Toptomcat
2013-07-30, 07:26 PM
(This version is a slightly out-of-date copy: compare to the current version over at minmaxboards (http://www.minmaxboards.com/index.php?topic=10885.0). which has a few bugfixes, a text-searchable master list, and acknowledgements for everyone who's helped by suggesting new stuff.!)
METASPELLS: SPELLS ABOUT MAGIC
We all know about metamagic, the process by which spells can be modified through feats. This is an area that has been the subject of intensive study (http://www.minmaxboards.com/index.php?topic=972), and I feel its potential has been quite thoroughly explored.
However, there is another way to modify how spells work that, while known to the community, has received relatively little formal study: spells that modify, interfere with, or otherwise deal with other spells, and more generally, spells that deal with magic itself, as opposed to some direct effect like damage, communications, rampaging bears from nowhere, etc. I propose the term 'metaspells' for this unusual kind of magic. Because, as is widely acknowledged (http://www.minmaxboards.com/index.php?topic=2716), spellcasting in general is one of the most flexible and powerful capabilities in Dungeons and Dragons, metaspells are some of the most interesting spells.
Here I am attempting to gather a registry of all published metaspells and develop a taxonomy of different types. I welcome suggestions for sources to scour/spells to include, suggestions for categories to put them into, and as much feedback as you can muster on the many, many rough edges the idea still has. There are discussion questions, even. They are marked in red, because red is the color of questions to discuss.
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What isn't a metaspell?
First, a brief discussion of what probably doesn't belong here. I think that spells that grant a general bonus to some statistic often useful for something other than spellcasting/resisting spells shouldn't go here, even though attack-roll boosters like True Strike can enhance spells requiring an attack roll, damage-boosters like Frost Weapon might enhance spell-created weapons like a Blade of Pain and Fear or arguably Spiritual Weapon, normal AC-boosters like Mage Armor can protect you against spells that require a regular attack roll like Thunderlance, touch AC-boosters like Shield of Faith can protect you against ray spells, save-boosters like Superior Resistance can protect you from spells that require saves, skill check boosters like Moment of Prescience can keep you from blowing a Concentration check, reroll generators like Benediction or Choose Destiny can help with most of the above...it's simply too broad. Ditto anything that forces Concentration checks to cast simply by producing motion, entangling, dealing instantaneous or continuous damage, or grappling.
Also, I'm not particularly interested in listing spells that interact with other spells purely by virtue of their school, subschool or descriptor, like the way abjurations create visible interference with each other after being active within 10 feet of each other for 24 hours, and the way virtually every light spell counters and dispels virtually every darkness spell, and vice versa.
Essentially, what I'm interested in is spells that derive a good chunk of their power and interestingness in their interaction with other spells. And also possibly those that interact uniquely with other manifestations of magic, like the various non-Vancian magic systems, magical creatures and the supernatural abilities they boast, and magical environmental effects.
But mostly spells that are about other spells.
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A Proposed Taxonomy
Spell Boosters
http://i.imgur.com/2DkWPbO.png
Spell Boosters solve problems with MORE POWER.
These spells boost the power, speed the casting, or otherwise straightforwardly aid the use of spells. If it fits the song (https://www.youtube.com/watch?v=3CgkWmKJLuE), this is where it goes. I'm also putting SR reducers in this category, as well as any spells that impose a save penalty that's specifically spell-related.
Different Kinds of Spell Boosters
Subcategory: General Spell Boosters
These spells can help with a large variety of spells: they include Arcane Fusion and True Casting. It could be argued that they're the most powerful metaspells, though my personal favorite for that title will be seen a little later on.
Discussion Questions:
Do general action-granters like Celerity count? (If so, do init-boosters like Nerveskitter count?)
Do general ability-boosters like Fox's Cunning count?
List of General Spell Boosters
Sorc/Wiz 1st
True Casting: Standard action, gives +10 to CL for spell penetration on a spell cast in the next round
EagleFoxOwl's SplendorCunningWisdom: boost spell save DCs
Aiming at the Target: Immediate action, +10 bonus on Concentration checks to mantain a spell that requires concentration
Sorc/Wiz 2nd
Create Magic Tattoo: many effects, including +1 CL or weak spell resistance. 24 hours, 100 gp material component
Channel the Mishtai: Can randomly grant +1 insight to CL at a cost of 1 HP/HD. Requires Incarnum Spellshaping. Essentia investment extends duration by minutes.
Suffer the Flesh: Swift-action spell. Deal up to (CL) Constitution damage to yourself to boost your CL by half that much. Doesn't work for Con-less creatures or those with immunity to Con damage, but hello Naberius, among other things. GP cost.
Sorc/Wiz 3rd
Spell Vulnerability: Reduce SR by 1/CL, max 15: Fort negates
Adept Spirit: +1 insight to CL, +2 insight to Will saves, Concentration checks, Intelligence checks, Intelligence-based skill checks for 1 minute. Requires Incarnum Spellshaping, essentia investment can improve every benefit but the CL boost.
Sorc/Wiz 4th
Assay Spell Resistance: swift action, +10 bonus on CL checks to beat one creature's SR
Spell Enhancer: Swift action, the next spell you cast gains +2 CL and +1 save DC
Mystic Surge: an ally gets +1 CL, +2 DC on a spell they cast this round
Sorc/Wiz 5th
Draconic Might: Immunity to magic sleep and paralysis, +5 to Cha (DCs)
Lesser Spell Matrix/Simbul's Spell Matrix: cast a Quickenable spell of up to 3rd level, take 1d6 unhealable damage: up to 10 minutes/level later, cast it as a quickened spell
Spell Enhancer: Casting time 1 standard action, duration 1 round: After you cast this spell, you can cast another in the same round (as if it had been quickened) at +2 caster level. Interesting that it's kind of implemented backwards from all the other spells that do this sort of thing. Extend Spell, Persistent Spell, getting extra swift actions could let it stack...
Extract Gift: Can substitute for casting-ability and Spellcraft, Concentration items in low-item campaigns. Boosting CL may grant permanent enhancement bonuses of over +6 pre-epic: bonus spells, save DCs. XP, GP cost.
Sorc/Wiz 6th
Mass EagleFoxOwl's SplendourCunningWisdom: boost spell save DCs
Greater Channel the Mishtai: Can grant +1 insight to CL at a cost of 1 HP/HD. Requires Incarnum Spellshaping. Essentia investment extends duration by hours.
Sorc/Wiz 7th
Arcane Spellsurge: Shortens spell casting times for 1 round/level. Cast as a swift action if you're a dragon or dragonblood.
Simbul's Spell Sequencer/Spell Matrix: Take 2d6 points of damage. Either pick two spells of up to 3rd level that you can subsequently cast as Quickened spells at any point in the next 10 minutes/level, or pick two spells of up to 2nd level and cast them as one simultaneous Quickened spell.
Mass Adept Spirit: +1 insight to CL, +2 insight to Will saves, Concentration checks, Intelligence checks, Intelligence-based skill checks for 1 minute- to a crowd. Requires Incarnum Spellshaping, essentia investment can improve every benefit but the CL boost.
Nar Fiendbond: Transforms the subject into a half-fiend: grants SR, spell- likes, ability boosts (incl. to casting scores), among other things. XP cost, GP cost, casting time 1 hour.
Planar Bubble: Creates an area around the target creature that emulates their native planar environment. This can include magic planar traits.
Sorc/Wiz 8th
Sorc/Wiz 9th
Wish: Duplicate non-prohibited sorc/wiz spells of 8th level or lower, prohibited or non-class spells of 7th level or lower, or prohibited non-class spells of 5th level or lower. Unique power to undo some magics. Create a magic item of 25,000 gp or less. Give a creature an inherent bonus to an ability score, including a casting stat for +DCs. Undo recent effects, including spell effects. Get screwed by the GM. Massive XP cost.
Greater Spell Matrix/Simbul's Spell Trigger: the love child of Simbul's Spell Sequencer and Contingency. Take 3d6 unhealable damage, store 3 spells of 3rd level or below for 10 minutes/level, during which they can be cast as Quickened- or make 'em 2nd level and cast two at once, or make 'em 1st level and cast them all at once. Also, key a contingency to a 'condition that effects your person' to activate one of the spells or spell sequences.
Node Genesis: Create a node, which can boost spellcasting in a variety of ways. Needs the Node Spellcasting feat. XP cost.
Sorcerer 5
Arcane Fusion: Cast a 1st and a 4th level spell you know simultaneously, without expending additional slots.
Sorcerer 8
Arcane Fusion, Greater: Cast a 4th and a 7th-level spell you know simultaneously, without expending additional slots.
