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Milo v3
2012-06-22, 10:17 PM
Arcanist's Step
Transmutation
Level: Air 1, Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 Round
Range: Personal
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: Yes (harmless)

The subject's body leviates 3 inches above the ground as he moves. He gains a +1 bonus on saves against spells and effects which require him to be in contact with the ground.

The subject still counts as being in contact with the ground for the purposes of spells, attacks, and abilities.

Bear Fruit
Conjuration (Creation)
Level: Druid 0, Creation 1, Plant 0, Ranger 1
Components: V, S
Casting time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: A Fruit Bearing plant
Effect: Fruit to sustain 1 human/level which lasts 12 hours.
Duration: 12 hours; see text
Saving Throw: None
Spell Resistance: No

The touched plant immediately grows ripe fruit of its type - these fruit are highly nourishing. Fruit so created decays and becomes inedible within 12hours, although it can be kept fresh for another 12 hours by casting a purify food and drink spell on it.

Beholder's Eye
Transmutation
Level: Assassin 1, Sorcerer/Wizard 1, Wealth 1
Components: V, S, F
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Appraise checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Focus: A disc of clear crystal.

Breathing Roots
School Transmutation
Level Druid 0, Plant 0
Casting Time 1 standard action
Components V, S
RangeTouch
Target One plant or Plant Creature
Duration One day/level
Saving Throw None
Spell Resistance No
This spell causes the plant's root hairs to gain nutrients from the air around them, allowing them to be removed from the soil without them dying.

This spell can be made permanent with a permanency spell.

Burrow Trench
School transmutation
Level Community 1, Earth 1, Sorcerer/Wizard 1, War 1
Casting Time 1 Round
Components V, S, M
Range Short (25 ft. + 5 ft./2 Levels)
Area Up to 5 ft. square/level of sand, soil, or similar (S)
Duration Instantaneous
Saving Throw No
Spell Resistance No
This spell warps the terrain into a ditch or a trench.
This ditch functions as a low wall, except that it provides no cover against adjacent foes. It costs 2 squares of movement to leave a ditch, but it costs nothing extra to enter one. Creatures outside a trench who make a melee attack against a creature inside the ditch gain a +1 bonus on melee attacks because they have higher ground.

In Aquatic Terrain or area with water covering it, water pours into the ditch.

Call the Lord
Illusion (Figment) [Fear, Mind-Affecting]
Level: Cleric 3, Paladin 3
Components: V, S, DF
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration + 3 rounds
Saving Throw: See Text
Spell Resistance: Yes

This spell creates the visual illusion of your deity and patron. While concentrating, you can move the image within the range. Sound, smell, and thermal illusions are included in the spell effect.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Any creatures within a 5 ft./level radius (Maximum 30 ft.) who worship the being the illusion represents, gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws against fear effects.

Any creatures within a 5 ft./level radius (Maximum 30 ft.) who are enemies of the being the illusion represents, gains a -1 morale penalty on attack rolls and a -1 morale penalty on saving throws against fear effects.

A successful will save negates the penalty granted to each individual who makes the save and they immediately disbelieve the illusion.

Note, this effect is an illusion under the control of the caster and isn't a manifestion of the deity, though that may not be apparent to those who view it.

Call Rain
Transmutation
Level: Air 1, Drd 1, Water 1, Weather 1
Components: V, S
Casting time: 10 minutes; see text
Range: 2 miles
Area: 1-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: No

You change the weather in the local area, causing it to rain. It takes 10 minutes to cast the spell and an additional 10 minutes for rain to appear.

You have no control on the the tendencies of the weather, such as the direction and intensity of the wind, where lightning strikes, or the exact path of a tornado, etc. The weather continues as you left it for the duration for 4d12 hours, after which weather will act as normal.

A druid casting this spell doubles the duration and affects a circle with a 2-mile radius.

Cobblestone
School transmutation
Level Community 1, Earth 1, Sorcerer/Wizard 1
Casting Time 1 Round
Components V, S, M
Range Short (25 ft. + 5 ft./2 Levels)
Area Up to 5 ft. square/level of sand, soil, or similar material (S)
Duration Instantaneous
Saving Throw No
Spell Resistance No
This spell warps the terrain into a cobblestone floor. This cobblestone allows for normal movement. If this cobblestone falls into poor condition over time or through damage it is considered light rubble, increasing the DC of Balance and Tumble checks by 2.

