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View Full Version : D&D 3.x Other [d20r, Spells] Spells, Alphabetical, "D"



Fax Celestis
2014-08-12, 01:14 PM
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This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).


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Daggerveil
Daggerveil [Animation, Metal]
Level: Might of Talos 3
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates a swarm of quickly moving self-animated knives swirling about you. The swarm fills your own square as well as any square you are adjacent to. It is not a creature, nor does it act like one. When you move, the swarm follows you.

At the end of each of your turns, any creature other than yourself that is within the swarm's area takes 1d6 magic slashing and piercing damage, plus an additional point of damage per Caster Level.

In addition, as a swift action on your turn, you may fire one dagger at a target within 30'. This functions in all ways like a thrown weapon attack except a successful hit deals 1d6 + your Caster Level magic piercing and slashing damage and you do not add your Strength modifier to the attack's damage.

Dancing Lights
Dancing Lights [Eternal, Light]
Level: Star 1
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: No

You create up to one light per two Caster Levels (maximum eight lights) that resemble lanterns or torches (and cast that amount of light). The dancing lights must stay within a 10' radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100' per round. A light winks out if the distance between you and it exceeds the spell's range. You may voluntarily burn out a light in a bright flash as a standard action. Creatures within 5' of the flash must make a Fortitude save or be blinded for one round and dazzled for an additional minute: those that succeed are instead only dazzled for two rounds.

Eternal: As above, except you may not burn out the lights.

Darkness
Darkness [Darkness]
Level: Darkness 1, Moon 2
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell causes an object to lower the ambient light level in the surrounding 20' radius to shadowy illumination. If the ambient light level is already at shadowy illumination or darker, it decreases the ambient light level another step. Abilities that normally allow a creature to see in an area of darkness or low light (such as darkvision or low-light vision) do not allow the creature to see through a darkness spell.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are [Light] spells of lower level. Higher level [Light] spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

Darkvision
Darkvision [Detection, Eternal]
Level: Darkness 2, Eternal 2, Moon 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature gains the darkvision ability (usable out to 60') for the duration of this spell. A touched creature that already possesses darkvision instead increases the effective range of their darkvision by 30' for the duration of this spell.

Eternal: As above, except the range is reduced to "Personal" and the target is altered to "You".

Daylight
Daylight [Light]
Level: Sun 3, Weather 3
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daze Monster
Daze Monster [Eternal, Mind-Affecting]
Level: Time 2
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

The targeted creature must make a Will saving throw or be dazed for one round.

Eternal: As above, except the spell does not affect creatures with more Hit Dice than your Caster Level.

Death Knell
Death Knell [Death]
Level: Death 2, Fate 2
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous and 10 minutes per HD of subject; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer Hit Points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary Hit Points and a +2 bonus to Strength. Additionally, your effective Caster Level goes up by +1, improving spell effects dependent on Caster Level. (This increase in effective Caster Level does not grant you access to more spells.) These effects last for 10 minutes per Hit Die of the subject creature.

Death Ward
Death Ward [Abjuration, Eternal]
Level: Courage 4, Death 4, Eternal 4, Fate 4, Life 4, Luck 4, Protection 5, Thanaturgy 4
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature gains a bonus equal to one-third your Caster Level (round down, minimum +1) to saves made against [Death] effects and Hero Value damage.

This spell does not remove any existing Hero Value damage: it merely prevents any further damage from occurring.

Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

Eternal: As above, except the casting time is reduced to "One immediate action", the range is reduced to "Personal", the target is altered to "You", and the duration is reduced to "One round".

Deathwatch
Deathwatch [Detection]
Level: Death 1, Life 1, Thanaturgy 1
Casting Time: 1 standard action
Range: 30'
Area: Cone-shaped emanation
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death, but cannot see through invisibility or similar effects: you must be able to normally detect the creature in order to determine its status with deathwatch.

Deeper Darkness
Deeper Darkness [Darkness]
Level: Darkness 2
Duration: 1 day/level

This spell functions like darkness, except that the object radiates darkness in a 60' radius and the darkness lasts longer. Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deflecting Daggerveil
Deflecting Daggerveil [Animation, Metal]
Level: Might of Talos 9
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You surround yourself in a whirling barrier of blades that sends any attack that misses you hurling back toward its source. When an attacker misses you due to your Armor Class (but not an attack that misses you due to other circumstances, such as concealment), he must immediately make a second attack roll against himself: if he hits his own Armor Class, he suffers the effects of the attack, using any attack or damage modifiers of the original attack. If the attack carried non-damage side effects (such as a Strength penalty), they also apply to the attacker.

