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View Full Version : [G&G] Spell Rewrites [PEACHy-keen!]



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.

Conor77
2013-02-20, 01:12 AM
2nd level
Arcane Lock [Abjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: One door, chest, portal, etc touched up to 30 ft sq/level
Duration: Permanent
Saving Throw: None

The arcane lock spell magically binds a door, chest, or other opening and closing apparatus. Act as if the door were locked. Unlike a normal lock, this effect may only be bypassed by a successful Occult check equal to the save DC of a spell of this level + 5. The door can be broken as usual, but this spell adds 10 to the normal DC.

A Knock spell cast on a door bearing an Arcane Lock triggers an opposed Caster Level check, rather than a strength check, to open the door.

Obscure Object [Abjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: One object touched, up to 100 lb/level
Duration: 2 hours/level
Saving Throw: Will negates

This spell hides an object from being detected by any Divination spells of a lower level than Obscure Object, or that include Scrying (such as the Scrying spell or a crystal ball). Any effects such as these either fail entirely (if the effect was centered on the Obscured object) or fail to include the object in their field of vision (if the scrying covers an area).

Protection from Arrows [Abjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 1 hour/level, until discharged
Saving Throw: Will negates

The warded creature gains resistance to ranged attacks. The subject gains damage reduction 10/magic against ranged weapons. This does not stack with other forms of damage reduction that are bypassed by magic. Once the spell has prevented a total of 10 points of damage per caster level (max 100), it dissipates.

Resist Energy [Abjuration]
Requirements: M, V
Casting Time: 1 Standard action
Range: Touch
Area: Creature touched
Duration: 10 min/level
Saving Throw: Fortitude negates

You ward the creature and any equipment they are carrying against a single energy type. You may pick from acid, cold, fire, electricity, or sonic. The subject gains energy resistance 10 against the energy type chosen, which works exactly like damage reduction, but only applies to the chosen energy type. At 7th level, the energy resistance granted by this spell increases to 20 points, and 30 at level 11, which is the maximum.

This spell only absorbs damage; Resist Fire cannot block heat exhaustion in the desert, for example, only burning your hand in a campfire or being attacked by a Red Dragon’s breath.

Acid Arrow [Conjuration (change to Evocation?)]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Long (100 ft + 25/level)
Area: One target within range
Duration: 1 round + 1 round/3 levels
Saving Throw: None

A magical arrow of acid comes into existence in your hand. As part of casting the spell, it is flung towards one target within the listed range. If you succeed on a ranged touch attack, the arrow strikes for 2d4 acid damage. For every 3 caster levels the acid deals another 2d4 damage, unless it is somehow neutralized.

Fog Cloud [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: 20 ft radius sphere
Duration: 10 min/level
Saving Throw: None

A bank of fog billows from the point you designate, obscuring all sight beyond 5 feet. Any creatures within 5 feet from each other have partial concealment from each other. Any creatures further apart have total concealment. A moderate wind (11+ mph) disperses the fog after 4 rounds of blowing; a strong wind (21+ mph) disperses it after only 1 round.

Underwater, this spell creates a bubbling that produces much the same effect, though limiting the duration to 1 round/level as the bubbles dissipate more rapidly than fog droplets.

Glitterdust [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: 10-ft radius spread
Duration: 1 round/level
Saving Throw: Will negates

A cloud of golden particles cover everyone and everything in the area, causing creatures to become Dazzled and outlining invisible creatures for the duration of the spell. Everyone within the area is covered by the dust, which sticks to the targets and continues to sparkle until the duration of the spell expires. Any creatures covered by the dust takes a -20 penalty to Stealth checks to hide from vision.

Summon Swarm [Conjuration]
Requirements: M, V
Casting Time: 1 Full-Round action
Range: Close (10 ft + 5/level)
Area: One 5 foot-square within range
Duration: Concentration + 2 rounds
Saving Throw: None

You summon a swarm of rats, bats, or spiders according to your preference, which attack all other creatures within its area. You may summon the swarm “on top of” another creature, so that the swarm fills its space. If no living creature is within its area, the swarm attempts to pursue and attack the nearest living creature. The caster has no control over the swarm, meaning that poor forethought may cause the swarm to attack the caster or their allies.

Web [Conjuration]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft +10/level)
Area: 20-ft radius spread
Duration: 10 min/level
Saving Throw: Reflex partial; see text

Web creates many strands of sticky silk, that resemble those created by spiders, though much more thickly woven and distributed. If the strands have no two diametrically opposed anchoring points, they fall down. Creatures that move into the same square as a suspended web become entangled.

Anyone caught within the area of effect when the spell is cast must make a Reflex save. Success means the creature is merely entangled, while failure means the creature is entangled and cannot move from its space. A creature trapped in this method may break free and become able to move by spending a round making a Strength check to burst the fibers around them, or making a DC 25 Acrobatics check to slide through them.

At least 5 feet of web between creatures gives them partial cover from each other. 20 or more feet gives total cover, including blocking line of sight. The strands of web are flammable, and can also be cut. Flames take one round to burn a single square, spreading to adjacent squares in that round as well. It takes 6 points of slashing damage to destroy a single stretch of web.

