100+ Spells From the Lost Spellbooks


Homebrew and House Rules

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285. Filibuster
Enchantment [compulsion][mind-effecting] [lawful] [language-dependent]
Level Brd 2, Clr 3, Sor/Wiz 3
Casting time standard action
Components V, S
Range 60 feet
Target Personal
Duration Concentration (max 1 rd./level)
Saving throw Will negates; Spell resistance yes

The caster imbues themselves with the ability to speak authoritatively and prevent others from interrupting them. Once completed, the caster must speak continually each round in predominantly one language. Speaking in a different language after the first ends the spell, though interspersing the occasional foreign word into a sentence has no adverse effect. Momentary pauses to breathe, sigh, cough, or for effect are permitted, but effects that prevent speaking clearly; being gagged, or muffled, or failing to fill their speaking time on their turn will end the effect. The speaker may address actions, answer questions, give commands, or otherwise interact verbally as part of doing so and the monologue need not be cohesive as a whole or on the same topic, but the speaking must be coherent and not just babbling or words at random strung together. This spell does not make anything the caster says any more believable or attractive. In fact, doing this can make people annoyed even if they otherwise would be inclined to be swayed by their words... but they'll have to listen.

Creatures within 60 feet able to hear and understand the language spoken must make a Will save or be unable to speak while in the area and also be unable to take any action designed to effectively drown out the speaker. This includes playing instruments loudly, clanging pots and pans, or other distracting noises. It doesn't include attempts to physically restrain, silence, or harm the speaker, nor does it stop attempts to silence all sound, such as a silence spell, plugging or deafening yours or another's ears, or incidental sounds from effects such as from sound bursts or explosions from bombs, unless those effects or sounds last a round or more. Listeners are also not prevented from making incidental noise; grunts of pain, crying, gasps, etc. but such noises will be subdued or unable to overwhelm the speaker. Creatures succeeding at their save who leave the area and return require a new save, those failing their save that leave the effected area and return do not receive a new saving throw. Lawful creatures receive a –2 penalty to save against this effect while Chaotic creatures receive a +2 bonus.

Once the spell ends, if at least half of the spell's maximum duration was used, the speaker becomes Fatigued for one minute. A Perform (Oratory) check negates this (DC=15 + rounds spent speaking).

Special: The speaker may substitute a Perform (Oratory) skill check in place of a concentration check when required. Speakers may not activate magic items requiring command words or cast any other spells during this time, even non-verbal ones. Doing so ends the spell immediately. Speakers with the Bardic Performance ability may add one of those effects as part of their speaking using Perform (Oratory) when required to determine effects.


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286. Disarming Strike
Level: Bard 1, Inquisitor 1, Paladin 1, Ranger 1, Sor/Wiz 1, Trickery 1, War 1
Abjuration
Range: Close (25 ft.+ 5 ft./2 levels)
Duration: instantaneous
Components: V, S
Casting Time: 1 swift action
Area: 1 person
Saving Throw: yes (Reflex negates)
Spell Resistance: yes

On a successful ranged touch attack this spell shoots a beam that causes the target to drop whatever they are carrying (unless the target succeeds on their reflex save) as if the subject of a successful disarm combat maneuver. Items, circumstances or abilities which prevent disarming are also effective against this spell.


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287. Befuddlement
Level: Bard 2, Inquisitor 2, Magus 2, Sor/Wiz 2, Trickery 2
School: Enchantment (mind affecting)
Range: Close (25 ft.+ 5 ft./2 levels)
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Area: 1 person per 2 levels
Saving Throw: yes (Will, harmless)
Spell Resistance: yes

This spell confuses the subject allowing the caster to choose one type of activity that they cannot perform for the duration of the spell. For example: the caster could specify that subject of the spell may not open doors and then for the duration of the spell the subject will lack the capacity to open doors.

The caster cannot specify an activity that is unconscious like maintaining ones balance or breathing. The caster may not specify an activity the subject is already performing, for example climbing when the subject is already scaling a wall. The caster may not specify meta-activities like reflex saving throws. An invalid choice of activity causes the spell to fail automatically.

The types of activities that are valid choices are: opening doors, drawing a sword, running, climbing, swimming, jumping, reading, eating, drinking, tying knots, casting spells etc. Subjects in combat when the spell is cast receive a +4 circumstance bonus on their will saving throws to resist. Subjects who make their saving throw may attempt an opposed bluff vs sense motive check to convince the caster that the saving throw was not successful. The spell may he made permanent with a permanency spell however the subject receives a new saving throw to resist at the start of each day. If the saving throw is successful they are immune to the effect that day and must save again the next day. Permanency may be removed with a dispel magic spell, remove curse or similar magic.