This spell also functions as daggerveil, except as noted here.

Deja Vu
Deja Vu [Mind-Affecting]
Level: Time 1
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One creature
Duration: One round
Saving Throw: Will negates
Spell Resistance: Yes

Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of spells, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.

Delay Poison
Delay Poison [Eternal, Healing]
Level: Eternal 1, Healing 1, Lernaen Magic 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes temporarily immune to [Poison] effects. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

Eternal: As above, except the range is "Personal" and the target is "You".

Delayed Blast Fireball
Delayed Blast Fireball [Fire]
Level: Fire 7, Promethean Magic 7
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 20' radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell functions as fireball except as noted here.

Delayed blast fireball deals 1d8 damage per Caster Level to all creatures within its area, offering a Reflex save for half damage.

The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10'). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

Demand
Demand [Mind-Affecting]
Level: Enchantment 8
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand’s message to the creature must be twenty-five words, plus one word per Caster Level, or less, including the suggestion. The creature can also give a short reply immediately. A reply message does not carry a suggestion effect, just the phrase or phrases to be delivered.

Unlike sending, demand does not have a chance of failure when crossing planar boundaries.

Destruction
Destruction [Entropy, Death]
Level: Time 8, War 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of entropic damage. The only way to restore life to a character who has failed to save against this spell is to use the true resurrection function of the Last Rites feat.

Detect
Detect [Detection]
Level: Astrology 1, Rune 1
Casting Time: 1 standard action
Range: 60'
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

When casting this spell, you name a subject for this spell to detect from the below list:
Creatures
Magical auras
Objects (or nonliving creatures, such as an iron golem) made of a particular material

The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of the subject in question.

2nd Round: Number of different qualifying subjects in the area and the location of the largest or most powerful magical aura.

3rd Round: The relative strength and location of each subject. If the subjects are in line of sight, you can make appropriate skill checks to determine more information about each subject. Make one check per subject.

Magical areas, multiple types of magic, strong local magical emanations, or high densities of the subject in question may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level, an item's Caster Level, a creature's Hit Dice, or (in the case of a non-magical, non-creature subject) the physical size of the object. If an aura falls into more than one category, detect indicates the stronger of the two.

Each round, you can turn to detect in a new area. The spell can penetrate barriers, but 1' of stone, 1" of common metal, a thin sheet of lead, or 3' of wood or dirt blocks it.

Detect Life
Detect Life [Detection]
Level: Life 1
Casting Time: 1 standard action
Range: 120'
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: No

This spell functions like detect, except it only discovers the presence of living creatures: creatures that are 'unalive', such as those of the Construct type or Undead subtype, do not register when using detect living. A living creature that wishes to appear as an unliving creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for detect undead.

Detect Scrying
Detect Scrying [Detection]
Level: Astrology 4
Casting Time: 1 standard action
Range: 40'
Area: 40' radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

You immediately become aware of any attempt to observe you by means of a [Detection] spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed Caster Level checks (1d20 + Caster Level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

Detect Secret Doors
Detect Secret Doors [Detection]
Level: Earth 1
Casting Time: 1 standard action
Range: 31'
Area: Cone-shaped emanation
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like detect, except it detects hidden doors, compartments, or other concealed hatchwork.

Detect Snares and Pits
Detect Snares and Pits [Detection]
Level: Earth 1
Casting Time: 1 standard action
Range: 60'
Area: Cone-shaped emanation
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like detect, except it detects the presence of natural hazards (such as quicksand, loose soil, deadfalls, sinkholes, or potential cave-ins).

Detect Thoughts
Detect Thoughts [Detection, Mind-Affecting]
Level: Knowledge 2
Casting Time: 1 standard action
Range: 60'
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell functions like detect, except it detects the thoughts of creatures with Intelligence 1 or higher.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Detect Undead
Detect Undead [Detection]
Level: Thanaturgy 1
Casting Time: 1 standard action
Range: 60'
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: No

This spell functions like detect, except it detects the presence of unliving creatures within the area. Unliving creatures include those of the Construct type and the Undead subtype, but may also include creatures of the Aberration or Avatar types. An unliving creature that wishes to appear as a living creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for detect life.

