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Maerok
2006-08-27, 12:15 AM
[Yet another spell-based acquired template! Simple yet effective.]

Spellfused

"The goblin came at us, a dark glow in its eye. I'm not sure what sinister power drove its advance, but the beast cut down four of my men before we could subdue it."

Similar in ways to the Spellcraved, a Spellfused creature is the result of a great magical power. However, the result isn't a wretch, with a mind torn asunder by its ravaged mind. A Spellfused creature is regal, majestic, and powerful beyond its peers. They often fill leadership roles within their groups or gain the attention of adventurers. It becomes part spell, part creature.

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This acquired template can be applied to any creature with an Intelligence score above 5. It must have been subjected to a spell of level 6 or higher. The spell's school of magic is now known as the base school, and the spell is known as the base spell. Universal spells such as Wish cannot be used with this template. The maximum spell level used to qualify for this template is limited by the creature's HD:
6th- 10+ HD
7th- 12+ HD
8th- 14+ HD
9th- 16+ HD
Epics spells cannot be used to apply for this template. Though at the DM's discretion, they may modify this template for an Epic Spellfused.

The base creature retains its qualities except for:

Type: Same.
Subtype: Keeps any previous subtypes. Gains the subtypes of any spell descriptors of the base spell. If there is no such subtype, don't use that descriptor.

+4 to primary spellcasting attribute of the spellcaster who cast the base spell (instead, +4 Wis if divine base spell or +4 Int if arcane base spell if no spellcaster is designated)

Spell-like Abilities (as a full-round action, chosen at time of casting from the list far below, same spell source [Arcane/Divine] as base spell):
-One 3rd level spells of the base school per day.
-Two 2nd level spells of the base school per day.
-Three 1st level spells of the base school per day.
-0-level spells once per 3 rounds.
-Base spell once per week.
CL is equal to HD.

Gains Spell Resistance equal to HD (non-stacking), against spells of the base school.

+4 to know(arcane), if base spell is arcane. +4 to know(religion) if base spell is divine.
Can automatically recognize spells of the base school.
Detect Magic as a continous effect, base school only.

Casting Dispel Magic on a Spellfused negates the SLAs and SR of this template for a number of rounds equal to the CL/2. The Spellfused gets a Will save of DC 10+opponent's casting modifier (Cha/Int/Wis)+spell level+relevant modifiers. No SR.
Casting Mage's Disjunction on a Spellfused allows it a Will save of the same DC. If failed, the Spellfused is killed. Use the normal DC of Disjunction as if the Spellfused was an applicable object. No SR.

Gains Spell Focus(base school), and Arcane Defense(base school).

CR: Same as base creature +2
LA: +4

SLA List:
[Rule of Thumb: Must be a spell from the PHB. Cannot have a focus or costly material, a permanent duration, summon something substantial, or alter objects.]

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur
* Resistance: Subject gains +1 on saving throws.
Conj
* Acid Splash: Orb deals 1d3 acid damage.
Div
* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Read Magic: Read scrolls and spellbooks.
Ench
* Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
* Dancing Lights: Creates torches or other lights.
* Flare: Dazzles one creature (-1 on attack rolls).
* Light: Object shines like a torch.
* Ray of Frost: Ray deals 1d3 cold damage.
Illus
* Ghost Sound: Figment sounds.
Necro
* Disrupt Undead: Deals 1d6 damage to one undead.
* Touch of Fatigue: Touch attack fatigues target.
Trans
* Mage Hand: 5-pound telekinesis.
* Message: Whispered conversation at distance.
Univ
* Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Abjur
* Endure Elements: Exist comfortably in hot or cold environments.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
* Mage Armor: Gives subject +4 armor bonus.
* Obscuring Mist: Fog surrounds you.
Div
* Comprehend Languages: You understand all spoken and written languages.
* Detect Secret Doors: Reveals hidden doors within 60 ft.
* Detect Undead: Reveals undead within 60 ft.
* True Strike: +20 on your next attack roll.
Ench
* Charm Person: Makes one person your friend.
* Hypnotism: Fascinates 2d4 HD of creatures.
* Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
* Burning Hands: 1d4/level fire damage (max 5d4).
* Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
* Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
* Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
* Disguise Self: Changes your appearance.
* Silent Image: Creates minor illusion of your design.
* Ventriloquism: Throws voice for 1 min./level.
Necro
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
* Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
* Expeditious Retreat: Your speed increases by 30 ft.
* Feather Fall: Objects or creatures fall slowly.
* Jump: Subject gets bonus on Jump checks.
* (natural weapons) Magic Weapon: Weapon gains +1 bonus.