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288. Disorientation
Level: Bard 3, Inquisitor 3, Magus 3, Sor/Wiz 4, Trickery 4
School: Enchantment (mind affecting)
Range: Close (25 ft.+ 5 ft./2 levels)
Duration: 10 minutes/level
Components: V, S, M (fairy dust or pixie dust)
Casting Time: 1 standard action
Area: 1 person per 2 levels
Saving Throw: yes (Will, harmless)
Spell Resistance: yes

This spell confuses the subject affecting their spatial awareness. Subjects who fail their saving throw receive a -4 penalty to AC and a -2 penalty to dexterity checks and reflex saves. The subject also has a -10 on fly and climb checks and no sense of direction meaning they automatically become lost in unfamiliar territory. Subjects who attempt spells with somatic components must succeed at a concentration check with a DC equal to 15 plus twice the spell level. Fey creatures (including gnomes) are immune to this spell. This spell may be made permanent with a permanency spell.


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289 Time Pool
(Divination)
Level: Clr/Or 5
Casting Time: 1 round
Components: V, S, F, DF
Range: touch
Duration: 1 minute/level
Area: 1 reflective surface

You can view one past event you know of as though scrying on it. Unlike scrying spells you cannot hear or cast any other spells through this spell. There is a base 50% chance this spell will work, modified as follows.

- +20% if you have previously successfully cast this spell to view the same event
- +20% if you have participated in the event
- +10% if you are are well informed of the event
- +5% if you are slightly informed of it
Focus: a reflective surface worth 5000 gp


Bjørn Røyrvik wrote:

289 Time Pool

(Divination)
Level: Clr/Or 5
Casting Time: 1 round
Components: V, S, F, DF
Range: touch
Duration: 1 minute/level
Area: 1 reflective surface

You can view one past event you know of as though scrying on it. Unlike scrying spells you cannot hear or cast any other spells through this spell. There is a base 50% chance this spell will work, modified as follows.

- +20% if you have previously successfully cast this spell to view the same event
- +20% if you have participated in the event
- +10% if you are are well informed of the event
- +5% if you are slightly informed of it
Focus: a reflective surface worth 5000 gp

Note: pouring expensive oils or gem dusts on the surface will make a natural pool qualify for this spell.


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I am putting this into an excel document. So far it looks like you have very few of these spells per level:

Alchemist: 2nd, 3rd, 4th, 6th
Antipaladin: 1st thru 4th
Bard: 0-level, 1st, 3rd, 4th, 5th
Bloodrager: 1st, 3rd
Cleric/Oracle: 0-Level, 2nd, 8th, 9th
Druid: 0-Level, 4th, 5th, 7th-9th
Inquisitor: 0-Level-3rd, 5th, 6th
Magus: 0-Level, 1st, 3rd, 6th
Medium: 0-Level thru 6th
Mesmerist: 0-Level thru 6th
Occultist: 0-Level thru 6th
Paladin: 1st-3rd
Psychic: 0-Level, 1st, 2nd, 4th-9th
Ranger: 2nd-4th
Shaman: 0-Level thru 3rd, 5th-9th
Sorc/Wiz: You have plenty
Spiritualist: 0-Level thru 6th
Summoner: 0-Level, 1st, 3rd, 4th
Witch: 0-Level, 1st, 4th, 7th


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290:Growing Permanency
Like Permanency, except as follows...
7th level
All areas of effect, including wall lengths, increase by 10% a day.
Diamond dust costs double.


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291:B&W PhotoCopy
School:Transmutation
Level:Wiz/Cleric 0
Casting time:Standard action
Components:S,M, Drop of ink & scrap of paper
Range:special
Target: One page or view per level(Max 5)
Duration: Instant
Saving Throw/ Spell resistance:Nil/individual
Paper: can be paper, papyrus, velium, or any sort of book page.

A paper or visual image is copied to paper. Visual image is a taken picture at short medium or long range focus. All other focus is blurry. The input is taken by clicking an invisible camera at the subject. The output appears on a blank sheet of "paper". One image can be printed to multiple "papers" or multiple images can be taken and printed. All images must be taken during the caster's action round unless Extend spell is used to stretch it to your next action round. It can be a held action or combined with one attack at the cost of it being one image in and one copy out.

Anyone or thing that makes it's spell resistance will not appear in the image as if invisible. Some top secret papers may have spell resistance and may result in a blank copy that can be reused.

Spellbook pages can be copied but magical scrolls cannot. Cursed scrolls will activate on the caster.

292: Color Photos
Level:2
4 drops of ink, black, red, yellow, blue.
Target:(max 10)
All other details are as B&W PhotoCopy


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293. Thread Necromancy

As mending, except this spell restores 2d4 hit points and only affects items of natural fibers, including animal products like wool or silk, but not wood, skin or hide, like leather or scale. The item must have been unused, not necessarily untouched or moved, for at least 1 year.