Common Knowledge
Transmutation
Level: Bard 1, Community 1, Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Gather Information checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: Pages of a book, which are torn when the spell is cast.

Detect Disease
Divination
Level: Assassin 1, Binder 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target, or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You determine whether a creature, object, or area is diseased. You can determine the exact type of disease with a DC 20 Intelligence check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Intelligence check fails, or may try the Craft (alchemy) check prior to the Intelligence check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Worship
Divination
Level: Cleric 0, Paladin 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target, or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You determine whether a creature worships a deity.

If they do worship a deity you can determine which with a DC 20 Wisdom check. A character with the Knowledge (Religon) skill may try a DC 20 check if the Wisdom check fails, or may try the Knowledge (Religon) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Know Home
Divination
Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You instantly know the direction of home from your current position. If the caster has no "Home" then it uses the closets equivalent. The spell is effective in any plane in which the “home” exists, but it may not work in extraplanar settings. Your knowledge of home is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Master's Luck
Transmutation
Level: Bard 1, Community 1, Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on their next single Profession check (if it is made before the end of the next week). The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: Tiny gems, which are shattered when the spell is cast.

Minor Scare
Necromancy [Fear, Mind-Affecting]
Level: Bard 0, Cleric 0, Terror 0, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds
Saving Throw: Will (Negate)
Spell Resistance: Yes

The affected creature becomes shaken. Creatures with 6 or more Hit Dice are immune to this effect.

Nature's Ally
Transmutation
Level: Druid 1, Ranger 1, Wild 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Handle Animal checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: An eagle egg, which is shattered when the spell is cast.

Nature's Luck
Transmutation
Level: Druid 1, Ranger 1, Wild 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Survival checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: Leaves of an Oak tree, which are torn when the spell is cast.

Pebble Wall
School transmutation
Level Community 1, Sorcerer/Wizard 1
Casting Time 1 Round
Components V, S, F
Range Short (25 ft. + 5 ft./2 Levels)
Effect Wall whose area is up to 5 ft. square/level (S)
Duration Instantaneous
Saving Throw No
Spell Resistance No
This spell causes the materials the focus is made from, creating a wall that merges into adjoining surfaces of the same material. This wall is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The Pebble Wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a Pebble Wall in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing material it is made from. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other mundane wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 5 hit points per inch of thickness and hardness 5. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 10 + 1 per inch of thickness.

Focus: The material the Pebble Wall is to be made from. For the materials to function as the focus it must cover an area of at a least 20 ft. square and it must be one of following materials:
Bone
Clay
Loose Soil.
Sand.
Shards of Glass
Small Stones such as pebbles.
Splinters of Bone

Precious Alarm
Abjuration
Level: Bard 0, Sorcerer/Wizard 0, Wealth 0
Components: V, S, F/DF
Casting time: 1 standard action
Range: Touch
Target: A single object to be touched.
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Precious Alarm sounds a mental or audible alarm each time a creature touches the target object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 50 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 120 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Precious Alarm can be made permanent with a permanency spell.

Arcane Focus: A tiny bell.

Precious Alarm, Mass
Abjuration
Level: Bard 2, Sorcerer/Wizard 2, Wealth 2
Components: V, S, F/DF
Casting time: 1 standard action
Range: Touch
Target: 1 object to be touched/level.
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

As Precious Alarm, except for the above.

Perfect Step
Transmutation
Level: Air 1, Assassin 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Balance checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: A strand of blonde hair, which you break when the spell is cast.

Protection from Insects
School transmutation
Level Druid 0, Plant 0
Casting Time 1 standard action
Components V, S
RangeTouch
Target One plant or Creature
Duration One day/level
Saving Throw None
Spell Resistance No
This spell causes the creature plant to radiate a faint energy which is annoying to insects, this protects the plant from being eaten by aphids, and similiar creatures which act as parasites to the plant.

This spell has no effect on vermin creatures which are larger than fine or with a CR more than 1. This spell can be made permanent with a permanency spell.