2nd-Level Sorcerer/Wizard Spells
Abjur
* Protection from Arrows: Subject immune to most ranged attacks.
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
* Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
* Fog Cloud: Fog obscures vision.
* Glitterdust: Blinds creatures, outlines invisible creatures.
Div
* Detect Thoughts: Allows “listening” to surface thoughts.
* Locate Object: Senses direction toward object (specific or type).
* See Invisibility: Reveals invisible creatures or objects.
Ench
* Daze Monster: Living creature of 6 HD or less loses next action.
* Hideous Laughter: Subject loses actions for 1 round/level.
* Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
* Darkness: 20-ft. radius of supernatural shadow.
* Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
* Gust of Wind: Blows away or knocks down smaller creatures.
* Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
* Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
* Blur: Attacks miss subject 20% of the time.
* Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
* Invisibility: Subject is invisible for 1 min./level or until it attacks.
* Minor Image: As silent image, plus some sound.
* Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
* Misdirection: Misleads divinations for one creature or object.
Necro
* Blindness/Deafness: Makes subject blinded or deafened.
* False Life: Gain 1d10 temporary hp +1/level (max +10).
* Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
* Scare: Panics creatures of less than 6 HD.
* Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
* Alter Self: Assume form of a similar creature.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
* Darkvision: See 60 ft. in total darkness.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* Fox’s Cunning: Subject gains +4 Int for 1 min./level.
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Pyrotechnics: Turns fire into blinding light or choking smoke.
* Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Sorcerer/Wizard Spells
Abjur
* Dispel Magic: Cancels magical spells and effects.
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
* Sleet Storm: Hampers vision and movement.
* Stinking Cloud: Nauseating vapors, 1 round/level.
Div
* Arcane Sight: Magical auras become visible to you.
* Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
* Tongues: Speak any language.
Ench
* Deep Slumber: Puts 10 HD of creatures to sleep.
* Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
* Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
* Suggestion: Compels subject to follow stated course of action.
Evoc
* Daylight: 60-ft. radius of bright light.
* Fireball: 1d6 damage per level, 20-ft. radius.
* Lightning Bolt: Electricity deals 1d6/level damage.
* Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
* Displacement: Attacks miss subject 50%.
* Invisibility Sphere: Makes everyone within 10 ft. invisible.
* Major Image: As silent image, plus sound, smell and thermal effects.
Necro
* Gentle Repose: Preserves one corpse.
* Halt Undead: Immobilizes undead for 1 round/level.
* Ray of Exhaustion: Ray makes subject exhausted.
* Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
* Blink: You randomly vanish and reappear for 1 round/level.
* Fly: Subject flies at speed of 60 ft.
* Gaseous Form: Subject becomes insubstantial and can fly slowly.
* Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
* (natural weapons) Keen Edge: Doubles normal weapon’s threat range.
* (natural weapons) Magic Weapon, Greater: +1/four levels (max +5).
* Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
* Water Breathing: Subjects can breathe underwater.

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Cleric Spells
0-Level Cleric Spells (Orisons)
* Cure Minor Wounds: Cures 1 point of damage.
* Detect Magic: Detects spells and magic items within 60 ft.
* Detect Poison: Detects poison in one creature or object.
* Guidance: +1 on one attack roll, saving throw, or skill check.
* Inflict Minor Wounds: Touch attack, 1 point of damage.
* Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
* Virtue: Subject gains 1 temporary hp.

