[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Tasha's Hideous Laughter {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet), uses divine focus/consumes material component (thrown mini-pies and a feather).
- Target creature with Intelligence of at least 3 falls prone and does nothing but laugh for 1 round per caster level unless it Will saves; it has a +4 bonus on this save if it is not the same creature type as the caster.

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Re: [Whiteleaf] Spells Reference

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

See Invisibility {Divination}
- Personal range , uses material component (talc and powdered silver).
- For 10 minutes per caster level or until dismissed, you may see invisible or ethereal creatures and objects normally (as translucent images) and distinguish among them and visible objects. Does not negate concealment or reveal illusions.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:08 pm

Burning Hands {Evocation} {Fire}
- Deals 1d4 per caster level, maximum 5d4 fire damage in 15-foot cone burst (cannot turn corners); affected creatures may Reflex save for half damage. Ignites flammable materials; burning items may be extinguished as a full-round action.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:08 pm

Fly {Transmutation}
- Touch range, uses divine focus, uses focus (a flight feather).
- Target creature flies at a speed of 60 feet (40 if armored or encumbered past Light), with good maneuverability, for CL minutes. The subject may Charge but not use the Run action. When the spell expires or is dispelled (but not if it vanishes due to an antimagic field), the character floats 60 feet down for each of 1d6 rounds and lands safely if it reaches the ground; otherwise it falls (taking 1d6 damage per 10 feet fallen).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:08 pm

Reduce Person {Transmutation}
- 1 round to cast, close range (25+5/2xCL feet), uses material component (a pinch of powdered iron).
- Target Humanoid and its gear decrease by one size category for 1 minute per caster level or until dismissed unless they Fortitude save, with the usual effects of a size change. Multiple castings of Reduce Person (including the Mass version) do not further alter the target's size. Possessions of the target return to normal size instantly upon leaving the target's person (thrown weapons deal their normal damage, but projectiles deal damage based on the size of the firing weapon).
- Counters and dispels Enlarge Person.

(Now where exactly is Oxidize Person?)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:09 pm

Mirror Image {Illusion} {Figment}
- Personal range.
- 1d4+1 per three caster levels, maximum 8, illusionary duplicates of you appear in contiguous squares, lasting 1 minute per caster level or until dismissed. You and the figments may move through each other, and they mimic your appearance and actions. Each figment has your touch AC versus attacks, and any hit destroys it. As long as any figments remain, characters attacking you are equally likely to hit the real you and each remaining duplicate.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:09 pm

Deeper Darkness {Evocation} {Darkness}
- Grade 3.
- Touch range, no gestures, uses divine focus.
- Object sheds shadowy illumination in a 60-foot radius for CL days 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-grade {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.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:09 pm

Nystul's Magic Aura {Illusion} {Glamer}
- Touch range , uses focus (a patch of silk).
- Affects an object weighing up to CLx5 pounds. For CL days or until dismissed, Detect spells and the like perceive the item as having your choice of magic aura, including "none". You may specify a type of magic item it seems to be, or a spell that seems to have been cast on it, or you may lessen its apparent magic properties or conceal them entirely. An Identify spell or similar effect pierces this disguise if its caster makes a Will save. Artifacts and the like cannot be affected by this spell.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:10 pm

Obscure Object {Abjuration}
- Touch range, uses divine focus, uses material component (piece of chameleon skin).
- Affects an object weighing up to 100 pounds per caster level. For 8 hours or until dismissed, scrying attempts which target an area do not register the item, and those which target that object directly automatically fail.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:10 pm

