Custom Spells

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DM Cradh
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Custom Spells

Unread post by DM Cradh » Fri Nov 27, 2015 1:21 pm

PALADIN SPELLS
Hidden: show
Angelskin
Caster Level(s): Paladin 2
Innate Level: 2
School: Abjuration
Descriptor(s): Good
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 5 rounds + 1 round / level
Save: None
Spell Resistance: No
The subject gains Damage Reduction 5/Adamantine and Damage Resistance 5/Negative Energy for 5 Rounds + 1 round/level.



Awaken Sin
Caster Level(s): Paladin 2, Cleric 3
Innate Level: 3
School: Enchantment
Descriptor(s): Fear, Good, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch.
Area of Effect / Target: One evil creature with Intelligence 3+
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes
The subject immediately takes 1d6 points of blunt damage per caster level (maximum 15d6) and is stunned for 1 round.



Blessed Aim
Caster Level(s): Paladin 1, Cleric 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: 50 ft.
Area of Effect / Target: 50-ft.-radius spread centered on you
Duration: 1 minute/level
Save: None
Spell Resistance: No
This spell grants your allies within the spread a +1 morale bonus on ranged attack rolls.



Blessing of Bahumut
Caster Level(s): Paladin 3
Innate Level: 3
School: Abjuration
Descriptor(s): Good
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: Self
Duration: 5 rounds + 1 round / level
Save: None
Spell Resistance: No
You gain damage reduction 10/Adamantine for the spell's duration.



Blessing of the Righteous
Caster Level(s): Paladin 4
Innate Level: 4
School: Evocation
Descriptor(s): Good
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: All allies in a 40-ft.-radius burst centered on you
Duration: 1 round/level
Save: None
Spell Resistance: No
You bless yourself and your allies. You and your allies' melee and ranged attacks deal an extra 1d4 points of holy damage and are considered good-aligned for the purpose of overcoming damage reduction.



Cloak of Bravery
Caster Level(s): Paladin 2
Innate Level: 3
School: Abjuration
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: 60 ft.
Area of Effect / Target: 60-ft.-radius burst centered on you
Duration: 1 minute/level
Save: No
Spell Resistance: No
All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +5 at caster level 5).



Deafening Clang
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Your Weapon
Duration: 1 round / level
Save: None
Spell Resistance: No
You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. The weapon deals 1d4 points of sonic damage with each successful hit, and any creature struck by the weapon must succeed on a Fortitude saving throw or be deafened for 1 minute.



Draconic Might
Caster Level(s): Paladin 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Living creature touched
Duration: 1 round/level
Save: None
Spell Resistance: No
The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.



Lesser Energized Shield
Caster Level(s): Paladin 1
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Shield touched
Duration: 1 round/level
Save: None
Spell Resistance: No
When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type. Additionally, if the wielder is hit with an attack, the attacker takes 1d4 points of the appropriate energy damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time.




Energized Shield
Caster Level(s): Paladin 2
Innate Level: 3
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Shield touched
Duration: 1 round/level
Save: None
Spell Resistance: No
When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 10 against the chosen energy type. Additionally, if the wielder is hit with an attack, the attacker takes 2d4 points of the appropriate energy damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time.



Flame of Faith
Caster Level(s): Paladin 2
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Weapon touched
Duration: 1 round/level
Save: None
Spell Resistance: No
The melee weapon gains D4 fire damage for the duration of the spell




Hand of Divinity
Caster Level(s): Paladin 2
Innate Level: 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 minute/level
Save: None
Spell Resistance: No
If your deity is non-evil, this spell grants a +2 sacred bonus on saving throws, and the spell is a good spell. If your deity is evil, this spell grants a +2 profane bonus on saving throws, and the spell is an evil spell.
This spell works only on a creature with the same deity as you or the same alignment as your deity. If cast on a target that does not meet this criteria, the spell has no effect.




Lawful Sword
Caster Level(s): Paladin 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Weapon touched
Duration: 1 round/level
Save: None
Spell Resistance: No
This spell functions like holy sword, except as follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell).



Righteous Fury
Caster Level(s): Paladin 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 minute/level
Save: None
Spell Resistance: No
Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. This bonus to Strength stacks with other spells and items. The temporary hit points last for up to 1 hour.



Second Wind
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 hour/level
Save: None
Spell Resistance: No
This spell grants the Toughness feat for an hour per level.



Shield of Warding
Caster Level(s): Paladin 2
Innate Level: 3
School: Abjuration
Descriptor(s): Good
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One shield touched
Duration: 1 minute/level
Save: None
Spell Resistance: No
The touched shield grants its wielder a +1 bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).



Silverbeard
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: You
Duration: 3 rounds/level
Save: None
Spell Resistance: No
Your beard grows and turns to pure and magically hardened silver, providing you with a +2 sacred bonus to AC. This AC stacks with everything. You also gain a +2 Diplomacy bonus.



Strategic Charge
Caster Level(s): Paladin 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: You
Duration: 1 round/level
Save: None
Spell Resistance: No
You gain the benefit of the Mobility feat, even if you do not meet the prerequisites.



Strength of Stone
Caster Level(s): Paladin 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 3 rounds
Save: None
Spell Resistance: No
The spell grants you a +8 enhancement bonus to Strength. The spell ends instantly if you lose contact with the ground.



Weapon of the Deity
Caster Level(s): Paladin 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Touch
Area of Effect / Target: Weapon touched
Duration: 1 minute/level
Save: None
Spell Resistance: No
The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and the additional special ability Keen. The enchantment bonus scale works just like Greater Magic Weapon.



Zeal
Caster Level(s): Paladin 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: You
Duration: 1 round/level
Save: None
Spell Resistance: No
You are treated as having the Spring Attack and Uncanny Dodge feats for the duration of the spell.



