100+ Spells From the Lost Spellbooks


Homebrew and House Rules

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100+ Spells From the Lost Spellbooks
This is a place for homebrewed spells. They can be altered versions of existing spells such as greater, lesser, or baleful versions. They can be created whole cloth. They cannot be something you have or plan to submit to a contest as most have exclusivity rules.

1: Baleful Teleport
School Conjuration(Teleportation)
Level sorcerer/wizard 6
Components V S
Range Close
Target One or more creatures or objects targeted
Duration Instantaneous
Saving Throw Reflex negates
Spell Resistance Yes

Someone told me they wished there was a teleport with error. Baleful Teleport is an automatic mishap if they fail the reflex save. It’s a good way to dump someone in The Cleaves. Otherwise they land off target by miles. It's going to be a 6th level spell because of the close range. Same number of creatures transported. The aforementioned reflex save to get out of the way of the spell. All targets must be within 5 feet of each other.
One man sized creature or object per level and anything they can carry.

2: Greater Speak with Dead
School
Level Cleric 6th, Necromancer 6th, Some other classes 7th
Components V,S, DF
Range 20 feet
Target One Dead Creature
Duration 10 minutes per level
Saving Throw Will negates

This 6th level spell allows you to summon the spirit of a dead person. You can ask it questions, or trap it in a symbol. You don’t need a complete body.

3: Symbol of Soul Binding
School Necromancy
Level Sorcerer/Wizard 6
Components V,S,M (mercury and phosphorus plus gem dusts including jet and black diamond worth 10,000)
Saving Throw Will negates

This spell allows you to bind a soul or spirit into a symbol. If part of a golem or item it makes it an intelligent item or living golem. An elemental spirit gives it morphic qualities and other powers. An earth elemental spirit will give it extra hardness(+5, +1 hit dice). Fire gives it 1-6 fire damage on a hit and 2D6 flaming burst on a crit. A water elemental gives it normal operation underwater. An air elemental allows it to fly and form a whirlwind around it’s self.

An outsider or part of an outsider can be bound into a person creating a tattoo. The outsider can try for control as if possession. It’s body manifests as a translucent second skin when it’s powers are being manifested. If bound as a child it can become a split personality.

4: Alternate Clone
SchoolNecromancy
Level Sorcerer/Wizard 8, FleshCrafter 7
Components V,S,M (Laboratory supplies worth 1000) F(Special laboratory equipment costing 500)
Saving Throw None

The spell alternate clone lets you take a sample of at least 2 creatures, and create a unique individual. For example, an angel feather and a bird feather yields a bluebird of happiness. Unlike clone, the sources could have been destroyed utterly, but the result will be first level.

5: Negate Deathblow
School Abjuration, Time
Level Sorcerer/Wizard 2 Bard 2 Time Mages 1 Healers 1
Components V,S
Range Touch
Target Creature
Duration Instant
Saving Throw Nil

It negates the fatal wound that is killing the subject. It is touch, instant, and will remove that one instant of poison, bleeding, and whatever came with that wound. It must be applied before the end of the combat round the subject was expiring in.

6: Spiritual Freedom
SchoolAbjuration(non lawful)
Level Sorc/wizard 5 Cleric/Cavalier 4
Components V,S
Range Close
Target Any controlled
Duration 5 minutes per level
Saving Throw Special

Gives summoned monsters, elementals, constructs, and even new vampires a saving throw against the magical control they are under. If the creature has no will save, they use the caster’s. If successful, makes constructs and summoned creatures go uncontrolled for 5 minutes per level. Most creatures will turn on whoever was controlling them or just rampage. It’s a roleplay question.

7: Extermination
SchoolNecromancy
Level Sorc/Wizard 0 Cleric 0
Components S
Range Short
Target 5 foot square
Duration Instant
Saving Throw Reflex for half

This spell does 1 point of damage to all creatures in the area of effect. This is fatal to most creatures in a swarm. If that section of the swarm makes its save, half of them reach another square, and are at half of current hit points. Less than one point and they are disbanded. It is also a good way to get rid of rot grubs or most parasites.


Dot for interest. I'll see if I have my old spell notes later to add to this.

Dark Archive

I feel like Extermination is way too good at swarm killing. Making it work like the undead-killing cantrip, and do 1d6 (+50% cause it's an Area of Effect spell) to swarms specifically (and only 1 hp. to un-swarmed vermin, etc.) might be a better choice. As a necromancy spell, having it work like the old death touch from 3.X, and inflict 1 hp. of damage only to creatures that have 1 hp., and not damaging creatures that it can't kill (being 'too weak' to affect hardier creatures at all) might be another way to cut it down to a more appropriate level.


OK, found the old doc with the spells I'd created eons ago. Here's a few additions for the ol' spellbook/prayerbook/songbook:

Spoiler:

Talia’s Tormenting Tempest
Level: Sor/Wiz 2, Druid 2
Conjuration (Summoning)
Range: Close (25 ft.+ 5 ft./2 levels)
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Area: 1 person
Saving Throw: none (Reflex half)
Spell Resistance: yes

This spell creates a small storm cloud over the head of the target. The constant rain and thunder and lightning inhibit attempts to be stealthy-and are just absurd to look at. The target receives a -2 circumstance penalty to all Perception and Stealth checks, and anyone tracking him will receive a +2 circumstance bonus to the roll. Once during the duration, the storm cloud can strike the target with a bolt of lightning. This occurs whenever the caster desires, and the cloud fades away afterward in the course of a round. The bolt does 1d6 points of damage per two caster levels (maximum 5d6), and those in metal armor save with a -2 circumstance penalty.

Talia’s Random Explosion
Level: Sor/Wiz 3
Evocation
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Casting Time: 1 standard action
Components: V, S, M (a six-sided die, each side painted a different color)
Area: 10 ft. radius spherical burst
Saving Throw: Reflex half
Spell Resistance: yes

The Random Explosion is similar to a fireball spell, except that every time it is used, the caster must roll 1d6 to determine what type of damage it deals:
1) fire
2) cold
3) electricity
4) acid
5) sonic
6) force

The spell also does only 1d4 points per caster level, not the normal 1d6 of a fireball. But the maximum damage is 15d4 points. This spell has the descriptor of whatever type of damage it inflicts.

Talia’s Mischievous Ventriloquism
Level: Bard 2, Sor/Wiz 2
Illusion (Figment)
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Concentration, up to 1 minute/level
Casting Time: 1 standard action
Components: V, S
Area: One or more objects in a 30 ft. radius, or one person
Saving Throw: Will negates
Spell Resistance: Yes

This is a more powerful ventriloquism spell. It performs similarly to the original, but at the time of casting the caster may opt to either have it produce a voice she has heard or imagined, cause that voice to flit from one item to another every round, or to stay on one person, causing them to speak with that new voice using whatever words she desires. The words are determined by the caster at the time they are uttered.

Mageguard
Level: Bard 4, Sor/Wiz 4
Abjuration
Range: Touch
Duration: 1 round/level
Casting Time: 1 standard action
Components: V, S, M (small piece of beekeeper’s netting)
Area: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This was devised by the noted half-elven bard Keren Flamesong as a means to survive in a world full of hostile necromancers, sneaky illusionists, blast-crazy evokers, and willful enchantresses. It operates similar to the lesser globe of invulnerability spell, except that it only affects the person touched, and it only protects against spells of one school chosen at the time of casting. Spells of a level equal to one third the caster’s level fail as if the caster failed to penetrate spell resistance, up to a maximum of sixth level spells (at 18th level). Spells of other schools still work properly. A targeted dispel magic can dispel this effect, but dispel magic will not affect the recipient of this spell if cast over an area when this spell is attuned to Abjurations. Existing spells are not affected by the casting of mageguard, so a charm person spell still operates, as would a haste spell, or other magics.

Immunity
Level: Sor/Wiz 9
Abjuration
Duration: 1 minute/level
Components: V, S, F (small crystal globe with an image of the caster within, 500 gp value)

This spell acts as a more powerful mageguard. No spell of level six or less can affect the recipient, who also gains the benefits of DR 10/magic while this spell is in effect. Spells the recipient casts on herself are unaffected by immunity.

Armor of Fear
Level: Blackguard 4, Cl 5, Sor/Wiz 5
Necromancy (Fear)
Range: Caster
Duration: 1 round/level or 1 round; see text
Casting Time: 1 standard action
Components: V, S, DF
Area: see below
Saving Throw: Will partial
Spell Resistance: No

This spell imbues the caster with an aura of fear. Any creatures attempting to strike the caster in melee (even with a reach weapon) must make a Will save. If successful, the creature may complete its action as normal but remains shaken until the end of its next turn. The penalties for the shaken condition do not apply to the attack which initiated the saving throw. No further saving throws need to be made in this case. If the saving throw is unsuccessful, the creature may not attack the caster. Its attack is lost. The victim must also take a move action away from the caster if possible, using any movement mode desired. The victim may continue to attack other targets this round (if it has actions) after moving, but if unable to move away from the caster then it cowers as long as this state persists. Should the creature no longer be cornered it may attack other creatures as desired but is considered shaken and may not initiate melee against the caster so long as the armor spell persists.

Grave Blade
Level: Cleric 3, Blackguard 2
Necromancy
Range: 0 ft.
Duration: 1 min./level
Casting Time: 1 standard action
Components: V, S, DF
Effect: Sword-like beam
Saving Throw: none
Spell Resistance: yes

A grave blade is a conjured weapon of negative energy. A pale white or deep ebon blade (caster's choice) appears in the hand of the caster. The caster is automatically proficient in the blade. The caster may make attacks with the grave blade as melee touch attacks, each hit dealing 1d6 points + 1 pt./2 caster levels (max. +10) of negative energy damage. The blade itself is immaterial, so Strength bonuses do not apply. Undead are healed by contact with the blade for an amount of damage equal to the damage dealt.

Final Night
Level: Cleric 9
Necromancy (Death)
Range: Close
Duration: Instantaneous; see below
Casting Time: 1 full-round action
Components: V, S, DF
Area: One creature
Saving Throw: Fortitude partial or Will negates
Spell Resistance: yes

The final night incantation is the most powerful form of death magic known to mortal, non-epic magic. By uttering a brief prayer, the cleric calls to the gods of death and the power of death itself to end the life of her chosen target. The target creature must make a Fortitude save or die, their soul banished directly to the afterlife. If the saving throw is successful, the target lives but is severely weakened by the exposure to the raw energies of death and the afterlife. The target is considered exhausted and takes Wisdom damage equal to one-half the caster's level. The Wisdom damage may be healed as normal.
Victims of the final night spell may be revived, but are considered to be under the effect of a rest eternal spell cast by the caster of the final night. If an undead creature is targeted by this spell, the undead must make a Will save or be utterly destroyed. If successful, the undead creature is unaffected by this spell.

