100+ Spells From the Lost Spellbooks


Homebrew and House Rules

51 to 100 of 140 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

104: Girallon's Blessing
School: transmutation
Level: bloodrager 3, cleric 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S, M (a few strands of girallon hair)
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d6 points of damage for a Medium size creature + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d6 points of damage + 1-1/2 times its Str modifier. A creature can use normal weapons and the claw attacks in the same round, and these additional claw attacks when used with weapons deal a base attack bonus of your highest base attack bonus –10 unless you have the Multiweapon Fighting feat.


I will say I did remake some of these from 3.5 Spell Compendium as that has so many good spells that them laying there and not being updated to the new system seems sad. You should see my homebrewed versions of tons of those spells I did remake.


1 person marked this as a favorite.

105: Force Missiles
School: evocation [force]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.

106: Fly, Swift
School: transmutation
Level: bard 2, bloodrager 2, druid 3, magus 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
This spell functions like fly, except as noted above.

107: Flight Of The Dragon
School: transmutation
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, M (a dragon’s wing claw)
Range: Personal
Target: You
Duration: 1 hour/level (D)
A powerful pair of wings sprout from your shoulders, granting you a fly speed of 120 feet (average). You can’t carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour as a hustle).

108: Expeditious Retreat, Swift
School: transmutation
Level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Duration: 1 round
This spell functions like expeditious retreat, except as noted above.

109: Enhance Familiar
School: universal
Level: sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.

110: Energy Immunity
School: abjuration
Level: cleric/oracle 5, druid 5, magus 6, sorcerer/wizard 6, shaman 5, witch 6
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: none
Spell Resistance: yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types—acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.


1 person marked this as a favorite.

111: Skeletal Guard
School: necromancy [evil]
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (one finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created)
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).

112: Sniper's Shot
School: divination
Level: bloodrager 1, magus 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 swift action
Components: V, S
Range: Personal
Target: You
Duration: 1 round
Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.

113: Spell Engine
School: abjuration [force]
Level: wizard 9
Casting Time: 10 minutes
Components: V, S, M (a disk of polished bone, one of your tears, and a silver wheel worth 500 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius magical wheel
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text
Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Each prepared spell must be swapped for a spell of the same level. Empty spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed. Preparing spells within the light provided by a spell engine takes only half as long as normal.

114: Spellbook Protection
School: abjuration
Level: magus 0, wizard 0
Casting Time: 1 standard action
Components: V, S, M (a pinch of metal shavings)
Range: touch
Effect: one spellbook
Duration: 1 hour./level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
In placing this minor ward on your spellbook, you ensure that no one but youself can safely handle the book. Anyone besides you who tries to pick up or open your spellbook will take a shock of 2d6 points of electricity damage.

115: Spider Climb
School: transmutation
Level: alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time: 1 standard action
Components: V, S, M (alive spider)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 60 feet and a+8 racial bonus on Climb skill checks furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its DEX bonus to AC (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

116: Spider Climb, Lesser
School: transmutation
Level: alchemist 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time: 1 standard action
Components: V, S, M (alive spider)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 60 feet and a+8 racial bonus on Climb skill checks furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its DEX bonus to AC (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

117: Spider Climb, Communal
Level: alchemist 3, druid 3, sorcerer/wizard 3, summoner 3
Target: creatures touched
This spell functions like spider climb, except you divide the duration in 10-minute intervals among the creatures touched.

118: Spider Climb, Lesser Communal
Level: alchemist 2, druid 2, sorcerer/wizard 2, summoner 2
Target: creatures touched
This spell functions like lesser spider climb, except you divide the duration in 1-minute intervals among the creatures touched.

119: Splinterbolt
School: conjuration (creation)
Level: druid 2
Casting Time: 1 standard action
Components: V, S, M (a splinter of wood)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more streams of splinters
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18–20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of five at 19th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.

120: Steal Size
School: transmutation
Level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S, M (a piece of iron shaped like a scale tray)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature larger than you
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell reduces the target’s size by one size category, as if it were affected by reduce person. You grow in size by one category, as if affected by enlarge person ( if you can be targeted by that spell). If the spell is dispelled or otherwise ends for either you or the target, both you and the target return to your normal sizes.


1 person marked this as a favorite.

121: Instant Acid
School: Conjuration (creation)
Level: Alchemist 1, cleric/wizard/sorcerer 1
Casting Time: 1 standard action
Components: S,M(a sour fruit such as a lemon)
Range: close
Target: 1D6 +1 per level flasks which must be together at time of casting(max +10)
Duration: 1 hour per level
Saving Throw: None; Spell Resistance: no
The caster fills the flasks with normal acid and all of the party can throw them as missile weapons. After the duration is up it turns to sour water such as in lemon aid.

122: Instant Alkali
Like instant acid except the material component is a piece of limestone and it does double damage to oozes.


[b]123:Harsh Interrogation[/b}
I'm working on a 9th level spell that summons the spirit or monster most likely to have the answer to the main question. Follow up questions would be like 1 per 5 caster levels. Memory blocks of all kinds would be broken on the target spirit or whatever.


Goth Guru wrote:

123:Harsh Interrogation

I'm working on a 9th level spell that summons the spirit or monster most likely to have the answer to the main question. Follow up questions would be like 1 per 5 caster levels. Memory blocks of all kinds would be broken on the target spirit or whatever.

School: Divination


1 person marked this as a favorite.

More converted spells from various sources

124 Animate Drawing
(Transmutation)
Level: Sor/Wiz 1
Casting Time: special
Components: V, S, M
Range: touch
Duration: permanent
Target: 1 drawing

You draw an illustration, no larger than a full-page in a large tome, and cause it to animate and move on the surface in a preprogrammed fashion. The casting time is as long as it takes to draw the illustration in all forms you want it to take.
Material Components: special inks worth 10 gp
Known to: Spielbuk Spayle

125. Attraction
(Transmutation)
Level: shu 4
Casting Time: 1 action
Components: V, S, DF
Range: medium
Duration: 1 round/level
Target: 1 creature
Saving throw: Fortitude negates (special/Reflex negates)
Spell resistance: yes

On a successful Fortitude save the target is entirely unaffected by the spell. On a failed save the target must make a Reflex save against each incoming attack that deals damageor take +1/level extra damage.
Setting: Oriental

126. Berserk Inspiration
(Enchantment) [compulsion]
Level: Clr/Or 5
Casting Time: 1 action
Components: V, DF
Range: 0
Duration: 1 round/level
Effect: 30' radius
Saving throw: Will negates
Spell resistance: yes

Allied warriors in the area are granted divine combat fury that bolsters their combat prowess. Affected warriors gain the benefits of a Barbarian's Rage ability (or its bonuses are increased by 50% if they already possess this ability).
Granted by: Thunor (Thr)
Setting: Anglo-Saxon

[b]127. Blend with Shadows
(Transmutation) [shadow]
Level: Sor/Wiz 3
Casting Time: 1 action
Components: V, S
Range: personal
Duration: 10 minutes/level (D)

You meld with the shadows, becoming one with them. While in this form you are incorporeal and cannot move from the spot or take any actions except to exit the shadows, which takes 1d3 rounds.
Known to: the Third Book of Shadows

128. Bone Shards
(Necromancy)
Level: Sor/Wiz 2
Casting Time: 1 action
Components: V, S, M
Range: close
Duration: Instantaneous
Target: 1 creature
Saving throw: Reflex partial
Spell resistance: yes

You cause a skull you hold to disintegrate into shards and fly towards the target dealing 2d6+1/level, maximum +20, points of piercing damage. On a failed save the shards stick in the target, inflicting a -1 penalty to attack and damage rolls until the target spends four rounds picking them out. A successful Reflex save halves the damage and prevents the penalties.
Material Components: the skull of a Large predator
Known to: Isanak Dorth
Setting: savage

129 Brand
(Evocation) [fire]
Level: Sor/Wiz 1
Casting Time: 1 action
Components: V, S
Range: touch
Duration: permanent
Target: object or creature touched
Saving throw: Fortitude negates
Spell resistance: yes

This version of arcane mark burns the mark into a surface. The heat deals 2 points per character branded, which can potentially destroy the object or creature it is placed on. Brands on creatures can only be removed with a a heal or better spell.
Known to: Brotherhood of the True Flame
Setting: AQ

129. Break Camp
(Conjuration) [summoning]
Level: Clr/Or 1, Drd 1, rgr 1
Casting Time: 1 action
Components: V, S, DF
Range: close
Duration:1 minutes
Effect: 1 campsite up to 50' radius

You summon a bunch of invisible spirits that strike a camp. The pack up tents and sleeping rolls, extinguish fires, and cover remains and waste.

130. Break the Streets
(Evocation) [cold]
Level: Clr/Or 6, Drd 6
Casting Time: 1 action
Components: V, S, DF
Range: personal touch close medium long
Duration: 50 minutes/level
Effect: 10' radius+10' radius/level
Saving throw: special
Spell resistance: yes
SFP: 200

You call upon seismic forces and elemental cold to create a small area of intense cold that is ground zero for a cryovolcanic eruption, an explosion of ice and volatile elements. The cold and gas causes the groundto crack and rupture, destroying streets and buildings. Structures in the area must make a saving throw or ne destroyed. On a successful save they take 2d12 points of structural damage. Legged creatures in the first 10' radius take 4d12 points of cold damage and must make an Acrobatics check DC 20 to stay on their feet each round. Creatures in the radius beyond the center circle take 1d6 points of cold damage and 1d6 points of bludgenoing damage from erupting rocks each round (a Reflex negates the bludgenoning damage for that round).
Known to: Earthstokers

131 Calm Water
(Transmutation) [water]
Level: Drd 4
Casting Time: 1 action
Components: V, S, DF
Range: medium
Duration: 10 minutes/level
Effect: 10' cube/level
Saving throw: Fortitude negates
Spell resistance: yes

You magically calm a mass of water, or part of a body if it is larger than the area of the spell. The surface becomes tranqul and currents are gentle and easily worked against. This counts as calm water for purposes of swimming. This spell may also be used dispel effects that excite water in some way (normal caster level check to dispel),

132. Camouflage Voices
(Transmutation)
Level: Brd 1, Sor/Wiz 2
Casting Time: 1 action
Components: V, S, M
Range: close
Duration: 10 minutes/level
Target: 1+1 creature/2 levels
Saving throw: none
Spell resistance: yes

You cause one common language spoken by the targets to come out sounding like the noises of a specific type of creature. The language you speak is not actually the lsnguage of the animal in question, and will sound like gibberish to anyone who actually knows the language (so a speak with animals will not decode it), and it will not allow communication with the chosen creature type. A comprehend languages or tongues will decode this spell.
Material Components: a bit of fur, feathers, hair, scales, etc. from the type of creature to sound like
Known to: Tana Relatha

133. Claws of Darkness
(Illusion) [shadow, cold]
Level: Sor/Wiz 2
Casting Time: 1 action
Components: V, S
Range: personal
Duration: 1 round/level

Your hands turn into long black claws of shadow. These claws cannot be used for manipulating or holding objects. The claws allow you to make attacks with each hand dealing 1d6 cold damage on a successful hit. If two or more strikes hit in a round you deal 2d6 extra cold damage. As a swift action you can elongatethem to give you reach. another swift action command will reduce them.
Known to: First Book of Shadows

134. Communicate
(Divination)
Level: Clr/Or 6
Casting Time: 3 rounds
Components: V, S, DF
Range: unlimited
Duration: 1 minute/level
Target: you and one willing creature

You can contact a target creature anywhere on the same plane so long as neither of you are encapsulated in a force effect or has something akin to a mind blank. In addition to speech either party can convey sensory impressions through the link. Healing magic can also be transferred through, though this ends the spell after one effect is transferred and the caster of the healing magic cannot cast any more spells until she has rested.

135. Compel
(Enchantment) [compulsion, mind affecting]
Level: shugenja 7
Casting Time: 1 round
Components: V, S, DF
Range: medium
Duration: permanent
Target: 1 creature
Saving throw: Will negates
Spell resistance: yes

The target's alignment is turned to whatever the caster wishes. The target will immediately act in an appropriate manner and begin to rationalize the change.

136. Compulsive Order
(Enchantment) [compulsion, curse, law]
Level: Clr/Or 4
Casting Time: 1 action
Components: V, S, DF
Range: close
Duration: permanent
Target: 1 creature
Saving throw: Will negates
Spell resistance: yes

The target is compelled to organize and act in very rigid, predetermined ways. Daily chores must be done in the exact same way and the same order at the same time each day, people must act in proper turn (based on whatever standard makes sense to the target), etc. In combat the character must have a preferred method of determining targets, such as tallest to shortest, or specific types before others, and follow this to the letter.

137. Conceal Item
(Illusion) [glamer]
Level: Clr/Or 3
Casting Time: 1 action
Components: V, S, DF
Range: touch
Duration: 1 minute/level
Target: item touched
Saving throw: none
Spell resistance: no

One item you are in contact with or carry on your person, which cannot be more massive than you, is protected from all detection, magical or mundane, protecting against all sensory. Magical auras, alignment auras, etc. cannot detect wither the object or the magic concealing the object. Even a true seeing shows only an indistinct blank area. The duration is 10 minutes/level if used to conceal holy symbols.
Granted by: Vhaeraun and Lolth

138. Conceal Lifeforce
(Abjuration)
Level: Clr/Or 5 - Vedic
Casting Time: 1 action
Components: V, S
Range: touch
Duration: 1 day/level
Target creature touched
Saving throw: none
Spell resistance: yes

The target's life-force is concealed from all methods of detecting it, such as detect lifeforce, detect life, lifesight, reincarnation sight, etc.This spell also prevents reincarnation, either natural or by the spell, for the duration.

139. Conceal Riches
(Illusion) [glamer]
Level: Clr/Or 4
Casting Time: 1 round
Components: V, S, DF
Range: medium
Duration: permanent
Effect: 1 person or a 20 foot cube
Saving throw: Will negates
Spell resistance: yes

You conceal all riches in the area. fine clothes look like rags, jewelry looks shoddy and fake, well-made weapons look dull and rusty, etc. The saving throw is allowed only for those who handle the concealed objects.
Granted by: Abbathor

140. Consequence
(Divination)
Level: Clr/Or 5
Casting Time: 1 action
Components: V, S, DF
Range: personal
Duration: Instantaneous

This spell is similar to but more powerful than divination. You may determine one event or action fits into the larget scheme of things. For instance if you are attacked by a group of monsters while on an important quest you could determine whether these are connected to it (such as a rival group or working for an antagonist) or if they were incidental (a random encounter). You could determine whether the death of a person was accidental, incidental or deliberate, whether you are likely to meet more of a specific type of enemy later on in your quest, etc.

