[Whiteleaf] Spells Reference

Roll your own. Dice, that is...
Post Reply
User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:52 pm

Lullaby {Enchantment} {Compulsion} {Mind-Affecting} {Sleep}
- Medium range (100+10xCL feet).
- Living creatures within a 10-foot radius burst must Will Save or become drowsy, taking -5 on Spot and Listen checks and -2 on Will saves against {Sleep} effects, for as long as the caster concentrates and then an additional 1 round per caster level, or until dismissed.

(This spell's range makes no sense.)

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:52 pm

Summon Instrument {Conjuration} {Summoning}
- Full round to cast.
- An ordinary handheld musical instrument of your choice appears in your hands or at your feet and remains for CL minutes or until dismissed. Only you can play it.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:52 pm

Darkness {Evocation} {Darkness}
- Grade 2.
- Touch range, no gestures, uses divine focus, uses material component (bat fur and coal or pitch).
- Object sheds shadowy illumination in a 20-foot radius for CLx10 minutes or until dismissed. Darkness emanates from a touched point (eg the tip of a spear) and can be moved by moving the object, but doesn't move from the touch point. Creatures in the shadowed area gain concealment (20% miss chance), which is not negated by darkvision or low-light vision. Normal lights and lower-level {Light} spells cannot brighten the affected area; higher-grade {Light} spells prevent the darkness from taking effect in their area.
- Counters and dispels any {Light} spell of equal or lower grade; an area affected by both Daylight and Deeper darkness has its normal lighting conditions.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:53 pm

Daylight {Evocation} {Light}
- Grade 3.
- Touch range, no gestures.
- Object sheds bright light in a 60-foot radius, and dim light for another 60 feet, for CLx10 minutes or until the spell is dismissed. Light emanates from a touched point (eg the tip of a spear) and can be moved by moving the object, but doesn't move from the touch point. The light does not harm vampires or the like, but affects the light sensitivities of orcs and drow and so forth (in other words it is as bright as sunlight but is not actual sunlight). Higher-level {Darkness} spells prevent the daylight from taking effect in their area.
- Counters or dispels any {Darkness} spell of equal or lower grade.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:53 pm

Aid {Enchantment} {Compulsion} {Mind-Affecting}
- Touch range, uses divine focus.
- Target living creature which can be mind-affected gains 1d8+caster level, maximum of 10 temporary hit points and a +1 morale bonus to attack rolls and to saves against fear, lasting 1 minute per caster level.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:53 pm

Bane {Enchantment} {Compulsion} {Fear} {Mind-Affecting}
- 50 foot range, uses divine focus.
- All your enemies within range which can be mind-affected by fear must Will save; those who fail take -1 to attack rolls and saves against {Fear}
effects for 1 minute per caster level.
- Counters and dispels Bless.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:54 pm

Bless {Enchantment} {Compulsion} {Mind-Affecting}
- 50 foot range, uses divine focus.
- You and all your allies within range which can be mind-affected get +1 to attack rolls and saves against {Fear} for 1 minute per caster level.
- Counters and dispels Bane.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:54 pm

Entangle {Transmutation}
- Long range (400+40xCL feet), uses divine focus.
- Plants in a 40-foot radius spread (may turn corners) from the target point animate and capture anyone in the area for up to 1 minute per caster level or until dismissed. Each such creature is Entangled (half movement speed, cannot charge or run, -2 to all attack rolls, -4 to Dexterity, must make Concentration check at DC 15+spell level or lose a cast spell) unless it makes a Reflex save. Entangled characters may break free with DC 20 Strength or Escape Artist checks and may then move up to half their normal speed.
- Creatures who weren't captured may also only move half speed through the area, and the plants try again to capture anyone in the area each round on your turn for the duration.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:54 pm

Invisibility {Illusion} {Glamer}
- Personal or touch range, uses divine focus, consumes material component (eyelash in gum arabic).
- Target creature (including yourself) or object becomes invisible for up to 1 minute per caster level or until the spell is dismissed (by touch, as it was cast). If the target is not you, it may weigh no more than 100 lb. per caster level. A creature which does not want to be invisible (or a magic item whose wielder does not want it to be invisible) can make a Will save to resist the spell.
- Normal vision and darkvision cannot detect an invisible creature; a target other than yourself is invisible even to you. A creature's gear becomes invisible with it, reappearing if set down; objects the creature picks up are visible until the creature pockets them or the like. Light sources can become invisible but the light itself does not. Objects that extend more than 10 feet from the creature (such as a trailing rope) become visible.
- An invisible creature gets +2 to attack rolls and its target does not get a Dexterity bonus to AC (unless the target is blind). Attacks targeting the square where it is believed to be have a 50% miss chance, and attacks of opportunity may not be made against it even if its location is known. Opponents may make Spot checks to locate the invisible creature by its effect on the environment, but it receives a +20 to Hide checks while moving and a +40 while standing still.
- This spell ends if the subject creature directly attacks (including with an area-effect spell, if it encompasses anyone the subject considers an enemy and does not specifically affect only allies). Indirect causes of harm, such as cutting a rope bridge or summoning monsters, do not break the spell, nor does interaction with unattended objects.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:55 pm

