[Whiteleaf] Spells Reference

Roll your own. Dice, that is...
Post Reply
User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

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

Magic Fang {Transmutation}
- Touch range, uses divine focus.
- One natural attack of target gains +1 to attack and damage for 1 minute per caster level.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

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

Longstrider {Transmutation}
- Personal range; uses material component (pinch of dirt).
- Gain +10 enhancement bonus to land speed for 1 hour per caster level. (The spell can be dismissed, but there's no real reason to do so.)

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:13 pm

Barkskin {Transmutation}
- Touch range, uses divine focus.
- Target living creature gains +2, another +1 per 3 caster levels above 3rd, max of +5 natural armor for 10 minutes per caster level.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Summon Swarm

Post by willpell » Thu Nov 12, 2015 7:13 pm

- Grade 0 {Conjuration} {Summoning}
- Close range (25+5/2 CL feet), uses divine focus/consumes material component (square of red cloth).
- Swarm of rats, bats or spiders appears, and attacks any creature within it or pursues a nearby creature to engulf. Swarm disappears 2 rounds after caster stops concentrating.
Last edited by willpell on Fri Nov 27, 2015 7:03 pm, edited 2 times in total.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:36 pm

Dominate Animal {Enchantment} {Compulsion} {Mind-Affecting}
- Full round to cast, close range (25+5/2xCL feet)
- Unless target animal Will saves, it obeys simple commands for 1 round per caster level. The animal ignores commands that would be self-destructive to obey, including attacking any creature more than one size category larger (thusly a Tiny cat will attack halflings but not humans). You are aware of the animal's condition regardless of line of sight during the spell, as long as it remains within the spell's range, and may give it a set of mental commands as a move action; you must concentrate only if directing the animal to do something beyond its usual mental abilities.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:36 pm

Poison {Necromancy}
- Touch range, uses divine focus.
- Melee touch attack deals 1d10 Constitution damage to a living creature unless it Fortitude saves (DC 10+WISMOD+1/2 caster level; this repeats 1 minute later. (The creature loses 1 Hit point for each of its HD for every 2 points of Constitution lost; if its Constitution is reduced to 0 it is dead.)

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:37 pm

Blink {Transmutation}
- Personal range.
- For 1 round per caster level or until dismissed, you shift randomly between the Material and Ethereal Planes. This has the following effects:
- You can attack as if invisible (+2 bonus and the target is flat-footed).
- Your movement rate is reduced by one-fourth.
- Physical attacks against you have a 20% miss chance if the attacker can see invisible (not through Blind-fight) but not damage ethereal or vice versa, and a 50% miss chance if he can do neither, and your own attacks have a 20% miss chance.
- You take only half damage from area-effect spells unless they extend onto the Ethereal Plane, and spells which individually target you have a 50% chance of failing to affect you, while your own spells have a 20% chance to affect only the Ethereal Plane.
- You may move through material creatures. You may move through solid objects, but have a 50% chance to rematerialize for each 5 feet of matter passed through; if this happens you are shunted to the nearest open space and take 1d6 damage per 5 feet so moved.
- You interact equally well with ethereal and material creatures and objects (though senses in the Ethereal Plane are limited to 60 feet, so you can't see or hear ethereal creatures further away than that).

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:37 pm

Dimension Door {Conjuration} {Teleportation}
- Long range (400+40xCL ft), no gestures.
- You teleport to a specific point within range, either by visualizing the destination or stating a direction and distance. You may bring along objects up to your maximum load (magic items you do not own get a Will save to resist being transported), as well as one willing Medium creature per three caster levels (a Large creature counts as two Mediums, a Huge as four, and so on) and gear up to their maximum load each, all of them touching each other and at least one touching you. This action ends your turn.
- If you arrive within a solid object, you are shunted to the nearest free space within 1,000 feet of the destination, and take 1d6 damage if you were shunted 100 feet or less, otherwise 2d6. If this is impossible, you take 4d6 damage and the spell fails. Creatures traveling with you take the same damage.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:37 pm