Subcategory: Narrow Spell Boosters
These spells are not useful for juicing up all of the spells, all of the time. They are sometimes spells. (https://www.youtube.com/watch?v=iH9IO6iMO78) Some enhance only spells of a certain descriptor, or school of magic, or only spells cast against a certain narrow group of enemies. Some are useful only to spellcasters with certain feats or in certain campaigns. Still, they can be quite useful to specialists, 'concept' characters, or those looking to squeeze every drop of power they can out of their magic.
Discussion Questions:
Are spells with a target of 'any weapon', 'held weapon' or 'one weapon' able to target the effect of a spell like Thunderlance, Spiritual Weapon, and Mordenkaiden's Sword? If so, do they belong here, or perhaps in a separate category like the breath-weapon boosters?
Will Increase Virulence increase the DC of the caster's own Poison spell and similar effects?
List of Narrow Spell Boosters
Sorc/Wiz 1stRaging Flame: makes magical fires and fire spells in a 30-foot radius deal +1 point of damage per die
Quickswim: Increases a base swim speed, including a magically conferred swim speed, by 10 feet.
Sorc/Wiz 2ndSeeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover, grants +4 on further attacks with ray spells agains the subject
Increase Virulence: Increase the DC of poison from a 'creature' you touch for 1 min/level.
Heart of Air: +10' to fly speed, including magically granted fly speeds: can dismiss to gain feather fall effect: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Fatal Flame: A creature explodes with fire damage on death. Useful 'enhancement' for Summon Monster, since foes get save and SR and allies will be mad at you.
Necrotic Cyst: Permanently implant a necrotic cyst in a target- rendering them vulnerable to other Necrotic X spells, giving them -2 to saves vs. necromancy spells, making them take extra damage from the natural weapons of undead, and making Protection from Evil no longer protect them from mental control. Requires a Mother Cyst (feat)
Soul Boon: Grant a target 1 point of temporary essentia/3 CL, max 5. Requires Incarnum Spellshaping.
Dragoneye Rune: As Arcane Mark, but you can treat the marked object or creature as familiar for purposes of a divination(scrying) spell, and detect direction and distance 3/day. Comically insignificant extra benefit for dragonblooded creatures.
Shadow Spray: Does strength damage plus a -2 morale penalty on saves vs. fear.
Ashstar: Create a magical construct that transforms other sorts of damage- including spell damage- into dessication damage instead, which is resisted very rarely and is difficult to recover from without first drinking water and receiving 24 hours of long-term care.
Vestigewrack: Imposes save penalties on incorporeal creatures, and makes binding checks for pact magic easier, in a 20-ft area.
Sorc/Wiz 3rdMask of the Ideal: +4 bonus to influence a creature you've enchanted or conjured (Planar Binding!)
Distilled Joy: Harvest ambrosia from a joyful creature, which can substitute for XP in magic item creation or increase the CL of a [Good] spell by 2 (stacks with nothing)
Control Darkness and Shadow: Control natural/magical shadows, enhancing or negating magical darkness or creating monochrome Silent Images. Concentration spell.
Sorc/Wiz 4thMark of the Enlightened Soul: Swift-action spell, duration 3 rounds. All spells gain the Good descriptor. All spells of 3rd-level or lower deal +50% damage to evil creatures. A sorcerer can sacrifice a spell slot of 5th-9th level to make it all spells of (spell level - 1) or lower. A good dragonblooded caster can end the duration of the spell to activate a Protection from Evil effect as a swift action.
Touch of the Blackened Soul: As above with the alignments reversed.
Condemnation: stun an outsider that fails a Will save, and lower its SR by 10
Rend Essentia: Deal 1d4+ 1/3 CLs Cha damage or damage to the target's essentia pool, get 1 point of temporary essentia for each point of damage. Requires Incarnum Spellshaping.
Curse of the Elemental Lords: Swift-action spell. One creature/4 levels takes an extra 1d6 points of damage from your spells that deal damage of a specified energy type for 24 hours. Sorcerors can sacrifice an additional sorcerer spell slot to make it an extra 1d6+spell level damage. Dragonblooded creatures can apply the extra damage to their breath weapon, as well. (If they got the breath weapon from a spell, do they add it twice?)
Trance of the Verdant Domain: Fascinates a creature for 3 rounds and makes them take a -2 penalty on saves vs. mind-affecting effects you create- forever, if I'm reading the duration properly.
Aerial Alacrity: Increase a fly speed by 30 ft, improve maneuverablity by one category, gain +1 dodge to AC while airborne. Swift action, 1 minute/level.
Enduring Flight: Fly at normal speed while wearing medium armor or carrying a medium load: if your ability to fly (natural or magical) has a limited duration, double it.
Sorc/Wiz 5thImproved Blink: 50% miss and spell failure cnce for enemies, none for you: ready an action to make an enemy spell/attack auto-fail: spells work vs. ethereal targets
Lord of the Sky: Gain a fly speed or improve an existing fly speed by +10 ft: maneuverability improves to good unless it's already better. Grants swift-action bolts of lightning that slow others' fly speeds to half: can expend to produce a Lightning Bolt.
Precipitate Breach: Create a planar breach or widen one that's already there: this can enhance spells with certain descriptors, make a dead magic or wild magic zone, or have other interestingly magical effects at random. GP cost.
Sorc/Wiz 6thAura of Terror: affects existing frightful presence or fear aura, including a magically-generated fear aura: expands by 10', increases DC by 2, makes the shaken frightened and the frightened panicked
Sherem Transformation: Cast on an unborn female child to give it the ability to take a feat much like the old 3.0 Spellcasting Prodigy, for sorcerors only. If these schenanigans have been going on for ten generations, they can take it again, and it stacks.
Subvert Planar Essence: reduce the SR (and DR) of outsiders in a radius
Sorc/Wiz 7thLifebound: When cast on a posessed creature, forces the posessor to control the posessee completely and enables the posessor to use their spell-like, psi-like, or supernatural abilities, even those not normally usable when posessing someone: if the host dies, so does the posessor.
Soul Link: Combines a Status and a Scrying effect on a touched creature for 1 hour/level: they also take a -4 penalty to Will saves vs. mind-affecting spells and abilities you use.
Sorc/Wiz 8th
Sorc/Wiz 9thTowering Thunderhead: 40-ft cylinder 60 ft tall is as Fog Cloud + Wind Wall, hampers movement. None of these affect the caster. Any sonic or electricity spell of 7th level or below cast by a creature within the Thunderhead is automatically Empowered.
Frostfell: Create a large zone of frigid and icy environment in which, among other things, any cold spells are cast at +1 CL.
Abyssal Rift: Opens up a chasm that gives a +2 boost CL of conjuration spells with the evil descriptor cast within 60 feet of it, among other effects
Sorcerer 1stStrength of the True Form: Immediate action, duration 1 round. If altered 'due to the use of polymorph, alternate form, or a similar effect', use the best of your natural stats and the altered form's for natural armor, DR, or physical ability scores.
Wings of Swift Flying: Add 30 ft to the speed of an existing magical flight effect or power, 40 ft if you're a dragon or dragonblooded.
Sorcerer 6thPrimal Speed: +10' to all speeds, including magically granted fly, swim, burrow, etc. speeds: gain uncanny dodge and eventually improved uncanny dodge with other Primal X spells
Subcategory: Breath Weapon Boosters (and granters)
There is a surprising number of spells that enhance and modify breath weapons. They're basically designed so that sorcererous dragons will have a trick or two to spice up the old fire-breathing trick, but players can plunder the dragons' hoard of enhancement spells by getting a breath weapon of their own to enhance. As with just about everything else, spells can help with that, too.
List of Breath Weapon Boosters (and granters)
Sorc/Wiz 1stBreath Flare: Swift action, your fiery or electrical breath weapon dazzles on a failed save.
Sorc/Wiz 2ndIncrease Virulence: Increase the DC of poison from a 'creature' you touch for 1 min/level. Some breath weapons are poisonous.
Palarandusk's Fire Breath: Boring, unexceptional blast spell in all respects except that it's considered a breath weapon
Sorc/Wiz 3rdDragon Breath: Gain a breath weapon for 10 minutes/level. +1 CL to sorcerors.
Sorc/Wiz 4thRebuking Breath: Swift action, your breath weapon rebukes undead
Blinding Breath: Swift action, your breath weapon blinds on a failed save
Firestride Exhalation: Damage/transportation spell that also counts as a breath weapon
Sorc/Wiz 5thDispelling Breath: swift action, your breath weapon dispels
Breath Weapon Substitution: swift action, BW does a different energy type of damage
Ethereal Breath: swift action, BW hits the Ethereal.
Stunning Breath: swift action, BW stuns
Dragon Breath: Gain a breath weapon (modifiable with many other spells) for 1 round/lvl, but you still have to wait 1d4 rounds between uses!
Burning Blood: Deal damage = CL of a type identical to your breath weapon when weapon damage is taken
Sorc/Wiz 6thLesser Dragonshape: Swift action, 1 round/level, become a red dragon with a breath weapon. (Can be further modifed with many spells...)