Blood of the Martyr
Caster Level(s): Cleric 4, Paladin 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium (100' + 10'/level)
Area of Effect / Target: Target Creature
Duration: None
Save: None
Spell Resistance: No
You may transfer your own hit points directly to a target creature within range. You must transfer at least 20 points. Transferred hit points are damage to you. The creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost.



Righteous Glory
Caster Level(s): Paladin 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 minute/level
Save: None
Spell Resistance: No
Summoning the power of your deity, you wrap yourself with a divine glow. This gives you a +4 sacred bonus to Charisma. This bonus stacks with all spells and items.


Detect Poison
Caster Level: paladin 1
Innate Level: 0
School: divination
Descriptor:
Components: verbal, somatic
Range: touch
Targets: one potion item in inventory
Duration: instant
Counterspells:
Saving Throw: nothing
Spell Resistence: no
The caster can detect poison into touched potions, he can also detect the correct poison's name. A Wisdom check with DC 20 is required, if failed the caster can use an Alchemy Skill Check with DC 20 if he has some skill points.



Lesser Aura of Cold
Caster Level(s): Paladin 4, Ranger 4
Innate Level: 3
School: Transmutation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 5-ft.-radius sphere centered on you
Duration: 1 round/level
You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet.

RANGER SPELLS
Hidden: show
Mark Plant
Caster Level(s): Druid 0, Ranger 1
School: Universal
Descriptor(s):
Component(s): n/a
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription on a Rune
Save: n/a
Spell Resistance: n/a
You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. After conserving it you can also trade the leaf holder to other druids allowing them to travel to the leaf's original location as well. By targeting a leaf holder that is already marked you can remove the binding spell.



Nature's Favor
Caster Level(s): Ranger 2
Innate Level: 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Animal Companion touched
Duration: 1 minute/level
Save: None
Spell Resistance: No
You grant the subject animal companion a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).


Alarm
Casterlevel: Brd 1, Rgr 1, Sor/Wiz 1
School: Abjuration
Components: Verbal, Somatic
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental and audible alarm each time a creature of tiny or larger size enters the warded area or touches it.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm. This spell functions as an invisible area of effect and is subject to being dispelled.



Detect Poison
Caster Level: ranger 1
School: divination
Components: verbal, somatic
Range: touch
Targets: one potion item in inventory
Duration: instant
Saving Throw: nothing
Spell Resistence: no
The caster can detect poison into touched potions, he can also detect the correct poison's name. A Wisdom check with DC 20 is required, if failed the caster can use an Alchemy Skill Check with DC 20 if he has some skill points.



Animal Growth
Transmutation
Levels: Ranger 4
Components: V, S
Target: Animal Companion.
Duration: 1 minute/level.
Your animal companion grows in size and strength. This alteration grants your animal companion a +8 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +1 Dodge AC bonus, and imposes a -2 penalty to Dexterity and -1 penalty to attack bonus. This spell only affects standard animal companions.



Blessed Aim
Caster Level(s): Paladin 1, Ranger 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: 50 ft.
Area of Effect / Target: 50-ft.-radius spread centered on you
Duration: 1 minute/level
Save: None
Spell Resistance: No
This spell grants your allies within the spread a +1 morale bonus on ranged attack rolls.
<i>With the blessing of your deity, you bolster your allies' aim with an exhortation.</i>




Briar Web
Transmutation
Caster Level(s): Druid 2, Ranger 2
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 40-ft.-radius spread
Duration: 1 round / level.
Save: None
Spell Resistance: No
This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell's area becomes difficult terrain and creatures move at half speed within the affected area. Any creature moving through the area or that stays within it takes 3 points of piercing damage.
A creature with <i>Freedom of Movement</i> or the woodland stride ability is unaffected by this spell.
<i>With a sound like a thousand knives being unsheathed, the plants in the area grow sharp thorns and warp into a thick briar patch.</i>




Embrace the Wild
Transmutation
Level: Ranger 1
Components: V
Range: Personal
Target: Self
Duration: 1 minute / level
Upon casting the spell, you gain the senses of animal creatures. You gain low-light vision and blind-fighting. You also gain a +2 bonus on Listen and Spot checks.
<i>While picturing a certain kind of animal in your mind, you cry out in imitation of its most common call. Immediately thereafter, you perceive your surroundings as the animal you imagined would.</i>





Enrage Animal
Necromancy
Level: Ranger 1
Components: V, S
Range: Long
Target: One animal companion
Duration: 1 round/level
Enrage animal bestows the effects of the whirlwind frenzy rage: a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the animal companion may make one extra attack in a round at its highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.


Halo of Sand
Abjuration (Earth)
Level: Druid 2, Ranger 2
Components: V,S
Range: Personal
Duration: 10 min/level
Halo of sand creates a thin band of sand that swirls and twists around your body, helping to deflect incoming attacks. This halo grants a +1 deflection bonus to AC which increases by 1 for every 4 caster levels above 4th, to a maximum of +4 at caster level 16th.



Lesser Aura of Cold
Caster Level(s): Paladin 4, Ranger 4
Innate Level: 3
School: Transmutation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 5-ft.-radius sphere centered on you
Duration: 1 round/level
You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet.



Skin of the Cactus
Abjuration
Caster Level(s): Ranger 3
Innate Level: 4
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Living creature touched
Duration: 1 minute / level
This spell grants a living creature the toughness, resilience, and needles of a cactus. The effect grants a +3 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases to +4 at caster level 14 and to a maximum of +5 at caster level 21.
In addition to the enhancement bonus, skin of the cactus causes the subject to grow needles from its skin, clothing, or armor. Any creature striking it will take 1d6 points of piercing damage from the needles.