141. Contact Home Power
(Conjuration) [calling]
Level: Clr/Or 2
Casting Time: 1 action
Components: V, S, DF
Range: unlimited
Duration: 1 week

You create a link to your patron god that allows you to regain spells as though you were in a crystal sphere where he is venerated. If you transfer to another crystal sphere this spell ends and you must re-cast it. This spell fails if your patron is specifically barred from the sphere you are in.
Setting: Spelljammer

142. Contain Spirit
(Conjuration) [calling]
Level: shaman 2
Casting Time: 1 action
Components: V, S, F
Range: close
Duration: permanent
Target: 1 spirit
Saving throw: Will negates
Spell resistance: yes

You force one incorporeal spirit into a bottle, gourd or other container, rendering it helpless. Though helpless inside container, the container is no more sturdy than normal, and should it be opened or broken, the spirit escapes. The spirit cannot have more HD than your caster level. Should the spirit's HD be exactly equal to your caster level, the trapped spirit can make a saving throw each week to escape. Though any container may be used to hold a spirit, the more expensive and well-crafted it is, the harder it is for the target to escape. A container worth 10 gp increases the save DC by 1, and each order of magnitude increses by another +1., so 100 gp = +2, 1000 gp = +3, etc.
Focus: a container to hold the spirit.

143.Continual Faerie Fire
(Evocation) [light]
Level: Drd 3
Duration: permanent

As faerie fire except as noted.

144. Continual Shadow
(Evocation) [darkness]
Level: Clr/Or 3
Casting Time: 1 action
Components: V, S, DF
Range: medium
Duration: permanent
Effect: 60' radius
Saving throw: Will negates (special)
Spell resistance: yes

You create an area of shade that can be foncused on a point in space, an object or creature, and which moves with the focal point. On a successful save the focal point ends up a foot away from the intended target. The shadow prevents penalties due to bright light, and grnts any other bonuses or penalties that creatures might have for dim lightning.
Granted by: Eshowdow
Setting: FR

145. Contract of Nephthys
(Enchantment) [compulsion]
Level: Clr/Or 4
Casting Time: special (at least 10 minutes)
Components: V, S, M, F, DF
Range: touch
Duration: 1 year
Target: 2 willing creatures

Two willing creatures enter a contractual agreement. If the contract is broken in spite of the best efforts of either party, the one in breach of contract cannot make a profit no matter what. They may break even, but never profit. Any party in deliberate breach of contract will somehow lose all wealth and material possessions, is driven to bankruptcy and worse. Penalties end 1 year after the casting of the spell. the spell can be broken by both parties meeting and agreeing to end the contract, so long as a a forfeiture price is paid to either the original caster or a higher ranking member of the church of Nephthys.
Focus: a gold chest worth 1000 gp, a piece of expensive membrane where the contract is inscribed
Material Components: hair from both parties
Granted by: Nephthys
Setting: FR

146. Control Death Tyrant
(Necromancy) [evil]
Level: Clr/Or 4
Casting Time: 1 action
Components: V
Range: 1 mile/level
Duration: 1 day (D)
Target: 1 death tyrant
Saving throw: none
Spell resistance: no

You control one death tyrant as though it were subject and vulnerable to a dominate effect. You can control up to one death tyrant per point of Intelligence modifier, minimum 1. If you wish to relinquish control of one to gain control of another, the relinquished death tyrant does nothing for the two rounds it takes to dismiss the active spell and cast the new one.
Granted to: beholders or evil clerics/oracles with Intelligence 18 or better

147. Control Giant Vermin
(Enchantment) [compulsion]
Level: Clr/Or 4, Drd 3, Rgr 3
Casting Time: 1 action
Components: V, S, DF
Range: 100 yards/level
Duration: 10 minutes/level
Target: 1 vermin or vermin swarm
Saving throw: Will negates
Spell resistance: yes

You control any vermin or vermin swarm, allowing you to issue mental commands to it mentally. It can follow any instructions you can give it, though intelligence and knowledge limits may require you to give more detailed instructions. E.g. a mindless giant insect could be ordered to attack the biggest creature, but it wouldn't understand 'the Knight in blue livery'. It could be ordered to move a limb in a specfic fashion, but wouldn't understand 'write this on the ground'.
Granted: Lathander
Setting: FR

148. Control Lycanthrope
Level: Drd 6

As the 7th level sor/wiz spell.

149. Control Temperatures
(Evocation) [fire or cold]
Level: Drd 1
Casting Time: 1 action
Components: V, S, DF
Range: 0
Duration: 10 minutes/level
Effect: 10' radius emanation
Saving throw: none
Spell resistance: no

You increase or decrease temperatures in the area by up to 10 degrees per level. While this cannot cause actual damage, it does grant a bonus on saves against effects of the opposite element, or a penalty on saves of the same element. The bonus/penalty is +/-1 per 5 levels, rounded down.

150. Converse with Sea Creatures
(Divination)
Level: Brd 2, Clr/Or 3, Drd 2, Rgr 1
Casting Time: 1 action
Components: V, DF
Range: 0
Duration: 1 minutes/level
Effect: 30'/level radius
Saving throw: none (harmless)
Spell resistance: yes

All beings in the area can converse with aquatic creatures for the duration.

151. Corpse Whisper
(Necromancy)
Level: Clr/Or 3
Casting Time: 1 action
Components: S, DF
Range: medium
Duration: up to 1 day
Target: 1 corpse or undead
Saving throw: special
Spell resistance: yes

You can send a slient message to any corpse or undead creature in range.This spell remains in effect until either one day has passed or you have sent one 1 sentence message per two levels. Undead under your control and any free-willed mindless undead are compelled to follow any orders you give, while freewilled sentient undead are not compelled in any way.

152. Corrupt
(Necromancy)
Level: Clr/Or 4
Casting Time: 1 full round action
Components: V, S, DF
Range: close
Duration: Instantaneous
Effect: 1 object or body of liquid up to one 5 foot cube/level
Saving throw: none
Spell resistance: no

You contaminate all substances in the area, or weaken an item or object. Food and drink is rendered foul and gives no nourishment, potions are rendered inert and bodies of liquid cannot support life. Objects have their hardness and hit points halved and saving throws reduced by 4. Weapons take a -2 penalty to attacks and damage and armor loses two points of armor bonus, and magical items have their powers suppressed 1d3x10 minutes. It gives the broken condition to items, if appropriate. Three castings of this spell will destroy an object. The effects of this spell can be reversed by make whole.
Granted by: Myrkul
Setting: FR

153. Council of Spirits
(Necromancy)
Level: shaman 7
Casting Time: 1 day
Components: V, S, M, DF
Range: special
Duration: 10 minutes/level
Effect: special

You start casting this spell at dawn, marking off an area with engraved animal skulls, pots of fire and other similar items. At dusk you sacrifice 50 cows, or the gp equivalent of other creatures, and a specified group of spirits, which may be a group of heroes, village ancestors, totem spirits, etc. These spirits will then inform the cater of important details about the subject of the summoning, grant hidden knowledge, give advice about courses of action and similar. The exact details of the information gained is up to the GM but will almost always be useful and (mostly) accurate if not necessarily exhaustive. As a mere mortal in the presence of greate beings, the caster is advised to remain mostly quiet and respectful.
Material Components: 50 cows or equivalent

154. Crawling Darkness
(Illusion) [shadow]
Level: Clr/Or 6
Casting Time: 1 full round
Components: V, S, DF
Range: personal
Duration: 1 round/level (D)

You shroud yourself with shadowstuff, concealing your identity in a shapeless blob of darkness with lots of writhing tenteacls with a 5' reach. In addition to granting a +5 bonus to Stealth checks you have 100% concealment and also benefit from constant feather fall and water walk. Lastly, you gain a +4 bonus to AC and a +2 to attacks.
Granted by: Shar
Setting: FR

155. Create Air
(Conjuration) [creation, air]
Level: Clr/Or 1
Casting Time: 2 rounds
Components: V, S, DF
Range: close
Duration: Instantaneous
Target: 1 willing creature/2 levels
Saving throw: Fortitude negates
SR: yes

You refresh the air around a target. In an air bubble, the air is refreshed. If the target is holding his breath, such as being underwater or in poisoned air, the number of rounds the target can hold is refreshed.
Setting: Spelljammer

156. Create Ancient Dead
(Necromancy) [evil]
Level: Clr/Or 6
Casting Time: 1 action
Components: V, S, DF
Range: touch
Duration: special
Target: 1 corpse

You animate a corpse as a mummy. If the corpse was of some evil being, one who did not follow the principles of ma'at, the corpse's ba animates while the ka travels to the appropriate Outer Plane, leaving a free-willed mummy. If the corpse is of one who did follow the principles of ma'at, the body animates under your control for 10 minutes/level, after which the ba causes the mummy to travel back to its resting places where it will collapse into lifelessness.
Granted by: Set
Setting: FR

157. Create Atmosphere
(Conjuration) [creation]
Level: Clr/Or 7
Casting Time: 40 minutes
Components: V, S, DF
Range: medium
Duration: 28 days
Effect: up to 1 cubic mile

You create a magical, self-sustaining atmosphere centered on one gravity source (which cannot be a living creature) and fills a volume of your specification, up to the maximum volume.
Setting: Spelljammer

158. Create Baneguard
(Necromancy) [evil]
Level: Clr/Or 6
Casting Time: 1 action
Components: V, S, DF
Range: touch
Duration: Instantaneous
Target: one skeletal body

You transform one Medium-sized humanoid skeleton into a baneguard
Material Components: 20 drops of dragon blood (worth ca. 2000 gp)
Granted by: Bane
Setting: Forgotten Realms

159. Create Campsite
(Conjuration) [summoning]
Level: Clr/Or 3, Drd 2, Rgr 1
Casting Time: 1 action
Components: V, S, DF
Range: 0
Duration: 10 minutes
Effect: up to 50' radius

You summon a swarm of invisible spirits that create a campsite. They clear the area, set up what tents and sleeping rolls the caster and companions may have available, gather firewood and start a fire in a proper firepit, gather water if available, and even prepare a bland meal of available food. The site is so skillfully and subtly prepared that other creatures take a -4 penalty to Perception checks to notice it or creatures therein. The site can acommodate 1 character per caster level.

160. Create Crypt Servant
(Necromancy)
Level: Clr/Or 4
Casting Time: 1 action
Components: V, S, DF
Range: touch
Duration: instantaneous
Target: 1 corpse

You create a crypt servant undead. The reverse of this spell, destroy crypt thing, destroys them on a failed Fortitude save.
Setting: al-Qadim

161. Create Crypt Thing
(Necromancy) [evil]
Level: Clr/Or 7
Casting Time: 1 round
Components: V, S, DF
Range: touch
Duration: Instantaneous
Target: 1 corpse

You create a crypt thing. The reverse of this spell, destroy crypt thing, destroys a crypt thing on a failed Fortitude save.

162. Create Death Tyrant
(Necromancy) [evil]
Level: Clr/Or 8
Casting Time: 30 minutes
Components: V, S, DF
Range: touch
Duration: Instantaneous
Target: 1 dead beholder

You create a death tyrant which is under your control for 1 round/level after casting. After this it becomes free-willed unless you use some other means of controlling it.
Granted to: Elder Orbs

163. Create Direguard
(Necromancy) [evil]
Level: Clr/Or 7
Casting Time: 1 action
Components: V, S, DF
Range: touch
Duration: Instantaneous
Target: 1 skeletal body

You create a direguard, Cyric's version of the Baneguard.
Granted by: Cyric
Setting: Forgotten Realms

164. Create Ibrandlin
(Transmutation)
Level: Clr/Or 6
Casting Time: 7 hours
Components: V, S, M, DF
Range: touch
Duration: Instantaneous
Target: 1 fire lizard egg
Saving throw: none
Spell resistance: no

You change one fire lizard egg so it hatches an ibrandlin.
Material Components: 3000 gp worth of diamond dust, one fire lizard egg
Granted by: Ibrandul
Setting: Forgotten Realms

165. Create Jungle Minion
(Transmutation)
Level: Clr/Or 5
Casting Time: 1 round
Components: V, S, DF
Range: close
Duration: permanent
Target: 1 creature/3 levels
Saving throw: Fortitude negates
Spell resistance: yes

You turn one or more humanoid, crocodile, alligator, cayman or similar creature into a lesser segarran. If segarran's created by this spell fail to kill and/or consume the flesh of an enemy, Ragarra inflicts a curse on you (as bestow curse).
Granted by: Ragarra
Setting: al-Qadim

166. Create Machine
(Conjuration) [creation]
Level: Clr/Or 6
Casting Time: 1 hour
Components: V, S, DF
Range: close
Duration: special
Target: 1 mechanical creation

This spell is is used to finish creating magical automatons and constructs. It must be cast by a priest in a circle of dwarven priests linked by a combine spell, after the machine has been prepared by communal prayer, commune and animate object. The cost of the machine depends on the type being made, and the GM has final say in what sort of machine can be made. As a general rule, you can make a machine with 10 simple commands which will cost about 1000 gp/HD or 100 gp/hp if a non-creaure machine is made.
Granted by: certain dwarven gods

167. Create Mask
(Evocation)
Level: shaman 3
Casting Time: 1 week
Components: V, S, F, DF
Range: touch
Duration: permanent
Effect: 1 mask

You create a mask to serve as a focal point for contacting a specific spirit or spirit type, e.g. the tribe's ancestors or a guardian spirit. You must spend at least eight hours a day creating a masterwork mask that is worth at least 50 gp. When worn, the mask grants a +2 circumstance bonus to Charisma based rolls against the specified spirits.
Focus: a mask
Granted by: certain spirits

168. Create Minor Helm
(Transmutation)
Level: Clr/Or 5
Casting Time: 10 minutes/level
Components: V, S,F, DF
Range: close
Duration: 1 week/level
Target: 1 sitting arrangement

You turn one seat into a temporary minor helm which can move up to twice your caster level in tonnage
Focus: 1 seat
Setting: Spelljammer

169. Create Mirage
(Illusion) [figment]
Level: Clr/Or 2
Casting Time: 1 action
Components: V, S, DF
Range: medium
Duration: concentration
Effect: 10' cube/level
Saving throw: Will negates
Spell resistance: yes

