[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:00 pm

Detect Law {Divination}
- 60-foot cone, uses divine focus.
- While concentrating for up to CLx10 minutes, you see whether lawful 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 Chaotic and a lawful 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 Lawful outsider, a Cleric 11 of a Lawful deity, a Lawful magic item of caster level 21, or any lawful creature of 51+ HD.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:00 pm

Detect Undead {Divination}
- 60-foot cone, uses divine focus, uses material component (grave dirt).
- While concentrating for up to 10 minutes per caster level, you see auras around undead present in the affected area. After an extra round, you distinguish the auras' number and the strength of the most potent; if you are Good and a detected undead creature's HD is 2x your level, minimum 11 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.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:00 pm

Hide from Undead {Abjuration}
- Touch range, uses divine focus.
- For 10 minutes per caster level or until the spell is dismissed, up to caster level target creatures are impossible for undead to detect with any sense (even supernatural senses). An intelligent undead may Will save once upon encountering any creatures affected by this spell; if it fails they remain invisible to it, although it may deduce their presence via clues. The spell ends if any affected creature touches an undead, attempts to turn or command undead, or uses an attack against any creature.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:01 pm

Hide from Animals {Abjuration}
- Touch range, no incantations, uses divine focus.
- For 10 minutes per caster level or until the spell is dismissed, up to caster level target creatures are impossible for animals to detect with any sense (even supernatural senses). The spell ends if any affected creature touches an animal or uses an attack against any creature.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:01 pm

Deathwatch {Necromancy} {Evil}
- 30-foot cone.
- For 10 minutes per caster level, you detect whether each creature within the affected area is dead, near-death (3 or fewer HP), alive, undead, or neither alive nor dead. Deathwatch sees through any effect which feigns death.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:01 pm

Remove Fear {Abjuration}
- Close range (25+5/2xCL feet).
- One, plus one per 4 CLs creature/s, no two more than 30 feet apart, get/s a +4 morale bonus on saves versus fear effects for 10 minutes. Any fear effects already affecting those creatures are suppressed for 10 minutes.
- Counters and dispels Cause Fear.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:02 pm

Cause Fear {Necromancy} {Fear} {Mind-Affecting}
- Close range (25+5/2xCL feet).
- One living, mind-affectable creature with 5 or fewer HD is Shaken (-2 on attack and damage rolls, saving throws, and skill and attribute checks) for 1 round if it Will saves, or Frightened (must flee in any way it is able; functions as Shaken if escape is impossible) for 1d4 rounds if it does not.
- Counters and dispels Remove Fear.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:02 pm

Water Walk {Transmutation} {Water}
- Touch range, uses divine focus.
- One creature per caster level stands and walks an inch or two above any liquid medium, as if on solid ground, for 10 minutes per caster level or until the spell is dismissed. If currently submerged, the subjects rise at 60 feet per round until above the surface.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:02 pm

Soften Earth and Stone {Transmutation}, {Earth}
- Close range (25+5/2xCL feet), uses divine focus.
- All natural, undressed earth or stone within an area of 10 per caster level square feet around the character is softened, to a depth of between 1 and 4 feet depending on the toughness of the ground. Has no effect on worked or magical stone or on any earthen creature.
- Wet earth becomes thick mud; creatures within the area upon casting must Reflex save or be caught (unable to move, attack or cast spells) for 1d2 rounds. While the ground remains soft, characters move through it at half speed and cannot charge or run.
- Dry earth becomes loose sand or dirt; it slows movement as above but cannot capture anyone.
- Stone becomes clay which can be worked more easily; a vertical surface such as a cavern wall or ceiling may be affected, possibly causing it to collapse under its own weight.
- Softening the ground under a structure may cause mild structural damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:02 pm

Ray of Enfeeblement {Necromancy}
- Close range (25+5/2xCL feet), no saving throw.
- Ranged touch attack inflicts 1d6+1 per 2 caster levels, maximum 5 Strength penalty on the target, to a minimum of 1 Strength. The penalty lasts for 1 minute per caster level. (Because this is a penalty rather than ability damage, the spell cannot score a critical hit.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:03 pm

Speak with Animals {Divination}
- Personal range.
- You may communicate with any animal for 1 minute per caster level. You can ask them questions and receive answers, although they may be stupid or evasive depending on the type of animal. An animal which is friendly may be persuaded to do some service.