Fiendform: Gain weak SR by transforming into a fiendish creature, flight by transforming into a yeth, a breath weapon (modifiable!) by transforming into a hell hound, access to Scare, Stinking Cloud, and Telepathy by transforming into a dretch, and immunity to mind-affecting by transforming into a lemure.
Sorc/Wiz 7thAnimate Breath: Swift action: Energy-damage breath weapon becomes creature, hits things
Sorc/Wiz 8thGreater Stunning Breath: Your BW stuns for 2d4 rounds
Sorc/Wiz 9thDeafening Breath: Add sonic energy, deafening effect to a breath weapon
Enervating Breath: Swift action, BW deals negative levels
Breath Weapon Admixture: Swift action, BW deals extra energy type
Investiture of the Hellfire Engine: Grants fire resistance that stacks with other Investiture of the X spells, grants a breath weapon that can be enhanced by other spells
Spell Simulators
http://i.imgur.com/F7EwCoq.png
Spell Simulators solve problems the right way- by having the right tool for the right job.
These spells can simulate or recreate other spells, usually multiple other spells. They're very useful if you're a spontaneous caster working on a limited budget of spells known, a prepared caster who wants to retain some flexibility throughout the day, or are looking to bypass a barred-school or class restriction. Proper use of spell simulators can permit a spellcaster to dazzle with their versatility, laughing at the limits of your spell list just as Weird Al laughs at the limits of polka. (https://www.youtube.com/watch?v=XDzPyS76Gbc#t=15s)
Discussion question: Mirror Move (https://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a) 'allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat.' Many spells have obvious physical effects. Complete Arcane's Extra Spell is a [General] feat. How hard should I be smacked for coming up with this?
Different kinds of Spell Simulators
Subcategory: Spells with Dismissal Effects
A number of spells have a useful continuous effect, but can also use an effect that simulates another, related spell. Often, but not always, the spell must be prematurely dismissed to gain the benefit of the other effect, which is usually stronger and shorter-lived than the base effect.
List of spells with dismissal effects
Sorc/Wiz 2nd
Heart of Air: +10' to fly speed, including magically granted fly speeds: can dismiss to gain feather fall effect: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Sorc/Wiz 3rdHeart of Water: Can dismiss to gain freedom of movement effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Vision of the Omniscent Eye: Grants vision benefits. If also under the effect of a spell that permits you to see invisible creatures, can end VOTOE's duration to activate a Faerie Fire effect as a swift action: it lasts for 1 minute.
Wingblast: Grants flight for 1 round/level: can end the spell as a swift action to duplicate either Gust of Wind or Obscuring Mist.
Sorc/Wiz 4th Heart of Earth: Can dismiss to gain stoneskin effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Voice of the Dragon: Bonus to social skills, expend to create a Suggestion effect: +1 CL for sorcerors
Sorc/Wiz 5thHeart of Fire: Can dismiss to to gain fire shield effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Lord of the Sky: Gain a fly speed or improve an existing fly speed by +10 ft: maneuverability improves to good unless it's already better. Grants swift-action bolts of lightning that slow others' fly speeds to half: can expend to produce a Lightning Bolt.
Sorc/Wiz 8thMind of the Labyrinth: Anyone who casts a mind-affecting spell or uses a mind-affecting ability on the caster is Confused for 1 round, Will negates. Can expend as an immediate action to create a shorter-term Dominate Person effect on someone who uses a mind-affecting ability on the caster.
Subcategory: Package Deals
These spells simultaneously combine the effects of a number of other spells, or can be used to simulate multiple spells in sequence. They tend to be higher-level than any of their component parts, or limited to function only in some particular circumstance or at unusual cost.
List of Package Deals
Sorc/Wiz 5thShard-Blessing Aura: Acts as a Lesser Globe of Invuln, also as Protection from Evil for Selune-worshipping sorcerors. 1 rnd/lvl
Kiss of the Vampire: Gain supernatural abilities: Enervation and Vampiric Touch as a melee touch attack, Charm Person, Gaseous Form (self only). Also invert the effect of Cure/Inflict spells and gain a partial vulnerability to Turn Undead. 1 round/level.
Investiture of the Orthon: Grants fire resistance that stacks with other Investiture of the X spells, can duplicate Dimensional Lock as an immediate action, has an effect strongly resembling Fire Shield.
Sorc/Wiz 6thCloak of the Sea: Combines the benefits of Water Breathing, Freedom of Movement, and Blur while underwater only
Mental Pinnacle: Gain 3 pp/level, Mind Thrust, Ego Whip, Psionic Blast, Id Insinuation, Psychic Crush, ML = CL, and turn off your own spellcasting for 1 round/level.
Fiendform: Gain weak SR by transforming into a fiendish creature, flight by transforming into a yeth, a breath weapon (modifiable!) by transforming into a hell hound, access to Scare, Stinking Cloud, and Telepathy by transforming into a dretch, and immunity to mind-affecting by transforming into a lemure.
Sorc/Wiz 7thIce Castle: Create a castle with Icicle spells in two designated areas, Ice Slick spells for intruders on the stairs, Obscuring Snow in any corridor or room, obscuring sight.
Necrotic Tumor: On a subject already bearing a necrotic cyst, give a long- term Suggestion on a successful save, or a permanent Dominate Person on a failed one.
Gem Tracer: Create a permanent link between a gem and an object: anyone with the gem can sense the object's location as with Locate Object but with unlimited distance, and can scry on the bearer of the object as per Scrying.
Nar Fiendbond: Transforms the subject into a half-fiend: grants SR, spell- likes, ability boosts (incl. to casting scores), among other things. XP cost, GP cost, casting time 1 hour.
Soul Link: Combines a Status and a Scrying effect on a touched creature for 1 hour/level: they also take a -4 penalty to Will saves vs. mind-affecting spells and abilities you use.
Fiendish Clarity: See through magical darkness up to 60 ft, see invisibility, detect good at will for 10 minutes/CL.
Sorc/Wiz 9th
Undermaster: Grants access to a wide variety of underground-themed spell- like abilities for 1 round/level. XP cost.
Towering Thunderhead: 40-ft cylinder 60 ft tall is as Fog Cloud + Wind Wall, hampers movement. None of these affect the caster. Any sonic or electricity spell of 7th level or below cast by a creature within the Thunderhead is automatically Empowered.
Sanctified 7Channel Celestial: Channel a celestial of up to 12 HD, granting access to their supernatural and spell-like abilities, as well as any spells known
Sanctified 9Channel Greater Celestial: Channel a celestial of up to 24 HD, granting access to their supernatural and spell-like abilities, as well as any spells known
Subcategory: Category Simulators
These spells can duplicate large categories of spells. They are among the most versatile of this very versatile class of spell, but all known examples either permit the target two saves or have a substantial XP cost. And, interestingly, I haven't been able to find a single arcane example outside of core.
List of Category Simulators
Sorc/Wiz 4th Shadow Conjuration: simulate a Conjuration spell of 3rd level or lower, 20% real
Sorc/Wiz 5th Shadow Evocation: simulate an Evocation spell of 4th level or lower, 20% real
Sorc/Wiz 7th Shadow Conjuration, Greater: Simulate conjuration spells of 6th level or lower, 60% real
Sorc/Wiz 7th Limited Wish: Duplicate any non-prohibited school sorc/wiz spell of 6th level or lower, any prohibited-school sorc/wiz spell or any non-prohibited school spell from another class' list of 5th level or lower, or any prohibited-school spell from another class' list of 4th level or lower. Also has the unique power to undo some powerful curses. Other effects as GM rules. Expensive XP component.
Sorc/Wiz 8th Greater Shadow Evocation: simulate evocations of 7th level or lower: 60% real
Sorc/Wiz 9thShades: simulate conjuration spells of 8th level or lower, 80% real
Wish: Duplicate non-prohibited sorc/wiz spells of 8th level or lower, prohibited or non-class spells of 7th level or lower, or prohibited non-class spells of 5th level or lower. Unique power to undo some magics. Create a magic item of 25,000 gp or less. Give a creature an inherent bonus to an ability score, including a casting stat for +DCs. Undo recent effects, including spell effects. Get screwed by the GM. Massive XP cost.
Subcategory: Summoning Things with Spellcasting or SLAs
Probably the most effective and flexible form of spell simulator, these indirectly grant the caster access to additional spells by summoning creatures that have spellcasting abilities of their own. On the upside, this has great action economy benefits, since summoned creatures can act independent of their summoner. On the downside, they don't share your caster level or save DCs, and some kinds of summoned creatures are imperfectly obedient.