You create an illusion as per minor image, except as noted here.
Setting: Dark Sun

170. Create Sanctuary
(Enchantment) [charm]
Level: shaman 4
Casting Time: 10 minutes
Components: V, S, M, DF
Range: mile
Duration: special
Effect: all animals of one type
Saving throw: Will negates
Spell resistance: yes

You designate an area up to 100 square yards as your sanctuary. You then sacrifice an animal. All animals of the same type in range are drawn to you and see you as their leader. Animals also have their Intelligence increased by one for the duration, though their personality and nature remains the same. The spell allows you communicate with the animals, though it does not grant them any special understanding of things beyond what they already know. Though you are acknowledge as the animals' leader, you must still act as a proper leader does - they are not slaves or mind controlled. The spell lasts until you cast this spell again, is dispelled, the death of all controlled animals, your death or the destruction of the sanctuary,
Material Components: one animal of the type to control

171. Create Shrine
(Evocation) [elemental]
Level: Clr/Or 7
Casting Time: special (30 minutes)
Components: V, S, DF
Range: 0
Duration: permanent
Effect: one shrine

You invest a shrine to an elemental power. First you must find a suitable location. rain shrines are located in places with natural rain, Sun shrines on mountaintops, air shrines in places with constant wind. Fire shrines must have a flame started, then sacrifice something of great value to herself and cast this spell, at which point the flame becomes eternal.
Once the shrine is created and the area cleared of dangers, you must cast this spell and mediate on the nature of your element at least eight continuous hours per day for three months. Any missed time disrupts the whole process and it must begin from the start. Once the process is finished the shrine grants you 12 hp/level that protects only agaisnt defiling damage and refreshes every 24 hours. Priests of the same element as you can use their ignore elements ability at will while in the area.
Setting: Dark Sun

172. Create Smoke
(Conjuration) [air, fire]
Level: Clr/Or 3
Casting Time: 1 action
Components: V, M, DF
Range: medium
Duration: 1 round/level
Effect: 90' radius
Saving throw: Fortitude negates
Spell resistance: no

You create a cloud of smoke that obscures vision as per obscuring mist and breathing creatures inside must make a Fortitude save or take a -4 penalty to attack rolls and skill checks. Strong winds reduced the penalty to -2.
Material Components: a spark
Setting: Dark Sun

173. Create Spiritknife
(Necromancy)
Level: shaman 2
Casting Time: 10 minutes
Components: V, S, F, DF
Range: close
Duration: permanent
Effect: 1 weapon
Saving throw: Will negates
Spell resistance: yes

You bind a spirit in range to a slashing weapon of natural material Unwilling spirits receive a saving throw to resist the spell. Bound spirits have full control over any spells, spell-like abilities and supernatural abilities they may have. The weapon has all the normal attributes of its kind but ignores all miss chance and bypasses spirits' DR and can deal full damage to incorporeal creatures. Spirits possessing creatures or objects are immune to damage and bound spirits' powers. The material used in the weapon cannot be purified, contaminated or altered beyond what is necessary beyond crafting the weapon.
Focus: the weapon in question

174. Create Spring
(Conjuration) [creation, water]
Level: shu 2
Casting Time: 1 round
Components: V, S, DF
Range: touch
Duration: permanent
Effect: 1 spring

You cause a spring to dribble out of natural rock or dirt. It pours out 1 gallon/10 mintues.

175. Create Thassaloss
(Necromancy) [evil]
Level: Clr/Or 6
Casting Time: 1 hour
Components: V, S, M, DF
Range: touch
Duration: Instantaneous
Target: 1 skeleton

You turn one inanimate skeleton into a lesser thassaloss. If an arcane caster casts feeblemind, geas, bull's strength and limited wish. If you use a wish instead of a limited wish you may insert a magical weapon or armor into the creature. In the case of weapons, all attacks have their attack and damage increased by the weapon's enhancement bonus and attcks also have any other abilities the weapon may have.
Material Components: rare oils worth 1000 gp and ghoul fluids
Granted by: Iuz
Setting: Greyhawk


1 person marked this as a favorite.

176. Hand in Hand
School: Conjuration(healing)
Level: Paladin 4, Cleric/Oracle 6, Inquisitor 6, Druid 7, Shaman 7, Witch 7
Casting time: 1 standard action
Components: V, S, DF
Range: Touch
Duration: Instantaneous or 1 min/level; see text
Target: creature touched
Saving Throw: Will negates (harmless);
Spell Resistance: yes (harmless)

Hand in Hand allows two allies to draw on each other's strength to continue fighting even in the most dire of situations.

It immediately sets both the caster's current health and the target's current health equal to the higher of the two. If this would put either target over its maximum health, it gains the excess as temporary hit points that are removed after 1 round.

The caster may choose for this spell to immediately take effect when cast, or they may choose to empower both themselves and their target. While empowered, either creature affected by this spell may touch the other as a standard action to expend the spell's effect.

177. Invert Energies
School: Necromancy
Level: Paladin 3, Antipaladin 3, Cleric/Oracle 4, Inquisitor 4
Components: V, S, DF
Range: Touch
Duration: 1 min/level
Target: creature touched
Saving Throw: Will negates
Spell Resistance: yes

Invert life twists the energies that animate and reanimate life, reversing their effects.

While affected by this spell, if the creature would be healed by positive energy, it is damaged by positive energy instead. If the creature would be damaged by positive energy, it is healed by positive energy instead. If the creature would be healed by negative energy, it is damaged by negative energy instead. If the creature would be damaged by negative energy, it is healed by negative energy instead.

Creature that would be immune to the effects of either positive or negative energy are not affected by this spell.

178. Mass Invert Energies
Level: Cleric/Oracle 8
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/level, no two of which can be more than 30 ft. apart

Functions as Invert Energies, except as stated above.

179. Zarket's Servant
School: Conjuration (creation)
Level: Wizard/Sorcerer 3, Summoner/Unchained Summoner 3, Bard 3, Magus 3, Psychic 3
Components: V, S, F (a piece of string, a bit of wood, and a clothing button)
Range: close (25 ft. + 5 ft./2 levels)
Effect: One translucent semi-intelligent servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: no

This functions as unseen servant, with the following changes:

  • The servant summoned is visible, but translucent. It can be made to either resemble the caster or may appear as a faceless featureless humanoid.
  • The servant has effective Intelligence, Wisdom and Charisma scores of 10. This can allow it to perform more complex tasks without direct instruction that an unseen servant would normally not be able to accomplish, such as sorting a pile of treasure into separate piles of gold, silver, and platinum. or delivering important missives to the correct recipients.
  • The servant has access to all knowledge and memories the caster has, though the servant still cannot use this knowledge to perform any skill check that has a DC higher than 10.
  • The servant can speak any one language, chosen at the time of casting, that the caster is capable of speaking.


  • 1 person marked this as a favorite.

    180.Aqua Weapon
    School:alteration
    Level: Sor/Wiz. 2nd. Water domain Cleric 2nd. Druid 2nd.
    Components:SM(Drop of fish oil on the weapon)
    Range:Touch
    Effect:One weapon or 3 projecties per 2 levels
    Duration:10 minutes per level
    Saving Throw:None
    Spell Resistance: Nil
    The caster temporarily rescinds the underwater combat adjustment for that weapon. It won't effect movement or grappling.


    1 person marked this as a favorite.

    181. Shallow Grave
    School: Necromancy
    Level: Cleric/Oracle 5, Sorcerer/Wizard 6, Antipaladin 4, Inquisitor 6,
    Casting Time: 1 standard action
    Components: V, S, M(dirt exhumed from a cemetery).
    Range: touch
    Duration: 1 round/level.(D)
    Target: living creature touched
    Saving Throw: Will (harmless)
    Spell Resistance: yes (harmless)

    The target cannot be killed while under the effect of this spell. Effects that would kill them, whether from damage, failed saving throw, or otherwise, instead reduce them to an amount of health equal to their negative constitution score plus 1. When this spell ends, if they are at an amount of negative hitpoints equal to or greater than their constitution score, they die as normal.

    Creatures under the effect of this spell still fall unconscious when their health is reduced below 0.


    1 person marked this as a favorite.

    182.Alchepermanancy
    School: Universal
    Level: 5
    Casting Time: 1 more round
    Components: V, S, M.
    Range: See main spell
    Duration: Permanent
    Target: See main spell
    Saving Throw: None
    Spell Resistance: None
    This is cast the round after the spell to be made permanent. Being made with diamond dust, it is always applied like a lotion.

    It can be turned into a miscellaneous magic item unguent that will make permanent the most recently cast applicable spell on the recipient.


    1 person marked this as a favorite.

    183.Energy Transfer
    School:Abjuration
    Level:6
    Casting Time:Standard Action
    Components:S,M
    Range:Short
    Duration:Ten minutes per level
    Target:2 creatures
    Saving Throw:Fort only if hostile
    Spell Resistance:Only if hostile
    The caster has a tiny box folded from parchment as the material component. They point to the source with one hand, and the destination with the other. The primary function of this is to transfer radioactivity from a fallout victim, to a robot or mutant that run on radiation.

    It also can be used to move negative levels, feeblemind, recent petrification, and other magic energy attacks. You have until the spell duration ends to bestow the energy or it will affect the caster.


    1 person marked this as a favorite.

    184:Web swinging
    School: Conjuration (summoning)
    Level: 1 alchemist,arcane, and spider domain
    Casting time: Standard Action
    Components:S,M(Dissolved animal fibers in a test tube)
    Range: short
    Duration:Ten minutes per level
    Target, saving throw, spell resistance:na
    A web line shoots out and attaches to the ceiling, tree branch, or side of building. The caster, then any friends, can swing over an obstacle such as a crevasse or river. They get one web line per 2 levels, minimum of 1. At the end of the duration, the web lines dissolve but the test tube is reusable.


    1 person marked this as a favorite.

    185: Magmatic Missile

    School conjuration [fire, earth]; Level bloodrager 4, magus 4, sorcerer/wizard 4; Domain fire 4, earth 4; Elemental School magma 4

    CASTING

    Casting Time 1 standard action
    Components V, S, M

    EFFECT

    Range medium (100 ft. + 10 ft./level)
    Target single creature or object
    Duration instantaneous (see text)
    Saving Throw Reflex negates (see text); Spell Resistance yes

    DESCRIPTION

    A magmatic missile flies out of the caster’s hand and upon a successful ranged touch attack it strikes a creature or object dealing 2d6 points of fire damage per two caster levels (maximum 10d6).
    The magma envelops the target and begins to cool rapidly. On the target’s next turn after being struck, they must make a Reflex saving throw or suffer additional 2d6 points of fire damage and become entangled. On the second round after being struck, the target must make a reflex save or suffer additional 2d6 points of fire damage and become pinned. Upon a successful Reflex save the spell immediately ends, removing all conditions and ongoing damage.
    Once pinned, the target remains so until it manages to free itself (escape artist or STR check DC = 10 + ½ caster level + spellcasting modifier) or is freed by someone else, no further Reflex saving throws are allowed. The stone casing has Hardness 8 and 15 Hit Points, but any excess damage is dealt to the encased target as the shell cracks and gives way under the blow. Outside help can attempt a Str check as a standard action to free the target without harming them further.


    1 person marked this as a favorite.

    186:True Adaptation
    School:Transmutation
    Level: Cleric/Druid/Sorc/Wizard 3,Transmuter2
    Casting time:Standard Action
    Components: V,S,M/DF(Cocoon, even used)
    Range: Touch
    Target: Living creature or creatures touched(one creature per 3 levels)
    Duration: 2 hours per level
    Saving Throw/Spell Resistance: Yes/harmless


    Organs internal and external adapt to the current environment. It can involve water breathing, Tolerance of positive energy planes(healing beyond +10 hit points is ignored),changes in pressure, stinking cloud, ect. If 2 factors are involved, duration is halved. Linking arms in a circle is considered touching.
    The effects of aboleth slime is cured, but the entire spell is consumed.

    Permanency: 7,000 in diamond dust. 10th level. The recipient is set to the new environment. Can not be dispelled.


    1 person marked this as a favorite.

    187:Petrify Wood
    Works on all dead materials.
    School:Transmutation
    Level:Cleric/Druid/Sorc/Wizard 6,Transmuter5
    Casting time:Standard Action
    Components:V,S,M/DF(Rock)
    Range:Medium(100ft+10 feet per level)
    Target 5 cubic feet per level
    Duration instantaneous
    Saving Throw/ Spell resistance Fortitude negates (object);/yes
    This spell transforms wood or any previously living matter into stone.
    It won't affect living trees


    186. True Adaptation.
    This could turn out very bad for the recipient. While I am not sure what being adapted to stinking clouds or hot environments might mean if they stop being in either. Becoming adapted to being underwater and breathing water could turn out really bad if they suddenly aren't adapted to land or being able to breathe air.

    187. I could turn a lot of shoes, leather armor, cloaks, and clothes into stone on my targets. Also, seem like a version of flesh to stone that would work on undead like skeletons, zombies, etc. Since it also can effect objects, their immunity to Fort effects would be no help.


    1 person marked this as a favorite.

    188. Spinal Tap
    School: Necromancy
    Level: Cleric 3, Sorc/Wiz 3 (etc.)
    Casting time: Standard action
    Components: V/S/F (empty vial)
    Range: Touch
    Target: Living creature
    Duration: Instantaneous and 30 minutes(see below)
    Saving Throw: Fort negates; Spell Resistance: Yes

    This spell draws an amount of spinal fluid from the target and places it in the focus. The target becomes numb and a bit dizzy from the loss, resulting in –2 penalty to attacks and skill checks involving physical activity. They must make an Acrobatics check at DC 10 (plus terrain modifiers) or fall prone if they move more than half their speed. Additionally, the target receives a +2 circumstance bonus against pain effects or spells with the pain descriptor. This effect persists for 30 minutes. A heal spell can end this effect sooner. A creature is immune to further castings of this spell as long as it has this effect active.

    The vial of spinal fluid can be used as an additional material component in the casting of spells upon the target to increase their potency (the fluid is lost, the vial remains). Cure and inflict wounds spells receive a +1 per die rolled on their results. Remove Blindness/Deafness, remove disease, and neutralize poison are cast upon the target at a +2 caster level. For other spells, the caster may choose to increase the target's save DC by 2 or count as 2 levels higher for purposes of overcoming their spell resistance.