1st-Level Cleric Spells
* Bane: Enemies take -1 on attack rolls and saves against fear.
* Bless: Allies gain +1 on attack rolls and saves against fear.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Command: One subject obeys selected command for 1 round.
* Comprehend Languages: You understand all spoken and written languages.
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Deathwatch: Reveals how near death subjects within 30 ft. are.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Undead: Reveals undead within 60 ft.
* Divine Favor: You gain +1 per three levels on attack and damage rolls.
* Doom: One subject takes -2 on attack rolls, saves, and checks.
* Endure Elements: Exist comfortably in hot or cold environments.
* Entropic Shield: Ranged attacks against you have 20% miss chance.
* Hide from Undead: Undead can’t perceive one subject/level.
* Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
* (natural) Magic Weapon: Weapon gains +1 bonus.
* Obscuring Mist: Fog surrounds you.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Sanctuary: Opponents can’t attack you, and you can’t attack.
* Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd-Level Cleric Spells
* Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
* (natural)Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Calm Emotions: Calms creatures, negating emotion effects.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Darkness: 20-ft. radius of supernatural shadow.
* Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Find Traps: Notice traps as a rogue does.
* Gentle Repose: Preserves one corpse.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
* Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Shatter: Sonic vibration damages objects or crystalline creatures.
* Silence: Negates sound in 20-ft. radius.
* Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
* Status: Monitors condition, position of allies.
* Zone of Truth: Subjects within range cannot lie.

3rd-Level Cleric Spells
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Blindness/Deafness: Makes subject blinded or deafened.
* Contagion: Infects subject with chosen disease.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Daylight: 60-ft. radius of bright light.
* Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
* Dispel Magic: Cancels spells and magical effects.
* Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
* Invisibility Purge: Dispels invisibility within 5 ft./level.
* Locate Object: Senses direction toward object (specific or type).
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Meld into Stone: You and your gear merge with stone.
* Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
* Remove Blindness/Deafness: Cures normal or magical conditions.
* Remove Curse: Frees object or person from curse.
* Remove Disease: Cures all diseases affecting subject.
* Searing Light: Ray deals 1d8/two levels damage, more against undead.
* Speak with Dead: Corpse answers one question/two levels.
* Water Breathing: Subjects can breathe underwater.
* Water Walk: Subject treads on water as if solid.
* Wind Wall: Deflects arrows, smaller creatures, and gases.

Fizban
2006-08-27, 03:10 AM
Simple, effective, and you left out a word again. What ability gets the bonus if the spell was arcane?

Lord Iames Osari
2006-08-27, 07:47 AM
Why does the creature lose its all its subtypes? A spellfused goblin is no longer a goblinoid?

You might want to specify that racial subtypes remain, and that the creature gains either the Native or the Extraplanar subtype, PC/DM's choice.

Maerok
2006-08-27, 09:28 AM
Simple, effective, and you left out a word again. What ability gets the bonus if the spell was arcane?

Ugh, at least I'm consistent. It was "Int".


And I've fixed the type/subtype to keep it as its original race. In retrospect, that seems more in tune with my original concept.

Lord Iames Osari
2006-08-29, 05:23 PM
MitP Vote: Yes

Winged One
2006-08-29, 05:34 PM
MitP vote: yes.

fangthane
2006-08-29, 06:01 PM
I'm relatively new here, so I'm not sure what the criteria are for voting something with respect to the MitP thing, but wouldn't it maybe be an idea to work out a level adjustment for the template first? Bearing in mind, of course, that as written a kobold with 0 class levels and this template could cast more spells per day/week than at least a 4th-level caster, and has one 11th-level caster trick up his sleeve to boot.

