[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Moment of Prescience {Divination}
- Personal range.
- At any time within the next CL hours, even while it isn't your turn, you may gain a CL, max 25 insight bonus to an attack roll, saving throw, or opposed check, or your AC vs. a single attack (even if you are flat-footed), ending the spell. You may not have more than one instance of this spell in effect upon you at one time.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:08 pm

Shadow Walk {Illusion} {Shadow}
- Touch range (25+5/2xCL feet). Cast only while you are in shadowy illumination.
- Up to CL creatures, all touching each other and at least one touching you, are pulled half-into the Plane of Shadow for CL hours or until dismissed. While traveling in this planar boundary, you move at the equivalent of 50 miles per hour relative to the material plane, though you cannot easily determine exactly where you arrive. You emerge at a point 1d10x100 feet in a random direction from your planned arrival point; if this would put you in a solid object, you are shunted ten times that distance, and if still not clear, you emerge someplace clear but are Fatigued (-2 STR, -2 DEX, cannot charge or run).
- If you touch an unwilling creature and attempt to pull them into the Shadow Boundary, they may Will save to resist transport. Once there, you may abandon them, and they have a 50% chance of stumbling back to the Material plane, else they remain lost in the Shadow Realm. The same happens to characters who follow you into Shadow willingly, but step off the path or somehow else become separated from you.
- At the DM's option, 1d4 travel through the Plane of Shadow proper (not just the border) may bring you to another plane where it connects.

(Why the dickens is this an Illusion? Also, while it still suits Whiteleaf's cosmology to be able to slip through the Shadows to cross real distances quickly, the flavor is the precise opposite - rather than a blurred mixture of alternate realities, Shadow is an approximation, where existence simply hasn't fully materialized. Due to these differences, a Mirror Walk spell with similar effects ought to be brewed up.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:08 pm

Camoflauge {Transmutation}
- Personal range.
- Your skin and clothing constantly change color to match the background for CLx10 minutes, gaining a +10 circumstance bonus on Hide checks. (Circumstance bonuses always stack.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:08 pm

Mass Reduce Person {Transmutation}
- 1 round to cast, close range (25+5/2xCL feet), uses material component (a pinch of powdered iron).
- CL target Humanoids, no two more than 30 feet apart, and their gear decrease by one size category for CL minutes or until dismissed (each target may Fortitude save if wishing to remain unchanged), with the usual effects of a size change. Multiple castings of Reduce 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 Enlarge Person or Mass Enlarge 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 10:08 pm

Restore Senses {Conjuration} {Healing}
- Touch range.
- Removes magical Blindness or Deafness or repairs damaged eyes/ears, though cannot replace missing ones. A creature which is both blind and deaf has only one such condition cured per spell. The subject may Fortitude save to resist if wishing to remain impaired.
- Counters and dispels Strike Senseless.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:09 pm

Bless Weapon {Transmutation}
- Touch range, uses divine focus.
- Target melee weapon (or a single projectile) becomes {Good}, and counts as magic for the purposes of any Evil creature's damage reduction, incorporeality, or the like; if the weapon is not Keen, Vorpal, Shocking Burst, etc, it also automatically confirms all critical hits against evil targets. This effect lasts for CL minutes.

(Unlike Align Weapon, this doesn't appear to be prohibited from enhancing an Unarmed Strike or Natural Weapon. It also is effectively useless with ranged attacks, other than maybe a boomerang or a returning arrow. Any Lawful Good cleric would never want to cast Align Weapon if they could use Bless Weapon instead; however Align Weapon is still of value in the grand scheme of things, because Neutral clerics can cast it to deal with whatever they're fighting. Still, it's a bit annoying that this spell is pretty much the entire reason the paladin couldn't just use a subset of the cleric list.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:09 pm

I'm a long damn ways away from needing these next four spells, and probably shouldn't be doing them tonight, but I just can't resist; they're a favorite of mine conceptually, beautifully illustrating why I like the D&D alignment system despite all its flaws, and I just stumbled again upon the note where I renamed most of them.

Dictum {Evocation} {Lawful} {Sonic}
- No gestures. No saving throw (with an exception), but spell resistance applies.
- You speak a Word of Higher Truth, and the sound echoes out in a 40-foot radius spread (can turn corners) from you. Non-Lawful creatures within the area, even if they cannot hear the Word, compare their HD to your caster level; creatures of HD CL-10 or less are killed outright (even if undead), while those with CL or fewer HD are deafened for 1d4 rounds (besides the obvious effects, these creatures have -4 to AC and suffer a 20% failure chance on any non-Silent spell), those with fewer are also Slowed for 2d4 rounds, and those with CL-5 or less are paralyzed for 1d10 minutes. (A slain creature is also deafened, slowed, and paralyzed, if turns out to matter.) Finally, if you are on your home plane, all nonlawful extraplanar creatures within the area of HD CL or less are banished for at least 24 hours unless they Will save; none of the other effects allow a saving throw.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:09 pm

Doggerel {Evocation} {Chaotic} {Sonic}
- No gestures. No saving throw (with an exception), but spell resistance applies.
- You speak a Word of Higher Truth, and the sound echoes out in a 40-foot radius spread (can turn corners) from you. Non-Chaotic creatures within the area, if they hear the Word, compare their HD to your caster level; creatures of HD CL-10 or less are killed outright (even if undead), while those with CL or fewer HD are deafened for 1d4 rounds (besides the obvious effects, these creatures have -4 to AC and suffer a 20% failure chance on any non-Silent spell), those with fewer are also stunned for 1 round (dropping all held actions, losing DEX-to-AC and taking a -2 penalty to it, and unable to take actions), and those with CL-5 or less are Confused for 1d10 minutes unless they are immune to {Mind-Affecting} {Enchantment}s. (A slain creature is also deafened, stunned, and confused, if turns out to matter.) Finally, if you are on your home plane, all nonchatoic extraplanar creatures within the area of HD CL or less are banished for at least 24 hours unless they Will save (even if they do not hear the Word); none of the other effects allow a saving throw.

