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Fax Celestis
2014-03-07, 07:21 PM
Baleful Polymorph [Curse, Polymorph]
Level: Hex 6, Moon 6
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
The target retains its own personality
The target retains its own Hit Points.
The target is treated as having its normal Hit Dice and Hero Value for purpose of adjudicating effects based on HD or HV, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
With those exceptions, the target's normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.

Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action (which ends the spell's effect).

Baleful polymorph may be removed by remove curse or break enchantment cast at an equal or higher Caster Level.

Bane [Mind-Affecting, Morale]
Level: Death 1, Fear 1, Hex 1
Casting Time: 1 standard action
Range: 50'
Area: 50' radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Enemies within bane's emanation take a -1 penalty on attack rolls, saving throws, and skill checks. A successful Will save or spell resist renders you immune to the effects of a particular bane spell, but a new casting or a bane spell from another source requires an independent saving throw.

Banishment [Transport]
Level: Glory 7
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One or more extraplanar creatures, no two of which can be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures back to their home plane. As many as 2 Hit Dice of creatures per Caster Level can be banished.

Barkskin [Polymorph]
Level: Plant 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three Caster Levels above 3rd. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Bestow Curse [Curse]
Level: Fate 3, Fear 4, Hex 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following effects:
-6 decrease to an ability score (minimum 1).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
-1 decrease in Hero Value, Base Attack Bonus, or Caster Level.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell can be removed with a break enchantment or remove curse spell cast at an equal or higher Caster Level.

Bestow curse counters remove curse.

Binding [Curse, Mind-Affecting]
Level: Enchantment 8, Enochian Magic 7, Hex 8
Casting Time: 1 minutes
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw: Will negates
Spell Resistance: Yes

A binding spell creates a magical restraint to hold a creature.

You may have as many as six assistants help you with the spell. For each spellcasting assistant who casts a [Mind-Affecting] or [Curse] spell that could legally affect the target, your Caster Level for this casting of binding increases by 1. Since the assistants' spells are cast simply to improve your Caster Level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your modified Caster Level determines how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name or identity, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or Hit Points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining
The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per Caster Level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

Slumber
This version causes the subject to become comatose for as long as one year per Caster Level. The subject does not need to eat or drink while slumbering, nor does it age. This form of bindingis more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

Bound Slumber
This combination of chaining and slumber lasts for as long as one month per Caster Level. Reduce the save DC by 2.

Hedged Prison
The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

Metamorphosis
The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment
The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

Biting Winds [Air, Eternal]
Level: Eternal 5, Raghnialt's Kiss 6, Sylphic Tradition 5
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: 40' radius burst
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

You give form to the very air, sharpening it to weaponize against your enemies. Creatures moving through the spell's area must make a Reflex save or take 1d6 points of magic, slashing damage for each 5' they move. A creature that takes more than 5d6 points of damage in this way must also make an additional Reflex save or be knocked prone.

Eternal: This spell functions as above, except the spell targets a single creature instead of an area and only affects the targeted creature's movement.

Blacklight [Darkness]
Level: Darkness 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: 20' radius emanation centered on creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it. The spell can be cast on a point in space, but the effect is stationary. You can cast the spell on a creature or object and the effect then radiates from that source and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blade Barrier [Metal]
Level: Creation 7, Glory 6, War 6
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Effect: Wall of blades occupying up to one 5' cube/level, all contiguous (S)
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: No

An immobile zone of whirling blades springs into existence. Any creature passing through the zone takes 1d4 points of magic slashing damage per Caster Level (maximum 15d4), with a Reflex save for half damage. A creature is damaged by each square it moves through in this fashion, so that a creature that moves through four contiguous squares makes four separate Reflex saves and takes damage four individual times.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through.
A blade barrier provides cover against attacks made through up to two squares of it. Three or more squares of cover provided by a blade barrier instead provides total cover.

Bless [Morale]
Level: Courage 1, Luck 1, Might 1
Casting Time: 1 standard action
Range: 50'
Area: 50' radius emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

Bless fills your allies with courage. Each ally within the area gains a +1 morale bonus on attack rolls, saving throws, and skill checks.

Bless Water [Polymorph, Water]
Level: Water 1
Casting Time: 1 minute
Range: Touch
Target: Flask holding up to 1 pint of liquid touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell imbues a flask of liquid with divine energies, transforming it into an equal amount of holy water. This spell has the Polymorph descriptor only if the flask touched contains a liquid other than water.