Imnsho the base creature should require at least 5 HD to survive the process, and it should carry close to a +4 or 5 level adjustment. I'll leave the numbers up to you, but that's my knee-jerk reaction anyhow. Either that, or it should be a more moderate level adjustment and the spell-likes should be granted based on the base creature's current HD (similar to half-celestial and similar templates)

Would Dispel/Disjunction need to make a check versus d20+spellfused HD to have any effect at all? Presumably it needs to penetrate SR too, unless you'd prefer to make that a 'hardwired' vulnerability.

Still, looks fairly nifty.

Maerok
2006-08-29, 06:28 PM
For Dispel, treat it as any Abjuration spell for calculating DC of the Will save. Disjunction has a DC (Will save) IIRC.

Concerning LA/CR: Well I'm absolutely no good when it comes to balance. That's why I like to make artifacts, no rules and no pricetag. So far no one has answered the forboding "CR ?" of the template. I'm not sure what the LA would be... ;D

Fax Celestis
2006-08-29, 06:30 PM
Try

CR: Same as base creature +2
LA: +4

Cornugon
2006-08-31, 02:25 PM
Subtype: Keeps any previous subtypes. Gains the subtypes of any spell descriptors of the base spell, in cases of [sonic] where there isn't such a subtype, don't use that descriptor.


I might suggest changing this slightly so it says something along the lines of "if there is no such subtype, don't use that descriptor". I think there are a few other spell descriptors other than sonic that don't have subtypes. Even if there aren't, it could pervent confusion if more come out at a later date.

I'm not too sure if I understand the spell like abilities, can it choose any spells of that level of the base school? Also, what's the creature's caster level for the spells? Cna the creature be raised after a Disjunction normally, or only with certain spells?

NullAshton
2006-08-31, 02:32 PM
Sweet. Buy a ring of wishing with one wish left, use that wish for something, then get a free wish once per week. Can I have my ring of quickened infinite wishes now, please?

Maerok
2006-08-31, 03:23 PM
Took care of that. Now there is a specific spell level of base creature and HD restriction. Universal spells cannot be used.

asromta
2006-08-31, 03:27 PM
MitP Vote: Yes

fangthane
2006-08-31, 03:52 PM
Looking pretty good to me at this point - with my standard caveat that before publication all of these had best be given a once-over for recalculation and last-minute sanity checks...
MitP Vote: Yes.

NullAshton
2006-09-01, 07:38 AM
So now I can have miracle as the base spell, since it's Evocation?

Maybe you should have something like the Archmage's spelllike ability where you still pay XP and expensive material component costs?

Athanatos
2006-09-01, 07:39 PM
MitP vote: Yes

Maerok
2006-09-01, 11:21 PM
So now I can have miracle as the base spell, since it's Evocation?

Maybe you should have something like the Archmage's spelllike ability where you still pay XP and expensive material component costs?

Evocation? Grrr. Any other spells that would slip past the restrictions that really shouldn't? Perhaps spells with "see text" or permanent durations can't be used as well?

(Just 2 more votes needed! PM me with suggestions so that this thread doesn't have to pop back up to the top of the Homebrew forum.)

Leperflesh
2006-09-10, 11:21 PM
Although I am nervous about unintended cheese combinations, I'm still inclined to vote

MitP Vote: Yes

because it's pretty cool. Very versatile template which shows off the kinds of oddnesses that happen when you invoke magic and screw around with the laws of nature.

-Lep

Tormsskull
2006-09-14, 08:40 PM
-One 3rd level spells of the base school per day.
-Two 2nd level spells of the base school per day.
-Three 1st level spells of the base school per day.
-0-level spells once per 3 rounds.

I like this idea, and I'd like to vote yes, but the above is making me weary to do so. It would be more work, but perhaps you should limit it to a list of spells. Handing this as-is to some players is just asking for trouble IMHO.

Maerok
2006-09-15, 03:35 PM
Alright then. How about the following (to be amended to the template upon approval).

