rferries
2018-04-01, 05:47 AM
Acrobatics
Transmutation
Level: Bard 1, Ranger 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your magic imbues the warrior with tremendous grace. Even clad in full plate, he can now move through the battle as though he were a dancer.
The target gains a +10 competence bonus on Balance, Jump, and Tumble checks (and may use those skills untrained).
The competence bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Alter Person
Transmutation [Polymorph]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One willing humanoid
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
"Time for a change."
The target assumes assume the form of a humanoid creature. The new form must be within one size category of the target's normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change the target into a member of its own kind or even into itself.
The target retains all the statistics and abilities of its normal form (including type and subtypes), except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). The target cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
If the new form is capable of speech, the target can communicate normally. The target retains any spellcasting ability it had in its original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
The target acquires some of the physical qualities of the new form while retaining its own mind. These qualities include:
Size category.
The aquatic subtype and amphibious special quality.
Darkvision, low-light vision, and scent.
Nonmagical movement capabilities (walking, climbing, swimming, and flying). No movement speed can exceed twice the base land speed of the target's normal form, and the target cannot have a maneuverability better than clumsy when flying.
Racial skill bonuses (only on Listen, Spot, Survival, and checks based on physical ability scores).
Any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow the target to make more attacks (or more advantageous two-weapon attacks) than normal.
The target does not gain any extraordinary, supernatural, or spell-like special attacks or special qualities not noted above, such as natural armour, natural weapons, blindsense, blindsight, fast healing, regeneration, and so forth.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. The target is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 competence bonus on your Disguise check and you ignore the penalties for being disguised as a different race, gender, or age.
When the change occurs, the target's equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on the target's body they previously occupied and are once again functional. Any new items the target wore in the assumed form and can’t wear in its normal form fall off and land at its feet; any that it could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
Focus
A small piece (e.g. tuft of hair, a few scales, etc.) from a creature of the race you wish the target to transform into. If you use the spell to impersonate a specific individual, viewers who are familiar with that creature do not get a bonus on their Spot checks if the material component came from the individual in question.
Alter Person, Mass
Transmutation [Polymorph]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One willing creature/level
Duration: 1 day/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as alter person, save that it affects one creature per caster level and lasts one day per caster level.See also the Polymorph subschool (http://www.giantitp.com/forums/showthread.php?555256-Transmutation-(Polymorph)-A-new-subschool-(-amp-new-spells)-with-template-mechanics).
Amphibiousness
Transmutation [Polymorph]
Level: Druid 1, Ranger 1, Sor/Wiz 1, Water 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature/level; see text
Duration: 1 day/level (D); see text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The merfolk wizard's magic plays over your party, and large iridescent auras form around each of you. You steel your nerves and leap off the ship's side, plunging down into the emerald depths.
The targets of this spell gain the amphibious special quality (they can breathe both air and water freely, regardless of whichever they breathed originally, and survive on land or underwater indefinitely). The spell does not alter the base land or swim speeds of the targets.
You may double, triple, or even quadruple the number of targets by reducing the duration appropriately.
This spell generally works by effecting physical transformations (e.g. granting gills or lungs). At your option it instead conjures bubble "helmets" of air for land creatures that venture underwater, or envelops aquatic creatures with smooth "sheaths" of water while on land. It loses the [Polymorph] descriptor if cast in this way.
Arcane Focus Component
A small green glass figurine of a frog, toad, lungfish, seahag, or similar creature.
Athletics
Transmutation
Level: Druid 1, Paladin 1, Ranger 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your magic imbues the warrior with even greater physical prowess. Even clad in full plate, he can now climb and swim with ease.
The target gains a climb speed equal to one-half its base land speed, and a swim speed equal to twice its base land speed. It gains a +10 competence bonus on Climb and Swim checks and may always choose to take 10 on those checks, even if rushed or threatened. It may use the run action while swimming, provided it swims in a straight line.
If the target already possesses a swim speed, it instead gains a land speed equal to one-half its base swim speed (to a maximum of 30 feet).
The competence bonus on increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Charm Person
Enchantment (Charm)[Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
"Any friend of yours is a friend of mine!"