Trip Vine
Transmutation
Level: Druid 2, Ranger 2
Components: VS
Range: Medium
Area: 20-ft.-radius
Duration: 1 Round / Level
Saving Throw: Reflex negates
Spell Resistance: No
Trip vine causes plants within the area to grow together to form a tangle. Any creature entering or within the affected area must succeed on a Reflex save or be knocked down.



Pass Without a Trace
Casterlevel: Drd 1, Rgr 1
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Target: One creature per level / touched
Duration: 1 minute / level
Saving Throw: n/a
Spell Resistance: n/a
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is becomes difficult by nonmagical means. (Hide +2, Move Silently +4)



Commune with Nature
Casterlevel: Animal 5, Drd 5, Rgr 4
School: Transmutation
Components: Verbal, Somatic
Range: Self
Target: Personal
Duration: 1 minute / level
Saving Throw: n/a
Spell Resistance: n/a
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. This effect is lost upon entering an artifical area such as a densely packed city or dungeon. (+8 survival skill)



Longstrider
Casterlevel: Drd 1, Rgr 1
School: Transmutation
Components: Verbal, Somatic
Range: Self
Target: Personal
Duration: 1 Round / level
Saving Throw: n/a
Spell Resistance: n/a
This spell increases your base land speed by 30% feet. (This does not stack with other speed increasing spells)



Hawkeye
Transmutation
Level: Ranger 2
Components: V
Range: Personal
Target: You
Duration: 10 minute/level
You gain a +5 bonus on Spot checks and a +1 attack bonus with ranged weapons.
By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct.




Tree Stride
Casterlevel: Drd 5, Rgr 4
School: Conjuration (Teleportation)
Components: Verbal, Somatic
Range: Personal
Target: Leaf Holder
Duration: Instantaneous
Saving Throw: n/a
Spell Resistance: n/a
You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
This spell has a material component of 600 gold pieces.

CLERIC SPELLS
Hidden: show
Detect Magic
Casterlevel: Brd 0, Clc 0, Drd 0, Sor/Wiz 0
School: Divination
Components: Verbal, Somatic
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No
The caster tries to detect magic in the area in front of him. It takes three rounds. If he performs another action instead of concentrating, he starts over again.
Round 1 : Detect the presence or absence of a magic. Locate Dead Magic zones.
Round 2 : Detect the number of magical aura and the strength of the most powerful. Detect the presence of Wild Magic zones.
Round 3 : Detect the strength of each aura. A successful Spellcraft craft permits to discover the spell school of auras that are in line of sight, and even to identify magical items. Locate Wild Magic zones.

[NOTE] Detect magic will also detect zones that impede teleporting



Mark Rune
Caster Level(s): Clr 0, Wiz / Sorc 0
School: Universal
Descriptor(s):
Component(s):
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription of a Rune
Save: n/a
Spell Resistance: n/a
You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic or can be traded with other people to allow them to teleport to the stored area. By targeting a rune that is already marked you can remove the binding spell.



Blessed Aim
Caster Level(s): Paladin 1, Cleric 1, Blackguard 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: 50 ft.
Area of Effect / Target: 50-ft.-radius spread centered on you
Duration: 1 minute/level
Save: None
Spell Resistance: No
This spell grants your allies within the spread a +1 morale bonus on ranged attack rolls.



Comprehend Languages
Casterlevel: Brd1, Clr 1, Sor/Wiz 1
School: Divination
Components: V, S
Range: Personal
Area: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be fooled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text.



Tongues
Casterlevel: Brd 2, Clr 4, Sor/Wiz 3
School: Divination
Components: V, S
Range: Touch
Area: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Only one regional or racial language is gained. This spell has two stages and must be cast twice. Once to mark the target and once to divine the ability to speak and understand the language of this target. The target portion of the spell does not cost a memorized spell, it will be restored upon casting until the final part is completed.
Tongues can be made permanent with a permanency spell.



Frost Breath
Caster Level(s): Cleric 2, Druid 2, Sorcerer/Wizard 2
Innate Level: 2
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: 30-ft. cone-shaped burst
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 12d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.



Awaken Sin
Caster Level(s): Paladin 2, Cleric 3
Innate Level: 3
School: Enchantment
Descriptor(s): Fear, Good, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch.
Area of Effect / Target: One evil creature with Intelligence 3+
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes
The subject immediately takes 1d6 points of blunt damage per caster level (maximum 15d6) and is stunned for 1 round.



Blood of the Martyr
Caster Level(s): Cleric 4, Paladin 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium (100' + 10'/level)
Area of Effect / Target: Target Creature
Duration: None
Save: None
Spell Resistance: No
You may transfer your own hit points directly to a target creature within range. You must transfer at least 20 points. Transferred hit points are damage to you. The creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost.



Lion's Roar
Caster Level(s): Cleric 8, Courage 8
Innate Level: 8
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: 120 ft.
Area of Effect / Target: 120 ft. radius burst centered on you
Duration: Instantaneous or 1 round/level (see text)
Save: Fortitude partial
Spell Resistance: Yes
All enemies within the spell's area take 1d8 points of sonic damage per two caster levels (maximum 20d8) and are stunned for 1 round. A successful Fortitude save halves the damage and negates the stunning effect.
In addition, all allies within the spell's area gain +1 morale bonus on saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 + 20 temporary hit points at caster level 20th).




Detect Poison
Caster Level: cleric 0
School: divination
Components: verbal, somatic
Range: touch
Targets: one potion item in inventory
Duration: instant
Saving Throw: nothing
Spell Resistence: no
The caster can detect poison into touched potions, he can also detect the correct poison's name. A Wisdom check with DC 20 is required, if failed the caster can use an Alchemy Skill Check with DC 20 if he has some skill points.



Negative Energy Ray
Caster Level(s): Cleric 2
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 7d6 at level 11. Negative energy spells have a reverse effect on undead, healing instead of harming them.