List of spells that summon things with spellcasting or spell-like abilities
Sorc/Wiz 3rdSummon Monster III: Summon a dretch for Scare, Stinking Cloud, or telepathy (with Abyssal-speakers, at least)
Sorc/Wiz 4thSummon Monster IV: Summon a lantern archon for Aid, Detect Evil, or Continual Flame, or an appropriate kind of mephit for Gust of Wind, Wind Wall, Soften Earth and Stone, Scorching Ray, Heat Metal, Magic Missile, Chill Metal, Pyrotechnics, Acid Arrow, Stinking Cloud, or Glitterdust.
Summon Undead IV: Can summon an allip, which emulates Hypnotism
Sorc/wiz 5thSummon Monster V: Summon a hound archon for Aid, Continual Flame, Detect Evil, or Message, an achaierai for a damaging Insanity analogue, or a bearded devil for Greater Teleportation of objects.
Lesser Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call.
Lesser Dragon Ally: Summon a dragon of HD 9 or lower. They'll have sorceror spellcasting and interesting spell-likes. Best for spellcasting: Tome dragon, Dragon 343, 9th-level sorc casting and free metamagic. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost.
Summon Undead V: Can summon a vampire spawn, which emulates Dominate Person
Lesser Truename Binding: Like Lesser Planar Binding, but its target is CR 6 or less instead of HD 6 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (whyyyyyyy)
Call Zelekhut: Summon a zelekhut to gain access to clairaudience/clairvoyance, dimensional anchor, dispel magic, fear, hold person, locate creature, true seeing, hold monster, mark of justice, and lesser geas. XP cost.
Sorc/Wiz 6thSummon Monster VI: Summon a bralani for Blur, Charm Person, Gust of Wind, Mirror Image, Wind Wall, Lightning Bolt, Cure Serious Wounds, or to indirectly benefit from Tongues. Summon a janni for Enlarge/Reduce Person, Invisibility, Speak with Animals, or Create Food and Water. Summon a xill to travel to and from the Ethereal Plane.
Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call.
Halaster's Fetch III: Summon a dretch for Scare, Stinking Cloud, or telepathy, then it sticks around afterwards and is probably confused and ticked off at you.
Call of the Twilight Defender: Summons a twilight guardian, which has Transport Via Plants (works with other willing creatures)
Blackwater Taint: Summon a Doom of the Seas, a half-fiend kraken, for its Blasphemy, Contaigen, Desecrate, Destruction, Horrid Wilting, Summon Monster IX, Unhallow, Unholy Blight, Control Weather, Control Winds, Dominate Animal, Resist Energy, Darkness, Poison, or Unholy Aura SLAs. (!) A bizzare spell that grants you indirect access to SLAs far above the spell level you'd be able to access normally. And it's supposed to obey you for the spell's duration, but it *has* no listed duration. And it's a Necromancy spell, not a Conjuration spell, and in particular not a Conjuration (summoning) spell, so I don't think it goes away when the spell ends. Whenever it ends. XP cost.
Sorc/Wiz 7th
Summon Monster VII: Summon an avoral for aid, blur, command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic missile, see invisibility, or lightning bolt, or to benefit from its self- only magic circle against evil, speak with animals, and true seeing effects. Summon a djinni for create food and water, a version of Major Creation with permanent vegetable matter, persistent image, or wind walk. Summon a bone devil for Greater Teleport of objects, dimensional anchor, fly, major image, or wall of ice. Summon a babau for darkness, dispel magic, see invisibility, or greater teleport of objects.
Halaster's Fetch IV: Summon a lantern archon for Aid, Detect Evil, or Continual Flame, or an appropriate kind of mephit for Gust of Wind, Wind Wall, Soften Earth and Stone, Scorching Ray, Heat Metal, Magic Missile, Chill Metal, Pyrotechnics, Acid Arrow, Stinking Cloud, or Glitterdust. Then it sticks around afterwards and is probably confused and ticked off at you.
Dragon Ally: Summon a dragon of HD 18 or lower. They'll have sorceror spellcasting and interesting spell-likes. Best for spellcasting: Tome dragon, Dragon 343, 11th-level sorc casting and free metamagic. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost.
Call Kolyarut: Summon a kolyarut to gain access to discern lies, fear, hold person, invisibility, locate creature, suggestion, hold monster, mark of justice, or geas/quest. Also an Enervation effect. XP cost.
Truename Binding: Like Planar Binding, but it's a level higher, its target is CR 10 or less instead of HD 12 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (whyyyyyy)
Sorc/Wiz 8thSummon Monster VIII: Summon a lillend for 6th-level bard spellcasting and its darkness, hallucinatory terrain, knock, light, charm person, speak with animals, and speak with plants SLAs. Summon a vrock for mirror image, telekinesis, greater teleport of objects, or heroism: summon three for a slow but wide-area 20d6 blast effect.
Greater Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call.
Halaster's Fetch V: Summon a hound archon for Aid, Continual Flame, Detect Evil, or Message, an achaierai for a damaging Insanity analogue, or a bearded devil for Greater Teleportation of objects. Then it sticks around afterwards and is probably confused and ticked off at you.
Sorc/Wiz 9thSummon Monster IX: Summon a couatl for 9th-level sorcerer casting and its detect [alignment], detect thoughts, invisibility, and plane shift SLAs. Summon a leonal for detect thoughts, fireball, hold monster, wall of force, cure critical wounds, neutralize poison, remove disease, heal, or a damaging Holy Word analogue, or to indirectly benefit from its self-only combination Magic Circle against Evil and Lesser Globe of Invulnerability effect, or its Speak with Animals effect. Summon a hatumala for Greater Teleport of objects, hold person, major iamge, scorching ray, order's wrath, or unholy blight. Summon a night hag for detect [alignment], detect magic, magic missile, ray of enfeeblement, sleep, or etherealness. Summon a hezrou for Chaos Hammer, Greater Teleport of objects, Unholy Blight, Blasphemy, and Gaseous Form.
Gate: Indirectly grants access to a ridiculously large amount of other spells through the spell-like abilities of the outsider you call. XP cost.
Halaster's Fetch VI: Summon a bralani for Blur, Charm Person, Gust of Wind, Mirror Image, Wind Wall, Lightning Bolt, Cure Serious Wounds, or to indirectly benefit from Tongues. Summon a janni for Enlarge/Reduce Person, Invisibility, Speak with Animals, or Create Food and Water. Summon a xill to travel to and from the Ethereal Plane. Then it sticks around afterwards and is probably confused and ticked off at you.
Ice Assassin: Permanently duplicate a touched creature (which can have spellcasting, even better than yours): share spells with it, including exclusively personal ones.
Greater Dragon Ally: Summon a dragon of 27 HD or less. They'll have sorcerer spellcasting and interesting spell-likes. Best for spellcasting is a Tome dragon, Dragon 343: they'll have 19th level sorcerer spellcasting. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost.
Abyssal Army: Summon 2d4 dretches, 1d4 babaus, and one vrock: you get access to Scare, Stinking Cloud, and telepathy through the dretch, darkness, dispel magic, see invisibility, or greater teleport of objects through the babaus, and mirror image, telekinesis, and heroism through the vrock. Nothing here you can't individually get through Summon Monster, let alone more flexible summon spells.
Heavenly Host: Summon 2d4 lantern archons and 1d4 hound archons: you get access to aid, detect evil, and continual flame through the lantern archon and all those plus Message through the hound archon. Nothing here you can't individually get through Summon Monster, let alone more flexible summon spells.
Hellish Horde: Summon 2d4 bearded devils, 1d4 chain devils, and a bone devil: get access to Greater Teleportation of objects through the bearded devil, and additionally dimensional anchor, fly, major image, or wall of ice through the bone devil. Bo-ring.
Call Marut: Summon a marut to gain access to air walk, dimension door, fear, greater command, greater dispel magic, mass inflict light wounds, locate creature, true seeing, chain lightning, circle of death, mark of justice, wall of force, earthquake, geas/quest, and plane shift. XP cost.
Greater Truename Binding: Like Greater Planar Binding, but it's a level higher, its target is CR 14 or less instead of HD 18 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (WHY?)
Sanctified 3Create Lantern Archon: permanently make a lantern archon, which listens to you for an hour and has CL 3 aid, detect evil, continual flame at will. 1d3 Constitution drain.
Subcategory: Other Spell Simulators
These spells simulate others but fall into none of the categories above.
List of Other Spell Simulators
Sorc/Wiz 3rdControl Darkness and Shadow: Control natural/magical shadows, enhancing or negating magical darkness or creating monochrome Silent Images. Concentration spell.
Sorc/Wiz 6thEnergy Transformation Field: Make a permanent 40-ft field that seems to totally auto-negate any spellcasting, magic items, or supernatural abilities within it, absorbs, transforms the energy into a single spell you can cast. XP component, costly material component.
Sorc/Wiz 8thLightning Ring: Generate two weak Lightning Bolts as a free action per round: 1 round/2 CL duration.