(This spell badly deserves an expanded writeup; I'm thinking of some houserule which sets an effective Intelligence for the animal, maybe half your caster level for a 2-int animal and half again for a 1-int, which determines how effectively it can speak while under the spell's effect. Likewise the spell ought to allow you to use Diplomacy rather than Wild Empathy to affect the animal, but probably at some penalty which I'm not up to figuring out right now. I also have no idea why it's a level 3 spell for Bards, as it doesn't seem even remotely strong enough; putting it one level higher than for druids seems appropriate for flavor reasons, but it should probably also be more effective even so, especially given that bards only get six levels of spells.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:03 pm

Maze {Conjuration} {Teleportation}
- Close range (25+5/2xCL feet), no saving throw (but spell resistance applies).
- Target is teleported into an extradimensional maze of force walls for 10 minutes or until it succeeds at a DC 20 Intelligence check as a full-round action, then it reappears where it was. Minotaurs are not affected. The target may Plane Shift out of the maze but cannot hasten its escape with other spells such as Dimension Door.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:03 pm

Glitterdust {Conjuration} {Creation}
- Medium range (100+10xCL feet), uses material component (ground mica).
- Creatures within a 10-foot radius spread (can turn corners) are covered with gold dust for 1 round per caster level; they must Will save or be blinded, and the dust reveals them even if they are invisible, applying a -40 to all hide checks.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:04 pm

Arcane Lock {Abjuration}
- Touch range, uses material component (25 gp of gold dust).
- A door, chest or other portal of up to 30xCL square feet is permanently locked against opening by anyone other than you. A knock spell suppresses the arcane lock for 10 minutes, and the spell can be dispelled; otherwise the only way to open the door is to break it down, and the DC to do so is increased by 10.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:04 pm

Darkvision {Transmutation}
- Touch range, uses material component (agate or dried carrot).
- The target gains darkvision 60 feet for 1 hour per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:04 pm

Pyrotechnics {Transmutation}
- Long range (400+40xCL feet), uses material component (the fire transmuted).
- This spell has two modes: fireworks or smoke. Either affects a fire of up to 20 cubic feet (or that much area of a larger fire), which the spell extinguishes unless it is magical. A fire-based creature can be used as the fire source, and takes caster level points of damage as a result.
- Fireworks: The fire turns into a burst of colored lights; creatures within 120 feet of the fire must Will save or be blinded for 1d4+1 rounds. Spell resistance applies.
- Smoke: The fire turns into a smoke cloud, which fills a 20-foot radius spread (can turn corners) and lasts for 1 round per caster level. The cloud blocks all sight, even darkvision, and creatures within must Fortitude save or choke, taking a -4 penalty to Strength and Dexterity while within the cloud and for 1d4+1 rounds after escaping it. Spell resistance does not apply.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:05 pm

Ventriloquism {Illusion} {Figment}
- Close range (25+5/2xCL feet), no gestures, uses focus (a paper cone).
- For 1 minute per caster level or until dismissed, your vocalizations seem to come from somewhere else. Those who hear the sound may Will save to recognize it as an illusion.

(This spell lacks clarity as to how exactly it functions, and seems like it ought to be lower-level than Ghost Sound rather than higher, since it requires you to actually be capable of producing the sound yourself; only the longer duration seems to justify its higher level. Well, that and not needing gestures, which makes a difference for armored mages, rare though they are.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:05 pm

Pass Without Trace {Transmutation}
- Touch range, uses divine focus/uses focus (a convex lens of black glass).
- For 1 hour per caster level or until dismissed, one per caster level creatures leave no footprints or scent, and cannot be tracked without magic.

