Grod_The_Giant
2012-03-08, 10:07 PM
So... yeah. Revised spells. Not everything in the PHB has been touched, but I've tried to hit a lot of the worst offenders, while simultaneously pumping up weak evocations and changing a few spells which always kind of bugged me. These should probably be pared with my general magic nerfs (http://www.giantitp.com/forums/showthread.php?t=234458), but they should stand alone as well. I've tried to italicize the subtle changes.
Level 1
Grease
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it must make a Reflex save or fall, while failure by 5 or more means it falls (see the Balance skill for details).
A fallen creature can still crawl through the area at one-fourth speed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). You gain a +2 insight bonus on Diplomacy checks made to interact with the target for every caster level, to a maximum of +20 at 10th level.
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noises, such as conversation, do not. Exceptionally loud noises, such as a scream or the sounds of battle, allow the sleeping creature to make a new save. Awakening a creature is a move action that provokes an attack of opportunity. Once awakened, a creature is fatigued for 1 round.
Sleep does not target unconscious creatures, constructs, or undead creatures.
Level 2
Glitterdust
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become partially blinded, and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Partially blinded creatures take a -2 penalty to armor class, a -4 penalty on Spot, Search and any other skill checks which rely on vision, and all opponents are considered to have concealment (20% miss chance) against the partially blinded opponent.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 minute/level or Permanent (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose. The condition lasts for one minute per caster level (max 10 minutes).
Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living humanoid touched
Duration: 1d4+1 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. A successful Fortitude save negates the effects of this spell.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous
Saving Throw: None
SR: No
The Knock spell blows open locked doors and rips the tops off chests. The caster makes a check to forcibly open the target, as if making a Strength check. However, instead of using his Strength score, he adds the the modifier from his primary casting ability and one-half his caster level. For example, a 4th level wizard with an intelligence of 18 would add +6 to this check.
Sending
Transmutation [Language-Dependent]
Level: Clr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The target must be on the same plane as you, but the range is not otherwise limited. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
Level 3
Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) A creature that succeeds on its save but remains in the cloud does not have to make a new save each round it remains in the cloud, but if it leaves and then re-enters the cloud it must make a new save.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a swift action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Daylight
Evocation [Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch or Medium; see text
Target: Object touched or 20ft burst; see text
Duration: 10 min./level (D) or Instant; see text
Saving Throw: Will negates or Fortitude partial, see text
Spell Resistance: Yes
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. If cast by a divine caster, this spell is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by sunlight, although they can resist the effect with a successful Will save.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Alternately, the energy of the spell can be unleashed in a single burst. Any creature within the radius of effect with normal eyes must make a Fortitude save or be blinded for 1d4+1 rounds, and dazzled for 1d6 rounds after that. Creatures are still dazzled for d4 rounds on a successful save.
Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d6 points of damage per caster level (maximum 10d6). An undead creature takes 1d8 points of damage per caster level (maximum 10d8), and an undead creature particularly vulnerable to bright light takes 1d10 points of damage per caster level (maximum 10d10). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Level 4
Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Medium creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +4.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Solid Fog
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. A creature may move at half its normal speed with a successful Strength check, with a DC equal to your caster level plus 10. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One hour/level
This spell functions like charm person, except that the effect is not restricted by creature type or size, and the bonus maxes out at +40.
Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 1 round/level (D)
This spell wreathes the target in flame and causes damage to each creature that attacks him in melee. The flames also protect him from either cold-based or fire-based attacks (chosen at the time of casting).
Any creature striking the target with its body or a handheld weapon deals normal damage, but at the same time the attacker takes two points of damage per caster level (maximum 40). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage.
Warm Shield: The flames are warm to the touch. The target gains immunity to cold.
Chill Shield: The flames are cool to the touch. The target gains immunity to fire.
