2,000 Spells?


Homebrew and House Rules

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Dark Archive

79 - Goblin Tinkering - Turns a pile of junk into a construct with random powers

80 - Improved Goblin Tinkering - As Goblin Tinkering, but you may choose half of the powers of the construct

81 - Goblin Guile - Target gains 6 Intelligence, but loses 6 Wisdom

Shadow Lodge

81) Icarus- Causes target to grow wings and fly as high as he can in 3 rounds. At the begining of the target's turn after these 3 rounds, his wings fall apart and he starts falling. If the target is outside and it is sunny, he instead flies for 6 rounds and falls on the 7th.

Dark Archive

Thalin wrote:

79 - Goblin Tinkering - Turns a pile of junk into a construct with random powers

80 - Improved Goblin Tinkering - As Goblin Tinkering, but you may choose half of the powers of the construct

81 - Goblin Guile - Target gains 6 Intelligence, but loses 6 Wisdom

They are awesome Thalin, I love gobbers with a passion and love the fact they are far more playable in pathfinder.


82. Combat Teleport: 8th or 9th level spell, 1 round/level, target: You - can teleport as a free action as many times as you like in a round, up to a total distance of 50ft per level, can teleport between iterative attacks in a full attack, striking different targets, and can ready an action (standard action), to teleport away from an area - need to make a Will save after a certain number of teleports per round or become stunned

83. Wall of Hamsters
84. Sphere of Elephants
85. Summon City Bus
86. Swarm of Gerbils
87. Wall of Cheese
88. Polka-dot Pazzazz - turns one opponent's/level gear, clothes, etc. pink with cute yellow polka dots (or whatever fanciful design you think is cute) - note: you and everyone else may need to make a Will save or be affected as per Hideous Laughter - (too bad Star Wars doesn't have real magic, this would be a great spell to use on Vader!)
89. Summon Cart of Gophers - determines location of major plot point... and summons a cart of gophers - if will save is made, no location is determined, and a wagon of chinchillas is summoned instead - design attributed to Belkar Bitterleaf (go OOTS!)


90 Hands to Feet: The target's feet and hands switch places. Left hand becomes right foot and right foot becomes left hand. Casting spells that require gestures etc is a dc 35 check. Walking is painful and causes damage.

Silver Crusade

Pathfinder Adventure Path Subscriber

91. Marbles - Creates a 10 ft square of Marbles.

92. Gorge - Creates a 10 ft long, 10 ft deep crack in the earth.

93. Bursting Bubbles of Booming - Generates 1d10 bubbles, which explode on contact with anything dealing 1d6 acid and 1d6 sonic damage.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

94. Aust's Acid Wave:
AUST’S ACID WAVE
Evocation [Acid]
Level: Sor/Wiz 2
Components: V, S, F (a black dragon's scale)
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As you cast the spell, the black dragon scale in you hand disappears behind the roiling wave of acid that explodes outward from your outstretched fingers.

Aust’s acid wave deals 1d8 points of acid damage per two caster levels, to a maximum of 5d8 points of damage, to each target along its path.

95. Aust's Acrid Web:
AUST’S ACRID WEB
Conjuration (Creation) [Acid, Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/3 levels (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The creature lets out a surprised howl but then switches to cries of pain as it struggles against a green slimy net.

A web of force surrounds the target, entangling it like a net and dealing 1d6 acid damage per 3 caster levels each round, to a maximum of 6d6 points of damage each round for 6 rounds. Flying creatures that are ensnared by this spell immediately fall to the ground, taking falling damage. Creatures that escape the net continue to take this acid damage until the end of the spell’s duration.

An entangled creature can escape with a successful Escape Artist check or Combat Maneuver check against a DC equal to the save DC of the spell. Like a wall of force, this web of force is impervious to most attacks: It is immune to damage of all kinds, cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic. Also, like a wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mordenkainen’s disjunction.

96. Consuming Radiance:
CONSUMING RADIANCE
Evocation [Force, Light]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 80 ft.
Area: 80-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

With a loud shout and a thrust of your fist into the air everything around you disappears in a bright flash of light. As your vision returns to you, nothing stands before you but devastation.

Consuming Radiance creates a searing blue-white jet of all consuming light that originates from you and flashes out in all directions to envelop everything in its destructive blast. Any creatures or unattended objects caught in the area take 1d6 points of damage per caster level (maximum 25d6) as their physical mass is broken down at the molecular level. If this damage reduces a creature or object to 0 or fewer hit points, it is disintegrated. If the damage caused to an interposing barrier shatters or breaks through it, the blast may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

The effects of this spell count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate.

You are completely immune to your own consuming radiance, but you become exhausted at the end of the spell.

97. Distortion:
DISTORTION
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Your barked incantation is lost amidst the sound of a loud boom. The air suddenly ripples strangely as gravity makes its own rules.

Distortion temporarily changes the properties of gravity within the area, causing gravity to bend and twist erratically. Any creatures or unattended objects caught within the area take 1d6 points of damage per caster level, to a maximum of 10d6 damage, as their physical mass is radically altered and then reformed. Creatures with the Ooze type are immune to this spell, as are creatures with the Elemental or Incorporeal subtypes.

98. Falen's Firebird:
FALEN’S FIREBIRD
Conjuration (Creation) [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature, object, or point in space
Area: 20-ft.-radius spread or single 5-ft. square (see text)
Effect: One flaming bird
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Your fingertips begin to burn as though they are on fire. When you look down you realize that they truly are aflame. You swing your hand outwards in an attempt to extinguish the painful blaze, only to have it leap from your fingers in the form of an enormous bird aiming to make ash of your enemy’s flesh.

You create a bright, flaming bird which streaks from your outstretched hand to attack a target of your choice within range of this spell. The firebird flies to your target and detonates on impact as if it were a fireball spell. Unlike the fireball spell, however, the firebird suffers no chance of premature detonation.

Alternatively, you can instruct the firebird not to detonate and instead envelop the target in a hellish inferno. If the latter attack method is chosen, the firebird’s maximum damage cap is raised to 15d6 (instead of the fireball’s usual 10d6), the target takes a –4 penalty on its Reflex save, evasion (if the target has it) fails to function at all whereas improved evasion functions as though it were evasion, and the area of effect is reduced to a single 5-ft. square.

Regardless of which attack method is chosen at the time of casting, Falen’s firebird is still limited to 1d6 points of fire damage per caster level (up to the aforementioned maximums).

99. Hydraform:
HYDRAFORM
Transmutation (Polymorph)
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

Your body begins to expand and split apart as a dozen snake-like heads explode from your now scaly shoulders. Your form reshapes into that of a terrifying hydra.

You take on the form and abilities of a 12-headed hydra. You gain 60 temporary hit points, which disappear at the end of the spell's duration. For better or for worse you gain a base land speed and swim speed of 20 feet, +8 Strength, +2 Dexterity, +12 natural armor, as well as the hydra's fast healing ability, hydra traits, pounce ability, and regenerate head ability. See the description of the polymorph subschool for more details.

100. Identity Theft:
IDENTITY THEFT
Transmutation (Polymorph)
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: 1 hour/level (D)

As you cast this spell your limbs become gangly, your eyes bulge, and your hair falls out and turns to dust. The finer features of your body slowly melt until you resemble the form of the enigmatic doppelganger.

You take on the form and abilities of a doppelganger. You gain +2 Strength, +4 natural armor, the doppelganger's spell-like abilities (at your caster level and at this spell's save DC), as well as its change shape, mimicry, and perfect copy abilities. See the description of the polymorph subschool for more details.

If true seeing (or a similar effect) is used against you while using the change shape ability this spell provides, it reveals the form of a doppelganger, not your natural form. If used against you while in doppelganger form, however, it does reveal your natural form.

When the spell's duration ends you regain all of your original stats instantly, but the guise fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your identity hidden by other means. A successful dispel magic cast against identity theft effectively ends the spell and causes the same slow fading. Should you dismiss the spell yourself, you can choose to forego the fade effect entirely.

101. Incant Scroll:
INCANT SCROLL
Transmutation
Level: Sorcerer/Wizard 3
Components: V, S, F (a sorcerer/wizard spell scroll)
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

As you incant the spell's arcane words into the weave of your hands, you feel a small part of your mind unravel as you erase a memorized spell in favor for the one scribed upon the arcane spell scroll.

When you activate a spell scroll after casting this spell, you can substitute a spell slot instead of expending the spell on your scroll. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate the casting of the spell scroll (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell scribed on the scroll, including any level-increasing metamagic enhancements.

The spell scroll used in this manner must be on your class spell list and you must provide costly material component costs appropriate for the spell on the scroll you are trying to emulate, otherwise you follow all the normal rules for spell completion items. Thus, you could use this spell to drop your prepared meteor swarm spell in favor of casting the more versatile wish spell from your spell scroll, but you would still have to present a 25,000gp diamond to do so. After casting the wish spell, you would be down one 3rd-level spell slot, one 9th-level spell slot, and a 25,000gp diamond—but you would still have your scroll of wish available for a later time.

102. Jorakane's Merciful Club:
JORAKANE’S MERCIFUL CLUB
Conjuration (Creation) [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: A club-like beam of force
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

A warm feeling builds up in the palm of your hand as you cast this spell. Suddenly, a blazing beam of force springs forth from your hand, ready to deliver its “mercy.”