This spell additionally grants a +1 circumstance bonus to uses of the item for 24 hours, such as climbing a restored hemp rope or attacking with a silk whip. In the case of clothing, it provides a +1 circumstance bonus to one Charisma check within the next 24 hours. Multiple restored articles of clothing do not stack.

Special— If a former owner of an item witnesses you or another creature casting this spell or using such an item without their permission, they receive a +1 circumstance bonus on attack rolls against you or that creature for 24 hours, though they are under no compulsion to attack or even be annoyed at the thread necromancy.

294. Threat Necromancy
Illusion (shadow) [shadow]
Level Bard 4, Sor/Wiz 4; Domain Darkness 4
Casting time 1 standard action
Components V, S, M (2 silver coins per target, see below)
Range 60 feet
Targets 1 slain non-undead creature/2 levels, no two of which can be more than 60 feet apart
Duration 1 rd/level
Saving Throw Will disbelief (if interacted with) Spell Resistance No

This spell creates shadow duplicates of slain creatures similar to shadow conjuration. The HD of created duplicates is limited by the caster level of the spell. If targeted creatures would exceed this limit, the lowest HD targets are created first until the limit would be exceeded.

Duplicates resemble a spirit-like, ghostly version of the slain creature with silver coins over their eyes (even if more than two eyes). This does not affect vision, gaze attacks, or effects requiring eyes. This appearance is so convincing that any observers that haven't disbelieved a duplicate will identify them as a ghost whenever a Knowledge Religion check would be called for. As quasi-real illusions, they are not undead and are not affected by spells affecting ghosts.

Duplicates are not under the effects of any spells on their target's bodies but possess their target's gear and prepared spells and know how to use them as the creature would. Charged and single-use items, like wands, potions, or scrolls, are linked to the real items, causing such items to deplete as normal. Removing such an item from the corpse will not affect the duplicate, but using it will similarly affect the duplicate. Duplicates may have a spell component pouch but do not possess any valuable material spell components when created, requiring them to retrieve or acquire them to cast such spells. Duplicate items vanish at their owner's destruction or the end of the spell's duration.

Duplicates are not under the caster's control but attack enemies, react to stimulus, and perform tasks to the best of their abilities, such as healing if the caster calls out for it (and the slain creature would reasonably do that). The caster is always considered to have disbelieved such creations and only receives one-fifth (20%) damage or effect from such creatures (including beneficial buffs or healing). If a targeted corpse is an enemy of the caster, there's a 20% chance each round that the duplicate will become hostile towards them for the remainder of the duration.

Targets of this spell cannot be affected by another casting unless restored to life and then slain again.

Note— The material components may not be eschewed or ignored, even in the case of spell-like abilities, scrolls, or other methods of casting, nor need they be provided when creating such items.


294. You can create coins of threat necromancy, but since spiders have 8 eyes they are usually found in bags of at least 10.

A magic bag of threat necromancy, would turn ordinary silver coins placed in it, into coins of threat necromancy. I recommend it turning one coin a day and only holding up to 30 coins. Coins would have to be used as soon as taken from the bag as they will lose their power after a few rounds.


295. Hack Construct
4th level alteration that lets the caster try to rearrange the threads of magic that control the thing's behavior.

More later.


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296. Klaatu! Barada! N-uh-*hic*-*hack*-*cough*!
Divination
Level Bard 1, Sor/Wiz 1; Domain Luck 1
Casting time 1 swift action
Components V, M (1 gold piece or one metal gauntlet)
Range Personal
Duration Instantaneous
Saving Throw None Spell Resistance No

Upon uttering the verbal component of this spell, which is its name and cannot be eschewed or silenced, the caster attempts to trigger a command word, passphrase, or other verbal trigger for a magical item or effect, such as alarm or forbiddance.

Casting this spell is a swift action, but it can be combined with the normal action associated with using a magic item, typically a standard action. If an item or effect has multiple command words or phrases that do different things, one is randomly selected before checking the spell's effectiveness.

There is a base 50% chance (rolled secretly) of triggering a command word, passphrase, or other verbal cue. This chance is lowered by 2% per caster level of a magical item with a command word. It's increased by 1 for each point of the caster's Charisma above 10. It's increased by 10% if the command word or passphrase starts with an 'N'.

On a result of 95% or higher, a random magical effect, mishap, or wild surge is produced (GMs choice, but detrimental to the caster).

The caster must concentrate on the area, object, or effect, though they need not know exactly what a spell, item, or effect is or does. For instance, if they suspect a door has a magical ward, they need not know whether it's an alarm, a glyph, or other spell, as long as they are addressing the door or affected area. Similarly, they need not know the spell a particular wand possesses to try and trigger it, though they still might fail if using it improperly (ie, pointing it in a direction or at a target when it's a touch spell). This spell only works on effects that have command words or passphrases put in place. If an effect had an option for one, but the caster didn't elect to choose one, this spell will not function on it.