Revitalize
Level: Cleric 3
Necromancy
Range: Touch
Duration: Instantaneous
Casting Time: 1 standard action
Components: V, S, DF
Targer: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes

Revitalize allows a character to return to battle refreshed and ready for more action. Revitalize cures fatigue, exhaustion, sickness, and nausea conditions in the target. Against these conditions the spell is automatically successful. This spell can also negate dazing and stunning. This requires a caster level check against the original effect (DC 11 + caster level, or character level if the source was not a caster) to succeed.

Beseech the Fallen
School: Divination
Level: Cleric 5
Components: V, S, DF
Range: Personal
Target: You
Duration: Instantaneous

This spell functions in a manner similar to commune with nature. Instead of learning about the natural features of the surrounding land, you become aware of the one of the following facts, plus an additional fact per five caster levels: the locations of each corpse in the area, the cause of death of every corpse you detect, how long ago the corpses were created, the identities of each corpse in the area, the presence of undead in the area, how many undead are in the area, what types of undead are in the area, and the location of each place within the area that is hallowed/unhallowed/consecrated/desecrated.
Like commune with nature, this spell operates in a 1 mile/caster level radius when cast outdoors. Unlike commune with nature, beseech the fallen operates for 100 feet/caster level regardless if the underground region is natural or not.

Hidden Talent
School: Transmutation
Level: Bard 2, Sor/Wiz 3
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes

For the duration of this spell, the creature touched is considered to have ranks in one skill of your choice equal to your caster level. This does not give them the benefit of the trained skill bonus, though if they already have this bonus it still applies. All other modifiers are applied to the skill as normal, such as ability score modifiers and feats.

Death Aura
Necromancy (Death)
Level: Cleric 7, Sor/Wiz 8
Components: V, S, DF
Range: 0
Target: see below
Duration: 1 round/level
Saving Throw: Fortitude negates (see below)
Spell Resistance: yes

Upon casting this spell, the caster begins to emanate a powerful life-quelling aura. Any creature approaching within five feet of the caster may have its life force snuffed out. Creatures with 4 HD or less are automatically slain without a saving throw. Creatures with 5-8 HD must make a Fortitude save or die. If they succeed, they take 1d2 points of Constitution damage each round they remain within five feet of the caster. If a target leaves the area and returns, this damage resumes. Creatures with 9 HD or more must roll a Fortitude save or take 1d2 points of Constitution damage; a successful save negates the effects of this spell on them.
Mythic: If cast as a mythic spell, add half the caster’s tier to the hit dice caps listed to determine the effects of this spell. For example, a caster with four mythic tiers would automatically kill any creature with 6 HD or less that approached and force creatures with 7-10 HD to save or die.
Augmented: If two uses of mythic power are used when casting this spell, increase the Constitution damage to 1d4. Targets that successfully save are also exhausted.


Lathiira wrote:

OK, found the old doc with the spells I'd created eons ago. Here's a few additions for the ol' spellbook/prayerbook/songbook:

** spoiler omitted **...

Ok, could someone number them and post them openly?

Also, the random explosion, I want to add it to my Savage Mage topic.

The cloud can be weather domain and chaos domain for clerics.

For Talia’s Mischievous Ventriloquism, remove Talia and add inanimate object or non talking creature seem to acquire a silly voice appropriate.


Set wrote:

I feel like Extermination is way too good at swarm killing. Making it work like the undead-killing cantrip, and do 1d6 (+50% cause it's an Area of Effect spell) to swarms specifically (and only 1 hp. to un-swarmed vermin, etc.) might be a better choice. As a necromancy spell, having it work like the old death touch from 3.X, and inflict 1 hp. of damage only to creatures that have 1 hp., and not damaging creatures that it can't kill (being 'too weak' to affect hardier creatures at all) might be another way to cut it down to a more appropriate level.

Funny, I thought swarms were too invulnerable.

Maybe I'll allow it to be made first level.
Having it affect only 1 HP or less creatures sounds good too.


8. Ribbon Festoon
School Conjuration (creation); Level bard 0, sorcerer/wizard 0; Components V,S
Range Close (25 ft. + 5 ft./2 levels)
Duration 1 min./level (see below)
Saving throw Will negates (object); Spell resistance No

Description
This spell creates festive or decorative 1-inch wide streamers and ribbons of 2 to 3 feet in length. They must be conjured affixed to a suitable object similar to a rope, line, pole, or curtain rod and the quantity of ribbons is generally enough to cover a typical doorway, window, or archway (about 3 feet wide.) Complicated patterns are not possible but the caster may elect for the ribbons to be uniform in color or in no more than two alternating colors of black, white, gray, or any primary or secondary colors (red, yellow, blue, orange, green, or purple.)

The ribbons can be touched, brushed aside, or moved past and are not thick enough to obscure vision. Attempting to move, damage, or alter them (such as cutting them, tying them into bows, or trying to attach or tie something to them) causes the ribbons to disperse. Attempting to move the whole string, rod, or attached surface significantly will dispel the entire spell.

This spell may not be cast upon living things, even trees, though dead trees are allowed and rods, poles, or lines may be hung in trees to allow the spell to be cast for festivals, parties, or ceremonies. While wands, pistols, and most hafted weapons like maces and axes are too short for this spell to function on, rifle barrels, rods, staves, and spears are valid targets. Attended or held objects grant their bearer a Will saving throw to negate the spell. Failure indicates that ribbons and streamers billow from the targeted object and cause the bearer to receive a -2 distraction penalty to attack rolls and skill checks for 1 round or until they spend a move action to move at least 5 feet or a swift action to vigorously shake the object, which disperses the ribbons. Attacking with the object will also disperse the effect assuming the action is vigorous enough (thrusting with a spear will be, aiming and firing a festooned rifle may not,) though the attack penalty will apply.

While typically short-lived in duration, if a caster remains within close range of the created ribbons they may be maintained (no action necessary) for up to 1 hour instead. A caster may only have as many instances of this spell active as equal to their caster level. Additional castings cause earlier spells to end immediately.


9. Talia’s Tormenting Tempest
Level: Sor/Wiz 2, Druid 2
Conjuration (Summoning)
Range: Close (25 ft.+ 5 ft./2 levels)
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Area: 1 person
Saving Throw: none (Reflex half)
Spell Resistance: yes

This spell creates a small storm cloud over the head of the target. The constant rain and thunder and lightning inhibit attempts to be stealthy-and are just absurd to look at. The target receives a -2 circumstance penalty to all Perception and Stealth checks, and anyone tracking him will receive a +2 circumstance bonus to the roll. Once during the duration, the storm cloud can strike the target with a bolt of lightning. This occurs whenever the caster desires, and the cloud fades away afterward in the course of a round. The bolt does 1d6 points of damage per two caster levels (maximum 5d6), and those in metal armor save with a -2 circumstance penalty.

10. Talia’s Random Explosion
Level: Sor/Wiz 3
Evocation
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Casting Time: 1 standard action
Components: V, S, M (a six-sided die, each side painted a different color)
Area: 10 ft. radius spherical burst
Saving Throw: Reflex half
Spell Resistance: yes

The Random Explosion is similar to a fireball spell, except that every time it is used, the caster must roll 1d6 to determine what type of damage it deals:
1) fire
2) cold
3) electricity
4) acid
5) sonic
6) force

The spell also does only 1d4 points per caster level, not the normal 1d6 of a fireball. But the maximum damage is 15d4 points. This spell has the descriptor of whatever type of damage it inflicts.

11. Talia’s Mischievous Ventriloquism
Level: Bard 2, Sor/Wiz 2
Illusion (Figment)
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Concentration, up to 1 minute/level
Casting Time: 1 standard action
Components: V, S
Area: One or more objects in a 30 ft. radius, or one person
Saving Throw: Will negates
Spell Resistance: Yes

This is a more powerful ventriloquism spell. It performs similarly to the original, but at the time of casting the caster may opt to either have it produce a voice she has heard or imagined, cause that voice to flit from one item to another every round, or to stay on one person, causing them to speak with that new voice using whatever words she desires. The words are determined by the caster at the time they are uttered.

12. Mageguard
Level: Bard 4, Sor/Wiz 4
Abjuration
Range: Touch
Duration: 1 round/level
Casting Time: 1 standard action
Components: V, S, M (small piece of beekeeper’s netting)
Area: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This was devised by the noted half-elven bard Keren Flamesong as a means to survive in a world full of hostile necromancers, sneaky illusionists, blast-crazy evokers, and willful enchantresses. It operates similar to the lesser globe of invulnerability spell, except that it only affects the person touched, and it only protects against spells of one school chosen at the time of casting. Spells of a level equal to one third the caster’s level fail as if the caster failed to penetrate spell resistance, up to a maximum of sixth level spells (at 18th level). Spells of other schools still work properly. A targeted dispel magic can dispel this effect, but dispel magic will not affect the recipient of this spell if cast over an area when this spell is attuned to Abjurations. Existing spells are not affected by the casting of mageguard, so a charm person spell still operates, as would a haste spell, or other magics.

13. Immunity
Level: Sor/Wiz 9
Abjuration
Duration: 1 minute/level
Components: V, S, F (small crystal globe with an image of the caster within, 500 gp value)

This spell acts as a more powerful mageguard. No spell of level six or less can affect the recipient, who also gains the benefits of DR 10/magic while this spell is in effect. Spells the recipient casts on herself are unaffected by immunity.

