiders) and causes them to be fascinated for 1d4 rounds. A successful Will save reduces the damage to half and negates the fascination.
This spell does only half damage to nonrational creatures not of the specified alignment, and they are not dazed. They can reduce the damage by half again (down to one-quarter) with a successful Will save.


Wield

Transmutation

Level: Community 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes

The creature touched temporarily gains proficiency in the use of a specific weapon, armour, or shield chosen by the caster at the time of casting the spell. The caster need not be proficient in the use of the item himself (as such, the caster may cast the spell on herself). Although temporary, the spell extends as much information and skill as a normal creature proficient in the item, including terminology. For example, a creature given proficiency in the crossbow by means of this spell temporarily knows not only how to aim and fire the crossbow, but how to load it, and what tools are needed to take care of the weapon, how to use them, and how to properly store it. When the spell ends, the knowledge is forgotten and the proficiency is lost, however the target creature loses no memory of actions taken or any events that took place during the duration of the spell.


Animate Wood, Augment Wings, Grow Fins and Sprout Wings are written by Tim (Maugan22Maugan22) for use in his Tusk Mountain campaign


Categories: General Campaign Rules, Spells and Magic

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