Difference between revisions of "Spells (D&D)"

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Unofficial rules compendium

Abortion

Necromancy (Death) (Sexual)
Level: Alchemist 1, Bard 2, Cleric 1, Druid 1, Imagist 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One willing pregnant creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A willing, pregnant target in the first trimester aborts.

Material component: A boiled nut.

Abortion Curse

Necromancy (Death) (Sexual)
Level: Alchemist 3, Cleric 4, Druid 3, Imagist 3, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One pregnant creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A pregnant target aborts. If cast in the second trimester, the mother suffers 1d6 damage. If cast in the third trimester, the mother suffers 1d6 Constitution damage.

Material component: An empty eggshell.

Alter, Mass

Transmutation (Polymorph)
Level: Sor/Wiz 6
Range: Close (25 ft. + 5 ft. /2 levels.
Target: One willing creature/level, no two of which are more that 30 ft. apart.
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Except as noted, this is the same as alter self (PH p 197). Each target can end the spell at any time as a standard action.

Alter Other

Transmutation (Polymorph)
Level: Sor/Wiz 3
Range: Touch
Target: Willing creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Except as noted, this is the same a alter self (PH p 197). The target can end the spell at any time as a standard action.

Animal Shape

Transmutation (Polymorph) (Special)
Level: Druid 5

This is the same as the polymorph spell except as noted, and in that the assumed form can only be of the animal or vermin type and that the maximum HD is 20.

Armor Transformation

Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Touch a creature, that must be wearing at least a leather jacket, some strips of armor, or a few buckles, but this need not be enough to offer any real protection. That armor is imbued with magic and functions as a chain shirt but with no armor check penalty (it is not considered metal armor for a druid). The armor is also under the effect of magic vestment, giving it an enhancement bonus to armor bonus of +1 per four caster levels.

Focus: The show armor to be transformed, which must be worn in the armor slot.

Benign Dispel

Abjuration
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spell, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use benign dispel to dispel magic you have created or cast yourself. You can choose dispel a single targeted spell, all spells on a single targeted object or creature, or a single spell on each object or creature in a 20-ft.-radius burst. In the later case, spells with a higher caster level are dispelled first, with ties decided randomly; since you cast all the spells they are usually of the same caster level and the selection is random.

A dispelled spell ends as if its duration had expired. Spells that cannot be affected by dispel magic are also immune to benign dispel. Benign dispel can dispel spell-like effects just as it does spells, but not supernatural effects.

Benign dispel cannot affect magic items of any kind.

Benign Dispel, Greater

Level: Ass 1, Blk 1, Brd 1, Clr 1, Sor/Wiz 1
Range: Long (400 ft. + 40 ft./level)
Target or Area: One spell, creature, or object

Except as noted this is the same as benign dispel. Greater benign dispel cannot affect an area, but does not require a line of sight or effect; as long as the target is in range you can cast it successfully.

Benign Dispel, Swift

Level: Brd 2, Clr 3, Drd 2, Sor/Wiz 2
Casting Time: 1 swift action

Except as noted above this is the same as benign dispel.

Barren Seed

Abjuration (Sexual)
Level: Alchemist 2, Bard 2, Cleric 2, Druid 2, Imagist 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: 1 day/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Target is rendered sterile. Any magical fertility enhancement will overcome this spell.

Material component: A boiled seed of grain.

Beauty's Caress

Transmutation (Mind affecting)
Level: Brd 3, Imagist 3, Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When touched, the target becomes much more attractive, poised, and self-confident. It is limited to creatures of the targets type (for example humanoid) who start with an attitude of indifferent or better. This improves the attitude of all such creatures the target interacts with by one category, from indifferent to friendly to helpful. See the Diplomacy skill for more on attitude.

Enhance Fertility

Transmutation (Sexual)
Level: Alchemist 4, Clr 4, Drd 3, Imagist 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

This spell imbues the targets sperm or womb with power. The next time the target copulates with a member of the opposite gender, it results in pregnancy, regardless of mundane birth control measures taken. Preventive magic, such as block the seed still function. Both the target and the partner is allowed a Fortitude saving throw to avoid the effect, the target when the spell is cast, the partner when copulating.