Detect Thoughts [Divination, Mind-affecting]
Requirements: M, V
Casting Time: 1 Standard Action
Range: 60 ft
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min. per level
Saving Throw: Will negates

You detect someone’s surface thoughts. Once cast, the spell emanates a detection cone, inside of which you can see the thought-patterns of creatures for as long as you concentrate.

While moving and lightly concentrating, You sense intelligence within the field; as in, you would know whether or not there was a thinking creature within the cone.

After waiting and concentrating on one specific area for one round, you begin to see the creature or creatures’ brain patterns separate out into a series of auras, one per thinking brain. These fields are hazy, indistinct, and have no real shape or size.

After concentrating for another round, the auras coalesce into solid spheres of color surrounding the brains of the creatures in the area. Any thinking brain emits a field with a radius of 2^x feet, where x is the Intelligence score of the creature. Thus, an animal (-5) would have a field barely, perhaps not even, visible, with a radius of 1/32 of a foot. A great Wizard, on the other hand, might have an Intelligence score of +8, his aura expanding to fill the entire cone of effect. If the entire cone is filled with the aura and the Intelligence score in question is at least 4 higher than yours, you are Dazed for one round and the spell ends. It is usually possible to see whether or not an aura will fill the cone during the first stage of concentration.

On the third round, each aura begins to project its owner’s thoughts. Most sentient creatures do not think in complete sentences in a regular language, but in flutterings of images, sounds, sensations, and words. As such, in order to determine what a creature is thinking about beyond broad emotions, you must make a successful Perception check with a DC of 20. If you wish to call up a specific thought, you may interact with the creature in question using the Investigation skill to call up those specific memories as Investigation would normally be used, with the exception that the creature is treated as if it were willing to comply with the check and cannot lie to you.

Any and all of these effects may be blocked by a successful Will save. If a creature succeeds on their Will save once, their brain may not be read for the remainder of this spell. The save may be reset by casting this spell again. Even if the creature fails their save, they receive another one if they somehow stop being included in the area of the spell and then re-enter.

Locate Object [Divination]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Long (100 ft + 25/level)
Area: Circle, centered on caster, with radius equal to range
Duration: 1 min/level
Saving Throw: None

You sense the direction of an object. If you select a type of object or a general category (“I need to find a sword”) then the spell directs you towards the nearest one within range and presents a clear mental image of it and its location.

You may also search for a specific object, if you have a clear mental image (not including information gleaned from other divinations such as the Scrying spell) of the object. In this case, if this object is within the range of the spell, it is immediately detected and locked onto.

This spell, like most divinations, can be blocked by a thin sheet of lead.

Vision [Divination] (Formerly “See Invisibility”)
Requirements: M, V
Casting Time: 1 Standard ACtion
Range: Touch
Area: Creature Touched
Duration: 10 min/level
Saving Throw: None

The target sees in full clarity (even if it previously could not, due to being blinded or similarly inconvenienced). This spell gives the target a +10 to Perception checks involving sight, as well as revealing invisible and ethereal creatures to them. The target may easily discern the difference between regularly visible, magically invisible, and ethereal creatures.

Stymie Monster [Enchantment, Mind-affecting]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: One creature of 1 HD/Level
Duration: 2d4 Rounds
Saving Throw: Will negates

This spell confuses and disorients one creature with a mind, causing the creature to become Stymied. A Stymied creature cannot take swift or full-round actions.

Hideous Laughter [Enchantment, Mind-affecting]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One creature
Duration: 1 Round/level
Saving Throw: Will negates

This spell makes its subject laugh and laugh, uncontrollably. A creature laughing is considered Impaired and therefore takes a -2 to all rolls. Creatures with less than 2 Intelligence may not be affected by this spell, and creatures with a different type from the caster receive a +2 bonus on their save.

Touch of Idiocy [Enchantment, Mind-affecting]
Requirements: M, V
Casting Time: 1 Swift Action
Range: Charged Touch
Area: Living Creature Touched
Duration: 10 min/level, 1 round/2 levels; see text
Saving Throw: Will Partial

With a touch, you crimp the subject’s nervous response time, crippling their mental faculties. If you successfully make a touch attack with your charged hand before your next round, the target takes a 1d3 penalty to each of its mental ability scores (roll separately for each score). The target must make a Will save. If they succeed, the duration of this spell is 1 round for every two caster levels the caster possesses. If they fail, it is ten minutes per caster level.

This spell can stop the casting of higher level spells and sap bonus spell slots, but only for the duration of the spell.


Continual Flame [Evocation, Light]
Requirements: V, M, 25 gp
Casting Time: 1 Standard Action
Range: Touch
Area: Object touched
Duration: Permanent until dispelled
Saving Throw: None

A flame or glow, equivalent in brightness to a torch, springs forth from the object that you touch. If a flame is created with this spell, it produces no heat and does not consume oxygen. Continual flame can be covered and hidden, but never put out by non-magical means.

Darkness [Evocation, Darkness] <- change to Illusion?
Requirements: M, V
Casting Time: 1 Standard action
Range: Touch
Area: Object touched, 20-ft radius
Duration: 10 min/level
Saving Throw: None

This spell causes an object to radiate shadow, deepening the darkness one brightness level in a 20-ft radius, to a minimum of shadowy illumination (this spell cannot produce total darkness). Even creatures that can normally see in shadowy illumination cannot see through this shadowy illumination, unless their vision specifically defeats magical darkness. Normal light sources are useless against this darkness, as well as lower-level light-creating spells. Only higher or equal-level Light spells can break through Darkness.

