Conor77
2013-02-20, 01:11 AM
No, doctor! Gaols and Giants has died on the operating table twice now, but he's not finished yet! The idea is just too good: Remake 3.5 into what it could be. We just kept falling into a pattern of arguing over classes. To that end, this thread is strictly about Spells. I'm using the magic overview here to reconstruct the spells presented in the Player's Handbook. Someone else is going to have to take on skills and feats, because I'm jumping for what I think will be the most difficult right now. I will reserve 3 posts beneath this one for the undoubtedly large volume of finished spell descriptions, but beyond that this will be a discussion thread.
My design goals, hopefully corroborated among the others, are to:
Pump up Evocation (if people want to cataclysmically transmute timber to kindling, let 'em without it being necessarily bad Op.)
Reduce the number of spells that let spellcasters roll over everyone else, hopefully to zero
Cull the weird spells that appear to have maybe one obscure purpose and no one ever picks
Reduce infighting by restricting discussion (not entirely or unhealthily so) to just the spells, which most people recognize as the biggest cause of the disparity between casters and non in 3.5
A hopeful template:
<SPELL NAME> [DESCRIPTOR]
Requirements: (Originally called components, I think this works better)
Casting Time:
Range:
Area:
Duration:
Saving Throw:
<Description>
___________________
Sorcerer/Wizard List:
0-level
I don't think there is much here to particularly be broken, per se, simply rewritten into our casting rules.
Removed for later transcription
1st level
Alarm [Abjuration]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Close (10 ft + 5 ft/level)
Area: 20 ft radius emanation centered on a point in space
Duration: 2 hours/level
Saving Throw: None, but see below
Alarm wards an area with a field that will notify you if broken. If a Tiny or larger creature physically passes through the edge of the field, the Alarm spell goes off, either making a loud sound in the area where the spell was cast, or alerting only you with a mental ping. You choose the warning effect when you cast the spell. The field denoting where the Alarm is can be seen as a very, very faint glowing nimbus of energy, requiring a Perception check of the Save DC for this spell + 5 to notice. If someone does notice the field, they can attempt a Stealth check equal to the save DC of the spell + 10 to “sneak” through the field by brushing the lines of the spell apart. If this check fails by 5 or more, the Alarm is set off. Otherwise, the Sneak check may be attempted again.
Treat the audible form of the Alarm as a loud ruckus or battle for the purposes of who can hear it [Design note: this should be a -20 Listen DC, subtracted as normal for distance and other such things.]
Endure Elements [Abjuration]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 4 hours/caster level
Saving Throw: Will negates
Creatures protected by endure elements suffer no harm from natural hot or cold environments. They and all their equipment exist comfortably between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Endure Elements provides no protection against such extremes as fire or cold damage, nor against other environmental hazards such as smoke, high winds, or storms.
Hold Portal [Abjuration]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10 ft/level)
Area: One door, gate, window, or shutter (or other passage-sealing device)
Duration: 1 minute/level
Saving Throw: None
This spell magically holds a door or other portal. The magic can be used in two ways, both of which increase the break DC of the door by 5:
1. Holding the door shut. This way makes the door (or other portal) act as if it were stuck, making anyone wishing to use the portal force the door open.
2. Locking the door. If a door has a lock, you may turn and fortify the lock, causing a +5 to the Devices check to open it, as well as the normal +5 to the break DC of the door. Anyone who has the key may still enter as normal.
Protection from Alignment [Abjuration, Alignment]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 min/level
Saving Throw: Will negates
This spell wards a creature from attacks by oppositely aligned creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a 2 Spell Resistance (+2 if they already possess it). Both these bonuses apply against attacks made or effects created by oppositely aligned creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from alignment effect. If the protection from alignment effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures of the same alignment are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
For these purposes, choose one alignment extreme you or the subject possess and make that the spell's type. This spell description refers to opposing alignments as those that oppose this chosen alignment.
Shield [Abjuration, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: The target’s off-hand arm
Duration: 1 min/level
Saving Throw: N/A
Shield creates an invisible, tower shield-sized mobile disk of force that hovers as if strapped to the target’s off-hand arm. The disk provides a +4 shield bonus to AC. This bonus applies to attacks against the shield-bearer, and also against incorporeal attacks that would otherwise pass through a shield. Unlike a normal tower shield, it has no armor check penalty or arcane spell failure chance. Since the shield is invisible, you may use it to provide cover, but not concealment.
Grease [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close 10 ft + 5 ft/level
Area: One object, or one 10 ft square
Duration: 1 round/level
Saving Throw: Object only
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. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it must make a Reflex save or be knocked prone. A fallen creature can still crawl through the area at one-half 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.
Mage Armor [Conjuration, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 1 hour/level
Saving Throw: Will negates
An invisible field surrounds the subject, though not entirely, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor does not produce an armor check penalty, arcane spell failure chance, or speed reduction. It affects incorporeal creatures and attacks the way any other Force effect does.
