[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:59 pm

Lesser Visage of the Deity {Transmutation} {Good}/{Evil}
- Personal range, uses divine focus.
- You gain a +4 enhancement bonus to Charisma (+2 CHAMOD) and Resistance 10 to an energy type for 1 round per caster level. Charisma-based casters do not get any extra spells this way, but the save DCs of their spells go up. Good characters gain resistance to acid and electricity; Evil characters gain resistance to fire, and both gain resistance to cold.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:00 pm

Vigor {Conjuration}, {Healing}
- Touch range.
- Target living creature gains fast healing 2 for the next 10+CL, max 25 rounds; this allows the subject to heal 2 hit points 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.

Greater Vigor {Conjuration}, {Healing}
- Touch range.
- Target living creature gains fast healing 4 for the next 10+CL, max 35 rounds; this allows the subject to heal 4 hit points 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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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:00 pm

Mass Lessor Vigor {Conjuration}, {Healing}
- 20 ft. range.
- CL/2 target living creatures, each within 30 feet of all others, gain fast healing 1 for the next 10+CL, max 25 rounds; this allows each 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. A character who is targeted by Mass Lesser Vigor while already benefitting from Vigor, or vice versa, has the latter spell's duration extended to equal the new one's.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:00 pm

Detect Snares and Pits {Divination}
- 60-foot cone.
- While concentrating for up to CLx10 minutes, you see whether simple traps consisting of natural materials exist within the affected area. After an extra round, you distinguish the number of such hazards and the location of each (you get only a direction to any trap that you cannot actually see, such as a pit below a cliff ledge). With each extra round of study thereafter, you note the trigger for one of the traps. The spell detects only currently-active snares, pits, deadfalls and the like, not more sophisticated traps, but can detect them even if they were created by (usually druidic) magic. Each round you may turn to scan a new area, but cannot look through a barrier.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:00 pm

Rot of Ages {Conjuration} {Creation} {Necromancy}
- Close range (25+5/2xCL feet).
- The target is blanketed in an eruption of decayed matter from the ground. For 2 rounds, all other creatures have concealment (20% miss chance, may not be sneak attacked, may make Hide checks) relative to the target, and the target is Sickened (-2 to attack and damage rolls, skill/ability checks, and saving throws) unless they Fortitude save or are nonliving.
- If a second casting of the spell targets the same living victim before the duration of the previous casting ends, the victim is Nauseated (reduced to a single move action) during the overlapping duration of both castings.
- You may cast this spell as a swift action if you are a black dragon of Mature Adult age (or a younger black dragon with six levels of sorcerer).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:01 pm

Cloud of Knives {Conjuration} {Creation}
- Personal range, consumes material component (a common 2-gp knife, or optionally a 22-gp silver knife).
- You are surrounded by floating knives for CR rounds; each round at the beginning of your turn, you may launch one knife as a free action, targeting any creature you can see within 30 feet. It uses CR+KEYMOD as an attack bonus, and a successful hit deals 1d6+CR/3, max 5 piercing and slashing damage, treated as magical-weapon damage (but not as magic damage).
- If you use a silver knife when casting this spell, the knives deal 1 less damage but overcome silver damage reduction.

(I'm presuming that the omission of a subtype from this spell was an oversight.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:01 pm

Evard's Black Tentacles {Conjuration} {Creation}
- Medium range (100+10xCL feet), uses material component (a giant cephalopod's tentacle).
- Numerous 10-foot long tentacles emerge from whatever is underfoot and fill a 20-foot radius spread (can turn corners). Every creature in the area (including the caster, as far as I can tell) is grappled by the tentacles unless they make a successful grapple check against those of the tentacles, which have an effective Strength of 19 and have a +4 bonus for an effective size of Large, adding the resulting +8 bonus to a BAB equal to your CL. Once creatures are grappled, each round on your turn, the tentacles will crush them for 1d6+4 damage with another successful grapple check.
- Creatures entering the area are immediately targeted for a grapple, and all creatures move at half speed within the area. The tentacles cannot be damaged, and remain for CL rounds or until the spell is dismissed.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:01 pm

Otto's Irresistable Dance {Enchantment} {Compulsion} {Mind-Affecting}
- Touch range, no gestures.
- The target is overcome with an irresistable urge to dance, and spends 1d4+1 rounds doing so. Only living creatures are affected. A dancing target has -10 on Reflex saves, -4 AC and no shield bonus, can take no other actions, and provokes an Attack of Opportunity each round.