The object projecting darkness can be placed under or behind a covering that would succeed at blocking light to block the darkness.

Flaming Sphere [Evocation, Fire]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: 5 ft diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates

You conjure a burning globe of fire that rolls in whichever direction you point. It can move up to 30 feet per round. If it enters the square of a creature, it stops moving and deals 2d6 points of fire damage to that creature. On a successful Reflex save, the creature instead takes no damage and may shift to a square adjacent to the Flaming Sphere if they wish.

The sphere only moves as long as you direct it, which is a move action that must be taken every turn you wish the sphere to move. If you do not take the move action, the sphere remains at rest. The sphere is intangible and cannot push other creatures aside or damage them in any way besides its fire, which can be put out by any means that would extinguish a normal fire.



Gust of Wind [Evocation, Air]
Requirements: M, V
Casting Time: 1 Standard action
Range: 60 ft
Area: 60 ft Line
Duration: 1 round
Saving Throw: Fortitude negates

This spell creates a severe blast of air (treat as 50 mph for all purposes) that originates from your square, shooting in a line away from you to the maximum of the range. Creatures the same size as you in the area of effect receive the Checked condition. Creatures 2 sizes or fewer smaller than you are Knocked Down instead. Creatures smaller than that are Blown Away. Creatures larger than you are not affected by this spell.

Any ranged attack originating from, targeting, or passing through the area affected by Gust of Wind take a -4 penalty, as do the hearing-based Perception checks of everyone within 5 feet of the Gust.

In addition to these effects, the gust of wind may do anything a gust of that wind force could conceivably do, including extinguishing small fires (candles, etc.), fanning large ones (forest fire, etc.), driving sand or dust, or rocking a small ship.

Scorching Ray [Evocation, Fire]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: Objects hit by rays
Duration: Instantaneous
Saving Throw: None

Beams of focused plasma jet forward from your square, damaging what you aim at. You fire one ray plus one for every fourth caster level past third (2 rays at caster level 7, 3 at caster level 11, and so on). Each ray must be aimed with a ranged touch attack, and deals 4d6 fire damage. The rays may be fired at any combination of targets fitting the number of rays, but they must all be within 30 feet of each other.

Shatter [Evocation, Sonic]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft +5/level)
Area: 5 ft. radius spread, one solid object
Duration: Instantaneous
Saving Throw: Will negates (object held) or Fortitude half.

Shatter creates a small sphere of magically resonating force (which can be heard by creatures like dogs, that are sensitive to high-pitched sound) that breaks brittle objects, sunders a single object, or splinters crystalline creatures.

Used as an area attack, shatter destroys any non-magical objects of crystal, glass, ceramic, or porcelain. Every piece of these items within 5 feet of the epicenter is completely smashed, into many pieces. Objects weighing more than 1 pound per caster level are not affected

Used as a single blast, you can target one object, weighing up to 10 pounds per caster level, and break it. This object does not have to be made out of a brittle material; it can be anything. Anyone holding the object or otherwise counted as attending it receives a Will save to block this effect.

Used as an attack, you may target any crystalline or glass creature (such as an Animated glass object) and deal 2d8 +1d8/level points of sonic damage (max 12d8 total) to that creature. It receives a Fortitude save for half damage.

Blur [Illusion]
Requirements: V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates

The subject’s outline shifts and weaves, obscuring the outline of their figure. This distortion grants the subject partial Concealment against attackers. A successful visual Perception check equal to the Save DC of the spell + 5 can spy through the Blur. Anyone fighting without seeing (such as naturally blind creatures or someone fighting with their eyes closed) does not take the penalty, though a creature without a means to see will take the penalties for such, which are normally worse than those for Blur.

Hypnotic Pattern [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: 10-ft radius
Duration: Concentration + 2 rounds
Saving Throw: Will negates

A twisting pattern of shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level to determine the total number of hit dice of creatures affected. Creatures with the fewest HD are affected first, and among those with equal hit dice, those who are closest to the spell’s point of origin are affected first. Hit Dice not sufficient to affect a creature, if there are no creatures remaining to use them on, are wasted. Any creature that fails its Will save against this spell is Fascinated for the duration of the spell.

Invisibility, Lesser [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature or object Touched
Duration: 1 min/level
Saving Throw: Will negates

The creature or object touched becomes indistinct and fades from view, like an octopus disguising itself by changing colors. The subject is considered to have partial concealment from anyone attempting to target it, and also for the purpose of making Stealth checks to hide from view. Any items carried by a creature not extending over 5 feet from that creature’s body also disappear.

This effect gives a +5 Stealth check to hide from view, but does not make them any quieter.

Magic Mouth [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One object or creature
Duration: Permanent
Saving Throw: Will negates; see text

This spell causes an enchanted mouth to appear and speak its message the next time a certain event happens. The message, which may be up to 30 seconds long, can be in any language known by you and may be delivered over a period of 10 minutes. The mouth cannot create any effect with its speech besides simply supplying information. The appearance of the spell changes to reflect its context: A statue’s mouth moves when a Magic Mouth spell upon it is triggered, for example, though a rock or tree does not necessarily have an opening for a mouth to appear.