Mount [Conjuration]
Requirements: M, V
Casting Time: 1 full-round action
Range: Close (10 ft + 5/level
Area: N/A
Duration: 2 hours/level
Saving Throw: None
You summon a Light horse, pony, or other equivalent quadruped of a size large enough to carry a creature over land. The steed has been trained to obey its rider, and comes with bit, bridle, and riding saddle.
Obscuring Mist [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 20 ft
Area: 20 ft radius around you
Duration: 1 min/level
Saving Throw: None
A misty vapor rises around you, remaining stationary as you move around. The mist obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have partial concealment from one another, and anyone further has total concealment.
Summon Monster I [Conjuration]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Close (10 ft + 5/level)
Area: Any within range
Duration: 1 round/level
Saving Throw: None
I am NOT getting into this bit. This can be decided after monsters and creatures come into play. Suffice it to say it should have the same power level.
Unseen Servant [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: Any within range
Duration: 1 hour/level
Saving Throw: None
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It understands your mental directives, but will take no initiative and will do nothing but what you instruct it to do. What you may instruct it to do is limited to tasks such as fetching things, opening doors, holding chairs, cleaning, and mending. It cannot create fast motion and never gets an attack roll. It counts as a Medium creature with an effective Strength score of 2. It has a move speed of 15 feet.
It dissipates upon taking 6 or more points of damage, or upon being sent outside the spell’s range measured from your current position.
Comprehend Languages [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 10 min/level
Saving Throw: Will negates
The target can understand the spoken and written languages of the world without learning them. Upon casting the spell, all text and speech you read or hear transmutes itself into your native language (whichever language you know best). This gives the literal meaning of the words but not any insight as to what the words mean (in-jokes or cultural sayings would be translated literally, possibly leading to confusion).
Any language no longer known, or only known by those whose minds are shielded (through Mind Blank or similar) is untranslatable in this manner.
Detection [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 60 ft
Area: Cone-shaped Emanation
Duration: Concentration, as long as 1 min/level
Saving Throw: None
You detect things that are hidden. Anything that you wish to find may be detected using this spell. Walking around concentrating slightly, you hear a mental ping when what you are searching for enters the area of the spell. This ping does not continue if you hold the cone over the object, and rapid movement of the cone (like shaking your head if the cone emanated from there) causes the spell to falter and emit no pings. Your description of what you want to find, for the purposes of this spell, may be as broad or narrow as you make it. However, it must not be a physical description, not "the man who assassinated the Duke", or "Whatever is producing that fire effect".
You must still make a Perception check to find a specific hidden object. If you are searching for one, then consider this spell to grant a +4 Arcane bonus to your Perception check.
Identify [Divination]
Requirements: M, V, 50gp
Casting Time: 1 hour
Range: Touch
Area: Object Touched
Duration: Instantaneous
Saving Throw: None (except Artifacts)
The spell determines the specific properties of a single magic item, including any activation phrases or command thoughts. It also determines how many charges are left, if applicable.
Most objects are simply read. Artifacts receive a saving throw against this spell. If successful, some or all of their magical features are hidden from the caster.
True Strike [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Personal
Area: You
Duration: Charged
Saving Throw: N/A
You are charged with the potential of each and every action. Your next attack roll, if made before the end of your turn next round, gains a +20 Arcane bonus. You are not affected by concealment miss chances for that attack. If you do not attack within the allotted time, the sheer potential overwhelms you and the spell’s power is lost.
Charm Person [Enchantment]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One Humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
You instantly and immediately become seen as better in the eyes of one person. That person has their attitude towards you adjusted one relationship step higher to a maximum of Friendly, as the “Trusting” step of the Mind Control condition track. If they suspect they are being charmed, they receive a +4 to the saving throw. If they feel they are in imminent danger from you or an ally, the spell will fail.
Hypnotism [Enchantment]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Close (10 ft + 5 ft/level)
Area: A number of living creatures as far as 30 ft away from one another
Duration: 2d4 Rounds
Saving Throw: Will negates
Your magic reaches into the minds of creatures around you, befuddling them. Any creature that fails its save against this spell is Fascinated. Roll 2d4 to determine how many Hit Dice of creatures are affected. Only creatures that can see and hear you are affected, though they do not need to understand you. If the creatures believe they are in imminent danger, they receive a +2 bonus on their saving throw. If you use the spell on only one creature, no matter the Hit Dice, it receives a -2 penalty to its saving throw.
Creatures affected by this spell do not remember being affected by it or what was happening while they were, though they may work it out by inference if they possess logical reasoning.
Sleep [Enchantment]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Medium (50 ft + 10/level)
Area: 10 ft radius burst
Duration: 1 min/level
Saving Throw: Will negates
You cause magical slumber to overtake 4 Hit Dice of creatures. Creatures with the fewest Hit Dice are affected first, or simultaneously if they possess the same amount of Hit Dice. Hit Dice insufficient to affect the creature are wasted.