Steelweave
Transmutation
Level: Sorcerer/Wizard 7
Components: V, S, M
Casting time: 1 minute/lb. created
Range: 0 ft.
Effect: A steelweave object weighing up to 5 lb./level
Duration: One day/level (D)
Saving Throw: None
Spell Resistance: No

Steelweave is a magical substance created by mages from normal fabric. While remaining normal fabric in almost every way, steelweave is as strong, heavy, resistant to fire as steel, and nearly as rigid. Spells that affect metal or steel do not function on steelweave. Spells that affect fabrics do affect steelweave, although steelweave does not burn. Using this spell with fabrication or a fabric-related Craft check, you can fashion items of clothe that function as steel items. Thus, cloth plate armour and frabic swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

If it is armour it has the statistics of the clothe it is shaped as, except it's armor bonus and weight is equal to that of the metallic armour it is shaped as. In addition it has an armor class penalty and spell failure chance equal to half the metallic armor's (Rounded down).

If it is a weapon it has the statistics of the metallic weapon it is shaped as.

Regardless of what type of object it is, it gains hardness and hit points as if it was steel (10 Hardness and 30 hitpoints/inch of thickness).

Further, if you make only half as much steelweave as the spell would normally allow, any weapon, shield, or suit of armour so created is treated as a magic item with a +1 enhancement bonus.

Material Component: cloth shaped into the form of the intended Steelweave object. It must be to 1:1 scale.

Stone's Grip
Transmutation
Level: Assassin 1, Earth 1, Ranger 1, Strength 1, Sorcerer/Wizard 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Climb checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: A smooth stone, which crumbles when the spell is cast.

Wild Temperance
Transmutation
Level: Druid 1, Ranger 1, Wild 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Control Shape checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: Strands of wolf fur, which are destroyed when the spell is cast.

Milo v3
2012-06-23, 09:25 PM
So are these spells balanced? Are they too high level? Too low level? Are they useless or abusable?

Welknair
2012-06-23, 09:41 PM
Fun fact: Low level spells (0 and 1) are my favorite spells. Since any spellcaster can use them, they easily change the flavor of a world, and are usable from the very start. For the most part, these look like amazing additions.

A few nitpicks:

I'd recommend looking in Heroes of Battle for what they say about Trenches and Move Earth. They already have some stats for it, there.

Call the Lord seems a bit.. Well, I find it odd that it summons the actual form of the Deity. I see players using it more to manipulate people rather than for the morale bonus. Perhaps instead make it very clear that the illusion created is NOT the actual god, but instead represents the God's favoring of the casting side? Or something like that?

Cobblestone could probably be abused as a low-level way to turn dirt/sand into stone. I could totally imagine a King employing an army of 1st-level casters, having them Cobblestone piles of sand, then have commoners haul the stone away to make a giant wall. Or better yet, dump the sand where the wall is to be, then Cobblestone it. Kind of like casting Obsidian in Minecraft.

How does Master's Luck work when using Profession to work for pay, over a week-long period?

Milo v3
2012-06-23, 09:53 PM
Fun fact: Low level spells (0 and 1) are my favorite spells. Since any spellcaster can use them, they easily change the flavor of a world, and are usable from the very start. For the most part, these look like amazing additions.
Thanks.


I'd recommend looking in Heroes of Battle for what they say about Trenches and Move Earth. They already have some stats for it, there.
I sadly lack a copy of Heros of Battle.


Call the Lord seems a bit.. Well, I find it odd that it summons the actual form of the Deity. I see players using it more to manipulate people rather than for the morale bonus. Perhaps instead make it very clear that the illusion created is NOT the actual god, but instead represents the God's favoring of the casting side? Or something like that?
It's meant to be used for manipulation also "This spell creates the visual illusion of your deity and patron." It isn't the actual deity manifesting, though clerics would tell you otherwise. I'll add in something to remove the confusion though.


Cobblestone could probably be abused as a low-level way to turn dirt/sand into stone. I could totally imagine a King employing an army of 1st-level casters, having them Cobblestone piles of sand, then have commoners haul the stone away to make a giant wall. Or better yet, dump the sand where the wall is to be, then Cobblestone it. Kind of like casting Obsidian in Minecraft.
It is meant to be used to quicken the development of cities so that fills its purpose well.