Sorc/Wiz 9thReplicate Casting: Duplicate a spell or spell-like ability you've just seen cast, 8th level or lower but otherwise without restriction
METASPELLS: SPELLS ABOUT MAGIC
We all know about metamagic, the process by which spells can be modified through feats. This is an area that has been the subject of intensive study (http://www.minmaxboards.com/index.php?topic=972), and I feel its potential has been quite thoroughly explored.
However, there is another way to modify how spells work that, while known to the community, has received relatively little formal study: spells that modify, interfere with, or otherwise deal with other spells, and more generally, spells that deal with magic itself, as opposed to some direct effect like damage, communications, rampaging bears from nowhere, etc. I propose the term 'metaspells' for this unusual kind of magic. Because, as is widely acknowledged (http://www.minmaxboards.com/index.php?topic=2716), spellcasting in general is one of the most flexible and powerful capabilities in Dungeons and Dragons, metaspells are some of the most interesting spells.
Here I am attempting to gather a registry of all published metaspells and develop a taxonomy of different types. I welcome suggestions for sources to scour/spells to include, suggestions for categories to put them into, and as much feedback as you can muster on the many, many rough edges the idea still has. There are discussion questions, even. They are marked in red, because red is the color of questions to discuss.
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What isn't a metaspell?
First, a brief discussion of what probably doesn't belong here. I think that spells that grant a general bonus to some statistic often useful for something other than spellcasting/resisting spells shouldn't go here, even though attack-roll boosters like True Strike can enhance spells requiring an attack roll, damage-boosters like Frost Weapon might enhance spell-created weapons like a Blade of Pain and Fear or arguably Spiritual Weapon, normal AC-boosters like Mage Armor can protect you against spells that require a regular attack roll like Thunderlance, touch AC-boosters like Shield of Faith can protect you against ray spells, save-boosters like Superior Resistance can protect you from spells that require saves, skill check boosters like Moment of Prescience can keep you from blowing a Concentration check, reroll generators like Benediction or Choose Destiny can help with most of the above...it's simply too broad. Ditto anything that forces Concentration checks to cast simply by producing motion, entangling, dealing instantaneous or continuous damage, or grappling.
Also, I'm not particularly interested in listing spells that interact with other spells purely by virtue of their school, subschool or descriptor, like the way abjurations create visible interference with each other after being active within 10 feet of each other for 24 hours, and the way virtually every light spell counters and dispels virtually every darkness spell, and vice versa.
Essentially, what I'm interested in is spells that derive a good chunk of their power and interestingness in their interaction with other spells. And also possibly those that interact uniquely with other manifestations of magic, like the various non-Vancian magic systems, magical creatures and the supernatural abilities they boast, and magical environmental effects.
But mostly spells that are about other spells.
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A Proposed Taxonomy
Spell Boosters
http://i.imgur.com/2DkWPbO.png
Spell Boosters solve problems with MORE POWER.
These spells boost the power, speed the casting, or otherwise straightforwardly aid the use of spells. If it fits the song (https://www.youtube.com/watch?v=3CgkWmKJLuE), this is where it goes. I'm also putting SR reducers in this category, as well as any spells that impose a save penalty that's specifically spell-related.
Different Kinds of Spell Boosters
Subcategory: General Spell Boosters
These spells can help with a large variety of spells: they include Arcane Fusion and True Casting. It could be argued that they're the most powerful metaspells, though my personal favorite for that title will be seen a little later on.
Discussion Questions:
Do general action-granters like Celerity count? (If so, do init-boosters like Nerveskitter count?)
Do general ability-boosters like Fox's Cunning count?
List of General Spell Boosters
Sorc/Wiz 1st
True Casting: Standard action, gives +10 to CL for spell penetration on a spell cast in the next round
EagleFoxOwl's SplendorCunningWisdom: boost spell save DCs
Aiming at the Target: Immediate action, +10 bonus on Concentration checks to mantain a spell that requires concentration
Sorc/Wiz 2nd
Create Magic Tattoo: many effects, including +1 CL or weak spell resistance. 24 hours, 100 gp material component
Channel the Mishtai: Can randomly grant +1 insight to CL at a cost of 1 HP/HD. Requires Incarnum Spellshaping. Essentia investment extends duration by minutes.
Suffer the Flesh: Swift-action spell. Deal up to (CL) Constitution damage to yourself to boost your CL by half that much. Doesn't work for Con-less creatures or those with immunity to Con damage, but hello Naberius, among other things. GP cost.
Sorc/Wiz 3rd
Spell Vulnerability: Reduce SR by 1/CL, max 15: Fort negates
Adept Spirit: +1 insight to CL, +2 insight to Will saves, Concentration checks, Intelligence checks, Intelligence-based skill checks for 1 minute. Requires Incarnum Spellshaping, essentia investment can improve every benefit but the CL boost.
Sorc/Wiz 4th
Assay Spell Resistance: swift action, +10 bonus on CL checks to beat one creature's SR
Spell Enhancer: Swift action, the next spell you cast gains +2 CL and +1 save DC
Mystic Surge: an ally gets +1 CL, +2 DC on a spell they cast this round
Sorc/Wiz 5th
Draconic Might: Immunity to magic sleep and paralysis, +5 to Cha (DCs)
Lesser Spell Matrix/Simbul's Spell Matrix: cast a Quickenable spell of up to 3rd level, take 1d6 unhealable damage: up to 10 minutes/level later, cast it as a quickened spell
Spell Enhancer: Casting time 1 standard action, duration 1 round: After you cast this spell, you can cast another in the same round (as if it had been quickened) at +2 caster level. Interesting that it's kind of implemented backwards from all the other spells that do this sort of thing. Extend Spell, Persistent Spell, getting extra swift actions could let it stack...
Extract Gift: Can substitute for casting-ability and Spellcraft, Concentration items in low-item campaigns. Boosting CL may grant permanent enhancement bonuses of over +6 pre-epic: bonus spells, save DCs. XP, GP cost.
Sorc/Wiz 6th
Mass EagleFoxOwl's SplendourCunningWisdom: boost spell save DCs
Greater Channel the Mishtai: Can grant +1 insight to CL at a cost of 1 HP/HD. Requires Incarnum Spellshaping. Essentia investment extends duration by hours.
Sorc/Wiz 7th
Arcane Spellsurge: Shortens spell casting times for 1 round/level. Cast as a swift action if you're a dragon or dragonblood.
Simbul's Spell Sequencer/Spell Matrix: Take 2d6 points of damage. Either pick two spells of up to 3rd level that you can subsequently cast as Quickened spells at any point in the next 10 minutes/level, or pick two spells of up to 2nd level and cast them as one simultaneous Quickened spell.
Mass Adept Spirit: +1 insight to CL, +2 insight to Will saves, Concentration checks, Intelligence checks, Intelligence-based skill checks for 1 minute- to a crowd. Requires Incarnum Spellshaping, essentia investment can improve every benefit but the CL boost.
Nar Fiendbond: Transforms the subject into a half-fiend: grants SR, spell- likes, ability boosts (incl. to casting scores), among other things. XP cost, GP cost, casting time 1 hour.
Planar Bubble: Creates an area around the target creature that emulates their native planar environment. This can include magic planar traits.
Sorc/Wiz 8th
Sorc/Wiz 9th
Wish: Duplicate non-prohibited sorc/wiz spells of 8th level or lower, prohibited or non-class spells of 7th level or lower, or prohibited non-class spells of 5th level or lower. Unique power to undo some magics. Create a magic item of 25,000 gp or less. Give a creature an inherent bonus to an ability score, including a casting stat for +DCs. Undo recent effects, including spell effects. Get screwed by the GM. Massive XP cost.
Greater Spell Matrix/Simbul's Spell Trigger: the love child of Simbul's Spell Sequencer and Contingency. Take 3d6 unhealable damage, store 3 spells of 3rd level or below for 10 minutes/level, during which they can be cast as Quickened- or make 'em 2nd level and cast two at once, or make 'em 1st level and cast them all at once. Also, key a contingency to a 'condition that effects your person' to activate one of the spells or spell sequences.
Node Genesis: Create a node, which can boost spellcasting in a variety of ways. Needs the Node Spellcasting feat. XP cost.
Sorcerer 5
Arcane Fusion: Cast a 1st and a 4th level spell you know simultaneously, without expending additional slots.
Sorcerer 8
Arcane Fusion, Greater: Cast a 4th and a 7th-level spell you know simultaneously, without expending additional slots.
Subcategory: Narrow Spell Boosters
These spells are not useful for juicing up all of the spells, all of the time. They are sometimes spells. (https://www.youtube.com/watch?v=iH9IO6iMO78) Some enhance only spells of a certain descriptor, or school of magic, or only spells cast against a certain narrow group of enemies. Some are useful only to spellcasters with certain feats or in certain campaigns. Still, they can be quite useful to specialists, 'concept' characters, or those looking to squeeze every drop of power they can out of their magic.