Sleeping creatures are helpless. Slapping, wounding, and excessively loud noise can awake a sleeping creature, essentially causing a new Will save with a +2 Circumstance bonus.
Burning Hands [Evocation, Fire]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4/level points of fire damage. Maximum 5d4 damage.
As with any spell that causes fire damage, flaming materials within the area not allowed reflex saves ignite, beginning to burn. Burning objects or creatures can be put out as a full-round action.
Floating Disk [Evocation, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: 3 ft diameter circle
Duration: 1 hour/level
Saving Throw: None
You create a very slightly concave, circular plane of force. The disk is 3 feet in diameter and 1 inch deep. It can hold 100 lb/level. Its liquid capacity is 2 gallons. The disk floats 3 feet above the ground at all times and remains level, unless you command it to act differently. It floats horizontally within spell range, and will accompany you at your normal movement speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires or if you attempt to move beyond the spell’s range or make it hover more than 5 feet off the ground.
Magic Missile [Evocation, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: 5 creatures, no further than 15 ft apart each
Duration: Instantaneous
Saving Throw: None
A missile of magical energy darts forth from your fingertip and strikes the target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or concealment. Specific parts of a creature cannot be singled out.
Every two caster levels higher than first, you gain an additional missile, up to a maximum of five missiles at 9th level. If you shoot multiple missiles, they may all strike the same creature or separate creatures, as chosen by you. Designation of targets must happen before damage is rolled, as any other split spell effect.
Shocking Grasp [Evocation, Electricity]
Requirements: M, V
Casting Time: 1 Swift Action
Range: Personal
Area: Charged Touch
Duration: 1 round
Saving Throw: None
Your hand becomes charged with electrical energy. Anytime after this spell is cast, but before the end of your following turn, you may make a melee touch attack (this includes other times you could attack with a weapon, such as attacks of opportunity). This attack deals 1d6/level (max 5d6) electricity damage. Any target with a lot of metal on it (wearing steel armor, made out of iron), receives a -3 penalty to AC against this attack.
Color Spray [Illusion, Pattern]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 15 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is affected by the Dazzled and Stymied conditions (as the Blinding and Stunning tracks) for 2d4 rounds.
3 or 4 HD: The creature is affected by the Dazzled and Stymied conditions for 1d4 rounds.
5 or more HD: The creature is affected by the Stymied condition for 1 round
Sightless creatures are not affected by color spray.
Disguise Self [Illusion, Glamer]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 10 min/level
Saving Throw: Will disbelief
You make yourself, including anything you are wearing, look different. You can seem up to 1 foot shorter, taller, fatter or thinner. You cannot change your body type. Otherwise, the extent and type of change is up to you. You could use this spell to simply obscure a minor feature, or to look like an entirely different person.
This spell does not provide the abilities of the chosen form, change anything tactile or audible about you, or provide you with the mannerisms of the target (a nervous twitch, etc.)
If this spell is used to replicate someone’s appearance, you receive a +10 Arcane bonus on the Deception check to appear as them, though anyone who succeeds on their will save to see through the illusion will see through the disguise as well.
Alter Aura [Illusion, Glamer]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: One target touched, weighing up to 5 lb/level
Duration: One day/level
Saving Throw: None; Will
You alter an item’s unique magical signature so that it registers to Divinations and similar abilities as a different magical item, or even as a nonmagical item. If the object is perused with an Identify spell or similar, the identifying caster receives a Will save. If he fails, he detects the changed properties of the item.
Extremely powerful artifacts cannot be affected by this spell.
Silent Image [Illusion, Figment]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Long (100 ft + 20 ft/level)
Area: 40 cu ft + 10 cu ft/level
Duration: Concentration + 1 round
Saving Throw: Will disbelief
You create a visual illusion of anything you want. The illusion creates no sound, smell, texture, or temperature. You can control the image within the area of effect.
Ventriloquism [Illusion, Figment]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: Any within range
Duration: 1 min/level
Saving Throw: Will disbelief
You make your voice (or any other vocal sound) seem to come from somewhere outside your body. Anyone who succeeds on a Will save after hearing these effects recognizes their illusory nature, yet still hears them.
Cause Fear [Fear, Mind-affecting]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One living creature with less than 5 HD
Duration: 1d4 rounds
Saving Throw: Will partial
The creature is Shaken, as the first degree of the Fear condition track.
Chill Touch [Necromancy]
Requirements: M, V
Casting Time: 1 Swift Action
Range: Personal
Area: Charged Touch
Duration: 1 round per level
Saving Throw: Fortitude partial, Will negates; see text
On casting this spell, your hands become icy like dead flesh, and they gain the power to sap the strength of all they touch. As an attack action, any time you would normally be able to make an attack, you may make a melee touch attack with your hands and deal 1d6 points of damage to a single target, as well as forcing them to make a Will save. If that target fails their save, they take 1 point of Strength damage in addition to the hitpoint damage. This spell may be used as many times as you want, including as an Attack of Opportunity or as part of a Full Attack, up to your caster level times. If the duration runs out while you still have charges unexpended, the charges are lost.