    There can only be one vial of spinal fluid created by this spell for any individual creature at a time, even from separate casters. If a new vial is filled, any existing ones become inert and evaporate. Otherwise the vial lasts 24 hours unless preserved with magic or methods suitable for maintaining bodily fluids in a viable condition. This spell has no effect on creatures without spines, spinal columns, or equivalent organs or nervous systems.


    Pizza Lord wrote:

    186. True Adaptation.

    This could turn out very bad for the recipient. While I am not sure what being adapted to stinking clouds or hot environments might mean if they stop being in either. Becoming adapted to being underwater and breathing water could turn out really bad if they suddenly aren't adapted to land or being able to breathe air.

    187. I could turn a lot of shoes, leather armor, cloaks, and clothes into stone on my targets. Also, seem like a version of flesh to stone that would work on undead like skeletons, zombies, etc. Since it also can effect objects, their immunity to Fort effects would be no help.

    186. As long as the spell is under normal effect, they will keep adapting. If the spell ends normally(not made permanent or used to dispel Aboleth curse) the target reverts to pre spell form.

    187. Since bones are stone, the spell will not effect skeletons, even non animated ones. It's a GM call how this spell would effect zombies, if at all. I personally would allow someone to use animate dead on a petrified corpse to get a stony zombie. Double hit dice and stoneskin. Harm spells would regenerate the stoneskin. Target is 5 cubic feet per level, as in not a creature, so currently undead or constructs might be immune.


    1 person marked this as a favorite.

    189.Genetic Permanency
    School: Transmutation
    Level: 7
    Casting Time: 1 more round
    Components: V, S, M.
    Range: See main spell
    Duration: Permanent
    Target: See main spell
    Saving Throw: None
    Spell Resistance: None

    Material component is either diamond dust or an equal value of fissionable material. Costs are doubled.

    This is cast the round after the spell to be made permanent. Being made with diamond dust, it is always applied like a lotion.

    It can be turned into a miscellaneous magic item unguent that will make permanent the most recently cast applicable spell on the recipient, up to the preset limit.

    This only works on living or formally living things. As a permanent alteration, it cannot be simply dispelled.


    Lady Asharah wrote:

    185: Magmatic Missile

    School conjuration [fire, earth]; Level bloodrager 4, magus 4, sorcerer/wizard 4; Domain fire 4, earth 4; Elemental School magma 4

    CASTING

    Casting Time 1 standard action
    Components V, S, M

    EFFECT

    Range medium (100 ft. + 10 ft./level)
    Target single creature or object
    Duration instantaneous (see text)
    Saving Throw Reflex negates (see text); Spell Resistance yes

    DESCRIPTION

    A magmatic missile flies out of the caster’s hand and upon a successful ranged touch attack it strikes a creature or object dealing 2d6 points of fire damage per two caster levels (maximum 10d6).
    The magma envelops the target and begins to cool rapidly. On the target’s next turn after being struck, they must make a Reflex saving throw or suffer additional 2d6 points of fire damage and become entangled. On the second round after being struck, the target must make a reflex save or suffer additional 2d6 points of fire damage and become pinned. Upon a successful Reflex save the spell immediately ends, removing all conditions and ongoing damage.
    Once pinned, the target remains so until it manages to free itself (escape artist or STR check DC = 10 + ½ caster level + spellcasting modifier) or is freed by someone else, no further Reflex saving throws are allowed. The stone casing has Hardness 8 and 15 Hit Points, but any excess damage is dealt to the encased target as the shell cracks and gives way under the blow. Outside help can attempt a Str check as a standard action to free the target without harming them further.

    A quick question: can someone try to help the victim escape BEFORE the shell fully hardens? Say, on round 1 or 2 after the victim is initially hit? If so, would that also be a Str check and would the helper take any Fire damage by aiding the victim?

    Edit: just realized how old this spell's post was. Sorry, please disregard and carry on the brilliant work!


    1 person marked this as a favorite.

    189.Modesty
    School: Illusion
    Level: sorcerer/wizard 1 Cleric 1 Paladin 1
    Casting Time: 1 standard action
    Components: V, S.
    Range: Short or self
    Duration: Hour per level
    Target: Person or Highly graphic art
    Saving Throw: Reflex
    Spell Resistance: Yes

    All naughty bits look like blank skin. Disrupted by touch. Tattoos and markings show through if not obscene. Can be cast on clothing to conceal bulges.

    This spell is required to make magic underwear.


    1 person marked this as a favorite.

    190. Absolute Location
    (Divination)
    Level: Sor/Wiz 1
    Casting Time: 1 standard action
    Components: V, S, F
    Range: personal
    Duration: Instantaneous

    You instantly know where you are in relation to a landmark that is well known to you, e.g. a home town or port, a lighthouse, a prominent cliff, an oft visited island, etc. The accuracy is within 600 feet, so the spell is not suited to navigating shoals and reefs, but is more than enough to guide you to where you wish to go.
    Focus: a map of the world worth at least 50 gp. The map need not be accurate

    191. Airmantle
    (Conjuration) [air]
    Level: Sor/Wiz 6
    Casting Time: 1 standard action
    Components: V, S, M
    Range: personal
    Duration: 1 minutes /level

    You surround yourself with a mantle of air that provides breathable atmosphere and pressure, protecting you against the vacuum of space and any harmful gases, smokes, air-borne spores or similar non-magical hazards. The airmantle allows you to move normally in any cloud effect and reduces any hit point damage by half (or 1 quarter on a successful saving throw, if allowed). You instead gain a +4 circumstance bonus on saving throws against cloud effects that do not deal hit point damage, such as stinking cloud or cloudkill.
    Material Components: a lump of charcoal, an air bladder and a six inch metal tube

    192. Alyssindra's Summons
    (Conjuration) [Teleport]
    Level: Sor/Wiz 9
    Components: V, S, M
    Casting Time: 1 full-round
    Range: 1 planet
    Target: 1 creature
    Duration: instantaneous
    Saving Throw: Will negates
    Spell Resistance: yes

    On a failed saving throw the target is teleported to the caster's presence. The target appears in a random location within 20 feet of the caster, regardless of the safety of the area. If the target is out of range the spell has a 50% chance of summoning a random extra-planar being, which is likely to be unfriendly or hostile towards the caster.
    Material component: an item touched by the target within the last week.
    Setting: Mystara

    193. Appraisal
    (Divination)
    Level: Brd 1, Sor/Wiz 1
    Casting Time: 1 standard action
    Components: V, S, F
    Range: personal
    Duration: concentration, up to 1 round/level
    Target: 1 object per round

    You can appraise an object's value at the rate of one handled object per round. The grants a +5 bonus to your Appraise checks. The bonus increases to +10 at 5th level and +15 at 9th.
    Focus: a magnifying lens worth at least 5 gp

    194. Beneath the Surface
    (Divination)
    Level: Sor/Wiz 1
    Casting Time: 1 standard action
    Components: V, S, M
    Range: touch
    Duration: 1 round
    Target: one surface

    The surface you touch momentarily becomes transparent to your sight, allowing you to see through as though it were not there. The surface may be of any size in length and width but the spell fails if the depth is greater than three inches. The spell only allows you to see past one surface, so a double sided door with a small hollow in the middle will still prevent you from seeing the interior, and you cannot see past any organic secretions or living matter.
    Material Components: 4'' diameter piece of mica
    Known to: The Wizards Three

    195. Bind Undead
    (Necromancy)
    Level: Sorcerer/Wizard 5
    Casting Time: 1 standard action
    Components: V, S, M
    Range: medium
    Duration: 1 round/level (D)
    Target: 1 undead/level
    Saving throw: Fortitude negates
    Spell resistance: yes

    Target corporeal undead are compressed into a tight ball, unable to move. The 'ball' is usually 2-3 feet in diameter per Medium sized undead in it, with appropriate adjustments for other size categories. If cast on incorporeal undead it acts as a slow spell, even if they are normally immune to such things.
    Material Components: a bone of a creature

    196. Breach Defenses
    (Abjuration)
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: close
    Target: 1 creature
    Duration: 1 r/level
    Saving Throw: Will negates
    Spell Resistance: yes

    Target creature loses all damage reduction and special protections from types of weapons, becoming vulnerable to normal weapons. An incorporeal creature takes full damage from non-magical weapons, lycanthropes lose their DR /silver, oozes take full damage from piercing etc.
    Material components: 1 glass marble and 1 iron marble
    Setting: Mystara

    197. Celestial Host
    (Evocation) [good]
    Level: Sor/Wiz 9
    Casting time: 1 standard action
    Components: V, S, M
    Range: long
    Duration: Instantaneous
    Area: 50' radius
    Saving throw: none
    Spell Resistance: yes

    You conjure up phantom images of powerful celestial forces that each make an illusory attack against all creatures in the area. The creatures depicted are: one astral deva with Mace of Disruption, a phoenix with a firestorm, a solar aasimon with a celestial bow, and a gold dragon with an energy wave. All evil creatures in the area take 20d6 points of holy damage. Neutral creatures take half damage and good creatures take no damage.
    Material Components: a minor body part (e.g. a feather, scale, lock of hair, etc.) from each of the creatures represented in the spell, freely given
    Setting: Planescape

    198. Chromatic Blade
    (Evocation) [light]
    Level: Sor/Wiz 5
    Casting Time: 1 standard action
    Components: V, S, M
    Range: 0
    Duration: 1 round/level (D)
    Area: 1 blade
    Saving throw: Fortitude partial
    Spell resistance: yes

    You create a shining beam of light about the size of a longsword that deals 2d10+1 points of damage (+ Strength modifier) per attack. The 'blade' is all edge and injures at the slightest touch. The blade protects the bearer against color spray and cancels that spell altogether. The blade also protects against prismatic spray though the blade loses 2d6 rounds of duration. It can also be used to cancel a single color in a prismatic wall/sphere.
    Material Components: a dagger set with seven gems of different colors, worth a total of 100 gp

    199. Circle
    (Transmutation)
    Level: Sor/Wiz 1
    Casting Time: 1 round per participant
    Components: V, S
    Range: touch
    Duration: special
    Area: wizard's touched

    You create a magical circle with other wizards focusing on you. For each wizard other than you in the circle your effective Intelligence increases by 2 for purposes of spell DCs and bonus spells. Participating wizards cannot be specialists with opposition schools to yours. When cast, you prepare spells in the circle. Once the spells are prepared you may leave and dissolve the circle, retaining the bonus spells and increased DC for any spell prepared while in the circle. If any participant leaves the circle, dies or falls unconscious before you have prepared your spells, the circle fails and you gain no benefit from it.
    Known to: Red Wizards
    Setting: Forgotten Realms

    200. Circle of Blindness
    (Necromancy)
    Level: Sor/Wiz 8
    Components: V, S
    Casting Time: 1 standard action
    Range: long
    Area of Area: 30' radius ementation
    Duration: 10 minutes/level
    Saving Throw: none
    Spell Resistance: yes

    All targets in the area of effect are rendered blind and deaf, and no magical, supernatural or extraordinary means of perceiving things based on sight or sound function. Divinations like detect spells, locate spells, scrying, true seeing, echolocation, darkvision etc. are all negated. Find the path still functions, as do the other senses and magical effects that affect them. The sphere is immobile and leaving it restores sight and sound to creatures.

    201. Claw Aura
    (Evocation) [as breath]
    Level: Sor/Wiz 2
    Casting Time: 1 standard action
    Components: V
    Range: personal
    Duration: 1 round/2 levels (D)

    Your claws are enveloped in an aura that reflects your breath weapon (if you have more than one, choose between them). In the case of damaging breath weapons, your claw attacks deal extra damage equal to your base claw damage (e.g. +4d6 for colossal dragons) of the same type of damage as your breath weapon.
    If you choose a non-damaging breath, your claw attacks inflict the same effect as your breath on creatures struck, though the DC to resist is the same as this spell.
    Known to: dragons

    202. Climate
    (Evocation)
    Level: Sor/Wiz 3
    Casting Time: 1 standard action
    Components: V, S
    Range: 0
    Duration: 1 hour/level
    Area: 20' cube

    You alter the local environment to suit your tastes. You may set the temperature from -50 to +150 F, have the air as dry or as wet as you please, set up small breezes or prevent any air movement except that in your immediate area caused by creatures moving. It cannot render harmful environments harmless, or harmless environments harmful (except as already noted, should such conditions prove harmful to certain beings).
    Setting: Mystara

    203.Cleaving, lesser
    (Transmutation)
    Level: Sor/Wiz 7
    Casting Time: 1 standard action
    Components: V, S, special
    Range:: medium
    Duration: Instantaneous
    Target: one creature you can see

    You instnatly cut a hole through all physical barriers and all magical ones of 6h level or less. Cleaving leaaves a 1' diameter hole through which you can target attacks or spell effects. Once the cleaving is complete you can elect to instantly teleport straight to the target's side. This teleportation link even extends to beyond visual range should the target teleport away before the end of this spell. Additionalyl, the teleport link allows you to unerrignly strike the target with a single melee attack or touch attack on the following round. Casting this spell inflicts 14 points of damage on you and strips a randomly prepared spell from your mind. If you have no other spells prepared, it drains two charges from a randomly chosen magic item you have. If you have charged or single-use items, a permanent item is suppressed for 1d3 days. If you have no magic items on you, you suffer 2d10 permanent hit point drain.
    known to: Magisters
    Setting: Forgotten Realms

    204. Cloak of Warding
    (Abjuration) [force]
    Level: Sor/Wiz 3
    Casting Time: 1 standard action
    Components: V, S
    Range: personal
    Duration: special, up to 1 round/level

    You wrap yourself in an ablative layer of force that absorbs 5 hit points/ level (maximum 60) of any type of damage from any source.
    Setting: Mystara

    205. Compose Mind
    (Abjuration)
    Level: Sor/Wiz 4
    Casting Time: 1 standard action
    Components: V, M
    Range: personal
    Duration: 1 minute/level

    You are immune to pain and fear, including naturally occurring fears and phobias, itching, irritation, and disorientation (e.g. confusion) and 1st or 2nd level effect that targets emotions, e.g. cause fear or Tasha's uncontrollable hideous laughter
    You also gain a +4 bonus to concentration checks and on Will saves.
    Material Components: a stick of incense

    206. Counterspell Immunity
    (Abjuration)
    Level: Sor/Wiz 4
    Casting Time: 1 round
    Components: as the spell protected against
    Range: touch
    Duration: special
    Target: creature touched

    The target becomes immune to a specific spell. You must know the spell or have it available on a scroll. The spell lies latent until the target is exposed to the spell, then is active for 1 round/level.
    Setting: Mystara

    207. Curse of Forgetfulness
    (Enchantment) [curse]
    Level: Brd 6, Sor/Wiz 7
    Casting Time: 1 standard action
    Components: V, S
    Range: touch
    Duration: permanent
    Target: 1 spellcaster
    Saving throw: none
    Spell resistance: yes

    The target loses the ability to comprehend and prepare certain spells, or in the case of spontaneous casters they lose one spell known. Each day, starting immediately upon the casting of this spell, the knowledge of one spell is lost, including the ability to re-learn them, use spell completion or spell-trigger effects with that spell. The target may learn other spells as normal but cannot learn lost spells. A break enchantment coupled with limited wish, wish or miracle is necessary to remove this effect.