The caster does not know whether the spell worked, unless success is obvious, such as triggering a wand with a noticeable spell effect. Success also does not reveal the actual word or command word to the caster or others, nor does it increase the chance of success on subsequent castings.

A caster may only attempt this spell on any particular item or effect 1d4 times per day, with further castings automatically failing (but still rolled, as they can trigger a mishap).

Scarab Sages

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297
Name: Enter Record
School: Conjuration, Creation
Level: Sor/Wiz 9
Casting time: 1 round
Components: V, S, F (See text)
Range: Touch
Duration: 1 minute/Level
Saving Throw: None
Spell Resistance: No

Normal: You enchant a book (or other record e.g. memory crystals, stone tablets, etc.) to allow creatures to enter the record where there are two levels they can interact with.

The surface level is a representation of the record allowing them to move around and enter it at specific points or view the surroundings of the record and interact with those outside it. When at this level a representation of the creature is visible overlaid over the record. The deep level puts them effectively in the record itself drawing on a mixture of the casters knowledge and the record itself. The creature in this level is able to freely move around, view the events, pause, speed up or reverse events. However they are unable to interact or alter them in any way. For example if they stood in front of a charging animal it would pass through them with no effect to either the animal or themselves. This is not necessarily an accurate representation of history or reality e.g. a record that views someone as a bumbling fool will react and progress as if they are a bumbling fool while another record that that views them as using the appearance of a fool to hide their cunning mind while react and progress very differently. Anyone still in the record when the spell ends or if the record is destroyed is ejected from the record into the nearest safe space.

Using this spell to locate information gives the person doing so a +2 to any relevant checks as directly interacting with the events described makes retrieving and understanding information easier.

Mythic: A mythic version of enter fiction allows the caster to enchant any record within close range and to interact with the events of that record while the duration to increase to 1 hour per level.

You can alter events in the deep level of the record as if you were yourself physically present or take on the role of a being in that record, when taking on a role you gain all powers and abilities of that being while losing your own with the exception of navigating the record. If you return to the surface level you automatically leave the being you're possessing.

Any changes made to the record are restored to the original when the spells duration ends.

You can expend 10 uses of mythic power to temporarily turn the record into a demiplane. This has a number of effects.

First the record so enchanted will glow to indicate how safe it is for someone to enter the record.
Secondly any changes made to the record will persist for that record even after the spell ends.
Third it reaches out to other sources to ensure the events are as accurate as possible.

Fourth events in the record will continue to progress as long as the spell is active and the record will expand to record them. This original storage expands like a Sihedron tome to contain the information while remaining physically the same size. However the spell is somewhat self limiting excluding mutually exclusive information such as alternate timelines or alternate versions of a fictional character in favour of the version detailed in the original record and excluding information it deems outside the scope of the original record. The caster can also choose to exclude specific information and sources to see how events unfold.

Finally objects can be transferred from inside the record to reality though they wont necessarily work e.g. a golden crown will be a golden crown in reality but a generator that works on different laws will at best cease functioning and at worst might cause devastating effects on the surrounding area.

298
Name: Fireworks Display
School: Transmutation
Level: Sor/Wiz 2
Casting time: 1 standard action
Components: V, S, M (a bundle of sulfur wrapped in cloth)
Range: Long
Duration: 1 round/Level
Saving Throw: Reflex Negates
Spell Resistance: Yes

An improved version of the old favorite snapdragon fireworks, this spell lets you create fireworks in any shape or colours desired. Once per round, as a move action, you may designate target 5-foot-squares within range and launch 1 pyrotechnic per 2 caster levels in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, then detonates in an explosion prodcuing a colorful burst of fire and light. Creatures in the target area take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Creatures within 20 feet of the target square take 1 point of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers. The number of fireworks produced can be combined for a bigger explosion e.g. a caster of 10th level can produce 5 fireworks a round exploding in a 20' radius spread or 1 with a 100 foot radius spread, in the case of combining fireworks only the target square takes 1d4 damage, all other squares take 1 point of fire damage.

299
Name: Paradox Protection
School: Abjuration
Level: Sor/Wiz 9. Cleric 9
Casting: time 1 hour
Components: V, S, M (An opal worth at least 1,500 GP)
Range: Personal
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

Normal: The original creator of this spell is unknown and few even know it. No known copy exists yet those who are most in need of its aid are said to find a copy waiting for them when they need it most*. This spell creates a barrier of protection for an individuals personal timeline preventing changes from before that point in history from affecting them. Allowing them to potentially and paradoxically continue existing and remembering events from the original timeline even in a world where they were never born. Of course this doesn't necessarily allow them to fix the changes. Changes made to the timeline after the spell was cast can affect the caster along with the rest of the world.