Targeting an undead creature with this spell causes it to make a Will save or flee from the caster as though Turned for 1d4 rounds.
Ray of Enfeeblement [Necromancy]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: 1 Creature struck by ray
Duration: 1 min/level
Saving Throw: None
You fire a ray of unhealthy-looking yellow light. Anything hit by your ranged touch attack with the ray becomes Fatigued.
Animate Rope [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level
Area: One ropelike object up to 50 ft + 5/level within range
Duration: 1 round/level
Saving Throw: None
You animate a single nonliving ropelike object. 1-inch thickness is the base. Reduce the maximum length be 50% for every additional inch of thickness, and increase 50% for a half-inch thick object.
You may command the rope to perform actions each round as a move action. Possible commands include (but are not limited to) “coil”, coil and knot”, “loop”, “loop and knot”, “tie and knot”, any reverse of such, and so on.
The animated rope may be thrown at a target and commanded to entangle it with a ranged Touch attack and a move action to command as usual. If the target does not succeed on a Reflex save becomes Hindered. It takes a DC 15 Acrobatics check to escape the entangling rope as a move action. Otherwise it is a full-round action that provokes attacks of opportunity.
Anyone using an animated rope to make a Sleight of Hand (Devices?) check gains a +2 bonus to their check as long as the spell remains.
When the spell’s duration runs out, the rope remains in whatever state it was at the beginning.
Enlarge Person [Transmutation]
Requirements: M, V
Casting Time: 1 Full-Round Action
Range: Close (10 ft + 5/level)
Area: One humanoid creature
Duration: 1 min/level
Saving Throw: Fortitude negates
This spell grows the selected humanoid creature, causing it to become one size category larger. This also gives a +2 Size bonus to Strength, a -2 Size penalty to Dexterity, and the bonuses and penalties associated with becoming a size larger (including penalties to AC and attack bonus, and bonuses to weapon size and damage dice)
This spell cannot crush someone; they will grow until they cannot anymore, growing the full amount when they achieve circumstances that allow it. While growing, the target may make a Strength check (boosted by the spell’s +2) to burst structures that enclose it.
Multiple magical effects that increase size do not stack.
Erase [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One or two pages of parchment, one scroll
Duration: Instantaneous
Saving Throw: None
You scrub surfaces of written markings. Any spell that relies on writing or glyphs to deliver its effect (Explosive Runes, Glyphs of Warding, Sepia Snake Sigils, etc) may be erased by this spell without taking any kind of harm. The Symbol of X spells are immune to this effect, as the symbol itself carries the power, rather than a regular character imbued with magic.
Non-magical mundane writing can be instantly and easily erased. Magical writing, or otherwise resilient script, requires a DC 15 caster level check, on which a 1 or 2 roll is always a failure.
Expedition [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates
This spell increases base land speed by 30 feet, treated as an Arcane bonus. There is no effect on other modes of movement. This spell can increase your ability to use the Acrobatics skill to make a jump.
Feather Fall [Transmutation]
Requirements: V
Casting Time: 1 Immediate Action
Range: Close (10 ft + 5/level)
Area: 1 Medium or smaller creature per level, no further than 20 ft apart
Duration: Until landing, or 1 round/level
Saving Throw: Will negates
Your spell buffers the objects or creatures so that they move more slowly. Feather fall changes the rate at which a target travels to about 60 feet per round if it is falling faster, causing the subject to take no damage, if they are falling. If the spell duration expires while the subject is still in the air, they fall or fly normally.
This spell affects 1 Medium creature and equipment per level, but can be expanded to larger creatures by combining sizes (2 Medium creatures count as 1 Large, and so on).
This spell is able to be cast as an immediate action, even when it is not the spellcaster’s turn. The spell is not precise enough to affect projectiles in flight.
It may affect creatures attempting to move faster than 60 feet per round, however, slowing them down. Any creature that has a higher than 60 move speed naturally (from the Monk’s Fast Movement ability, or a Dragon’s flight speed) gains a +4 bonus to the save to resist this spell if it is used in this manner.
Jump [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 min/level
Saving Throw: Will negates
The subject gains a +10 Arcane bonus on Acrobatics checks made to jump distances. The bonus increases to +20 at caster level 5, and to +30 at caster level 9th. It never gives a bonus higher than +30.
Magic Weapon [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: 1 Object touched
Duration: 1 min/level
Saving Throw: Will negates
You give the object you touch a +1 Arcane bonus to attack and damage rolls. This does not stack with any other preexisting Arcane bonuses on the object.
You may not cast this spell on a natural weapon, unless that also counts as a magical weapon. Note that while you may cast this on an object that is not a weapon, this is usually not a wise idea.
Reduce Person [Transmutation]
Requirements: M, V
Casting Time: 1 Full-Round Action
Range: Close (10 ft + 5/level)
Area: One humanoid creature
Duration: 1 min/level
Saving Throw: Fortitude negates
This spell causes a humanoid creature to shrink, changing its size category to the next smallest. The target gains a +2 size bonus to Dexterity, and a -2 size penalty to Strength. This is in addition to the usual Size bonuses and penalties, which include AC and attack bonuses as well as changing weapon size.
