[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Haste {Transmutation}
- Close range (25+5/2xCL ft), uses material component (licorice root).
- CL target creatures, no two more than 30 feet apart, speed up for CL rounds. These creatures gain an enhancement bonus of +30 to each of their movement speeds, up to a maximum of double their normal speed. They get a +1 dodge bonus to AC and Reflex saves, a +1 bonus on attack rolls, and may make one extra attack at no penalty whenever they perform a full attack.
- Haste counters and dispels Slow.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:16 pm

Slow {Transmutation}
- Close range (25+5/2xCL ft), uses material component (molasses).
- CL target creatures, no two more than 30 feet apart, slow down for CL rounds unless they Will save. These creatures move at half their normal speed (round down to nearest 5 feet) and can take only partial actions (one move or one standard). They get a -1 penalty to AC, Reflex saves, and attack rolls.
- Slow counters and dispels Haste.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:16 pm

Keen Edge {Transmutation}
- Close range (25+5/2xCL ft).
- Doubles the critical threat range of one edged weapon (or a set of up to 50 arrows, bolts or shuriken) for 10 minutes per caster level. Doesn't affect bashing weapons or natural weapons, and doesn't stack with anything else which expands critical range.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:16 pm

Greater Magic Weapon {Transmutation}
- Touch range, uses divine focus, consumes material component (powdered lime and carbon).
- The target weapon gains +1 per 4 caster levels, maximum 5 enhancement bonus to attack and damage for 1 hour per caster level. (Unarmed strikes do not count as a weapon for this purpose, except in the case of a monk. You may also affect a set of up to 50 projectile weapons, including shuriken; these lose their enhancement bonus when fired or thrown. Any enhancement bonus already on the weapon does not stack.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 8:16 pm

Charm Monster {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet).
- Target living creature must Will save (+5 to its roll if in combat with you) or become friendly toward you for CL days. You must issue verbal commands and win an opposed Charisma check to make the target do anything it wouldn't normally do; it may be made to act slightly reckless but never suicidal.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:20 pm

Deep Slumber {Enchantment} {Compulsion} {Mind-Affecting} {Sleep}
- Full round to cast, Close range (25+5/2xCL feet), uses material component (a pinch of fine sand, rose petals, or a live cricket)
- 10-foot radius burst at the target point creates a field of sleep; the lowest-HD living creatures within the field fall asleep until up to 10 HD have done so (if HD are equal, affect those closest to the target point). Sleeping creatures are helpless (-4 AC against melee attacks, and treat as having a Dex bonus to AC of -5 and as flat-footed) until they are awakened by damaging them or taking a standard action to wake them up; the slumber ends after CL minutes.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:21 pm

Teleport {Conjuration} {Teleportation}
- Touch range, no gestures.
Transport self to a known point within CLx100 miles, along with up to your maximum load of objects, and one per three CLs willing creatures and their maximum loads, with each creature counting double for every size category above Medium. Objects attended by another character get a Will save and spell resistance if you attempt to teleport away with them.
- Teleportation to a poorly-known destination is risky; roll d100: very familiar locations are off-target 2% of the time and elsewhere 1%, while a place you can see, have visited often, or have studied for an hour (by scrying et al) has 3% and 2% these chances, and 1% of a mishap. A location you have seen more than once has 6%, 4% and 2% risks, and one seen only once (with magic or otherwise) doubles those risks (going awry a total of 24% of the time). If the location does not exist as you know it (a false vision, a home now burned down, etc), you arrive somewhere else 60% of the time, otherwise you mishap.
- If off-target, you safely arrive at a spot (not necessarily a safe one) within a weighted random percentage (usually around 20-35%) of the distance in a random direction. (EG: if you teleport 5 miles, you end up at a fraction of 5 miles from the target point in any direction.) "Elsewhere" means that you arrive at a different location with similarities to your target (someone else's laboratory instead of yours, for instance); the spell fails if no other such target can be found.
- On a mishap, you take 1d10 damage, then roll; you have a 40% chance for another mishap and more damage, and this continues until you arrive safely "elsewhere". Each other creature transporting with you does the same.

