[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:44 pm

Post reserved for Summon Monster 9.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:47 pm

Summon Nature's Ally 1 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus
- Creature appears at the target point and acts immediately. Creature departs at the end of its turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a wolf, dire rat, monkey, Small viper, eagle, owl, porpoise, or octopus.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:48 pm

Summon Nature's Ally 2 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a black bear, dire badger, wolverine, Medium viper, dire bat, hippogriff, crocodile, Medium shark, squid, any Small elemental, 1d3 wolves, 1d3 dire rats, 1d3 monkeys, 1d3 Small vipers, 1d3 eagles, 1d3 owls, 1d3 octopodes, or 1d3 porpoises.

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:48 pm

Summon Nature's Ally 3 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon an ape, dire weasel, dire wolf, lion, constrictor snake, Large viper, Large shark, thoqqua, 1d3 black bears, 1d3 dire badgers, 1d3 wolverines, 1d3 Medium vipers, 1d3 dire bats, 1d3 hippogriffs, 1d3 crocodiles, 1d3 Medium sharks, 1d3 squid, 1d3 Small elementals, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 Small vipers, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon a Gwaihir (giant eagle) or Gahoole (giant owl).
- If you are Chaotic, you may instead summon a Satyr with no pipes.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:48 pm

Summon Nature's Ally 4 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a brown bear, deinonychus, dire ape, dire boar, dire wolverine, tiger, Huge viper, giant crocodile, sea cat, Huge shark, any Medium elemental, juvenile arrowhawk, juvenile tojanida, minor xorn, 1d3 apes, 1d3 dire weasels, 1d3 dire wolves, 1d3 lions, 1d3 constrictor snakes, 1d3 Large vipers, 1d3 Large sharks, 1d3 thoqquas, 1d4+1 black bears, 1d4+1 dire badgers, 1d4+1 wolverines, 1d4+1 Medium vipers, 1d4+1 dire bats, 1d4+1 hippogriffs, 1d4+1 crocodiles, 1d4+1 Medium sharks, 1d4+1 squid, 1d4+1 Small elementals, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 Small vipers, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon 1d3 Gwaihiri (giant eagles) or Gahooleh (giant owls).
- If you are Chaotic, you may instead summon 1d3 Satyrs with no pipes.
- If you are Evil, you may instead summon a flamebrother salamander.
- If you are a Chaotic Good ranger (or a cleric with the Animal domain), you may instead summon a unicorn. Otherwise f**k off.
Last edited by willpell on Thu Jan 21, 2016 10:19 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:48 pm

Summon Nature's Ally 5 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a polar bear, dire lion, rhinoceros, giant constrictor snake, griffon, elasmosaurus, orca whale, nixie, any Large elemental, adult arrowhawk, adult tojanida, 1d3 brown bears, 1d3 deinonychus, 1d3 dire apes, 1d3 dire boars, 1d3 dire wolverines, 1d3 tiger, 1d3 Huge vipers, 1d3 giant crocodiles, 1d3 sea cats, 1d3 Huge sharks, 1d3 Medium elementals, 1d3 juvenile arrowhawks, 1d3 juvenile tojanidas, 1d3 minor xornae, 1d4+1 apes, 1d4+1 dire weasels, 1d4+1 dire wolves, 1d4+1 lions, 1d4+1 constrictor snakes, 1d4+1 Large vipers, 1d4+1 Large sharks, 1d4+1 thoqquas, 1d4+1 black bears, 1d4+1 dire badgers, 1d4+1 wolverines, 1d4+1 Medium vipers, 1d4+1 dire bats, 1d4+1 hippogriffs, 1d4+1 crocodiles, 1d4+1 Medium sharks, 1d4+1 squid, 1d4+1 Small elementals, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 Small vipers, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon 1d4+1 Gwaihiri (giant eagles) or Gahooleh (giant owls).
- If you are Chaotic, you may instead summon one Satyr with his pipes or 1d4+1 without them.
- If you are Evil, you may instead summon 1d3 flamebrother salamanders.
- If you are a Chaotic Good ranger, you may instead summon 1d3 unicorns.