Shatter {Evocation} {Sonic}
- Close range (25+5/2xCL feet), uses divine focus, uses material component (a chip of mica).
- A loud, high-pitched vibration in a 5-foot radius spread (can turn corners) shatters nomagical objects of crystal, glass, porcelain or ceramic, except for ones which weigh more than 1 pound per caster level each.
- Alternatively you may sunder one object of up to 10 pounds per caster level regardless of what it's made of.
- Those who hold or otherwise attend objects affected by this spell may Will save to prevent them from being shattered.
- Alternatively, you may deal 1d6 per caster level, maximum of 10 sonic damage to a crystalline creature (no weight limit), which may Fortitude save for half damage.

(A fine example of a spell which severely needs functionality restrictions, both for game balance and for plain old common sense. Let's not have any of this "I shatter the pool of water" nonsense.)

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:55 pm

Magic Mouth {Illusion} {Glamer}
- Close range (25+5/2xCL feet), uses material component (10 gp worth of jade dust and honeycomb).
- Enchants a creature or object; when an event chosen by the caster occur, an illusionary mouth appears on the target and recites a message of up to 25 words, potentially spreading them out over up to 10 minutes. The trigger condition can depend only on visible or audible conditions, and can be fooled by disguises or the like; the spell can "see" in nonmagical darkness to detect a trigger, and its range of detection is CLx15 feet, up to the normal limit of visibility and hearing for the triggering sight or sound. Magic items, characters wielding targeted items, or targeted creatures may Will save to prevent a Magic Mouth from being placed upon them.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:56 pm

Protection from Energy {Abjuration}
- Touch range, uses divine focus, uses material component (a white clay tile painted with an elemental symbol, which cracks as the spell absorbs damage and crumbles when it reaches its limit).
- Target is protected from all damage of an energy type (caster's choice of acid, cold, electricity, fire or sonic) for 10 minutes per caster level or until the spell has absorbed 12 per caster level, maximum 120 damage. Overlaps with Resist Energy, which has no effect while protection from energy remains active.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:56 pm

Fireball {Evocation} {Fire}
- Long range (400+40xCL ft), uses material component (a ball of sulphur).
- Deals CL, max 10d6 fire damage to each creature and unattended object within a 20-foot radius spread (may turn corners). Line of effect to the target point is necessary; a premature impact detonates the Fireball, and a ranged touch attack may be needed to aim it through a narrow opening. If it strikes a barrier but deals enough damage to destroy it, it also damages the area beyond. All creatures within the Fireball's area may Reflex save for half damage.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:56 pm

Fabricate {Transmutation}
- X rounds to cast; close range (25+5/2xCL feet).
- X cubic feet of inorganic or 10 times X cubic feet of organic material are converted into a finished product, where X is no greater than your caster level. The original raw materials must cost as much as would be needed to craft the item normally, and an appropriate skill check is required to create anything requiring a high degree of craftsmanship. Cannot affect or create magic items or creatures of any variety.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:56 pm

Freedom of Movement {Abjuration}
- Touch range, uses divine focus, consumes material component (a leather thong tied around the arm).
- Target cannot be restrained or impeded by magic for 10 minutes per caster level; he automatically succeeds all checks to escape a grapple or pin, ignores all paralysis or slowing, and can move freely and attack freely with melee weapons underwater.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:57 pm

Produce Flame {Evocation} {Fire}
- 0 ft. range.
- Your hands fill with fire equivalent to a torch for 1 minute per caster level. They do not harm you or your equipment, but allow you to deal 1d6+your caster level, maximum 5 damage, either as a melee touch attack, or as a ranged touch attack with a range of 120 feet which reduces the spell's remaining duration by 1 minute. If this doesn't end the spell, new flames appear in your hand after the first are thrown. This spell doesn't work underwater.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:57 pm

Magic Weapon {Transmutation}
- Touch range, uses divine focus, consumes material component (powdered lime or carbon).
- Target manufactured weapon (or a container of up to 50 projectiles) gains +1 enhancement bonus to attack and damage for 1 minute per caster level. (Unarmed strikes do not count as a weapon for this purpose, except in the case of a monk.)