The spell triggers at any combination of contingencies involving visual or audible cues. The mouth can only react to stimulus within 15 feet per caster level, though you can set up any kind of visual or audible cues you want to trigger the spell (the spell could trigger only when someone within range is wearing Monk’s clothes and speaks with a deep voice within range of the spell). Though it can see and hear everything within range of the spell, it has only normal senses; illusions and invisibility can trick it. It can see through normal darkness, as if it had Darkvision to the range of its sight.

Minor Image [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Long (100 ft + 25/level)
Area: 4 10-ft cubes + 1 10-ft cubes/level
Duration: Concentration + 2 rounds
Saving Throw: Will disbelief

This spell functions as silent image, except that it is slightly more realistic as it includes small sounds. This never includes understandable speech, but can be shuffling footsteps, creaking doors, or anything else that you want to add.

Mirror Image [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 min/level
Saving Throw: Will negates

Mirror image creates several illusory copies of the subject, which means observers cannot distinguish where the original target is.

You create 1d4 images plus one per 3 caster levels, though you can never have more than 8 images at a time. Each illusion is intangible and can move through objects as though they weren’t there, and start within the same square as the subject. The subject can direct their duplicates to move on their turn as a free action, with any move-speed the subject possesses. The mirror images may also appear to take actions as you would, such as having a few of them go behind someone and pretend to attack, in order to distract them. A mirror image can do no more than you could do in any given turn, and indeed the standard is to have your Mirror image do exactly as you do.

Mirror images never deal damage, and any sudden shock (such as being attacked) disrupts and destroys them (though they appear to die as if they were you)

A Perception check equal to the Save DC of this spell + 5 beats the spell and allows an observer to tell which mirror image is real, though only for one round.

Misdirection [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One creature or object, up to a 10 ft cube
Duration: 1 hour/level
Saving Throw: Will negates

The caster of this spell switches how two objects are revealed. When this spell is cast, the caster chooses two objects or creatures within range, and for the purposes of any effects that detect a type of object, the objects are considered switched. For example, you could cast this on a tree and yourself, and anyone looking for the nearest tree with a Detection spell would find you as one if they failed their Will save. Anyone interacting with the switched subjects normally (with non-supernatural senses) can detect no difference. Anyone using magical senses however, finds the objects detect as each other. In the example above, someone under the effect of True Seeing would have to make a Will save upon seeing you. If they failed that save, they and only they would see a tree shifting around the ground as you move, talking with your voice.

The effect does not break if the objects are carried out of range of each other, only if the duration runs out.

Phantom Trap [Illusion]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Object touched
Duration: Permanent
Saving Throw: Will

This spell makes a lock or other similar mechanism seem to be trapped to anyone who detects traps. You place the spell upon a small mechanism, such as a lock, clasp, hinge, gear, etc. Any character able to detect traps must make a Will save or believe the device is trapped somehow, with some kind of trap they have seen before or imagine. The effect is illusory and the trap disappears rather than being “sprung”.

Disrupt Senses [Necromancy] (Formerly Blindness/Deafness)
Requirements: V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: One living creature
Duration: 10 min/level
Saving Throw: Fortitude negates

You strike one creature with one of the following afflictions:

1. A -10 penalty to Perception checks involving sight
2. A -10 penalty to Perception checks involving hearing
3. Taking away one supernatural sense the target possesses (Scent, Blindsight, Tremorsense, etc.)

For a caster that prepares spells, the option is chosen at spell preparation

Command Undead [Necromancy]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: One undead creature
Duration: One day/level
Saving Throw: Will negates

This spell allows you to assume control over an undead creature. If the subject is intelligent, the spell affects them as Charm Person affects humanoids

If the subject is unintelligent, it receives no save and instead must do whatever you instruct it to do, to the limit of its ability. It must be able to hear or see your commands in order to follow them, but will do so completely without heed to its own safety or to any other restrictions.

The spell breaks if you or someone allied to you makes any kind of violent action towards the subject, mindless or not.

False Life [Necromancy] (This seems kind of useless)
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates

A caster shifts life and unlife, granting the target of the spell 1d10 + Caster Level (max 1d10+10) temporary hitpoints.

Ghoul Touch [Necromancy]
Requirements: M, V
Casting Time: 1 Swift Action
Range: Charged Touch
Area: Living creature touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude Negates

This spell, if discharged before the beginning of your next turn, allows you to Stymie and Hinder one target. While affected as such, the creature exudes a stench that causes all living creatures in a 10-ft radius spread to also become Hindered, though each receives a Fortitude save against the original DC of this spell -2 to resist the stench.

Scare [Necormancy, Fear, Mind-affecting]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Medium (50 ft + 10/level)
Area: One living creature per three levels; no two may be >30 ft apart
Duration: 1 round/level
Saving Throw: Will Negates

This spell functions similarly to Cause Fear, except that it has no hit dice cap. Any creature that fails its save is afflicted by the Shaken condition.

Spectral Hand [Necromancy] (maybe should go to Conjuration removing the hit points thing?)
Requirements: M, V
Casting Time: 1 Standard Action
Range: Short (10 ft + 5/level)
Area: Any within range
Duration: 1 min/level
Saving Throw: None

You take some life force from yourself and bind it into the shape of a ghostly hand. You take 1d4 unavoidable damage, taking the total and putting it into a hand that hovers closely by you. This hand has your base land speed as a fly speed (with Perfect maneuverability). It is incorporeal. Its AC is 22 + your Advanced casting score, its saving throws have your modifiers, and it has Improved Evasion. It makes touch attacks at a +2 bonus, but can deal no damage with them.