(The Janni do not exist in Whiteleaf and have been omitted from this table.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:49 pm

Summon Nature's Ally 6 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a dire bear, elephant, girallon, megaraptor, giant octopus, baleen whale, any Huge elemental, an average xorn, 1d3 polar bears, 1d3 dire lions, 1d3 rhinoceroi, 1d3 giant constrictor snakes, 1d3 griffons, 1d3 elasmosauri, 1d3 orca whales, 1d3 nixies, 1d3 Large elementals, 1d3 adult arrowhawks, 1d3 adult tojanidas, 1d4+1 brown bears, 1d4+1 deinonychus, 1d4+1 dire apes, 1d4+1 dire boars, 1d4+1 dire wolverines, 1d4+1 tigers, 1d4+1 Huge vipers, 1d4+1 giant crocodiles, 1d4+1 sea cats, 1d4+1 Huge sharks, 1d4+1 Medium elementals, 1d4+1 juvenile arrowhawks, 1d4+1 juvenile tojanidas, 1d4+1 minor xornae, 1d4+1 apes, 1d4+1 dire weasels, 1d4+1 dire wolves, 1d4+1 lions, 1d4+1 constrictor snakes, 1d4+1 Large vipers, 1d4+1 Large sharks, 1d4+1 thoqquas, 1d4+1 black bears, 1d4+1 dire badgers, 1d4+1 wolverines, 1d4+1 Medium vipers, 1d4+1 dire bats, 1d4+1 hippogriffs, 1d4+1 crocodiles, 1d4+1 Medium sharks, 1d4+1 squid, 1d4+1 Small elementals, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 Small vipers, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon an ordinary pixie or 1d4+1 Gwaihiri (giant eagles) or Gahooleh (giant owls).
- If you are Chaotic, you may instead summon 1d3 Satyrs with their pipes or 1d4+1 without them.
- If you are Evil, you may instead summon a salamander or 1d4+1 flamebrothers.
- If you are a Chaotic Good ranger, you may instead summon 1d4+1 unicorns.

(The Janni do not exist in Whiteleaf and have been omitted from this table.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:49 pm

Summon Nature's Ally 7 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a dire tiger, a triceratops, a tyrannosaurus, a giant squid, a cachalot whale, any Greater elemental, an invisible stalker, an elder arrowhawk, an elder xorn, 1d3 dire bears, 1d3 elephants, 1d3 girallons, 1d3 megaraptors, 1d3 giant octopodes, 1d3 baleen whales, 1d3 Huge elementals, 1d3 average xornae, 1d4+1 polar bears, 1d4+1 dire lions, 1d4+1 rhinoceroi, 1d4+1 giant or normal constrictor snakes, 1d4+1 griffons, 1d4+1 elasmosauri, 1d4+1 orca whales, 1d4+1 nixies, 1d4+1 Large or smaller elementals, 1d4+1 adult or juvenile arrowhawks, 1d4+1 adult or juvenile tojanidas, 1d4+1 brown bears, 1d4+1 deinonychi, 1d4+1 dire apes, 1d4+1 dire boars, 1d4+1 dire wolverines, 1d4+1 tigers, 1d4+1 Huge or smaller vipers, 1d4+1 giant crocodiles, 1d4+1 sea cats, 1d4+1 Huge or smaller sharks, 1d4+1 minor xornae, 1d4+1 apes, 1d4+1 dire weasels, 1d4+1 dire wolves, 1d4+1 lions, 1d4+1 thoqquas, 1d4+1 black bears, 1d4+1 dire badgers, 1d4+1 wolverines, 1d4+1 dire bats, 1d4+1 hippogriffs, 1d4+1 crocodiles, 1d4+1 squid, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon a djinni, a pixie with sleep arrows, 1d3 pixies without them, or 1d4+1 Gwaihiri (giant eagles) or Gahooleh (giant owls).
- If you are Chaotic, you may instead summon 1d4+1 Satyrs with or without their pipes.
- If you are Evil, you may instead summon 1d3 salamanders or 1d4+1 flamebrothers.
- If you are a Chaotic Good ranger, you may instead summon 1d4+1 unicorns.

(The Janni do not exist in Whiteleaf and have been omitted from this table.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:50 pm