Magic Circle Against Evil {Abjuration} {Good}
- Touch range, uses divine focus/consumes material component (3-foot circle of powdered silver around subject).
- For 10 minutes per caster level, 10-foot radius emanation from target grants all within that range +2 AC deflection bonus and +2 on saving throws from attacks or effects by evil creatures, suppresses all possession and control effects on them (regardless of alignment), and prohibits evil summoned creatures from entering the area or touching any affected creatures (including with natural attacks) unless the circle fails to overcome their spell resistance. If the target is a creature larger than 10x10, it alone gains the benefits of the spell. This spell is not cumulative with Protection from Evil.
- Alternately, cast this spell with a duration of 24 hours per caster level, then within 1 round use a Planar Binding spell to call a nongood extraplanar creature and imprison it in the circle. The creature may use ranged attacks normally but may not leave the circle or cross it with melee attacks. If that creature has spell resistance, it may attempt to overcome the circle once each day. If the circle is broken, the creature immediately escapes, although it may not act to break the circle directly. The circle does not inherently prevent the victim from escaping with dimensional travel, but a Dimension Lock cast by you on the creature before it acts will last as long as the circle does.
- You may reinforce the circle by drawing a diagram; this takes 10 minutes and a DC 20 Spellcraft check. If the check succeeds, you may cast Dimensional Anchor before calling the creature, and the creature cannot attack out of the circle or overcome the circle with spell resistance. The creature's daily Charisma check to escape the circle has its DC increased by 5.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:10 pm

Magic Circle Against Law {Abjuration} {Chaos}
- Touch range, uses divine focus, uses material component (3-foot circle of powdered silver around subject).
- For CLx10 minutes, 10-foot radius emanation from target grants all within that range +2 AC deflection bonus and +2 on saving throws from attacks or effects by lawful creatures, suppresses all possession and control effects on them (regardless of alignment), and prohibits lawful summoned creatures from entering the area or touching any affected creatures (including with natural attacks) unless the circle fails to overcome their spell resistance. If the target is a creature larger than 10x10, it alone gains the benefits of the spell. This spell is not cumulative with Protection from Law.
- Alternately, cast this spell with a duration of CLx24 hours, then within 1 round use a Planar Binding spell to call a nonchaotic extraplanar creature and imprison it in the circle. The creature may use ranged attacks normally but may not leave the circle or cross it with melee attacks. If that creature has spell resistance, it may attempt to overcome the circle once each day. If the circle is broken, the creature immediately escapes, although it may not act to break the circle directly. The circle does not inherently prevent the victim from escaping with dimensional travel, but a Dimension Lock cast by you on the creature before it acts will last as long as the circle does.
- You may reinforce the circle by drawing a diagram; this takes 10 minutes and a DC 20 Spellcraft check. If the check succeeds, you may cast Dimensional Anchor before calling the creature, and the creature cannot attack out of the circle or overcome the circle with spell resistance. The creature's daily Charisma check to escape the circle has its DC increased by 5.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:10 pm

Magic Circle Against Good {Abjuration} {Evil}
- Touch range, uses divine focus, uses material component (3-foot circle of powdered silver around subject).
- For CLx10 minutes, 10-foot radius emanation from target grants all within that range +2 AC deflection bonus and +2 on saving throws from attacks or effects by good creatures, suppresses all possession and control effects on them (regardless of alignment), and prohibits good summoned creatures from entering the area or touching any affected creatures (including with natural attacks) unless the circle fails to overcome their spell resistance. If the target is a creature larger than 10x10, it alone gains the benefits of the spell. This spell is not cumulative with Protection from Good.
- Alternately, cast this spell with a duration of CLx24 hours , then within 1 round use a Planar Binding spell to call a nonevil extraplanar creature and imprison it in the circle. The creature may use ranged attacks normally but may not leave the circle or cross it with melee attacks. If that creature has spell resistance, it may attempt to overcome the circle once each day. If the circle is broken, the creature immediately escapes, although it may not act to break the circle directly. The circle does not inherently prevent the victim from escaping with dimensional travel, but a Dimension Lock cast by you on the creature before it acts will last as long as the circle does.
- You may reinforce the circle by drawing a diagram; this takes 10 minutes and a DC 20 Spellcraft check. If the check succeeds, you may cast Dimensional Anchor before calling the creature, and the creature cannot attack out of the circle or overcome the circle with spell resistance. The creature's daily Charisma check to escape the circle has its DC increased by 5.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:11 pm