Magical effects that reduce size do not stack.
My design goals, hopefully corroborated among the others, are to:
Pump up Evocation (if people want to cataclysmically transmute timber to kindling, let 'em without it being necessarily bad Op.)
Reduce the number of spells that let spellcasters roll over everyone else, hopefully to zero
Cull the weird spells that appear to have maybe one obscure purpose and no one ever picks
Reduce infighting by restricting discussion (not entirely or unhealthily so) to just the spells, which most people recognize as the biggest cause of the disparity between casters and non in 3.5
A hopeful template:
<SPELL NAME> [DESCRIPTOR]
Requirements: (Originally called components, I think this works better)
Casting Time:
Range:
Area:
Duration:
Saving Throw:
<Description>
___________________
Sorcerer/Wizard List:
0-level
I don't think there is much here to particularly be broken, per se, simply rewritten into our casting rules.
Removed for later transcription
1st level
Alarm [Abjuration]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Close (10 ft + 5 ft/level)
Area: 20 ft radius emanation centered on a point in space
Duration: 2 hours/level
Saving Throw: None, but see below
Alarm wards an area with a field that will notify you if broken. If a Tiny or larger creature physically passes through the edge of the field, the Alarm spell goes off, either making a loud sound in the area where the spell was cast, or alerting only you with a mental ping. You choose the warning effect when you cast the spell. The field denoting where the Alarm is can be seen as a very, very faint glowing nimbus of energy, requiring a Perception check of the Save DC for this spell + 5 to notice. If someone does notice the field, they can attempt a Stealth check equal to the save DC of the spell + 10 to “sneak” through the field by brushing the lines of the spell apart. If this check fails by 5 or more, the Alarm is set off. Otherwise, the Sneak check may be attempted again.
Treat the audible form of the Alarm as a loud ruckus or battle for the purposes of who can hear it [Design note: this should be a -20 Listen DC, subtracted as normal for distance and other such things.]
Endure Elements [Abjuration]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 4 hours/caster level
Saving Throw: Will negates
Creatures protected by endure elements suffer no harm from natural hot or cold environments. They and all their equipment exist comfortably between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Endure Elements provides no protection against such extremes as fire or cold damage, nor against other environmental hazards such as smoke, high winds, or storms.
Hold Portal [Abjuration]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10 ft/level)
Area: One door, gate, window, or shutter (or other passage-sealing device)
Duration: 1 minute/level
Saving Throw: None
This spell magically holds a door or other portal. The magic can be used in two ways, both of which increase the break DC of the door by 5:
1. Holding the door shut. This way makes the door (or other portal) act as if it were stuck, making anyone wishing to use the portal force the door open.
2. Locking the door. If a door has a lock, you may turn and fortify the lock, causing a +5 to the Devices check to open it, as well as the normal +5 to the break DC of the door. Anyone who has the key may still enter as normal.
Protection from Alignment [Abjuration, Alignment]
Requirements: V, M
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 min/level
Saving Throw: Will negates
This spell wards a creature from attacks by oppositely aligned creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a 2 Spell Resistance (+2 if they already possess it). Both these bonuses apply against attacks made or effects created by oppositely aligned creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from alignment effect. If the protection from alignment effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures of the same alignment are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
For these purposes, choose one alignment extreme you or the subject possess and make that the spell's type. This spell description refers to opposing alignments as those that oppose this chosen alignment.
Shield [Abjuration, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: The target’s off-hand arm
Duration: 1 min/level
Saving Throw: N/A
Shield creates an invisible, tower shield-sized mobile disk of force that hovers as if strapped to the target’s off-hand arm. The disk provides a +4 shield bonus to AC. This bonus applies to attacks against the shield-bearer, and also against incorporeal attacks that would otherwise pass through a shield. Unlike a normal tower shield, it has no armor check penalty or arcane spell failure chance. Since the shield is invisible, you may use it to provide cover, but not concealment.
Grease [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close 10 ft + 5 ft/level
Area: One object, or one 10 ft square
Duration: 1 round/level
Saving Throw: Object only
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. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it must make a Reflex save or be knocked prone. A fallen creature can still crawl through the area at one-half 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.
Mage Armor [Conjuration, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 1 hour/level
Saving Throw: Will negates
An invisible field surrounds the subject, though not entirely, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor does not produce an armor check penalty, arcane spell failure chance, or speed reduction. It affects incorporeal creatures and attacks the way any other Force effect does.
Mount [Conjuration]
Requirements: M, V
Casting Time: 1 full-round action
Range: Close (10 ft + 5/level
Area: N/A
Duration: 2 hours/level
Saving Throw: None
You summon a Light horse, pony, or other equivalent quadruped of a size large enough to carry a creature over land. The steed has been trained to obey its rider, and comes with bit, bridle, and riding saddle.