    208. Cyclone Chariot
    (Conjuration) [air]
    Level: Sor/Wiz 7
    Casting Time: 1 standard action
    Components: V, S
    Range: 0
    Duration: 1 round/level
    Area: up to 8 creatures within 30 feet
    Saving throw: Reflex negates
    Spell resistance: no

    You create a whirlwind in the area that lifts you and the other target creatures in the air to a maximum height of 20 feet and ferries you along at a speed of 120 (poor) around. The winds render all ranged attacks against you useless and grant a +6 cover bonus to melee attacks made by creatures not on the cloud. You can run over creatures in the path of the chariot affecting them as an air elemental's vortex (reflex negate)

    209. Damage Link
    (Abjuration)
    Level: Sor/Wiz 5
    Casting Time: 1 standard action
    Components: V, S, M
    Range: special
    Duration: permanent
    Target: two objects, no more than 5' cube

    You create a link between two objects of roughly the same size, which you must touch at the time of casting. After this the two objects can be anywhere on the same planet without the link breaking. Damage dealt to one of the objects is transmitted entirely to the other. Once one object is destroyed, the other takes damage normally.
    Known to: Spielbuk Spayle

    210. Damage Mirror
    (Evocation)
    Level: Sor/Wiz 2
    Casting Time: 1 standard action
    Components: V, S, M
    Range: personal
    Duration: special
    Area: 10' radius
    Saving throw: Fortitude negates
    Spell resistance: yes

    This spell hangs for up to one round per level until triggered. If you are subjected to a melee attack all creatures in the area suffer the same amount of damage. The effect lasts only a single attack.
    Material Components: crushed glass from a broken mirror
    known to: Old Empires
    Setting: Forgotten Realms

    211. Demand
    (Enchantment) [compulsion]
    Level: Brd 6, Sor/Wiz 8
    Casting Time: 10 minutes
    Components: V, S, M
    Range: unlimited
    Duration: special
    Target: 1 creature
    Saving throw: Will negates (save made at -2 penalty)
    Spell resistance: yes

    As sending but you may make it a [/i]suggestion[/i] as well.
    Material Components: a pair of small copper cylinders with a wire between them and some hair or nail clippings or similar from the target

    212. Devastate
    (Evocation)
    Level: Sor/Wiz 8
    Casting Time: 1 standard action
    Components: V, S, M
    Range: personal
    Duration: 1 round/level

    Your spells become far harder to resist and deal far more damage than normal. Spell DCs increase by 2 and damage is increased by +2 per die, though the spell cannot deal more damage than its normal maximum.
    Material Components: a gold pendant worth 1000 gp, which must be worn on the neck slot

    213. Diffuse Damage
    Necromancy
    Sor/Wiz 4
    Range: Close (20 ft. +5 ft./level)
    Area of Area: 20 foot radius
    Components: V, S
    Casting time: 1 standard action

    You designate 1 primary target and any number of secondary targets within the area. All targets must be willing, or else they are simply excluded from the spell. The effect centers on and moves with the primary target. While the spell is in effect, all damage dealt to the primary target is spread equally among all secondary targets in the area. Secondary targets that move outside the area are not affected by the spell until they return to the area. Any damage that does not divide evenly among the secondary targets is applied to the primary target. e.g. if you are the primary target and have five secondary targets, a blow dealing 12 points of damage to you would deal 2 points of damage to you and your five secondary targets. but a blow dealing 14 points would deal only 2 to your secondary targets and 4 to you.
    Once the primary target or any secondary target is reduced to 0 hit points, the spell ends.

    214. Dig
    (Transmutation)
    Level: Sor/Wiz 4
    Casting Time: 1 standard action
    Components: V, S, M
    Range: close
    Duration: concentration, up to 1 round/level
    Area: 5'cube/round
    Saving throw: special
    Spell resistance: special

    You dig one 5' cube of earth or sand per round, throwing it out equally around the edges of the hole unless you wish to pile it in some other fashion. For every 5 feet past 20' deep you dig there is a 15% chance of the whole collapsing. Creatures in a square that is excavated get a Reflex save to avoid falling in the pit, dodging to either side. If cast on creatures made of earth or stone dig deals 4d6 damage but allows spell resistance and a Fortitude save for half.
    Material Components: a miniature shovel and bucket

    215. Disarm
    (Transmutation)
    Level: Sor/Wiz 1
    Casting Time: 1 standard action
    Components: V, S
    Range: touch
    Duration: Instantaneous
    Target: 1 creature
    Saving throw: Reflex negates
    Spell resistance: yes

    You knock one item out of the target's hand, 1d4 squares in a random direction.

    216. Disarm, Major
    (Abjuration)
    Level: Sor/Wiz 4
    Casting Time: 1 standard action
    Components: V, S, M, F, DF
    Range: close
    Duration: 1 minute/level
    Area: 10' cube/level
    Saving throw: none
    Spell resistance: yes

    All mundane mechanical traps and triggers and alarms in the area are rendered inoperable for the duration. They are not disarmed, merely suspended.
    Material Components: a set of lock picks and some gum

    217. Dispel Enchantment
    (Abjuration)
    Level: Sor/Wiz 8, witch 8
    Casting Time: 1 standard action
    Components: V, S, M
    Range: touch
    Duration: 1 round/level (D)
    Area: 120' radius
    Saving throw: special
    Spell resistance: no

    Choose one:
    Spell negation field: A more limited version of antimagic field, all spells in the area in effect at the time of casting and throughout the duration are immediately dispelled. All spells in the area afterwards are subject to a dispel magic effect from you, and all potions must make a Fortitude save or be destroyed. Your spells are not affected by this spell.
    Item suppression field: magic item in the area are rendered inert for the duration, without save.
    In either case, if you fail to dispel or suppress a spell or item, that effect is immune to this spell for the rest of its duration.
    Material Components: a token of meteoric iron worth 1000 gp

    218. Duo-dimension
    (Transmutation)
    Level: Sor/Wiz 7
    Casting Time: 1 standard action
    Components: V, S, M
    Range: personal
    Duration: 1 round/level

    You reduce yourself to infinitesimal thickness, leaving you with only height and width. You are undetectable when viewed from side on without the aid of true seeing or similar effects. You can slip through anything that is not completely solid, passing through even air-tight seals. When attacked side on you take no damage and take double damage when attacked from the front. Part of your essence is shifted to the Astral plane so this spell does not work on planes not adjacent to the Astral, and there is a 25% chance per casting of attracting the attention of something on that plane.
    Material Components: a flat ivory figure of yourself encrusted with gems, worth 500 gp

    219. Elude Blow
    (Abjuration)
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 immediate action
    Range: personal
    Duration: instantaneous

    You automatically dodge 1 melee attack (including touch attack spells). Attacks from creatures mostly immune to magic like golems, immortals, demigods and creatures with more HD than your caster level are not affected by this spell.
    Setting: Mystara

    220. Estate Transference
    (Conjuration) [teleport]
    Level: Sor/Wiz 9
    Casting Time: 10 minutes
    Components: V, S, M, F
    Range: 0
    Duration: Instantaneous
    Area: up to 2 square miles/level and up to 50 feet deep

    You transfer an area of the Prime to an Elemental plane of your choice. The transported area is in a tiny pocket that prevents damage from the surrounding environment (as on the Plane of Fire) and maintains proper atmosphere and temperature of the original location.
    Material Components: stakes made of composite element of the appropriate type, spaced no more than 5 feet apart on the perimeter of the area.
    Focus: the appropriate item of: censer of controlling air elementals, brazier of controlling fire elementals, stone of controlling earth elementals or bowl of controlling water elementals. The item is placed in the center of the area and cannot be used or moved without ending the protection

    221. Fallion's Fabulous Fireball
    (Evocation) [fire]
    Level: Sor/Wiz 5
    Casting Time: 1 standard action
    Components: V, S, M
    Range: long
    Duration: Instantaneous
    Area: 5-20 foot radius
    Saving throw: Reflex half
    Spell resistance: yes

    This version of the standard fireball has its damage cap increased to 15d6, a variable radius, from 5 to 20 feet in radius, and can make one 45 degree (or less) turn per level along its path. You can mix and match the degrees of turns as you wish so long as the total does not exceed 45 x level. You may send the fabulous fireball around corners and turns you cannot directly perceive but it will explode upon impact if something is in the way.
    Material Components: a pinch of sulfur and bat guano

    222. Fumble
    (Enchantment)
    Level: Sor/Wiz 4
    Casting Time: 1 standard action
    Components: V, S, M
    Range: medium
    Duration: 1 round/level
    Area: 20' radius emanation
    Saving throw: Will special
    Spell resistance: yes

    All creatures in the area become clumsy and uncoordinated. Movement causes a target to trip and fall prone and held items are dropped. A successful Will save negates the effect, and a new save is required each round spent in the area.
    Material Components: a dab of fat

    223. Gaze Reflection
    (Abjuration)
    Level: Sor/Wiz 3
    Casting Time: 1 standard action
    Components: V, S
    Range: personal
    Duration: 1 round/level

    You protect yourself from all gaze attacks and reflect any you would be subject to back upon its origin.


    1 person marked this as a favorite.

    224. Mental Wall
    (Abjuration/Psychic)
    Level: Sor/Wiz 0, Cleric/Pal/Bard/Druid 1, Most Occult Classes 0
    Casting Time: 1 immediate action
    Components: Thought
    Range: personal
    Duration: 5 rounds + concentration

    A medium can not use this spell. A kineticist can gain it as an earth wild talent. The thought component is the visualization of a wall. A Stone wall for kineticists. Otherwise any wall that is not transparent should work. While in effect any attempt at mental contact results in the image of the wall surging back at them. For non telepathic spells such as sleep or symbols that require a will save it gives +4 to that will save.


    Dot


    225. Summon Fire Dragons
    (Evocation) [fire]
    Level: Sor/Wiz 6
    Casting Time: 1 standard action
    Components: V, M
    Range: medium
    Duration: 1 round/level
    Area: special
    Saving throw: Reflex half
    Spell resistance: yes

    You summon 1d10 tongues of fire in a five-foot cluster. The cluster moves along the ground at a speed of 180, and has a reach of 30 feet. Each tongue makes an attack with a +11 bonus and deals 4d6 points of fire damage. Each target struck receives a saving throw for half damage.
    Material Components: a strip of paper soaked in coal oil, sulfur and saltpeter
    Setting: Arabian

    226. Summon Ghost
    (Necromancy)
    Level: Sor/Wiz 5
    Casting Time: 1 minute
    Components: V, S, M
    Range: close
    Duration: 1 round/level or special
    Area: one or more ghosts
    Saving throw: none
    Spell resistance: no

    You summon one more ghosts, with no more total HD than your cater level, to a maximum of one ghost per 5 levels. Similar to summoning extrapalanr creatures, you must have a special summoning circle, usually a variant of protection from evil, else the ghosts will attack you. If appropriately contained you may order the ghosts to attack your enemies. Alternatively, you may geas them, which supercedes the normal duration. Finally, you can leave them trapped in the circle, though any obscuring of or damage to the circle will break it and set the trapped ghosts free.
    Material Components: various items of value to the ghosts, preferably personal belongings

    227. Summon Greater Shadow
    (Necromancy) [evil]
    Level: Sor/Wiz 7
    Casting Time: 1 standard action
    Components: V, S, M
    Range: close
    Duration: 1 round/level
    Area: special

    You summon a greater shadow which you may control.
    Shadow Callers can learn and cast this spell as an Illusion (shadow) spell.
    Material Components: two pieces of smokey quartz and some glue
    Known to: the First Book of Shadows

    Summon Herd Animal
    (Enchantment) [compulsion]
    Level: Shaman 4
    Casting Time: 1 round
    Components: V, S, DF
    Range: 6 miles
    Duration: 1 hour or until the herd has arrived
    Target: 1 herd of mundane animals
    Saving throw: none
    Spell resistance: yes

    You cause one herd of mundane animals to come to you at their top speed. Once they have arrived they will act normally, which will usually be to stop and regain their breath.
    Known to: Ethengari shaman
    Setting: Mystara

    228. Summon Lesser Animal Spirit
    (Conjuration) [summoning]
    Level:v Sha 4
    Casting Time: 1 round
    Components: V, S, DF
    Range: medium
    Duration: 1 minute/level
    Effect: 1/2 level in HD

    You summon a number of lesser animal spirits to aid you. They will turn into anthropormiophised versions to fight or do anything requiring hands but will otherwise can be either in animal or human form as they wish. They will do any task required of them. Additional castings of this spell will not summong more spirits but instead prolong the duration.
    Known to: Ethengari shamans
    Setting: Mystara

    229. Summon Shadow Spirit
    (Necromancy) [evil]
    Level: Clr/Or 4, Sha 4, witch 4
    Casting Time: 1 standard action
    Components: V, S, DF
    Range: touch
    Duration: special
    Target: creature touched
    Saving throw: Fortitude negates
    Spell resistance: yes

    This spell is reponsible for shaping the Eshowe culture for generations, and only a few remote tribes are free of its taint. The target's shadow is drawn into the target, forever preventing them from casting a shadow. While the common belief is that this spell returns their soul (the shadow) to the body, what actually happens is that an undead shadow is summoned and bound to the target. This grants the target undead immunities to mind-affecting and paralysis effects, and gains DR 5/magic. This binding causes a slow but inexorable alignment shift to Chaotic Evil and there is a 1% cumulative chance per year that the target turns into a shadow.
    Granted by: Ewshowdow
    Setting: Forgotten Realms

    230. Summon Spirit
    (Necromancy) [language dependent]
    Level: Sor/Wiz 4, witch 3
    Casting Time: 10 minutes
    Components: V
    Range: close
    Duration: 1 minute/level
    Area: 1 spirit
    Saving throw: none
    Spell resistance: no

    You raise the spirit of a single dead humanoid creature to answer your questions. The base chance of the spirit answering you is 50%, modified by
    +1/level
    +5 if you have 5 or more ranks in Knowledge (spirit lore) (alt. K. religion)
    +10 if you are a Witch or Necromancer
    -5 if subject has been dead more than a month
    -10 if subject has been dead longer than a year
    -15 if dead longer than 10 years
    -20 if dead longer than 100 years
    -30 if dead longer than 500 years
    -50 if dead longer than 1000 years
    -25 if cast during the day
    +10 if cast during a full moon
    +25 if cast on a night associated with the dead
    +10 if a relative is present
    -10 per time summoned this month
    There is never more than a 95% chance of success or less than 5%. A failed attempt has a chance of attracting a hostile spirit, often an incorporeal undead. If successful the spirit answers one question per three levels, rounded up.
    The spirit's answers are generally cryptic and evasive but not false. Questions about the future are treated as an augury.

