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Klay Fireheart's page
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I think giving your characters a extra General feat at 1st level would help with some of the general feats that, more or less, would be better with it, namely, ADOPTED ANCESTRY and ANCESTRAL PARAGON. This way you can be a human with a dwarf adopted family, ah halfling that lived with gnomes for most of there life, or a better at what they do best, at there 1st level, race. Just giving out my thoughts. Thanks Paizo, if you read this and consider it any helpful!
I've been writing for like some 23 years... Like I said earlier, I had had really good stories that I still have in print out form, just not on my computer as it is ah hell to rewrite them on it and I have changed so much about the world I use now days from the beginning..... Heck I still have my first map I drew up, then again I sealed it in a plastic wrap in a folder as I have made paper doubles and also a color version on my computer. Oh the early days where crazy but fun. Dragon Ball Z, The Record Of The Lodoss War, and the RPG Big Eyes, Small Mouth 2nd Edition Revised (As I own a copy. Its hard to find one these days without you paying 60 bucks for a used copy on Amazon or 100 bucks for a new one. Yah that is how rare and good this tiny book but awesome book is.) where my main three things that had impact on my creating my own RPGs after I found my friends didn't like D&D 3.0 so I started making my own game for us to play. We played ah lot but most of it was, more or less, LARP as the rules where there just to tell us how cool are characters where to each other. I just finished a revived, like 7th Edition, of my main game or as I call it "Zamtar". It has ah lot of crunch but also has rules that are easy to played with. Sure character creation is heavy footed but it is a point buy one so that is how it goes there... And you can make a level 1 character in 10 minutes and not be blown away by your choses at least as I just made one and found I created him fast and easy without needing to look up much but on what I wanted him to be able to do.... So yah I have a fun system. Even have a RPG producer ask me for some of his races to have needed descriptions for each. I did good for many of them. Only one I had trouble and that was more of a his game's story wise nature of the race being a created for battle animal people making them more or less just combat slaves to me....
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111: Skeletal Guard
School: necromancy [evil]
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (one finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created)
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).
112: Sniper's Shot
School: divination
Level: bloodrager 1, magus 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 swift action
Components: V, S
Range: Personal
Target: You
Duration: 1 round
Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.
113: Spell Engine
School: abjuration [force]
Level: wizard 9
Casting Time: 10 minutes
Components: V, S, M (a disk of polished bone, one of your tears, and a silver wheel worth 500 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius magical wheel
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text
Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Each prepared spell must be swapped for a spell of the same level. Empty spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed. Preparing spells within the light provided by a spell engine takes only half as long as normal.
114: Spellbook Protection
School: abjuration
Level: magus 0, wizard 0
Casting Time: 1 standard action
Components: V, S, M (a pinch of metal shavings)
Range: touch
Effect: one spellbook
Duration: 1 hour./level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
In placing this minor ward on your spellbook, you ensure that no one but youself can safely handle the book. Anyone besides you who tries to pick up or open your spellbook will take a shock of 2d6 points of electricity damage.
115: Spider Climb
School: transmutation
Level: alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time: 1 standard action
Components: V, S, M (alive spider)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 60 feet and a+8 racial bonus on Climb skill checks furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its DEX bonus to AC (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
116: Spider Climb, Lesser
School: transmutation
Level: alchemist 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time: 1 standard action
Components: V, S, M (alive spider)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 60 feet and a+8 racial bonus on Climb skill checks furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its DEX bonus to AC (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
117: Spider Climb, Communal
Level: alchemist 3, druid 3, sorcerer/wizard 3, summoner 3
Target: creatures touched
This spell functions like spider climb, except you divide the duration in 10-minute intervals among the creatures touched.
118: Spider Climb, Lesser Communal
Level: alchemist 2, druid 2, sorcerer/wizard 2, summoner 2
Target: creatures touched
This spell functions like lesser spider climb, except you divide the duration in 1-minute intervals among the creatures touched.