Dimension Door
Dimension Door
Level: Luck 4, Travel 4
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Target: You and touched objects or other touched, willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three Caster Levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Dimensional Anchor
Dimensional Anchor [Abjuration, Eternal, Ray]
Level: Eternal 4, High Arcana 4, Rune Magic 4
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Effect: Ray
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extra-dimensional travel. An affected creature is unable to be targeted by or make use of [Transport] effects. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extra-dimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a [Summoning] effect.

Dimensional Lock
Dimensional Lock [Abjuration]
Level: Rune 8
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: 20' radius emanation centered on a point in space
Duration: 1 day/levl
Saving Throw: None
Spell Resistance: Yes

This spell functions like dimensional anchor, except as noted here.

Diminish Plants
Diminish Plants [Curse, Polymorph]
Level: Plant 3
Casting Time: 1 standard action
Range: See text
Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell has two versions.

Prune Growth: This version causes normal vegetation within Long range (400' + 40' per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.

At your option, the area can be a 100'-radius circle, a 150'-radius semicircle, or a 200'-radius quarter-circle. You may also designate portions of the area that are not affected.

Stunt Growth: This version targets normal plants within a range of ½ mile, reducing their potential productivity over the course of the following year to one third below normal.

This spell has no effect on Plant creatures.

Discern Lies
Discern Lies [Detection, Mind-Affecting]
Level: Astrology 3
Casting Time: 1 standard action
Range: 30'
Area: Cone-shaped emanation
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes; see text

Creatures within the area of effect must make Will saves when speaking a lie (generally by using the Bluff skill): a failure indicates that you are aware of their lie. Spell Resistance is checked once when a creature enters the area (or if a creature is in the spell's area when it is initially cast, it is checked then): successfully resisting the spell in this way renders the creature immune to this casting's effects, with the spell's caster none the wiser. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Discern Location
Discern Location [Detection, Divination]
Level: Astrology 8, Knowledge 8, Wealth 8
Casting Time: 10 minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a screen spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from [Detection] effects. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Disguise Self
Disguise Self [Eternal, Illusion]
Level: Eternal 1, Madness 1, Phantasmagoria 1, Trickery 1
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the check.

A creature that interacts with the illusion (such as by touching it) gets a Will save to recognize it as an .

Eternal: As above, but the casting time is "1 swift action" and the duration is "1 round/level (D)".

Disjunction
Disjunction [Abjuration]
Level: High Arcana 9
Casting Time: See text
Range: See text
Area: See text
Duration: Instantaneous and see text
Saving Throw: Will negates (object)
Spell Resistance: Yes

You rend magic itself apart, using pure willpower to destroy spells and suppress items within the area. The strength of this spell depends on the amount of time you spend casting it, but the spell has the same general characteristics in all forms.

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are dispelled. Spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each unattended permanent magic item has all its magical properties suppressed for the spell's duration. In addition, all creatures within the radius of the spell carrying any magic items must make a Will save or have all their carried magic items have all their magical properties suppressed for the spell's duration. The effects on items are on the items themselves: dropping or picking up items after the spell has been cast does not grant new saves or remove the suppression effect before the duration has expired. Artifacts have no special protections against these effects.

You also have a certain chance per Caster Level (dependent upon the casting time) of destroying each antimagic field within the spell's radius. If the antimagic field survives the disjunction, no items within it are dispelled. If it does not, the disjunction affects the area inside within its radius normally.

The casting time of disjunction affects its Range, Area, Duration, and chance of destroying an antimagic field. When you being casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.

The below table summarizes this spell's effects based upon differing casting times:
[tr]Time Spent Casting Range Area Duration Chance to Dispel [i]Antimagic Field
1 swift action 10' 10' radius burst, centered on you 1 round 1% per Caster Level
1 standard action Close (25' + 5'/2 levels) 10' radius burst 1d3+1 rounds 2% per Caster Level
1 full-round action Close (25' + 5'/2 levels) 20' radius burst 2d3 rounds 3% per Caster Level
1 round Medium (100' + 10'/level) 30' radius burst 2d4 rounds 4% per Caster Level
2 rounds Long (400' + 40'/level) 30' radius burst 3d4 rounds 5% per Caster Level

Dismissal
Dismissal [Abjuration, Transport]
Level: Enochian Magic 4
Casting Time: 1 full-round action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell forces an extraplanar creature or a creature summoned via a [Summoning] effect back to its proper plane if it fails a Will save.

