[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Resurgence {Abjuration}
- Touch range, uses divine focus.
- The target gains an additional save against an ongoing magical effect (spell, SLA, or Su ability), assuming it allowed a save in the first place. If the new save succeeds, the effect ends. Does not undo damage to HP or abilities.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:35 pm

Hesitate {Enchantment} {Compulsion} {Mind-Affecting}
- Cast as an immediate action, close range (25+5/2xCL feet).
- Target is reduced to one move action per turn for 1 round per caster level or until the spell is dismissed, unless it Will saves, and it may Will save again as a swift action on each of its turns to end the effect (the spell affects the subject on the turn it is cast only if cast prior to the target taking any actions). The spell ends if you attack the subject.

(Though this does work on creatures immune to paralysis, such as half-dragons, it is nonetheless mostly weaker than Hold Person despite being a higher-level spell for bards and clerics, and the same level for beguilers and wizards. I may fix this eventually; a longer duration might work, and/or the spell not ending when the target saves as a swift action.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:35 pm

Fortune's Favor {Enchantment} {Compulsion} {Mind-Affecting}
- 40-foot range, uses divine focus.
- For 1 round per caster level, you and your allies have a +1 luck bonus on attack rolls, weapon damage rolls, saving throws and skill checks, and your foes have a -1 penalty on all of those rolls.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:35 pm

Wind Wall {Evocation}, {Air}
- Medium range (100+10xCL feet), uses divine focus, uses material component (miniature fan and exotic feather).
- 2-foot-thick invisible wall of high-velocity wind (blowing straight up) fills a shapeable area up to caster level 5-foot squares high and twice that long over the ground. Tiny or small flying creatures cannot enter the wall, and papers or the like are snatched from people's hands unless they Reflex save when entering. Arrows and bolts are deflected automatically by the wall; other projectiles have a 30% miss chance (excluding siege weapons). Most gases, including creatures in gaseous form but not other incorporeal creatures, cannot pass through the wall.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:36 pm

Adept Spirit {Divination}, {Incarnum}
- Touch range, uses divine focus; e may be invested in this spell.
- For 1 hour per caster level, the target hosts the soul of a great spellcaster. Within this time, they may take an immediate action to channel the soul; doing so grants a +1 insight bonus to caster level, and a +e+2 insight bonus to Will saves, Concentration checks, and Intelligence skill or ability checks, all of which lasts for 1 minute and then ends the spell. No character may host more than one Adept Spirit.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:36 pm

Augury {Divination}
- 1 minute to cast, uses focus (25-gp divination implements) and material component (another 25 gp of incense).
- Propose a course of action for the immediate future (about a half hour); you are 70+caster level, max 90% likely to receive a useful reply of "weal and/or woe" or "nothing", depending on whether the action is likely to go well, ill, both, or neither. If this secret DM roll fails, the result is "nothing" regardless of the action's actual consequences. A question which is too vague or very straightforward may receive an automatic failure or success without need of the roll. Future castings of Augury by the same caster and about the same subject do not require rolls; they are accurate or unsuccessful just as the first casting was.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:36 pm

Earthen Grasp {Transmutation} {Earth}
- Close range (25+5/2xCL feet), uses material component (a clay hand).
- An arm rises from a square of earth (not stone), which is treated as a Medium creature with AC 15, Hardness 4, and CLx3 hit points. It Grapples one creature in its square or an adjacent one each turn, using a base attack bonus of CL and a Strength bonus of 2+CL/3, provoking an AoO from the target. If able to grab multiple targets, the caster may choose one, or else the arm will grab randomly without distinguishing friend from foe. If the hand pins a target, it deals 1d6+STR lethal damage (using the same Strength score as before). The hand crumbles to dust when it loses all HP or after CLx2 rounds.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:36 pm

Leomund's Tiny Hut {Evocation}, {Force}
- Uses material component (a crystal bead).
- Create a 20-foot sphere of force around yourself, half of it above ground, lasting 2 hours per caster level or until the spell is dismissed or ended. Up to nine other Medium creatures may fit in the hut with you, and they may walk through the forcefield without harming it; the interior of the field is dimly lit if you so choose, and the field is transparent from inside but not from outside. The interior remains at 70 degrees F, plus or minus the extent to which the exterior temperature is below 0 or above 100; the hut keeps out weather effects, but cannot survive a hurricane-force wind. Missiles and spells can enter the hut, but characters in the hut have total concealment (50% miss chance and may not be directly targeted). If you leave the hut, it ceases to exist.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:37 pm

Dimensional Anchor {Abjuration}
- Medium range (100+10xCL feet).
- Ray requires ranged touch attack; any creature or object struck by the ray is encased in a field which blocks all extradimensional travel (including Teleport, Blink, Etherealness, Plane Shift, Gate, and Maze). Creatures already in ethereal and astral form do not lose mobility.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:37 pm

Mass Enlarge Person {Transmutation}
- 1 round to cast, close range (25+5/2xCL feet), uses material component (a pinch of powdered iron).
- Caster Level target Humanoids, no two more than 30 feet apart, and their gear increase by one size category for 1 minute per caster level or until dismissed, with the usual effects of a size change (they may Fortitude save if they wish not to be affected). Multiple castings of Enlarge Person (Mass or otherwise) do not further alter the target's size. Possessions of a 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 Reduce Person or Mass Reduce Person (is either of these true?).