A 2-foot-long blazing beam of force springs forth from your hand. It produces light as if it were a torch. You wield this magical beam as if it were a club. Attacks with a club of mercy are melee touch attacks, and the club deals 1d4 points of nonlethal bludgeoning damage plus 1 point per caster level (to a maximum of +10). Unlike normal clubs or melee touch spells, club of mercy has a critical threat range of 18-20/x2 and stuns opponents on any successful critical hit (no save) for 1 round. If an attacked creature has spell resistance, the resistance is checked the first time club of mercy strikes it. If club of mercy is successfully resisted, this spell is dispelled. If not, club of mercy has its full normal effect on that creature for the duration of this spell.

103. Project Alternate Image:
PROJECT ALTERNATE IMAGE
Illusion (Shadow)
Level: Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One shadow image
Duration: 1 hour/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

With the utterance of a single syllable you feel your senses pulled towards your illusory creation. Suddenly, they snap back into place and the spell is completed.

As project image, except the shadow image can take the form of any creature (including yourself), object, or force as visualized by you while casting. You may also change the image's appearance as a standard action.

104. Rend Flesh:
REND FLESH
Necromancy
Level: Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see Text
Spell Resistance: Yes

The terrible feeling in your stomach subsides just as a single, dark syllable emerges from your lips like a loud bark. You can’t help but sigh in satisfaction as your opponent’s own flesh bubbles for a moment, then is explosively removed from his bones.

A creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect.

In the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 20d6) and be nauseated by the pain for 1d4+2 rounds.

105. Rune Storm:
RUNE STORM
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./ level)
Area: Cylinder (40-ft. radius, 120 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

With a loud boom of thunder and a thrust of your fist into the air everything around you begins to glow as the clouds part and magical runes appear overhead in the sky. Suddenly, everything before you disappears in a bright flash of lightning.

Rune storm brings forth hundreds of magical glowing runes in the sky above your enemies. These runes glow brightly momentarily before exploding into hundreds of deadly lightning bolts which then rain down upon your unfortunate foes. Any creatures or unattended objects of your choosing caught in the area take 32d8 points of electricity damage. Damaged creatures can make Reflex saves for half damage, but they suffer a penalty on their save equal to one-third your caster level (maximum -10 penalty).

If the damage caused to an interposing barrier shatters or breaks through it, the blast may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

You and all of your allies are completely immune to your own rune storm.

106. Separation Column:
SEPARATION COLUMN
Conjuration (Creation) [Earth]
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, M (gem dust worth 500gp mixed with a handful of dirt and pebbles)
Casting Time: 1 standard action
Range: 0 ft.
Effect: An immense stone column of earth and stone centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With the finishing of the spell you are suddenly launched high up into the air as if by a catapult. When you look down, however, you find that you never left the sturdy ground beneath your feet.

This spell creates an immense column of earth and stone, which then rises from the ground underneath you. The column has a 5-foot radius and a height of 10 feet per caster level (to a maximum of 250 feet tall). The column rises up from the ground rooting itself firmly to the stone foundations within the earth. It is always made of cool earth and stone and is very sturdy and solid. It is capable of supporting its own weight and the weight of whatever else might reside upon its precipice up to a maximum of 5 tons per caster level.

After the column is created, it is stationary and permanent, has a hardness of 8, can sustain 1,800 hit points of damage before toppling, and has a break DC of 120 to “knock down.” The DC to climb the column is 15 as it is made of very rough natural rock with adequate handholds and footholds. Separation column, as its name might imply, is primarily used to separate the caster from surrounding threats.

The spell only functions in open aired natural environments with a sturdy foundation. Any attempt to cast this spell in an inappropriate area or to stack multiple columns upon one another automatically fails.

107. Soul's Fury:
SOUL’S FURY
Necromancy [Force]
Level: Clr 9, Sor/Wiz 9
Components: V, S, F/DF (a perfect blue or blue-white diamond worth 8,000gp)
Casting Time: 1 round
Range: Personal; see text
Target: You
Effect: A physical manifestation of the caster’s soul; see text
Duration: 1 minute/2 levels (D); see text
Saving Throw: None; see text
Spell Resistance: None; see text

With the last utterance of this spell you collapse as everything fades into darkness. When you next awaken, you feel weightless and everything around you looks much brighter—including your body lying on the ground several feet below you.

You transfer your mind and soul into a deadly projection of yourself. This has several effects as noted below:

• Your body falls prone, becoming helpless.
• You create a magical incorporeal force effect that appears over your fallen body. It is a physical manifestation of your soul—thus it looks just like you except that it glows bright blue with the illumination of a torch. Your projection has the same number of Hit Points and effective Hit Dice as you before the casting of this spell, a base AC of 20 (Deflection +10) modified for your size, Dexterity, and Charisma modifiers, and an Attack Bonus equal to your own Base Ranged Attack Bonus modified by your size and Dexterity modifiers. Your projection can fly up to 120 feet (perfect maneuverability) but cannot otherwise take a run or charge action (your projection is not capable of other forms of movement except flight). It does not have access to any of your spells, spell-like abilities, supernatural abilities, or equipment (any apparent equipment is non-functional). You control the projection and can sense the environment around it as if it were your own body. Since the projection is incorporeal, it has all of the traits of the incorporeal subtype (note that the Charisma bonus to AC does not stack with the +10 deflection bonus already provided by this spell).
• You, in your projected form, gain the supernatural ability to emit an explosive beam or beams of searing blue-white force. The beam deals 1d6 damage per caster level to a maximum 25d6 damage. You may fire multiple beams simultaneously by dividing the damage dice up among any number of beams as you wish (minimum 1d6 per beam for up to 25 beams). You may attack any number of targets (but not more targets than you have beams) so long as they are all within 30 feet of each other. This requires a ranged touch attack to hit and it must overcome any spell resistance to successfully deal damage. You may use this attack form once per round as a standard action. Your beams have a range increment of 50 feet and can reach up to ten increments away (500 ft.). This ability is an exception to the rule of not being able to use supernatural abilities.

There is no limit to where your projection may go so long as it remains on the same plane of existence as your body. Your projection is not a creature, but a magical effect (such as that created by Bigby’s grasping hand) and can’t be the target of spells or effects unless the spell or effect could normally target magical effects (such as disintegrate). If your projection is ever destroyed or your projection or body removed from the same plane, you are considered slain immediately.

Effects on your body (such as poison, disease, and so on) continue while you lay helpless. If your body is destroyed, you die at the end of the spell’s duration. Despite any apparent destruction of your soul’s projection, you may be resurrected normally.

If the projection is dispelled or the spell’s duration runs out, your conscience returns to your body and you may begin to act normally. The returning of your soul in this fashion cannot be prevented by any mortal means (short of destroying your body). If the hit point total of the projection was reduced during the spells duration, your body’s hit points are lowered to reflect the change at the end of said duration.

108. Stone Curse:
STONE CURSE
Transmutation [Earth]
Level: Sor/Wiz 9
Components: V, S, M (lime, water, and chips of stone from a petrified creature)
Casting Time: 1 full round action
Range: 40 ft.
Target: One corporeal living creature/level
Area: 40-ft.-radius spread centered on you
Duration: Instantaneous (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

During the casting the dust at your feet begins to swirl around you in a small funnel. As you complete the spell the swirling dust explodes outwards, turning all caught in its blast to stone.

As the spell flesh to stone, except as noted above and as follows: stone curse works on any creature regardless of its original physical composition. Also, a stone curse cannot be dispelled, nor can it be removed with a break enchantment or limited wish spell. A miracle or wish spell removes a stone curse, as does a remove curse spell cast by a spellcaster of at least 17th level. The caster may also end the effect on one or more of the targets as a standard action. Creatures with the Earth subtype are immune to this spell.

109. Strip Belongings:
STRIP BELONGINGS
Transmutation
Level: Brd 3, Sor/Wiz 4
Components: V, S, M (a child's doll with no clothes)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You clench your stomach with both hands and bellow loudly with laughter. With the verbal and somatic components now out of the way, you begin laughing in earnest at your naked foe.

This spell causes the target creature to momentarily become incorporeal and then instantly revert back to its normal state. All items worn or carried by the subject fall through its incorporeal form and land on the ground at its feet. Ghost touch items and equipment remain carried, held, or worn as appropriate. This spell can even be used to help someone escape from a grapple, from being swallowed whole, or from a similar situation in which they would otherwise be physically restrained by the target creature (such creatures appear adjacent to the target in a square of their choice).

Nothing prevents the target from picking up its belongings on its turn, but it may only do so one item at a time as a move action that provokes attacks of opportunity (and it may take even longer to equip or utilize the retrieved item).

Despite this spell's effects, the target creature will not fall through whatever surface they happen to be standing on (thus you could not cast this spell in hopes of the target falling through a bridge to its death) nor can it be used to remove a cursed item from their person (such items become incorporeal along with the target).

Incorporeal or gaseous creatures are immune to this spell.

110. Summoning Trick:
SUMMONING TRICK
Illusion (Shadow) [see text]
Level: Brd 5, Sor/Wiz 5
Components: V, S, M (a child's drawing of the monster to be summoned)
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature & three illusory duplicates
Duration: 1 round/level (D)
Saving Throw: None (see text)
Spell Resistance: No

When you tear up the child's drawing you notice that the picture of the monster fades from the paper. As it fades, four identical monsters come into view surrounding your foe—created from shadow stuff. You order them to attack knowing full well that only one of them is as lethal as the real thing.

This spell works exactly like summon monster I except as listed above and the following: this spell summons only a single creature from the summon monster I, II, III, or IV list or the summon nature's ally I, II, III, or IV list. The creature appears along with three identical illusions which each appear in four separate locations as chosen by you. The three duplicates function as though created by a major image spell and are controlled by you as if they were actual summoned creatures themselves. The duplicates are completely harmless but otherwise look and act exactly like real summoned creatures.