14. Armor of Fear
Level: Blackguard 4, Cl 5, Sor/Wiz 5
Necromancy (Fear)
Range: Caster
Duration: 1 round/level or 1 round; see text
Casting Time: 1 standard action
Components: V, S, DF
Area: see below
Saving Throw: Will partial
Spell Resistance: No

This spell imbues the caster with an aura of fear. Any creatures attempting to strike the caster in melee (even with a reach weapon) must make a Will save. If successful, the creature may complete its action as normal but remains shaken until the end of its next turn. The penalties for the shaken condition do not apply to the attack which initiated the saving throw. No further saving throws need to be made in this case. If the saving throw is unsuccessful, the creature may not attack the caster. Its attack is lost. The victim must also take a move action away from the caster if possible, using any movement mode desired. The victim may continue to attack other targets this round (if it has actions) after moving, but if unable to move away from the caster then it cowers as long as this state persists. Should the creature no longer be cornered it may attack other creatures as desired but is considered shaken and may not initiate melee against the caster so long as the armor spell persists.

15. Grave Blade
Level: Cleric 3, Blackguard 2
Necromancy
Range: 0 ft.
Duration: 1 min./level
Casting Time: 1 standard action
Components: V, S, DF
Effect: Sword-like beam
Saving Throw: none
Spell Resistance: yes

A grave blade is a conjured weapon of negative energy. A pale white or deep ebon blade (caster's choice) appears in the hand of the caster. The caster is automatically proficient in the blade. The caster may make attacks with the grave blade as melee touch attacks, each hit dealing 1d6 points + 1 pt./2 caster levels (max. +10) of negative energy damage. The blade itself is immaterial, so Strength bonuses do not apply. Undead are healed by contact with the blade for an amount of damage equal to the damage dealt.

16. Final Night
Level: Cleric 9
Necromancy (Death)
Range: Close
Duration: Instantaneous; see below
Casting Time: 1 full-round action
Components: V, S, DF
Area: One creature
Saving Throw: Fortitude partial or Will negates
Spell Resistance: yes

The final night incantation is the most powerful form of death magic known to mortal, non-epic magic. By uttering a brief prayer, the cleric calls to the gods of death and the power of death itself to end the life of her chosen target. The target creature must make a Fortitude save or die, their soul banished directly to the afterlife. If the saving throw is successful, the target lives but is severely weakened by the exposure to the raw energies of death and the afterlife. The target is considered exhausted and takes Wisdom damage equal to one-half the caster's level. The Wisdom damage may be healed as normal.
Victims of the final night spell may be revived, but are considered to be under the effect of a rest eternal spell cast by the caster of the final night. If an undead creature is targeted by this spell, the undead must make a Will save or be utterly destroyed. If successful, the undead creature is unaffected by this spell.

17. Revitalize
Level: Cleric 3
Necromancy
Range: Touch
Duration: Instantaneous
Casting Time: 1 standard action
Components: V, S, DF
Targer: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes

Revitalize allows a character to return to battle refreshed and ready for more action. Revitalize cures fatigue, exhaustion, sickness, and nausea conditions in the target. Against these conditions the spell is automatically successful. This spell can also negate dazing and stunning. This requires a caster level check against the original effect (DC 11 + caster level, or character level if the source was not a caster) to succeed.

18. Beseech the Fallen
School: Divination
Level: Cleric 5
Components: V, S, DF
Range: Personal
Target: You
Duration: Instantaneous

This spell functions in a manner similar to commune with nature. Instead of learning about the natural features of the surrounding land, you become aware of the one of the following facts, plus an additional fact per five caster levels: the locations of each corpse in the area, the cause of death of every corpse you detect, how long ago the corpses were created, the identities of each corpse in the area, the presence of undead in the area, how many undead are in the area, what types of undead are in the area, and the location of each place within the area that is hallowed/unhallowed/consecrated/desecrated.
Like commune with nature, this spell operates in a 1 mile/caster level radius when cast outdoors. Unlike commune with nature, beseech the fallen operates for 100 feet/caster level regardless if the underground region is natural or not.

19. Hidden Talent
School: Transmutation
Level: Bard 2, Sor/Wiz 3
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes

For the duration of this spell, the creature touched is considered to have ranks in one skill of your choice equal to your caster level. This does not give them the benefit of the trained skill bonus, though if they already have this bonus it still applies. All other modifiers are applied to the skill as normal, such as ability score modifiers and feats.

20. Death Aura
Necromancy (Death)
Level: Cleric 7, Sor/Wiz 8
Components: V, S, DF
Range: 0
Target: see below
Duration: 1 round/level
Saving Throw: Fortitude negates (see below)
Spell Resistance: yes

Upon casting this spell, the caster begins to emanate a powerful life-quelling aura. Any creature approaching within five feet of the caster may have its life force snuffed out. Creatures with 4 HD or less are automatically slain without a saving throw. Creatures with 5-8 HD must make a Fortitude save or die. If they succeed, they take 1d2 points of Constitution damage each round they remain within five feet of the caster. If a target leaves the area and returns, this damage resumes. Creatures with 9 HD or more must roll a Fortitude save or take 1d2 points of Constitution damage; a successful save negates the effects of this spell on them.
Mythic: If cast as a mythic spell, add half the caster’s tier to the hit dice caps listed to determine the effects of this spell. For example, a caster with four mythic tiers would automatically kill any creature with 6 HD or less that approached and force creatures with 7-10 HD to save or die.
Augmented: If two uses of mythic power are used when casting this spell, increase the Constitution damage to 1d4. Targets that successfully save are also exhausted.


I’d hate to flood this list with too much of my content, so here’s a selection of spells from my personal spellbook:

21. Arcane Blitz
Evocation [Electricity]
Level: Duskblade 4, Magus 4, Sorcerer 4, Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial, see text
Spell Resistance: Yes

With a fierce gesture, you single out a target, unleashing a stream of energy to tear them apart. This spell deals 1d8 points of electric damage per two caster levels (maximum 5d8) to the target so long as you continue to concentrate. Targets damaged by the spell are also staggered. A successful fortitude save negates the staggered condition for that round, but the target must continue to make a new save each round at the beginning of your turn so long as the spell remains active. A target making two successful saves in a row or moving outside of the caster’s range ends the spell.

22. Blast Barrier
Evocation [Force]
Level: Cleric 3, Paladin 4, Sorcerer 3, Witch 3, Wizard 3
Components: V, S, M/DF
Casting Time: 1 immediate or 1 standard action
Range: 0 feet
Effect: A field of force
Duration: immediate or concentration up to 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell manifests a slightly curved field of shimmering force in front of you. Pick one edge of the space you occupy. A field of force fifteen feet wide and ten feet tall forms along that edge, with you at its center (for larger creatures, this spell covers the entire edge of their occupied space). This barrier acts as a Wall of Force, blocking line of effect for all spells and attacks accordingly. A Blast Barrier has hardness 10 and 10 hit points per caster level. If this barrier is destroyed, the caster is dazed until the end of their next turn.
If cast as an immediate action, the spell blocks a single attack, spell, or effect when imposed between the source and the caster. Creatures adjacent to the caster received the protection of the barrier, but larger area effects, such as the breath weapon of a dragon, may still effect targets further back based on the point of origin.
When cast as a standard action, the field remains so long as the caster concentrates, up to the maximum duration of the spell. This field is mobile and moves with the caster. Since this spell does not allow creatures to pass through the barrier, the caster is stopped when they attempt to push the barrier through a space occupied by a creature.
Material Component: A pinch of powdered quartz.

23. Dance of Starlight
Evocation [Light, Mind-Affecting]
Level: Bard 2, Druid 2, Shaman 2, Sorcerer 2, Witch 2, Wizard 2
Components: V, S, M
Casting Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst centered on caster; See text
Duration: 1 minute/level; see text
Saving Throw: Will negates; see text
Spell Resistance: No

With a twirl, you send a cascade of stars spilling into the air.

Your dance creates a field of multicolored starlight that spreads to the extent of the range. Those that witness the stars as they form are fascinated for 1 round per three caster levels (maximum 5 rounds) unless they succeed on a Will save. Regardless of the success or failure of the saves of those who witness the dance, the stars remain in the air, providing dim light through the space they fill as they twinkle and shine in the air. Creatures entering the area after the spell has been cast are not fascinated by the stars. Creatures who do not rely on sight are unaffected. This spell is typically cast during festivals held at night to entertain crowds.
Material Component: A pinch of stardust.

24. Evoker’s Darts
Evocation
Level: Duskblade 2, Magus 2, Sorcerer 2, Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level or until discharged
Saving Throw: None
Spell Resistance: Yes

This spell invests a limited pool of magic into the touched object, allowing it to fire a small blast of energy. Typically this spell is cast upon weapons, rods, staves, wands, rings, or other easily manipulated objects.
Upon casting the spell, the caster must select one type of energy from acid, cold, electricity, or fire. The object gains a number of charges equal to twice the caster’s level (maximum 20 charges). The command word is immediately imparted to the mind of the creature who picks up or holds the object. As a standard action, the holder of the object may activate one of its charges, firing a blast of energy at a single target. This require a ranged touch attack, using the wielder’s statistics. The range on these darts is 60 feet. The dart fired from the object deals 2d6 points of energy damage of the type designated by the caster upon initially casting this spell. Using the last of these charges ends the spell.

25. Flash Freeze
Evocation [Cold]
Level: Sorcerer 7, Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 20-ft burst centered on caster
Duration: 1 round/2 levels
Saving Throw: Fortitude partial
Spell Resistance: Yes

There’s a sharp crack as the air is suddenly hit with a deathly cold.

A sudden burst of icy energy spreads from your being. Each creature caught in the blast is coated in sharp ice crystals that cling to its form, taking 2d8 points of cold damage each round. Creatures damaged by the burst are slowed for the duration as well. A successful Fortitude save reduces the slow to a single round. Creatures of the water subtype or creatures who are soaked in water are paralyzed instead of slowed.
Any exposed container with liquid in it must also make a Fortitude save or rupture as the fluids within freeze rapidly and burst their containers.
If this spell intersects with a body of water, it leaves the water in a semisolid state, entangling any creatures who remain within the area. A solid sheet of ice forms along the surface of water one inch thick per two caster levels. This ice has a hardness of 0 and 3 hit points per inch.

26. Gravity Well
Conjuration/Transmutation
Level: Sorcerer 3, Wizard 3, Witch 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 15-ft.-radius well
Duration: 1 round/2 levels
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell intensifies the gravity of a specified point in space, attempting to draw creatures towards its center. All creatures must succeed at a Fortitude save or have all speeds reduced by half so long as they remain in the area of the Gravity Well. Creatures exiting and reentering must make new saves accordingly.
The caster makes a CMB check to Drag upon casting the spell and at the beginning of each of their turns on subsequent rounds, applying it against the CMD of all creatures in the area. The bonus for this check is equal to your caster level plus the relevant ability modifier (Charisma for Sorcerers, Intelligence for Witches and Wizards). Successful Drags move creatures accordingly towards the center of the well. Creatures within 5 feet of the center of the well are subjected to a grapple check utilizing the same modifiers +5. The CMD to break free from this grapple is equal to 15 + the caster’s level + their relevant ability modifier for casting. Regardless of the results on subsequent rounds, a subject is never treated as pinned.