Dimension Anchor
Caster Level(s): Clr 4, Wiz / Sorc 4
School: Abjuration
Components: Verbal
Range: Medium
Target: One Target
Duration: 1 minute / Casterlevel
Saving Throw: No
Spell Resistance: Yes
A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include blink, dimension door, shadow walk, teleport, and similar spell-like effects or psionic abilities.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.



Dimensional Lock
Caster Level(s): Clr 8, Wiz / Sorc 8
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Target: Area wide
Duration: 1 minute / Casterlevel
Saving Throw: No
Spell Resistance: Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include blink, dimension door,shadow walk, teleport, and similar spell-like or psionic abilities.

Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

BARD SPELLS
Hidden: show
Detect Magic
Casterlevel: Brd 0, Clc 0, Drd 0, Sor/Wiz 0
School: Divination
Components: Verbal, Somatic
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No
The caster tries to detect magic in the area in front of him. It takes three rounds. If he performs another action instead of concentrating, he starts over again.
Round 1 : Detect the presence or absence of a magic. Locate Dead Magic zones.
Round 2 : Detect the number of magical aura and the strength of the most powerful. Detect the presence of Wild Magic zones.
Round 3 : Detect the strength of each aura. A successful Spellcraft craft permits to discover the spell school of auras that are in line of sight, and even to identify magical items. Locate Wild Magic zones.

[NOTE] Detect magic will also detect zones that impede teleporting




Alarm
Casterlevel: Brd 1, Rgr 1, Sor/Wiz 1
School: Abjuration
Components: Verbal, Somatic
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental and audible alarm each time a creature of tiny or larger size enters the warded area or touches it.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm. This spell functions as an invisible area of effect and is subject to being dispelled.



Comprehend Languages
Casterlevel: Brd1, Clr 1, Sor/Wiz 1
School: Divination
Components: V, S
Range: Personal
Area: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be fooled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text.



Inspirational Boost
Caster Level(s): Bard 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting, Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 minute/level.
Save: None
Spell Resistance: No
The morale bonus granted by your inspire courage bardic music increases by 1.



Ice Darts
Caster Level(s): Wizard / Sorcerer 2, Bard 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: No
A sharp icicle shoots from your fingertip. You may fire on dart, plus one additional dart for every two levels beyond 3rd (to a maximum of nine darts at 19th level). Each dart requires a ranged touch attack to hit and deals 2d4+1 points of damage (1d4+1 of cold and 1d4 of piercing).



Tongues
Casterlevel: Brd 2, Clr 4, Sor/Wiz 3
School: Divination
Components: V, S
Range: Touch
Area: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Only one regional or racial language is gained. This spell has two stages and must be cast twice. Once to mark the target and once to divine the ability to speak and understand the language of this target. The target portion of the spell does not cost a memorized spell, it will be restored upon casting until the final part is completed.
Tongues can be made permanent with a permanency spell.



Heartfire
Caster Level(s): Bard 2, Druid 2
Innate Level: 2
School: Evocation
Descriptor(s): [Light, Fire]
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft./2 levels)
Area of Effect / Target: Living creatures within a 5-ft.-radius burst
Duration: 1 round/level
Save: Fortitude partial
Spell Resistance: Yes
Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round).



Sonic Weapon
Caster Level(s): Bard 2
Innate Level: 2
School: Transmutation
Descriptor(s): Sonic
Component(s): Verbal
Range: Touch
Area of Effect / Target: Weapon touched
Duration: 1 round/level
Save: None
Spell Resistance: No
While the spell is in effect, the affected weapon deals an extra 1d4 points of sonic damage with each successful attack. The sonic energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.



Sonic Shield
Caster Level(s): Bard 3
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 round/level
Save: None
Spell Resistance: No
This spell grants you a +2 deflection bonus to AC. In addition, anyone who successfully hits you with an attack takes 1d4 sonic damage.



Resonating Bolt
Caster Level(s): Bard 4
Innate Level: 3
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: 60'
Area of Effect / Target: 60' line
Duration: Instantaneous
Save: Fortitude partial (see text)
Spell Resistance: No
The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 18d4) to each creature within its area.



Sound Blast
Evocation (Sonic)
Level: Bard 5, Sorcerer/Wizard 5
Components: V,S
Range: 30-foot cone
Duration: Instant
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell creates a cone of sonic energy that blasts your enemies. It deals 1d8 points of sonic damage per caster level in a 30-foot cone (max of 21d8).



Dimension Door
Casterlevel: Brd 4, Sor/Wiz 4, Travel 4
School: Conjuration (Teleportation)
Components: Verbal
Range: One entire area
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.

This spell functions like a teleport, except it only works when using it on a marked rune leading to a location that is on the map you're currently on. It cannot be used to transition between areas. Casting the spell costs 200 gold pieces as a material component.



Energy Buffer
Caster Level(s): Bard 5, Druid 4, Sorcerer / Wizard 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The caster gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 60 points of damage from any single elemental type.



Nixie's Grace
Caster Level(s): Bard 6
Innate Level: 6
School: Transmutation
Descriptor(s): Water
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 minute / level
Save: None
Spell Resistance: No
This potent spell infuses you with powerful fey magic, granting you many of the traits and abilities of a nixie. You gain low-light vision and damage reduction 5/cold iron. You also gain a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Wisdom, and a +4 enhancement bonus to Charisma.



Shadow Door
Casterlevel: Brd 5, Sor/Wiz 5
School: Illusion/Phantasm
Components: Somatic
Range: Self
Target: Personal
Duration: 1 Round / level
Saving Throw: n/a
Spell Resistance: n/a
By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, he has darted aside and can flee, totally invisible, for the spell duration. A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. Certain high hit dice monsters might also notice the wizard (the see invisibility spell), but only if making an active attempt to do so.