Once per round on your turn you can switch the real creature with one of its illusory duplicates as a move action. Doing so is completely imperceptible to anyone but you, thus your enemies don't know which creature to defend against or to attack in any given round. True seeing defeats the illusions and reveals the real summoned creature. Any creatures interacting with the illusions are entitled to a saving throw (Will disbelief). Success, however, quickly becomes a moot point. If the real summoned creature is killed this spell ends.

When you use this spell to "summon" an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

111. Telekinetic Toss:
TELEKINETIC TOSS
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Concentration (up to 1 round/ level)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

With an authoritative wave of your hand you order your foe to stop. Your target suddenly freezes in place before being lifted above the ground.

If the target fails its initial save, this spell locks your target’s muscles in place preventing movement, effectively duplicating the effects of the hold monster spell (though the target does not get new saves each round, but see below). In addition, for the duration of this spell you can lift and move the target (as per the sustained force application of telekinesis with no weight limit) or send it hurling through the air (as per the violent thrust application of telekinesis with no weight limit). You may hurl your victim once per round as a standard action, but any action that would harm the target (by you or by others) causes the target to first get a new save to break the spell’s effect.

112. Undead Mind:
UNDEAD MIND
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One skeleton or zombie under your control
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: None

Uttering a string of dark syllables into the weave of your hands you feel your senses pulled towards your chosen abomination. Suddenly, you see the world as the dead do.

This spell allows you to transfer your mind into the body of a mindless undead creature within range. You gain absolute control over the target undead just as if it were your own body. The undead creature's stats and abilities do not change and absolutely none of your abilities (class abilities, extraordinary abilities, feats, skills, spell-like abilities, or supernatural abilities, etc.) carry over. However, you may cast your spells through your chosen undead as if they were spell-like abilities originating from the creature itself (although the casting time remains unchanged, and your natural body must provide all components of the spell in question). Once this spell is cast, you may (in your new body) travel anywhere you wish without hindrance (you are not limited to the range of this spell) so long as you remain on the same plane as your original body.

While this spell is in effect your true body stays in place, helpless and unaware of its surroundings unable to do anything other than provide spell components for your spells. If the target undead is successfully controlled, destroyed, or turned, this spell automatically ends forcing your mind back into your body. If your true body is destroyed while this spell is in effect, you lose the ability to cast spells and you perish when this spell ends. This spell may also be cast upon other forms of mindless undead (other than a skeleton or zombie) under the purview of the DM.

113. Yoga Fire:
YOGA FIRE
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S

You utter the incantation just as you suck in a deep breath of air. Your stomach balloons slightly and you complete the final gestures as you pull your head back ready to spit.

As fireball, except this spell causes a 2-foot diameter ball of flame to shoot forth from your mouth instead of a red bead from your hand, and as shown above. It is too large to shoot through any opening smaller than 2 feet across.

114. Yoga Flame:
YOGA FLAME
Conjuration (Creation) [Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 full round action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You utter the incantation just as you suck in a belly full of air. Your stomach balloons unnaturally and you complete the final gestures as you pull your head back ready to exhale.

Yoga flame creates a cone of intensely hot flame that originates from the caster’s mouth. The fire deals 1d6 points of fire damage per caster level to a maximum of 10d6 damage. Yoga flame does not work underwater.

115. Yoga Reach:
YOGA REACH
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

Casting this spell makes your arms feel longer and wirier than before. Knowing the spell finished, you swing your fist forward in a mighty swing that extends outwards not less than ten feet.

Yoga reach causes your arms, legs, or similar appendages to magically extend and do more damage whenever you make an unarmed strike; this has several effects as follows: you gain free use of the Improved Unarmed Strike feat for the duration if you did not already have it, your natural reach with your unarmed strikes increases by 10 feet, and your unarmed strikes deal 1d8+1 points of bludgeoning damage per two caster levels (maximum 1d8+10) or 1d8 plus your strength modifier (whichever is higher). You choose to deal either lethal damage or nonlethal damage as you choose at the time of any given attack.

Alternatively, if you have one or more natural attacks stemming from your arms or legs (or similar appendage), you may choose to instead use them with an additional +10 feet to their reach. Unlike true natural reach, you don’t appear to have longer reach until you actually make an attack.

If you are a monk, you may use your base unarmed damage if it is higher than 1d8.


The PostMonster General wrote:
A 2-foot-long blazing beam of force springs forth from your hand. It produces light as if it were a torch. You wield this magical beam as if it were a club. Attacks with a club of mercy are melee touch attacks, and the club deals 1d4 points of nonlethal bludgeoning damage plus 1 point per caster level (to a maximum of +10). Unlike normal clubs or melee touch spells, club of mercy has a critical threat range of 18-20/x2 and stuns opponents on any successful critical hit (no save) for 1 round. If an attacked creature has spell resistance, the resistance is checked the first time club of mercy strikes it. If club of mercy is successfully resisted, this spell is dispelled. If not, club of mercy has its full normal effect on that creature for the duration of this spell.

Ah... I see your Schwartz is as big as mine.

Can you get this light club twisted?... :)

Dark Archive

116. planet shift- as plane shift but to a different planet in same plane
117. sweet touch- heals 2d6 points of damage on target, the next day suffers 4d6 damage
118. jaws of the beast- target gains a bite attack

Scarab Sages

119. Seein' How It Is. Target gains +10 bonus to all Perception and Sense Motive checks. (+20 at CL 9)

Dark Archive

Some spells I whipped up for the 3.0 Relics & Rituals, 'back in the day.' Many would need some verbiage tweaked to update them, but can still serve as seeds for ideas.

Lost Lore of Dracomancy

120. Gift of Scale - creates one or more suits of hide armor upon allies.

Spoiler:
Gift of Scale.
Creates one or more suits of hide armor on allies.

Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: One or more creatures of size Small to Large, inclusive (up to one creature / 2 caster levels)
Duration: 10 minutes/level
Saving Throw: Reflex negates (harmless)
Spell Resistance: Yes (harmless)

Description
There were times when the warrior-mages who came to call themselves ‘dragon lords’ found it necessary to gird themselves for battle quickly. The spells they produced for this means were later greatly enhanced upon and are even today used to enchant some magical armors to fly to their masters at a call and gird themselves for war at a moments notice. The name of this spell has a double meaning, as research into the spell has hinted that it may not have been fashioned by the elven lords who used it, but by their draconic allies. The notion that an inhuman magical beast, no matter how intelligent or magically apt, could research and develop new enchantments is frowned upon in some quarters, and cause for worry in others.

Spell Effect
With a series of claw-like raking gestures and twisting hissing arcane syllables, the caster causes a full suit of masterwork hide armor to appear over an unarmored or lightly armored subjects flesh, giving him an armor bonus of +3. Like mundanely fashioned masterwork hide armor, this scaly armor also produces an armor check penalty of –2, an arcane spell failure chance of 20%, a speed reduction from 30 ft. to 20 ft. (or from 20 ft. to 15 ft.) and allows a maximum dexterity bonus of +4 to armor class. The hide appears as thick-scaled hide, ornate with spines and ridges and colored patterns, giving the armored subject a grim reptilian appearance. As with standard masterwork hide armor it weighs 25 lbs. Up to one target can be instantly outfitted with this armor for every odd caster level, up to 10 targets at 19th level.

Normal clothing or non-magical light armor (from padded to a chain shirt) are subsumed into the conjured hide for the spells duration and reappear unharmed at spells end. Heavier armors, or those bearing enchantments cause the spell to fail, as the conjured hide cannot displace these materials. If any piece of the scaled hide leaves the subjects body, it melts away into a musky yellow cloud. Such armor cannot be traded among allies once created.

Material Components: A small (but intact) portion of boiled hide armor.

121. Seizing the Mantle - momentary transformation that partially heals caster.

Spoiler:
Seizing the Mantle
Momentary transformation partially heals caster.

Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 full round
Range: Personal
Target, Effect or Area: The caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Description
In every generation, an arcanist attempts to bridge the gap between arcane magic and divine magic, and inevitably, this attempt is made in the field of arcane healing. Most fail, but a precious few, such as this spell serve as mute testament of the limited nature of arcane healing more than any effective replacement for divine magic.

Spell Effect
For a moment, the casters form swells and changes into the semblance of an enormous man-dragon hybrid. The spell fails catastrophically if that was its intent and at the end of the round of casting, the arcanist shudders and shrinks back to his original form, having never been able to use the power that was so close to his grasp.

The only lingering effect of the momentary transformation is a brief rush of healing as the raging life-force of the larger creature settles within the casters mortal frame. The caster receives two hit points of healing for each caster level, with any excess being lost. While the apparent form-change is impressive, its brief nature limits its use as an aid to intimidation.

122. Words of the Storm - transforms an uttered phrase into a blast of lightning.

Spoiler:
Words of the Storm.
Transforms an uttered phrase into a blast of lightning.

Evocation [Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target, Effect or Area: Ray
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Description
A word from the lips of the titaness Lethene was accompanied by raging winds and a thunderous cacophony of sound. Whether the forces of nature naturally recoiled at her angry words, or her fury and power leaked from her tiniest utterance will perhaps never be clearly defined, but storm hags in her service would mimic her words and turns of phrase to attempt to ‘fool the winds’ into thinking their mother was speaking. Over the centuries, some of these phrases and dire warnings were refined into powerful enchantments over the weather, as was this spell.