Mythic: If cast as a mythic spell paradox protection's range changes from personal to touch allowing the caster to protect other people from being affected by changes to history prior to that point in time. They can protect a number of creatures equal to half their tier.

Augmented (10th): If you expend three uses of mythic power, the duration changes to permanent allowing continuous protection against changes to history.


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A list of some old 0 Level names for Spells
* Bee
* Belch
* Blink
* Blue Light
* Bugs
* Catfeet
* Change
* Chill
* Clean
* Color
* Cough
* Creak
* Curdle
* Cut
* Dampen
* Dirty
* Distract
* Dry
* Dust
* Dusty
* Exterminate
* Firefinger
* Flavor
* Footfall
* Freshen
* Gallop
* Gather
* Giggle
* Gnats
* Groan
* Hairy
* Hide
* Horn
* Knot
* Listen
* Moan
* Mouse
* Mute
* Nod
* Palm
* Polish
* Present
* Rattle
* Ravel
* Salt
* Scorch
* Scratch
* Shine
* Shorten Growth
* Smokepuff
* Snatch
* Sneeze
* Sour
* Spark
* Spice
* Spider
* Spill
* Sprout
* Sting
* Stitch
* Sweeten
* Tangle
* Tap
* Tarnish
* Thump
* Tie
* Tweak
* Twitch
* Unlock
* Untie
* Warm
* Whistle
* Wilt
* Wink
* Wrap
* Yawn


295. Hack Construct
School:
Level: Sor/Wiz 4th; Domain Artifice
Casting time: 1 standard action
Components:V,S
Range:Short
Target 1 construct
Duration Combat round
Saving Throw/ Spell resistance Special

If the target fails their initial will save, the caster has managed to grab and restring the magical threads that comprise it’s original programing. If the caster makes their knowledge check(Knowledge Arcanum 5+constructs DC) They take control of it. If they fail, the construct goes berserk 1-4 or collapses 5-6 on a D6. This spell will only affect constructs, but Golems are not immune to it.


296. Wet Blanket
Enchantment (compulsion) [emotion, mind-affecting]
Level bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1; domain charm 1
Casting time 1 full round
Components V, S, F (a quart or more of water poured onto a blanket, sheet, or bedroll)
Target one blanket, sheet, or bedroll which cannot be waterproof
Area 20-foot radius
Duration 1 rd/level, up to 10 rounds
Saving Throw Will negates; Spell Resistance yes

This spell functions identically to calm emotions except it is centered upon the target which the caster has soaked in water. The target can be moved or thrown to move the area of effect, but if it is destroyed the spell ends.

Scarab Sages

Telempathic Link

School divination [mind-affecting]; Level arcanist 9, psychic 8, sorcerer 9, wizard 9

Casting Time 1 standard action
Components: V, Focus (two linked balls)

Range: Close, see text
Target: you + other creature
Duration: 1 day/level (D)
Saving Throw: Will Negates
SR: Yes.

This spell allows the caster to share the thoughts, feelings and physical sensations of the targeted creature. Such communication is only one way from the target to the caster and once started can only be dismissed but not stopped or blocked except by moving out of range. This range is planar wide once the spell has been started but moving either the target or the caster to another dimension will cause the spell to be dismissed. The caster shares any and all thoughts and sensations from the target allowing a greater understanding of another's viewpoint and experiences. Sufficiently powerful sensations such as pain from an accident can render the caster as unable to act as the target and thus they should take care to ensure they will be in a safe and secure environment for the duration of the spell. Especially if the target is particularly different to the caster e.g. a human casting the spell on a demon. There are dire warnings that some creatures such as abominations are so different that sharing their mind could drive the caster insane or worse.


Hack construct is alteration.


Senko wrote:

300: Telempathic Link

School divination [mind-affecting]; Level arcanist 9, psychic 8, sorcerer 9, wizard 9

Casting Time 1 standard action
Components: V, Focus (two linked balls)

Range: Close, see text
Target: you + other creature
Duration: 1 day/level (D)
Saving Throw: Will Negates
SR: Yes.

This spell allows the caster to share the thoughts, feelings and physical sensations of the targeted creature. Such communication is only one way from the target to the caster and once started can only be dismissed but not stopped or blocked except by moving out of range. This range is planar wide once the spell has been started but moving either the target or the caster to another dimension will cause the spell to be dismissed. The caster shares any and all thoughts and sensations from the target allowing a greater understanding of another's viewpoint and experiences. Sufficiently powerful sensations such as pain from an accident can render the caster as unable to act as the target and thus they should take care to ensure they will be in a safe and secure environment for the duration of the spell. Especially if the target is particularly different to the caster e.g. a human casting the spell on a demon. There are dire warnings that some creatures such as abominations are so different that sharing their mind could drive the caster insane or worse.