119: Splinterbolt
School: conjuration (creation)
Level: druid 2
Casting Time: 1 standard action
Components: V, S, M (a splinter of wood)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more streams of splinters
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You must make a ranged 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. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of five at 19th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.
120: Steal Size
School: transmutation
Level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S, M (a piece of iron shaped like a scale tray)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature larger than you
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell reduces the target’s size by one size category, as if it were affected by reduce person. You grow in size by one category, as if affected by enlarge person ( if you can be targeted by that spell). If the spell is dispelled or otherwise ends for either you or the target, both you and the target return to your normal sizes.
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105: Force Missiles
School: evocation [force]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
106: Fly, Swift
School: transmutation
Level: bard 2, bloodrager 2, druid 3, magus 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
This spell functions like fly, except as noted above.
107: Flight Of The Dragon
School: transmutation
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, M (a dragon’s wing claw)
Range: Personal
Target: You
Duration: 1 hour/level (D)
A powerful pair of wings sprout from your shoulders, granting you a fly speed of 120 feet (average). You can’t carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour as a hustle).
108: Expeditious Retreat, Swift
School: transmutation
Level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Duration: 1 round
This spell functions like expeditious retreat, except as noted above.
109: Enhance Familiar
School: universal
Level: sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
110: Energy Immunity
School: abjuration
Level: cleric/oracle 5, druid 5, magus 6, sorcerer/wizard 6, shaman 5, witch 6
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: none
Spell Resistance: yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types—acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.
I will say I did remake some of these from 3.5 Spell Compendium as that has so many good spells that them laying there and not being updated to the new system seems sad. You should see my homebrewed versions of tons of those spells I did remake.
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104: Girallon's Blessing
School: transmutation
Level: bloodrager 3, cleric 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S, M (a few strands of girallon hair)
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d6 points of damage for a Medium size creature + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d6 points of damage + 1-1/2 times its Str modifier. A creature can use normal weapons and the claw attacks in the same round, and these additional claw attacks when used with weapons deal a base attack bonus of your highest base attack bonus –10 unless you have the Multiweapon Fighting feat.
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102: Ghostform
School: transmutation
Level: sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 round/level (D)
You assume a visible, incorporeal form like that of a manifesting ghost. You gain the incorporeal subtype for the duration of the spell, providing you with the following abilities and characteristics. You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells, including touch spells, or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell). Your attacks while in ghostform pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you. Nonmagical attacks you make with a melee weapon have no effect on corporeal targets, and any melee attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, which are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells). Any equipment you are wearing or carrying is also incorporeal as long as it remains in your possession. An object that you relinquish loses its incorporeal quality (and you lose the ability to manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items you possess work normally with respect to their effects on you or on another target. As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma modifier does not normally provide a bonus). You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so you cannot pass entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect. You can pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight. You move silently and cannot be heard with Perception checks if you don’t wish to be while in ghostform. You have no Strength modifier while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you. You have an innate sense of direction and can move at full speed even when you cannot see.
103: Giant Form III
School: transmutation (polymorph)
Level: sorcerer/wizard 9
This spell functions as giant form I except that it also allows you to assume the form of any Gargantuan creature of the giant type. You gain the following abilities a +12 size bonus to Strength, a –4 penalty to Dexterity, a +8 size bonus to Constitution, a +8 natural armor bonus, low-light vision, and a +20 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: see in darkness, swim 60 feet, darkvision 60 feet, immunity to death effects, immunity to disease, immunity to fear, immunity to mind-affecting effects, immunity to paralysis, immunity to poison, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 4d6 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.
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89: Diver’s Breath
Level: alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
As ant haul but triples duration target can hold his breath.
90: Dragon Ally
School: conjuration (calling)
Level: sorcerer/wizard 7
Effect: one called dragon of 18 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD.
91: Dragon Ally, Greater
School: conjuration (calling)
Level: sorcerer/wizard 9
Effect: one called dragon of 22 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD.