Spell Effect
Thoughout the full round casting of this spell, the casters words crash like thunder, growing louder with each syllable and building upon themselves, while his hair is whipped by unseen breezes and his body seems to almost glow with building power. At the crescendo of the casters diatribe against the target, when his words can no longer be discerned from their crashing echoes, a line of lightning surges forth from his lips to strike the target, inflicting 1d6 points of electrical damage / odd caster level (to a maximum of 10d6 at 19th level). As a Ray effect, a ranged touch attack is required, but the electrical blast arcs towards a metal-clad target, conferring a +3 attack bonus to strike a foe in metal armor (or made of metal, carrying a lot of metal, etc.). A Reflex save allows the target to leap clear of the gathering energy strike and take half damage.

123. Exhalation of Frost - the caster breathes freezing winds towards a target area.

Spoiler:
Exhalation of Frost.
The caster breathes freezing winds towards a target area.

Evocation [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Description
In ages past, an order of elven druids and sorcerers crafted enchantments to emulate the abilities of powerful draconic allies. Spells such as this one are all that remain of this ancient alliance. In ancient elven texts, this spell is recorded as ‘Wind off the Mountain,’ but today the enchantment is known by a less prosaic name.

Spell Effect
The caster appears to blow across an unstoppered silver vial, and droplets of water are blown softly towards the target area. The spell intensified the cold of the casters breath and the amount of water present exponentially, turning a gentle sprinkling of water and a strong exhalation into a raging torrent of ice. All within the cone who do not succeed at a Reflex save suffer 1d6+1 points of damage / odd caster level (up to a maximum of 6d6+6 at 11th level), with half of this damage coming from forceful battering winds and sharp-edged ice crystals, and half coming from cold.

Material Components: Melt water from ice or snow, sealed within a special vial until it is needed.

Focus: A silver flask that must be filled with the ice or snow to be later used in the casting. The flask may be re-used and the ice or snow can melt in the interim, but the flask may not be opened until the spellcasting, once filled with snow or ice. Such a small flask costs only a few gold pieces, even when composed of silver.

124. Terrible Presence - the caster becomes terrifying in appearance.

Spoiler:
Terrible Presence.
The caster becomes terrifying in appearance.

Enchantment [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: Cone
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Description
Elven sorcerers from Vera-Tre have been known to use this enchantment to break the morale of charging goblin hordes or similar titanspawn incursions. For generations the spell was a secret of an elite order of elven sorcerers, who haughtily whispered that only those of noble blood could tap its power. By 'noble blood,' they meant descended from legendary dragon-blooded champions of old. This claim was offset recently when a half-elven enchantress, Siobhannon, deciphered its secrets (reputedly after seducing one of the blooded sorcerers who claimed that she could never learn it anyway, being a ‘mere wizard, forced to feebly mimic by rote and study the skills that are my blood and my birthright’) and wrote them down for the first time in centuries, so that wizards could also tap its power, no matter their heritage.

Spell Effect
The caster steps forward threateningly, hands extended like claws, and all facing her in the immediate area are seized with the image of her form twisting into that of an enraged dragon bellowing in rage. The transformation is both momentary and phantasmal, the effects remaining unseen and unheard to those outside the affected area, but the terror it inspires is quite real and backed by powerful magic, causing all in the affected area who fail their Will save to be panicked (if 4 HD or less) or shaken (if of 5 or more HD). No creature can be affected if its HD or level exceeds your own, and no dragon is ever affected by this fear. Whether a creature is panicked or shaken, the effects of this unnatural terror last for 4d6 rounds.

Dark Archive

Earth & Iron, Dwarven Geomancy

125. Conjure Stones. - creates normal rocks.

Spoiler:
Conjure Stones.
Creates normal rocks.

Conjuration (Creation)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target, Effect or Area: Creates one stone / caster level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Description
Perhaps the very simplest spell of dwarven geomancy, this spell is used by apprentices to demonstrate their craft, or to provide handy projectiles to harass rival students. While traditional dwarven students often reach into a pouch or pocket, or perhaps a quantity of sand or earth to withdraw their conjured stone, this is mere affectation and the stone can be conjured in plain view if desired.

Spell Effect
With this spell, a geomancer can conjure one stone as a free action up to once / round within the spells duration. Each stone weighs about a pound and can be thrown, propelled as sling ammunition or used in some other manner for the spells duration. A new stone may be conjured each round, and thrown stones strike for 1d3 points of damage with a range increment of 20 ft. They require no proficiency and anyone can throw them (even throwing them back at the caster) throughout the duration of their existence. All conjured stones disappear at spells end.

126. Stone Soup - turns a stone into a source of nourishment.

Spoiler:
Stone Soup.
Turns a stone into a source of nourishment.

Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect or Area: One fist-sized stone
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

Description
In a city at war, the dwarves of Burok Torn don’t always have edible provisions at hand, and an unlikely collaboration between rune-wizards and geomantic sorcerers devised this enchantment to assist the clergy in keeping famine at bay.

Spell Effect
The caster incants over a fist-sized stone and draws runes of power on it, before tossing it into a pot of boiling water, whereupon it dissolves, transforming the water into a nourishing broth that serves as one meal / caster level. The broth only remains edible for 1 hour’s time, after which any broth that has not been consumed reverts into muddy water. Stone soup is only nourishing to omnivorous creatures, and it cannot be used as fodder for most steeds or pack animals.

Material Components: A fist-sized stone weighing at least 2 lbs and at least a gallon of boiling water / eight servings of soup to be created.

127. Iron Hand - transforms the casters hand to iron.

Spoiler:
Iron Hand.
Transforms the casters hand to iron.

Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target, Effect or Area: The casters hand
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Description
Crafted by an elite order of Charduni sorcerer/monks, this spell is used to augment their already punishing open hand attacks. Exactly how they learned it is unclear, but some dwarven wizards in Burok Torn also know this spell.

Spell Effect
The casters hand becomes a thing of iron, quite inflexible, but still serviceable to strike (damage is increased one die type, and becomes regular damage instead of nonlethal damage) or parry blows (+1 deflection bonus to AC if the caster takes the all-out defend option, as per a ward cestus). Any attack with the affected hand is treated as if the casters Strength score was 4 points higher for attack and damage rolls, so that a normal Strength 12 human (punch 1d3+1 subdual damage) would instead strike for 1d4+3 regular damage. Due to the inflexibility and lack of fine control, the iron hand is not usable for armed combat, nor can the caster cast spells requiring somatic components. Off-hand penalties apply normally to the use of an iron hand if the caster chooses not to affect his primary hand. Any attack by the transmuted hand is treated as an armed attack and does not provoke an attack of opportunity.

Focus: A fine velvet glove that is pulled onto the hand of flesh during the casting.

128. Rockslide - creates boulders to crush foes.

Spoiler:
Rockslide.
Creates boulders to crush foes.

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: A 5-ft. wide path from the caster to the limit of range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Description
The dwarven sorcerers of Burok Torn tend to focus on earth magics. Some say that the earth’s fiery blood is their own and that their hearts are the stone of the mountains, others simply assert that stone is the most logical medium by which their arcane craft would express itself, as it surrounds them all of their lives. Nevertheless, magics related to earth and stone are rarely seen outside of dwarven holds, making them something of a mark of distinction in the hands of a human or elven arcanist.

Spell Effect
The caster tosses a handful of rune-marked pebbles at his foes. The pebbles swell and multiply a hundred-fold in both size and number, turning into a rocky barrage of boulders that tumble thunderously across the ground, inflicting 1d6 hit points of damage / odd level (up to 5d6 at 9th level) to all within the path of their travel. Anyone in the area who makes a successful Reflex save suffers only half damage, managing to avoid the worst of it.

Material Components: A handful of stones, each marked with runes of prosperity and strength, using the casters blood as ink.

129. Lesser Iron Body - turns the caster into solid iron.

Spoiler:
Lesser Iron Body.
Turns the caster into solid iron.

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target, Effect or Area: The caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Description
Some call this effect a failure, but others swear that it has saved their lives from immediate danger just long enough for aid to arrive (or the house to finish collapsing, or the fires to go out).

Spell Effect
This spell transforms the casters body into solid iron, like the more successful iron body enchantment. The difference is that the transformation is more thorough than the higher-level spell, and the caster becomes a literal statue of iron for the duration, unable to move, see, breathe or even think, a lifeless hunk of metal. The caster cannot even choose to come out of the effect early, although he can specify a shorter duration during casting. The caster gains all the defensive benefits of iron body (Damage Resistance 50/+3, immunity to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning and all spells or attacks that affect physiology or respiration. The iron form takes only half damage from acid or fire, but becomes susceptible to all special attacks that affect iron golems.)

Unlike iron body, this spell also protects the caster from mind-affecting magics, as the casters mind is also an inert hunk of metal for the duration. The casters weight increases by a factor of 10 in this form.

Material Components: An intact piece of iron that was once part of a suit of armor.

Dark Archive

Portents of Doom; offensive Divination spells

130. Hostile Thoughts - cause target to be overcome by the thoughts of others.

Spoiler:
Hostile Thoughts.
Cause target to be overcome by the thoughts of others.