Dispel Magic
Dispel Magic [Abjuration, Eternal]
Level: Eternal 3, High Arcana 3, Magic 3
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One object or creature; see text
Area: 20' radius burst; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, including those with the [Curse] descriptor and other spells as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your Caster Level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's Caster Level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a creature summoned via a [Summoning] effect), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's Caster Level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You may automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest Caster Level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a creature summoned via a [Summoning] effect) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Eternal: As above, except you may only make use of the targeted or counterspell options, and your maximum bonus is +5.

Dispel Magic, Greater
Greater Dispel Magic [Abjuration]
Level: High Arcana 6, Magic 6

This spell functions identically to dispel magic, except your maximum bonus is +20 instead of +10.

Displacement
Displacement
Level: Luck 3, Time 3
Casting Time: 1 standard action
Range: Touch
Target: Object or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

The subject of this spell appears to be about 2' away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, [i]displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

Divination
Divination [Divination]
Level: Fate 4
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per Caster Level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Divine Favor
Divine Favor [Dynamism, Luck]
Level: Courage 1, Fate 1, Luck 1, War 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling upon the power of your faith, you grant a +1 luck bonus on attack and weapon damage rolls for every three Caster Levels you have (at least +1, maximum +3) to the touched creature. This bonus doesn't apply to spell damage.

Divine Power
Divine Power [Dynamism]
Level: Glory 4, Might 4, War 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature gains a +1 divine bonus to their Hero Value, a +6 enhancement bonus to their Strength score, and 1 temporary Hit Point per Caster Level.

Dominate
Dominate [Eternal, Mind-Affecting]
Level: Enchantment 4, Eternal 4
Casting Time: 1 round
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

You can control the actions of any Humanoid creature through a telepathic link that you establish with the subject's mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by this effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures.

If you lower your Caster Level by 2, this spell can also affect an Animal, Fey, Magical Beast, or Magical Humanoid.

If you lower your Caster Level by 4, this spell can also affect an Aberration, Avatar, Dragon, Elemental, or Outsider.

You may have a maximum number of dominated subjects equal to one-half your Caster Level (rounded down) simultaneously. Exceeding this limitation causes the oldest spell to expire immediately.

Eternal: As above, except the casting time is reduced to "1 standard action", the duration is reduced to "1 round/level", and a creature who successfully resists this spell (via saving throw or via Spell Resistance) is immune to further applications of it for 24 hours.

Dominate Animal
Dominate Animal [Mind-Affecting]
Level: Animal 3

This spell functions as dominate, but may only target creatures of the Animal type. You can direct the animal with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures.

If you lower your Caster Level by 2, this spell can also affect a Magical Beast.

If you lower your Caster Level by 4, this spell can also affect a Fey or Elemental.

You may have a maximum number of dominated animals equal to one-half your Caster Level (rounded down) simultaneously. Exceeding this limitation causes the oldest spell to expire immediately.

Doom
Doom [Mind-Affecting, Morale]
Level: Death 1, Fate 1, Fear 1, Hex 1
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. A creature already shaken instead becomes frightened. Doom cannot escalate fear from frightened to panicked.

nonsi
2014-08-12, 03:22 PM
You might want to add a preface, so that people will know what the general purpose behind these spell fixes is.
It will help evaluate your success at meeting your own goals.

Fax Celestis
2014-08-12, 03:37 PM
Good point. I'll write one up.

qazzquimby
2014-08-12, 07:35 PM
Sorry, this isn't directly relevant.
Is there, or could there be made, a thread comparing the various major fixes? In most cases the remakes are very large and its difficult to see all what you're looking at. This is looking at D20 rebirth (or S&S if it's not done), Nonsi's work, Giants and Graveyards, and all the other huge projects. Is this a thing others would see value in?

Fax Celestis
2014-08-12, 09:09 PM
There isn't one I'm aware of but it's something id be very interested in.