(Here's yet another example of the minimalist writing in D&D which ruins all manner of interesting roleplay and makes casters overpowered. Instead of some sort of opposed roll between the ranger that tries to follow a trail and the rogue that tries to obscure it, the rogue just gets his druid buddy to cast this spell and the ranger gets "oh whoops, it's impossible to use one of your class features ever under any circumstances" when he tries to follow. Bah.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:05 pm

Spectral Hand {Necromancy}
- Medium range (100+10xCL feet).
- Lose 1d4 hit points to create a glowing incorporeal hand, which hovers near you unless directed; it may make melee touch attacks at a +2 bonus against anyone in range which may deliver touch spells of 4th level or lower when you cast them (it always strikes from your direction and cannot flank anyone). The hand can be destroyed; treat it as having an AC of 22, plus a Dex bonus to AC equal to your INTMOD, though it can only be harmed by things capable of attacking ethereal targets. It uses your saving throws and it has Improved Evasion (half damage on a failed Reflex save instead of a successful one). The hand lasts for CL minutes or until dismissed or destroyed; when it ends or is dispelled (but not if it is destroyed), you regain the lost HP if they have not since been healed.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:05 pm

Ice Darts {Conjuration} {Creation} {Cold}
- Close range (25+5/2xCL feet), no saving throw.
- Ranged touch attack deals 2d4 damage, half of which is cold. You fire an extra dart for every two caster levels to a maximum of 5.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:06 pm

Detect Thoughts {Divination} {Mind-Affecting}
- 60-foot cone, uses divine focus, uses focus (1 cp).
- While concentrating for up to 1 minute per caster level, you see whether any creatures with Intelligence 1 or greater are present in the affected area. After an extra round, you distinguish the number of such creatures and the Intelligence score of each; if you detect a creature with Intelligence 26 or your own INT+10 or higher, you are stunned for 1 round and the spell ends. After one more round, you may choose a creature within the area, which must Will save or you learn its surface thoughts. Each round you may turn to scan a new area, but cannot look through a barrier.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:06 pm

Water Breathing {Transmutation}
- Touch range, uses divine focus, uses material component (a hollow reed or straw).
- Divide a total of CLx2 hours of duration among any number of living creatures by touch; while the spell lasts, all recipients are able to breathe water as if it was air.

(Water Walk is a Water spell, so why isn't this? Also, that divvying-duration mechanic is neat, but seems wasted here; use it for something very powerful, where the choice of whether to give 10 hours to yourself or 2 hours to each party member is less of an automatic decision.)

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Tongues

Post by willpell » Thu Nov 12, 2015 8:06 pm

- Grade 2 for bards; Grade 3 for Cloistered Clerics, Celebrant Clerics; Grade 4 for normal Clerics {Divination}
- Touch range, uses divine focus, uses material component (a miniature clay ziggurat).
- For 10xCL minutes, the target may speak and understand any creature's language; only one language may be spoken at a time.
Last edited by willpell on Sat Dec 12, 2015 7:46 pm, edited 2 times in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:07 pm

Confusion {Enchantment} {Compulsion} {Mind-Affecting}
- Medium range (100+10xCL feet), uses divine focus, uses material component (three identical nutshells).
- Each creature within a 15-foot radius burst (cannot turn corners) is Confused (if attacked, attacks in return; otherwise 10% chance to attack you, 10% to act normally, 20% to run away from you at top speed, or 30% to attack the nearest creature, otherwise doing nothing but babble) for CL rounds unless they Will save.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:07 pm

Lesser Confusion {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet), uses focus (an eye-catching object).
- Target living creature is Confused (if attacked, attacks in return; otherwise 10% chance to attack you, 10% to act normally, 20% to run away from you at top speed, or 30% to attack the nearest creature, otherwise doing nothing but babble) for 1 round unless it Will saves.

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