[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Sleep {Enchantment} {Compulsion} {Mind-Affecting}
- Full round to cast, Medium range (100+10xCL feet), consumes material component (a pinch of fine sand, rose petals, or a live cricket)
- 10-foot radius burst at the target point creates a field of sleep; the lowest-HD living creatures within the field fall asleep until up to 4 HD have done so (if HD are equal, affect those closest to the target point). Sleeping creatures are helpless (-4 AC against melee attacks, and treat as having a Dex bonus to AC of -5 and as flat-footed) until they are awakened by damaging them or taking a standard action to wake them up; the slumber ends after 1 minute per caster level.

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Re: [Whiteleaf] Spells Reference

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

Tenser's Floating Disk {Evocation} {Force}
- Close range (25+5/2xCL feet), uses material component (a drop of mercury).
- A 3-foot disk of force appears and follows you for CL hours, staying within 5 feet unless otherwise directed and moving no faster than your normal speed each round. It can hold up to CLx100 pounds of weight or 2 gallons of liquid, and remains horizontal at a height of about 3 feet at all times. The disk disappears if you move out of Close range of it or try to lift it more than 3 feet above the surface below it.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:56 pm

Doom {Necromancy} {Fear} {Mind-Affecting}
- Medium range (100+10xCL feet), uses divine focus.
- Target living creature becomes Shaken (-2 to attack rolls, saving throws, and skill and ability checks) for 1 minute per caster level unless it Will saves.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:56 pm

Command {Enchantment} {Compulsion} {Mind-Affecting} {Language-Dependant}
- Close range (25+5/2xCL feet), no gestures.
- Unless target living creature Will saves, it must obey a single command from this list (if it is unable to, the spell fails):
•Halt - Take no action (but no easier to attack) on next round.
•Approach - Subject moves directly toward you as fast as possible, provoking AoOs as it does.
•Flee - As Approach, but away from you instead of toward.
•Drop - On subject's next turn, it drops all held items and cannot pick them up until the turn thereafter.
•Fall - Subject becomes prone on its next turn and must remain so until the turn thereafter, able to act freely otherwise with the usual penalties (-4 to melee attacks, cannot used ranged attacks other than crossbow, +4 AC vs. ranged attacks but -4 vs. melee, move action to stand again).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:56 pm

Shield of Faith {Abjuration}
- Touch range, uses material component (a scrap of scripture)
- Target creature gains +2 and additional +1 for every six character levels you have, to a maximum of +5 deflection bonus to AC for 1 minute per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:57 pm

Virtue {Transmutation}
- Touch range, uses divine focus.
- Target creature gains 3 temporary hit points. If not lost to damage, they disappear after 1 minute. This is not a healing spell and thus affects undead and constructs exactly the same way it affects the living.

(Virtue is almost unquestionably the worst spell in the entire PHB, since it is literally nothing but a pre-castable Heal Minor Wounds which lacks that spell's most useful function, the ability to stabilize a dying character. So I'm giving it what might be a slightly generous upgrade rather than letting it remain completely uselss.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:57 pm

Detect Poison {Divination}
- Close range (25+5/2xCL feet)
- Determines whether a creature, object, or 5-foot cube of matter contains poison (is poisoned or is poisonous). You can determine the exact type of poison with a DC 20 Wisdom or Craft (Alchemy) check.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:57 pm

Comprehend Languages {Divination}
- Personal range, uses divine focus, uses material component (soot and salt).
- For CLx10 minutes, you may touch any creature to understand its speech or any written material to read it, providing literal meaning and not breaking any codes or concealed messages. Does not enable you to speak or write. Reveals magical writing as such but does not read it. Can be foiled by secret page or illusory script.
Last edited by willpell on Thu Nov 12, 2015 7:02 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:58 pm

Expeditious Retreat {Transmutation}
- Personal range.
- You gain +30 ft. speed (providing a +12 to Jump checks but not affecting other movement modes) for 1 minute per caster level.
Last edited by willpell on Thu Nov 12, 2015 7:02 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:58 pm

