[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Maleph's Acid Arrow {Conjuration} {Creation} {Acid}
- Long range (400+40xCL feet), uses focus (a dart) and material component (rhubarb leaf and adder stomach), no saving throw or spell resistance.
- Ranged touch attack deals 2d4 acid damage. The damage recurs in one for every 3 CLs to a maximum of 18th subsequent rounds unless the acid is removed. A spellcaster who is being damaged by acid each round is considered to take half that damage during the casting of his spell, and must make a Concentration check accordingly.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:28 pm

Flaming Sphere {Evocation} {Fire}
- Medium range (100+10xCL feet), uses divine focus, uses material component (tallow, brimstone and powdered iron).
- A 5-foot-wide ball of semi-solid fire appears at the target point and lasts CL rounds. Each round, you may take one move action to roll it 30 feet in the direction you point, and may make it jump up to 30 feet to strike a target.
- The ball can roll over barriers of less than 4 feet, ignites flammable substances it touches, and sheds light as a torch. The sphere moves with little force and cannot push or crush creatures or break through obstacles, and it vanishes if it leaves the spell's range.
- If the sphere enters a square containing a creature, it stops moving for the round, and that creature must Reflex save or take 2d6 fire damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:28 pm

Glibness {Transmutation}
- Personal range, no incantations.
- Gain +30 to Bluff checks to lie (not to feint, create diversions or pass hidden messages) for CLx10 minutes or until the spell is dismissed. Casters of spells which detect or prohibit lies must beat 15+your CL on a caster level check, or you may continue to lie undetected.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:28 pm

Whelming Blast {Enchantment} {Compulsion} {Mind-Affecting}
- 30-foot cone.
- Each living, mind-affectable creature in the area takes 1d6 per two caster levels, maximum 5d6 nonlethal damage unless it Will saves.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:28 pm

Black Karma Curse {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet)
- Target mind-affectable creature attacks itself with its weapon unless it Will saves (no hit roll is required), using the most damaging attack if there is a choice.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:29 pm

Unholy Blight {Evocation} {Evil}
- Medium range (100+10xCL feet).
- Cold, cloying miasma in 20-foot radius spread (can turn corners) from target point deals CL, max 10d6 damage to each good outsider, 1 per two CLs, max 5d8 damage to each other good creature, and half that much damage to each nongood, nonevil creature affected. Each creature Will saves for half damage; if a good creature fails the save, it is also Sickened (-2 to attack and damage rolls, saving throws, and skill and ability checks) for 1d4 rounds (a Remove Curse spell ends the effect, but Remove Disease does not).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:29 pm

Greater Teleport {Conjuration} {Teleportation}
- Touch range, no gestures.
Transport self to a known or well-described point anywhere in the world, along with up to your maximum load of objects, and one per three caster levels 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. If you try to teleport to an insufficiently specific or nonexistent location, you simply disappear and return where you are.

Greater Teleport (limited version) {Conjuration} {Teleportation}
- Touch range, no gestures.
Transport self to a known or well-described point anywhere in the world, 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. If you try to teleport to an insufficiently specific or nonexistent location, you simply disappear and return where you are.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:29 pm

Minor Image {Illusion} {Figment}
- Long range (400+40xCL feet), uses focus (a bit of fleece).
- You create an illusion, including sound but not intelligible speech, lasting as long as you concentrate and for 2 rounds after you stop, which must fit within an area of 4 plus caster level 10-foot cubes. You can move the illusion within the affected area. Those who interact with the illusion may Will save to disbelieve it.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:30 pm

Augment Object {Transmutation}
- 1 minute to cast, close range (25+5/2xCL feet), uses material component (a pinch of chalk).
- An object (usually a wall) of up to 200 cubic feet per caster level gains +20 break DC and has double hardness and hit points, as well as gaining a saving throw of 2 + half caster level even when unattended, for 1 day per caster level.

Presumably this spell can be Permanencied, though it doesn't say so in the book. The cost to affect 800 square feet of wall (or all walls of one 20x20x10 stronghold space) is 12,000 gp; extrapolating the cost to cast it from the "hire a spellcaster rules" and Permanency (assuming caster level 9 suffices), Augment Object costs 270 gp and Permanency costs 450 gp plus 2500 gp for the XP cost. Figure this out if you can.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:30 pm