Summon Nature's Ally 8 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon a roc, a dire shark, an elder tojanida, 1d3 dire tigers, 1d3 triceratopses, 1d3 tyrannosauri, 1d3 giant squid, 1d3 cachalot whales, 1d3 Greater elementals, 1d3 invisible stalkers, 1d3 elder arrowhawks, 1d3 elder xornae, 1d4+1 dire bears, 1d4+1 elephants, 1d4+1 girallons, 1d4+1 megaraptors, 1d4+1 giant or normal octopodes, 1d4+1 baleen whales, 1d4+1 Huge or smaller elementals, 1d4+1 average or minor xornae, 1d4+1 polar bears, 1d4+1 dire lions, 1d4+1 rhinoceroi, 1d4+1 giant or normal constrictor snakes, 1d4+1 griffons, 1d4+1 elasmosauri, 1d4+1 orca whales, 1d4+1 nixies, 1d4+1 adult or juvenile arrowhawks, 1d4+1 adult or juvenile tojanidas, 1d4+1 brown bears, 1d4+1 deinonychi, 1d4+1 dire apes, 1d4+1 dire boars, 1d4+1 dire wolverines, 1d4+1 tigers, 1d4+1 Huge or smaller vipers, 1d4+1 giant crocodiles, 1d4+1 sea cats, 1d4+1 Huge or smaller sharks, 1d4+1 minor xornae, 1d4+1 apes, 1d4+1 dire weasels, 1d4+1 dire wolves, 1d4+1 lions, 1d4+1 thoqquas, 1d4+1 black bears, 1d4+1 dire badgers, 1d4+1 wolverines, 1d4+1 dire bats, 1d4+1 hippogriffs, 1d4+1 crocodiles, 1d4+1 squid, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon 1d3 djinni, 1d3 pixies with sleep arrows, 1d4+1 pixies without them, or 1d4+1 Gwaihiri (giant eagles) or Gahooleh (giant owls).
- If you are Chaotic, you may instead summon 1d4+1 Satyrs with or without their pipes.
- If you are Evil, you may instead summon a noble salamander or 1d4+1 average salamanders or flamebrothers.
- If you are a Chaotic Good ranger, you may instead summon 1d4+1 unicorns.

(The Janni do not exist in Whiteleaf and have been omitted from this table.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:50 pm

Summon Nature's Ally 9 {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses divine focus.
- Creature or creatures appear at the target point (all within 30 feet of each other) and act immediately. Creatures depart at the end of their turn after CL rounds, or when dismissed.
- Aquatic creatures can only be summoned in water. Summoned creatures may not teleport, plane shift, or summon other creatures.
- May summon an elder elemental, 1d3 rocs, 1d3 dire sharks, 1d3 elder tojanidas, 1d4+1 dire tigers, 1d4+1 triceratopses, 1d4+1 tyrannosauri, 1d4+1 giant squid, 1d4+1 cachalot whales, 1d4+1 Greater or smaller elementals, 1d4+1 invisible stalkers, 1d4+1 arrowhawks or any age, 1d4+1 xornae of any age, 1d4+1 dire bears, 1d4+1 elephants, 1d4+1 girallons, 1d4+1 megaraptors, 1d4+1 giant or normal octopodes, 1d4+1 baleen whales, 1d4+1 polar bears, 1d4+1 dire lions, 1d4+1 rhinoceroi, 1d4+1 giant or normal constrictor snakes, 1d4+1 griffons, 1d4+1 elasmosauri, 1d4+1 orca whales, 1d4+1 nixies, 1d4+1 brown bears, 1d4+1 deinonychi, 1d4+1 dire apes, 1d4+1 dire boars, 1d4+1 dire wolverines, 1d4+1 tigers, 1d4+1 Huge or smaller vipers, 1d4+1 giant crocodiles, 1d4+1 sea cats, 1d4+1 Huge or smaller sharks, 1d4+1 minor xornae, 1d4+1 apes, 1d4+1 dire weasels, 1d4+1 dire wolves, 1d4+1 lions, 1d4+1 thoqquas, 1d4+1 black bears, 1d4+1 dire badgers, 1d4+1 wolverines, 1d4+1 dire bats, 1d4+1 hippogriffs, 1d4+1 crocodiles, 1d4+1 squid, 1d4+1 wolves, 1d4+1 dire rats, 1d4+1 monkeys, 1d4+1 eagles, 1d4+1 owls, 1d4+1 octopodes, or 1d4+1 porpoises.
- If you are Good, you may instead summon one pixie with all abilities, 1d4+1 ordinary pixies with or without sleep arrows, 1d4+1 djinni, or 1d4+1 Gwaihiri (giant eagles) or Gahooleh (giant owls).
- If you are Chaotic, you may instead summon 1d4+1 Satyrs with or without their pipes.
- If you are Evil, you may instead summon 1d3 noble salamanders or 1d4+1 average salamanders or flamebrothers.
- If you are a Chaotic Good ranger, you may instead summon 1d4+1 unicorns or one celestial charger.

(The Janni do not exist in Whiteleaf and have been omitted from this table.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:51 pm

Divine Favor {Evocation}
- Personal range, uses divine focus.
- +1 (2 at CL 6, +3 at CL 9) luck bonus to weapon attack and damage rolls for 1 minute (10 rounds).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:51 pm

In honor of this.....