92: Dragon Ally, Lesser
School: conjuration (calling)
Level: sorcerer/wizard 5
Casting Time: 10 minutes
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Effect: one called dragon of 15 HD or less
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
This spell calls a dragon. You can ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services. The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible).
93: Dragonsight
School: transmutation
Level: bard 5, magus 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M (a dragon’s eye)
Range: personal
Target: you
Duration: 1 hour/level (D)
You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in low-light conditions and twice as well in normal light. Your darkvision is effective out to 10 feet per caster level. You take half the normal penalties for distance on Spot checks. Your blindsense has a range of 5 feet per caster level. None of these effects stack with any low-light vision, darkvision, or blindsense you might already have.
94: Drown
School: conjuration (creation) [water]
Level: druid 6, witch 6
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
You create water in the lungs of the subject, causing it to begin drowning as if it had failed to continue holding its breath. The subject’s hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hit point (bringing its hit points to –1) and is dying. In the following round, it dies. Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Heal check on the creature before it dies. Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
95: Drown, Mass
School: conjuration (creation) [water]
Level: druid 9, witch 9
Targets: one or more creatures, no two of which are more than 30 ft. apart.
This spell functions like drown, except that it affects multiple creatures.
96: Earthbind
School: transmutation
Level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
You hinder the subject creature’s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).
97: Easy Climb
School: transmutation
Level: bloodrager 1, druid 3, magus 2, ranger 1, witch 3
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: vertical path 10 ft. wide and 20 ft. tall/level
Duration: 10 minutes/level (D)
Saving Throw: none (object)
Spell Resistance: yes (object)
You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or other vertical obstacle. This effect changes the surface to the equivalent of a very rough wall (Climb DC 10).
98: Ectoplasmic Armor
School: abjuration
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V
Range: touch
Target: creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no
The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +10 bonus at 20th level). This armor bonus applies only against incorporeal touch attacks. All other attacks ignore the armor bonus from ectoplasmic armor.
99: Ectoplasmic Feedback
School: abjuration
Level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: see text
Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +20). If the attacker has spell resistance, it applies to this effect.
100: Electric Jolt
School: evocation [electricity]
Level: magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of electricity damage.
101: Electric Loop
School: evocation [electricity]
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a loop of copper wire and a magnet)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/3 levels, each of which is adjacent to another target
Duration: instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: yes
You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures). Each target must be in a square adjacent to another target. The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target. A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.
Yay! The 100+ spells mark!
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86: Divine Smarts
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Intelligence.
87: Divine Willpower
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Wisdom.
88: Divine Charm
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Charisma.
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82: Divine Agility
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Dexterity.
83: Divine Flesh
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Constitution.
84: Divine Might
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Strength.
85: Divine Protection
School: enchantment (compulsion) [mind-affecting]
Level: cleric 2, inquisitor 2, paladin 2
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Targets: allies in a 30-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Allies gain a +4 morale bonus to their Armor Class and on saving throws.
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78: Resistance, Greater
School: abjuration
Level: bard 6, magus 6, sorcerer/wizard 6, witch 6
Duration: 1 min./level
This spell functions as resistance, except the target creature receives a +5 resistance bonus to saves for one minute per caster level.
79: Resistance, Greater Mass
School: abjuration
Level: sorcerer/wizard 8, witch 8
Duration: 1 min./level
This spell functions as mass resistance, except all within the spell’s radius of effect receive a +5 resistance bonus to saves for one minute per caster level.
80: Resistance, Improved
School: abjuration
Level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Duration: 1 min./level
This spell functions as resistance, except the target creature receives a +1 resistance bonus to saves for one minute per caster level.
81: Resistance, Mass
School: abjuration
Level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
Components: V, S, M (a number of miniature cloaks equal to the number of desired targets)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
This spell functions as resistance, except all within the spell’s radius of effect receive a +1 resistance bonus to saves for one minute per caster level.
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Here is a better version of some of my old and new spells.
60: Enlarge Being
School: transmutation
Level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Target: One creature
This spell functions like enlarge person, except that it affects any creature.