Material component: A ripe seed or nut covered in sexual fluid.

Firebreath

Evocation (Fire)
Level: Druid 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: 1 target
Duration: 1 hour or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes

You give the target the ability to spit a gout of flame as a standard action. He can do this once plus one more time per four caster levels (once at level 1-3, twice at 4-7, thrice at 8-11 etc.), after which the spell discharges. The fire automatically hits a single target at up to 25 ft. for 3d6 points of fire damage. A Reflex save is allowed for for half damage.

Ignite

Evocation (Fire)
Level: Druid 0, Ranger 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels
Effect: 1 target or 5-ft.-radius spread, see text
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, well-made campfires or other items made to be lit, as long as they are all within 5 ft. of each other.

When used against a creature, the targets clothes of fur begins to burn and the target catches on fire. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune.

On each of his turns, the burning character may make another Reflex saving throw against this spells save DC. Once he succeeds on his saving throw, he’ is no longer on fire. In each of your turns when the creature remains on fire he takes 1d6 points of fire damage. In other words, the target receives two saving throws before taking damage the first time, more if he attempts to douse the flame (see below).

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (a standard action) permits the character another save with a +4 bonus.

Knock

This spell is as described in the PH or in the SRD except as follows:

  • A knock spell can open a lock with an Open Lock DC of 30 + caster level or less.

Legendary Shape

Transmutation (Polymorph) (Special)
Components: V, S
Level: Bard 5

This is the same as the polymorph spell except as noted, and in that the assumed form can only be of the fey, humanoid, giant, or monstrous humanoid type and that the maximum HD is 20.

Mature Plant

Transmutation
Level: Druid 1, Ranger 2
Components: V, S, M, DF, XP
Casting Time: 1 standard action
Range: Touch
Target: Plant touched
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

This spell matures a single plant, causing it to grow and mature in a matter of rounds. It can be cast on a newly planted seed or on an immature plant. As the spell is cast, the seed sprouts and the plant grows to tiny size. For each round the plant grows by one size category, up to a maximum size depending on caster level. If the spell could make the plant grow to more than its full normal size, bursts into flower and fruit simultaneously regardless of the season. The grown plant is not magical and cannot be dispelled, but if the spell is dispelled while the plant is still growing, growth immediately ends.

The spell can never make the plant to grow larger than it could normally do in the current location and it will not grow in a way that causes it to damage construction or completely fill an area. It has no effect on plant creatures or plants with challenge rating, such as green slime.

If the plant yields something of value, such as darkwood or herbs with medical or magical effects, the caster pays an XP cost of 1 XP per 5 gp of value that can be harvested. Normal hardwoods, fruit or herbs have no XP cost.

Caster Level Maximum Size
1-2 Small
3-4 Medium
5-6 Large
7-8 Huge
9-10 Gargantuan
11+ Colossal

Mirror Image

Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Mirror image creates 2 images plus one image per three caster levels (maximum five images total at ninth level). These figments separate from you and remain in your space. The figments constantly move trough you and each other and mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is the same as your touch AC, which excludes any armor, shield, or natural armor modifiers. Figments seem to react just like you do to area spells and can't be destroyed or discerned in this manner.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Nature's Shape

Transmutation (Polymorph)
Level: Druid 7

This is the same as the polymorph spell except as noted, and in that the assumed form can only be of the animal, fey, magical beast, ooze, plant, or vermin type and that the maximum HD is 25.

Peacock's Beauty

Transmutation
Level: Brd 2, Imagist 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When touched, the target becomes much more attractive. This improves the attitude of all indifferent creatures of the targets type (for example humanoid) who the target interacts with to friendly. See the Diplomacy skill for more on attitude. Material Component: A handful of water and a drop of blood.