Web {Conjuration} {Creation}
- Medium range (100+10xCL feet), uses material component (webbing).
- Webs fill a 20-foot radius spread (can turn corners), which must have opposed walls, a floor and ceiling, or similar anchors for the web. Lasting up to 10 minutes per caster level unless dismissed, the web Entangles (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) anyone caught in the area when it appears, immobilizing them completely unless they Reflex save.
- An immobilized creature can break out with a DC 20 Strength check or slip free with a DC 25 Escape Artist check, either requiring a full-round action. Once able to move (including if the Reflex save succeeds), creatures must make Strength or Escape Artist checks to move within the web, again as full-round actions; the DC is 10 and each +5 on the roll allows 5 feet of movement.
- 5 feet of web provides Cover (+4 to AC, +2 to Reflex saves except against spreads, doesn't provoke AoOs, may Hide); 20 feet of web provides Total Cover (cannot be attacked).
- A torch or similar fire source can burn 5 feet of webs each round; creatures within the burning web take 2d4 fire damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:30 pm

Stay the Hand {Enchantment} {Charm} {Mind-Affecting}
- Cast as an immediate action, medium range (100+10xCL feet), no gestures.
- Unless target humanoid Will saves, it cannot attack you or target you with spells for the remainder of the round. If you cast this spell in response to an attack being attempted, the target may attack someone else but takes a -4 circumstance penalty. If you cast this spell in response to a spellcaster targeting you, that person must make a Concentration check at DC 15+the level of the spell or it is wasted; success allows them to choose a different target for the spell.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:31 pm

Plane Shift {Conjuration} {Teleportation}
- Touch range , uses focus (a forked rod of a particular metal specific to each plane).
- You and up to eight willing creatures who join hands, or one unwilling creature you touch who fails a Will save (and does not have spell resistance, unless you overcome it), are transported to the plane of your choice, arriving somewhere within 5-500 miles from your intended destination.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:31 pm

Overland Flight {Transmutation}
- You fly at a speed of 40 feet (30 if armored or encumbered past Light), with average maneuverability, for 1 hour per caster level. You may Charge but not use the Run action. You may Hustle indefinitely without nonlethal damage, and thus may cover 64 (48 if encumbered) miles in 8 hours (continuing for longer requires a Constitution check at DC 10 for the first hour, 12 for the second and so forth, to avoid taking 1d6 nonethal damage per failed check and becoming Fatigued, which penalizes Strength and Dexterity by -2 and prohibits charging or running). 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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Spike Growth

Post by willpell » Thu Nov 12, 2015 9:31 pm

- Grade 3 {Transmutation}
- Medium range (100+10xCL feet), uses divine focus.
- Caster level 20-foot squares of ground are transmuted for 1 hour per caster level or until dismissed; the grass, undergrowth, roots or other such plants in the area turn into hard spikes without visible change (a rogue's Search check at DC 28, or 27 if a ranger cast this spell, detects the threat). Characters walking or running in the area take 1d4 piercing damage per 5 feet moved, and must Reflex save or be reduced to half land speed for 24 hours or until their feet are healed (with Cure spells, or with a Heal check against the spell's DC which takes 10 minutes).
Last edited by willpell on Sun Dec 13, 2015 10:05 pm, edited 1 time in total.

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Spike Stones

Post by willpell » Thu Nov 12, 2015 9:31 pm

- Grade 4 {Transmutation} {Earth}
- Medium range (100+10xCL feet), uses divine focus.
- Caster level 20-foot squares of stone floors or bare rock are transmuted for 1 hour per caster level or until dismissed; the stone sprouts long, sharp spikes which are hard to see (a rogue's Search check at DC 29 detects the threat). Characters move at half speed in the area, and those walking or running in the area take 1d8 piercing damage per 5 feet moved, and must Reflex save or be reduced to half land speed for 24 hours or until their feet are healed (with Cure spells, or with a Heal check against the spell's DC which takes 10 minutes).
Last edited by willpell on Sun Dec 13, 2015 10:05 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:32 pm

Major Image {Illusion} {Figment}
- Long range (400+40xCL feet), uses focus (a bit of fleece).
- You create an illusion, including sound but not intelligible speech, as well as smell and radiant heat or cold, lasting as long as you concentrate and for 3 rounds after you stop, which must fit within an area of 4 plus caster level 10-foot cubes. You can move the illusion within the affected area while concentrating; if you fail to have an illusion react appropriately when struck, it disappears (I presume this is doable as long as you're concentrating but not during the final three rounds). Those who interact with the illusion may Will save to disbelieve it.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:32 pm

Misdirection {Illusion} {Glamer}
- Close range (25+5/2xCL feet).
- Target a creature or object no larger than a 10-foot cube; for 1 hour per caster level, any aura-based divination spell which targets you instead reads that object unless its caster Will saves against Misdirection. For example, you could target a tree, and attempts to detect any alignment will detect negative for you, because they are actually reading the tree (which presumably is either True Neutral or completely alignment-less).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:32 pm

Master's Touch {Divination}
- Cast as an immediate action, Close range (25+5/2xCL feet), no gestures.
- Add a +4 insight bonus to a single-check skill roll (not to one roll of an extended task) performed by yourself or another creature.