Analyze Dweomer
Casterlevel: Brd 6, Sor/Wiz 6
School: Divination
Components: Verbal, Somatic
Range: 25 ft. + 5 ft /2 levels)
Area: One object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: None or Will negates, see text
Spell Resistance: No
The caster analyzes 1 item or creature per round. If the object analyzed is a magical item, it is identified. If it's a creature, all active spells are revealed except if the target creature succeeds a Will check.

DRUID SPELLS
Hidden: show
Detect Magic
Casterlevel: Brd 0, Clc 0, Drd 0, Sor/Wiz 0
School: Divination
Components: Verbal, Somatic
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No
The caster tries to detect magic in the area in front of him. It takes three rounds. If he performs another action instead of concentrating, he starts over again.
Round 1 : Detect the presence or absence of a magic. Locate Dead Magic zones.
Round 2 : Detect the number of magical aura and the strength of the most powerful. Detect the presence of Wild Magic zones.
Round 3 : Detect the strength of each aura. A successful Spellcraft craft permits to discover the spell school of auras that are in line of sight, and even to identify magical items. Locate Wild Magic zones.

[NOTE] Detect magic will also detect zones that impede teleporting




Mark Plant
Caster Level(s): Druid 0, Ranger 1
School: Universal
Descriptor(s):
Component(s): n/a
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription on a Rune
Save: n/a
Spell Resistance: n/a
You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. After conserving it you can also trade the leaf holder to other druids allowing them to travel to the leaf's original location as well. By targeting a leaf holder that is already marked you can remove the binding spell.



Faerie Fire
Caster Level(s): Druid 1
Innate Level: 1
School: Evocation
Descriptor(s): [Light]
Component(s): Verbal, Somatic
Range: Long (400 ft + 40 ft./level)
Area of Effect / Target: Creatures within a 5-ft.-radius burst
Duration: 1 minute/level
Save: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vurnerable to light. The faerie fire does not cause any harm to the creatures thus outlined.



Heartfire
Caster Level(s): Bard 2, Druid 2
Innate Level: 2
School: Evocation
Descriptor(s): [Light, Fire]
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft./2 levels)
Area of Effect / Target: Living creatures within a 5-ft.-radius burst
Duration: 1 round/level
Save: Fortitude partial
Spell Resistance: Yes
Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round).



Splinter Bolt
Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Target Creature
Duration: Instantaneous
Save: None
Spell Resistance: No
You must make a ranged touch attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18-20.
The splinterbolt is treated as a +1 magical weapon for the purposes of overcomming DR.
You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level).



Frost Breath
Caster Level(s): Cleric 2, Druid 2, Sorcerer/Wizard 2
Innate Level: 2
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: 30-ft. cone-shaped burst
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 12d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.



Thorn Skin
Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Components: V,S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your skin sprouts thorns when this spell is cast, increasing the damage you and making you difficult to harm. You deal an extra 1d4 points of piercing damage. In addition, any creature that hits you takes 1d4 points of piercing damage.
[NOTE] THIS SPELL CANNOT BE EXTENDED




Tree Stride
Casterlevel: Drd 5, Rgr 4
School: Conjuration (Teleportation)
Components: Verbal, Somatic
Range: Personal
Target: Leaf Holder
Duration: Instantaneous
Saving Throw: n/a
Spell Resistance: n/a
You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
This spell has a material component of 600 gold pieces.



Energy Buffer
Caster Level(s): Bard 5, Druid 4, Sorcerer / Wizard 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The caster gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 60 points of damage from any single elemental type.



Flaywind Burst
Evocation (Air, Earth)
Level: Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V,S
Range: 60'
Area: Cone-shaped burst
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: No
This spell produces a brief windstorm, filled with scouring, supernatural grit that literally strips flesh. Creatures within the area take 1d6 points of damage per caster level (maximum 18d6) from the scouring sands and are knocked down. A successful Reflex save halves this damage and avoids the knockdown effect.



Phantom Wolf
Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Components: V,S
Casting Time: 1 standard action
Range: Medium
Effect: One summoned phantom wolf.
Duration: 1 round/level
You conjure forth an incorporeal white wolf with abnormally large, frosty jaws. This phantom bear follows your mental commands, acting on your behalf as long as it remains within range. A phantom wolf appears where you designate and acts as you direct on your turn. You don't need to maintain line of sight once the spell is cast.



Deadly Lahar
Conjuration (Earth, Fire)
Level: Druid 8, Sorcerer/Wizard 8
Components: V,S
Range: 60 ft.
Area: Cone
Duration: Instant
Saving Throw: Reflex partial
Spell Resistance: No
You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 15d6 points of fire damage. Additionally, those creatures are coated in a thick layer of viscous substance, slowing them for the next 3 rounds and dealing an additional 4d6 points of dire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.



Phantom Bear
Caster Level(s): Druid 9
Innate Level: 9
School: Conjuration
Components: V,S
Casting Time: 1 standard action
Range: Medium
Effect: One summoned phantom bear.
Duration: 1 round/level
You conjure forth an incorporeal white bear with abnormally large, frosty jaws. This phantom bear follows your mental commands, acting on your behalf as long as it remains within range. A phantom bear appears where you designate and acts as you direct on your turn. You don't need to maintain line of sight once the spell is cast.


Detect Poison
Caster Level: Druid 0
School: divination
Components: verbal, somatic
Range: touch
Targets: one potion item in inventory
Duration: instant
Saving Throw: nothing
Spell Resistence: no
The caster can detect poison into touched potions, he can also detect the correct poison's name. A Wisdom check with DC 20 is required, if failed the caster can use an Alchemy Skill Check with DC 20 if he has some skill points.