(It's not clear whether the Mass version can be Permanencied as can the original; usually they explicitly say when a related spell can't receive this benefit if the original can.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:37 pm

Bestow Curse {Necromancy}
- Touch range.
- Unless target Will saves, it suffers a curse of your choice; the effect is permanent and cannot be dispelled, but Break Enchantment, Remove Curse, or a Limited/Wish or Miracle can remove it. The following are sample curses you may choose; others of comparable power may be invented with DM approval.
* -6 to an attribute score (minimum 1).
* -4 to attack rolls, saves, and skill and ability checks.
* 50% chance to take no action each turn.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:38 pm

Modify Memory {Enchantment} {Compulsion} {Mind-Affecting}
- Full round to cast, close range (25+5/2xCL feet).
- Unless the target Will saves, you permanently alter their memory of up to 5 minutes of time; you must spend the rest of the time visualizing their intended memory without interruption (including the subject being out of range), or the spell fails. Ways that the memory can be modified include the following:
* Eliminate a memory of events which occurred (this will not negate a Charm or similar effect experienced during the time the subject no longer remembers).
* Perfectly recall events which occurred.
* Change details of a memory.
* Fabricate a nonexistent memory.
- Any details of the resultant memory which do not make sense are likely to be rationalized by the subject, but the GM may rule that a too-strange memory does not affect the subject.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:38 pm

Discern Lies {Divination}
- Close range (25+5/2xCL feet), uses divine focus.
- Target caster level creatures, no two of them more than 30 feet apart; each one may Will save to resist the effect. For up to caster level rounds, you may concentrate on one subject each round, and if that subject failed their save, you detect disturbances in their aura whenever they speak a deliberate lie. (You know when the targets made a successful save.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:38 pm

Mind Fog {Enchantment} {Compulsion} {Mind-Affecting}
- Medium range (100+10xCL ft)
- Stationary cloud spreads from the target point in 20 ft. radius and lasts for 30 minutes; it is thin enough not to impair vision. Creatures coming in contact with the cloud for the first time must Will save; those who fail take a -10 competence penalty on Wisdom checks and Will saves, as long as they remain in the cloud and for 2d6 rounds afterward. Cloud is dispersed by a moderate wind (11 mph) in 4 rounds or by a strong wind (21 mph) in 1 round.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:38 pm

Antipathy {Enchantment} {Compulsion} {Mind-Affecting}
- 1 hour to cast, close range (25+5/2xCL feet), uses divine focus, consumes material component (vinegar-soaked alum lump).
- Wards an object, or a location consisting of Caster Level 10-foot cubes, for 2 hours per caster level or until dismissed. Choose either a specific alignment (such as chaotic good) or a particular kind of creatures ("bugbears" rather than "goblinoids", for instance). Members of the chosen group are repelled by the ward; those who fail a Will save must leave the area or object and will not willingly return to it. If they make their save, they can endure the ward's presence, but suffer -4 to Dexterity while in the area or touching the item.
- Antipathy counters and dispels Sympathy.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:39 pm

Glyph of Warding {Abjuration}
- 10 minutes to cast; touch range, consumes material component (incense and 200 gp of diamond dust).
- Wards an object, or an area consisting of Caster Level 5-foot squares, until the spell is discharged or dismissed, with an almost-invisible glyph. You may choose a password and/or specify a set of physical characteristics (height, weight, creature type/subtype/kind), alignment components, or presence or absence of caster's religion. (Hit dice, level, and class are not valid parameters.) The glyph detects invisible creatures but not ethereal ones; it can be fooled only by magical disguises, including Nondetection or Mislead. An area may not be protected by more than one glyph, although a chest of drawers can have a different ward on each one.
- A glyph may blast the subject, and his entire 5-foot space, for CL/2, max 5d8; the caster chooses an energy type for the damage when setting the glyph. Affected characters may Reflex save or apply spell resistance.
- Alternatively, you may have the glyph cast any harmful spell you know of 3rd level or lower (using your caster level at the time of the glyph's creation). The spell is cast targeting the caster or an area centered on him, or summons a creature as close as possible to him which immediately attacks.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:39 pm