Anytime you cast a Swift action spell to charge your touch with, you may select the Spectral Hand to receive the charge instead, as long as it is within range. The hand acts on your initiative to deliver the spell where you direct it telepathically. In all other respects, the spell is treated as if you had touched the target with it. You may also cast other Touch spells through it, though it must be in position touching the creature before you cast the spell.

If the hand dissipates by being dispelled or running out of time, the hit points you lost come back to you. If the hand is destroyed, they do not.

Alter Self [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Personal
Area: You
Duration: 1 min/level

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own base ability scores, though you lose your racial modifiers, instead gaining the racial modifiers of your new form. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

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

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or is dropped (if your new form is not capable of wearing or holding the item), landing safely at your feet. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

If you are a prepared caster, you must select the alternate form you will assume with this spell at the time you prepare it. To change the selected form, you must prepare the spell again. If you are a spontaneous caster, select five possible alternate forms when you learn the spell. You may learn an additional five possible forms by selecting the spell as one of your spells known a second time.


<Animal>’s <Quality> [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 min/level
Saving Throw: Will negates

The affected creature’s natural abilities are boosted. The spell grants the subject a +2 enhancement bonus to <ability score>, which adds all the usual benefits to that score, save any permanent bonuses.

Strength: melee attack/damage rolls, Str skills, Str checks, etc.
Dexterity: AC, ranged attack rolls, light and ranged damage rolls,
Constitution: adds to Fort saves, Con skills, hit points but they are not temporary hit points and go away
Int: Adds to Int checks, bonus spells of people who cast from Int, Save DCs of same
Wis: Adds to Wis checks, Will saves, bonus spells of people who cast from Int, Save DCs of same
Cha: Adds to Cha checks, bonus spells of people who cast from Cha, Save DCs of same.

Darkvision [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates

The subject gains the ability to see 60 feet, even when there is literally no light. Darkvision will only let the subject see in black and white, but is otherwise normal vision Darkvision does not grant one the ability to see in magical darkness.

Knock [Transmutation]
Requirements: V
Casting Time: 1 Standard Action
Range: Touch
Area: One door, box, or chest with a total area of up to 10 sq ft/level
Duration: Instantaneous
Saving Throw: None

The Knock spell blows open locked doors and rips the tops off of chests. The caster makes a check to interact with the target, as if making a Strength check. However, instead of using their Strength score, the caster adds double the modifier from his Basic casting statistic and adds one half their caster level.

Levitate [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Close (10 ft + 5/level)
Area: You or one willing creature or object (total weight up to 100 lb/level)
Duration: 1 min/level
Saving Throw: None

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

Pyrotechnics [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Long (100 ft + 25/level)
Area: One fire source, up to one 20-ft cube
Duration: 1d4+1 rounds, see text
Saving Throw: Will or Fort negates; see text

Pyrotechnics quenches fire, turning it into a burst of blinding light or a thick cloud of smoke, depending on the version you choose.

Light: The fire immediately disappears, replacing all heat with a burst of glowing lights. This effect causes all creatures within 120 feet of the fire source to become Dazzled for 1d4+1 rounds, if they fail their Will save. The creature must have line of sight to the fire for it to have any effect.

Smoke: The fire is extinguished, throwing up a thick cloud of smoke. The cloud spreads 30 feet in all directions and lasts for 1 round per caster level. All sight is ineffective in or through the cloud. All within the cloud are treated as Fatigued for as long as they remain inside the cloud, plus 1d4+1 rounds after they leave. A successful Fortitude save negates this effect.

Rope Trick [Transmutation]
Requirements: Transmutation
Casting Time: 1 Standard action
Range: Touch
Area: One touched piece of rope, from 5 to 30 ft long
Duration: 1 hour/level
Saving Throw: None

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Anyone who pulls on the rope with a Strength check equal to your caster level plus your advanced casting ability dispels the spell, leaving all creatures and equipment hanging in the air clinging to the rope.

Spider Climb [Transmutation]
Requirements: M, V
Casting Time: 1 Standard Action
Range: Touch
Area: Creature Touched
Duration: 10 min/level
Saving Throw: Will negates

The subject can climb and travel on vertical surfaces or even traverse ceilings with littler effort. The creature must have its hands free to climb this way. The subject gains a climb speed of their base land speed minus 10. Furthermore, it does not need to make climb checks to traverse a vertical or horizontal surface, even upside down. A spider climbing creature retains its Dexterity bonus to Armor Class while climbing, and opponents get no special bonus to their attacks against it. The creature cannot use the run action while spider-climbing.

Whispering Wind [Transmutation, Air]
Requirements: M, V
Casting Time: 1 Standard action
Range: 1 mile/level
Area: 10 ft radius spread
Duration: No more than 1 hour/level or until completed
Saving Throw: None

The caster of this spell sends a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.


3rd level


4th level


5th level


6th level


7th level


8th level


9th level

Conor77
2013-02-20, 01:13 AM
Reserve #2

Conor77
2013-02-20, 01:14 AM
Reserve #3

And, Go!