Obscuring Mist [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 20 ft
Area: 20 ft radius around you
Duration: 1 min/level
Saving Throw: None
A misty vapor rises around you, remaining stationary as you move around. The mist obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have partial concealment from one another, and anyone further has total concealment.
Summon Monster I [Conjuration]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Close (10 ft + 5/level)
Area: Any within range
Duration: 1 round/level
Saving Throw: None
I am NOT getting into this bit. This can be decided after monsters and creatures come into play. Suffice it to say it should have the same power level.
Unseen Servant [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: Any within range
Duration: 1 hour/level
Saving Throw: None
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It understands your mental directives, but will take no initiative and will do nothing but what you instruct it to do. What you may instruct it to do is limited to tasks such as fetching things, opening doors, holding chairs, cleaning, and mending. It cannot create fast motion and never gets an attack roll. It counts as a Medium creature with an effective Strength score of 2. It has a move speed of 15 feet.
It dissipates upon taking 6 or more points of damage, or upon being sent outside the spell’s range measured from your current position.
Comprehend Languages [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 10 min/level
Saving Throw: Will negates
The target can understand the spoken and written languages of the world without learning them. Upon casting the spell, all text and speech you read or hear transmutes itself into your native language (whichever language you know best). This gives the literal meaning of the words but not any insight as to what the words mean (in-jokes or cultural sayings would be translated literally, possibly leading to confusion).
Any language no longer known, or only known by those whose minds are shielded (through Mind Blank or similar) is untranslatable in this manner.
Detection [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 60 ft
Area: Cone-shaped Emanation
Duration: Concentration, as long as 1 min/level
Saving Throw: None
You detect things that are hidden. Anything that you wish to find may be detected using this spell. Walking around concentrating slightly, you hear a mental ping when what you are searching for enters the area of the spell. This ping does not continue if you hold the cone over the object, and rapid movement of the cone (like shaking your head if the cone emanated from there) causes the spell to falter and emit no pings. Your description of what you want to find, for the purposes of this spell, may be as broad or narrow as you make it. However, it must not be a physical description, not "the man who assassinated the Duke", or "Whatever is producing that fire effect".
You must still make a Perception check to find a specific hidden object. If you are searching for one, then consider this spell to grant a +4 Arcane bonus to your Perception check.
Identify [Divination]
Requirements: M, V, 50gp
Casting Time: 1 hour
Range: Touch
Area: Object Touched
Duration: Instantaneous
Saving Throw: None (except Artifacts)
The spell determines the specific properties of a single magic item, including any activation phrases or command thoughts. It also determines how many charges are left, if applicable.
Most objects are simply read. Artifacts receive a saving throw against this spell. If successful, some or all of their magical features are hidden from the caster.
True Strike [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Personal
Area: You
Duration: Charged
Saving Throw: N/A
You are charged with the potential of each and every action. Your next attack roll, if made before the end of your turn next round, gains a +20 Arcane bonus. You are not affected by concealment miss chances for that attack. If you do not attack within the allotted time, the sheer potential overwhelms you and the spell’s power is lost.
Charm Person [Enchantment]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One Humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
You instantly and immediately become seen as better in the eyes of one person. That person has their attitude towards you adjusted one relationship step higher to a maximum of Friendly, as the “Trusting” step of the Mind Control condition track. If they suspect they are being charmed, they receive a +4 to the saving throw. If they feel they are in imminent danger from you or an ally, the spell will fail.
Hypnotism [Enchantment]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Close (10 ft + 5 ft/level)
Area: A number of living creatures as far as 30 ft away from one another
Duration: 2d4 Rounds
Saving Throw: Will negates
Your magic reaches into the minds of creatures around you, befuddling them. Any creature that fails its save against this spell is Fascinated. Roll 2d4 to determine how many Hit Dice of creatures are affected. Only creatures that can see and hear you are affected, though they do not need to understand you. If the creatures believe they are in imminent danger, they receive a +2 bonus on their saving throw. If you use the spell on only one creature, no matter the Hit Dice, it receives a -2 penalty to its saving throw.
Creatures affected by this spell do not remember being affected by it or what was happening while they were, though they may work it out by inference if they possess logical reasoning.
Sleep [Enchantment]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Medium (50 ft + 10/level)
Area: 10 ft radius burst
Duration: 1 min/level
Saving Throw: Will negates
You cause magical slumber to overtake 4 Hit Dice of creatures. Creatures with the fewest Hit Dice are affected first, or simultaneously if they possess the same amount of Hit Dice. Hit Dice insufficient to affect the creature are wasted.
Sleeping creatures are helpless. Slapping, wounding, and excessively loud noise can awake a sleeping creature, essentially causing a new Will save with a +2 Circumstance bonus.
Burning Hands [Evocation, Fire]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4/level points of fire damage. Maximum 5d4 damage.
As with any spell that causes fire damage, flaming materials within the area not allowed reflex saves ignite, beginning to burn. Burning objects or creatures can be put out as a full-round action.