Alter Self {Transmutation}, {Polymorph}
- Personal range.
- You assume another humanoid form assuming you're a humanoid of up to your caster level in HD, maximum 5 for 10 minutes per caster level or until dismissed. Template forms cannot be taken.
- You choose the assumed form's appearance, gender, and similar details; this can provide a +10 bonus on Disguise checks.
- Stats are largely unaffected, but you gain physical abilities of the new form such as size, movement modes, natural armor, natural weapons, and racial skill bonuses or feats. You do not gain fast healing, low-light vision, blindsight, scent or the like.
- Any items you wear continue to be worn on the new form if possible; otherwise they meld into your body and become nonfunctional. Items you wear in the new form which can't fit on your normal body fall off when the spell ends. Any body part or piece of melded equipment which is detached from your body reverts to its normal form.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:37 pm

Bear's Endurance {Transmutation}
- Touch range; uses divine focus, uses material component (pinch of bear hair).
- Target gains +4 enhancement bonus to Constitution (+2 CONMOD) for CL minutes. This increases the subject's Hit Points (by 2 per Hit Die) during the spell's duration, but those HP are lost when the spell ends, regardless of damage taken, unlike temporary HP.

(The book doesn't mention a material component, just listing "Divine Focus". I'm assuming this was an oversight, as the other spells of this set call for a pinch of fur or feathers from the animal.)

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:38 pm

Eagle's Splendor {Transmutation}
- Touch range; uses divine focus/consumes material component (a few eagle feathers).
- Target gains +4 enhancement bonus to Charisma (+2 CHAMOD) for 1 minute per caster level. Charisma-based casters do not get any extra spells this way, but the save DCs of their spells go up.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:38 pm

Guidance {Divination}
- Touch range.
- Target creature may add a +1 competence bonus to any one attack roll, saving throw or skill check within the next 1 minute.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:38 pm

Flare {Evocation} {Light}
- Close range (25+5/2xCL feet), no gestures.
- Unless target creature possessing sight Fortitude saves, it is dazzled for 1 minute (10 rounds), taking a -1 to attack rolls and to Spot and Search checks. Creatures already dazzled are not affected.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:39 pm

Magic Stone {Transmutation}
- Touch range, uses divine focus
- Up to three pebbles gain +1 enhancement bonus to attack and damage for 30 minutes or until they are used. They may be thrown (range increment 20 feet, max of 5) or used as sling bullets (the sling's range increment, usually 50 feet, max of 10). Each stone deals 1d6+1 damage, doubled against undead.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:39 pm

Bull's Strength {Transmutation}
- Touch range; uses material component (pinch of bull hair).
- Target gains +4 enhancement bonus to Strength (+2 STRMOD) for 1 minute per caster level.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:39 pm

Calm Emotions {Enchantment}, {Compulsion}, {Mind-Affecting}
- Medium range (100+10xCL ft), no incantations, uses divine focus
- While you concentrate for up to CL rounds, creatures within a 20-foot radius spread who fail a Will save become unemotional, and will not take aggressive or destructive actions unless one of them is attacked or damaged (which breaks the spell for all those affected). This effect suppresses confusion, fear effects, and morale bonuses from spells, bardic Inspire Courage, or barbarian Rage; such effects resume when this spell ends unless their duration has expired in the interim.

(Ruling: Divine Bards need not use a divine focus to cast this spell.)
(Additional ruling: At the risk of causing problems with Silenced barbarians who style themselves mage-slayers, I'm removing the need for verbal components when casting this spell. It seems likely that any words used for such a purpose would seem condescending as well; probably best to limit the casting requirements to a gesture of presenting the holy symbol.)
Last edited by willpell on Wed Mar 02, 2016 9:46 pm, edited 1 time in total.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:39 pm

Faerie Fire {Evocation} {Light}
- Long range (400+40xCL ft), uses divine focus
- For up to 1 minute per caster level or until dismissed, creatures and objects within a 5-foot radius burst shed light as candles and do not gain concealment as a result of normal darkness, invisibility, blur and displacement effects, and the like. This causes no harm, even to light-vulnerable creatures.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:40 pm

Delay Poison {Conjuration} {Healing}
- Touch range, uses divine focus.
- The target takes no additional damage from poisons until after CL hours.