301: Symbol of baleful polymorph
School: Transmutation
Level: 7th Most. 6th Transmitters or Scribe domain
Casting time: 10 minutes
Components: V,S,M (Mercury, phosphorous, powdered diamond, and powdered amber worth a total of 5,000)
Range: All creatures within 60 feet up to 200 hit points total.
Target Symbol and creatures in area of burst.
Duration Burst, instant. Effect, 1 hour.
Saving Throw/ Spell resistance Fort. against polymorph, Will against mental effect, Spell resistance, yes.

The first one to view the symbol saves first. Their hit points only count if they fail. If they fail, they must
will save or they behave as the creature they become. This continues with the closest creature who has not
saved yet till the hit points or area is exhausted.

The creature they are to be turned into is depicted in the center of the symbol as a filled in outline such as a shadow. It must be an inoffensive creature such as a mouse, bunny, non-stinging bug, ect. It can have only up to one hit Die plus one point per class level. It must be tiny even if the symbol inscriber is huge or larger. If they die in that form, their corpse remains in that form. It can be subject to reincarnation, resurrection, or any spell or power that effects corpses, but if raised from the dead, the polymorph effect immediately ends. This spell otherwise conforms to the text and interpretations of the baleful polymorph spell.

Like the other symbols, if made permanent, the symbol resets after being triggered. 20,000GP.


**Dark Guardian**
Necromancy [Force]
Level: Sor/Wiz 3, Clr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 6 minutes plus 1 min./level (D)

Dark Guardian causes grave dirt or pyre ash to coalesce into the form of a medium-sized armored human, appearing very much like a ghostly knight in black armor. You may adjust the appearance of the spell at will, but fine detail is not possible. The dark guardian is largely transparent, and does not allow a place of shadow for the hide skill, or concealment of any type. The dark guardian hovers in front of you and negates magic missile attacks directed at you. The dark guardian also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The dark guardian has no armor check penalty or arcane spell failure chance. You can use the dark guardian spell for cover as if using a normal tower shield. Further, the dark guardian spell grants you a +4 circumstance bonus to Fortitude checks to negate energy drain and negative levels, but only against those attacks received while under the protection of the dark guardian.
Arcane Material Component
A handful of dirt from a grave, or ash from a pyre.

**Darts**
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Missile per level (maximum of ten missiles)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates one dart per caster level, up to a maximum of ten missiles. You can fire these missiles at a single target or spread them out over multiple targets in any direction, within range. Further, you can ‘hold’ darts for the following round(s) if you wish; though at least two darts must be used each round, or all further darts are lost. You must succeed on a standard, ranged attack for each dart to hit your target’s full armor class using your highest base attack bonus with dexterity adjustment applying to each. This is unlike the ray of frost spell and others of that ilk, which require only a ranged touch attack to succeed. The darts deal 1d4 points of damage each (critical hit 20 / x2). The darts disappear on the following round.

**Dartspray**
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One Missile (Dart) per level (10 max)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates one dart per level, to a maximum of fifteen darts, which you can fire at a single target. You must succeed on a standard, ranged attack for each dart to hit your target’s full armor class using your highest base attack bonus with dexterity adjustment applying to each. This is unlike the ray of frost spell and others of that ilk, which require only a ranged touch attack to succeed. The darts deal 1d6 points of damage each (critical hit 19-20 / x2). The darts disappear on the following round.


Mage of Swords wrote:


302: **Dark Guardian**
Necromancy [Force]
Level: Sor/Wiz 3, Clr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 6 minutes plus 1 min./level (D)

Dark Guardian causes grave dirt or pyre ash to coalesce into the form of a medium-sized armored human, appearing very much like a ghostly knight in black armor. You may adjust the appearance of the spell at will, but fine detail is not possible. The dark guardian is largely transparent, and does not allow a place of shadow for the hide skill, or concealment of any type. The dark guardian hovers in front of you and negates magic missile attacks directed at you. The dark guardian also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The dark guardian has no armor check penalty or arcane spell failure chance. You can use the dark guardian spell for cover as if using a normal tower shield. Further, the dark guardian spell grants you a +4 circumstance bonus to Fortitude checks to negate energy drain and negative levels, but only against those attacks received while under the protection of the dark guardian.
Arcane Material Component
A handful of dirt from a grave, or ash from a pyre.

303: **Darts**
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Missile per level (maximum of ten missiles)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates one dart per caster level, up to a maximum of ten missiles. You can fire these missiles at a single target or spread them out over multiple targets in any direction, within range. Further, you can ‘hold’ darts for the following round(s) if you wish; though at least two darts must be used each round, or all further darts are lost. You must succeed on a standard, ranged attack for each dart to hit your target’s full armor class using your highest base attack bonus with dexterity...

A magic weapon can be made to fire 2 darts a combat round. Cost is equal to a +1.