Must be a spell from the PHB. Cannot have a focus or costly material, a permanent duration, summon something substantial, or alter objects:

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur
* Resistance: Subject gains +1 on saving throws.
Conj
* Acid Splash: Orb deals 1d3 acid damage.
Div
* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Read Magic: Read scrolls and spellbooks.
Ench
* Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
* Dancing Lights: Creates torches or other lights.
* Flare: Dazzles one creature (-1 on attack rolls).
* Light: Object shines like a torch.
* Ray of Frost: Ray deals 1d3 cold damage.
Illus
* Ghost Sound: Figment sounds.
Necro
* Disrupt Undead: Deals 1d6 damage to one undead.
* Touch of Fatigue: Touch attack fatigues target.
Trans
* Mage Hand: 5-pound telekinesis.
* Message: Whispered conversation at distance.
Univ
* Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Abjur
* Endure Elements: Exist comfortably in hot or cold environments.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
* Mage Armor: Gives subject +4 armor bonus.
* Obscuring Mist: Fog surrounds you.
Div
* Comprehend Languages: You understand all spoken and written languages.
* Detect Secret Doors: Reveals hidden doors within 60 ft.
* Detect Undead: Reveals undead within 60 ft.
* True Strike: +20 on your next attack roll.
Ench
* Charm Person: Makes one person your friend.
* Hypnotism: Fascinates 2d4 HD of creatures.
* Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
* Burning Hands: 1d4/level fire damage (max 5d4).
* Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
* Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
* Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
* Disguise Self: Changes your appearance.
* Silent Image: Creates minor illusion of your design.
* Ventriloquism: Throws voice for 1 min./level.
Necro
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
* Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
* Expeditious Retreat: Your speed increases by 30 ft.
* Feather Fall: Objects or creatures fall slowly.
* Jump: Subject gets bonus on Jump checks.
* (natural weapons) Magic Weapon: Weapon gains +1 bonus.

2nd-Level Sorcerer/Wizard Spells
Abjur
* Protection from Arrows: Subject immune to most ranged attacks.
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
* Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
* Fog Cloud: Fog obscures vision.
* Glitterdust: Blinds creatures, outlines invisible creatures.
Div
* Detect Thoughts: Allows “listening” to surface thoughts.
* Locate Object: Senses direction toward object (specific or type).
* See Invisibility: Reveals invisible creatures or objects.
Ench
* Daze Monster: Living creature of 6 HD or less loses next action.
* Hideous Laughter: Subject loses actions for 1 round/level.
* Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
* Darkness: 20-ft. radius of supernatural shadow.
* Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
* Gust of Wind: Blows away or knocks down smaller creatures.
* Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
* Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
* Blur: Attacks miss subject 20% of the time.
* Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
* Invisibility: Subject is invisible for 1 min./level or until it attacks.
* Minor Image: As silent image, plus some sound.
* Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
* Misdirection: Misleads divinations for one creature or object.
Necro
* Blindness/Deafness: Makes subject blinded or deafened.
* False Life: Gain 1d10 temporary hp +1/level (max +10).
* Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
* Scare: Panics creatures of less than 6 HD.
* Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
* Alter Self: Assume form of a similar creature.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
* Darkvision: See 60 ft. in total darkness.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* Fox’s Cunning: Subject gains +4 Int for 1 min./level.
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Pyrotechnics: Turns fire into blinding light or choking smoke.
* Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Sorcerer/Wizard Spells
Abjur
* Dispel Magic: Cancels magical spells and effects.
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
* Sleet Storm: Hampers vision and movement.
* Stinking Cloud: Nauseating vapors, 1 round/level.
Div
* Arcane Sight: Magical auras become visible to you.
* Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
* Tongues: Speak any language.
Ench
* Deep Slumber: Puts 10 HD of creatures to sleep.
* Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
* Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
* Suggestion: Compels subject to follow stated course of action.
Evoc
* Daylight: 60-ft. radius of bright light.
* Fireball: 1d6 damage per level, 20-ft. radius.
* Lightning Bolt: Electricity deals 1d6/level damage.
* Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
* Displacement: Attacks miss subject 50%.
* Invisibility Sphere: Makes everyone within 10 ft. invisible.
* Major Image: As silent image, plus sound, smell and thermal effects.
Necro
* Gentle Repose: Preserves one corpse.
* Halt Undead: Immobilizes undead for 1 round/level.
* Ray of Exhaustion: Ray makes subject exhausted.
* Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
* Blink: You randomly vanish and reappear for 1 round/level.
* Fly: Subject flies at speed of 60 ft.
* Gaseous Form: Subject becomes insubstantial and can fly slowly.
* Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
* (natural weapons) Keen Edge: Doubles normal weapon’s threat range.
* (natural weapons) Magic Weapon, Greater: +1/four levels (max +5).
* Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
* Water Breathing: Subjects can breathe underwater.