Magic Circle Against Chaos {Abjuration} {Lawful}
- Touch range, uses divine focus, uses material component (3-foot circle of powdered silver around subject).
- For 10 minutes per caster level, 10-foot radius emanation from target grants all within that range +2 AC deflection bonus and +2 on saving throws from attacks or effects by chaotic creatures, suppresses all possession and control effects on them (regardless of alignment), and prohibits chaotic summoned creatures from entering the area or touching any affected creatures (including with natural attacks) unless the circle fails to overcome their spell resistance. If the target is a creature larger than 10x10, it alone gains the benefits of the spell. This spell is not cumulative with Protection from Chaos.
- Alternately, cast this spell with a duration of 24 hours per caster level, then within 1 round use a Planar Binding spell to call a nonlawful extraplanar creature and imprison it in the circle. The creature may use ranged attacks normally but may not leave the circle or cross it with melee attacks. If that creature has spell resistance, it may attempt to overcome the circle once each day. If the circle is broken, the creature immediately escapes, although it may not act to break the circle directly. The circle does not inherently prevent the victim from escaping with dimensional travel, but a Dimension Lock cast by you on the creature before it acts will last as long as the circle does.
- You may reinforce the circle by drawing a diagram; this takes 10 minutes and a DC 20 Spellcraft check. If the check succeeds, you may cast Dimensional Anchor before calling the creature, and the creature cannot attack out of the circle or overcome the circle with spell resistance. The creature's daily Charisma check to escape the circle has its DC increased by 5.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:11 pm

Arcane Sight {Divination}
- 120-foot cone.
- For 1 minute per caster level or until dismissed, you see whether magical auras are present in the affected area, including the strength and location of each aura present; you may may make a Spellcraft check to determine the school involved (DC equal to 15, plus the spell's level or half the caster level of a nonspell effect.) You may also concentrate on a particular creature within view (a standard action); you determine the strength of the most potent spell or SLA it has available, and whether its spells are divine (SLAs are always arcane).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:11 pm

Rope Trick {Transmutation}
- Touch range, uses material component (cornstarch and a paper loop).
- A rope of 5 to 30 feet in length rises straight up in the air; anyone may climb the rope and enter an extradimensional space at the top, which may contain up to 8 creatures of any size. The rope may be pulled up into that space, and counts as one such creature. One person at a time may climb the rope; weight greater than 16,000 pounds can pull down the rope. Creatures in the space are impossible to reach or detect; they may look out through an invisible 3x5-foot window centered on the rope, and even those who See Invisible cannot see inside the window. "It is hazardous" to take a Bag of Holding, Portable Hole, Handy Haversack or the like into the extradimensional space. The spell ends after CL hours or whenl dismissed; at that time all those in the space fall out.

(DM Ruling: Those inside the extradimensional space are still clinging to a rope, one which seems to stretch up to infinity until the eighth climber enters, at which point it draws taught and can be found anchored to an invisible wall. Sleeping while clinging to the rope is impossible, and the need for Climb checks or Constitution checks to continue holding on for hour after hour will be enforced.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:11 pm

Daze Monster {Enchantment} {Compulsion} {Mind-Affecting}
- Medium range (100+10xCL feet), uses material component (a pinch of wool).
- Target creature with 6 HD or less becomes dazed (takes no actions, though no easier to attack) for 1 round unless it Will saves.

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Re: [Whiteleaf] Spells Reference

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

True Seeing {Divination}
- Touch range, uses material component (250-gp eye ointment).
- For CL minutes, the target sees through all darkness, sees invisible things, ignores blur and displacement effects, recognizes illusions as such, sees the true form of shapeshifters and polymorphed creatures, and may look into the Ethereal Plane, all within a 120-foot range. Does not see through physical barriers or negate concealment effects that do not rely on distorting vision. Does not function clairsentiently.