Floating Disk [Evocation, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: 3 ft diameter circle
Duration: 1 hour/level
Saving Throw: None
You create a very slightly concave, circular plane of force. The disk is 3 feet in diameter and 1 inch deep. It can hold 100 lb/level. Its liquid capacity is 2 gallons. The disk floats 3 feet above the ground at all times and remains level, unless you command it to act differently. It floats horizontally within spell range, and will accompany you at your normal movement speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires or if you attempt to move beyond the spell’s range or make it hover more than 5 feet off the ground.
Magic Missile [Evocation, Force]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: 5 creatures, no further than 15 ft apart each
Duration: Instantaneous
Saving Throw: None
A missile of magical energy darts forth from your fingertip and strikes the target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or concealment. Specific parts of a creature cannot be singled out.
Every two caster levels higher than first, you gain an additional missile, up to a maximum of five missiles at 9th level. If you shoot multiple missiles, they may all strike the same creature or separate creatures, as chosen by you. Designation of targets must happen before damage is rolled, as any other split spell effect.
Shocking Grasp [Evocation, Electricity]
Requirements: M, V
Casting Time: 1 Swift Action
Range: Personal
Area: Charged Touch
Duration: 1 round
Saving Throw: None
Your hand becomes charged with electrical energy. Anytime after this spell is cast, but before the end of your following turn, you may make a melee touch attack (this includes other times you could attack with a weapon, such as attacks of opportunity). This attack deals 1d6/level (max 5d6) electricity damage. Any target with a lot of metal on it (wearing steel armor, made out of iron), receives a -3 penalty to AC against this attack.
Color Spray [Illusion, Pattern]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 15 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is affected by the Dazzled and Stymied conditions (as the Blinding and Stunning tracks) for 2d4 rounds.
3 or 4 HD: The creature is affected by the Dazzled and Stymied conditions for 1d4 rounds.
5 or more HD: The creature is affected by the Stymied condition for 1 round
Sightless creatures are not affected by color spray.
Disguise Self [Illusion, Glamer]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 10 min/level
Saving Throw: Will disbelief
You make yourself, including anything you are wearing, look different. You can seem up to 1 foot shorter, taller, fatter or thinner. You cannot change your body type. Otherwise, the extent and type of change is up to you. You could use this spell to simply obscure a minor feature, or to look like an entirely different person.
This spell does not provide the abilities of the chosen form, change anything tactile or audible about you, or provide you with the mannerisms of the target (a nervous twitch, etc.)
If this spell is used to replicate someone’s appearance, you receive a +10 Arcane bonus on the Deception check to appear as them, though anyone who succeeds on their will save to see through the illusion will see through the disguise as well.
Alter Aura [Illusion, Glamer]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: One target touched, weighing up to 5 lb/level
Duration: One day/level
Saving Throw: None; Will
You alter an item’s unique magical signature so that it registers to Divinations and similar abilities as a different magical item, or even as a nonmagical item. If the object is perused with an Identify spell or similar, the identifying caster receives a Will save. If he fails, he detects the changed properties of the item.
Extremely powerful artifacts cannot be affected by this spell.
Silent Image [Illusion, Figment]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Long (100 ft + 20 ft/level)
Area: 40 cu ft + 10 cu ft/level
Duration: Concentration + 1 round
Saving Throw: Will disbelief
You create a visual illusion of anything you want. The illusion creates no sound, smell, texture, or temperature. You can control the image within the area of effect.
Ventriloquism [Illusion, Figment]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: Any within range
Duration: 1 min/level
Saving Throw: Will disbelief
You make your voice (or any other vocal sound) seem to come from somewhere outside your body. Anyone who succeeds on a Will save after hearing these effects recognizes their illusory nature, yet still hears them.
Cause Fear [Fear, Mind-affecting]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One living creature with less than 5 HD
Duration: 1d4 rounds
Saving Throw: Will partial
The creature is Shaken, as the first degree of the Fear condition track.
Chill Touch [Necromancy]
Requirements: M, V
Casting Time: 1 Swift Action
Range: Personal
Area: Charged Touch
Duration: 1 round per level
Saving Throw: Fortitude partial, Will negates; see text
On casting this spell, your hands become icy like dead flesh, and they gain the power to sap the strength of all they touch. As an attack action, any time you would normally be able to make an attack, you may make a melee touch attack with your hands and deal 1d6 points of damage to a single target, as well as forcing them to make a Will save. If that target fails their save, they take 1 point of Strength damage in addition to the hitpoint damage. This spell may be used as many times as you want, including as an Attack of Opportunity or as part of a Full Attack, up to your caster level times. If the duration runs out while you still have charges unexpended, the charges are lost.
Targeting an undead creature with this spell causes it to make a Will save or flee from the caster as though Turned for 1d4 rounds.