(There are two spells called Master's Touch, one in the PHB2 and one in the Spell Compendium. Not knowing which one came first, I'm leaving this one with its current name and renaming the one I just discovered, whose effect is debatably less deserving of it, though mostly the decision is inertia on my part.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:33 pm

Contagion {Necromancy} {Evil}
- Touch range.
- Target living creature contracts a disease of your choice unless it Fortitude saves; the disease has no incubation period. Only the following diseases may be selected; the listed DC applies to all Fortitude saves after infection, but not the initial save to resist it, which uses the caster's normal spell save.
• Filth fever: 12, deals 1d3 Dex and 1d3 Con damage.
• Mindfire DC 12, deals 1d4 Int damage.
• Shakes DC 13, deals 1d8 Dex damage.
• Slimy doom DC 14, deals 1d4 Con damage.
• Red ache DC 15, deals 1d6 Str damage.
• Cackle fever DC 16, deals 1d6 Wis damage.
• Blinding sickness DC 16, deals 1d4 Str damage, and if damage is 2+, victim must Fortitude save again (same DC) or be permanently blinded.

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Vhigdravathvi's Tripping Finger

Post by willpell » Thu Nov 12, 2015 9:33 pm

- Grade 1 {Evocation}, {Force}
- Medium range (100+10xCL feet), consumes material component (three glass beads).
- Torso-sized hand attempts to Trip opponent unless they Reflex save; roll an attack with a bonus of 2+KEYMOD+your caster level, +1/3 your caster level to a maximum of +5, resisted by opponent's better check of Strength or Dexterity, to knock them prone (-4 to their attacks and no ranged attacks except crossbow or spells; +4 to melee attacks and -4 to ranged attacks against them; they may stand as a move action which provokes AoOs).
Last edited by willpell on Sat Apr 07, 2018 9:01 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:33 pm

Stretch Weapon {Transmutation}
- Cast as a swift action, 0 ft. range, no gestures.
- Weapon adds +5 feet to its normal reach for 1 attack, without any negative effects.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:33 pm

Speak with Dead
{Necromancy}, {Language-Dependent}
- 10 minutes to cast, 10 ft. range, uses divine focus.
- For 1 minute per caster level, a corpse gains enough semblance of life to answer one per two caster levels questions, using whatever knowledge it possessed while alive (including the languages it spoke). Its answers may be brief, cryptic, or repetitive. A corpse cannot be questioned this way more than once per week, and must remain largely intact, needing a mouth to speak and possibly giving incomplete or mistaken answers if it is incomplete itself. If the former owner of the corpse was a different alignment than you, the corpse uses their Will save to resist being questioned; their soul is unaffected by the questioning, and the corpse cannot gain any knowledge of events after its death (including being questioned).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:34 pm

Make Whole {Transmutation}
- Close range (25+5/2xCL feet).
- An object of up to 10xCL cubic feet is repaired of any number of breaks regardless of material. Magic items are only physically restored and do not regain powers; rods, wands and staves cannot be repaired, nor can construct creatures. Doesn't protect against warp wood, disintegrate, melting, incineration, or other forms of complete destruction.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:34 pm

Prying Eyes {Divination}
- 1 minute to cast, 1-mile range, uses material component (handful of crystal marbles)
- Generate 1d4+caster level "eyes" which can see everything in a 120-foot radius around themselves, all of which last up to 10 hours per caster level, during which fly up to 30 feet per round as you directed them when casting; their flight program must be stated within 25 words (PHB page 267 offers some examples), though they gain the benefit of your knowledge and can recognize individuals, etc. as much as yourself. An "eye" is a Fine-sized Construct with a +16 Hide modifier, 18 AC and 1 HP; it uses lesser of 15 or your CL as its Spot check, is susceptible to concealment and illusions as your own vision would be, and requires light to see, navigating only by touch in dark areas. When an "eye" returns to your hand, it replays all it has seen into your mind, at a rate of 1 round per 1 hour of footage, then vanishes. An eye also vanishes if it travels outside the spell's range, is hit by a Dispel Magic (roll to dispel each eye in an area affected), or loses its Hit Point (including if it flies into a wall in the dark or the like); you know when eyes cease to function but not why.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:34 pm

Omen of Peril {Divination}
- 1 Full round to cast, no gestures, uses focus (25-gp divination implements).
- You witness a brief vision of your future (the next hour or so, assuming you retain your current path of travel or lack thereof), informing you that you face either "safety" (no real dangers), "peril" (dangers typical of the character's ECL), or "great danger" (extremely deadly dangers). The answer is 70+caster level, max 90% likely to be accurate; otherwise it randomly provides either of the false results. The vision is symbolic and typical of the character's faith; it provides no detail on the nature of any prophecied threats.

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