Ice Storm
Evocation [Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 round per caster level, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area per round. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 1d6 points of sonic damage per level (max 15d6). A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 2d6 points of sonic damage per caster level (maximum 30d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell dispels an existing silence spell, but does not affect the creatures previously inside.
Sending, Greater
Transmutation [Language-Dependent]
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 10 minutes or 1 standard action; see text
Range: See text
Target: One creature
Duration: 1 minute or 1 round; see text
Saving Throw: None
Spell Resistance: No
This spell works as the spell sending, with the following differences.
The spell can contact creatures on other planes, but there is a 5% chance that the sending does not arrive (Local conditions on other planes may worsen this chance considerably.)
You may spend either 10 minutes or 1 standard action casting this spell. If you spend 1 standard action, you may exchange 25-word messages with the target, as described in the sending spell. If you instead spend 10 minutes casting the spell, you may converse freely with the target for one minute.
Divine Power
Transmutation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +6 enhancement bonus to Strength, a +2 bonus to attack rolls, and you gain 1 temporary hit point per caster level.
Level 5
Plane Shift
Conjuration (Teleportation)
Level: Clr 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Self plus creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself and some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
If an unwilling target successfully makes a Will save against this spell, neither party is moved.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. The subject may make a new saving throw each hour.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, and such an effect prevents the establishment of domination, but does not dispel it.
Blade Barrier
Evocation [Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 2d6 points of damage per caster level (maximum 40d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous or 1 round/level, see text
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d10 points of cold damage per caster level (maximum 20d10). In addition, creatures which fail their save are find their limbs and garments frozen, entangling them for one round per caster level.
Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of fire damage per caster level (maximum 15d6) and 1d6 points of pure divine damage per caster level (maximum 15d6).
Baleful Polymorph
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates or partial, Will partial; see text
Spell Resistance: Yes
You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
The target retains its own mental ability scores (at least temporarily; see below)
The target retains its own hit points.
The target is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
Each hour, the subject may make a new saving throw to shake off the effects of the spell. If it fails a number of saves equal to its Wisdom modifier, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice, hit points, and mental ability scores change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
If the save succeeds, it may make another [Wisdom Modifier] Fortitude saves before having to re-attempt the Will save to retain their mind.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect). Characters with the ability to change their shape as a result of class features (such as a druid with Wild Shape) gain a +4 bonus on saves against this spell.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/caster level)
Duration: Instantaneous
Area: 20 foot radius burst or n/a; see text
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
This spell instantly withers and decays all non-magical, non-animate plants in a twenty foot radius. Alternately, it can be targeted against one plant-type creature to deal 2d6 damage per caster level (max 30d6), with a Fortitude save for half damage. This spell has no effect on the soil.
Level 6
Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d10 points of electricity damage per caster level (maximum 20d10) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down; not counting energy resistance).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Focus
A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.
Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10ft burst or 100 square feet per caster level; See text
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d10 points of cold damage per caster level (maximum 20d10) to each creature in the area. An elemental (water) creature instead takes 2d6 points of cold damage per caster level (maximum 30d6). In addition, any creature hit by the sphere who fails their Reflex save is immobilized until he breaks free, and takes a -4 penalty to Dexterity. Attempting to break free is a full-round action. A trapped creature must make a Strength or Escape Artist check to do so, with a DC equal to 10+your caster level.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water take a -2 penalty to saving throws against this spell, and the DC to escape is equal to 15+ you caster level.
Focus: A small crystal sphere.
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 5 points of damage per caster level (to a maximum of 100). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only one point of damage per caster level. If this damage reduces the creature or object to 0 or fewer hit points, it is still entirely disintegrated.
Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/ two levels or permanent; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried gear, slowly turns into a mindless, inert statue. If the target fails the initial Fortitude save, he is slowed (as the spell), and the spell continues working for 1 round per two caster levels. Each round, the target must a new saving throw. If the target fails a second save, he is also dazed. If he fails a third save, he is petrified until cured by means of a spell such as stone to flesh or break enchantment. If the target succeeds on three saving throws, the spell ends prematurely.