Polymorph

Transmutation (Polymorph)
Level: Bard 5, Cleric 6, Druid 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing, living, non-elemental creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No


You change the willing subject into the form of another creature. Swarms, incorporeal, or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

If polymorph is used to transform into a creature with an elemental or alignment subtype, it is a spell of that type. For example, using it to transfer into a cloud giant is an (Air) spell.

The assumed form must abide by the following limitations:

  • The same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
  • No more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level.
  • No physical ability score (Strength, Dexterity, Constitution) can be greater than the the subjects original ability score + your caster level.
  • Natural armor bonus cannot be greater than your caster level.
  • Cannot be smaller than Fine nor more than one category larger than the targets normal size.
  • Cannot have the Swarm subtype.
  • Cannot be incorporeal or gaseous.
  • The creature is a normal example of the type of creature as given in its description. The creature can be an advanced form, as long as it is advanced by hit dice, not level.
  • You must be familiar with the kind of creature chosen. Encountering the creature of that kind in the flesh qualifies, as does a roll of the appropriate Knowledge skill at a DC of 10+CR.

The subject’s creature type remains the same, but subtype (if any) change to match the new form. You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. The target is effectively disguised as an average member of the new form’s race. If the target uses this spell to create a disguise, the target gets a +10 bonus on its Disguise check.

The target acquires the physical qualities of the new form while retaining its own mind. This requires some clarification. The following are abilities that do not change and are neither lost nor gained as a result of this spell:

  • Class and level (including Hit Dice), base attack bonus, and base save bonuses.
  • Feats, including racial bonus feats.
  • Skill ranks, not including attribute or racial modifiers.
  • Supernatural and spell-like special attacks and qualities, except for those the original form had and which requite a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
  • Damage reduction, magic immunity, regeneration, spell resistance.
  • Any ability that involves healing, changing shape, reproduction, or growth
  • Any ability that requires a particular state of mind on the part of the assumed shape

Ability scores: The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores.

Hit Points: Hit points are recalculated using the creature's new Constitution score. Any damage taken remains.

Abilities: The target loses all extraordinary racial abilities of its original race and gains all of the extraordinary abilities possessed by the new form except as noted above. It does not gain any supernatural or spell-like abilities. It gains the extraordinary senses of the assumed shape.

Speed: Use the assumed form's mundane movement capabilities, such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement.

Speech and spellcasting: If the new form is capable of speech, the target can communicate normally. The target retain any spellcasting ability the target had in its original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

Skills: The base creature loses any racial skill bonuses to any Strength, Dexterity, or Constitution-based skills, as well as the Listen, Search, and Spot skills. The creature gains any such racial skill bonus possessed by the assumed shape.

Equipment: When the spell takes effect, the equipment worn or held by the target is affected depending on its nature:

  • If the equipment is the proper size and can be used by the new form "as-is", the equipment is unaffected.
  • If the equipment is not the proper size, but could otherwise be used, then it grows or shrinks to a usable size. No other aspects of the equipment is altered; the clothing does not change color or texture to make it any more appropriate to the assumed form, for example. When the spell ends, the equipment reverts to its original size, as it does if the creature drops or removes the equipment.
  • If the equipment cannot be used by the new form, regardless of size, then it melds into the assumed shape and is nonfunctional. For example, if the assumed shape does not have hands or limbs capable of manipulation, any handheld weapons meld into the body. When the Polymorphed template is lost, any melded equipment reappears, in the same location on your body and unharmed.

Material Component: An empty cocoon.

Red's Repellant

Abjuration (Electricity)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell surrounds the target in a field of static electricity. This gives off a small electric shock to all diminutive or smaller creatures within one foot of the target on the caster's turn and whenever such a creature moves within one foot of the target. To such creatures, or swarms of such creatures, the spell inflicts 1d4 damage per two caster levels, with a maximum of 5d4 at 10th level. A Reflex saving throw negates the damage for the round, but the can still be damaged later.

Red's Reproduction

Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object or objects with images and or writing
Duration: 10 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You point at the object and then move your hand holding a stylus or quill. As you intone the spell, a copy appears on a sheet of paper close at hand.