    231. [Pholtus'] Sunburst
    (Evocation) [light]
    Level: Clr/Or 4
    Casting Time: 1 standard action
    Components: V, DF
    Range: medium
    Duration: Instantaneous
    Area: 40' radius burst
    Saving throw: special (Reflex partial)
    Spell resistance: yes

    You create a bright flash that blinds all creatures in the area for 1 round (Reflex negates). Undead take 6d6 points of damage, no save.
    Granted by: Pholtus
    Setting: Greyhawk

    232. Sunflare
    (Evocation) [fire]
    Level: Sor/Wiz 8
    Casting Time: 1 standard action
    Components: V, S
    Range: long
    Duration: Instantaneous
    Target: 1 ship
    Saving throw: special
    Spell resistance: no

    You envelop target vessel in flames that from Firefall. This deals 5d6 points of damage to the target ship's rigging, sails, external weapons and hull and all creatures on deck, and everything catches on fire. Everything is allowed a Reflex save for half damage and to avoid catching on fire. Additionally, all creatures must make a Fortitude save or be stunned 1d4 rounds.
    This spell can only be cast near Firefall
    Setting: only known to Sun Mages in Spelljammer

    233. Sunscorch
    (Evocation) [light]
    Level: Clr/Or 1
    Casting time: 1 standard action
    Duration: Instantaneous
    Range: close (25 ft. +5 ft./2 levels)
    Area: 1 creature
    Components: V, S
    Saving throw: Reflex negates
    Spell resistance: yes

    This spell creates a brilliant ray of scorching heat that slants down out of the sky to strike on creature of the caster’s choice. Any creature struck by the ray sustains 1d6 points of damage per two levels, to a maximum of 5d6. Undead creatures and monsters vulnerable to light take 1d6 +2 points per level of caster, up to +20. In addition to sustaining damage, living victims who fail their save are also blinded for 1d4 rounds by the spell.
    The sun must be in the sky when Sunscorch is cast, or the spell fails. It cannot be cast underground, indoors or in hours of darkness, although overcast sky doesn’t hinder the casting.
    Known to: Sun and Fire clerics
    Setting: Dark Sun

    234. Sunscream
    (Evocation) [light]
    Level: Sor/Wiz 9
    Casting Time: 1 standard action
    Components: V, S, 20 permanent hp
    Range: special
    Duration: Instantaneous
    Area: all creatures except yourself
    Saving Throw: none
    Spell Resistance: yes

    All creatures within 1 mile of you are subjected to a shout effect at no save. All creatures within 5 miles see a fiery image of you in the air. Other Sun Mages rarely ignore such a call for help. You can only cast this spell while in full sunlight.
    known to: known to the Sun Mages in Spelljammer
    Setting: Spelljammer

    235. Survival
    (Abjuration)
    Level: Clr/Or 8, Drd 8, sha 8, witch 8
    Casting Time: 1 standard action
    Components: V, S, DF
    Range: touch
    Duration: 1 hour/level
    Target: willing creature touched

    The target is immune to all damage from natural conditions in whatever terrain he is in, including heat, cold, acid, smoke, poisonous air, radiation, etc., and need not eat, drink, sleep or breathe for the duration.

    236. Swan Song
    (Necromancy)
    Level: Sor/Wiz 7
    Casting Time: 1 standard action
    Components: V
    Range: 0
    Duration: 1 rround/level
    Area: 25' radius
    Saving throw: Fortitude half
    Spell resistance: yes

    This spell can only be cast when the caster is at 10% HP or less, rounded up. Creatures in the area of effect lose as many hit points as you have left, and all drained hit points are transferred to you. Creatures who make a successful saving throw lose only half the amount. This is not healing and unlike normal temporary hit points, any further damage is applied to your regular hit points first. When the spell expires, any remaining temporary hit points disappear, possibly leaving the caster dead.

    237. Tempest Cone
    (Evocation) [force]
    Level: Sor/Wiz 9
    Casting Time: 1 standard action
    Components: V, S
    Range: touch
    Duration: 1 round/level
    Target: creature touched
    Saving throw: none
    Spell resistance: yes

    You create a shadowy cone of force around the target, with the point a few feet above its head and mobile with the target. The cone absorbs all spells thrown at it and converts them into magic missiles, at the ratio of one missile per spell level. The missiles can be targeted and fired as a standard action, otherwise as a the spell magic missile. If not used within one round, absorbed spell energy is lost. If the cone ever has more than your caster level in spell levels absorbed at any one time it explodes dealing 2/spell level points of damage to the target and stuns him for 1d4 rounds.

    238. Temporal Anomaly
    (Transmutation)
    Level: Clr/Or 9
    Casting Time: 1 full-round action
    Components: V, S, M, DF
    Range: personal
    Duration: 2d4 subjhective rounds

    You get transported into an alternate time stream where you get a few rounds of action. You can cast spells, use items, make attacks, move objects around, etc. Other creatures act normally within this alternate time. At the end of your subjective rounds the two time-streams merge, and to all others than you it merely appears you have cast a spell. The actions you undertook in the alternatie timeline remain in effect, appearing to others as having suddenly occurred with no cause.
    Material Components: powedered ruby worth 1000 gp
    Granted by: Labelas Enoreth

    239. Temporal Freedom
    (Chronomancy)
    Level: Sor/Wiz 8
    Casting Time: 1 round
    Components: V, S, M, 6 months of your life
    Range: touch
    Duration: up to 1 day
    Target: creature touched

    The target is protected from any time altering effects including temporal stasis, time stop cast by other creatures (giving you an equal amount of apparent rounds), Phezult's sleep of ages or other chronomancy spells or effects of less than divine power that would affect you. Once the spell has protected you against one effect, it ends. In the case of persistent effects, temporal freedom protects you against a single effect for up to one day, even if you exit and reenter the area.
    Material Components: a pinch of bone dust

    240. Tenfold Ironguard
    (Abjuration)
    Level: Clr/Or 6
    Components: V,S,M,DF
    Duration: 1 round/level
    Area: 1-10 creatures
    Saving throw: special
    Spell resistance: special

    You render up to ten willing beings immune to damage from all metal weapons. Metal passes through their bodies as if it were non-existent. The beings can pass through solid metal as if it did not exist, but nonmetal elements will stop them (such as wooden handles on iron doors, or wooden spear shafts). Effects transmitted through metal, such as electricity, spells, energy weapons, etc. still function normally, as does the magical bonus (though not any strength or specialization bonuses).
    The caster can designate one metal item held by a recipient (one each) to be unaffected by the spell.
    This spell cannot be ended earlier, nor can any known non-divine source cause it to end before its full time is up (Dispel Magic, Dispel Enchantment, Mordenkainen’s Disjunction having no effect, though an antimagic Field will suppress it)
    The material components are a handful of iron filings and a drop of aqua regia.
    Granted by: Helm
    Setting: Forgotten Realms

    241. Tentacle of Withering
    (Necromancy)
    Level: Clr/Or 6
    Casting Time: 1 standard action
    Components: V, S, DF
    Range: personal
    Duration: 1 round/level (D)
    Area: 1 tentacle
    Saving throw: Fortitude partial
    Spell resistance: yes

    You turn one of your arms into a pallid grey rubbery tentacle that can stretch from your normal arm length up to 35 feet. The tentacle is sitcky (allowing easy grasping of surfaces) and fully prehensile though any rolls made to manipulate objects or make attacks with the limb take a -2. The tentacle grants you a constrict attack that deals 1d8+1/level (max +20). You can also deliver a withering touch attack that deals 1d8+1 points of negative damage and numbs the struck limb for one round. Arms become limp and drop what they hold, legs become useless, staggering the target, the head loses ability to see and hear. You cannot cast spells with somatic components while using this spell. After the spell ends your am takes one round to revert to its normal shape during which time it is useless.
    Granted by: Moander the Darkbringer
    Setting: Forgotten Realms

    242. Threefold Boon
    (Transmutation)
    Level: Clr/Or 5
    Casting Time: 1 standard action
    Components: V, S, DF
    Range: touch
    Duration: 3 rounds
    Target: 1 willing creature

    The target receives three attempts at all attack rolls, saving throws, ability checks and skill checks.
    Granted by: Tymora
    Setting: Forgotten Realms

    243. Threnody
    (Enchantment) [compulsion]
    Level: Brd 1, Clr/Or 1
    Casting Time: 1 standard action
    Components: V, DF
    Range: 0
    Duration: concentration
    Area: 30' radius emanation
    Saving throw: Will negates
    Spell resistance: yes

    Creatures in the area see all undead as being deceased loved ones. Affected creatures take a -2 penalty to attack and damage rolls against such undead.
    Granted by: Kiaraansalee
    Setting: Forgotten Realms

    244. Throbbing Bones
    (Necromancy)
    Level: Sor/Wiz 5
    Casting Time: 1 standard action
    Components: V, S, M
    Range: close
    Duration: 1 round/level
    Target: 1 creature
    Saving throw: Fortitude partial
    Spell resistance: yes

    Target's bones begin to throb and pulsate, causing painful vibrations that affect its body control. Target suffers a -4 penalty to AC and takes 2d4 points of damage per round (save for half damage).
    Material Components: a small bone that has been snapped in half.

    245. Thunder Drum
    (Enchantment) [fear, mind affecting, sonic]
    Level: shaman 3
    Casting Time: 1 round
    Components: V, S, F, DF
    Range: touch
    Duration: Instantaneous
    Area: 120', special
    Saving throw: Will partial
    Spell resistance: yes

    You beat a drum and cause panic and injury in all creatures within 120'. All creatures within 10' of you are immune to this are immune to the effects but beyond this all creatures are pnicked and take 1d4/level (max 10d4) points of sonic damage. A successful saving throw negates the panic and result ins half damage.
    Focus: a ritual drum
    Known to: Atruighani shamani
    Setting: Mystara

    246. Timewarp
    (Transmutation)
    Level: Clr/Or 9
    Casting Time: 1 standard action
    Components: V, S, DF
    Range: touch
    Duration: Instantaneous
    Target: creature touched
    Saving throw: none
    Spell resistance: yes

    You send the target up to two minutes back in time to undo one act. Everything after that is redone. with the minimum changes necessary to adjust for the new action taken in place of the old one. This spell. ages you 1 year.
    Granted by: Thoth
    Setting: Forgotten Realms

    247. Travel
    (Conjuration) [teleport]
    Level: Clr 8, Sor/Wiz 8
    Casting Time: 1 standard action
    Components: V, S
    Range: personal
    Duration: 10 minutes/level

    You can fly as the spell except that your speed is 120 (good). You and any other creature touching you (up to 1/5 levels) may enter an adjacent plane by concentrating for one round (no chance of error for determining where you end up). You cannot travel to more than one plane per 10 minutes. You may also enter or exit gaseous form by concentrating for one round. In gaseous form (as the spell) your fly speed is doubled.

    248. Ultravision
    (Transmutation)
    Level: Sor/Wiz 4
    Casting Time: 1 full-round action
    Components: V, S, M
    Range: touch
    Duration: 1 hour/level
    Target: creature touched

    The target gains low-light vision, darkvision 90, the ability to see 30 feet through any smoke, mist or similarly obscuring gases or magical darkness
    Material Components: black agate worth 50 gp

    249. Unbinding
    (Abjuration)
    Level: Sor/Wiz 9
    Casting Time: 1 full-round action
    Components: V, S, M
    Range: 0
    Duration: 3 rounds
    Area: 20' radius emanation
    Saving throw: none
    Spell resistance: yes

    You create an area centered on and mobile with you that destroys all spells that contain, constrain or seal things. It negates charms, compulsions, arcane lock, temporal stasis, slow, time stop and similar effects. It also eliminates effects like statue and magic jar, snuffing out the life force of any creature within. It also releases all held magic from effects like magic mouth, contingency, imbue with spell ability, etc. which immediately take effect with a range of 0. Protection spells are not affected, and bound creatures such as familiars or animal companions are not affected. You can also make a caster level check to dispel curses such as from bestow curse. Petrification or lycanthropes are not affected
    Material Components: a lodestone and a pinch of salpetre

    250. Unceasing Vigilance of the Holy Sentinel
    (Transmutation)
    Level: Clr/Or 5
    Casting Time: 10 minutes
    Components: V, S, M, DF
    Range: touch
    Duration: 1 hour/level
    Area: 5' radius sphere

    You inscribe a circle with magical runes that improve your ability to guard. While inside the sphere you can:
    - gain darkvision 60
    - see invisible in 60'
    - need not eat, drink or rest
    - immune to fear, sleep and charms
    The spell ends if you leave the circle, and once the spell ends you must rest 10 minutes for each hour spent in the circle.
    Material Components: powdered sapphire worth 1000 gp and a vial of holy water

    251. Unearthly Choir
    (Evocation) [sonic, cooperative]
    Level: Brd 3, Clr/Or 3
    Casting Time: 1 standard action
    Components: V, DF
    Range: 0
    Duration: Instantaneous
    Area: special
    Saving throw: special
    Spell resistance: yes

    You join your voice with at least two other casters within 10 feet to create a devastating cone of sound. The exact effect depends on the number of casters.
    Trio: 120' cone burst that deals 2d6 points of sonic damage, Fortitude for half damage. Undead save at -2.
    Quartet: 120' cone burst that deals 2d6 points of damage and affected creatures are deafened for one round, fortitude save for half damage and no deafening. Undead receive no save.
    Quintet: As the quartet except that the damage is 3d6 points of damage, and all crystalline, ceramic, etc. items are destroyed on a failed save.
    Ensemble: Six to ten casters produce a 180 foot cone burst that deals 1d6/ caster and deafens all creatures in the area for 1d4 rounds, fortitude save for half damage and duration of deafen (minimum 1 round). undead creatures of 3 HD or less are destroyed on a failed save and take full damage on a successful one. Other undead are not afforded a save.
    Choir: Eleven or more casters produce a 300 foot cone that deals 1d8 points of sonic damage per caster, maximum 20d8, and area permanently deafened. A successful Fortitude save halves the damage and reduces deafening to 1d10 rounds. undead of less than 5 HD are destroyed on a failed save and take full damage on a successful one.