Teleport (limited version) {Conjuration} {Teleportation}
- Touch range, no gestures.
Transport self to a known point within CLX100 miles, along with up to 50 pounds of objects. Objects attended by another character get a Will save and spell resistance if you attempt to teleport away with them.
- Teleportation to a poorly-known destination is risky; roll d100: very familiar locations are off-target 2% of the time and elsewhere 1%, while a place you can see, have visited often, or have studied for an hour (by scrying et al) has 3% and 2% these chances, and 1% of a mishap. A location you have seen more than once has 6%, 4% and 2% risks, and one seen only once (with magic or otherwise) doubles those risks (going awry a total of 24% of the time). If the location does not exist as you know it (a false vision, a home now burned down, etc), you arrive somewhere else 60% of the time, otherwise you mishap.
- If off-target, you safely arrive at a spot (not necessarily a safe one) within a weighted random percentage (usually around 20-35%) of the distance in a random direction. (EG: if you teleport 5 miles, you end up at a fraction of 5 miles from the target point in any direction.) "Elsewhere" means that you arrive at a different location with similarities to your target (someone else's laboratory instead of yours, for instance); the spell fails if no other such target can be found.
- On a mishap, you take 1d10 damage, then roll; you have a 40% chance for another mishap and more damage, and this continues until you arrive safely "elsewhere".

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:22 pm

Wood Shape {Transmutation}
- Touch range; uses divine focus.
- Reshape a chunk of wood no larger than 10+CL cubic feet; the resulting shape is somewhat crude, and moving parts have a 30% chance to not function.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:22 pm

Remove Disease {Conjuration} {Healing}
- Touch range.
- Cures all diseases affecting the target, as well as killing parasites (including green slime). Does not prevent future infections. An unwilling target may Fortitude save to avoid being cured, and spell resistance applies. Certain special diseases may not be curable this way, or may require a high caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:22 pm

Shield Other {Abjuration}
- Close range (25+5/2xCL feet), uses focus (a 50-gp platinum ring worn by you and another by the target)
- You take half (rounding up) of all damage that would be dealt to target willing creature for CL hours or until dismissed. The target also gains +1 deflection bonus to AC and +1 resistance bonus on saves during the duration. The effect ends if the subjects move out of Close range.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:23 pm

Hold Person {Enchantment} {Compulsion} {Mind-Affecting}
- Medium range (100+10xCL feet), uses divine focus, uses focus (an iron rod or bar)
- Target is paralyzed (helpless, with 0 STR and DEX; can take no physical actions, even speech, and anyone can move through its space at half speed) for 1 round per caster level or until dismissed, unless it Will saves, and it may Will save again on each of its turns to end the effect (this is a full-round action for it, so it usually cannot act after breaking the hold, except to take a 5-foot step). Creatures which are flying with wings when Held fall; creatures which are swimming when Held cannot swim and may drown.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:23 pm

Enthrall {Enchantment} {Charm} {Mind-Affecting} {Language-Dependent} {Sonic}
- Full round to cast, Medium range (100+10xCL ft).
- Speak or sing nonstop for the round of casting. Any number of creatures who are paying attention to you become fixated upon you unless they Will save; they get a +4 bonus on the save if they are members of a group unfriendly to you. Creatures with HD less than 4 and Wisdom less than 16 ("the meek") are friendly to you and unaware of their surroundings as long as you keep vocalizing; creatures at or above those thresholds ("the strong") just become indifferent, and get a new saving throw if they witness action they oppose. You may keep lecturing or performing for up to an hour, but the spell ends if you pause or take other actions; new creatures which enter the spell's range are also affected unless they save.
- Those not affected, if unfriendly to you, may make a Charisma check to heckle you and break the spell; the most Charismatic rolls the check with Aid Another from everyone else. You then oppose this with your own check.
- If an audience member is attacked or otherwise mistreated, the spell ends; the meek immediately become unfriendly to you, and the strong become hostile.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:23 pm

Touch of Idiocy {Enchantment} {Compulsion} {Mind-Affecting}
- Touch range, no saving throw (but spell resistance applies).
- With a successful melee touch attack, the target suffers a -1d6 penalty to Intelligence, Wisdom and Charisma, none of which can be reduced below 1, for 10 minutes per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:24 pm

Strike Senseless {Necromancy}
- Medium range (100+10xCL feet), no gestures.
- Target living creature is either blinded or deafened unless it Fortitude saves. This curse lasts indefinitely unless cured or dismissed.