27. Magic Barrier
Abjuration
Level: Cleric 2, Heir 2, Paladin 2
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until discharged
Saving Throw: None
Spell Resistance: Yes

The creature touched is surrounded in a shimmer of white light which dampens oncoming spells. The next spell the creature is subjected to has its effects reduced by 25%. Damage received is reduced accordingly and non-damaging spells have their effectiveness reduced by 25%, or have a 25% chance to fail against the target. Apply this reduction before saves are made. Once a single spell has affected the target, Magic Barrier is discharged.
Upon reaching caster level 10, Magic Barrier can resist a second spell before being discharged.
Spells affecting the target are subjected to spell resistance prior to being affected by Magic Barrier, and spells that fail to overcome spell resistance do not discharge this spell.

28. Relentless Lance
Evocation [Force]
Level: Sorcerer 6, Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: 10 feet/level
Area: 5-ft.-wide line, 10 feet long/level
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

With a powerful gesture, a lance of raw force rockets through the air. Creatures within the area of this spell take 6d10 points of force damage. Any creature damaged by the spell must make a Reflex save. Success shunts the creature five feet to the side of the area using the shortest path. This movement does not provoke attacks of opportunity. If they are unable to leave the area through such movement, such as within a narrow hallway, they instead impact whatever barrier prevents them from leaving and take an extra 2d6 points of damage. Creatures that fail their save are instead thrown the entire distance of the spell and left prone, taking an extra 2d6 if they impact with a solid surface.

29. Soul Syphon
Necromancy [Evil]
Level: Sorcerer 6, Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or trapped soul
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You latch on to the soul of another creature, coaxing a portion of its energy out of its vessel to fuel yourself. You deal 5d6 + 1 point per caster level of damage to the creature you target. You gain an equal number of hit points. You can’t gain more than the subject’s current hit points + the subject’s Constitution score (which is enough to kill the subject). A trapped soul can offer up to 10 hit points per HD the trapped creature possesses. Once this is depleted, the gem is left empty, and the soul is destroyed.
Material Component: A handful of crushed onyx.

30. Temporal Stutter
Transmutation
Level: Sorcerer 4, Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

You push a target out of the stream of time, but only for a moment. You must succeed on a melee touch attack to affect the target. For the duration of the spell, the target is completely immune to all forms of damage and all forces around it. It cannot be moved from its point in space by any force. All damage from weapons, effects from spells, and impact from the environment fail to affect the target while it is suspended, including healing, status effects, and other effects. Its body functions appear to cease, but this jump in time has no ill effect on the subject.
Material Component: A pinch of fine sand.


A wizard focusing on the variant time school can take temporal stutter as a bonus spell. no save is necessary if cast to save the target. Also, a feather token shaped like a clock face will activate when the wearer is in sudden danger.

Evoker's darts would be great to make permanent in a magic longsword.What is that, 10 charges a day? 6?. What is the minimum caster level for making this sword?


Dotting for future

.


31. Greater Haste
SchoolTransmutation
Level Sorc/Wizard 6
Components V, S, M(An ounce of licorice root, black licorice candy, or liquid coffee)
Range close(25ft.+5ft. per level)
Target One creature per level, no 2 can be more than 50 feet apart.
Duration 1 round per level
Saving Throw Fort negates(harmless)
Spell Resistanceyes(harmless)

Like haste but it can grant one main attack, even with a two handed weapon, or one standard action, per round, in addition to normal actions. Thus they can move after moving and attacking. They can cast another spell up to a standard action casting time. Reloading a crossbow can be done, but it still requires 2 hands. It replaces any haste or haste like spells, effects, or abilities.

The G. Hasted creature gains +2 attack, +2 dodge, and +2 on reflex saves.

All forms of movement are doubled as is jumping distance.
Greater haste and hold person mutually negate.


32.Bedrock Liquefaction
School evocation[earth or water]
Level cleric 7, Druid 7, Wizard(Earth or Water school)
Components V,S, DF or M
Range Long(400 feet + 40 feet per level)
Area one building or 40 feet of castle curtain wall
Duration 6 rounds
Saving throw Structure
Spell resistance None
The bedrock under a structure is powdered and diluted with water. Most free standing structures get no save as they sink and fill with the watery mud. All other structures treat as an earthquake. That's 100 points of damage as the wall is suddenly supporting it'self. Treat as a huge earth elemental trying to make a fort save. If it fails, it collapses into the sink hole. Same with a row house.

A person in a structure sinking into the earth must make a fort save to fight the inrushing watery mud.Failing that they take 1D6 drowning damage a round when they can no longer hold their breath. Adjacent bedrock is completely solid. The only way out is probably through the roof.

Material component is powdered rock washed away by water.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

This appeals to my interests.


Dot.

And...

Goth Guru wrote:
Set wrote:

I feel like Extermination is way too good at swarm killing. Making it work like the undead-killing cantrip, and do 1d6 (+50% cause it's an Area of Effect spell) to swarms specifically (and only 1 hp. to un-swarmed vermin, etc.) might be a better choice. As a necromancy spell, having it work like the old death touch from 3.X, and inflict 1 hp. of damage only to creatures that have 1 hp., and not damaging creatures that it can't kill (being 'too weak' to affect hardier creatures at all) might be another way to cut it down to a more appropriate level.

Funny, I thought swarms were too invulnerable.

Maybe I'll allow it to be made first level.
Having it affect only 1 HP or less creatures sounds good too.

As Acid Splash dose 1D3 to Swarms, it seems under powered to me.


Look here. If you are GM you can rule at your table, Acid splash and extermination are first level.

Otherwise, it kills swarms or individual vermin, regardless of any other type. They have 1 hit point or less, so if they cannot dodge the spell, they die. If they have more than one hit point, like giant vermin, they take no damage.

Any further comments are how you are going to handle it, at your table, if you are the GM.


33: Tech Savvy
School Transmutation
Level Sorc/Wizard 5
Components V, S
Range touch
Target One creature
Duration 10 minutes per level
Saving Throw Fort negates
Spell Resistance yes

Pathfinder characters and monsters are usually raised superstitious, enchanted, and having seen a god or monster. To use technology they have to use magic device at -4. Trying to use a control panel they get a random result.

This spell temporarily flips that. Thay can use tech just fine, but they are -4 to use magic device. They have temporarily lost access to spells not on the Spacefinder spell lists. It is recommended you cast it only on the party Rogue. The reverse spell is generally known only to Starfinder characters.

Magic item: Requires a piece of technology. Usually an enchanted space helmet.


Evolve Simulacrum

School illusion (shadow); Level sorcerer/wizard 8, summoner 6; Elemental School void 8

CASTING

Casting Time 12 hours
Components V, S, M (the existing simulacrum plus powdered rubies worth 500 gp per increased HD of the simulacrum)

EFFECT

Range 0 ft.
Effect one duplicate creature
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

Evolve Simulacrum enables you to increase the levels or HD of a simulacrum, up to half of the real creature's current levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't evolve a simulacrum whose HD or levels exceed twice your caster level.

This is an exception to the Simulacrum spell description, “A simulacrum has no ability to become more powerful. It cannot increase its level or abilities.”

MYTHIC

You can evolve a simulacrum into a Mythic Simulacrum.

DESIGNER NOTES

This lets you create the same game effect as killing your existing simulacrum and creating a new one, but is better thematically.


Another spell for simulacrums:

"Modify Simulacrum

School illusion (shadow); Level sorcerer/wizard 8, summoner 6; Elemental School void 8

CASTING

Casting Time 12 hours
Components V, S, M

EFFECT

Range 0 ft.
Effect one duplicate creature
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

Modify Simulacrum enables you to alter the skills and feats of a simulacrum by reallocating skill points and feat slots. You can't modify a simulacrum whose HD or levels exceed twice your caster level.

Modify simulacrum cannot be used to make a simulacrum more powerful. It cannot increase a simulacrum's level or abilities.

MYTHIC

You can modify a Mythic Simulacrum."

Sczarni

Sinister Strength
School: Necromancy
Duration: 1 minute per level
Clr/Or 3, Sor/Wiz 3, Antipal 1, Bldrg 2, Inq 3
Target: One creature touched.

This spell infuses a target with negative energy. The creature gains a +4 profane bonus to Strength, but takes 1d4 negative energy damage each turn for the duration of the spell. The caster may choose to end the effect at any time as a free action.

(A fairly risky Strength buff that stacks with Bull's Strength and Enlarge Person for when the Barbarian REALLY needs every bonus he can get... as well as a way for a necromancer to turn his undead minion into a miniboss.)

Firebrand Fists
School: Evocation [fire]
Duration: 10 minutes/level
Target: you
Clr/Or 1, Drd 1, Brd 1, Inq 1, Sor/Wiz 1

Glowing orange runes appear across your knuckles. For the duration of the spell, your fists are treated as if you were wielding +1 flaming burst brass knuckles and are proficient in their use. Additionally, you are treated as having the Two-Weapon Fighting feat for the duration of the spell. If you land a critical hit with one of these attacks, you may cast arcane mark on the target of the attack as a free action, even if you do not know the spell or have it prepared.

(The idea is that a low-level wizard can use this as a way of conserving his spell slots and still contribute in a fight beyond "acid splash for 1d3". The 3/4 BAB classes may keep this one handy even after they've moved beyond fighting goblins and rats, just in case.)


And here I was hoping someone else had done the work of converting all pre -3.x spells to PF for me. Guess I'll have to keep at it, then.

Here are a few of the ones done so far.

