100+ Spells From the Lost Spellbooks


Homebrew and House Rules

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


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.


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.


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.


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


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


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.


  • 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.


    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.


    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.


    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.


    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.


    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.

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