Detect Secret Doors {Divination}
- 60-foot cone.
- While concentrating for up to 1 minute per caster level, you see whether secret doors, compartments, or the like are present in the affected area. After an extra round, you distinguish the number of such doors and the location of each. With each extra round of study thereafter, you note the opening mechanism or trigger for one of the doors. The spell detects only doors designed to be concealed, not ordinary doors hidden by the environment. Each round you may turn to scan a new area, but cannot look through a barrier.
Last edited by willpell on Thu Nov 12, 2015 7:02 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:58 pm

Create Water {Conjuration} {Creation} {Water}
- Close range (25+5/2xCL feet)
- Creates up to 2 gallons per caster level of clean water. (8 gallons are enough to fill a cubic foot and weigh about 60 pounds.)
Last edited by willpell on Thu Nov 12, 2015 7:03 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:58 pm

Cure Minor Wounds {Conjuration} {Healing}
- Touch range.
- Cures a living creature of 1 point of damage, or deals 1 damage to an undead creature unless it Will saves.

(This is mostly useful for stabilizing a dying person or enabling a disabled person to act normally without passing out, making the name rather ironic. An acutal minor wound is hardly worth wasting the spell on.)
Last edited by willpell on Thu Nov 12, 2015 7:03 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 6:59 pm

Cure Light Wounds {Conjuration} {Healing}
- Touch range.
- Cures a living creature of 1d8+CL, max 5 damage, or deals that much to an undead creature, which may Will save to prevent half the damage.
Last edited by willpell on Thu Nov 12, 2015 7:06 pm, edited 1 time in total.

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Cure Moderate Wounds

Post by willpell » Thu Nov 12, 2015 6:59 pm

- Grade 2 for Clerics, Grade 3 for Druids {Conjuration} {Healing}
- Touch range.
- Cures a living creature of 2d8, +1 per caster level up to +10 damage, or deals that much to an undead creature, which may Will save to prevent half the damage.
Last edited by willpell on Sun Dec 13, 2015 9:45 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:04 pm

Cure Serious Wounds {Conjuration} {Healing}
- Touch range.
- Cures a living creature of 3d8, +1 per CL up to +15 damage, or deals that much to an undead creature, which may Will save to prevent half the damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:05 pm

Cure Critical Wounds {Conjuration}, {Healing}
- Touch range.
- Cures a living creature of 4d8, +1 per caster level up to +20 damage, or deals that much to an undead creature, which may Will save to prevent half the damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:08 pm

Inflict Minor Wounds {Necromancy}
- Touch range.
- Deal 1 damage to target living creature unless it Will saves, or heal an undead creature of 1 damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:08 pm

Inflict Light Wounds {Necromancy}
- Touch range.
- Deals 1d8+1 per caster level up to +5 damage to target living creature unless it Will saves, or cures an undead creature of that much damage.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:08 pm

Inflict Moderate Wounds {Necromancy}
- Touch range.
- Deals 2d8, +1 per caster level up to +10 damage to target living creature unless it Will saves, or cures an undead creature of that much damage.

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:09 pm

Inflict Serious Wounds {Necromancy}
- Touch range.
- Deals 3d8, +1 per caster level up to +15 damage to target living creature unless it Will saves, or cures an undead creature of that much damage.

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:09 pm

Inflict Critical Wounds

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:11 pm

Purify Food and Drink {Transmutation}
- 10 ft. range
- Caster level cubic feet of spoiled or contaminated food and water becomes edible again. Can counteract unholy water.

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Know Direction

Post by willpell » Thu Nov 12, 2015 7:11 pm

- Grade 0 {Divination}
- Personal range.
- North is that way.
Last edited by willpell on Sun Dec 13, 2015 9:47 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:12 pm

Shillelagh {Transmutation}
- Touch range, uses divine focus.
- A normal oak club or quarterstaff becomes a +1 magic weapon and deals damage as if it were two sizes larger (1d6 becomes 2d6), only while wielded by the spell's caster, for 1 minute per caster level.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:12 pm

Charm Animal {Enchantment} {Charm} {Mind-Affecting}
- Close range (25+5/2xCL feet).
- Target animal 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 it wouldn't normally do; it may be made to act slightly reckless but never suicidal.

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