Conor77
2013-02-20, 06:05 PM
Okay, two thing here: slight thread bumping during hours when most of the english-speaking world is actually online, instead of roughly 4 in the morning.

Second, I realized about halfway through the cantrips that what I was doing was pretty much the most boring and least useful part of the job. No one disputes cantrips, except to declare things like Detect Poison almost entirely useless.

As such I'm going to put some 1st level spell changes out here, and then do a full write-up of them sometime later today. They can be found under the Spoiler in 1st level spells.

Grod_The_Giant
2013-02-20, 06:42 PM
Are you sticking to the established "new magic rules" framework (http://www.giantitp.com/forums/showthread.php?p=14178993)? I did a fair number of rewrites; you're more than welcome to work on this (in fact, I'd love it if you did), but if we can spare you some work...

(Incidentally, persuasion rules follow Rich (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2)'s fix)


Incidentally, what happened last time was that we'd settled most of the things I consider fun-- base rule modifications-- but were staring down the tedious part-- writing far-too-many skill tricks and feats. Feats... one could probably just go through and rewrite the ones in the PHB and have an acceptable start, and I've poked at skills once or twice since then... I like the idea of skill tricks, but dang if it's not a lot of work to make enough of them. :smalleek:

In a sense, we worked out the basics, I had almost enough homebrew 3.5 classes to plug into things, but the middle was the issue.

Conor77
2013-02-20, 09:37 PM
I am definitely using the new magic framework. I figure that those boring bits got dropped because they were boring, but the only way to get this done is going to be to put our heads down and knock 'em out even though they're boring. Its kind of a personal challenge for me because I'm almost notorious for not completing things and not doing boring things in real life :smallannoyed:.

So anyways, yeah, I am probably going to do this in a Word file and copy it over here, one level at a time. Starting at level 1 means starting not with spells that are overpowered, but things like "Alarm" that completely negate the power of a stealthy character, and things like Detect Undead that no one ever really takes. I'll try to suggest changes underneath each spell, but mostly I'll be just converting to the new format (which, according to the magic guidelines, don't have things like "Spell Resistance" on them)

Let's hope it goes well! If I do well on this and get done and no one else wants to, I'll write out skills and skill tricks, and then eventually feats, too. I just want to not have to house-rule the crap out of my players to keep balance and fun.

Grod_The_Giant
2013-02-20, 10:41 PM
Sounds good, dude. Have at it, and may the force be with you.

Just to Browse
2013-02-21, 03:55 AM
I really don't recommend re-writing core spells so they work, because that stills fails to cover desired niches and immediately locks you into some sort of vancian progression (or a progression with similar limitation). You should start by identifying the level-appropriate conditions that characters of increasing levels should be inflicted with and those that the characters should resist, then you should identify what sort of ability progression you want and how you want to portion out the level-appropriate conditions.

For example, if you determine that a save v. 1r stun is a strong ability at level 3, a good one at level 5, and a standard at level 7, you should track it with a pile of other abilities that are strong at level 3 and when it comes time to write up classes, the ones with vancian spellcasting should get that at level 3, the ones with cooldown mechanics should get it around level 5, and the ones that spam their abilities should get it at level 7.

Conor77
2013-02-21, 04:34 AM
Aye, but we aren't making up our own RPG, just converting 3.5 so it works like it was supposed to. We are using spell points and a few other systems to codify spells and spell effects. Presumably (but, with this company, not for sure) WotC has already completed the "level-appropriate ability" arm of the spells.

Also, your entire second paragraph just described spell levels, which is what we are using here.

EDIT: 1st level spells up, at 3:17 my time. I probably should have been sleeping. Oh well. At least there is now some meat to discuss. Grod, I used some of your spell fixes, but as I said, most of the first-level spells are not really broken, and you'd only really touched on them.I happen to think that these spells are basically the same while adding some fun and functionality to them. At least I hope.

Grod_The_Giant
2013-02-21, 10:37 AM
I really don't recommend re-writing core spells so they work, because that stills fails to cover desired niches and immediately locks you into some sort of vancian progression (or a progression with similar limitation). You should start by identifying the level-appropriate conditions that characters of increasing levels should be inflicted with and those that the characters should resist, then you should identify what sort of ability progression you want and how you want to portion out the level-appropriate conditions.

For example, if you determine that a save v. 1r stun is a strong ability at level 3, a good one at level 5, and a standard at level 7, you should track it with a pile of other abilities that are strong at level 3 and when it comes time to write up classes, the ones with vancian spellcasting should get that at level 3, the ones with cooldown mechanics should get it around level 5, and the ones that spam their abilities should get it at level 7.
Remember that conditions fix (http://www.giantitp.com/forums/showpost.php?p=14538959&postcount=4) (that, ah, now that I think about you spent a lot of time arguing against... let's not bring the details of that up here) contains that language in and of itself.