Divination [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Description
The scholar Jheri was often approached in secret and asked to use her divinatory skills to probe the minds of suspected rivals during the plotting and scheming that is rife among her peers in the Calastian royal court. Tiring of such requests, she crafted this spell to grant such pestering nuisances exactly what they claimed to seek, insight into the minds of their rivals…

Spell Effect
The subject of this spell becomes aware of the thoughts of all around her, but does not impart to her any sort of control of this wondrous gift, or any ability to comprehend the images and words that fill her mind. Mental voices of all around intrude on her own thoughts, and their sensory impressions overlap her own, creating a mental confusion that overwhelms and threatens to drive her mad. If the Will resistance roll is made, the subject manages to silence the din and drive the unwanted perceptions from her mind, but otherwise, she suffers a –2 to all attacks and initiative rolls, and a +10% spell failure chance due to her inability to concentrate.

This perception is range-dependent, so that if she moves so that she is not within Close range of any other thinking being, she will find that the voices grow still and that she can act without penalty. This limits her actions to ranged weapon or spell attacks if she wishes to avoid the disorienting effects of her unwanted telepathy. Unlike the more controlled detect thoughts spell, the subject receives no benefit from the mad babel within her mind, as she cannot tell one persons thoughts from another and receives distant memories in foreign tongues as likely as relevant thoughts regarding present issues.

131. Revelation - overwhelms a target with sensory overload.

Spoiler:
Revelation.
Overwhelms a target with sensory overload.

Divination
Level: Sor/Wiz 3, Kno 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target, Effect or Area: Creature touched
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

Description
The battle-mages of Calastia are not known for their use of divination magic, but the sage Jheri was around when Virduk was a babe and sees no need to change her magical focus just because her style of magic is not presently ‘in vogue’ at the royal court. With a touch, she quells any rumor that her ‘gentle arts’ are not able to bring a foe to his knees as quickly as any fireball. It is said that she foresaw the death of King Korlos, and did not act. Who can say what she sees in the future now…

Spell Effect
With a touch, the caster opens the targets mind to all of history. In a fleeting instant, he experiences a nightmarish collage of every past sight, sound, smell and feeling from his current location going back for decades or even centuries, as if he had been standing in this very spot for his entire life. The entire past comes crashing down upon him, and he is stunned by the bewildering images and feelings. Any mind that is not divine cannot contain such knowledge, not even for an instant, and the torrential onslaught of information is as deadly as any blade. If the target fails a Will save, he is stricken unconscious for a minute (after which he is allowed another saving throw versus Will each minute to awaken). If the target succeeds this saving throw, he only catches the barest edge of this unwelcome omniscience and is stunned for a single round. In either case, no useful knowledge is retained when the subject recovers, only nightmarish images and feelings that cause pain to even try to recall.

Meta-Spells, spells to affect yet other spells.

132. Spell Affect - illusion changes the appearance of another spell.

Spoiler:
Spell Affect.
Illusion changes the appearance of another spell.

llusion
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target, Effect or Area: The caster
Duration: Varies (see text)
Saving Throw: None
Spell Resistance: No

Description
Born into slavery to an illusionist in Dunahnae, Soltares grew to understand that those who spent their lives mastering the blade could only hope to serve those who mastered the arts of spellcraft. After escaping that land, he mastered every trick of spellcraft he could muster, yet retained an interest in the arts of illusion and the power of deception.

Spell Effect
After casting this spell, the caster may alter the ‘special effects’ of any single spell he must cast in the following round (or later in the same round through the use of metamagics). Using this spell, an arcanist may produce a foul greenish-tinted daylight spell, a lightning bolt that pours forth as hundreds of great shadowy ravens or magic missiles that appear as screaming imps that fly through the air to swipe at the targets once before vanishing into acrid puffs of yellow smoke. The altered spell will last as long as it normally would, so that a web spell that resembles a gelatinous cube-like mass would last 10 minutes / level, while a continual flame made to appear as a crackling blue electrical arc around the object affected could potentially last for decades or even centuries. It is important to note that the spell mechanics will remain unchanged in any event; only the visual, aural, olfactory and tactile appearances of the spell can be changed. For example the ‘screaming imp’ magic missiles mentioned above do not have to roll to attack, cannot be attacked in return and cannot be blocked by a protection from evil spell, and will dissipate normally on a shield. The web spell altered to appear as a gelatinous cube will not move, suffocate its prey or secrete a paralyzing venom, and will cut or burn away exactly as any normal seeming web spell. Nor will resistances or immunities be impacted in any way, as the spells energy type (if any) will remain unchanged, so that the lightning bolt that appears as a swarm of icy ravens of shadow force will still be treated as an electrical attack and not one based on cold or darkness. Only one spell is affected per casting, and spells used from magical items are not affected.

133. Negate Dweomer - automatically dispels a previous spell by the same caster.

Spoiler:
Negate Dweomer.
Automatically dispels a previous spell by the same caster.

Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: One spell effect
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Description
The wizard Soltares learned the importance of order and discipline at an early age. Any deviance from his masters’ harsh rules led to a brutal punishment from the overseer of slaves. Even after he escaped this fate, he remained a fierce devotee of law and in his magical studies; seeking the underlying rules that made magic work. This enchantment was one of the first of a series of spells he crafted to affect the duration of a spell, or to impose an artificial duration upon a spell that was normally permanent or indefinite in effect.

Spell Effect
This spell allows the caster to end any arcane spell that he has personally cast. It cannot be used to effect permanently enchanted items, no matter the creator, but it can be used to dispel even normally permanent spells, such as arcane lock, continual flame, explosive runes, wall of stone and the like. The spell targeted receives no resistance check and simply vanishes, as if dispelled (or disintegrated in the case of a physical manifestation, such as that from a wall of iron). A person under the effect of one of the casters spells (such as blindness or polymorph other) may choose to resist this effect and remain under the enchantment normally, and certain instantaneous person-affecting spells cannot be negated once they have taken effect, such as the damage inflicted by an evocation, or restored by certain conjuration (healing) spells. A long-term and permanent effect, such as polymorph any object or flesh to stone, may be undone with this spell, but not a one-time damaging effect such as the harm inflicted by a fireball or magic missile. Note that even a multi-classed caster cannot affect divine spells in this manner, as these spells are not learned and studied, so much as inspired within the caster by outside sources.

Material Components: A drop of blood from a spell resistant creature (even a partially spell resistant creature, such as an elf or dwarf) and a pearl worth at least 10 gp.

134. Suppress Dweomer - suppresses the effects of a spell.

Spoiler:
Suppress Dweomer.
Suppresses the effects of a spell.

Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target, Effect or Area: One spell effect
Duration: Variable
Saving Throw: Will negates (harmless)
Spell Resistance: No

Description
This spell was an outgrowth from the research into the negate dweomer enchantment, and its creator, the wizard Soltares, was known to use it on a variety of spells, from temporary web spells to more lasting wall of stone spells, allowing him to negate them as he passed and reform them behind him to bar pursuit.

Spell Effect
This spell allows the caster to ‘turn off’ the effects of any single arcane spell that he has previously cast, at will throughout the duration of that earlier spell. For instance an invisibility spell can be cast and then suppressed by the action of this spell. For the full duration of the invisibility spell (10 minutes / level), the caster can then turn the spell on or off as a free action up to once / round, turning it off just before attacking and then resuming it after combat has ceased, allowing him to ‘nurse’ a single invisibility spell for the entire duration of the spell, or to ‘turn off’ a fire trap enchantment on his spellbook to allow an ally to read it. Note that the spells duration continues to expire even when the spell is in a suppressed state, so the invisibility spell mentioned above will last only 10 minutes / level maximum.

In the case of a spell with a permanent or indefinite duration, such as an explosive runes, or continual flame, this spell remains in effect potentially forever, so long as the underlying spell remains in effect. An arcanist can thus use this spell to turn his otherwise permanent continual flame spell on and off as a free action at any point (although he must be able to touch the spell affected area, in this case, the item upon which the continual flame has been cast).

In the case of a spell cast upon a living person, such as a blindness or baleful polymorph spell, the subject is allowed a saving throw to resist any use of this spell, either to suppress or resume a spell. Note that the underlying spell is also ended if the suppression is resisted, as it weakens and collapses the previous enchantment.

This magic only can affect a single spell per casting, and only an arcane spell that the caster has previously cast; it cannot affect the spells of another caster, or any divine spell, no matter who cast it. No single object or creature can have more than one suppressed spell maintained upon it at a time.

Material Components: Three drops of blood from a creature with a spell resistance of 10 or more and a 100 gp. opal.

135. Improved Suppress Dweomer - suppresses the effects of a spell.

Spoiler:
Improved Suppress Dweomer.
Suppresses the effects of a spell.

Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target, Effect or Area: One spell or spell effect
Duration: Variable
Saving Throw: None
Spell Resistance: No

Description
The wizard Soltares mapped out a series of spell research, from negate dweomer to suppress dweomer to improved suppress dweomer, as precisely and methodically as he did everything. His near-paranoid use of contingent defensive magics and powerful abjurations were not enough to stave off the ravages of old age, and by the time he finished this line of research, he returned to the study of illusion, hoping to find a defense against even his own mortality in the study of shadow magic.

Spell Effect
This spell allows the caster to ‘turn off’ the effects of any single arcane spell that he has previously cast, at will throughout the duration of that earlier spell, much like the lower level suppress dweomer spell. The exception is that the suppressed spells duration does not expire while it is not in effect, allowing an arcanist to ‘nurse’ a single invisibility or haste or similar effect throughout many combats, activating it as a free action when needed, and suppressing it once the need for it has passed, saving any remaining rounds of duration for later use, perhaps even hours or days later.