Pierce Any Shield
(Abjuration)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 full-round action
Range: close
Target: 1 creature
Duration: special
Saving Throw: none
Spell Resistance: no

The next spell cast on the target after this spell automatically bypasses all protections: spell resistance, energy resistance or immunity, damage reduction or immunity, spell turning, antimagic field, dead magic zones, counterspell immunity, counterspells, contingencies, absorption, etc. The only defence is a saving throw, if the following spell allows it, and even then the DC is increased by 5. If another spell is not cast on the target by the end of the following round, this spell ends.
Material components: A silver spike or knife worth 1000 gp.
Setting: Mystara

Dishonest Dealings
(Enchantment) [charm]
Level: Clr/Or Realm 5
Gold: 2 GB
Regency: 3/province level
Duration: 1 domain turn+1 month/level
Required holdings: 3

This Realm spell pushes all citizens towards deceit in all negotiations and business practices, allowing most espionage and agitate actions to succeed automatically. The spell also gives a +4 bonus to Diplomacy actions and impvoes the guil holdings by two levels for purposes of collection.
Known to: priests of Éla
Setting: Birthright

Otiluke's Screen
(Abjuration)
Level: Sor/Wiz 5
Casting Time: 1 action
Components: V, S
Range: close
Duration: 1 round/level
Effect: 30+5'/level radius

You create a field through which solid objects and creatures can pass but which absorbs magical damage that tries to pass through. The screen can absorb up to 1 spell level/caster level.
Setting: Greyhawk

Bane of Basheba
(Necromancy) [curse]
Level: Clr/Or 2
Casting Time: 1 action
Components: V, S, DF
Range: touch
Duration: special
Target: 1 creature
Saving throw: none
Spell resistance: yes

The target takes a -4 penalty on his next saving throw, -3 to the one after that, -2 to the next, and finally -1 to the 4th saving throw. The spell lasts until remvoed with a remove curse or better, or until all penalties have been 'used'.
Granted by: Beshaba
Setting: Forgotten Realms

Cloud of Putrefaction
(Transmutation) [evil]
Level: Clr/Or 5
Casting Time: 1 action
Components: V, S, DF
Range: close
Duration: 1 round/level
Effect: 20' cube

You create a cloud of pestilent mist that fouls clean water making it undrinkable, filling it with filth, vermin and disease. Small vermin like mice and squirrels are transformed to rats and rot grubs, flies and other ujnpleasant insects arise.The cloud moves with the wind up to 20 feet per round. While the spell only lasts 1 round per level the effects are instantaneous.
Setting: Ravenloft

Gamalon's Fiery Backlash
(Abjuration) [fire]
Level: Sor/Wiz 3
Casting Time: 1 action
Components: V, S
Range: medium
Duration: 1 round/level
Target: 1 creature or object
Saving throw: Will negates
Spell resistance: yes

On a failed saving throw, whenever the target attempts to cast a fire-based spell or effect, that effect is reflected back on them.
Note: Spelljammer

Ringweave
(Evocation)
Level: Sor/Wiz 9
Casting Time: 1 minute
Components: V, S
Range: medium
Duration: 1 day/level (special)
Effect: 1 ring
Saving throw: special
SR: special

You can precisely copy the effect of one ring you have used at one point and bestow its effect on one target. The effect can only be used once/level. E.g. a 20th level caster could copy the effect of a Ring of Protection +5 which would last 20 days or until the target has been attacked by attacks with attack rolls twenty times, whichever comes first. You cannot copy the effects of charged rings, e.g. Rings of Wishes, neither can you copy cursed rings or artifacts.

Finally, for those who point to things like owlbears and pegataurs and say "a wizard did it", here's how they did it (sorry about the crap formating, but I'm lazy and the forums don't make it easy):

Distort Life I
(Necromancy)
Level: Sor/Wiz 4
Casting Time: 1 hour
Components: V, S, M
Range: close
Duration: Instantaneous
Target: 1 creature
Saving throw: none
Spell resistance: no

You alter one aspect of an unborn creature to something you desire. The effect is instantaneous but the unborn target must be as young as possible to ensure proper development. While there is n sve there is a chance of failure, and certain traits need multiple generations to fully manifest. Traits not fully manifested are generally lost after three generations of improper (or lack of) breeding. Traits that have fully manifested are kept in subsequent breedings of the creatures. It is through the distort life line of spells many famous creatures have been created, including owlbears, pegataurs and most other magical beats.

Trait
chance of success generations required
Coloring (color, stripes, spots, etc. 80% 1
+1 natural armor 60% 1
Limb endings (claws, pincers, fingers, etc.) 40% 1
Covering: hide 40% 1
fur 40% 2
scales 40% 6
feathers 40% 9
Limbs legs, arms, wings, tentacles; add, remove 30% 6
modify: de/increase speed 5 60% 1
Senses: de/increase one sense (Perception +/- 2 50% 1
de/increase range of scent, blindsense/sight 40% 1
add/remove one sense (incl llv) 30% 9
Mouth add/remove teeth, hollow fangs, beak, proboscis 40% 2

Noise (ability to produce sound, volume, range) 70% 1

If the desired modification fails to take place, there are certain possible outcomes.
1-30 right aspect, wrong outcome
31-70 nothing happens
71-80 wrong aspect changed
81-90 decrease chance of success on subsequent alterations by 10%
91-00 roll twice
In addition to the existing chances of failure, there is a chance of some greater, deep-seated failure; see below. Creatures with failed manifestations of desired traits may still be useful for breeding purposes.
Material Components: a silver model of the creature worth 200 gp/HD

Distort Life II
(Necromancy)
Level: Sor/Wiz 5
Casting Time: 2 hours
Components: V, S, M
Range: close
Duration: Instantaneous
Target: one unborn creature
Saving throw: none
Spell resistance: no

As distort life I but you can also do the following:

Trait chance of success generations
Breathing organs: variety (e.g. saltwater to freshwater 50% 1
add/remove (e.g. lungs, gills) 50% 3
Glands (add/remove: venom, acid, fire, silk, etc.) 30% 2
Diet: carnivore-omnivore-herbivore 50% 2/step
exotic material (wood, stone, minerals 40% 4-5
Size in/decrease one category 40% 2
HD +/- 1 70% 1
Minor vision
Physical ability score +2 70% 1
Age of maturity +/- 10% 60% 1
Longevity +/- 10% 30% 1
Material Components: gold figure of creature worth 600/HD

Distort Life III
(Necromancy)
Level: Sor/Wiz 6
Casting Time: 3 hours
Components: V, S, M
Range: close
Duration: Instantaneous
Target: one unborn creature
Saving throw: none
Spell resistance: no

As distort life I but you may do the following:

Trait chance of success generatins
Mental ability score +2 30% 1
Spell resistance 5+HD 20% 1
11+HD (requires 5+) 20% 1
Speech (minimum Int 5, must make noise) 70% d3
Shapechange (one form) 20% 3
Touch attack (e.g. paralysis, petrification, ability damage) 40% 3
ability drain, death touch 30% 4
Gaze attack (e.g. petrification) 30% 4
Minor breath weapon (e.g. 1d6/2HD, hindering effect) 30% 3
Major breath weapon (e.g. 1d6/HD, major effect like ability damage 40% 9
paralysis, etc.
Vision (darkvision, blindsense, blindsight, see invisivility) 60% 3
Fast healing/regeneration 1 (add/increase/decrease) 30% 1
Damage reduction (add, remove, in/decrease, increments of 5; magic) 40% 1
special materials, alignment 30% 1
Supernatural ability: various 10-50% (GM call) 4
Spell-like ability: 1/day 50-(5*spell level)% 2
Material Components: a platinum figure of the target worth 1200 gp/HD

The use of distort life often results in deep-seated changes to the target that were not intended or obvious. T

Base 20%
progeny of siblings or child/parent +40%
progeny of half-siblings/cousins +20%
subject of distort life II +10%
subject of distort life III +20%

Upon reaching maturity there is another chance of some abnormality manifesting.
Base 10%
Age spell +10%
hasten growth spell +1%/month

If the creature is subject to a defect, roll on the following table. If the subject is both a product of crossbreeding and distort life, use the Distort column.

Distort Crossbreed Defect
01-40 01-20 physical
41-60 21-50 phsychological
61-90 51-97 genetic
91-00 98-00 magical

Physical effect
01-40 External/internal flaw (DM's choice, often crippled aspect)
41-50 nasty smell
51-80 susceptible to disease (-4 to rolls to resist)
81-00 allergies/weakness to certain materials

Pscyhological
01-25 rabidly violent
26-70 listless, death wish
71- 80 suicidal
81-00 insane

Genetic
01-30 sterile
31-55 weak genes (25% chance to pass on genes)
56-70 crippled genes (0% to pass on desired traits)
71-80 unstable genes (different defect in each generation)
81-90 roll again; defect appears next generation
81-00 roll again; defect appears 1d4 generations later

Magical
01-40 random magical aspect warped
41-70 creature terrified of magic
71-90 creature hates all magic and attacks it
91-00 DM's choice

Note: back in the day Necromancy was the school of healing spells and the manipulation of life and life energies in general, as well as undeath and negative energy. Alteration (transmutation) could make changes to things on an individual 'outside' level, but couldn't do much for the essential nature of something. I like this better than the current system of making healing Conjuration and reducing the scope of Necromancy. For this reason I kept the school of Distort Life as Necromancy rather than Transmutation, which it would most likely be were someone else to do the conversion.


My campaign handled "lost magics" as anything not in the core rule book. The CRB is the baseline for "normal", where as everything else was the unique weirdness that only a professional adventurer is likely to see.

Sczarni

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Create Building
Sor/Wiz 7, Clr/Or 7, Bard 6
School: Conjuration [creation]
Casting Time: 1 minute per square foot (see text)
Target: Close (see text)

You magically conjure a building into existence, one brick, board, and nail at a time, by meditating and focusing on the intended structure. In order to cast this spell, you must be in a relatively flat, clear area-- the building radiates outaward from you during the casting of the spell and the finished building will stand in the spot you are in during the casting-- you are always in the center of the building upon completion of the spell. A stone foundation is summoned as a part of the spell. If you intend for the building to have a basement, the spell can create hewn stone walls for the basement but the are the basement is to occupy must be dug out first.

The building is constructed of nonmagical brick, wood, glass, and metal. Once the spell is complete, the building is completely mundane and cannot be dispelled. The caster may include details such as wall sconces, decorative crown molding, or other simple fixtures, but no moving parts more complex than a door hinge or simple window pane. Any doors created do not have locks, but may have latches or bars.