If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Levels 7-10 (http://www.giantitp.com/forums/showpost.php?p=12904283&postcount=10)
Level 1
Grease
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it must make a Reflex save or fall, while failure by 5 or more means it falls (see the Balance skill for details).
A fallen creature can still crawl through the area at one-fourth speed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). You gain a +2 insight bonus on Diplomacy checks made to interact with the target for every caster level, to a maximum of +20 at 10th level.
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noises, such as conversation, do not. Exceptionally loud noises, such as a scream or the sounds of battle, allow the sleeping creature to make a new save. Awakening a creature is a move action that provokes an attack of opportunity. Once awakened, a creature is fatigued for 1 round.
Sleep does not target unconscious creatures, constructs, or undead creatures.
Level 2
Glitterdust
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become partially blinded, and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Partially blinded creatures take a -2 penalty to armor class, a -4 penalty on Spot, Search and any other skill checks which rely on vision, and all opponents are considered to have concealment (20% miss chance) against the partially blinded opponent.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 minute/level or Permanent (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose. The condition lasts for one minute per caster level (max 10 minutes).
Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living humanoid touched
Duration: 1d4+1 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. A successful Fortitude save negates the effects of this spell.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous
Saving Throw: None
SR: No
The Knock spell blows open locked doors and rips the tops off chests. The caster makes a check to forcibly open the target, as if making a Strength check. However, instead of using his Strength score, he adds the the modifier from his primary casting ability and one-half his caster level. For example, a 4th level wizard with an intelligence of 18 would add +6 to this check.
Sending
Transmutation [Language-Dependent]
Level: Clr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The target must be on the same plane as you, but the range is not otherwise limited. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
Level 3
Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) A creature that succeeds on its save but remains in the cloud does not have to make a new save each round it remains in the cloud, but if it leaves and then re-enters the cloud it must make a new save.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a swift action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Daylight
Evocation [Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch or Medium; see text
Target: Object touched or 20ft burst; see text
Duration: 10 min./level (D) or Instant; see text
Saving Throw: Will negates or Fortitude partial, see text
Spell Resistance: Yes
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. If cast by a divine caster, this spell is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by sunlight, although they can resist the effect with a successful Will save.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Alternately, the energy of the spell can be unleashed in a single burst. Any creature within the radius of effect with normal eyes must make a Fortitude save or be blinded for 1d4+1 rounds, and dazzled for 1d6 rounds after that. Creatures are still dazzled for d4 rounds on a successful save.
Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d6 points of damage per caster level (maximum 10d6). An undead creature takes 1d8 points of damage per caster level (maximum 10d8), and an undead creature particularly vulnerable to bright light takes 1d10 points of damage per caster level (maximum 10d10). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Level 4
Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Medium creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +4.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Solid Fog
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. A creature may move at half its normal speed with a successful Strength check, with a DC equal to your caster level plus 10. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One hour/level
This spell functions like charm person, except that the effect is not restricted by creature type or size, and the bonus maxes out at +40.
Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 1 round/level (D)
This spell wreathes the target in flame and causes damage to each creature that attacks him in melee. The flames also protect him from either cold-based or fire-based attacks (chosen at the time of casting).
Any creature striking the target with its body or a handheld weapon deals normal damage, but at the same time the attacker takes two points of damage per caster level (maximum 40). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage.
Warm Shield: The flames are warm to the touch. The target gains immunity to cold.
Chill Shield: The flames are cool to the touch. The target gains immunity to fire.
Ice Storm
Evocation [Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 round per caster level, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area per round. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 1d6 points of sonic damage per level (max 15d6). A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 2d6 points of sonic damage per caster level (maximum 30d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell dispels an existing silence spell, but does not affect the creatures previously inside.