In the case of a spell with a permanent or indefinite duration, such as an explosive runes, or continual flame, this spell remains in effect potentially forever, so long as the underlying spell remains in effect. An arcanist can thus use this spell to turn his otherwise permanent continual flame spell on and off as a free action at any point (although he must be able to touch the spell affected area, in this case, the item upon which the continual flame has been cast).

This magic only can affect a single spell per casting, and only an arcane spell that the caster has previously cast; it cannot affect the spells of another caster, or any divine spell, no matter who cast it. No single object or creature can have more than one suppressed spell maintained upon it at a time.

Material Components: 250 gp. worth of powdered jade and the heart of a spell resistant creature.

Dark Archive

Darkest Necromancy

136. Minor Animation - Animates one severed hand.

Spoiler:
Minor Animation.
Animates one severed hand.

Necromancy [Evil]
Level: Clr 0, Sor/Wiz 1
Components: V, S, F, DF
Casting Time: 1 full round
Range: Touch
Target, Effect or Area: Animates one severed hand
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Description
This unnerving cantrip is often the very first spell taught to the apprentices entering the Animators guild. The spell arrived at what would be later called Hollowfaust with Barastrondo, although he never claimed to have invented it, but that it was old when he learnt it as a youth.

Spell Effect
The caster pushes a long bone pin through the center of her wrist to activate this spell and then touches the temporarily lifeless member to the skeletal remains of a severed humanoid hand. Inserting or removing this pin within the casting of this spell causes no harm to the casters hand, although she loses all feeling and use of that hand until the pin is withdrawn.

Once animate, the hand will remain functional as a Tiny Skeleton (core rulebook III p, 165) and scuttles about anywhere within Close range (25 ft. + 5 ft. / 2 levels) of the spells caster, acting or attacking as she mentally directs for the duration, either with bony claws or a scorpion-like stinging action with any splintered remnants of its forearm bones. If the caster and skeleton are ever separated by more than Close range, the construct falls into dust and shards of bone. The caster can end this spell at by pulling the bone pin from her wrist as a free action, which also causes the hand animated to fall to dust. Active constructs of this sort do not count against the total number of undead that may be commanded per core rulebook I p. 174.

Material Components: The severed hand of a humanoid being. This hand must be primarily stripped of flesh, but remain intact. (Mummifying the hand works best.)

Arcane Focus: A long pin of thinly carved bone from a humanoid being. A divine spellcaster need not pierce her hand, but simply casts the spell normally, with her holy symbol in hand. If she ever loses her grasp on the holy symbol, either because she puts it down, has it disarmed or taken away, or it is targeted and destroyed, the spell ends prematurely.

137. Bone Armor - animates a skeleton to serve as armor for the caster.

Spoiler:
Bone Armor.
Animates a skeleton to serve as armor for the caster.

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect or Area: Animates a skeleton to serve the caster as armor
Duration: 13 hours
Saving Throw: None
Spell Resistance: No

Description
An apprentice necromancer named Hadat crafted this spell as a necromantic variation on the popular mage armor spell, which he could not cast. The somatic component of the spell reflects his rather unhealthy obsession with the dead, but in Glivid-Autel, such behaviors are considered desirable by certain undead necromancers...

Spell Effect
With imploring gestures and caresses over an intact (non-undead) skeleton of his general size, the caster causes the skeleton to fly apart and re-assemble around his body as a protective shell. It moves as he moves, never impeding his movement and serving as +4 armor protection with no chance of spell failure, no armor check penalty and no maximum dexterity limitation. It will not take hold if the caster is already wearing any sort of armor, although it will fuse itself over normal, or even magical, clothing. The bone armor weighs 10 to 20 lbs. (depending on the skeletons freshness), but it supports its own weight, leaving the caster entirely unencumbered by its presence. Throughout the duration of the spell, the bones re-knit themselves if damaged, so long as the caster remains alive beneath them.

The bone armor confers an armor bonus, and as such does not stack with the bonuses conferred by the mage armor spell, or any form of mundane physical armor (but does stack with the armor bonus conferred by a shield).

If the caster is slain while under the protection of this spell, the bone armor draws power from the from the casters death and rises as a free-willed Skeleton of medium-size (or as appropriate to the casters size), attacking any living creatures nearby indiscriminately, starting with the closest, for 1 minute / caster level or until it is destroyed. If the caster is merely dropped to Disabled or Dying, the armor remains functioning as armor until the moment of the casters actual death.

Material Components: An intact humanoid skeleton of the same size as the caster. (Note that if the caster is not humanoid, the skeleton must be of an appropriate racial type and size to match.)

138. Bone Servant - animates a single skeleton.

Spoiler:
Bone Servant.
Animates a single skeleton.

Necromancy [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target, Effect or Area: Animates one medium-sized humanoid skeleton
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Description
Whatever the necromancers of Hollowfaust would say of the workings of Glivid-Autel, occasionally a pearl comes from the swine. This spell in particular, created by the magus Dathon, has spread to many spell-books held by necromancers who publicly deride the Society of Immortals and their works. Dathons‘ other works are not so well-received…

Spell Effect
With a gripping gesture and words of dark power directed towards a specially prepared skeleton, the caster causes it to rise as his servant. It will only follow the casters spoken directions or emphatic gestures (go, come, halt) while within close range. If it ever leaves close range of the caster, it collapses into a heap and is destroyed.

The skeletal minion has the abilities of a medium-sized skeleton, per page 164 of core rulebook III.

A caster can have no more than one bone servant active at a time for each odd caster level, and each requires its own animation ceremony. Each bone servant counts as 1 Hit Dice of undead controlled, as for the description under the animate dead spell (core rulebook I, p. 174).

Material Components: An ointment fashioned from mandrake, monks hood and aconite, mixed with at least 10 gp. worth of powdered black onyx. The mixture is then massaged into the bones to be affected, leaving no spot uncovered, and a few drops of blood must be dripped onto the prepared skeletons skull from a fresh cut on the casters hand to bind the animation to the casters life.

139. Last Word - allows the casters soul a final revenge.

Spoiler:
Last Word.
Allows the casters soul a final revenge.

Necromancy [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Personal
Target, Effect or Area: Transforms the caster into an undead at the moment of death
Duration: 1 month, or until discharged (then 1 round/level)
Saving Throw: None
Spell Resistance: No

Description
In Glivid-Autel, death is but the beginning of ones despair, and even if you slay an enemy, you cannot be sure that she will not rise to take her revenge, as the necromancer Kirith rose to avenge her death at the hands of her brother Hadat.

Spell Effect
At the end of this grueling ritual, the casters spirit is infused with an evil spirit of vengeance. If she dies at any time in the next month’s time, her final act of hatred rips from her corpse as an incorporeal undead to attack her slayer(s). In the case of a 5th level caster, this spirit takes the form of a Shadow (core rulebook III, p. 161), for a 7th level caster, it manifests as a Wraith (core rulebook III, p. 185-186) and finally at 9th or higher level it rises as a Spectre (core rulebook III, p. 169-170). This undead remains for 1 round / caster level, at which time it vanishes and the casters soul travels to its final reward (or punishment). The creature will initially target the casters slayer(s), but if it succeeds in killing them (or they escape beyond its reach), it will use any remaining duration to attack any other living prey within the area, even former friends or allies of the caster.

Material Components: The sacrifice of a sentient creature of Hit Dice or level equal to the arcanists’ caster level. As the caster must perish (fall to –10 hit points) to activate this spell, the caster himself is something of an expendable material component as well...

140. Bone Juggernaut - animates many man-sized skeletons into one larger one.

Spoiler:
Bone Juggernaut.
Animates many man-sized skeletons into one larger one.

Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 8 hours
Range: Touch
Target, Effect or Area: Fuses 16 intact medium-sized skeletons into one gargantuan one.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Description
Created in a collaborative effort by many necromancers of the Animator’s Guild of Hollowfaust, this spell was crafted to combat the severe shortage of gargantuan and larger skeletons for animation. The leader of the project, an unhealthy fellow known as Kadeth, proposed carrying the experiment to its logical conclusion by attempting to craft gargantuan zombies. His fellow Animators voted against that idea, and he quietly vanished one night, along with his personal libraries and servants.

Spell Effect
After a full night incanting over sixteen pristine humanoid skeletons of medium size, the bones slither and fuse together into a towering colossus of bone under the casters direct command. This macabre creation is treated in all respects as a gargantuan skeleton (core rulebook III, p. 165) and counts as 16 hit dice against the total amount of undead the caster can have controlled by such animation magic at one time (per the description under the animate dead spell in core rulebook I, p. 174).

The creation remains active until destroyed, and can be commanded by spoken commands from its creator or certain emphatic gestures (go, come, halt).

At 16th level, the caster may choose to perform this rite over 32 such skeletons (with the commensurate increase in blood sacrifice) to create a colossal skeleton. Such a creation will count as a 32 hit die undead for the purposes of control.

Material Components: In addition to sixteen intact humanoid skeletons, sixteen living creatures must be slain during the ritual and their blood made into a bath in which the bones to be animated must steep during the casting. These creatures must be of medium size, but need not be humanoid (and in fact must not be intelligent). Dogs, associated with mindless obedience by many, are generally preferred for this unhappy role.

141. Corpse Colossus - animates multiple humanoid corpses into one giant zombie.

Spoiler:
Corpse Colossus.
Animates multiple humanoid corpses into one giant zombie.

Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 8 hours
Range: Touch
Target, Effect or Area: Animates a giant zombie from a dozen man-sized corpses
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Description
A necromancer from Hollowfaust named Kadeth fled to Glivid-Autel so that he could continue his studies among ‘less squeamish’ peers. In return for his knowledge, he was allowed to partake of the Societies research into immortality, to attempt to stave on his own deteriorating health. His research has reached its inevitable conclusion, and he now seeks out twenty-three appropriate bodies, which he means to awaken into unlife as a rotting colossus with himself as the guiding intellect…

Spell Effect
After gathering eleven suitable humanoid corpses, none dead more than three days, the caster draws out a suitable chopping tool and many yards of sturdy cat-gut. After eight hours of butchery and crude stitching, and one dark sacrifice, the caster has assembled a fearsome creation in the form of a gargantuan humanoid from the many smaller components.

This creation draws a spark of unlife from these dark deeds, being treated in all respects as a gargantuan zombie (core rulebook, pages 191-192) of particularly gruesome aspect, and counting as 24 hit dice against the total amount of undead the caster can have under his control at any one time (per the description under animate dead, core rulebook I, p. 174).

The creation remains active until destroyed, although it can only be directed by the spoken command of its creator, or certain emphatic gestures (go, come, halt).

While this spell could theoretically be increased, using 24 bodies to craft a 48 HD colossal zombie, no arcanist has yet been able to do create and control such a monstrosity. Some propose that the caster would have to be the equivalent of a 24th level spellcaster to initiate the ritual, others suggest the catalyzing death has to be more powerful (or more numerous?), perhaps of a larger creature, a magical beast or even a spellcaster. Experimentation, with all the horror that implies, continues…

Material Components: Eleven intact and fresh humanoid corpses, many yards of catgut, a strong needle of bone and a sharp cutting tool are required for the initial assembly process. To awaken the beast into unlife, a twelfth living humanoid must be sewn into the very center of the assembled construct, making up the ‘heart’ of the finished zombie. The bone needle used for assembly, still attached to the single long strand of catgut that holds the mass together, is pushed through this living victims heart and the spell traps the force of his death and channels it out through the needle and catgut into the creature, shocking it into an unholy semblance of life. It should go without saying that the casting of this spell is an evil act that goes beyond the pale of most ‘Evil’ spells.

142. Steal Life’s Fire - touch drains life-energy to heal the caster.

Spoiler:
Steal Life’s Fire.
Touch drains life-energy to heal the caster.

Necromancy [Evil]
Level: Clr 2, Drd 2, Blk 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target, Effect or Area: Creature or creatures touched (up to one / level)
Duration: Until fully discharged (1 minute / level maximum)
Saving Throw: Fortitude half
Spell Resistance: Yes

Description
A half-elven druid who called himself Ullkon Palraujak was recently encountered in the Albadian highlands, within an eerily beautiful home of sculpted ice surrounded by a wall built of the interlocking frozen corpses of all who had ‘trespassed’ before on ‘his mountain.’ While he escaped the vengeful barbarian war-party that came to retrieve and properly burn their missing dead, the few still-living prisoners related what they knew of this spell, having intimately experienced its touch.

Spell Effect
Upon casting this spell, the casters hand becomes the nesting place for foul energies from the negative planes that hunger for the warmth of the living. With an act of will, the casters touch inflicts 1d6 points of negative energy damage, inflicting frozen burns and feeling like thousands of icy insect bites drawing the blood and warmth from the target. Any hit points inflicted as damage immediately become usable by the caster as healing energies, and if the caster already has maximum health, excess energy temporarily increases his hit points to their absolute potential maximum, based on die type. Stolen life energy over ones natural hit points lasts one hour before dissipating (unless lost as damage earlier, these bonus hit points cannot be ‘healed’ back, but are a one-time bonus). As with most touch-discharged magical effects, this is an act of will on the part of the caster and will not ‘go off’ on anyone who happens to brush his hand. The caster seems to draw not just life, but also warmth from the target creature(s), so that a caster who is flush with excess life-energy will seem ruddy and agitated, throwing off warmth like a small furnace, while his victims will seem pale and feel chilled to the touch.

Example; Rhy, an apprentice to Ullkon, is a 6th level druid and uses this touch with vigor on a half dozen captured Albadians. As a druid, he gets d8’s for hit dice and could theoretically have 48 hit points, in addition to 12 more hit points for his 14 Constitution. He normally has only 40 hit points, so he can absorb 20 more hit points of life energy from the captives before reaching his absolute limit of 60 hit points.

If this effect is ever triggered on an undead creature, wittingly or not, the reverse occurs and the caster loses 1d6 hit points, granting it as healing (or bonus hit points) to the undead creature affected. The caster does not gain a saving throw to resist this effect if he deliberately attempts to trigger this effect on a creature that he belatedly discovers to have been undead.

Material Components: A druid requires a handful of snow or small fragment of ice to enact this spell.

143. Strength of Shadow - steals strength from another.

Spoiler:
Strength of Shadow.
Steals strength from another.

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Description
Most members of the Society of Immortals seek to find a way to steal the life of another to prolong their own lives. Not every bit of their research is into that lofty goal however, and many baser magics to steal the life, strength or will of another have been crafted by apprentices seeking to build upon current theories and advance the great work. More than one member of the ‘court’ at Glivid-Autel turned to necromancy in their later years, as their other abilities began to fail them, and the warrior-turned-necromancer who is known only as the Carrion Knight is said to have crafted this spell to allow him to recapture the strength of his youth at the expense of his foes.

Spell Effect
If the caster succeeds at a ranged touch attack, a pale spotlight seems to fall upon the target creature, revealing him suddenly as pale and drawn, as if artificially advanced to great age. If he fails his saving throw, the target loses strength as from a ray of enfeeblement spell (–1 / 2 caster levels plus –1d6, to a maximum of –1d6+5, with no target able to go below Strength 1 from such magics). Additionally, a reddish-black pulse travels up the pale beam to strike the caster, delivering that stolen strength to him for the duration as a temporary enhancement bonus to his own Strength score. After the spells duration expires the caster and victims strengths restore to normal.

Material Components: Ash from the remains of a once strong man who died of old age.

144. Ill Wind - wind fatigues all in its area of effect.

Spoiler:
Ill Wind.
Wind fatigues all in its area of effect.

Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels)
Target, Effect or Area: Cone
Duration: Special (see text)
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Description
Malhadra Demos crafted this spell to assist his dead minions in battles against the living. The looks of helpless terror in the eyes of once-strong men, now reduced to crawling shivering wretches with barely the strength to lift their swords in their own defense warms his heart as no fire ever could.

Spell Effect
The last moaning sound of this spell never dies away, growing in strength and rising through the octaves to become a shrieking wail of icy spectral wind that can only be felt by the living, as it blasts their life-energies away into the hungry void. This life-draining effect tears through all present in the area of effect, reducing them immediately to the Exhausted condition (half move, -6 to Strength and Dexterity, only reduced to Fatigued after an hour complete rest). Those that make their Fortitude save are only affected to a lesser degree, but still being Fatigued by the soul-chilling breath (can’t run or charge, -2 to Strength and Dexterity, only recovers after eight hours of complete rest). This spell has no effect on non-living subjects, whether Undead or Construct.

Someone who is already naturally Fatigued when this effect passes through them is reduced to Exhausted immediately, and if they fail a Fortitude saving throw are instead reduced to 0 hit points and are effectively Disabled. Those who are naturally Exhausted when this wind strikes are automatically Disabled, and if they fail a saving throw are reduced to Dying (-1 hit points).

This spell does not ‘stack’ with itself or with any other supernatural means of inflicting the Fatigued or Exhausted conditions. Its potentially life-threatening applications only apply to those who are naturally fatigued or exhausted from exposure, exertion or privation.


135. Inversion, greater - Forcibly turns the target inside out on a failed fortitude save. Horribly disgusting and lethal.
136. Inversion - Forcibly turns the target to face the opposite direction. The target counts as flanked for one round.
137. Inversion, lesser - Forcibly turns the target's hat upside down. This spell does not affect secured headgear. It will affect hairpieces.

138. Hopscotch - The target of the spell suddenly moves as if everything is arranged according to some arbitrary grid.


139. Instill Happiness - Target is happy for 1 hour / Caster Level.

140. Instill Happiness, Greater - Target is happy forever, no matter the circumstances. The effect can only be removed by a Break Enchantment spell or a Wish spell.

141. Instill Sorrow - Target is sorrowful for 1 hour / Caster Level.

142. Instill Sorrow, Greater - Target is sorrowful forever, no matter the circumstances. The effect can only be removed by a Break Enchantment spell or a Wish spell.

143. Reverse Dodge - Target involuntarily throws himself into attacks rather than the opposite. Target takes a -2 dodge penalty to AC. Effect lasts 1d4 + CL rounds.

144. Haphazard Size - At the start of each round of the duration, the target changes size instantly. The size is chosen randomly and the effect lasts for 1d4 + CL rounds.

d%
1-20 Tiny
21-40 Small
41-60 Medium
61-80 Large
81-100 Huge

145. Sure Miss - Target takes a -20 penalty to his next attack made before the end of his next turn.


146.

Fries with that
Adds a side dish to any prepared meal which costs 1 gp. Must have a that for the sides to go with.

Shadow Lodge

147) Marionette Mayhem: The Caster can create marionettes from common objects around him(maximum 2 for every 5 caster levels). Treat them as Animated Objects. Each Marionette lasts for 2 rounds per caster level, and are under the complete control of the caster. True to the spell's name, most people who use this spell cast it on dolls.

Liberty's Edge

148. Armour Inversion Beam-Ray drains armour bonuses, shield bonuses, enhancement, force, etc bonuses, from targets AC and transfers them to the caster as mage armour like force. Max +20 can be drained in this manner. Armour bonus for caster lasts 1 min/CL: points return to target 10 minutes after caster loses armour bonus.