(While I would hesitate to change it and take away the interaction with the two Healing-centric Reserve feats, I kind of think this spell ought to be an Abjuration, since it doesn't actually heal the target, it just halts the progress of poison through their system.)

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:40 pm

Owl's Wisdom {Transmutation}
- Touch range; uses divine focus, uses material component (a few owl feathers).
- Target gains +4 enhancement bonus to Wisdom (+2 WISMOD) for CL minutes. Wisdom-based casters do not get any extra spells this way, but the save DCs of their spells go up.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:40 pm

Lesser Restoration {Conjuration}, {Healing}
- 3 rounds to cast; touch range.
- Cures 1d4 points of damage (not permanent drain) to one of the subject's Attributes, or dispels a magical effect which has reduced one them. Also removes fatigue or reduces exhaustion to fatigue.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:41 pm

Spider Climb {Transmutation}
- Touch range; uses material component (drop of bitumen and live spider).
- For 10 minutes per caster level, the target may climb on hands and knees at a speed of 20 feet, even vertically or upside-down, while retaining Dexterity bonus to AC. It need not make Climb checks to move freely, but cannot use the Run action while climbing.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:41 pm

Gust of Wind {Evocation} {Air}
- 60-foot range.
- A wind of about 50 mph shoots out in a line from you to the limit of the range for 1 round; this has the following effects on creatures within the line. All movement is limited to the spell's range.




Creature Size

On Ground

In Midair



Tiny or smaller

Knocked down and rolled 1d4x10 feet, taking 1d4 nonlethal per 10 feet.

Blown back 2d6x10 feet, taking 2d6 nonlethal.



Small

Knocked prone

Blown back 1d6x10 feet.



Medium

Cannot move forward

Blown back 1d6x5 feet.


Large or larger creatures are unaffected by these effects. All creatures, regardless of size, take -4 on Listen checks and ranged attacks while inside the effect. All small unprotected flames (candles, torches, etc) are blown out, and protected flames (in lanterns, etc) have a 50% chance to be extinguished. A larger flame might be fanned hotter instead, and the spell can have other effects logical for a blast of wind, including dispersing gas clouds or pushing them to the edge of the range.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:41 pm

Jump {Transmutation}
- Touch range, uses material component (a grasshopper's hind leg).
- For 1 minute per caster level or until dismissed, the subject gains a +10, another +10 per 4 caster levels up to 9th bonus to Jump checks.

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:42 pm

Ghost Sound {Illusion} {Figment}
- Close range (25+5/2xCL feet), uses material component (wool or wax).
- You create illusionary sounds that play for 1 round per caster level or until dismissed. You can create an amount of noise equal to 4 per caster level, maximum 20 normal humans; the equivalent of 8 of these are enough to simulate a horde of rats, 16 a lion, and 20 a dire tiger. You designate the basic parameters of the sound on casting and cannot alter them thereafter. Those who interact with the illusion may Will save to disbelieve it.

(I wonder if this ought to be Sonic....)

User avatar
willpell
Black Dragon
Posts: 3388
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male
Location: Minnesota, USA

Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 7:42 pm

Detect Evil {Divination}
- 60-foot cone, uses divine focus.
- While concentrating for up to 10 minutes per caster level, you see whether evil auras are present in the affected area. After an extra round, you distinguish the auras' number and the strength of the most potent; if you are Good and an evil aura is Overwhelming*, if the aura's source is HD or level 2x your level or higher, you are stunned for 1 round and this spell ends. After another extra round, you distinguish the strength and location of each aura present. Each round you may turn to scan a new area, but cannot look through a barrier. Auras linger faintly after their source is removed, anywhere from 1 round to 6 days depending on the source.

*Overwhelming auras may be generated by at least an 11-HD Evil outsider, a Cleric 11 of an Evil deity, a 21-HD undead, an Evil magic item of caster level 21, or any evil creature of 51+ HD.

Post Reply

Return to “Homebrew Worlds”