Neutralize Poison {Conjuration}, {Healing}
- Touch range, uses divine focus consumes material component (charcoal)
- Cures all poison in the target creature; they take no further damage, and all ongoing effects of the poison end, but previous damage and other instantaneous effects are not reversed. The subject is immune to any poison it is exposed to for the next 10xCL minutes.
- Alternatively, target a poisonous creature or object, and its venom is negated for 10xCL minutes. An object so targeted may be no larger than CL cubic feet.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:40 pm

Stand {Conjuration} {Teleportation}
- Cast as an immediate action, close range (25+5/2xCL feet).
- Target willing creature stands from prone without provoking Attacks of Opportunity.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:40 pm

Lesser Deflect {Abjuration} {Force}
- Cast as an immediate action, no gestures.
- Gain a +CL/3, max 5 deflection bonus against one attack; you must cast this spell before the attack is rolled. The attack may occur anytime before your next end-of-turn.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:40 pm

Burning Rage {Transmutation}
- Close range (25+5/2xCL feet).
- Imbues a creature with mystical fire; for 1 round per caster level or until dismissed, they gain damage reduction 2/magic, a +1 bonus on attack rolls, and a +2 bonus on damage rolls, but the spell deals 4 fire damage to them at the start of each of their turns.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:40 pm

Lesser Vigor {Conjuration}, {Healing}
- Touch range.
- Target living creature gains fast healing 1 for the next 10+CL, max 15 rounds; this allows the subject to heal 1 hit point each round, and automatically stabilizes him if he drops to negatives. Does not cure damage from starvation, thirst or suffocation, nor does it allow reattaching or regrowing limbs. Multiple Vigor spells do not stack.

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Ghoul Touch

Post by willpell » Thu Nov 12, 2015 9:41 pm

Grade 2 {Necromancy}
- Touch range, uses material component (ghoul environs).
- Spell requires a melee touch attack. Unless target living Humanoid (other than an elf, unless Caster Level is 4 or greater) Fortitude saves, it is paralyzed for 1d6+2 rounds, and emits a carrion stench during this time. The smell sickens (-2 to attack and damage rolls, saving throws, and skill/ability checks) each living creature other than you within a 10-foot radius spread (can turn corners) of the original target; those creatures may Fortitude save to resist, are unaffected if immune to poison, and are cured by a Neutralize Poison spell.
Last edited by willpell on Sat Apr 07, 2018 9:10 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:41 pm

Lightning Bolt {Evocation} {Electricity}
- Consumes material component (fur and a glass rod).
- Deals CL, max 10d6 electricity damage to each creature within a 120-foot line of squares from your fingertips. Can penetrate a barrier only if it deals enough damage to break or melt that barrier.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:42 pm

Greater Invisibility {Illusion} {Glamer}
- Personal or touch range.
- Target creature (including yourself) or object becomes invisible for up to 1 round per caster level or until the spell is dismissed (by touch, as it was cast). If the target is not you, it may weigh no more than 100 lb. per caster level. A creature which does not want to be invisible (or a magic item whose wielder does not want it to be invisible) can make a Will save to resist the spell.
- Normal vision and darkvision cannot detect an invisible creature; a target other than yourself is invisible even to you. A creature's gear becomes invisible with it, reappearing if set down; objects the creature picks up are visible until the creature pockets them or the like. Light sources can become invisible but the light itself does not. Objects that extend more than 10 feet from the creature (such as a trailing rope) become visible.
- An invisible creature gets +2 to attack rolls and its target does not get a Dexterity bonus to AC (unless the target is blind). Attacks targeting the square where it is believed to be have a 50% miss chance, and attacks of opportunity may not be made against it even if its location is known. Opponents may make Spot checks to locate the invisible creature by its effect on the environment, but it receives a +20 to Hide checks while moving and a +40 while standing still.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:42 pm

Order's Wrath {Evocation} {Lawful}
- Medium range (100+10xCL feet)
- 30-foot cube burst (cannot turn corners) around target point fills with gridlines; within this effect, each chaotic outsider takes 1d6 per caster level, maximum 10d6, and each other nonlawful creature takes 1d8 per 2 caster levels, maximum 5d8 damage, halved if the creature is nonchaotic. Affected creatures may Will save for half damage (a quarter of the original damage for neutral creatures who make their save); chaotic creatures who fail this save are also dazed (cannot take actions, but no easier to attack) for 1 round.

(As a creative note-to-self, I envision two chaotic outsiders, of some intelligent sort, surviving this spell and then comparing their subjective experiences while dazed; one would find it utterly terrible, being trapped in a fantasy of the schoolmarm from hell constantly grilling them over the tiniest flaws, while another was enraptured by the perfect beauty of the vision they saw. Of course, this might mean the latter is going to end up defecting.)

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