Blight [Curse, Death]
Level: Cold 5, Death 4, Thanaturgy 5
Casting Time: 1 standard action
Range: Touch
Target: Plant or Plant creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell withers a single plant of any size. A touched Plant creature must make a Fortitude save or perish instantly. A Plant creature that successfully makes its save instead takes 1d6 points of damage per Caster Level (maximum 15d6) and may attempt a second Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.

Blinding Energy [Light, Radiant]
Level: Sun 4
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: 20' radius burst
Duration: Instantaneous
Saving Throw: Reflex half and Fortitude negates; see text
Spell Resistance: Yes

Blinding energy creates a burst of searing light. Creatures and unattended objects caught within the spell's area take 1d6 points of radiant damage per Caster Level (maximum 10d6). An affected creature may make a Reflex save for half damage. Creatures that fail their Reflex save must also make a Fortitude save or be permanently blinded.

Blindness/Deafness [Curse, Eternal]
Level: Darkness 2, Eternal 2, Fear 3, Hex 2, Star 3
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

The targeted creature must make a Fortitude save or be permanently blinded or deafened, whichever you choose.

Eternal: As above, except the range is Close (25' +5' /2 levels) and the blindness only lasts for 1d3 rounds.

Blink [Eternal, Transport]
Level: Alchemy 3, Eternal 3, Star 4, Time 3
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.

Blinking has several effects, as follows:
Physical attacks against the target have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since the target is ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, the targeted creature's own attacks have a 20% miss chance, since they sometimes go ethereal just as they are about to strike.
Any individually targeted spell has a 50% chance to fail against a blinking creature unless the attacker can target invisible, ethereal creatures. The blinking creature's own spells have a 20% chance to activate just as they go ethereal, in which case they typically do not affect the Material Plane.
A blinking creature takes only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). The blinking creature strikes as an invisible creature (with a +2 bonus on attack rolls), denying their target any Dexterity bonus to AC.
The blinking creature takes only half damage from falling, since they fall only while material.
A blinking creature can step through (but not see through) solid objects. For each 5 feet of solid material the creature walks through, there is a 50% chance that it becomes material. If this occurs, they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. They can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and they spend about half their time there and half their time material.)
Since they spend about half their time on the Ethereal Plane, a blinking creature can see and even attack ethereal creatures. They interact with ethereal creatures roughly the same way they interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, they can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

[Force] effects and [Abjuration] effects affect a blinking creature normally: their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Eternal: As above, but the casting time is one immediate action and the duration is one round.

Blur
Level: Luck 2, Phantasmagoria 2, Protection 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A [Detection] spell of higher level that grants increased sensory abilities counteracts this [i]blur effect.

Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Bolts of Bedevilment [Mind-Affecting]
Level: Madness 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: Up to one ray per round
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell grants the caster the ability to make one ray attack per round as a swift action. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.

Brain Spider [Divination, Mind-Affecting]
Level: Madness 8
Casting Time: 1 round
Range: Long (400' + 40'/level)
Target: Up to 8 living creatures
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows you to eavesdrop as a swift action on the thoughts of up to eight other creatures at once, hearing as desired:
Individual trains of thought in whatever order you desire.
Information from all minds about one particular topic, thing, or being; one nugget of information per Caster Level.
A study of the thoughts and memories of one creature of the group in detail.
Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. Success on this saving throw does not negate the other effects of the brain spider spell for that creature.

You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.

Break Enchantment [Healing]
Level: Alchemy 4, Hex 4, High Arcana 4, Luck 5, Magic 5
Casting Time: 1 minute
Range: Close (25' + 5'/2 levels)
Target: Up to one creature or object per level, no two of which can be more than 30' apart
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from polymorphs and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a Caster Level check (1d20 + Caster Level, maximum +15) against a DC of 11 + Caster Level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower or if the spell specifically states that it can be removed by break enchantment.

If the effect comes from some permanent magic item, break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.

Burning Hands [Eternal, Fire]
Level: Eternal 1, Fire 1, Promethean Magic 1
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per Caster Level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action.

Eternal: You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your Caster Level. A touched creature must make a Reflex save or catch on fire.

Burnout [Abjuration, Fire]
Level: Fire 5
Casting Time: 1 immediate action
Range: Medium (100' + 10'/level)
Target: 1 opposing spellcaster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell interrupts an opponent who is in the process of casting a spell. The target must make a Concentration check at DC 20 + Caster Level + spell level or lose the spell. If they fail the check, they also take 1d4 points of fire damage per level of the spell lost, and 1d4 points of nonlethal damage per each of their Caster Levels.