(This spell is clearly one of the more poorly thought-out in the original PHB, as a save-or-suck which never expires and is described in a single sentence despite its substantial potency; I'm likely to nerf it eventually, but for now I'll settle for a more evocative name.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:24 pm

Silence {Illusion} {Glamer}
- Long range (400+40xCL ft).
- Sound cannot travel within a 20-foot emanation around an object, creature or point of space for 1 minute per caster level, maximum 10 or until dismissed. Conversation is impossible in the affected area, and spells requiring incantations cannot be cast; {Sonic} or {Language-Dependent} effects cannot emerge from or penetrate into the field. If the spell is centered on a creature, that creature cannot escape the area, but it may Will save or apply spell resistance to prevent the silence field from developing. Objects on which the spell is centered receive a save or spell resistance only if they are attended and capable of producing sound.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:24 pm

Blur {Illusion} {Glamer}
- Touch range, no gestures.
- Target creature gains concealment (20% miss chance) against all sighted opponents (except those affected by True Seeing) for 1 minute per caster level or until dismissed.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:25 pm

Continual Flame {Evocation} {Light}
- Touch range, uses material component (50 gp of ruby dust).
- Object sprouts a heatless flame (light equal to a torch) which continues to glow indefinitely unless dispelled, using no oxygen and impossible to smother or douse.
- You may also cast this spell to counter or dispel a {Darkness} spell of lower level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:25 pm

Locate Object {Divination}
- Long range (400+40xCL ft), uses divine focus, uses focus (a forked twig).
- You may sense the direction of a well-known or clearly pictured object within the spell's range. You may find a specific object only if you have seen it (personally, not through scrying); a general sort of object can be sought and you locate the nearest one. You can find a secret door or the like only by picturing it as it appears. The spell lasts for 1 minute per caster level and cannot penetrate a thin sheet of lead.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:25 pm

Whispering Wind {Transmutation} {Air}
- Range of 1 mile per caster level.
- Create a wind which travels at your choice of 1-6 miles per hour (for no more than CL hours) to a familiar spot you designate, assuming it can reach that spot. When it arrives, it delivers a message of up to 25 words or plays some other sound for 1 round, then dissipates (regardless of whether anyone is present to hear the sound). The message is whisper-quiet and audible only within a 10-foot radius spread (can turn corners) of the target point. The wind cannot be intercepted enroute, and the sound cannot have magical effects.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:25 pm

Scare {Necromancy} {Fear} {Mind-Affecting}
- Medium range (160 feet), uses material component (bone from an appropriate undead).
- One per three CLs living, mind-affectable creatures, all within 30 feet of each other and with 5 or fewer HD, become Frightened (must flee in any way it is able; functions as Shaken, suffering -2 on attack and damage rolls, saving throws, and skill and attribute checks, if escape is impossible) for CL rounds unless it saves, and for 1 round even if it does.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:26 pm

Rouse {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet).
- Awakens all creatures in a 10-foot radius burst (cannot turn corners) who are asleep (not unconscious).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:26 pm

Whelm {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet)
- Target living, mind-affectable creature takes 1d6 per two caster levels, rounding up, maximum 5d6 nonlethal damage unless it Will saves.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:26 pm

Blade of Blood {Necromancy}
- Swift action to cast, touch range.
- Touch a weapon and choose one: the weapon deals an extra 1d6 damage the next time it strikes a living creature, or you take 5 damage now and the weapon deals an extra 3d6 damage the next time it strikes a living creature. The weapon retains the ability to deal extra damage until it next hits, until it leaves the wielder's hand, or for 1 round per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:26 pm

Kelgore's Fire Bolt {Fire}
- Medium range (100+10xCL feet), uses material component (ashes).
- Conjure a hot rock to throw, which bursts into flames in midair. Deals 1d6 per caster level, maximum 5d6 fire damage; the target may Reflex save for half damage. If the target has spell resistance which you do not overcome, the spell still deals 1d6 fire damage to them.
- This spell is both an {Evocation} and a {Conjuration}. Casters who have barred either school may not cast it; casters who have Spell Focus or a similar benefit in both schools apply it only once.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:27 pm

Invest Light Protection {Conjuration} {Healing}
- Touch range.
- Touch a living creature to heal it of 1d4+1 per two caster levels, maximum 3 damage, and grant it Damage Reduction 1/evil (prevent 1 damage per instance except from an evil weapon) for 1 minute (10 rounds).
- Alternatively, touch an undead creature to deal 1d4+1 per two caster levels, maximum 3 damage to it; it may Will save to prevent half the damage. If the save fails, the creature also takes +1 damage per instance from any good weapon for the next 1 minute (10 rounds).

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