EDIT: 1st level spells up, at 3:17 my time. I probably should have been sleeping. Oh well. At least there is now some meat to discuss. Grod, I used some of your spell fixes, but as I said, most of the first-level spells are not really broken, and you'd only really touched on them.I happen to think that these spells are basically the same while adding some fun and functionality to them. At least I hope.
1st level wizard spells, hooray! Let's take a look.


grease: let's maybe ditch the save-every-round?
detection: seems dangerously broad
identify: cheaper material component would be nice
charm person: didn't solve any of the issues with the spell. As a first level mind-controlling spell, it should inflict the "trusting" condition (improve attitude 1 step, to a maximum of friendly)
sleep: maybe explicitly note that combat offers a new save every round... or make it a Fatigue track thing?
shocking grasp: missing its damage cap
color spray: note that as a first-level spell, this can't do more than Dazzle and Stymie (10% miss chance, -2 to all foes, and no swift or full-round actions... still an OK debuff)
ray of enfeeblement: interesting. I kind of like it.
expedition: no need to change the name.
feather fall: hmm. On the fence about whether or not I like the debuff aspect... it's cool, but it's also quite good for a first level spell.

Just to Browse
2013-02-21, 11:36 AM
Aye, but we aren't making up our own RPG, just converting 3.5 so it works like it was supposed to. We are using spell points and a few other systems to codify spells and spell effects. Presumably (but, with this company, not for sure) WotC has already completed the "level-appropriate ability" arm of the spells.

Also, your entire second paragraph just described spell levels, which is what we are using here.

Yes, my suggestion completely falls within those parameters. Once you've gotten those abilities pinpointed to their appropriate levels, you cross-reference for spells in D&D that have similar effects and you just skin your spells like they're in the D&D game. The result is a more robust spell system (because you worked from the ground up) with new effects and greater flexibility. WotC has some spells, but it hasn't covered any fantasy trope, and it certainly hasn't written its abilities so that they all fall off at the same point.

The difference between the description and spell levels is that there are multiple discrete tiers of access. For example, let's look at polymorph. This a level 7 wizard spell, which is somewhat balanced. By looking at the spell-to-invocation conversions of WotC, one might suggest that this could also be a lesser invocation (3rd and 4th level spells), to which you and I would say horse**** because we know how useful polymorph is. Polymorph could be a dark invocation, maybe, but no one told us that and we had to figure it out from experience and hearsay.

If polymorph, instead of just coming with "level 7 wizard" tag, came with "level 7 limited, level 13 semi-limited, level 16 unlimited" as its tags, then it would be incredibly easy to convert it from a vancian spell to an invocation or spell on a vestige or momentum spell, etc.

Anyways, I remember that awful conditions thread, and I honestly doubt that the debate here will turn out any better, so I'll end with this and then bug out: The basis of this 3.5-esque game has re-written spellcasting, saves and ability progressions, modded initiative, and completely overhauled every inflict-able condition. If you are trying to be conservative by only re-writing spells, then you're clashing with the principles of design that the entire game has been based upon.

Conor77
2013-02-21, 07:53 PM
grease: let's maybe ditch the save-every-round?

Fixed. Just copied from another thing, meant to change it, never did. Facepalm.
detection: seems dangerously broad

Divination is one of the weakest schools already. That said, I have added some wording. You should never be able to identify anything ephmeral like thoughts.

The idea was that the ping would alert you to something there, but would not continue to ping, drawing you to whatever it was. This way, you could have it broad, useful (more useful than Detect Undead, which is so specific, I mean, really?), and still have to combine it with searching to make any use of it. Fixed now, I think.

identify: cheaper material component would be nice

How cheap? I reduced it to 50 gp, but I don't really know an appropriate cost for that service.

charm person: didn't solve any of the issues with the spell. As a first level mind-controlling spell, it should inflict the "trusting" condition (improve attitude 1 step, to a maximum of friendly)

Ah yes. I screwed up the wording there, when I said the "trusting" condition, I meant no more than a max of friendly. It was late, I was tired. Fixed now. Facepalm 2x combo.

sleep: maybe explicitly note that combat offers a new save every round... or make it a Fatigue track thing?

I...could have sworn I did? Fixed. Facepalm 3x combo

shocking grasp: missing its damage cap

Fixed. the facepalm pile is now 4x.

color spray: note that as a first-level spell, this can't do more than Dazzle and Stymie (10% miss chance, -2 to all foes, and no swift or full-round actions... still an OK debuff)

I took the text from your Color Spray write-up... but fixed.

ray of enfeeblement: interesting. I kind of like it.

Necromancy already gets a Strength damaging 1st level spell. Just culling redundancy and adding more debuffs.

expedition: no need to change the name.

It has nothing to with retreating. The only reason that word was added was the joke "that's a wizard's usual use for higher movement speed". That just seems asinine to me since it gives no penalty for attacking or force you to only take move actions.

feather fall: hmm. On the fence about whether or not I like the debuff aspect... it's cool, but it's also quite good for a first level spell.

I think it should work alright. On someone with a +4 mod to the save DC (a high number), the save is 15. Assuming they got their high movement from their class (Charging Barbarian at 80 feet per round) they only have to make a 12 check, which will be more or less simple past the first few levels. I think this use becomes more useful as more enemies fly, and fly faster, than the caster in question. Assuming you boost the save DC, it could be a nice little debuff.

I just got home, and I'm going to leave soon after, and I'm doing things for the next two days, so I'll be working steadily on Second level spells but probably won't have the writings up until the day after tomorrow.

Grod_The_Giant
2013-02-21, 08:05 PM
I just got home, and I'm going to leave soon after, and I'm doing things for the next two days, so I'll be working steadily on Second level spells but probably won't have the writings up until the day after tomorrow.