61: Enlarge Being, Greater
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Range: touch
Target: One creature
Duration: 1 hour/level (D)
This spell functions like enlarge person, except that it affects any creature.
62: Enlarge Being, Mass
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like enlarge person, except that it affects any multiple creatures.
63: Reduce Being
School: transmutation
Level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Target: One creature
This spell functions like reduce person, except that it affects any creature.
64: Reduce Being, Greater
School: transmutation
Level: alchemist 5,magus 5, sorcerer/wizard 5, summoner 5, witch 5
Target: One creature
Duration: 1 hour/level (D)
This spell functions like reduce person, except that it affects any creature.
65: Reduce Being, Mass
School: transmutation
Level: alchemist 5,magus 5, sorcerer/wizard 5, summoner 5, witch 5
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like reduce person, except that it affects any multiple creatures.
66: Massive Person
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, quadrupling its height and multiplying its weight by 16. This increase changes the creature’s size category to the next two sizes larger. The target gains a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum of 1), and a –2 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 15 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the max possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Massive person counters and dispels shrink person. Massive person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 1,250 gp.
67: Massive Person, Greater
School: transmutation
Level: sorcerer/wizard 8, witch 8
Range: touch
Duration: 1 hour/level (D)
This functions like massive person, excpet as noted avove.
68: Massive Person, Mass
School: transmutation
Level: sorcerer/wizard 8, witch 8
Target: One humanoid/level, no 2 more than 30 ft. apart
This functions like massive person, except that it affects any multiple creatures.
69: Masssive Being
School: transmutation
Level: alchemist 6,magus 6, sorcerer/wizard 6, summoner 6, witch 6
Target: One creature
This spell functions like massive person, except that it affects any creature.
70: Masssive Being, Greater
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature
Duration: 1 hour/level (D)
This spell functions like massive person, except that it affects any creature.
71: Masssive Being, Mass
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like massive person, except that it affects any multiple creatures.
72: Shrink Person
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant diminution of a humanoid creature, quartering its height, length, and width and dividing its weight by 16. This decrease changes the creature’s size category to the next two sizes smaller. The target gains a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum of 1), and a +2 bonus on attack rolls and AC due to its reduced size. A humanoid creature whose size reduces to Tiny has a space of zero feet and a natural reach of none so they have to enter the space of there opponent to attack them. This spell does not change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Shrink person counters and dispels massive person. Shrink person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 1,250 gp.
73: Shrink Person, Greater
School: transmutation
Level: sorcerer/wizard 8, witch 8
Range: touch
Duration: 1 hour/level (D)
This functions like shrink person, excpet as noted avove.
74: Shrink Person, Mass
School: transmutation
Level: sorcerer/wizard 8, witch 8
Target One humanoid/level, no 2 more than 30 ft. apart
This spell functions like shrink person, except that it affects any multiple creatures.
75: Shrink Being
School: transmutation
Level: alchemist 6, magus 6, sorcerer/wizard 6, summoner 6, witch 6
Target: One creature
This spell functions like shrink person, except that it affects any creature.
76: Shrink Being, Greater
School: transmutation
Level: sorcerer/wizard 9, witch 9
Range: touch
Target: One creature
Duration: 1 hour/level (D)
This spell functions like shrink person, except that it affects any creature.
77: Shrink Being, Mass
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like shrink person, except that it affects any multiple creatures.
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59: Energy Gate
Level: cleric/oracle 8, druid 8, sorcerer/wizard 9, shaman 8, witch 9
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: none
Spell Resistance: yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage from all of the five energy types—acid, cold, electricity, fire, and sonic. Energy gate absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy gate overlaps protection from energy and resist energy. This spell As long as energy gate is in effect, the other spells absorb no damage.
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Here some I made. Divine Strength is a remake of Mighty Strength from Relics & Rituals 1 of the 3.0 D&D 3rd party time.