(Rulings: A dancing shield still provides its AC bonus. Also, the target may make a Perform check to determine how much of their dignity they preserve; the spell doesn't play them like a marionette, but rather compels a portion of their inmost essence to express itself, whether or not any talent is possessed.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:02 pm

Ethereal Jaunt {Transmutation}
- Personal range.
- You and your equipment become ethereal for 1 round per caster level or until dismissed. You move at half speed but ignore direction, passing through all non-ethereal barriers, while being impossible to detect from the Material Plane without appropriate special abilities. You may see the Material Plane, though it is blurry and indistinct; your sight and hearing are limited to a range of 60 feet. You cannot affect the Material Plane in any way, and it can affect you only with {Force} effects, Ghost Touch weapons, and the like. Other things which exist on the Ethereal Plane affect you normally.
- If you end the spell while inside a solid object, you are shunted to the nearest open space and take 1d6 damage per 5 feet traveled this way.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:02 pm

Shock and Awe {Enchantment} {Compulsion} {Mind-Affecting}
- Cast as a swift action, close range (25+5/2xCL feet).
- This spell can only be effectively cast during a suprise round. Up to CL creatures, no two of them more than 30 feet apart are stupefied slightly, taking -10 on their next Initiative check, but only if they are currently flat-footed. There is no saving throw, but spell resistance applies.

(Oddly, the Spell Compendium does not list this as a Compulsion; I'm assuming that was an error.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:02 pm

Shadow Binding {Illusion} {Shadow}
- Close range (25+5/2xCL feet), uses material component (a short iron chain).
- In a 10-foot radius burst (can turn corners) from the target point, ribbons of shadow snake out to capture all creatures. Each affected creature who fails a Will save is dazed for 1 round (can take no actions, though no easier to attack), and thereafter entangled (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). Creatures with spell resistance are completely unaffected if the caster fails to overcome this.
- The bonds are real to creatures who failed the Will save, but those creatures may "break" them with a DC 20 Strength or Escape Artist check. Otherwise, they disappear after CL rounds.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:02 pm

Zone of Truth {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet), uses divine focus.
- For CL minutes, the target point generates a 20-foot emanation which makes intentionally false statements impossible for those unable to overcome the enchantment. When the Zone is created, creatures within it make Will saves to resist; any creature which thereafter enters the Zone must save or be affected. Affected creatures realize the spell's effect, and may refuse to answer or speak evasively. Creatures cease to be affected immediately upon leaving the zone.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:03 pm

Such excitement! A completely homebrew spell, which I thought up on my way to or from the grocery store on October 22, 2014.

Detect Power {Divination}
- 60-foot cone.
- While concentrating for up to CL minutes, you see whether sources of power are present in the affected area, detecting their presence as a palpable aura. After an extra round, you distinguish the number of individual power sources and the strength of the most potent. After another extra round, you distinguish the strength and location of each power source present, and may make an Intelligence check to determine its nature (DC 15-26 depending on the potency of the power source). Each round you may turn to scan a new area, but cannot look through a barrier.
- Power sources that can be detected this way include magic, psionics, soulmelds, and Binders hosting vestiges, but also sources of great physical or scientific power, such as deposit of oil, a stash of gunpowder, or even a mountain slope on the verge of avalanche. Only sources of substantial and immediately-accessible power are detected, not such abstracts as "the power of friendship", or a gentle brook which could in theory be dammed to create a waterwheel. Strong readings can distort or conceal weaker ones; unlike with Detect Magic, there are no "lingering" auras from previously-present power sources which are no longer active.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:03 pm

At last, a new Cantrip! Not sure why it's a Transmutation, I feel like it ought to be an Enchantment instead, but we'll run with the RAW for now.

Songbird {Transmutation}
- 1 round to cast, Personal range.
- You become more immaculate in appearance and more confident in mannerisms. If you make a Perform check within 1 hour of casting the spell, you get a +1 competence bonus to the next Charisma check you make to influence any one individual who was witness to the performance, either while you perform or within an hour afterward.

(Spot ruling: the text says that the target "saw" the performance, but this is probably just poor writing; it should obviously apply to those who hear you sing, speak, or play, rendering blind people perfectly vulnerable. The effect would only be visible if you were dancing, juggling, or the like. The text also seems to imply that the spell Diplomacies everyone that experiences your performance, which would be absurdly strong for a cantrip, so I'm assuming that the sum total of the spell's effect is just that one +1 to a roll that should already be pretty heavily maximized, though it won't stack with an item boosting it. So not really a great spell, but I'm pretty hard up for 0th-level spells, so I'll take it.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:03 pm

Gain Proficiency {Divination}
- Cast as a swift action, personal range, no gestures.
- Hold one weapon or shield in your hands (it is essentially the Focus for the spell); for CL minutes or until the spell is dismissed, you are proficient with that item (though not with any others like it - if dual-wielding identical exotic weapons, you must cast the spell twice to be proficient with both of them).

(Originally named Master's Touch, this spell is in the Spell Compendium; a different spell in the PHB 2 has the same name, so I'm renaming this one for blatant obviousness, while the other's slightly vague name suits its versatility.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:04 pm

I had an idea for a new 0th-level spell six years ago, and I thought by 1 year ago I was finally confident enough in my rules knowledge that I can create it. Problems with the design were then pointed out to me, but I note it here for the sake of the historical record.