You cause writing and images from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies one square foot (one page in a typical large codex, or approximately 250 words) per minute. It can also copy a miniature version of a large image, copying up to a 10 ft. square image onto a 1 ft. square paper in one minute, but considerable detail is lost this way.

The spell faithfully copies what is there to the limit of it's ability, but subtle clues or hidden details might be lost. What the spell produces is obviously a reproduction, but includes all salient details, similar to what a journeyman artist could produce (equivalent to a Craft roll of 15). The caster can use the Aid Other action to improve the quality of what the spell produces.

The spell copies only nonmagical text and images, not magical writings, symbols or images (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical imagery (such as a letter with explosive runes), only the normal parts are copied, leaving blank space in the copy where the magic would be expected. The spell triggers (but does not copy) writing and symbol-based magic traps in the material being copied.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

Material component: A quill.

Red's Riddle Resolver

Divination
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

This spell lets you envision symbols, working out possible combinations and solutions to riddles, texts and ciphers in your head at a furious rate.

This allows you to use Decipher Script as a full-round action instead of in one minute. It also grants a +4 circumstance bonus on Decipher Script checks.

Material Component: Brown sugar dissolved in water to be drunk.

Repulsiveness

Transmutation
Level: Bard 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: One creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target becomes hideous to gaze upon. This gives a -2 enhancement penalty per caster level (to a maximum of -20) to all Charisma rolls and charisma-related skill checks except Intimidation.

Material Component: A shrunken, rotting apple carved with a face.

Seed Shield

Abjuration (Sexual)
Level: Alchemist 0, Bard 1, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: 1 willing creature
Duration: 24 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Willing target is rendered sterile. Any magical fertility enhancement will overcome this spell.

Material component: A bitter almond.

Shadow Fighting

Illusion (Shadow)
Level: Bard 1, Cleric 1, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until disbelieved
Saving Throw: Will negates and Will disbelief; see text
Spell Resistance: Yes; see text

This spell turns the target's attacks into unreal shadows inflicting illusory damage. The attacks look and feel real enough, but cannot actually kill. This spell can be used to fight mercifully, but it is more commonly used to fool enemies or to stage nonlethal duels and arena events or to fake conflicts.

Any damage the target does is transformed into nonlethal damage, including damage done by spells and powers as well as regular attacks. This transformation is done after any modification due to type, like that due to damage or elemental resistance or sensitivity. After the transformation, damage can be further reduced if the target is resistant to nonlethal damage.

Anyone closely studying the illusory wounds can make a Will save to disbelieve. Each time the target could notice that his attacks are not having the expected effect, such as attacks on an object, construct, or undead immune to nonlethal damage, he gets a Will save to disbelieve. Successful disbelief ends the spell. Any damage remains, but appears as mere bruises.

The initial target can use spell resistance to resist the spell, but a target that takes nonlethal damage because of the spell may not.

This will not affect any damage caused indirectly, such as by a summoned creature or from a fall caused by a bull rush.

Arcane material component: A flimsy miniature weapon.

Shadow Fighting, Mass

Level: Bard 3, Cleric 3, Sor/Wiz 5.
Range: Close
Target: One creature/level, no two of which may be more than 30 ft. apart.

Except as noted, this is the same as the shadow fighting spell.

Unseen Musician

Illusion (Figment)
Components: V, S, (F, See text)
Level: Brd 1, Cler 2, Sor/Wiz 2
Duration: 10 minute/level

This is the same as unseen servant except as noted above and in that it cannot manipulate objects; the only action it can perform is to play music. The caster must know the tune to be played, and the unseen musician gives only a passing performance, equivalent to a Perform check of 15. It is mostly used as background music or as accompaniment for a lone singer or dancer. The unseen musician can only hum and play instruments; it cannot speak or sing intelligibly.

Focus: The musical instrument to be played. This can either be an actual musical instrument, or a tiny replica costing 1 gp. No focus is required for a vocalist performance. The focus is not actually carried by the unseen musician, which cannot carry anything.

Miscellaneous