Briar Web
Transmutation
Caster Level(s): Druid 2, Ranger 2
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 40-ft.-radius spread
Duration: 1 round / level.
Save: None
Spell Resistance: No
This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell's area becomes difficult terrain and creatures move at half speed within the affected area. Any creature moving through the area or that stays within it takes 3 points of piercing damage.
A creature with <i>Freedom of Movement</i> or the woodland stride ability is unaffected by this spell.
<i>With a sound like a thousand knives being unsheathed, the plants in the area grow sharp thorns and warp into a thick briar patch.</i>




Halo of Sand
Abjuration (Earth)
Level: Druid 2, Ranger 2
Components: V,S
Range: Personal
Duration: 10 min/level
Halo of sand creates a thin band of sand that swirls and twists around your body, helping to deflect incoming attacks. This halo grants a +1 deflection bonus to AC which increases by 1 for every 4 caster levels above 4th, to a maximum of +4 at caster level 16th.



Trip Vine
Transmutation
Level: Druid 2, Ranger 2
Components: VS
Range: Medium
Area: 20-ft.-radius
Duration: 1 Round / Level
Saving Throw: Reflex negates
Spell Resistance: No
Trip vine causes plants within the area to grow together to form a tangle. Any creature entering or within the affected area must succeed on a Reflex save or be knocked down.



Pass Without a Trace
Casterlevel: Drd 1, Rgr 1
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Target: One creature per level / touched
Duration: 1 minute / level
Saving Throw: n/a
Spell Resistance: n/a
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is becomes difficult by nonmagical means. (Hide +2, Move Silently +4)



Commune with Nature
Casterlevel: Animal 5, Drd 5, Rgr 4
School: Transmutation
Components: Verbal, Somatic
Range: Self
Target: Personal
Duration: 1 minute / level
Saving Throw: n/a
Spell Resistance: n/a
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. This effect is lost upon entering an artifical area such as a densely packed city or dungeon. (+8 survival skill)



Longstrider
Casterlevel: Drd 1, Rgr 1
School: Transmutation
Components: Verbal, Somatic
Range: Self
Target: Personal
Duration: 1 Round / level
Saving Throw: n/a
Spell Resistance: n/a
This spell increases your base land speed by 30% feet. (This does not stack with any other speed increasing spells)



Travel by Plant
Caster Level(s): Druid 6
School: Conjuration (Teleportation)
Components: Verbal, Somatic
Range: Unlimited
Target: Personal and any touched objects or other touched willing creatures
Duration: 1 round
Saving Throw: None
Spell Resistance: No
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load.
You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.
A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
This spell has a material component of 2.500 gp
Not knowing the rules is not an excuse!

DM Cradh
Posts: 1008
Joined: Fri Mar 23, 2012 10:52 pm

Re: Custom Spells

Unread post by DM Cradh » Fri Nov 27, 2015 1:22 pm

Wizard/Sorcerer
Hidden: show
Mark Rune
Caster Level(s): Clr 0, Wiz / Sorc 0
School: Universal
Descriptor(s):
Component(s):
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription of a Rune
Save: n/a
Spell Resistance: n/a
You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic or can be traded with other people to allow them to teleport to the stored area. By targeting a rune that is already marked you can remove the binding spell



Exterminate
Casterlevel: Sor/Wiz 1
School: Necromancy
Components: V, S
Range: Short
Area: 10 ft/3 level radius sphere
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
This spell instantaneously snuffs out the life forces of small vermin within the area of effect. Only creatures with 1-3 hp per caster level (9 hp maximum) and intelligence less than 4 can be exterminated. A maximum of 10 creatures are affected. More powerful wizards can thus affect bigger pests. This spell is a favorite among necromancers who live among pestilence.



Alarm
Casterlevel: Brd 1, Rgr 1, Sor/Wiz 1
School: Abjuration
Components: Verbal, Somatic
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental and audible alarm each time a creature of tiny or larger size enters the warded area or touches it.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm. This spell functions as an invisible area of effect and is subject to being dispelled.



Comprehend Languages
Casterlevel: Brd1, Clr 1, Sor/Wiz 1
School: Divination
Components: V, S
Range: Personal
Area: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be fooled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text.




Detect Magic
Casterlevel: Brd 0, Clc 0, Drd 0, Sor/Wiz 0
School: Divination
Components: Verbal, Somatic
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No
The caster tries to detect magic in the area in front of him. It takes three rounds. If he performs another action instead of concentrating, he starts over again.
Round 1 : Detect the presence or absence of a magic. Locate Dead Magic zones.
Round 2 : Detect the number of magical aura and the strength of the most powerful. Detect the presence of Wild Magic zones.
Round 3 : Detect the strength of each aura. A successful Spellcraft craft permits to discover the spell school of auras that are in line of sight, and even to identify magical items. Locate Wild Magic zones.

[NOTE] Detect magic will also detect zones that impede teleporting



Frost Breath
Caster Level(s): Cleric 2, Druid 2, Sorcerer/Wizard 2
Innate Level: 2
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: 30-ft. cone-shaped burst
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 12d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.



Aganazaar's Scorcher
Caster Level(s): Wizard / Sorcerer 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes
A jet of roaring flame bursts from your outstretched hand, scorching any creature in its path. The flames do 1D8 points of fire damage per two levels of the caster, up to a maximum of 10D8 points of damage.



Ice Darts
Caster Level(s): Wizard / Sorcerer 2, Bard 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: No
A sharp icicle shoots from your fingertip. You may fire on dart, plus one additional dart for every two levels beyond 3rd (to a maximum of nine darts at 19th level). Each dart requires a ranged touch attack to hit and deals 2d4+1 points of damage (1d4+1 of cold and 1d4 of piercing).
NOTE: Icedarts qualifies for a frost mages Piercing Cold ability for the cold damage.


Rainbow Blast
Level: Sor/Wiz 3
Innate Level: 2
School: Evocation
Components: V, S, M
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
From your splayed fingers shoots a beam of mixed energy and multihued lights. The beam burns and freezes, sizzles and screams.
This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage.
As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, at 11th level it deals 5d12 points of damage, at 13th level it deals 5d14 points of damage, and at 15th level it deals 5d16 points of damage.