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Cleric Spells
0-Level Cleric Spells (Orisons)
* Cure Minor Wounds: Cures 1 point of damage.
* Detect Magic: Detects spells and magic items within 60 ft.
* Detect Poison: Detects poison in one creature or object.
* Guidance: +1 on one attack roll, saving throw, or skill check.
* Inflict Minor Wounds: Touch attack, 1 point of damage.
* Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
* Virtue: Subject gains 1 temporary hp.

1st-Level Cleric Spells
* Bane: Enemies take -1 on attack rolls and saves against fear.
* Bless: Allies gain +1 on attack rolls and saves against fear.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Command: One subject obeys selected command for 1 round.
* Comprehend Languages: You understand all spoken and written languages.
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Deathwatch: Reveals how near death subjects within 30 ft. are.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Undead: Reveals undead within 60 ft.
* Divine Favor: You gain +1 per three levels on attack and damage rolls.
* Doom: One subject takes -2 on attack rolls, saves, and checks.
* Endure Elements: Exist comfortably in hot or cold environments.
* Entropic Shield: Ranged attacks against you have 20% miss chance.
* Hide from Undead: Undead can’t perceive one subject/level.
* Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
* (natural) Magic Weapon: Weapon gains +1 bonus.
* Obscuring Mist: Fog surrounds you.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Sanctuary: Opponents can’t attack you, and you can’t attack.
* Shield of Faith: Aura grants +2 or higher deflection bonus.

2nd-Level Cleric Spells
* Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
* (natural)Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Calm Emotions: Calms creatures, negating emotion effects.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Darkness: 20-ft. radius of supernatural shadow.
* Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Find Traps: Notice traps as a rogue does.
* Gentle Repose: Preserves one corpse.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
* Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Shatter: Sonic vibration damages objects or crystalline creatures.
* Silence: Negates sound in 20-ft. radius.
* Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
* Status: Monitors condition, position of allies.
* Zone of Truth: Subjects within range cannot lie.

3rd-Level Cleric Spells
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Blindness/Deafness: Makes subject blinded or deafened.
* Contagion: Infects subject with chosen disease.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Daylight: 60-ft. radius of bright light.
* Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
* Dispel Magic: Cancels spells and magical effects.
* Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
* Invisibility Purge: Dispels invisibility within 5 ft./level.
* Locate Object: Senses direction toward object (specific or type).
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Meld into Stone: You and your gear merge with stone.
* Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
* Remove Blindness/Deafness: Cures normal or magical conditions.
* Remove Curse: Frees object or person from curse.
* Remove Disease: Cures all diseases affecting subject.
* Searing Light: Ray deals 1d8/two levels damage, more against undead.
* Speak with Dead: Corpse answers one question/two levels.
* Water Breathing: Subjects can breathe underwater.
* Water Walk: Subject treads on water as if solid.
* Wind Wall: Deflects arrows, smaller creatures, and gases.

Tormsskull
2006-09-15, 03:55 PM
Alright then. How about the following (to be amended to the template upon approval).


Looks good to me. Well done!

MitP Vote: Yes