Discussion Questions:
Are spells with a target of 'any weapon', 'held weapon' or 'one weapon' able to target the effect of a spell like Thunderlance, Spiritual Weapon, and Mordenkaiden's Sword? If so, do they belong here, or perhaps in a separate category like the breath-weapon boosters?
Will Increase Virulence increase the DC of the caster's own Poison spell and similar effects?
List of Narrow Spell Boosters
Sorc/Wiz 1stRaging Flame: makes magical fires and fire spells in a 30-foot radius deal +1 point of damage per die
Quickswim: Increases a base swim speed, including a magically conferred swim speed, by 10 feet.
Sorc/Wiz 2ndSeeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover, grants +4 on further attacks with ray spells agains the subject
Increase Virulence: Increase the DC of poison from a 'creature' you touch for 1 min/level.
Heart of Air: +10' to fly speed, including magically granted fly speeds: can dismiss to gain feather fall effect: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Fatal Flame: A creature explodes with fire damage on death. Useful 'enhancement' for Summon Monster, since foes get save and SR and allies will be mad at you.
Necrotic Cyst: Permanently implant a necrotic cyst in a target- rendering them vulnerable to other Necrotic X spells, giving them -2 to saves vs. necromancy spells, making them take extra damage from the natural weapons of undead, and making Protection from Evil no longer protect them from mental control. Requires a Mother Cyst (feat)
Soul Boon: Grant a target 1 point of temporary essentia/3 CL, max 5. Requires Incarnum Spellshaping.
Dragoneye Rune: As Arcane Mark, but you can treat the marked object or creature as familiar for purposes of a divination(scrying) spell, and detect direction and distance 3/day. Comically insignificant extra benefit for dragonblooded creatures.
Shadow Spray: Does strength damage plus a -2 morale penalty on saves vs. fear.
Ashstar: Create a magical construct that transforms other sorts of damage- including spell damage- into dessication damage instead, which is resisted very rarely and is difficult to recover from without first drinking water and receiving 24 hours of long-term care.
Vestigewrack: Imposes save penalties on incorporeal creatures, and makes binding checks for pact magic easier, in a 20-ft area.
Sorc/Wiz 3rdMask of the Ideal: +4 bonus to influence a creature you've enchanted or conjured (Planar Binding!)
Distilled Joy: Harvest ambrosia from a joyful creature, which can substitute for XP in magic item creation or increase the CL of a [Good] spell by 2 (stacks with nothing)
Control Darkness and Shadow: Control natural/magical shadows, enhancing or negating magical darkness or creating monochrome Silent Images. Concentration spell.
Sorc/Wiz 4thMark of the Enlightened Soul: Swift-action spell, duration 3 rounds. All spells gain the Good descriptor. All spells of 3rd-level or lower deal +50% damage to evil creatures. A sorcerer can sacrifice a spell slot of 5th-9th level to make it all spells of (spell level - 1) or lower. A good dragonblooded caster can end the duration of the spell to activate a Protection from Evil effect as a swift action.
Touch of the Blackened Soul: As above with the alignments reversed.
Condemnation: stun an outsider that fails a Will save, and lower its SR by 10
Rend Essentia: Deal 1d4+ 1/3 CLs Cha damage or damage to the target's essentia pool, get 1 point of temporary essentia for each point of damage. Requires Incarnum Spellshaping.
Curse of the Elemental Lords: Swift-action spell. One creature/4 levels takes an extra 1d6 points of damage from your spells that deal damage of a specified energy type for 24 hours. Sorcerors can sacrifice an additional sorcerer spell slot to make it an extra 1d6+spell level damage. Dragonblooded creatures can apply the extra damage to their breath weapon, as well. (If they got the breath weapon from a spell, do they add it twice?)
Trance of the Verdant Domain: Fascinates a creature for 3 rounds and makes them take a -2 penalty on saves vs. mind-affecting effects you create- forever, if I'm reading the duration properly.
Aerial Alacrity: Increase a fly speed by 30 ft, improve maneuverablity by one category, gain +1 dodge to AC while airborne. Swift action, 1 minute/level.
Enduring Flight: Fly at normal speed while wearing medium armor or carrying a medium load: if your ability to fly (natural or magical) has a limited duration, double it.
Sorc/Wiz 5thImproved Blink: 50% miss and spell failure cnce for enemies, none for you: ready an action to make an enemy spell/attack auto-fail: spells work vs. ethereal targets
Lord of the Sky: Gain a fly speed or improve an existing fly speed by +10 ft: maneuverability improves to good unless it's already better. Grants swift-action bolts of lightning that slow others' fly speeds to half: can expend to produce a Lightning Bolt.
Precipitate Breach: Create a planar breach or widen one that's already there: this can enhance spells with certain descriptors, make a dead magic or wild magic zone, or have other interestingly magical effects at random. GP cost.
Sorc/Wiz 6thAura of Terror: affects existing frightful presence or fear aura, including a magically-generated fear aura: expands by 10', increases DC by 2, makes the shaken frightened and the frightened panicked
Sherem Transformation: Cast on an unborn female child to give it the ability to take a feat much like the old 3.0 Spellcasting Prodigy, for sorcerors only. If these schenanigans have been going on for ten generations, they can take it again, and it stacks.
Subvert Planar Essence: reduce the SR (and DR) of outsiders in a radius
Sorc/Wiz 7thLifebound: When cast on a posessed creature, forces the posessor to control the posessee completely and enables the posessor to use their spell-like, psi-like, or supernatural abilities, even those not normally usable when posessing someone: if the host dies, so does the posessor.
Soul Link: Combines a Status and a Scrying effect on a touched creature for 1 hour/level: they also take a -4 penalty to Will saves vs. mind-affecting spells and abilities you use.
Sorc/Wiz 8th
Sorc/Wiz 9thTowering Thunderhead: 40-ft cylinder 60 ft tall is as Fog Cloud + Wind Wall, hampers movement. None of these affect the caster. Any sonic or electricity spell of 7th level or below cast by a creature within the Thunderhead is automatically Empowered.
Frostfell: Create a large zone of frigid and icy environment in which, among other things, any cold spells are cast at +1 CL.
Abyssal Rift: Opens up a chasm that gives a +2 boost CL of conjuration spells with the evil descriptor cast within 60 feet of it, among other effects
Sorcerer 1stStrength of the True Form: Immediate action, duration 1 round. If altered 'due to the use of polymorph, alternate form, or a similar effect', use the best of your natural stats and the altered form's for natural armor, DR, or physical ability scores.
Wings of Swift Flying: Add 30 ft to the speed of an existing magical flight effect or power, 40 ft if you're a dragon or dragonblooded.
Sorcerer 6thPrimal Speed: +10' to all speeds, including magically granted fly, swim, burrow, etc. speeds: gain uncanny dodge and eventually improved uncanny dodge with other Primal X spells
Subcategory: Breath Weapon Boosters (and granters)
There is a surprising number of spells that enhance and modify breath weapons. They're basically designed so that sorcererous dragons will have a trick or two to spice up the old fire-breathing trick, but players can plunder the dragons' hoard of enhancement spells by getting a breath weapon of their own to enhance. As with just about everything else, spells can help with that, too.
List of Breath Weapon Boosters (and granters)
Sorc/Wiz 1stBreath Flare: Swift action, your fiery or electrical breath weapon dazzles on a failed save.
Sorc/Wiz 2ndIncrease Virulence: Increase the DC of poison from a 'creature' you touch for 1 min/level. Some breath weapons are poisonous.
Palarandusk's Fire Breath: Boring, unexceptional blast spell in all respects except that it's considered a breath weapon
Sorc/Wiz 3rdDragon Breath: Gain a breath weapon for 10 minutes/level. +1 CL to sorcerors.
Sorc/Wiz 4thRebuking Breath: Swift action, your breath weapon rebukes undead
Blinding Breath: Swift action, your breath weapon blinds on a failed save
Firestride Exhalation: Damage/transportation spell that also counts as a breath weapon
Sorc/Wiz 5thDispelling Breath: swift action, your breath weapon dispels
Breath Weapon Substitution: swift action, BW does a different energy type of damage
Ethereal Breath: swift action, BW hits the Ethereal.
Stunning Breath: swift action, BW stuns
Dragon Breath: Gain a breath weapon (modifiable with many other spells) for 1 round/lvl, but you still have to wait 1d4 rounds between uses!
Burning Blood: Deal damage = CL of a type identical to your breath weapon when weapon damage is taken
Sorc/Wiz 6thLesser Dragonshape: Swift action, 1 round/level, become a red dragon with a breath weapon. (Can be further modifed with many spells...)