Ray of Enfeeblement [Necromancy]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: 1 Creature struck by ray
Duration: 1 min/level
Saving Throw: None
You fire a ray of unhealthy-looking yellow light. Anything hit by your ranged touch attack with the ray becomes Fatigued.
Animate Rope [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level
Area: One ropelike object up to 50 ft + 5/level within range
Duration: 1 round/level
Saving Throw: None
You animate a single nonliving ropelike object. 1-inch thickness is the base. Reduce the maximum length be 50% for every additional inch of thickness, and increase 50% for a half-inch thick object.
You may command the rope to perform actions each round as a move action. Possible commands include (but are not limited to) “coil”, coil and knot”, “loop”, “loop and knot”, “tie and knot”, any reverse of such, and so on.
The animated rope may be thrown at a target and commanded to entangle it with a ranged Touch attack and a move action to command as usual. If the target does not succeed on a Reflex save becomes Hindered. It takes a DC 15 Acrobatics check to escape the entangling rope as a move action. Otherwise it is a full-round action that provokes attacks of opportunity.
Anyone using an animated rope to make a Sleight of Hand (Devices?) check gains a +2 bonus to their check as long as the spell remains.
When the spell’s duration runs out, the rope remains in whatever state it was at the beginning.
Enlarge Person [Transmutation]
Requirements: M, V
Casting Time: 1 Full-Round Action
Range: Close (10 ft + 5/level)
Area: One humanoid creature
Duration: 1 min/level
Saving Throw: Fortitude negates
This spell grows the selected humanoid creature, causing it to become one size category larger. This also gives a +2 Size bonus to Strength, a -2 Size penalty to Dexterity, and the bonuses and penalties associated with becoming a size larger (including penalties to AC and attack bonus, and bonuses to weapon size and damage dice)
This spell cannot crush someone; they will grow until they cannot anymore, growing the full amount when they achieve circumstances that allow it. While growing, the target may make a Strength check (boosted by the spell’s +2) to burst structures that enclose it.
Multiple magical effects that increase size do not stack.
Erase [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One or two pages of parchment, one scroll
Duration: Instantaneous
Saving Throw: None
You scrub surfaces of written markings. Any spell that relies on writing or glyphs to deliver its effect (Explosive Runes, Glyphs of Warding, Sepia Snake Sigils, etc) may be erased by this spell without taking any kind of harm. The Symbol of X spells are immune to this effect, as the symbol itself carries the power, rather than a regular character imbued with magic.
Non-magical mundane writing can be instantly and easily erased. Magical writing, or otherwise resilient script, requires a DC 15 caster level check, on which a 1 or 2 roll is always a failure.
Expedition [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates
This spell increases base land speed by 30 feet, treated as an Arcane bonus. There is no effect on other modes of movement. This spell can increase your ability to use the Acrobatics skill to make a jump.
Feather Fall [Transmutation]
Requirements: V
Casting Time: 1 Immediate Action
Range: Close (10 ft + 5/level)
Area: 1 Medium or smaller creature per level, no further than 20 ft apart
Duration: Until landing, or 1 round/level
Saving Throw: Will negates
Your spell buffers the objects or creatures so that they move more slowly. Feather fall changes the rate at which a target travels to about 60 feet per round if it is falling faster, causing the subject to take no damage, if they are falling. If the spell duration expires while the subject is still in the air, they fall or fly normally.
This spell affects 1 Medium creature and equipment per level, but can be expanded to larger creatures by combining sizes (2 Medium creatures count as 1 Large, and so on).
This spell is able to be cast as an immediate action, even when it is not the spellcaster’s turn. The spell is not precise enough to affect projectiles in flight.
It may affect creatures attempting to move faster than 60 feet per round, however, slowing them down. Any creature that has a higher than 60 move speed naturally (from the Monk’s Fast Movement ability, or a Dragon’s flight speed) gains a +4 bonus to the save to resist this spell if it is used in this manner.
Jump [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 min/level
Saving Throw: Will negates
The subject gains a +10 Arcane bonus on Acrobatics checks made to jump distances. The bonus increases to +20 at caster level 5, and to +30 at caster level 9th. It never gives a bonus higher than +30.
Magic Weapon [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: 1 Object touched
Duration: 1 min/level
Saving Throw: Will negates
You give the object you touch a +1 Arcane bonus to attack and damage rolls. This does not stack with any other preexisting Arcane bonuses on the object.
You may not cast this spell on a natural weapon, unless that also counts as a magical weapon. Note that while you may cast this on an object that is not a weapon, this is usually not a wise idea.
Reduce Person [Transmutation]
Requirements: M, V
Casting Time: 1 Full-Round Action
Range: Close (10 ft + 5/level)
Area: One humanoid creature
Duration: 1 min/level
Saving Throw: Fortitude negates
This spell causes a humanoid creature to shrink, changing its size category to the next smallest. The target gains a +2 size bonus to Dexterity, and a -2 size penalty to Strength. This is in addition to the usual Size bonuses and penalties, which include AC and attack bonuses as well as changing weapon size.
Magical effects that reduce size do not stack.