There is no limit to the size of the building this spell can create, except that the building must be created all in one casting. If the building is to have multiple floors, the total area of all floors determines the spell's total casting time. (For example a three-story building with a 60-sq ft foundation would require a casting time of 180 minutes.) If the casting time exceeds four hours, the caster must make a concentration check each hour after the fourth, with a cumulative -2 penalty on the check.

As part of the casting of this spell, the caster must also make a Knowledge (engineering) check. The DC is 15 for the first 50 square feet, and increases by 1 for each additional 20 square feet, plus an additional 1 for each extra detail the caster wishes to include beyond "door" or "window". The caster may gain a +4 bonus on this check if he spends 1d4 hours before the spell's casting sketching out the blueprint of the building; any number of people may aid him on his check during this time. If the caster fails his check by 10 or more, the building collapses 2d4 rounds after the spell is complete. Failure by less than 10 means the building is safe to occupy but is flawed in some other way-- perhaps the door frames are out of square and the doors don't close properly, or perhaps the windows are on the wrong walls (or missing entirely) or the walls may alternate between wood and stone in odd places. The details are determined by the GM. A skilled laborer may be able to repair the building with a Craft (carpentry) check.


Arcane threads
Arcane Casters 1 (too many these days to write them all)
School: conjuration
Casting time: standard action
Range: close 25'+5'/2 levels
Saving throw: none
Spell resistance: yes
Targets: Up to 5 targets no two of which can be more than 20' apart
Duration: concentration or until used
Sematic and material components (a few strands of spiders web)

You create threads of raw magic connecting to your target (1 target +1 per 3 caster levels max of 5 at 13th) requiring a ranged touch attack. As part of the casting you may choose to attach a light one handed weapon (commonly a knife) the weapon travels along the line resolving with 1/2 your casting stat modifier added to the damage. You can choose instead to hold the lines active and as long as line of sight has not been broken before your next round you can run a spell requiring a touch attack down the line allowing you to resolve the attack as if you were in contact with the target this destroys the line used but does not effect any other lines. If you can make multiple threads you can choose to target one creature with multiple threads or multiple creatures with single threads or any combination there of.


Something for alchemists?


Here some I made. Divine Strength is a remake of Mighty Strength from Relics & Rituals 1 of the 3.0 D&D 3rd party time.

Divine Strength
School transmutation
Level cleric 4, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
As bull’s strength, except it grants a +8 enhancement bonus to Strength.

Massive Person
School transmutation
Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 round
Components V, S, M (a iron spike)
Range close (25 ft.+5 ft./2 levels)
Target one humanoid creature
Duration 1 minute/level (D)
Saving Throw Fortitude negates
Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 16. This increase changes the creature’s size category to the next two sizes larger. The target gains a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum of 1), and a –2 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Huge has a space of 20 feet and a natural reach of 15 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the max possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Massive person counters and dispels shrink person. Massive person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 12, 500 gp.

Massive Person, Greater
School transmutation
Level sorcerer/wizard 7, witch 7
Range Touch
Duration 1 hour/level (D)
This functions like massive person, excpet as noted avove.

Shrink Person
School transmutation
Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 round
Components V, S, M (a iron spike)
Range close (25 ft.+5 ft./2 levels)
Target one humanoid creature
Duration 1 minute/level (D)
Saving Throw Fortitude negates
Spell Resistance yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 16. This decrease changes the creature’s size category to the next two sizes smaller. The target gains a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum of 1), and a +2 bonus on attack rolls and AC due to its reduced size. A humanoid creature whose size reduces to Tiny has a space of zero feet and a natural reach of none so they have to enter the space of there opponent to attack them. This spell does not change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Shrink person counters and dispels massive person. Shrink person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 12, 500 gp.

Shrink Person, Greater
School transmutation
Level sorcerer/wizard 7, witch 7
Range Touch
Duration 1 hour/level (D)
This functions like shrink person, excpet as noted avove.


I'm all for it, but some people will want to bump the spell levels up 1. The size change ones.


Ishtia's Gas Cloud( I appologize my type spellfu is no good)

wizard9/sorcerer9/ shaman8/druid8/witch8,
this spell summons a semi-solid cloud that shifts through a select choice of colors.( if said spell does damamge)
this spell's simulates the damage and effects by color is done off the following spells:

stinking cloud= green
incindiary cloud= red
cloudkill=yellow
polar midnight=white
solid fog- grey

spell lasts 3 rounds per 3 levels + half caster stat score( int for wizard) and each round the color changes( per say it can go from red to white)
spells that dispel cloud spells will disperse this spell unless you are wacky enough to make itpermanent
there is a 25% chance that the targets can be affected by more than 1 color per turn
radius 40 foot diameter
range 15
components: V/s/m a ruby of any quality


Steelfiredragon wrote:

Ishtia's Gas Cloud( I appologize my type spellfu is no good)

wizard9/sorcerer9/ shaman8/druid8/witch8,
this spell summons a semi-solid cloud that shifts through a select choice of colors.( if said spell does damamge)
this spell's simulates the damage and effects by color is done off the following spells:

stinking cloud= green
incindiary cloud= red
cloudkill=yellow
polar midnight=white
solid fog- grey

spell lasts 3 rounds per 3 levels + half caster stat score( int for wizard) and each round the color changes( per say it can go from red to white)
spells that dispel cloud spells will disperse this spell unless you are wacky enough to make itpermanent
there is a 25% chance that the targets can be affected by more than 1 color per turn
radius 40 foot diameter
range 15
components: V/s/m a ruby of any quality

Or...

1)stinking cloud= green
2)incindiary cloud= red
3)cloudkill=yellow
4)polar midnight=white
5)solid fog- grey
6)2 effects. roll again till 2 different effects are generated. Ignore 6 results as 3 different effects are confusing.


and forgot to add its damage

6d6 no extra damage per level


Polar Midnight is in ultimate magic.

http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight/

Instruct Dead
School[b/] necromancy [evil]
[b]Level[b/] Cleric 3, Sorcerer/Wizard 4
{b]Casting Time
1 standard action
ComponentsV,S,M (A brain from a creature that knew how to do the thing in life)
Range short
Target One animated dead creature
Duration[b] Instantaneous
[b]Saving Throw/Spell Resistance
No, beneficial
The caster holds the brain in front of the creature's face and pronounces the magic words. The brain vanishes, consumed, but a ghostly brain can be seen through a skeleton's eye sockets. The undead's intelligence is raised to 4 minimum. It can now be commanded to attempt any skill it had in life.

Although it can speak, It will have the same charisma as before, usually 0. This spell is usually used to make skeletons or zombies work the fields, carry loot, or craft mundane objects. To use this on a Flesh Golem, you have to cast this spell during construction.


Goth Guru wrote:

Polar Midnight is in ultimate magic.

http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight/

55: Instruct Dead
School[b/] necromancy [evil]
[b]Level[b/] Cleric 3, Sorcerer/Wizard 4
{b]Casting Time
1 standard action
ComponentsV,S,M (A brain from a creature that knew how to do the thing in life)
Range short
Target One animated dead creature
Duration[b] Instantaneous
[b]Saving Throw/Spell Resistance
No, beneficial
The caster holds the brain in front of the creature's face and pronounces the magic words. The brain vanishes, consumed, but a ghostly brain can be seen through a skeleton's eye sockets. The undead's intelligence is raised to 4 minimum. It can now be commanded to attempt any skill it had in life.

Although it can speak, It will have the same charisma as before, usually 0. This spell is usually used to make skeletons or zombies work the fields, carry loot, or craft mundane objects. To use this on a Flesh Golem, you have to cast this spell during construction.

Numbering is important in case someone wants to roll for spellbook contents.


Goth Guru wrote:
55. Instruct Dead ...

I am certainly not trying to stymie creativity, but I think these would need some clearing up.

Target should probably be: 'one mindless undead' (or even 'one mindless undead you have animated', if you want to at least put the burden of knowing what skill the corpse might have possessed onto the caster). As written now, technically if you used animate object on a body, it would then qualify as a target. It might look like a skeleton or zombie, but the efficiency of that might be questionable.

Also you mention flesh golems, those aren't normally considered to be dead or animated corpses. They are made from dead corpses but, unless it truly was your intention to give such constructs and automatons intellect, it probably should be more detailed about the intended targets. I got the impression you were intending it for skeletons and zombies and possibly other mindless undead though.

Since the spell is giving it Intelligence, you should probably mention whether this gives it skill ranks that it gets to assign or whether they're spread evenly or how it's done. Is it just gaining the skill points possessed by the brain's former owner, or the brain is just a catalyst for one skill or all of the corpse's former skills? The need for a brain of the trained skill makes it confusing.

Also, since you are giving it speech, you should note whether it uses its own past languages, speaks one language that the caster knows, or what exactly it gets.

I don't know many undead with 0 Charisma. I was under the impression it functioned as Constitution for them, so dropping to 1 or 2 would be terrible, 0 probably disastrous (most skeletons and zombies are at 10 Charisma as a representation of their 'unnatural life-force).

As for making the undead into suitable field workers or loot carriers... I think those are all basic tasks that mindless undead can and do perform. There's no need for this. In fact, granting it Intelligence will likely hurt any Intelligence based rolls it makes. Currently, with no Intelligence score, any checks it makes (even untrained are at no penalty). After casting this spell, those same checks are made at -3. This would only benefit a corpse that had a trained only skill (and you have to find a brain from someone who also had that skill).

Those are just my observations. Not trying to curtail imagination or anything.


The spell animate dead says 2 very different things. If your GM will let you order zombies to do anything, you don't need this spell.

The spell animate dead does not tell you you can use it to make a Flesh Golem. The Bestiary does that.

As is, zombies and skeletons have no skills. You order them to do something, they either attack it or stare stupidly at it. They call them mules because you can chain them to a plow and get them to pull it, but only as long as the necromancer is watching. Where does it say in any rule book that a creature with zero intelligence can try to use any skills? Since 1 in an ability score is -5, wouldn't 0 be -6?

The creature only gets skills from the brain used in this spell. Animate Dead effectively wipes the body's memory. There is no conflict.

One valid point is about wisdom. The other is that animated objects shouldn't be affected by this spell. I will wait for a while to post the new version so you can try to prove your other points. Other people might post how I shouldn't change it.


I don't want to clutter the thread too much. These are just things I am noting and observing (or at least would want clarified). I want to see your creations get used, I just think that's more likely to happen when there's the least amount of confusion or misinterpretation. I am spoilering them, purely for space-saving reasons.