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Re: [Whiteleaf] Spells Reference

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

Benediction {Evocation} {Good} {Sonic}
- No gestures. No saving throw (with an exception), but spell resistance applies.
- You speak a Word of Higher Truth, and the sound echoes out in a 40-foot radius spread (can turn corners) from you. Non-Good creatures within the area, if they hear the Word, compare their HD to your caster level; creatures of HD CL-10 or less are killed outright (even if undead), while those with CL or fewer HD are deafened for 1d4 rounds (besides the obvious effects, these creatures have -4 to AC and suffer a 20% failure chance on any non-Silent spell), those with fewer are also blinded (giving all creatures concealment relative to it, so that its attacks all take a 50% miss chance, creatures can make Hide checks against it, and it cannot use its DEX bonus to AC, plus has a -2 AC penalty, moves at half speed, and has -4 to Search checks and "most" STR- and DEX-based skill checks) for 2d4 rounds, and those with CL-5 or less are paralyzed for 1d10 minutes. (A slain creature is also deafened, blinded, and paralyzed, if turns out to matter.) Finally, if you are on your home plane, all nongood extraplanar creatures within the area of HD CL or less are banished for at least 24 hours unless they Will save (even if they cannot hear the Word); none of the other effects allow a saving throw.

(This was originally Holy Word, and another spell named Benediction exists, but I'm appropriating the name for use here in order to fit the pattern of all four of these spells. The other spell will be renamed whenever it is added to the reference.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 10:11 pm

Blasphemy {Evocation} {Evil} {Sonic}
- No gestures. No saving throw (with an exception), but spell resistance applies.
- You speak a Word of Higher Truth, and the sound echoes out in a 40-foot radius spread (can turn corners) from you. Non-Evil creatures within the area compare their HD to your caster level; creatures of HD CL-10 or less are killed outright (even if undead or deathless), while those with CL or fewer HD are dazed for 1 round (taking no actions, but being no easier to attack), those with fewer also take a 2d6 penalty to Strength for 2d4 rounds, and those with CL-5 or less are paralyzed for 1d10 minutes. (A slain creature is also dazed, weakened, and paralyzed, if turns out to matter.) Finally, if you are on your home plane, all nonevil extraplanar creatures within the area of HD CL or less are banished for at least 24 hours unless they Will save; none of the other effects allow a saving throw.

(Blasphemy alone of these spells does not deafen targets it affects; I thought about changing this for consistency reasons, but I decided that it's fitting for the villains to be able to mock and upbraid you while you stand in mute horror at what you've just heard. Note that both Dictum and Blasphemy fail to specify that the creature must actually hear the Word to be affected; it's likely this is true, but I could believe that it was intentionally made different, on the theory that these diabolic factions are affecting reality itself with the Word. Blasphemy is also printed with a 30-foot range, but I assume that's a misprint as it still lists the area of effect as 40 feet.)

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Re: [Whiteleaf] Spells Reference

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

Don't really want to do this one, but it's the last grade-1 druid spell from the PHB1 that hasn't been done, so let's get it over with.

Detect Animals and Plants{Divination}
- Long-Range 400+40xCL feet cone (whoa, why are all the others so wimpy and suddenly this?).
- While concentrating for up to CLx10 minutes, each round you may determine whether a particular kind of animal or plant is present within the spell's area. If you continue to search for the same type for an extra round, you distinguish the lifeforms' number and the condition of the healthiest. After another extra round, you distinguish the condition and location of each lifeform present (if out of your direct line of sight, you get only a direction to it). Each round you may turn to scan a new area, or switch to searching for a different kind of animal or plant, but cannot look through a barrier.
- For the purposes of this spell, "condition" is one of these options: "Normal" (free of disease and at 90% or more of normal hit points), "Fair" (30-90% hit points), "Poor" (diseased, hampered by a severe injury, or below 30% hit points), or "Weak" (0 hit points, crippled, or in the last stages of terminal disease). If a creature falls into two categories, the spell detects them as the weaker one.

Example: With a caster level of 1, you may concentrate for 100 rounds and have a detect range of 440 feet. Choosing to look for bears, you scan for 1 round and verify that there are no bears. Switching to deer, you scan for 2 rounds, detecting the number of deer (which is a lot) and determining that at least one of them is in Normal health. Satisfied, you begin scanning for owls, discover in round 2 that the healthiest owl in range is in Poor condition (it's got plenty of hit points, but its wing is damaged so it cannot fly, and will be unable to hunt for food for several nights). Continuing the scrutiny for another round, you spot all the owls in the area, or at least find out which trees they're hiding in, and determine that the one with a mere sprain in its wing was the lucky one - all the others have been mauled permanently or are at death's door. Sadly, you're an Evil ranger and you don't give a shit about owls, so you spend the remaining 94 rounds of the spell searching for various poisonous plants you can harvest.

(And with that, I'm finished uploading spells from my old reference, and will be done posting to this thing for a while. Eventually I need to fix all the cross-references, and perhaps restore color-coding, and otherwise edit the hell out of this, long before I'll be ready to start adding much in the way of new spells.)

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