Liberty's Edge

149. Repulsion Wave-Blast of energy does 1/4CLd6 damage to target propelling them back 1 square/2 CL and dropping them to speed 0 for 10 rounds.

Liberty's Edge

150. Vision of the foe-Caster projects an illusion on each hostile creature in range, making each look to everyone else like the caster. Failing a will save means enemies think that those that look like the caster are the caster and proceed to attack those creatures, even if they are allies.

Dark Archive

151. Desperate Gambit - you immediately may take 2 Standard actions. These actions cannot grant you more additional actions. After these two actions you are rendered helpless for 2 minutes (no save)

Liberty's Edge

152. Spell eater-Target hit by this spell loses the ability to cast 1 spell level per round for a number of rounds equal to 1/2 caster level of the person who cast Spell eater. Highest level is lost first, then second highest etc. All of these levels return 10 minutes after spell eater ends.

Dark Archive

153. Temporary reprieve - supresses any negative effect statuses except helpless, dying, or unconsiius for rounds/level

Liberty's Edge

154. Chain reaction energy bolt. You fire a bolt of energy at a target (ranged touch attack); it does 1d6 points of damage and if there are other targets present it bounces to another target and then another and another to a maximum of twenty total targets hit. Each target beyond the first takes 1 additional point of damage more than the target before (2nd target takes 1d6+1, third takes 1d6+2 etc) Each target can only be hit once by the bolt per casting of the spell. Caster designates the first target but after that it bounces to random enemy targets.


155. Huddle
Suspends game for 10 minutes while players get together and strategize without the DM.

Shadow Lodge

156) Understanding Math. This spell allows the user to understand the normally confusing and most likely useless mathmatical equations being taught.

Sovereign Court

Pathfinder Companion, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

157. As a Fish - hold your breath longer and swim better

Liberty's Edge

158. Detect bloodline. You scan the target creature for up to 1 round/2 CL; each round you learn the identity of another generation of the creatures ancestors (first round, parents; second round, grandparents; third round, great grandparents; etc)


159
Unappetizing
You become unappealing as food to creatures, any creature must make a will save to eat you, a failed save they only eat half, a full save they elect not to eat you.


160. Inflate
Target: Creatures, characters
Range: Touch

You cause the target to expand for the duration of 1 round/caster level. The affected target must succeed on a Fortitude save at the start of each round. On a failed save the target expands and takes up 5 ft more space and takes a cumulative -1 penalty to AC and BAB. If the affected target expands to 4 times his space (ex: 5ft to 20ft) he must make a second Fortitude save with a -1 penalty for each 5 ft after each expansion save. Failure on this save causes the target to explode. This spell does not alter the targets size category.

Sovereign Court

161. Malicious Late Hit - Cause damage to an enemy already damaged this round. Must be cast as a held action.


162
Stomp toes
163
Reverse fart
164
tangle hair
164
hair spray
165
hair ball
166
delayed hair ball

Scarab Sages

167 - Animate Under Cooked Food: should make a nice tavern wench crap her pants.

168 - Finger Key: transmutes casters finger into a key that fits a simple lock.

Shadow Lodge

169)Magician's Hat Trick
This spell requires a top hat and a piece of a rabbit(this piece can be hair, bone, a foot, etc). Casting the spell is a free action that, for 2 rounds per caster level, causes the hat to shoot a multitude of multicolored rabbits at your opponent, dealing 1d6 points of bludgeoning damage for ever 3 caster levels. It takes a standard action to aim the hat, and the bunnies have a range of 30ft.

Shadow Lodge

Foam -> Fill a 10' square with foam that slows movement, blocks line of sight and line of effect
Sticky Foam -> As foam but entangles those who are in it or pass through it.
Hardening Foam -> As sticky foam but solidifies after a few rounds

Dark Archive

173. Spell Assimilation Beam: If the beam hits a target with prepared spells, available spell slots or a spell like ability or supernatural ability the caster gains one of those abilities chosen at random: if spells, the caster gains the ability to cast one specific spell per caster level (max level of spell equal to highest level spell caster can cast); if the spell absorbs a spell-like or supernatural ability the caster can use the spell-like ability as many times as the possessor of the ability can in a day. The target is held immobile for one round while the spell or ability is absorbed but can still attack. If a spell is absorbed the caster can later learn it to scribe into a spellbook or as a new spell known, assuming the spell in question is suitable (can't be from an opposition school-note: arcane casters can learn divine spells this way and divine casters can learn arcane spells this way) The target does not lose any uses of the associated spell or ability.

Sovereign Court

Pathfinder Companion, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

174. Confound Direction - area affect spell that disallows accurate results from magnetic or arcane direction detection

Dark Archive

175. Recharge: An ally who has spent spells, spell-like abilities or supernatural abilities with a limited number or uses per day regains a number of uses for one given spell level or ability equal to 1/2 your caster up to maximum number of uses equal to their normal maximum per day.

Dark Archive

176. Materials extraction. You hit an object with a ray attack, converting the object into a number of coins equal to 1/2 of the value of the object. The spell will produce pp first, followed by gp if it doesn't work out to a whole number of pp, then sp if it has a fractional gp leftover value, etc. (Optional rule-not sure if I want to use this or not: This does not affect the magic in magic items, only the value of the materials involved in the construction of the magic items is converted)


177
Potterize wound
Character goes around looking like a pre-pubescent boy caring a crooked wand and a broom for the duration of the spell.

Dark Archive

178. Disabling burst: You hit a target with a ranged touch attack. The energy from the attack deals 1/2CLd6 points of damage to the target and produces an additional effect for 2 rounds/CL. Roll a d10: 1-2 Target loses the use of all senses: the target is blinded, deafened, loses blindsight, blindsense, scent, tremorsense, darkvision and any other sensory abilities; 3-4 Target cannot make any attacks using weapons, spells, special abilities or any other method; 5-6 Targets AC bonuses from all sources drop to 0; 7-8 All of the targets speeds drop to 0-if the target was flying it falls; if the target was swimming it begins to fall under the water; 9-10 The target loses an additional 1/4CLd6 hp each turn the effect lasts.

Dark Archive

179. Inhibiting burst-Multiple target creatures (all must be within 30ft of at least one other affected by this spell) lose the ability to attack for 1 round/CL. The target cannot make any sort of attack against anything while this spell is in effect.

Dark Archive

180. Armour reconfiguration-All attacks made against one designated ally automatically fail fail for 1 round/CL. Special abilities, spells and other effects from an enemy cannot affect the target of this spell.

Dark Archive

181. Cloud flux-When the spell hits the area of an already present magical cloud spell (fog cloud, acid fog, cloudkill, stinking cloud, solid fog, or other similar spells) to tranform into a more dangerous form: CL of the original fog or cloud effect is 1-5, solid fog; CL 6-10 stinking cloud; CL 11-15 cloudkill; CL 16-20 acid fog

Dark Archive

180. Invisible Sun - you create a 'shadow lantern' that sheds light that only you, and a select number of others chosen at the casting time, can see.

181. Speech Obscura - the targets vocalizations are muffled so that others cannot hear them, but are not actually silenced, allowing a spellcaster, for instance, to cast spells with verbal components and others to have a -10 circumstance penalty to Spellcraft checks to tell what they are saying. Language-dependent spells become impossible, however, as the casters verbal directions after the fact cannot be heard.

182. Text Obscura - the targeted writing disappears, can affect up to twenty-five spells submitted, which will remain visible only to the caster. :)

183. Curse of Illiteracy - renders the subject incapable of reading, although a spellcaster with read magic prepared can still read his spellbook, by casting the spell.

184. Curse of Illegitimacy - transmutation strips away the advantages of any racial 'half' template, such as half-fiend, half-celestial or half-dragon. Cast upon a Half-Orc or Half-Elf, they lose their racial advantages, but do not gain the bonus feat or skill training. Against members of less mixed bloodlines, the only transformative effect is to alter any bodily features, markings or colorations that resemble one's birth parents.

184. Curse of Innumeracy - attempts at numbering lists on messageboards go terribly awry.

184. Curse of Incontinence - well, poo.

184. Consanguinous Curse - A Bestowed Curse, even if dispelled, remains lingering within your blood, and will afflict any descendents your sire / produce on the day they transition from child to adult.

184. Contagious Curse - A Bestowed Curse can be made contagious, so that those you touch, those who hear you speak, those who remain in close quarters with you (airborne, breathing the same air as you) or those who see you must make a saving throw or be similarly afflicted. The caster chooses which form of contagion to use, based on touch, sight, sound or scent.

184. Curse of Incompetence - any time you attempt to take 10 or take 20 on a skill check, the results are calculated as if you had taken a 1 or 2, respectively. Skills rolled normally are rolled twice, and you must take the worst result. Fortunately, this incompetence does not apply to attack rolls, saving throws or ability checks.


185. Character Assassination: Other people meeting the target will instantly dislike him, have false memories about heinous deeds he has done, and believe every bad rumour about the target.

186. Grease Equipment: Everything the target touches, has in his possession, or tries to pick up while spell lasts will become greasy and unable to be picked up. Equipment will fall off unless secured. Knots and similar ways to secure things will undo themselves.


187. Curse of Tongues: Target only speaks incomprehensible gibberish. Target is unaware of this condition.


188. Curse of Greed: Target is forced to all valuables it sees, going to great lengths to take them (everything short of serious violence)

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