Sending, Greater
Transmutation [Language-Dependent]
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 10 minutes or 1 standard action; see text
Range: See text
Target: One creature
Duration: 1 minute or 1 round; see text
Saving Throw: None
Spell Resistance: No
This spell works as the spell sending, with the following differences.
The spell can contact creatures on other planes, but there is a 5% chance that the sending does not arrive (Local conditions on other planes may worsen this chance considerably.)
You may spend either 10 minutes or 1 standard action casting this spell. If you spend 1 standard action, you may exchange 25-word messages with the target, as described in the sending spell. If you instead spend 10 minutes casting the spell, you may converse freely with the target for one minute.
Divine Power
Transmutation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +6 enhancement bonus to Strength, a +2 bonus to attack rolls, and you gain 1 temporary hit point per caster level.
Level 5
Plane Shift
Conjuration (Teleportation)
Level: Clr 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Self plus creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself and some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
If an unwilling target successfully makes a Will save against this spell, neither party is moved.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. The subject may make a new saving throw each hour.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, and such an effect prevents the establishment of domination, but does not dispel it.
Blade Barrier
Evocation [Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 2d6 points of damage per caster level (maximum 40d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous or 1 round/level, see text
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d10 points of cold damage per caster level (maximum 20d10). In addition, creatures which fail their save are find their limbs and garments frozen, entangling them for one round per caster level.
Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of fire damage per caster level (maximum 15d6) and 1d6 points of pure divine damage per caster level (maximum 15d6).
Baleful Polymorph
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates or partial, Will partial; see text
Spell Resistance: Yes
You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
The target retains its own mental ability scores (at least temporarily; see below)
The target retains its own hit points.
The target is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
Each hour, the subject may make a new saving throw to shake off the effects of the spell. If it fails a number of saves equal to its Wisdom modifier, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice, hit points, and mental ability scores change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
If the save succeeds, it may make another [Wisdom Modifier] Fortitude saves before having to re-attempt the Will save to retain their mind.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect). Characters with the ability to change their shape as a result of class features (such as a druid with Wild Shape) gain a +4 bonus on saves against this spell.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/caster level)
Duration: Instantaneous
Area: 20 foot radius burst or n/a; see text
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
This spell instantly withers and decays all non-magical, non-animate plants in a twenty foot radius. Alternately, it can be targeted against one plant-type creature to deal 2d6 damage per caster level (max 30d6), with a Fortitude save for half damage. This spell has no effect on the soil.
Level 6
Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d10 points of electricity damage per caster level (maximum 20d10) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down; not counting energy resistance).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Focus
A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.
Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10ft burst or 100 square feet per caster level; See text
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d10 points of cold damage per caster level (maximum 20d10) to each creature in the area. An elemental (water) creature instead takes 2d6 points of cold damage per caster level (maximum 30d6). In addition, any creature hit by the sphere who fails their Reflex save is immobilized until he breaks free, and takes a -4 penalty to Dexterity. Attempting to break free is a full-round action. A trapped creature must make a Strength or Escape Artist check to do so, with a DC equal to 10+your caster level.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water take a -2 penalty to saving throws against this spell, and the DC to escape is equal to 15+ you caster level.
Focus: A small crystal sphere.
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 5 points of damage per caster level (to a maximum of 100). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only one point of damage per caster level. If this damage reduces the creature or object to 0 or fewer hit points, it is still entirely disintegrated.
Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/ two levels or permanent; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried gear, slowly turns into a mindless, inert statue. If the target fails the initial Fortitude save, he is slowed (as the spell), and the spell continues working for 1 round per two caster levels. Each round, the target must a new saving throw. If the target fails a second save, he is also dazed. If he fails a third save, he is petrified until cured by means of a spell such as stone to flesh or break enchantment. If the target succeeds on three saving throws, the spell ends prematurely.
If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Levels 7-10 (http://www.giantitp.com/forums/showpost.php?p=12904283&postcount=10)