Divine
Denile
Caster Level: Cleric 4, Favored Soul 4, Spirit Shaman 3, Druid 3
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 60 seconds / level
Save: none (harmless)
Spell Resistance: none (harmless)
The caster closes their mind off to the world, gaining +5 to their will saves in exchange for a spell resistance reduction by 5.
**Edited to lower caster level
Caster Level: Cleric 9, Favored Soul 9
Innate Level: 9
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: self
Duration: 1 round per caster level
Save: none (harmless)
Spell Resistance: none (harmless)
The caster reaches out to a target and pulls forth a mirrored image of their own soul. Dependent upon alignment, the Soul will act as a temporary ally to the caster. If the caster is good aligned, the Soul glows bright with a virtuous aura and its natural attack gains 2d6 divine damage. If the caster is neutral aligned, the Soul glows dimly with a foggy aura and its natural attack gains 2d6 magic damage. If the caster is evil aligned, the Soul glows darkly with a frightening necrotic aura and its natural attack gains 2d6 negative damage. Mirror copies retain nothing from the original's spellbook, and come into being with 3/4's of the originals current hit points.
#Acts as Shadow Simulacrum but varying depending on alignment
*Edited to target self
##Eh, I tried
Caster Level: Cleric 4, Favored Soul 4, Spirit Shaman 3, Druid 3, Bard 2
Innate Level: 3
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: 20 feet around the caster
Area of Effect / Target: all those within 20 feet of caster
Duration: 3 minutes, Effects from eating gain triple duration
Save: none (harmless)
Spell Resistance: none (harmless)
The caster blesses the food held by those around them with with divine energies. Depending on the food, the effect will vary. Blessed Feast lasts for 3 minutes on the foods. Those whom eat/ drink anything during this time shall receive enhanced benefits, effects granted by eating/ drinking while blessed gain triple the standard duration. Foods that grant lesser vigor now gain vigorous cycle, foods that grant neutralize poison will now make one immune to poison. So on and so forth.
Watchful Gaze
Caster Level: Ranger 4
Innate Level: 5
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 minute / level
Save: none (harmless)
Spell Resistance: none (harmless)
The ranger gains True Seeing, much like the Wizard/ Sorcerer spell True Seeing.
Mark
Caster Level: Ranger 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes
The ranger places a Mark on the target, effectively disheartening them and reducing the target's AC by 2 and reducing their attack rolls by 2 as well. This spell acts as a curse.
Arcane
Auger
Caster Level: Wizard 7, Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: long
Area of Effect / Target: single
Duration: instant
Save:
Spell Resistance: yes
The caster springs forth a spear of magical energy to pierce a single target for 2d4 points of magic damage per caster level (to a maximum of 42d4). Should the caster succeed on the ranged touch attack, the spear would gain +5 in an attempt to breach any spell resistance.
**Edited to raise caster level
Negative Energy Wave
Caster Level: Wizard 6, Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: 45 feet cone
Area of Effect / Target: Spell cone
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: no
The caster unleashes a wave of negative energy, dealing 1d6 points of negative energy damage per caster level (to a maximum of 21d6). Should the targets within the blast of the cone fail their fortitude save, they are dealt full damage and suffer 1d6 points of strength damage. Should they succeed, they are dealt half damage and suffer no strength damage.
Caster Level: Wizard 5, Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: Special
Save: none (harmless)
Spell Resistance: none (harmless)
The caster conjures 50 tiny throw-able orbs which they can toss like darts at enemies. The tiny orbs deal 2d4 points of magic damage a piece and last until the ammo is used up or until the caster rests.
#Orbs would have no physical qualities and thus no critical threat rate. Throwing these orbs count as rolls for throwing darts, and also be susceptible to spell resistance. Though creating the orbs is harmless, throwing them is not.
Caster Level: Wizard 2, Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 2 rounds / level
Save: none (harmless)
Spell Resistance: none (harmless)
The caster summons a small hand to aid the caster in mediocre tasks. The hand cannot fight and has a total of 10 hit points. The hand can be interacted with to hold equipment proportional to a strength half of the caster's Intelligence (if wizard) or Charisma (if sorcerer). Should the hand die with the items in its inventory, it will drop them onto the ground. Should the hand be dispelled by the user or other means, it will also drop the items on the ground.
#If something like this is too difficult to code, I would suggest the Hand act as a buff, and grant one free swing much like haste, without the run speed increase.
*Edited to second circle spell slot and reduced duration
Tenser's Armaments
Caster Level: Wizard 4, Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 10 minutes / level
Save: none (harmless)
Spell Resistance: none (harmless)
The caster readies themselves for martial and magical combat. Gaining a magical set of swords and shields for a time. These weapons can be used by anyone but can be dispelled easily (-5 spell resistance for each weapon). This spell creates one magic longsword, which deals an added 1 point(s) of magic damage per 4 caster levels. The shield is a light shield and grants a total of +2 shield AC, +3 at caster level 15, and +4 at caster level 21.
**Edited to one weapon and given scaling
Invocation
Bolstering Might
Invocation Type: Least
Spell Level Equivalent: 2
You invoke this ability to gain amazing strength. This gives you a +4 strength bonus and a +4 bonus to your parry skill for 24 hours.
Dark Vigor
Invocation Type: Least
Spell Level Equivalent: 2
You invoke this ability to gain amazing constitution. This gives you a +4 constitution bonus and a +4 bonus to your concentration skill for 24 hours.
Invocation Type: Lesser
Spell Level Equivalent: 4
You invoke a single word and bolster your worn equipment with protective eldritch energies. This gives you an armor bonus proportional to your charisma modifier for 24 hours.
Invocation Type: Greater, Eldritch Essence
Spell Level Equivalent: 6
This essence imbues your eldritch blasts with the rushing might of water. The pure force behind the water converts the damage into bludgeoning, and makes the attempt to drown the target(s), whom will roll for fortitude or suffer 15% of their current hit points in damage.
*Edited for balance
Invocation Type: Lesser, Eldritch Shape
Spell Level Equivalent: 4
This blast shape allows the warlock to focus his/her eldritch energies to combust around him/her. Attacking those around them, and leaving the warlock themselves unharmed.
#Think of the Wizard/Sorcerer spell Firestorm converted into a Blast Shape
##Okay okay, it was just a suggestion O.O
#Alrighty! Changed some of the content for balance! Thank you, Moltrazahn!
##Phew, at least some of them survived...?