By Mage of Swords

304: **Dartspray**
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One Missile (Dart) per level (10 max)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates one dart per level, to a maximum of fifteen darts, which you can fire at a single target. You must succeed on a standard, ranged attack for each dart to hit your target’s full armor class using your highest base attack bonus with dexterity adjustment applying to each. This is unlike the ray of frost spell and others of that ilk, which require only a ranged touch attack to succeed. The darts deal 1d6 points of damage each (critical hit 19-20 / x2). The darts disappear on the following round.

Could only be put on at least a +2 weapon.

Scarab Sages

Flyswatter
School: Necromancy [death];
Level: arcanist 1, druid 2, psychic 1, sorcerer 1, wizard 1
Casting Time: 1 standard action
Components: V, S
Range: See text
Target See text
Duration instantaneous
Saving Throw See text
Spell Resistance yes
Description
This spell instantly kills all diminutive insects within 5 feet of the caster. Swarms take 1d4 damage plus an additional 1d4 for each five levels the caster has e.g 2d4 at level 5, 3d4 at level 10 to a maximum of 5d4. If they are composed of diminutive insects, a fortitude saving throw will halve this damage.

Just a little thing inspired by all the flies bothering me the past week.


Senko wrote:
305. Flyswatter

306. Chaos Rod

Transmutation [chaotic]
Level Brd 2, Clr 2, Sor/Wiz 2; domain Chaos 2
Casting time 1 standard action
Components V, S, F (iron rod)
Area 30-ft radius burst centered on caster
Duration 1 minute/level
Saving throw Fortitude negates; Spell resistance yes.

The caster becomes a veritable lightning rod for chaotic energy, drawing visible lines of chaotic power from nearby creatures into their focus and then into themselves.
Chaotic creatures other than the caster make Fortitude saves or become fatigued. The caster gains 1 temporary hit point for each creature rendered fatigued and +1 caster level to chaotic spells they cast if even one creature becomes fatigued. Creatures that fail but cannot become fatigued do not count, however. The fatigue and benefits last for the duration of the spell.

During this time, affected creatures have a 50% chance to be treated as neutral for spells that affect chaotic creatures and the caster counts as chaotic and receives a -2 penalty against such spells. When this spell ends, chaotic casters become fatigued and non-chaotic casters become exhausted (Fortitude save against this spell's DC to reduce it to fatigued).

Focus: An iron or similar metal rod, suitable for use as a lightning rod; a crowbar, sunrod, or metal scepter may be sufficient. It need not be held after casting is completed.

307. Beam of Deflection
Evocation
Level Brd 2, Sor/Wiz 2; domain Magic 2
Casting time 1 immediate action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Duration Instantaneous
Saving throw none; Spell resistance no.

The caster fires a deflecting beam of blue energy to intercept certain attacks.
In response to a ranged projectile, ray, beam, or line effect that targets them or has them in its area, the caster makes a ranged touch attack to strike the incoming attack against AC 10 + spell level + caster's casting stat or 10 + size mod.* +1 for each enhancement bonus of the projectile + attacker's Dex modifier. For other attacks, such as breath weapons, use the creature's Con or modifying ability.

On a success, the weapon, ray, beam, or line is deflected at a 45 degree angle (caster's choice of direction) from the point of impact. The point of impact will be the halfway point between the caster and the origin point of the attack or this spell's range, whichever is closer to the caster. This may strike a new target or may still leave the caster in the attack's radius, in the case of explosive or splash weapons.

The caster must be aware of the attack and able to see, detect, and react to it. It must also have some physical or energy form that can be reasonably struck by the beam, such as an alchemist's bomb or the fiery bead of a fireball but not an energy wave or blast of force.

*Most ammunition or weapons count as two sizes smaller than the creature they are sized for.

308. Flypaper
Transmutation
Level Drd 1, Rng 1, Sor/Wiz 1; domain Insect 1
Casting time 1 standard action
Components V, S, M (drop of honey, tar, or other sticky substance)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 minute/2 caster levels
Saving throw Fortitude negates; Spell resistance yes.

Target's skin and clothing becomes slightly sticky and attractive to diminutive insects.
Insects stick to the target more than normal and are harder to brush or wave off. Individual diminutive and smaller insects receive a +1 to attack the target and swarms deal 1 additional point of damage (hit point damage only and only if their attack deals such damage) and their distraction DC increases by +1 against the target. In the presence of numerous insects, even non-damaging ones or non-swarms, such as a cloud gnats or flies, the target also has a -1 distraction penalty to skill checks from the insects sticking to them. The stickiness isn't harmful or inhibiting to the insects, they can leave or move away freely if they want to, but usually they won't.

309. Flypaper, mass
Level Drd 3, Rgr 2, Sor/Wiz 3; domain Insect 2
Targets one living creature/level.

As flypaper but affecting multiple targets.