Divine Strength
School transmutation
Level cleric 4, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
As bull’s strength, except it grants a +8 enhancement bonus to Strength.
Massive Person
School transmutation
Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 round
Components V, S, M (a iron spike)
Range close (25 ft.+5 ft./2 levels)
Target one humanoid creature
Duration 1 minute/level (D)
Saving Throw Fortitude negates
Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 16. This increase changes the creature’s size category to the next two sizes larger. The target gains a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum of 1), and a –2 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Huge has a space of 20 feet and a natural reach of 15 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the max possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Massive person counters and dispels shrink person. Massive person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 12, 500 gp.
Massive Person, Greater
School transmutation
Level sorcerer/wizard 7, witch 7
Range Touch
Duration 1 hour/level (D)
This functions like massive person, excpet as noted avove.
Shrink Person
School transmutation
Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 round
Components V, S, M (a iron spike)
Range close (25 ft.+5 ft./2 levels)
Target one humanoid creature
Duration 1 minute/level (D)
Saving Throw Fortitude negates
Spell Resistance yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 16. This decrease changes the creature’s size category to the next two sizes smaller. The target gains a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum of 1), and a +2 bonus on attack rolls and AC due to its reduced size. A humanoid creature whose size reduces to Tiny has a space of zero feet and a natural reach of none so they have to enter the space of there opponent to attack them. This spell does not change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Shrink person counters and dispels massive person. Shrink person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 12, 500 gp.
Shrink Person, Greater
School transmutation
Level sorcerer/wizard 7, witch 7
Range Touch
Duration 1 hour/level (D)
This functions like shrink person, excpet as noted avove.
Has anyone else looked at the fact that a Bodywrap Of Mighty Strikes +7 needs a caster level of 21 to be created meaning it can't be created normally? I say this as the construction requirements say that a creator’s caster level must be at least three times the bodywrap’s bonus or 7 times 3 for ah caster level of 21. I have looked at the Ultimate Equipment FAQ but they don't seem to have noticed this problem with the rules as written yet. Thank you!
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There is ah PDF floating around on the web that has all spells for classes from Core Rulebook, Advanced Player’s Guide, Ultimate Magic & Ultimate Combat in it. I have the PDF and it helps alot! This page has it and much more! "http://www.enworld.org/forum/showthread.php?305389-Consolidation-CoreRuleb ook-APG-UM-amp-UC-for-Spells-Feats-amp-Classes"
The only print version I know of are on the dreamscarred press site and buying it off of Amazon. I just got mine off of Amazon as I don't really care for also ah PDF form as it is ah slim book so I can take it with me easily. Its ah good book but Endzeitgeist is right that the races are on ah bit of the powerful side. But that is no problem for me as I run ah high power game anyway and have modified my 6 core races to be more powerful at the start go anyway.... Sheese I have like page after page of homebrewed stuff I created that I have printed out to hand to my player for them to read or to send them in PDF form if needed for them to read at there home if they want to....
Only in DBZ can you have a battle that take 3 and ah half of air time of fighting on a planet dieing in 5 minutes... Or the fact that the Frieza VS. Goku first battle was the longest running battle for nearly all of anime time until recently. Now I hear there is a new king of that spot but I don't what it is. But Goku and Beerus battle in Dragon Ball Super is going long right now.... Hit the hour and ah half mark I think as of my watching the English version.
For some reason this makes me think of when Cooler was in his fifth transformation and just flies through the Kamehameha and smacks Goku upside his head while saying, "Hear I am!" or something. My memory is a bit foggy on what he said. Have not seen the movie in years.
I have a fan made (not by me) dark sun pathfinder book too! Its at 244 pages. But I have no idea how to send it around on this forum. I have a google account but don't use google. I tend to use Sribd as my source for fan ebook stuff. If someone could tell me how you can post pdf's here I would post my dark sun pathfinder copy I have.... I love your one though. It's pretty boss!