Cool. I might go through some spells myself, just to keep things rolling.

AttilaTheGeek
2013-02-23, 02:38 PM
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>

All right, let's do this. I have some new Evocations I've been tossing about, but I don't think they really fit into this thread. The reason I love Evocations so much is because I can math out whether or not they're powerful, and exactly how strong they should be. To that end...



Magic Missile [Evocation, Force]
Requirements:V,S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: A single object or creature
Duration: Instantaneous
Saving Throw: None

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 2d6 + your advanced casting ability score points of damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.



I realized a problem with Magic Missile, the quintessential damaging spell for low-level casters. A single missile can't hit much harder than 1d4+1, otherwise by late levels, with five missiles, a first-level spell can far outdo a single weapon attack. I wanted a way for it to scale with both caster level and advanced casting score, but I couldn't do so without it scaling too quickly. I decided having something that scaled with casting score was important so that wizards and sorcerers could see from first level how having a higher score made them directly more effective.

At 1st level, let's compare a caster with a 3 in his or her advanced casting score to a fighter with a greatsword and a 3 in strength. The caster hits for 2d6+ 3, averaging 10 damage per round. The fighter hits for 2d6 +1.5*3, for an average of 11.5 on a hit. It's pretty close.

At later levels, say 5th, both characters probably have a 4 in the relevant score, and the fighter probably has a +1 weapon. The mage hits for 2d6+4, averaging 11 with a missile, and the fighter hits for 2d6+1.5*4+1 makes 14 with an average hit. The missile is starting to fall behind.

By 10th level, it's almost useless. Say both characters have a 5 in their relevant ability score and the fighter has a +2 weapon. The wizard or sorcerer's Magic Missile hits for 2d6+5, averaging 12, but the sword hits for 2d6+1.5*5+2, averaging 16.5 on a hit. And the fighter gets multiple attacks on a full attack.

The first-level spell does as much damage as a sword hit at low levels, where it's needed but limited by spells per day. It falls behind at higher levels, where a caster has higher-level spells that they can use instead.

Conor77
2013-02-23, 09:37 PM
A lot of first level spells don't scale well, and right now I'm not sure how to fix it. I think your spell is a mite too big of a change though. Consider this: the magic missile may do the same damage as a sword, but its not dealing the same type of damage because it is a Force effect. Likewise, it lets the caster stand a ways away from the action to shoot for something more powerful (at first) than Burning Hands or Shocking Grasp, both competing spells that require a more up-front approach. It also always hits, unless the target has full cover or concealment. This unbalances it.

I like your idea as a spell, but perhaps not as a Magic Missile replacement. I think Magic Missile works well as a low damage but high hit-chance weapon. Its like your old friend, always at your back when you need it, even if it doesn't do as much damage as the flashy Fireballs.

EDIT: Working my way through the second-levels now, just got done with Divination.

AttilaTheGeek
2013-02-23, 10:30 PM
Hm. You make a good point. How about (as an addition to standard Magic Missiles, not a replacement), something that does 2d6+ability mod+1/CL energy damage on a ray attack, range 10 feet? That makes it more of a gamble because of the miss chance and short range, and it compares to Scorching Ray a level above.

Grod_The_Giant
2013-02-23, 10:40 PM
Hm. You make a good point. How about (as an addition to standard Magic Missiles, not a replacement), something that does 2d6+ability mod+1/CL energy damage on a ray attack, range 10 feet? That makes it more of a gamble because of the miss chance and short range, and it compares to Scorching Ray a level above.

Right. Well. It's a nice idea, but... we're trying to fix content, you know? If we start writing new stuff as well, we'll never get done.

Conor77
2013-02-23, 10:44 PM
I think that would work as a first-level spell called something like "Force-Beam". That is somewhat outside the parameters of the current project to add a bunch of new spells, but I'd be glad to include something like that as the first homebrew ever built for G&G (hell, since we're the creators here, I think it'd be more like supplementary materials than homebrew).

Got set back a little, just hitting Enchantment now.

EDIT: Ninja'd by Grod. Also, what he said.

AttilaTheGeek
2013-02-23, 10:54 PM
Yeah. I wasn't sure if adding new spells fell outside the scope of this project, or if it was the only way to address deficiencies in Evocations other than that they don't do enough damage. Maybe I'll just collect all my new spell ideas and toss them into their own thread.

Conor77
2013-02-23, 10:57 PM
Well, Evocations do have problems, and we're going to try to fix them, but its mostly at the higher levels (i.e. Meteor Swarm) where they really fall flat against other kinds of casting. Anyways, we welcome new spells, we just can't deal with a lot of them at the same time as working on the project, because as Grod mentioned, we simply wouldn't get it done. The other members of this forum can help you with making some better Evocatory spells for 3.P.

Grod_The_Giant
2013-02-24, 01:03 AM
Right. Well, Evocation can be greatly helped by letting it break 1d6/caster level and adding some secondary effects to the main spells.

Homebrew for G&G is welcome, of course, though (hopefully) it should be easy-to-effortless to adapt existing 3.5 material forwards.

Conor77
2013-02-25, 12:15 AM
Second level spells done, finally. There's probably a bunch of issues, but I'll deal with them tomorrow. For now I have all this math I've been putting off...