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:57 pm

Touch of Fatigue {Necromancy}
- Touch range, uses material component (drop of sweat).
- Target becomes fatigued (-2 Strength, -2 Dexterity, cannot charge or run) for 1 round per caster level unless it Fortitude saves. This cannot make the target exhausted, and does not end until the duration expires but instantly does so then.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:58 pm

Chill Touch {Necromancy}
- Touch range, uses negative energy.
- The next CL melee touch attacks you perform each deal 1d6 damage to living targets, and such a target must Fortitude save or take 1 point of Strength damage. An undead creature touched takes no damage, but flees as if panicked for 1d4+CL rounds unless it Will saves.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:58 pm

Disrupt Undead {Necromancy}
- Close range (25+5/2xCL feet).
- Ranged touch attack deals 1d6 damage to an undead creature.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:58 pm

Levitate {Transmutation}
- Personal or close range (25+5/2xCL feet), uses focus (something to hang from).
- You, a target willing creature, or an object in its possesssion or unattended, weighing no more than 100 pounds per caster level and within close range, can hang in midair for 1 minute per caster level or until the spell is dismissed, and may be moved up or down up to 20 feet each round as a move action (by you, not the target). You may not move the target horizontally, although it may use nearby surfaces to move at half its normal speed.
- While a creature is levitating, each attack it makes with a weapon gains a cumulative -1 penalty to attack rolls, up to a maximum of +5 or until reset by taking a full round to stabilize.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:58 pm

Bless Water {Transmutation} {Good}
- 1 minute to cast, touch range, uses material component (25 gp worth of powdered silver).
- 1 pint (flask) of water becomes holy water. It functions as a splash weapon (throw with a ranged touch attack at -2 per full 10 feet of range, maximum of 5; an incorporeal target may only be affected at a range of 5 feet) which damages only undead or evil outsiders, dealing 2d4 damage on a direct hit and 1 point of splash damage in a 5-foot radius. You may roll versus AC 5 to hit an unoccupied target point, dealing only splash damage to all four adjacent squares. If you miss, whether targeting a creature or a point, the attack hits a point X squares away in a random direction, where X is the number of range increments thrown. (EG a target 25 feet away takes -4 to hit, and a miss falls 3 squares away.)

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:59 pm

Curse Water {Transmutation} {Evil}
- 1 minute to cast, touch range, uses material component (25 gp worth of powdered silver).
- 1 pint (flask) of water becomes unholy water. It functions as a splash weapon (throw with a ranged touch attack at -2 per full 10 feet of range, maximum of 5; an incorporeal target may only be affected at a range of 5 feet) which damages only deathless or good outsiders, dealing 2d4 damage on a direct hit and 1 point of splash damage in a 5-foot radius. You may roll versus AC 5 to hit an unoccupied target point, dealing only splash damage to all four adjacent squares. If you miss, whether targeting a creature or a point, the attack hits a point X squares away in a random direction, where X is the number of range increments thrown. (EG a target 25 feet away takes -4 to hit, and a miss falls 3 squares away.)

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:59 pm

Detect Chaos {Divination}
- 60-foot cone, uses divine focus.
- While concentrating for up to 10xCL minutes, you see whether chaotic auras are present in the affected area. After an extra round, you distinguish the auras' number and the strength of the most potent; if you are Lawful and a chaotic aura is Overwhelming*, if the aura's source is HD or level 2x your level or higher, you are stunned for 1 round and this spell ends. After another extra round, you distinguish the strength and location of each aura present. Each round you may turn to scan a new area, but cannot look through a barrier. Auras linger faintly after their source is removed, anywhere from 1 round to 6 days depending on the source.

*Overwhelming auras may be generated by at least an 11-HD Chaotic outsider, a Cleric 11 of a Chaotic deity, a Chaotic magic item of caster level 21, or any chaotic creature of 51+ HD.

User avatar
willpell
Black Dragon
Posts: 3383
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:59 pm

Detect Good {Divination}
- 60-foot cone, uses divine focus.
- While concentrating for up to CLx10 minutes, you see whether good auras are present in the affected area. After an extra round, you distinguish the auras' number and the strength of the most potent; if you are Evil and a good aura is Overwhelming*, if the aura's source is HD or level 2x your level or higher, you are stunned for 1 round and this spell ends. After another extra round, you distinguish the strength and location of each aura present. Each round you may turn to scan a new area, but cannot look through a barrier. Auras linger faintly after their source is removed, anywhere from 1 round to 6 days depending on the source.

*Overwhelming auras may be generated by at least an 11-HD Good outsider, a Cleric 11 of a Good deity, a 21-HD deathless, a Good magic item of caster level 21, or any good creature of 51+ HD.

Post Reply

Return to “Homebrew Worlds”