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Re: [Whiteleaf] Spells Reference

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

Erase {Transmutation}
- Close range (25+5/2xCL feet).
- Up to two pages of text or one scroll are wiped of any or all writing. 10% chance to fail to erase nonmagical writing if you do not touch it or if someone is holding it. Magical writing requires touch and a 1d20+CL check at DC 15 to erase, and a natural 1 or 2 automatically fails. This spell can erase an Arcane Mark, Glyph of Warding, Sepia Snake Sigilor Explosive Runes, but not Illusory Script or a Symbol. If you fail the caster level check to erase a trap, you set it off instead.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:13 pm

Hypnotic Pattern {Illusion} {Pattern} {Mind-Affecting}
- Medium range (100+10xCL feet), uses material component (lit incense stick or glowing crystal rod), no incantations unless Bard.
- 10-foot radius spread (can turn corners) fills with colorful lights; 2d4+caster level, maximum 10 Hit Dice of creatures are fascinated (taking no actions, with -4 to Listen and Spot; potential threats give a new saving throw and obvious threats end the effect) if they can see. Creatures with fewest HD are affected first, and those closer to effect break ties for equal HD; extra HD are lost. (Example: with 8 HD affected, you first affect a 3-HD lizardman, then the nearest of two 2-HD gnolls, then the second gnoll, and fail to affect a third gnoll because only 1 HD remains.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:13 pm

Heroism {Enchantment} {Compulsion} {Mind-Affecting}
- Touch range.
- Target creature which can be mind-affected gains a +2 morale bonus on attack rolls, saving throws, and skill checks for CLx10 minutes.

(It's really odd that I somehow thought this was a Language-Dependant spell, given that you can make it into a potion....)
Last edited by willpell on Fri Jan 22, 2016 10:21 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:14 pm

Minor Creation {Conjuration} {Creation}
- 1 minute to cast, consumes material component (a small bit of the intended substance).
- Creates a nonmagical object out of nonliving plant matter, up to 1 cubic foot per caster level, at a point within your square. It lasts for 1 hour per caster level or until dismissed. Appropriate skill check required to create anything complex. These objects cannot be used as material components.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:14 pm

Fire Trap {Abjuration} {Fire}
- 10 minutes to cast, touch range, uses material component (25 gp of gold dust).
- Wards an object of any sort which can be opened or closed; when anyone other than you (or those you designate when casting, possibly with a password) opens the object, 5-foot radius explosion deals 1d4+1 per caster level, maximum 20 fire damage which does not affect the object; characters caught in the blast may Reflex save for half damage. The damage is halved underwater. The spell may be dismissed, but does not otherwise end until discharged; the warded object cannot receive other warding spells. A character with Trapfinding may detect that the item is trapped with a DC (25+spell grade for your character's class) Search check, and may bypass or deactivate the spell with a Disable Device check at the same DC.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:14 pm

Raritane's Mnemonic Enhancer {Transmutation}
- 10 minutes to cast, uses focus (50-gp ivory plaque) and material component (special ink and string).
- Choose either to re-prepare a spell of up to 3rd level, cast 1 round before you began casting this spell, or to normally prepare (taking an additional 15 minutes) up to 3 levels of spells (counting cantrips as 1/2 level). Spells gained through the use of this spell cannot be retained longer than 24 hours. (Sorcerers cannot use this spell.)

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Stoneskin

Post by willpell » Thu Nov 12, 2015 8:15 pm

- Abjuration, grade 4 for sorcerer/wizard, grade 6 for clerics with the Earth or Strength domains. (Funny that it's Strength rather than Protection.)
- Touch range, uses material component (250 gp of diamond dust and granite).
- The target gains damage reduction 10/adamantine for CLx10 minutes or until CLx10, max 150 damage have been absorbed this way.

(I'm a little annoyed this isn't an Earth spell; presumably it doesn't actually turn your skin to stone, just make it equally hard, but even that maybe should have qualified.)
Last edited by willpell on Fri Jan 22, 2016 10:23 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:15 pm

Stinking Cloud {Conjuration} {Creation}
- Medium range (100+10xCL ft), uses material component (something smelly).
- Stationary cloud spreads from the target point in 20 ft. radius and lasts for CL rounds. Within the cloud, creatures within 5 feet have concealment (20% miss chance) from each other, and creatures further apart have total concealment (50% miss chance). Living creatures within the cloud are Nauseated (can take only one move action each round) unless they Fortitude save; they remain so as long as they are in the cloud and for 1d4+1 rounds thereafter, and must save again each round they are in the cloud until it affects them. Cloud is dispersed by a moderate wind (11 mph) in 4 rounds or by a strong wind (21 mph) in 1 round. Affects darkvision but doesn't work underwater.

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