Fiendform: Gain weak SR by transforming into a fiendish creature, flight by transforming into a yeth, a breath weapon (modifiable!) by transforming into a hell hound, access to Scare, Stinking Cloud, and Telepathy by transforming into a dretch, and immunity to mind-affecting by transforming into a lemure.
Sorc/Wiz 7thAnimate Breath: Swift action: Energy-damage breath weapon becomes creature, hits things
Sorc/Wiz 8thGreater Stunning Breath: Your BW stuns for 2d4 rounds
Sorc/Wiz 9thDeafening Breath: Add sonic energy, deafening effect to a breath weapon
Enervating Breath: Swift action, BW deals negative levels
Breath Weapon Admixture: Swift action, BW deals extra energy type
Investiture of the Hellfire Engine: Grants fire resistance that stacks with other Investiture of the X spells, grants a breath weapon that can be enhanced by other spells
Spell Simulators
http://i.imgur.com/F7EwCoq.png
Spell Simulators solve problems the right way- by having the right tool for the right job.
These spells can simulate or recreate other spells, usually multiple other spells. They're very useful if you're a spontaneous caster working on a limited budget of spells known, a prepared caster who wants to retain some flexibility throughout the day, or are looking to bypass a barred-school or class restriction. Proper use of spell simulators can permit a spellcaster to dazzle with their versatility, laughing at the limits of your spell list just as Weird Al laughs at the limits of polka. (https://www.youtube.com/watch?v=XDzPyS76Gbc#t=15s)
Discussion question: Mirror Move (https://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a) 'allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat.' Many spells have obvious physical effects. Complete Arcane's Extra Spell is a [General] feat. How hard should I be smacked for coming up with this?
Different kinds of Spell Simulators
Subcategory: Spells with Dismissal Effects
A number of spells have a useful continuous effect, but can also use an effect that simulates another, related spell. Often, but not always, the spell must be prematurely dismissed to gain the benefit of the other effect, which is usually stronger and shorter-lived than the base effect.
List of spells with dismissal effects
Sorc/Wiz 2nd
Heart of Air: +10' to fly speed, including magically granted fly speeds: can dismiss to gain feather fall effect: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Sorc/Wiz 3rdHeart of Water: Can dismiss to gain freedom of movement effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Vision of the Omniscent Eye: Grants vision benefits. If also under the effect of a spell that permits you to see invisible creatures, can end VOTOE's duration to activate a Faerie Fire effect as a swift action: it lasts for 1 minute.
Wingblast: Grants flight for 1 round/level: can end the spell as a swift action to duplicate either Gust of Wind or Obscuring Mist.
Sorc/Wiz 4th Heart of Earth: Can dismiss to gain stoneskin effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Voice of the Dragon: Bonus to social skills, expend to create a Suggestion effect: +1 CL for sorcerors
Sorc/Wiz 5thHeart of Fire: Can dismiss to to gain fire shield effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells
Lord of the Sky: Gain a fly speed or improve an existing fly speed by +10 ft: maneuverability improves to good unless it's already better. Grants swift-action bolts of lightning that slow others' fly speeds to half: can expend to produce a Lightning Bolt.
Sorc/Wiz 8thMind of the Labyrinth: Anyone who casts a mind-affecting spell or uses a mind-affecting ability on the caster is Confused for 1 round, Will negates. Can expend as an immediate action to create a shorter-term Dominate Person effect on someone who uses a mind-affecting ability on the caster.
Subcategory: Package Deals
These spells simultaneously combine the effects of a number of other spells, or can be used to simulate multiple spells in sequence. They tend to be higher-level than any of their component parts, or limited to function only in some particular circumstance or at unusual cost.
List of Package Deals
Sorc/Wiz 5thShard-Blessing Aura: Acts as a Lesser Globe of Invuln, also as Protection from Evil for Selune-worshipping sorcerors. 1 rnd/lvl
Kiss of the Vampire: Gain supernatural abilities: Enervation and Vampiric Touch as a melee touch attack, Charm Person, Gaseous Form (self only). Also invert the effect of Cure/Inflict spells and gain a partial vulnerability to Turn Undead. 1 round/level.
Investiture of the Orthon: Grants fire resistance that stacks with other Investiture of the X spells, can duplicate Dimensional Lock as an immediate action, has an effect strongly resembling Fire Shield.
Sorc/Wiz 6thCloak of the Sea: Combines the benefits of Water Breathing, Freedom of Movement, and Blur while underwater only
Mental Pinnacle: Gain 3 pp/level, Mind Thrust, Ego Whip, Psionic Blast, Id Insinuation, Psychic Crush, ML = CL, and turn off your own spellcasting for 1 round/level.
Fiendform: Gain weak SR by transforming into a fiendish creature, flight by transforming into a yeth, a breath weapon (modifiable!) by transforming into a hell hound, access to Scare, Stinking Cloud, and Telepathy by transforming into a dretch, and immunity to mind-affecting by transforming into a lemure.
Sorc/Wiz 7thIce Castle: Create a castle with Icicle spells in two designated areas, Ice Slick spells for intruders on the stairs, Obscuring Snow in any corridor or room, obscuring sight.
Necrotic Tumor: On a subject already bearing a necrotic cyst, give a long- term Suggestion on a successful save, or a permanent Dominate Person on a failed one.
Gem Tracer: Create a permanent link between a gem and an object: anyone with the gem can sense the object's location as with Locate Object but with unlimited distance, and can scry on the bearer of the object as per Scrying.
Nar Fiendbond: Transforms the subject into a half-fiend: grants SR, spell- likes, ability boosts (incl. to casting scores), among other things. XP cost, GP cost, casting time 1 hour.
Soul Link: Combines a Status and a Scrying effect on a touched creature for 1 hour/level: they also take a -4 penalty to Will saves vs. mind-affecting spells and abilities you use.
Fiendish Clarity: See through magical darkness up to 60 ft, see invisibility, detect good at will for 10 minutes/CL.
Sorc/Wiz 9th
Undermaster: Grants access to a wide variety of underground-themed spell- like abilities for 1 round/level. XP cost.
Towering Thunderhead: 40-ft cylinder 60 ft tall is as Fog Cloud + Wind Wall, hampers movement. None of these affect the caster. Any sonic or electricity spell of 7th level or below cast by a creature within the Thunderhead is automatically Empowered.
Sanctified 7Channel Celestial: Channel a celestial of up to 12 HD, granting access to their supernatural and spell-like abilities, as well as any spells known
Sanctified 9Channel Greater Celestial: Channel a celestial of up to 24 HD, granting access to their supernatural and spell-like abilities, as well as any spells known
Subcategory: Category Simulators
These spells can duplicate large categories of spells. They are among the most versatile of this very versatile class of spell, but all known examples either permit the target two saves or have a substantial XP cost. And, interestingly, I haven't been able to find a single arcane example outside of core.
List of Category Simulators
Sorc/Wiz 4th Shadow Conjuration: simulate a Conjuration spell of 3rd level or lower, 20% real
Sorc/Wiz 5th Shadow Evocation: simulate an Evocation spell of 4th level or lower, 20% real
Sorc/Wiz 7th Shadow Conjuration, Greater: Simulate conjuration spells of 6th level or lower, 60% real
Sorc/Wiz 7th Limited Wish: Duplicate any non-prohibited school sorc/wiz spell of 6th level or lower, any prohibited-school sorc/wiz spell or any non-prohibited school spell from another class' list of 5th level or lower, or any prohibited-school spell from another class' list of 4th level or lower. Also has the unique power to undo some powerful curses. Other effects as GM rules. Expensive XP component.
Sorc/Wiz 8th Greater Shadow Evocation: simulate evocations of 7th level or lower: 60% real
Sorc/Wiz 9thShades: simulate conjuration spells of 8th level or lower, 80% real
Wish: Duplicate non-prohibited sorc/wiz spells of 8th level or lower, prohibited or non-class spells of 7th level or lower, or prohibited non-class spells of 5th level or lower. Unique power to undo some magics. Create a magic item of 25,000 gp or less. Give a creature an inherent bonus to an ability score, including a casting stat for +DCs. Undo recent effects, including spell effects. Get screwed by the GM. Massive XP cost.
Subcategory: Summoning Things with Spellcasting or SLAs
Probably the most effective and flexible form of spell simulator, these indirectly grant the caster access to additional spells by summoning creatures that have spellcasting abilities of their own. On the upside, this has great action economy benefits, since summoned creatures can act independent of their summoner. On the downside, they don't share your caster level or save DCs, and some kinds of summoned creatures are imperfectly obedient.
List of spells that summon things with spellcasting or spell-like abilities
Sorc/Wiz 3rdSummon Monster III: Summon a dretch for Scare, Stinking Cloud, or telepathy (with Abyssal-speakers, at least)
Sorc/Wiz 4thSummon Monster IV: Summon a lantern archon for Aid, Detect Evil, or Continual Flame, or an appropriate kind of mephit for Gust of Wind, Wind Wall, Soften Earth and Stone, Scorching Ray, Heat Metal, Magic Missile, Chill Metal, Pyrotechnics, Acid Arrow, Stinking Cloud, or Glitterdust.