Tongues
Casterlevel: Brd 2, Clr 4, Sor/Wiz 3
School: Divination
Components: V, S
Range: Touch
Area: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Only one regional or racial language is gained. This spell has two stages and must be cast twice. Once to mark the target and once to divine the ability to speak and understand the language of this target. The target portion of the spell does not cost a memorized spell, it will be restored upon casting until the final part is completed.
Tongues can be made permanent with a permanency spell.



Deez's Repulsive Shadow Barrier
Casterlevel: Sor/Wiz 4
School: Illusion/Shadow
Components: S, V
Range: Self
Target: Personal
Duration: One minute / level
Saving Throw: n/a
Spell Resistance: n/a

By drawing on the plane of shadow the caster endows his illusory magic with real substance and veils himself in it.
The resulting shadowy figure is hard to distinguish clearly. The shadow stuff flows and swirls over the caster's body,
forming little eddies and currents. When the caster is assailed the shadowy substance shields him by clotting into a thick
barrier.

Concealement is 5% until casterlevel 8. 10% until casterlevel 12. 15% until casterlevel 16. 20% at casterlevel 16 and higher.



Energy Buffer
Caster Level(s): Bard 5, Druid 4, Sorcerer / Wizard 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The caster gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 60 points of damage from any single elemental type.



Dimension Door
Casterlevel: Brd 4, Sor/Wiz 4, Travel 4
School: Conjuration (Teleportation)
Components: Verbal
Range: One entire area
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.

This spell functions like a teleport, except it only works when using it on a marked rune leading to a location that is on the map you're currently on. It cannot be used to transition between areas. Casting the spell costs 200 gold pieces as a material component.



Orb of Force
Caster Level(s): Sorcerer/Wizard 4
Innate Level: 4
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: 25' + 5'/2 levels.
Area of Effect / Target: Target Creature
Duration: Instantaneous
Save: Fortitude partial (see text)
Spell Resistance: No
An orb of force about 3 inches across shoots from your palm at its target, dealing 1d6 points of magic damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.



Flaywind Burst
Evocation (Air, Earth)
Level: Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V,S
Range: 60'
Area: Cone-shaped burst
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: No
This spell produces a brief windstorm, filled with scouring, supernatural grit that literally strips flesh. Creatures within the area take 1d6 points of damage per caster level (maximum 18d6) from the scouring sands and are knocked down. A successful Reflex save halves this damage and avoids the knockdown effect.



Sound Blast
Evocation (Sonic)
Level: Bard 5, Sorcerer/Wizard 5
Components: V,S
Range: 30-foot cone
Duration: Instant
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell creates a cone of sonic energy that blasts your enemies. It deals 1d8 points of sonic damage per caster level in a 30-foot cone (caps at 21d8).



Analyze Dweomer
Casterlevel: Brd 6, Sor/Wiz 6
School: Divination
Components: Verbal, Somatic
Range: 25 ft. + 5 ft /2 levels)
Area: One object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: None or Will negates, see text
Spell Resistance: No
The caster analyzes 1 item or creature per round. If the object analyzed is a magical item, it is identified. If it's a creature, all active spells are revealed except if the target creature succeeds a Will check.



Deadly Lahar
Conjuration (Earth, Fire)
Level: Druid 8, Sorcerer/Wizard 8
Components: V,S
Range: 60 ft.
Area: Cone
Duration: Instant
Saving Throw: Reflex partial
Spell Resistance: No
You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 15d6 points of fire damage. Additionally, those creatures are coated in a thick layer of viscous substance, slowing them for the next 3 rounds and dealing an additional 4d6 points of dire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.


Detect Poison
Caster Level: Sorcerer/Wizard 0
School: divination
Components: verbal, somatic
Range: touch
Targets: one potion item in inventory
Duration: instant
Saving Throw: nothing
Spell Resistence: no
The caster can detect poison into touched potions, he can also detect the correct poison's name. A Wisdom check with DC 20 is required, if failed the caster can use an Alchemy Skill Check with DC 20 if he has some skill points.



Rainbow Beam
Level: Sor/Wiz 2
Innate Level: 2
School: Evocation
Components: V, S, M
Range: Short/Touch
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You fire a ray of swirling, multihued light drawn from radiant energies. The lights hues wind together but remain independent.
You must success on a ranged touch attack with the ray to strike a target.
If you hit, the subject is dazzled for 1 minute.
The spell also deals 1d12 points of damage per three caster levels (max 7d12).
A rainbow beam deals a random elemental damage type based on a random die roll.
1 fire
2 acid
3 electricity
4 cold
5 sonic
6 two elemental damage types.




Greater Rainbow Blast
Level: Sor/Wiz 8
Innate Level: 7
School: Evocation
Components: V, S, M
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This is a more powerful version of Rainbow Blast.
From your splayed fingers shoots a beam of mixed energy and multihued lights.
The beam burns and freezes, sizzles and screams.
This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Greater Rainbow blast deals damage from each of the five energy types (acid, cold, electricity, fire, and sonic).
Creatures apply resistance to energy separately for each type of damage.
The spell does 27d6 points of damage.
Each energy type accounts for 1/5th of the damage.




Negative Energy Ray
Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 7d6 at level 11. Negative energy spells have a reverse effect on undead, healing instead of harming them.



Negative Energy Burst
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells: Negative Energy Protection
Save: Will 1/2
Spell Resistance: Yes
All creatures caught in the area of effect take 1d4 points of Negative energy damage per caster level (maximum 15d4).
All creatures caught in the area also take 1d4 points of strength damage.
Negative energy spells have a reverse effect on undead, healing instead of harming them.