How does Master's Luck work when using Profession to work for pay, over a week-long period?
Copy and paste error. I've rewritten it, now it is more similar to True Strike.

Cipher Stars
2012-06-24, 10:13 AM
I think Beholder's eye's crystal disk would be better suited as a Focus.
Since it sounds more expensive and difficult to get a hold on just for a bonus to appraise. But a focus would be great, use it multiple times and maybe use it like a magnefying glass.
For kicks, a bonus to search as well would be cool. Go all Sherlock Holmes with your fancy new detective gear.

Tiny gems are still rather hard to come by, reasonably. If your DM plays into more of the role aspects.

The oak leaves are more like it *nods*.

DracoDei
2012-06-30, 09:49 AM
Riddle relevant to this thread:
The bite of which animal has killed the most humans throughout history?

The mosquito (I can't back this up with references, but it sounds about right). The black death killed a bunch of people at once, but malaria is more of a "slow and steady wins the race" killer.

Protection from Insects should also work (or there should be another spell that instead works) on animals. Flea and tick protection for your animal companion, or keep the skeeters off of ya. Might be good for bee-keepers too. Need to specify very carefully what sorts of swarms it works on. Don't want it stopping hardly anything that even hits CR 1, but I would think that if you limit it to naturally occurring (rather than magically summoned, or extra-planar) swarms of less than X HD it should work. I have no problem with a 0th level spell protecting a single character from killer bees encountered due to a failed Survival roll.

Precious Alarm, Mass has "levels" where it should be "level" for the targets.

Milo v3
2012-06-30, 10:03 AM
I think Beholder's eye's crystal disk would be better suited as a Focus.
Since it sounds more expensive and difficult to get a hold on just for a bonus to appraise. But a focus would be great, use it multiple times and maybe use it like a magnefying glass.
For kicks, a bonus to search as well would be cool. Go all Sherlock Holmes with your fancy new detective gear.

Interesting idea, also just so you know the disk doesn't need to be large it might only be the size of a ring. That would cut the cost.


Tiny gems are still rather hard to come by, reasonably. If your DM plays into more of the role aspects.
I was thinking of the saying "it takes money to make money" except because it doesn't have a listed price it technically doesn't cost anything.



Protection from Insects

I'll make some changes.

Prime32
2012-06-30, 12:45 PM
Steelweave could do with some clarification that the cloth becomes rigid.

madock345
2012-06-30, 06:37 PM
I would also like some clarification on Steelweave. like, how is spell failure chance affected? what is the armorclass bonus of a stealweaved cloak? I really like the idea of it, though. as a Tamora Pierce fan, magical cloth is always interesting, I tried to work some out once, but i never got anywhere with it.

Milo v3
2012-06-30, 07:49 PM
Steelweave could do with some clarification that the cloth becomes rigid.
Added in that it has armor class penalty and Arcane Casting failure and that it is nearly as rigid as steel.


I would also like some clarification on Steelweave. like, how is spell failure chance affected? what is the armorclass bonus of a stealweaved cloak? I really like the idea of it, though. as a Tamora Pierce fan, magical cloth is always interesting, I tried to work some out once, but i never got anywhere with it.
An average cloak would have 10 hardness and 15 hitpoints. Covering your body it would give you a +2 or +3 bonus possibly. You would have to ask your DM.

As i've written it, the AC is determined as if you were wearing a metallic version. So it would be the AC of a cloak completely made of steel. If that doesn't exist in the game then your DM would have to decide what it equals.

RedWarlock
2012-07-01, 12:28 PM
Very nice set. Fits perfectly alongside the Gleaner and her spells, which are also mundane in application.

How does it work, though, adding spells to pre-existing domains? I can see it sort of, but I'd appreciate some structure, especially for spontaneous domain functions and the like.

Milo v3
2012-07-01, 05:32 PM
Very nice set. Fits perfectly alongside the Gleaner and her spells, which are also mundane in application.

How does it work, though, adding spells to pre-existing domains? I can see it sort of, but I'd appreciate some structure, especially for spontaneous domain functions and the like.

I'm currently make an alternate version of Cleric which has more than one spell for each level of a domain as part of its main features. If your game only one per spell level, then I suggest you keep the domains untouched.