Summon Undead IV: Can summon an allip, which emulates Hypnotism
Sorc/wiz 5thSummon Monster V: Summon a hound archon for Aid, Continual Flame, Detect Evil, or Message, an achaierai for a damaging Insanity analogue, or a bearded devil for Greater Teleportation of objects.
Lesser Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call.
Lesser Dragon Ally: Summon a dragon of HD 9 or lower. They'll have sorceror spellcasting and interesting spell-likes. Best for spellcasting: Tome dragon, Dragon 343, 9th-level sorc casting and free metamagic. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost.
Summon Undead V: Can summon a vampire spawn, which emulates Dominate Person
Lesser Truename Binding: Like Lesser Planar Binding, but its target is CR 6 or less instead of HD 6 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (whyyyyyyy)
Call Zelekhut: Summon a zelekhut to gain access to clairaudience/clairvoyance, dimensional anchor, dispel magic, fear, hold person, locate creature, true seeing, hold monster, mark of justice, and lesser geas. XP cost.
Sorc/Wiz 6thSummon Monster VI: Summon a bralani for Blur, Charm Person, Gust of Wind, Mirror Image, Wind Wall, Lightning Bolt, Cure Serious Wounds, or to indirectly benefit from Tongues. Summon a janni for Enlarge/Reduce Person, Invisibility, Speak with Animals, or Create Food and Water. Summon a xill to travel to and from the Ethereal Plane.
Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call.
Halaster's Fetch III: Summon a dretch for Scare, Stinking Cloud, or telepathy, then it sticks around afterwards and is probably confused and ticked off at you.
Call of the Twilight Defender: Summons a twilight guardian, which has Transport Via Plants (works with other willing creatures)
Blackwater Taint: Summon a Doom of the Seas, a half-fiend kraken, for its Blasphemy, Contaigen, Desecrate, Destruction, Horrid Wilting, Summon Monster IX, Unhallow, Unholy Blight, Control Weather, Control Winds, Dominate Animal, Resist Energy, Darkness, Poison, or Unholy Aura SLAs. (!) A bizzare spell that grants you indirect access to SLAs far above the spell level you'd be able to access normally. And it's supposed to obey you for the spell's duration, but it *has* no listed duration. And it's a Necromancy spell, not a Conjuration spell, and in particular not a Conjuration (summoning) spell, so I don't think it goes away when the spell ends. Whenever it ends. XP cost.
Sorc/Wiz 7th
Summon Monster VII: Summon an avoral for aid, blur, command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic missile, see invisibility, or lightning bolt, or to benefit from its self- only magic circle against evil, speak with animals, and true seeing effects. Summon a djinni for create food and water, a version of Major Creation with permanent vegetable matter, persistent image, or wind walk. Summon a bone devil for Greater Teleport of objects, dimensional anchor, fly, major image, or wall of ice. Summon a babau for darkness, dispel magic, see invisibility, or greater teleport of objects.
Halaster's Fetch IV: Summon a lantern archon for Aid, Detect Evil, or Continual Flame, or an appropriate kind of mephit for Gust of Wind, Wind Wall, Soften Earth and Stone, Scorching Ray, Heat Metal, Magic Missile, Chill Metal, Pyrotechnics, Acid Arrow, Stinking Cloud, or Glitterdust. Then it sticks around afterwards and is probably confused and ticked off at you.
Dragon Ally: Summon a dragon of HD 18 or lower. They'll have sorceror spellcasting and interesting spell-likes. Best for spellcasting: Tome dragon, Dragon 343, 11th-level sorc casting and free metamagic. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost.
Call Kolyarut: Summon a kolyarut to gain access to discern lies, fear, hold person, invisibility, locate creature, suggestion, hold monster, mark of justice, or geas/quest. Also an Enervation effect. XP cost.
Truename Binding: Like Planar Binding, but it's a level higher, its target is CR 10 or less instead of HD 12 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (whyyyyyy)
Sorc/Wiz 8thSummon Monster VIII: Summon a lillend for 6th-level bard spellcasting and its darkness, hallucinatory terrain, knock, light, charm person, speak with animals, and speak with plants SLAs. Summon a vrock for mirror image, telekinesis, greater teleport of objects, or heroism: summon three for a slow but wide-area 20d6 blast effect.
Greater Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call.
Halaster's Fetch V: Summon a hound archon for Aid, Continual Flame, Detect Evil, or Message, an achaierai for a damaging Insanity analogue, or a bearded devil for Greater Teleportation of objects. Then it sticks around afterwards and is probably confused and ticked off at you.
Sorc/Wiz 9thSummon Monster IX: Summon a couatl for 9th-level sorcerer casting and its detect [alignment], detect thoughts, invisibility, and plane shift SLAs. Summon a leonal for detect thoughts, fireball, hold monster, wall of force, cure critical wounds, neutralize poison, remove disease, heal, or a damaging Holy Word analogue, or to indirectly benefit from its self-only combination Magic Circle against Evil and Lesser Globe of Invulnerability effect, or its Speak with Animals effect. Summon a hatumala for Greater Teleport of objects, hold person, major iamge, scorching ray, order's wrath, or unholy blight. Summon a night hag for detect [alignment], detect magic, magic missile, ray of enfeeblement, sleep, or etherealness. Summon a hezrou for Chaos Hammer, Greater Teleport of objects, Unholy Blight, Blasphemy, and Gaseous Form.
Gate: Indirectly grants access to a ridiculously large amount of other spells through the spell-like abilities of the outsider you call. XP cost.
Halaster's Fetch VI: Summon a bralani for Blur, Charm Person, Gust of Wind, Mirror Image, Wind Wall, Lightning Bolt, Cure Serious Wounds, or to indirectly benefit from Tongues. Summon a janni for Enlarge/Reduce Person, Invisibility, Speak with Animals, or Create Food and Water. Summon a xill to travel to and from the Ethereal Plane. Then it sticks around afterwards and is probably confused and ticked off at you.
Ice Assassin: Permanently duplicate a touched creature (which can have spellcasting, even better than yours): share spells with it, including exclusively personal ones.
Greater Dragon Ally: Summon a dragon of 27 HD or less. They'll have sorcerer spellcasting and interesting spell-likes. Best for spellcasting is a Tome dragon, Dragon 343: they'll have 19th level sorcerer spellcasting. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost.
Abyssal Army: Summon 2d4 dretches, 1d4 babaus, and one vrock: you get access to Scare, Stinking Cloud, and telepathy through the dretch, darkness, dispel magic, see invisibility, or greater teleport of objects through the babaus, and mirror image, telekinesis, and heroism through the vrock. Nothing here you can't individually get through Summon Monster, let alone more flexible summon spells.
Heavenly Host: Summon 2d4 lantern archons and 1d4 hound archons: you get access to aid, detect evil, and continual flame through the lantern archon and all those plus Message through the hound archon. Nothing here you can't individually get through Summon Monster, let alone more flexible summon spells.
Hellish Horde: Summon 2d4 bearded devils, 1d4 chain devils, and a bone devil: get access to Greater Teleportation of objects through the bearded devil, and additionally dimensional anchor, fly, major image, or wall of ice through the bone devil. Bo-ring.
Call Marut: Summon a marut to gain access to air walk, dimension door, fear, greater command, greater dispel magic, mass inflict light wounds, locate creature, true seeing, chain lightning, circle of death, mark of justice, wall of force, earthquake, geas/quest, and plane shift. XP cost.
Greater Truename Binding: Like Greater Planar Binding, but it's a level higher, its target is CR 14 or less instead of HD 18 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (WHY?)
Sanctified 3Create Lantern Archon: permanently make a lantern archon, which listens to you for an hour and has CL 3 aid, detect evil, continual flame at will. 1d3 Constitution drain.
Subcategory: Other Spell Simulators
These spells simulate others but fall into none of the categories above.
List of Other Spell Simulators
Sorc/Wiz 3rdControl Darkness and Shadow: Control natural/magical shadows, enhancing or negating magical darkness or creating monochrome Silent Images. Concentration spell.
Sorc/Wiz 6thEnergy Transformation Field: Make a permanent 40-ft field that seems to totally auto-negate any spellcasting, magic items, or supernatural abilities within it, absorbs, transforms the energy into a single spell you can cast. XP component, costly material component.
Sorc/Wiz 8thLightning Ring: Generate two weak Lightning Bolts as a free action per round: 1 round/2 CL duration.
Sorc/Wiz 9thReplicate Casting: Duplicate a spell or spell-like ability you've just seen cast, 8th level or lower but otherwise without restriction