    252. Vampire Dagger
    (Necromancy)
    Level: Sor/Wiz 6
    Casting Time: 1 standard action
    Components: V, S, M, F
    Range: touch
    Duration: 1 round/level
    Area: 1 dagger
    Saving throw: Fortitude negates
    Spell resistance: no

    You enchant a dagger to steal life force from targets struck by it and transfer it to the wielder. On each successful strike, the target loses 1 hp/2 levels in addition to normal damage (Fortitude save for each strike to negate the extra damage). Any hit points gained over the wielder's maximum are stored as temporary hit points that last as long as the spell. Only living creatures with blood can transfer their life force to the wielder.
    Focus: a specially prepared dagger made of silver and crushed vampire bone worth at least 2000 gp
    Material Components: a vampire's fang

    253. Vampiric Mist
    (Necromancy) [cold, evil]
    Level: Clr/Or 6
    Casting Time: 1 standard action
    Components: V, S, DF
    Range: long
    Duration: 1 minute/level
    Area: 20+5/level foot radius
    Saving throw: Fortitude partial
    Spell resistance: yes no

    You create an area of freezing mist similar to obscuring mist. In addition to reducing visibility, all creatures in contact with it take 1d6 points of cold damage per round and 1 point of Strength damage, Fortitude save to avoid Strength damage, and creatures reduced to 0 Strength are killed by the spell. The cloud moves at speed 20 and can follow simple instructions such as "follow those creatures" or "stand still". You may command it as a move action. For every ten points of damage you deal you heal 1 hp. For every 5 points of Strength damage dealt you may heal 1 point of Strength damage, drain or reduction (such as from ray of enfeeblement). For every creature you kill with the spell you can cast a cure light wounds, which must be used within three rounds. Creatures killed by the spell can make a Will save to avoid being animated as a juju zombie under your command. The mist is destroyed by gust of wind or a more powerful wind effect. Any fire based area spell or effect of 3rd level or higher can be used to dispel the effect on an opposed caster level check.
    Granted by: Iuz the Evil
    Setting: Greyhawk

    254. Vampiric Youthfulness
    (Necromancy)
    Level: Sor/Wiz 9
    Casting Time: 1 standard action
    Components: V, S
    Range: touch
    Duration: instantaneous
    Target: you and creature touched
    Saving throw: Fortitude negates
    Spell resistance: yes

    You make yourself younger by leeching life force from the target. The target must be alive and have HD equal or greater than your caster level. On a failed saving throw the target loses 10 years of life and your age is reduced by 1 year. Using this spell on an unwilling target is an evil act.

    255. Vanya's Battlefield
    (Enchantment) [compulsion]
    Level: Clr/Or 8
    Casting Time: 1 action
    Components: V, S, F, DF
    Range: touch
    Duration: special
    Effect: 1500 feet radius emanation
    Saving throw: Will negates
    Spell resistance: yes

    You ensure that only 'proper' fighting can take place in the area, making it impossible for all creatures in the area to cast spells or activate magic items. Affected creatures will also end any magics they have active on themselves, but not go so far as to remove magical items. Creatures not intending to fight are not affected by this spell, though they will need to make a saving throw the moment they attempt a hostile action.
    Focus: a dedicated War Banner of Vanya
    Granted by: Vanya
    Setting: Mystara

    256. Vaporize
    (Transmutation)
    Level: Witch 9
    Casting Time: 1 standard action
    Components: V, S, M
    Range: long
    Duration: 1 round/level
    Area: 40' cube
    Saving throw: Fortitude half
    Spell resistance: yes

    All mineral matter in a immobile area is vaporized. Non-magical, non-creature minerals are instantly disintegrated while magical items gain a Fortitude saving throw per round to avoid destruction. Mineral creatures such as earth elementals, galeb duhr and certain golems take 6d10 points of damage each round with a Fortitude save for half damage.
    Material Components: a bit of ash and spittle

    257- Vocalize
    (Transmutation)
    Level: Sor/Wiz 2
    Casting Time: 1 standard action
    Components: S, M
    Range: personal
    Duration: 5 rounds

    Spells you cast in the duration need not have verbal components. Spells with sound-based effects, e.g. sound burst or wail of the banshee, cannot be cast with this spell.
    Material Components: a bell without a clapper


    1 person marked this as a favorite.

    These are spells I created some years ago for a campaign I was running with friends to the make the Primary Antagonist (wizard) a bit more effective in a BBEG encounter.

    Plan on using them again when my current Greyhawk Campaign progresses into A0-A4.

    258 - Minor Contingency -
    School evocation; Level arcanist 3, occultist 3, psychic 3, sorcerer 3, wizard 3

    Same as Contingency - except: any 0level spell, doesn't count against Continency spell limit, limited to 1+(1/2 your caster level)

    Minor Contingency spells placed on the caster.

    259 - Lesser Contingency -
    School evocation; Level arcanist 4, occultist 4, psychic 4, sorcerer 4, wizard 4

    Same as Contingency - except: Any 2nd level spell or lower and doesn't count against Continency spell limit.

    You can use only one Lesser contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

    260 - Minor Aggressor Orb- (same as Contingency but for offensive spell)

    School evocation; Level arcanist 3, occultist 3, psychic 3, sorcerer 3, wizard 3.

    Same as Contingency - except: Touch and Close range spells. When a opponent attacks the caster (via melee or magic) and the spell
    is within range it immediately triggers attacking that specific opponent.

    The spell forms a small arcane orb of crackling energy between the caster and the opponent (within 1 to 2 feet) and position a few feet
    above the caster. The caster can chose any 0 level offensive spell. Caster is limited to 1+ (1/2 your caster level) Minor Aggressor Orb
    spells placed on caster.

    261 - Lesser Aggressor Orb -
    School evocation; Level arcanist 5, occultist 5, psychic 5, sorcerer 5, wizard 5

    Same as Minor Aggressor Orb - except Touch, Close, and Medium range spells. The caster can chose 2nd level or lower offensive spell.

    You can use only one Lesser Aggressor Orb spell at a time; if a second is cast, the first one (if still active) is dispelled.

    262 Aggressor Orb -
    School evocation; Level arcanist 7, occultist 7, psychic 7, sorcerer 7, wizard 7

    Same as Minor Aggressor Orb - except Touch, Close, Medium range spells.

    You can use only one Aggressor Orb spell at a time; if a second is cast, the first one (if still active) is dispelled.

    The spell to be brought into effect by the Aggressor Orb must be of a spell level no higher than one-third your caster level
    (rounded down, maximum 6th level).

    The orb will be placed anywhere in a 20 ft radius of the caster and between the caster and the aggressor to maximize its effect.


    1 person marked this as a favorite.

    263. Combat Reincarnation
    School: Transmutation
    Level: Druid 6, Any other 7
    Casting time: Hour preparation,
    Components: VSM(Weapon at least 5,000 GPV)
    Range: Of Weapon
    Target: One creature
    Duration: 1 day per level
    Saving Throw: Fort/ Spell resistance: yes (special)

    A weapon is specially prepared for the chosen target. Wooden arrows for vampires. Silvered weapons for lycanthropes. If the weapon crits or delivers the final blow, weapon and target are destroyed but reincarnated as the original spell. This must be done to the current residence of the soul, so it can be used on the Lich’s phylactery.


    1 person marked this as a favorite.

    00.Greater Bestow Curse
    School Necromancy/alteration
    Level Cleric/Witch 6, sorcerer/wizard 7
    Components VS
    Range Close(25 ft.+5ft. per 2 levels)
    Target One creature
    Duration permanent
    Saving Throw Will negates; Spell resistance yes


    You cast a more serious curse. You can use one of the ones below. For scrolls or wands, you should select or random roll when created as treasure. Cursed scrolls on the other hand go off on the first creature that tries to read the title.

    (1)Lycanthropy. It’s acquired that goes out of control during the full moon. Were rat, were wolf, were tiger, or were bear as chosen by the caster.
    (2)Undead curse. When they die they immediately rise as a Ghoul, Ghast, Mummy, or Morgue. It requires a small sample of vampire blood as a material component to curse someone with vampirism.
    (3)Cursed Monster. Lamia, Medusa, Harpy, and possibly a drider. Some levels are converted to monster DCs, with the remainder persisting. Every time they try to use a monster power, they must will save to resist alignment and personality change.
    (4)Any curse more powerful than normal bestow curse. Not more powerful than other 7th level spells.

    Can only be removed by greater remove curse, a wish, a miracle, or combat reincarnation.


    1 person marked this as a favorite.

    Charm Animals mass
    School enchantment (charm) [mind-affecting]; Level druid 4, hunter 4, psychic 4, ranger 4, shaman 4
    Casting Time 1 standard action
    Components V
    Range close (30 ft. + 5 ft./2 levels)
    Targets one or more creatures, no two of which can be more than 30 ft. apart
    Duration 1 day/level
    Saving Throw Will negates; Spell Resistance yes
    Description

    This functions as a charm animal spell, except that it affects a number of creatures whose combined HD do not exceed three times your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.


    265. Dryad's Curse
    Transmutation [Curse]
    Level: Drd 2, Rgr 2, Plant 2
    Components: V, S
    Casting time: 1 standard action (see below)
    Target: One predominately wooden projectile or thrown weapon
    Duration: 1 rd/level
    Saving Throw: Will (object, harmless) and Fort (partial) (see below)
    Spell Resistance: Yes (harmless, object) and Yes (see below)

    The caster imbues a predominately wooden thrown weapon or projectile (such as arrows, bolts, spears, and javelins) with the ability to hinder struck creatures. Once cast, the projectile maintains this power until the duration ends. If not fired or thrown immediately, this similarly reduces the time any targets are affected.

    Upon being struck and damaged by the projectile, a corporeal creature must make a Fortitude save or have trailing roots and tendrils grow from their body and limbs, hanging down like creepers seeking to burrow into the ground. They also receive the benefits of a barkskin spell (at this spell's caster level), with the exception that this natural armor enhancement does not apply again wooden and predominately wooden weapons or attacks. This effect overrides, dispels, and removes any current spells or effects providing enhancement bonuses to natural armor until the duration ends. Undead are not immune to this spell's effects despite it having no effect on objects. On a successful save, the struck creature is unaffected, but must save again at the beginning of their next turn until the spell duration expires.

    The projectile or thrown weapon is automatically destroyed and completely consumed if it strikes a creature, regardless of a struck creature's saving throw and multiple strikes upon a creature with other instances of this spell require only one saving throw (against the highest level spell) to resist them all.

    An affected target must move at least half its speed each round or find itself entangled and rooted in place as the creepers and tendrils roots and dig into soil, earth, and even wood. If this occurs, the creature must spend a move action to wrest and yank the tendrils free of the ground before it can move again. On harder surfaces, such as stone, the tendrils only reduce a creature's movement by half for that round. Each time a creature is rooted to the ground fully, its base speed is reduced by 5 feet (minimum 5) after it breaks free until the duration expires.

    These tendrils can reach approximately five feet towards the ground or soil, meaning a flying or hovering creature must be at least that far above a surface to prevent their rooting. Note, however, that these tendrils will similarly burrow into large suitable surfaces other than the ground if feasible, notably trees and branches or even ships' decks and masts or large banquet tables.

    If the caster is firing or throwing the targeted weapon themselves (rather than casting it upon another's weapon or ammunition), they may cast this spell as part of a standard action to fire or throw the projectile. In this case, they provoke attacks of opportunity as normal for casting and this is in addition to any provoked by using a ranged weapon while threatened. Damage from attacks caused by either of these can disrupt the spell as normal during this time (in other words, the caster cannot choose to provoke for the ranged attack to force enemies to use their attack of opportunity on that and not be able to disrupt them for casting).

    Special: Vampires, in addition to any other effects of the spell, must make an additional Fortitude save each round after failing their save or have the roots grow into their chest and pierce their heart with similar effects to a stake until the duration expires. Wise ones quickly enter gaseous form when struck to avoid being incapacitated, at least until the spell's duration wears off.


    1 person marked this as a favorite.

    266. Remorse
    (Enchantment) [compulsion, language- dependent]
    Level: shu 4
    Casting Time: 1 round
    Components: V, S, DF
    Range: touch
    Duration: special
    Target: creature touched
    Saving throw: Will negates
    Spell resistance: yes

    You deliver a stern lecture on the wicked ways of target sentient creature. On a failed save the target repents the specific action you reprimand him for and vows never to do this thing again and if possible make up for this action. The details of how the target makes up for his sins is up to the target, it is not something you can dictate or directly benefit from unless you have been specifically targeted by the action in question.

    267. Remote Access
    (Conjuration) [teleport]
    Level: Brd 4, Sor/Wiz 4
    Casting Time: 1 standard action
    Components: S, M
    Range: medium
    Duration: 1 round/level (D)
    Effect: one portal up to 1' across, or the size of your limb, which ever is greater
    Saving throw: none
    Spell resistance: no

    You open a small window through which you may stick a limb through and retrieve things or even make attacks. Rolls requiring manual skill, like Disable Device or Sleight of Hand take a -2 penalty. Objects of up to 1 lb/level may pass through the portal. The caster can see through the portal but it provides no illumination.
    Material Components: a miniature hand of ivory worth 25 gp


    Bjørn Røyrvik wrote:

    266. Remorse

    (Enchantment) [compulsion, language- dependent]
    Level: shu 4
    Casting Time: 1 round
    Components: V, S, DF
    Range: touch
    Duration: special
    Target: creature touched
    Saving throw: Will negates
    Spell resistance: yes

    You deliver a stern lecture on the wicked ways of target sentient creature. On a failed save the target repents the specific action you reprimand him for and vows never to do this thing again and if possible make up for this action. The details of how the target makes up for his sins is up to the target, it is not something you can dictate or directly benefit from unless you have been specifically targeted by the action in question.