Shadow Door
Casterlevel: Brd 5, Sor/Wiz 5
School: Illusion/Phantasm
Components: Somatic
Range: Self
Target: Personal
Duration: 1 Round / level
Saving Throw: n/a
Spell Resistance: n/a
By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, he has darted aside and can flee, totally invisible, for the spell duration. A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. Certain high hit dice monsters might also notice the wizard (the see invisibility spell), but only if making an active attempt to do so.



Trace Teleport
Caster Level:Sor/Wiz 4, Travel 4
School: Divination
Components: Verbal
Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
Target: Personal
Duration: Instantaneous
Saving Throw: n/a
Spell Resistance: n/a
You can trace the destination of any psionic or magical teleportation done by others within this spell's area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes.
You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.



Dimension Anchor
Caster Level(s): Clr 4, Wiz / Sorc 4
School: Abjuration
Components: Verbal
Range: Medium
Target: One Target
Duration: 1 minute / Casterlevel
Saving Throw: No
Spell Resistance: Yes
A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include blink, dimension door, shadow walk, teleport, and similar spell-like effects or psionic abilities.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.



Teleport
Caster Level(s): Wiz / Sorc 5
School: Conjuration (Teleportation)
Components: Verbal
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

This spell instantly transports you to a designated destination (interplanar travel not possible)

You may also bring one additional willing Medium or smaller creature per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.


Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

Failing the DC inflicts d8 damage per point the roll was missed. The DC is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels and a high spellcraft skill. Even experienced mages can make mistakes however and teleporting into unusual terrain will increase the DC. Teleporting to a location often will give your character a familiarity bonus to his DC check.

This spell has a material component cost of 800 gold pieces.
(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. This is represented with a big increase in DC)



Greater Teleport
Caster Level(s): Wiz / Sorc 7
School: Conjuration (Teleportation)
Components: Verbal
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination (interplanar travel not possible)

You may also bring one additional willing Medium or smaller creature per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.


Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

Failing the DC inflicts d8 damage per point the roll was missed. The DC is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels and a high spellcraft skill. Even experienced mages can make mistakes however and teleporting into unusual terrain will increase the DC. Teleporting to a location often will give your character a familiarity bonus to his DC check.

This spell has a material component cost of 2000 gold pieces.
(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. This is represented with a big increase in DC)

Unlike a teleport spell, Greater Teleport will never fail the DC if rolling a 1, and the DC is automatically reduced by 1+D4.



Dimensional Lock
Caster Level(s): Clr 8, Wiz / Sorc 8
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Target: Area wide
Duration: 1 minute / Casterlevel
Saving Throw: No
Spell Resistance: Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Warlock Invocations
Hidden: show
Caustic Web
Invocation Type: Greater;
Spell Level Equivalent: 4
Sticky strands cling to all creatures within the area of effect (40'), entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength. Entering the web causes 2d6 points of acid damage while those that remain within the area suffer 1d6 points of damage each round.


Dark Premonition (is the OC Dark Foresight spell)
Invocation Type: Dark;
Spell Level Equivalent: 9
Your dark powers allow you to glimpse the future, granting you damage reduction 15/alchemical silver for 1 round per warlock level.


Dark Foresight
Invocation Type: Dark
Spell Level Equivalent: 9
Your dark powers allow you to foresee flashes of the future, granting you +2 Dodge AC, +2 Reflex Save, and Immunity to Sneak Attacks for 10 minutes per warlock level. This invocation can only be used on one target at a time.

Frightful Presence
Invocation Type: Lesser;
Spell Level Equivalent: 3
Any enemies within 30 feet of you who fail a Will save become shaken for 10 minutes. This is a mind-affecting fear effect. The shaken effect applies a -2 penalty to attack bonus, skills, and damage.

Hellspawned Grace
Invocation Type: Greater;
Spell Level Equivalent: 6
You take on the form and statistics of an agile hellhound for a number of rounds equal to your invocation caster level. This is a polymorph effect.
Hellhound statistics
Speed: Fast
AC: +7 Natural AC
Melee: 2 claws (d8), 1 bite (2d8)
Special Qualities: Damage Reduction: 5/Good, Darkvision, Improved Invisibility, Resistance to fire 10, Blind-Fight, Spell Resistance 19, Dodge, Improved Initiative, and 50% concealment.
Abilities: Str 23, Dex 21, Con 17

Ignore the Pyre
Invocation Type: Lesser;
Spell Level Equivalent: 4
When you use this invocation, you gain remarkable resilience to any one energy type (acid, cold, electricity, fire, or sonic). For 24 hours, you gain resistance equal to your invocation caster level against the energy type of your choice.

Instill Vulnerability
Invocation Type: Dark;
Spell Level Equivalent: 7
You imbue a single creature within 30 feet with vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic). A successful Fortitude save negates the effect.
The vulnerability lasts for 24 hours or until you use the invocation on the creature a second time, in which case the first effect ends and the new vulnerability and duration take effect.

Repelling Blast
Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 6
This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Anyone failing a Reflex save is knocked down for 4 seconds.
NOTE: This blast is a point-blank area-of-effect blast centered on the caster that only affects hostiles and requires a ranged touch attack to hit.

Tempest Blast
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 4
This eldritch essence invocation allows you to change your eldritch blast into a tempest blast. This blast deals electrical damage and any creatures failing a Reflex save are dazed for 1 round.
NOTE: This blast is a point-blank area-of-effect blast centered on the caster that only affects hostiles and requires a ranged touch attack to hit.

Undead Baneful Blast
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 3
This eldritch essence invocation allows you to change your eldritch blast into an undead bane blast. Undead take an additional +2d6 damage from this essence.
NOTE: This blast is a point-blank area-of-effect blast centered on the caster that only affects hostiles and requires a ranged touch attack to hit.
Not knowing the rules is not an excuse!

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