I know a easy way to turn a document into a pdf. I use https://www.freepdfconvert.com/ as its free and you can download your pdf. I use it to update my Pathfinder home rules stuff and my home game legal stuff. Just saying as this would be great in a pdf instead of just in a forum.
I use Inspiration Pad Pro 3.0 from http://www.nbos.com/ for my random generators as it is a easy edit on the notepad and the generators can be edited on the system live and it is free for your computer. I have a few custom made generators on it I made for myself like a random places name generator and a base story elements generator... Its easy to learn as it comes with a guide that teaches you how to use the generator's code style. It is on computers and android. You can even look at the code for the sample generator codes to get a idea of how to build your own generator code.. The site also has a few free generator codes you can get from it to add onto your Inspiration Pad Pro for more free generator codes like a bunch of name generators from http://www.nbos.com/nox/index.php of the Inspiration Pad Pro part.
Spell using traps? Then again my love of 3.5 traps was the realistic traps and the two prestige classes that made them useful in battle. I loved using snare traps and throwing around combat traps and landmines.
Can someone explain to me about these 3.5 trap exploits work? First time hearing it.... But I bet it is something Pun-Pun the kobold approves of.
I suffer from schizophrenia and bi-polar disorder with insomnia myself. I have tend to be in manic mode most of the time but when I get into depression it is usually at night. Night is where I get most of my work done as I am awake most of the time during night time.
But to get the best out of your situation I think you need to just do your work in small sprints or just do what you can then come back to it when you can. Or the bursts of inspiration mode type of style.
My problem is the fact that I can work on stuff for long periods but it has to be for a editing process. Creating new stuff is NOT as easy as it was when I was a teenager. I use to write short stories that I would get ideas off of playing live action role-playing on my trampoline with my friend. My longest story that I created out of just my mind took me 4 years of real time to complete at 60 pages long. I printed out most of the work as I don't have the material on my computer anymore as they where all saved on floppy drives and that is how old of a computer I was using at the time or it was a Windows 95 system. I have like also tons of pages of my very own created table top rpg stuff. I keep most of the papers packed away in real life folders. But my problem tends to come not from lack of working but working myself to death and then having my brain be on auto-pilot. Like I said good for editing but horrible for being creative.
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I want a lycanthrope weresnake!
I meant the http://www.d20pfsrd.com/ web site. Got its name wrong. Its facebook group has ah castlevania adventure in there files part.
There is a pathfinder final fantasy rpg out there. Has way tons of cool stuff. Classes are a lot of classical Final Fantasy stuff and even archtypes and prestige classes. And its free and pdf and updated alot. And if you don't care about the update amount then just download the 780 page core pdf book they have. It has most of the data up there as it was finally updated like ah few months ago. They got classes of Dragoon, geomancer, necromancer, red mage, and if you download the pdf, ah engineer class. And that is not talking about the tons of prestige classes ripped from FF games. I mean they even have ah arithmetician prestige class, or math and stats use, for you FF tactics people. Sheese I have everything they have posted up in ah file on my computer. And its free and epic. http://www.finalfantasyd20.com/ffd20/index.html
Never Ending Cookie Sack
Aura none; CL 1st
Slot -; Price 200 gp; Weight -.
DESCRIPTION
A never ending cookie sack is ah sack when reached into pulls out ah big cookie and more cookies can be pulled out after said cookie is eaten. No matter how many times you reach in only one cookie exists at ah time outside ah certain sack. The cookies do not substain life on there own but are yummy.
CONSTRUCTION
Requirements Craft Wondrous Item, prestidigitation; Cost 100 gp
I know of ah fan made Pathfinder Castelvania adventure that has alot that could be helpful. Do you know the pathfinder ogc web site? There facebook group in its files has ah pdf for Castlevania Pathfinder. Its pretty good I must say. I have not played it but read over much it. If you want stats for monsters of Castlevania it has them and ah really good Castlevania story of the PC's battling to Castlevania to slay Dracula, and even has rules for PC's of Belmont blood line and the whip. Its also ah good read. If I remember anymore I need to tell you I will post it.
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