310. (Puhner's) Mumble Shield
Enchantment
Level Sor/Wiz 1
Casting time 1 standard action
Components V, S, M (2 cotton balls)
Range personal
Target You
Duration 10 min./level

Created by an inept apprentice mage who wanted to protect themselves from enchantment and mind control spells, it functions by restricting the caster's own cognitive and linguistic abilities. Despite this, several copies of it have been found in shady hedge-wizard and charlatan spellbooks.
If the caster fails a save or would be magically compelled by a language-dependent suggestion or command, even if the spell itself isn't [language-dependent], the first command, order, or suggestion directed at them in a language they can understand is mumbled, garbled, and incomprehensible to them. Unfortunately, it also renders the caster unable to speak or understand that language from any source (they can still read and write it). This effect lasts for 1 minute, at which time the caster regains understanding of the language, though the effect can retrigger if they have another such suggestion or command directed at them. If the caster receives commands in multiple languages they could understand, each is rendered incomprehensible for 1 minute.

Note that this effect does not trigger for merely failing to save against a spell, such as charm person, only when a language-dependent suggestion, order, or command is made towards the caster. This spell does not hinder, suppress, or prevent other effects of those spells, such as regarding the user of a charm effect as a trusted friend. Nor does it prevent communication as long as the user of the compulsion doesn't attempt to suggest or command them. It also does not affect other methods of control that don't require speech, such as the basic telepathic commands allowed by most dominate effects.

311. (Puhner's) Honey-glazed Hide
Transmutation
Level Sor/Wiz 1
Casting time 1 standard action
Components V, S, M (a drop of honey and a piece of ham, or a piece of honey-glazed ham)
Range Personal
Target You
Duration 10 min./level

Created by an inept apprentice to aid in their chores, which included walking their master's dogs and tending their livestock, this spell makes the caster's skin as delicious and attractive as honey-glazed ham. While it makes the caster a tempting target, some find it useful for distracting creatures away from others.
The caster's skin takes on the faint sheen and taste of honey-glazed ham. While harmless to them and their clothing and belongings, it makes them very attractive to most animals or other creatures inclined to such flavors (even pigs like licking the honey-flavor despite the porcine taste alongside it). The caster receives a +2 circumstance bonus when attempting to attract, distract, or otherwise get an appropriate creature to follow them. Non-hostile creatures like dogs, cats, or other livestock or domesticated animals will generally only try to lick or nip at the caster, but aggressive animals, insects (including swarms), and other appropriately attracted creatures will tend to target the caster in preference to others. The caster is also easier to track by creatures with scent, granting them a +4 bonus to such checks.
Creatures are not magically compelled to approach, lick, or attack the caster, only more naturally-inclined to do so and will avoid doing so if obviously dangerous, such as the caster being on fire or covered in thorns or spikes.

Scarab Sages

312. Shocking Grass
School evocation [electricity]; Level arcanist 1, bloodrager 1, magus 1, occultist 1, sorcerer 1, wizard 1
Casting Time 1 standard action
Components V, S
Range Close
Target All grass in a 5' radius burst + 5' per 5 levels.
Duration instantaneous
Saving Throw none; Spell Resistance: No

Description
Attributed to an apprentice who tended to mumble this spell turns all grass around the caster a brilliant blue and causes it to spark with electricity dealing 1 point of electricity damage per square moved through and count as difficulty terrain. Some species have been known to keep plucked blades of grass saying they like the tingling feeling on their tongue.


313. Tearjerker
Necromancy
Level Brd 1, Sor/Wiz 1, Witch 1
Casting time 1 standard action
Components V, S, M (a pinch of salt, pepper, or onion powder)
Range Close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 minute
Saving Throw Fortitude negates; Spell Resistance Yes

Tears form in the target's eyes, giving it a –1 penalty to attack rolls, skill checks, or other rolls utilizing sight and all ranged penalties are doubled. The penalty increases by –1 for every 5 caster levels (max –5).
Fully submersing a target's eyes or washing them out will end this spell. Aquatic and elemental creatures, as well as targets whose eyes are already submerged, are unaffected by this spell.

314. Decap-a-pate
Evocation
Level Inquisitor 1, Magus 2, Psychic 2, Sor/Wiz 2
Casting time 1 immediate action
Components V, S, F (a silver bottle-opener worth at least 1 gp)
Range Close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance Yes

You cast this spell in response to a confirmed critical hit against the target that deals slashing or bludgeoning damage. If the target fails the saving throw and has a discernible head, the attack also knocks loose an article of headwear. It prioritizes caps. hats, helmets, or crowns first, then headbands or goggles or masks, defaulting to most anything else that could be reasonably knocked off. Headgear that is sealed or otherwise very secured, such as the helmet of a space or diving suit, cannot be knocked loose by this spell. Creatures immune to critical hits can still be affected by this spell if the threat was confirmed.

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