Summon Pest {Conjuration}, {Summoning}
- 1 round to cast, Close range (25+5/2xCL feet).
- You fling a garter snake, a microspider, or some similarly harmless but unpleasant vermin, which you have magically called forth from wherever such creatures lurk nearby, at a target. Make a ranged touch attack to have the creature actually land on the intended victim (you may intentionally miss if you choose); otherwise it falls within their square. If the pest misses the target, they must Will save at a +2 bonus or be Shaken (-2 on attacks, skill and ability checks, and saving throws) until the start of their next turn; if it makes contact with them, their save is Fortitude and does not receive the bonus, and they are Sickened instead (the same penalties plus -2 to damage rolls). An already Shaken or Sickened creature receives no further penalties if this spell inflicts the same condition on them again (they do not advance to Frightened or Nauseated). The pest vanishes immediately after the target's saving throw, though they remain momentarily rattled by the unpleasant encounter if they did not save.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:04 pm

Serene Visage {Illusion} {Glamer}
- Personal range.
- Minor illusions make you appear more trustworthy for CL minutes, giving you a CL/2, max 10 bonus to Bluff checks.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:05 pm

Calm Animals {Enchantment} {Compulsion} {Mind-Affecting}
- Close range (25+5/2xCL feet).
- All animals of one kind within a 30-foot area, up to a maximum of 2d4+CL, are pacified for CL minutes and will not attack or flee, though they defend themselves normally and the spell ends if they are attacked or obviously threatened. Normal animals receive no saving throw, but dire beasts and trained guard or attack animals may negate the effect with a Will save.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:05 pm

Call Lightning {Evocation}, {Electricity}
- 1 round to cast, Medium range (100+10xCL feet).
- Upon completing this spell, you may have lightning strike; once each round thereafter, you may concentrate as a standard action to make it strike again, to a maximum of your CL, max 10 bolts of lightning called. The bolts emerge from a point 30 feet overhead (even indoors or underground, but not underwater) and fill an entire vertical column of 5-foot squares. You choose any point within range of your current position for each strike; each creature within the column above that point is affected. Each bolt deals 3d6 electricity damage, or 3d10 if outdoors during appropriate weather (even if artificial); affected victims may Reflex save for half damage. The spell ends after CL minutes or when you have called as many strikes as allowed (each minute is ten rounds, so you could expend the entire spell within the first minute).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:05 pm

Goodberry {Transmutation}
- Touch range, uses divine focus.
- 2d4 of a handful of fresh-picked berries become magical; each one grants a full meal's sustenance (for a Medium creature) and heals 1 hit point when eaten. No creature may heal more than 8 HP per day from eating Goodberries. Transformed berries appear indistinguishable from the rest except to you or to a 3rd-level or higher druid; they lose their potency after CL days.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:06 pm

Baleful Polymorph {Transmutation}, {Polymorph}
- Close range (25+5xCL/2 feet).
- The target permanently assumes the form of a Small or smaller animal with 1 HD unless it Fortitude saves; it gets a +4 bonus on the save if its new form cannot survive in its current environment (such as turning someone into a fish when they're not underwater, or into a non-flying creature while in midair). If the creature is transformed, it must then Will save; failure replaces the target's mental attributes and alignment with those of the animal, and deprives the target of all extraordinary, spell-like and supernatural abilities, as well as any spellcasting ability. It retains its actual Hit Dice, BAB, base saves, and all class abilities which are not in the aforementioned categories. The spell cannot affect naturally gaseous or incorporeal creatures, and a creature who normally has the Shapechanger subtype may resume its natural form as a standard action.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:06 pm

Creeping Cold {Transmutation} {Cold}
- Close range (25+5xCL/2 feet), uses focus (a 25-gp glass or porcelain vessel filled with water, frozen or not).
- The target creature's sweat (or similar surface fluid) freezes, creating severe blisters; they take 1d6 damage the round the spell is cast, 2d6 the following round, and 3d6 in a final round. They may Fortitude save when targeted; if successful, they halve each of these damage instances.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:06 pm

Greater 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 identity of each spell in effect on an object or creature in view. 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 10:07 pm

Raritane's Telepathic Bond {Divination}
- Close range (25+5xCL/2 feet), consumes material component (two dissimilar eggshells).
- One per three caster levels willing intelligent creatures (each within 30 feet of all others at the time of casting), plus yourself if you choose, are telepathically networked for CLx10 minutes or until dismissed. Thusly bonded, they may communicate with no language barrier; they remain bonded as long as they are on the same plane, regardless of distance.
- May be rendered Permanent, but only between two particular individuals.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:07 pm

Lesser Telepathic Bond {Divination} {Mind-Affecting}
- 30 ft. range.
- One willing intelligent creature and yourself are telepathically networked for CLx10 minutes. Thusly bonded, you may communicate with no language barrier; you and they remain bonded as long as you both are on the same plane, regardless of distance.

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