55. Instruct Undead:
Goth Guru wrote:
Where does it say in any rule book that a creature with zero intelligence can try to use any skills? Since 1 in an ability score is -5, wouldn't 0 be -6?
Intelligence wrote:
A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.

Undead have no Intelligence score, just like they have no Constitution score. It's '—' not '0' (even then a 0 would be –5, as the penalties work in two point increments, starting at 9–8, 7–6, etc.).

A necromancer could order an undead to continually plow a field while they attend other tasks (it just may or may not work out as intended, for instance, The Sorcerer's Apprentice, where the brooms kept filling the bathtub). You could order skeletons to keep harvesting grain in a field and that would probably be fine as long as you stopped them when needed. You wouldn't need to keep watching them do it, as long as there wasn't a field of grain that wasn't ready for harvest nearby (and you didn't order them to stay in this field) or as long as there wasn't grain that needed a judgement call (ie. diseased, rotten, or immature grain; they'll just harvest it and pile it with all the others without any thought on the matter).

I see nothing in animate dead about flesh golems. Only skeletons or zombies (and their variants, like bloody or burning). It's possible that animate dead is a requirement for crafting a golem, but that doesn't make it an undead (not that you said it was) anymore than using animate object to craft a wand of animate object makes the wand an animated object (Again, you can certainly make a spell to give constructs Intelligence, I just didn't think that was your intent from the examples you were giving. ie. the skeleton with a spectral brain).

Goth Guru wrote:
As is, zombies and skeletons have no skills. You order them to do something, they either attack it or stare stupidly at it.

Sticking with zombies and skeletons as the intended examples:

I don't think that's true. A skeleton or zombies certainly loses any feats or skills possessed by the base creature (and cannot gain either, being mindless, other than their bonus feats Improved Initiative and Toughness).

Again, other than granting them access to a trained skill (letting them use Tumble for example), I think it's the skeleton's inability to fully utilize or take advantage of the skills that is the usual limiting factor. Certainly most skills would be would be wasted or their results seriously curtailed (and up to GM determination) since they're mindless. For instance, most Knowledges and Spellcraft and Appraise are moot, since they creatures normally can't convey any information.

The fact that the skeleton loses any memories and knowledge is not the same as meaning the animated force is necessarily stupid. You could order a skeleton to go into another room and bring you a box and it wouldn't come back with a cat. You could order it to bring the biggest box or a red box or the 2nd box it finds and expect that it will do so barring unusual circumstances (two equal size boxes, which it will probably bring one randomly; the room is dark so it's using its darkvision and can't see in color; it doesn't see the 1st box and thus counts the 3rd box as the 2nd; etc.)

Similarly you could tell it to guard a room and attack any dwarves that enter and that's reasonable enough (ie. I believe DC 10 or otherwise general knowledge) that you don't have to show a picture of a dwarf to it. As for how effective a dwarf disguised as another race or another race disguised or very similar to a dwarf might be at 'triggering' the command is up to a GM (ie. a duerger or a fire giant).

You could also order your skeleton to play a piano and that doesn't mean it will attack the piano or stare at it (obviously singing and using woodwinds is probably beyond most skeletons, though your spell grants them speech, so singing may become viable but no telling whether a zombie's voice sounds good regardless). How an instrument works is likely general knowledge (you pluck a lute or harp, you press the keys on an piano). A skeleton likely doesn't know any songs (or at least unless they are so common as to be considered general knowledge) but you could also order a group of zombies to stay in a room until they hear "the American National Anthem". That would certainly be a GM's call whether you would need to play it for them or if (assuming your corpses were American) whether it's just assumed to be common knowledge in that respect.

Granting it an Intelligence score will let it perform more complex tasks, certainly, but it will definitely lower any Intelligence-based skills (from a +0 modifier to a –3).


Since the skeleton or zombie can use any weapon it had in life, they do have phantom muscle memory.

I'll look at the quote again and try to adjust the spell.

As is, a zombie will dig a furrow in a straight line till you tell it to stop or turn. It's like a wind up toy, not a robot with a computer on board.

Dark Archive

Goth Guru wrote:

Since the skeleton or zombie can use any weapon it had in life, they do have phantom muscle memory.

I'll look at the quote again and try to adjust the spell.

As is, a zombie will dig a furrow in a straight line till you tell it to stop or turn. It's like a wind up toy, not a robot with a computer on board.

Some sort of 'overseer' class of undead, able to direct unintelligent undead as part of some larger project (construction, farming, crafting, etc.) could be one way to do it. The skeletal or zombie 'overseer' would have both and intelligence score and the ability to command a number of unintelligent skeletons and zombies. (It might even be something one could do with a pre-existing undead, like a variation on the skeletal champion or zombie overlord.)

Alternately, or perhaps in addition, a necromancer might be able to delegate undead command and control to others via another spell, animating dead and then assigning them to a living 'overseer' with a spell that works similarly to Imbue with Spell Ability, deputizing another person to control the designated undead. That way a single mid level cleric or wizard necromancer can allow dozens of lower level living flunkies, some of whom might not even be spellcasters, to 'sub lead' squads of skeletons or zombies, rather than tying up his own 'command slots' with laborers.


An overseer ghoul is another way to do it, so I'll just clear up the glaring inaccuracies. I could just substitute a spell that turns a zombie into a ghoul.


55: Lifelike Dead
School necromancy [evil]
Level Cleric 3, Sorcerer/Wizard 3
Casting Time 1 standard action
ComponentsV,S,M (A brain from a humanoid creature)
Range short
Target One animated dead creature
Duration 1 hour per level
Saving Throw/Spell Resistance No, beneficial
The caster holds the brain in front of the creature's face and pronounces the magic words. The brain vanishes, consumed, but a ghostly brain can be seen through a skeleton's eye sockets. The undead's intelligence is raised to 10 minimum. It can now be given more complex instructions and will act like a living thing. This also suspends the undead’s need to kill. This assumes a zombie or skeleton humanoid. An undead animal requires an animal brain and the creature will have an animal intelligence.
Although it can speak, It will have the same charisma as before, usually 10. This spell is usually used to make skeletons or zombies work the fields, carry loot, or craft mundane objects. If the spell ends or is suspended, the undead will usually attack the nearest creature, unless a controlling person is present. This spell does not interfere with the control exercised by the original animate dead spell caster.
To make permanent costs 10,000 gps and a casting of permanency. To make a bracelet of lifelike undead costs the same 10,000 and sells for 20,000. Note that it can be put on another animated dead creature if that one is destroyed.


Spell Reflection
School abjuration
Level 5th
Casting Time One standard action
ComponentsS,M(Tiny Mirror)
Range Medium
Target Next hostile spell
Duration Ten minutes per level
[b]Saving Throw/Spell Resistance[b] No, Benificial
The person or object gets a 10% per caster level chance to reflect one spell incoming. If the incoming spell is a lower spell level, add the difference in 10 % a spell level. If the spell level is higher, subtract the spell level in 10% a spell level.


Goth Guru wrote:

Spell Reflection

School abjuration
Level 5th
Casting Time One standard action
ComponentsS,M(Tiny Mirror)
Range Medium
Target Next hostile spell
Duration Ten minutes per level
Saving Throw/Spell Resistance No, Benificial
The person or object gets a 10% per caster level chance to reflect one spell incoming. If the incoming spell is a lower spell level, add the difference in 10 % a spell level. If the spell level is higher, subtract the spell level in 10% a spell level.

I would change the Target line to 'One creature or object' rather than 'next hostile spell' since that isn't actually the target, you are actually putting the spell on a creature or object.

I would change the Duration to '10 minutes/level or until discharged'

I would change the Saving Throw line from 'benificial' to '(harmless).

I would also be leery of the spell turning chance. It's very deceptively written. It seems fair or balanced at first, since you couch it in a 10% increment listing, but the truth is, as a 5th-level spell, you're going to be 9th-level minimum to cast it (10th for some classes) which is 90% chance of success (or 100%) baseline right out of the gate. That means your spell has pretty much a 100% chance of just reflecting 4th level spells all the time and that's just at the minimum. Even a 9th-level spell, which is four spell levels above this one, would be turned 50% of the time, and that's at this spell's weakest (and regardless of the opposing caster's power or level). Once the caster of this spell is 14th-level, you have a 140% reflect chance and even a 9th-level spell is always turned.

I would recommend you either compare it on a caster level vs. caster level basis or you just flat out let it reflect 4th-level or lower spells. I would definitely not have it start at 90% though, but instead have a base of 50% and then work from there. Even then, I'd probably cap the reflect chance at 90% max. so it's never always a sure thing.

You might even consider raising the casting time to 1 round or a full-round action. Currently, it could be used as a readied action to basically function as a counterspell and replace the use of dispel magic (granted against hostile spells, rather any spell) and one level higher, but it would almost always be better to just ready to use this because you'd not only waste the enemy's spell, but turn it back on them. The long duration you have given this spell, makes it seem like it's intended to be a pre-buff or preparation spell, not a sudden shield to be laid out quickly.

Other suggestions would be probably changing the range to short or touch and possibly adding wording similar to spell turning where it only affects targeted spells, rather than any hostile spell, which might be AoE or a line or something. Maybe a note that for multi-target spells it only protects the warded creature, not any other targets chosen.

Just my opinions on the creative and imaginative ideas, which I enjoy reading.


Goth Guru wrote:

Spell Reflection

School abjuration
Level 5th
Casting Time One round
ComponentsS,M(Tiny Mirror)
Range Short
Target One creature or object
Duration Ten minutes per level or till discharged
Saving Throw/Spell Resistance[b] No, harmless
The person or object gets a 10% per caster level chance to reflect one spell incoming, capping at 99%. If the incoming spell is a lower spell level, add the difference in 10 % a spell level. Spell penetration subtracts from that chance. If the spell level is higher, subtract the spell level in 10% a spell level.

[b]Area Effect Spells It cannot reflect one piece of an area of effect so unless the fireball centers on them, it will not reflect. Even if it does reflect, it will still detonate when it reaches the range set by the caster. Most casters just say "Max range and whatever height it hits something" and unless they are aware of this spell, that's probably what they said. As this spell cannot target a place in the air, it is of no use against stinking cloud.

It does not stack in the sense that a second casting of this spell on a target, suspends the previous spell till the second spell discharges, or runs out.