    267. Remote Access
    (Conjuration) [teleport]
    Level: Brd 4, Sor/Wiz 4
    Casting Time: 1 standard action
    Components: S, M
    Range: medium
    Duration: 1 round/level (D)
    Effect: one portal up to 1' across, or the size of your limb, which ever is greater
    Saving throw: none
    Spell resistance: no

    You open a small window through which you may stick a limb through and retrieve things or even make attacks. Rolls requiring manual skill, like Disable Device or Sleight of Hand take a -2 penalty. Objects of up to 1 lb/level may pass through the portal. The caster can see through the portal but it provides no illumination.
    Material Components: a miniature hand of ivory worth 25 gp

    I'll just assume light will pass freely through the portal. If you cast a light spell on your mundane pinky ring light will not be a problem.


    2 people marked this as a favorite.

    268. Mantle of Magical Dampening
    Abjuration
    Level: Magic 3, Protection 3, Sor/Wiz 3
    Components: V, S, M (crystal or gem worth 10 gp/spell level. See below)
    Casting time: 1 standard action
    Range: 5 feet
    Area: 5-ft.-radius emanation centered on you
    Duration: 1 rd/level (D)

    The caster surrounds themselves with a mantle of protective energy which reduces spell damage for effects that enter, leave, or whose line of effect pass through its area of effect. Persistent magical spells, such as spiritual weapon or flaming sphere regain their normal damage value 1 round after passing through or out of the mantle's area (unless the spell effect reenters the mantle, which again lowers its damage for 1 round).

    The mantle reduces spell damage using the guidelines for decreasing natural attack damage, changing the amounts or types of damage dice used (or the closest equivalent). See Table: Complete Damage Dice Progression Chart. For example, a spell that normally deals 6d6 damage would deal 4d8 damage to targets within the mantle or to any struck after passing through it.

    The mantle reduces the damage dealt by one step per 5 caster levels (maximum of 4 steps). The caster's own spell damage is reduced by 1 step regardless of caster level. Material component gems and crystals of lesser value can be used, but they restrict the spell's level to their value instead of the caster's level (A 10th-level caster using a 50 gp crystal would manifest only a 5th-level spell effect, for example). No spell's damage can be reduced to below 1d2 per dice.


    1 person marked this as a favorite.

    269.Depression

    School:Enchantment (Compulsion)[mind effecting]
    Level:Bard 1, sorcerer/wizard 2
    Casting time: 1 standard action
    Components:V,S,M (single tear in a vial)
    Range:close (25 feet + 5 ft./2 levels)
    Target One creature; see text of hideous laughter
    Duration 1 round per level
    Saving Throw/ Spell resistance Will negates/yes

    The vial and any other tears in the vial are not consumed. A flask or bottle can be used instead.
    This paralyzes the target with depression. It counters and negates hideous laughter.


    1 person marked this as a favorite.
    Goth Guru wrote:

    269.Depression


    School:Enchantment (Compulsion)[mind effecting]
    Level:Bard 1, sorcerer/wizard 2
    Casting time: 1 standard action
    Components:V,S,M (single tear in a vial)
    Range:close (25 feet + 5 ft./2 levels)
    Target One creature; see text of hideous laughter
    Duration 1 round per level
    Saving Throw/ Spell resistance Will negates/yes

    The vial and any other tears in the vial are not consumed. A flask or bottle can be used instead.
    This paralyzes the target with depression. It counters and negates hideous laughter.

    Humans born after 1980 have a -5 to Save vs. this spell, and humans born after 1990 have an additional -10 to Save vs. this spell. Humans born after 2000 are treated as No Save.


    Ryze Kuja wrote:
    Goth Guru wrote:

    269.Depression


    School:Enchantment (Compulsion)[mind effecting]
    Level:Bard 1, sorcerer/wizard 2
    Casting time: 1 standard action
    Components:V,S,M (single tear in a vial)
    Range:close (25 feet + 5 ft./2 levels)
    Target One creature; see text of hideous laughter
    Duration 1 round per level
    Saving Throw/ Spell resistance Will negates/yes

    The vial and any other tears in the vial are not consumed. A flask or bottle can be used instead.
    This paralyzes the target with depression. It counters and negates hideous laughter.

    Humans born after 1980 have a -5 to Save vs. this spell, and humans born after 1990 have an additional -10 to Save vs. this spell. Humans born after 2000 are treated as No Save.

    All fire based spells should work in this manner then also?


    *Thelith wrote:
    Ryze Kuja wrote:
    Goth Guru wrote:

    269.Depression


    School:Enchantment (Compulsion)[mind effecting]
    Level:Bard 1, sorcerer/wizard 2
    Casting time: 1 standard action
    Components:V,S,M (single tear in a vial)
    Range:close (25 feet + 5 ft./2 levels)
    Target One creature; see text of hideous laughter
    Duration 1 round per level
    Saving Throw/ Spell resistance Will negates/yes

    The vial and any other tears in the vial are not consumed. A flask or bottle can be used instead.
    This paralyzes the target with depression. It counters and negates hideous laughter.

    Humans born after 1980 have a -5 to Save vs. this spell, and humans born after 1990 have an additional -10 to Save vs. this spell. Humans born after 2000 are treated as No Save.

    All fire based spells should work in this manner then also?

    If you're the GM you can do what you like. I don't understand the joke so I'm ignoring it. It makes no in game sense.


    1 person marked this as a favorite.

    270. Grade
    School Divination
    Level: Bard 0, Wizard 0
    Casting Time: Full Round Action
    Components: V,S,M(Splatter of red ink), F(Grading Rubric)
    Range: Touch
    Target: 1 Object
    Duration: Instant
    Saving Throw: None
    Grades the target assignment as per the grading rubric. Whenever there is vagueness encountered encountered the caster may choose to mark points off or spend another full round action to resolve it as per their personal judgement.

    271. Distance Sight
    School Divination
    Level: Wizard 2, Alchemist 2
    Casting Time: 1 Standard Action
    Components: V,S
    Range: Personal
    Target: Self
    Duration: 10 Min/CL
    Saving Throw: None
    The user becomes able to instantly know the exact distance between any two visible points. By spending a move action, the user gains a +2 dodge bonus against ranged attacks and a +1 dodge bonus to cmd and melee attacks until the beginning of next turn.

    272. Calculate
    School Divination
    Level: Wizard 1, Alchemist 1
    Casting Time: 1 Standard Action
    Components: V,S,F(a sheet of math problems)
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Saving Throw: None
    The user instantly computes the results of up to 10 simple numerical calculations per caster level. These calculations can be used together to solve more complicated problems that can be broken down into simple ones. The caster can remember the results long enough to record them or recall them with a dc 5 + days since spell was cast intelligence check.

    273. Tell Time
    School Divination
    Level: Wizard 0, Cleric 0, Psychic 0
    Casting Time: 1 Standard Action
    Components: V,S,F(pocket watch)
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Saving Throw: None
    The user becomes aware of the precise current time

    274. Trace, Lesser
    School Transmutation
    Level: Wizard 1
    Casting Time: 1 Standard Action
    Components: V,S,M(Quill, Paper)
    Range: Close
    Target: Writings or drawings up to 5ft^2
    Duration: Instantaneous
    Saving Throw: Will(if held)
    Precisely copies the targeted writings or drawing onto a prepared sheet of paper or similiar material. This can only copy simple drawings and in monotone. Anything excessively complex will be depicted in a simplified form. Anything in color will be done in monotone. The caster may pick the final color although by default any work created is done in black. The copy is of the same size and aspect ratio

    275. Trace
    School Transmutation
    Level: Wizard 2
    Target: Writings or drawings up to 5ft^2 per cl
    As per Trace, Lesser except as described. Caster may create copy at smaller or larger sizes between 1/8th and 8x as large. Aspect ratio must remain the same.

    276. Trace, Greater
    School Transmutation
    Level: Wizard 3
    As per Trace except as described. May choose any aspect ratio and size.

    277. Predict
    School Divination
    Level: Wizard 1, Bard 1
    Casting Time: 1 Swift
    Components: V
    Range: Personal
    Target: Personal
    Duration: Instantaneous
    Saving Throw: None
    With 60 + 2*CL % accuracy learn the next result of target game of chance such as dice. On a failed % check you instead learn the wrong result. This spell fails for any game which has a component of skill.

    278. Predict, Greater
    Level: Wizard 2, Bard 2
    As per predict except as described. Use a 80 + 1 per CL % chance roll to determine the results. This spell does function in games of skill but it will only determine the results of the luck portion. For example, who has a stronger hand in poker.

    279. Recall
    School Divination
    Level: Wizard 1, Psychic 1
    Casting Time: 1 Standard Action
    Components: V,S,F(Journal)
    Range: Personal
    Target: Personal
    Duration: Instantaneous
    Saving Throw: None
    Recall a broad summary of what you have forgotten recently. This does not give specific details or allow you to remember anything you didn't previously particularly notice.

    280. Timer
    School Divination
    Level: Wizard 1, Psychic 1
    Casting Time: 1 Standard Action
    Components: V,S,F(pocket watch)
    Range: Touch
    Target: Up to 1 creature per CL
    Duration: Up to 1 hour/CL
    Saving Throw: Will(willing targets only)
    You may create up to CL mental reminders, similiar to alarm, to occur after a specified amount of time has passed. These may be divided among the targets as desired. The reminders do not need to be for the same length of time. This spell is dispelled for a target after their last reminder occurs.


    1 person marked this as a favorite.
    Goth Guru wrote:

    281.Greater Bestow Curse

    School Necromancy/alteration
    Level Cleric/Witch 6, sorcerer/wizard 7
    Components VS
    Range Close(25 ft.+5ft. per 2 levels)
    Target One creature
    Duration permanent
    Saving Throw Will negates; Spell resistance yes


    You cast a more serious curse. You can use one of the ones below. For scrolls or wands, you should select or random roll when created as treasure. Cursed scrolls on the other hand go off on the first creature that tries to read the title.

    (1)Lycanthropy. It’s acquired that goes out of control during the full moon. Were rat, were wolf, were tiger, or were bear as chosen by the caster.
    (2)Undead curse. When they die they immediately rise as a Ghoul, Ghast, Mummy, or Morgue. It requires a small sample of vampire blood as a material component to curse someone with vampirism.
    (3)Cursed Monster. Lamia, Medusa, Harpy, and possibly a drider. Some levels are converted to monster DCs, with the remainder persisting. Every time they try to use a monster power, they must will save to resist alignment and personality change.
    (4)Any curse more powerful than normal bestow curse. Not more powerful than other 7th level spells.

    Can only be removed by greater remove curse, a wish, a miracle, or combat reincarnation.

    282: Greater remove curse

    Abjuration, level 6 or 7 like greater bestow.
    Otherwise a lot like remove curse, only stronger.

    Had to repost with corrected numbering.


    1 person marked this as a favorite.

    283. Projection of Failure
    Enchantment (Compulsion) [emotion, mind-affecting]
    Level bard 3, occultist 4, oracle 3, psychic 3, sorcerer/wizard 3, witch 3
    Components V, S, M (1gp worth of valuable dust: gold, silver, diamond, etc. let slip through the caster's fingers)
    Range Close (25 ft + 5 ft/2 levels)
    Targets 1 creature/level
    Duration Concentration (max 1rd/level) + 1 rd
    Saving Throw Will negates; Spell Resistance Yes

    While casting this spell, the caster opts to accept a morale penalty of up to –5 in the form of vivid recollections of past failures and the feeling of worthlessness. This morale penalty applies to Will saves, attack and weapon damage rolls, skill, and ability checks (including concentration checks to cast spells). This crushing criticism and doubt requires the caster to make a concentration check for any spellcasting they attempt for the duration, including completing this spell and maintaining concentration on it every round.

    If successful, the caster imparts to the targets a similar crushing sense of failure and impending doubt, giving them all a morale penalty equal to the caster's. This applies to the same checks and attempts at casting. A caster must have line of sight and effect to the targets at the casting, but afterwards it remains in effect until the spell ends regardless of their movement or the caster's.

    Casters immune to morale effects are unable to cast this spell and any positive morale effect on them before or during the duration are suppressed when they begin casting this spell. Targets may have positive morale effects that mitigate the penalty. If a target (not the caster) ever rolls a natural 20 on one of their affected checks, they immediately end the spell on themselves and receive a morale bonus equal to the penalty they had until the end of their next turn.

    Casts the Grade spell on #270. Grade:
    --------------------------------------------------
    Dastis wrote:

    270. Grade

    School Divination
    Level: Bard 0, Wizard 0
    Casting Time: Full-round Action (–5)
    Components: V,S,M(Splatter of red ink), F(Grading Rubric)
    Range: Touch
    Target: 1 Object
    Duration: InstantInstantaneous (–5)
    Saving Throw: None
    Grades the target assignmentobject as per the grading rubric. Whenever there is vagueness encountered, encountered the caster may choose to mark points off or spend another full-round action to resolve it as per their personal judgement.

    See me after class.
    Professor P. Lord
    Not serious, just joking.

    --------------------------------------------------


    1 person marked this as a favorite.

    284: Process
    School: Transmutation
    Level: 2
    Casting time: Standard action
    Components: V M
    Range: Close
    Target: Raw, unharvested, materials
    Duration: Instantaneous
    Saving Throw: Fort or reflex negates/ Spell resistance: yes
    A material is mined, harvested, and or concentrated.

    When used to mine, surrounding rock is consumed as material components leaving ingots of metal, piles of coal, stacks of building blocks, or scattered uncut gems.

    A field of plants is turned into a big bag of grain, a bale of hay, a bolt of undyed cloth, ect.

    Animals being harvested for meat of course get a saving throw, reflex if they are animated and have no con score. If used to milk or sheer, the result is pasteurized milk or clean balls of yarn. In that case the animal is unharmed. If you time it perfectly you can remove the silk intact just as the silk moths are ready to emerge.

    Notes: As the caster has to say what they want this is hard to cast silently. Scrolls or wands have to be preselected, although a general “mining”, “harvesting”, or “butchering” will suffice.

    51 to 100 of 140 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / 100+ Spells From the Lost Spellbooks All Messageboards

    Want to post a reply? Sign in.