Obscuring Mist {Conjuration} {Creation}
- 20 ft. range.
- Stationary cloud spreads from your current position in 20 ft. radius and lasts for 1 minute per caster level. 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). Cloud is dispersed by a moderate wind (11 mph) in 4 rounds or by a strong wind (21 mph) in 1 round; area-effect flame spells burn away fog in the affected area. Affects darkvision but doesn't work underwater.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:52 pm

Fog Cloud {Conjuration} {Creation}
- Medium range (100+10xCL ft)
- Stationary cloud spreads from the target point in 20 ft. radius and lasts for 10 minutes per caster level. 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). 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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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:52 pm

Solid Fog {Conjuration} {Creation}
- Medium range (100+10xCL ft), consumes material component (a pinch of powdered dried peas and animal hoof)
- Stationary cloud spreads from the target point in 20 ft. radius and lasts for 1 minute per caster level. 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). Additionally, all creatures move at a rate of 5 ft. per move action while within the cloud, cannot take 5-foot steps, and take -2 on all melee attack and damage rolls, while ranged attacks (other than rays etc.) fail completely. Falling characters are cushioned and take -1d6 damage per 10 feet of vapor fallen through. Cloud is dispersed only by a severe wind (31 mph), which does so in 1 round. Affects darkvision but doesn't work underwater.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:52 pm

Ray of Frost {Evocation} {Cold}
- Close range (25+5/2xCL feet), no saving throw (but spell resistance applies).
- Ranged touch attack deals 1d3 cold damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:52 pm

Daze {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet), uses material component (a pinch of wool).
- Target humanoid with 4 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 6:53 pm

Mage Hand {Transmutation}
- Close range (25+5/2xCL feet).
- Lift and move an unattended, nonmagical object weighing up to 5 pounds, moving it up to 15 feet each move action while concentrating. The spell ends if the object moves beyond the spell's range.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:53 pm

Charm Person {Enchantment} {Charm} {Mind-Affecting}
- Close range (25+5/2xCL feet).
- Target humanoid must Will save (+5 to its roll if in combat with you) or become friendly toward you for 1 hour per caster level. You must issue verbal commands and win an opposed Charisma check to make the target do anything he wouldn't normally do; he 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 6:53 pm

Hold Portal {Abjuration}
- Medium range (100+10xCL ft), no gestures.
- Holds a door, window, shutter or the like shut for CL minutes or until dismissed. Add 10 to the DC of forcing the door while it is held.

(Houseruled to a higher DC adjustment than listed in the RAW, making it slightly less useless than Vaarsuvius pointed out it was.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:53 pm

Message {Transmutation}, {Language-Dependent}
- Medium range (100+10xCL feet), uses focus (a short piece of copper wire)
- Point at one creature per caster level; for 10 minutes per caster level, you and each target may converse in whispers with little chance of being overheard. You need not keep a straight line of effect, but must be able to trace a path to each target which doesn't go out of the spell's range, through a Silence field, or through a barrier.

(Why is this a Transmutation exactly?)

(Ruling: Cloistered clerics cast this spell with their Divine Focus instead of the listed arcane focus.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:54 pm

Prestidigitation {Universal}
- For 1 hour, you may perform minor tricks on command. These include: slowly lift 1 pound; color, clean, or soil items in a 1-foot cube each round; chill, warm, or flavor 1 pound of nonliving material; create small objects, which look crude and artificial and are too fragile to serve any real purpose. Changes other than moving, cleaning or soiling last for only 1 hour.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:54 pm

Detect Magic {Divination}
- 60-foot cone.
- While concentrating for up to 1 minute per caster level, you see whether magical auras are present in the affected area. After an extra round, you distinguish the auras' number and the strength of the most potent. After another extra round, you distinguish the strength and location of each aura present and 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.) Each round you may turn to scan a new area, but cannot look through a barrier. Magic auras linger faintly after their source is removed, anywhere from 1 round to 6 days depending on the source. Strong readings can distort or conceal weaker ones.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:54 pm

Endure Elements {Abjuration}
- Touch range.
- For 24 hours, the target (and his equipment) is unaffected by heat up to 140F or cold no lower than -50F, and need not make Fortitude saves to resist the effect of the environment. Does not prevent actual damage or protect against hazards other than temperature.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:55 pm

Feather Fall {Transmutation}
- Cast as an immediate action, close range (25+5/2xCL feet), no gestures.
- One creature or object, per caster level, no two of them more than 20 feet apart (a Large subject counts as two Mediums, a Huge as two Larges, and so forth), fall/s gently at 60 feet per round for up to 1 round per caster level and land/s without damage, ending the spell. If still in midair when the spell ends, the subject/s resume/s falling at normal rates.

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:55 pm

Mount {Conjuration} {Summoning}
- Full round to cast, close range (25+5/2xCL feet), uses material component (a bit of horse hair).
- A light horse or pony appears with riding gear and will carry you for 2 hours per caster level or until dismissed.

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