I hope I have resolved most of the issues.


56: Cure Nasty Wounds
SchoolConjuration (healing);Level bard 5, cleric 5, druid 6 This spell functions like cure light wounds, except that it cures 5d8 points of damage +1 per caster level(maximum +30).

57: Cure Deep Wounds
SchoolConjuration (healing);Level bard 6, cleric 6, druid 7 This spell functions like cure light wounds, except that it cures 6d8 points of damage +1 per caster level(maximum +40).

58: Cure Excessive Wounds
SchoolConjuration (healing);Level cleric 7, druid 8 This spell functions like cure light wounds, except that it cures 7d8 points of damage +1 per caster level(maximum +50).


59: Energy Gate
Level: cleric/oracle 8, druid 8, sorcerer/wizard 9, shaman 8, witch 9
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: none
Spell Resistance: yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage from all of the five energy types—acid, cold, electricity, fire, and sonic. Energy gate absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy gate overlaps protection from energy and resist energy. This spell As long as energy gate is in effect, the other spells absorb no damage.


Here is a better version of some of my old and new spells.

60: Enlarge Being
School: transmutation
Level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Target: One creature
This spell functions like enlarge person, except that it affects any creature.

61: Enlarge Being, Greater
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Range: touch
Target: One creature
Duration: 1 hour/level (D)
This spell functions like enlarge person, except that it affects any creature.

62: Enlarge Being, Mass
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like enlarge person, except that it affects any multiple creatures.

63: Reduce Being
School: transmutation
Level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Target: One creature
This spell functions like reduce person, except that it affects any creature.

64: Reduce Being, Greater
School: transmutation
Level: alchemist 5,magus 5, sorcerer/wizard 5, summoner 5, witch 5
Target: One creature
Duration: 1 hour/level (D)
This spell functions like reduce person, except that it affects any creature.

65: Reduce Being, Mass
School: transmutation
Level: alchemist 5,magus 5, sorcerer/wizard 5, summoner 5, witch 5
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like reduce person, except that it affects any multiple creatures.

66: Massive Person
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, quadrupling its height and multiplying its weight by 16. This increase changes the creature’s size category to the next two sizes larger. The target gains a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum of 1), and a –2 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 15 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the max possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Massive person counters and dispels shrink person. Massive person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 1,250 gp.

67: Massive Person, Greater
School: transmutation
Level: sorcerer/wizard 8, witch 8
Range: touch
Duration: 1 hour/level (D)
This functions like massive person, excpet as noted avove.

68: Massive Person, Mass
School: transmutation
Level: sorcerer/wizard 8, witch 8
Target: One humanoid/level, no 2 more than 30 ft. apart
This functions like massive person, except that it affects any multiple creatures.

69: Masssive Being
School: transmutation
Level: alchemist 6,magus 6, sorcerer/wizard 6, summoner 6, witch 6
Target: One creature
This spell functions like massive person, except that it affects any creature.

70: Masssive Being, Greater
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature
Duration: 1 hour/level (D)
This spell functions like massive person, except that it affects any creature.

71: Masssive Being, Mass
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like massive person, except that it affects any multiple creatures.

72: Shrink Person
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant diminution of a humanoid creature, quartering its height, length, and width and dividing its weight by 16. This decrease changes the creature’s size category to the next two sizes smaller. The target gains a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum of 1), and a +2 bonus on attack rolls and AC due to its reduced size. A humanoid creature whose size reduces to Tiny has a space of zero feet and a natural reach of none so they have to enter the space of there opponent to attack them. This spell does not change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee weapons affected by this spell deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Shrink person counters and dispels massive person. Shrink person can be made permanent with a permanency spell. The permanency spell needed for this spell has a minimum caster level of 13th and cost of 1,250 gp.

73: Shrink Person, Greater
School: transmutation
Level: sorcerer/wizard 8, witch 8
Range: touch
Duration: 1 hour/level (D)
This functions like shrink person, excpet as noted avove.

74: Shrink Person, Mass
School: transmutation
Level: sorcerer/wizard 8, witch 8
Target One humanoid/level, no 2 more than 30 ft. apart
This spell functions like shrink person, except that it affects any multiple creatures.

75: Shrink Being
School: transmutation
Level: alchemist 6, magus 6, sorcerer/wizard 6, summoner 6, witch 6
Target: One creature
This spell functions like shrink person, except that it affects any creature.

76: Shrink Being, Greater
School: transmutation
Level: sorcerer/wizard 9, witch 9
Range: touch
Target: One creature
Duration: 1 hour/level (D)
This spell functions like shrink person, except that it affects any creature.

77: Shrink Being, Mass
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature/level, no 2 more than 30 ft. apart
This spell functions like shrink person, except that it affects any multiple creatures.


78: Resistance, Greater
School: abjuration
Level: bard 6, magus 6, sorcerer/wizard 6, witch 6
Duration: 1 min./level
This spell functions as resistance, except the target creature receives a +5 resistance bonus to saves for one minute per caster level.

79: Resistance, Greater Mass
School: abjuration
Level: sorcerer/wizard 8, witch 8
Duration: 1 min./level
This spell functions as mass resistance, except all within the spell’s radius of effect receive a +5 resistance bonus to saves for one minute per caster level.

80: Resistance, Improved
School: abjuration
Level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Duration: 1 min./level
This spell functions as resistance, except the target creature receives a +1 resistance bonus to saves for one minute per caster level.

81: Resistance, Mass
School: abjuration
Level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
Components: V, S, M (a number of miniature cloaks equal to the number of desired targets)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
This spell functions as resistance, except all within the spell’s radius of effect receive a +1 resistance bonus to saves for one minute per caster level.


82: Divine Agility
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Dexterity.

83: Divine Flesh
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Constitution.

84: Divine Might
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Strength.

85: Divine Protection
School: enchantment (compulsion) [mind-affecting]
Level: cleric 2, inquisitor 2, paladin 2
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Targets: allies in a 30-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Allies gain a +4 morale bonus to their Armor Class and on saving throws.


86: Divine Smarts
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Intelligence.

87: Divine Willpower
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Wisdom.

88: Divine Charm
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +8 enhancement bonus to Charisma.


89: Diver’s Breath
Level: alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
As ant haul but triples duration target can hold his breath.

90: Dragon Ally
School: conjuration (calling)
Level: sorcerer/wizard 7
Effect: one called dragon of 18 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD.

91: Dragon Ally, Greater
School: conjuration (calling)
Level: sorcerer/wizard 9
Effect: one called dragon of 22 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD.

92: Dragon Ally, Lesser
School: conjuration (calling)
Level: sorcerer/wizard 5
Casting Time: 10 minutes
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Effect: one called dragon of 15 HD or less
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
This spell calls a dragon. You can ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services. The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible).

93: Dragonsight
School: transmutation
Level: bard 5, magus 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M (a dragon’s eye)
Range: personal
Target: you
Duration: 1 hour/level (D)
You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in low-light conditions and twice as well in normal light. Your darkvision is effective out to 10 feet per caster level. You take half the normal penalties for distance on Spot checks. Your blindsense has a range of 5 feet per caster level. None of these effects stack with any low-light vision, darkvision, or blindsense you might already have.

94: Drown
School: conjuration (creation) [water]
Level: druid 6, witch 6
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
You create water in the lungs of the subject, causing it to begin drowning as if it had failed to continue holding its breath. The subject’s hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hit point (bringing its hit points to –1) and is dying. In the following round, it dies. Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Heal check on the creature before it dies. Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.

95: Drown, Mass
School: conjuration (creation) [water]
Level: druid 9, witch 9
Targets: one or more creatures, no two of which are more than 30 ft. apart.
This spell functions like drown, except that it affects multiple creatures.

96: Earthbind
School: transmutation
Level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
You hinder the subject creature’s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).

97: Easy Climb
School: transmutation
Level: bloodrager 1, druid 3, magus 2, ranger 1, witch 3
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: vertical path 10 ft. wide and 20 ft. tall/level
Duration: 10 minutes/level (D)
Saving Throw: none (object)
Spell Resistance: yes (object)
You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or other vertical obstacle. This effect changes the surface to the equivalent of a very rough wall (Climb DC 10).

98: Ectoplasmic Armor
School: abjuration
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V
Range: touch
Target: creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no
The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +10 bonus at 20th level). This armor bonus applies only against incorporeal touch attacks. All other attacks ignore the armor bonus from ectoplasmic armor.

99: Ectoplasmic Feedback
School: abjuration
Level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: see text
Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +20). If the attacker has spell resistance, it applies to this effect.

100: Electric Jolt
School: evocation [electricity]
Level: magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of electricity damage.

101: Electric Loop
School: evocation [electricity]
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a loop of copper wire and a magnet)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/3 levels, each of which is adjacent to another target
Duration: instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: yes
You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures). Each target must be in a square adjacent to another target. The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target. A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.

Yay! The 100+ spells mark!


102: Ghostform
School: transmutation
Level: sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 round/level (D)
You assume a visible, incorporeal form like that of a manifesting ghost. You gain the incorporeal subtype for the duration of the spell, providing you with the following abilities and characteristics. You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells, including touch spells, or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell). Your attacks while in ghostform pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you. Nonmagical attacks you make with a melee weapon have no effect on corporeal targets, and any melee attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, which are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells). Any equipment you are wearing or carrying is also incorporeal as long as it remains in your possession. An object that you relinquish loses its incorporeal quality (and you lose the ability to manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items you possess work normally with respect to their effects on you or on another target. As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma modifier does not normally provide a bonus). You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so you cannot pass entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect. You can pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight. You move silently and cannot be heard with Perception checks if you don’t wish to be while in ghostform. You have no Strength modifier while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you. You have an innate sense of direction and can move at full speed even when you cannot see.

103: Giant Form III
School: transmutation (polymorph)
Level: sorcerer/wizard 9
This spell functions as giant form I except that it also allows you to assume the form of any Gargantuan creature of the giant type. You gain the following abilities a +12 size bonus to Strength, a –4 penalty to Dexterity, a +8 size bonus to Constitution, a +8 natural armor bonus, low-light vision, and a +20 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: see in darkness, swim 60 feet, darkvision 60 feet, immunity to death effects, immunity to disease, immunity to fear, immunity to mind-affecting effects, immunity to paralysis, immunity to poison, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 4d6 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.

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