This charm makes a humanoid creature more likely to trust you and your allies. You gain a +10 competence bonus on Diplomacy checks made to influence that creature's attitude, and it always counts as "wanting to believe you" during Bluff checks (-5 penalty to the creature's Sense Motive check). Anyone you introduce to the target as a friend or ally gains these benefits against the target, as well.
If the creature is currently being threatened or attacked by you or your allies, it receives a +5 bonus on its saving throw. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your intentions, or else be good at pantomiming.
The competence bonus on Diplomacy checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Detect Thoughts
Divination [Mind-Affecting]
Level: Knowledge 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spherical emanation centred on you
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
"I sense a presence."
You gain the ability to sense - and probe - the minds of other creatures. You are aware of the presence of hidden or invisible creatures within range, though you are limited to simply knowing the squares they are occupying (they retain any bonuses from concealment or invisibility).
You may telepathically interrogate creatures in range, asking one question per round. The creatures need not answer truthfully, but you gain a bonus on Sense Motive checks against them (see below). Due to the limited nature of the telepathy you must speak a creature’s language to ask your questions, or else be good at pantomiming or visualising (or empathising).
You gain a +10 competence bonus on Sense Motive checks against creatures in range.
A creature that succeeds on a Will save against the spell is immune to its effects for the duration - you cannot sense its presence, mentally ask it questions, or gain a bonus on Sense Motive checks against it.
The competence bonus on Sense Motive checks increases to +20 at caster level 7th, and to +30 (the maximum) at caster level 11th.
Disguise Person
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing humanoid
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The perfect disguise.
This spell allows the target to disguise itself as another creature of the same general size or body type - even a specific individual. The target gains a +10 competence bonus on Disguise checks for the chosen guise, and ignores the penalties to its Disguise check for being disguised as a different gender, race, or age category.
If another creature crafted a disguise for the target, the bonus from the spell instead applies to the check of the disguise's creator.
A creature need not have an actual physical disguise for this spell to work - the magic can alter the appearance of even an undisguised creature. However, it works best when enhancing a preexisting disguise.
The competence bonus on Disguise checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Disguise Person, Mass
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature/level
Duration: 1 day/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as disguise person, save that it affects one willing creature per level and lasts one day per level.
Glitterdust
Conjuration
Level: Bard 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creatures and objects within 10-ft.-radius spread
Duration: One minute/level
Saving Throw: Reflex negates (dazzling only)
Spell Resistance: No
You cast the handful of sparkling powder - and it multiplies rapidly, filling the air with sparkling golden pixie dust and a merry musical tinkling sound.
A cloud of golden particles covers everyone and everything in the area, causing creatures to become dazzled and visibly outlining invisible things for the duration of the spell. All within (or even only passing through) the cloud's area are covered by the dust, which cannot be removed and continues to sparkle until the spell ends (even if a creature or object leaves the cloud).
A creature must make a Reflex save for each round it remains within (or passes through) the cloud to avoid being dazzled for the duration. A creature that fails its save remains dazzled for the duration even if it leaves the cloud.
Any creature covered by the dust takes a -10 competence penalty on Hide and Move Silently checks. The competence penalty increases to -20 at caster level 5th, and to -30 (the maximum) at caster level 9th.
Material Component
Ground mica, pyrite (fool's gold), or a similar.
Hat Trick
Illusion (Shadow)
Level: Bard 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One touched hat
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You finish the incantation, then peek into the hat's red velvet interior. Your party marvels as you somehow start to clamber into the hat -first one arm, then the other, then your head, body, and legs!
"Come along now, it's quite safe!"
You transform an ordinary hat into a temporary portal to the Plane of Shadow. For the duration of the spell any creature may crawl through the hat as a full-round action to appear at the corresponding point on the Plane of Shadow (or vice versa). The hat exists on both the Material and Shadow Planes even when the spell ends, allowing you to cast the spell even from the Shadow Plane to return safely. Moving the hat on one plane does not move the corresponding hat on the other plane.
In this way, you may use the hat as a safe "place" to rest. However, repeated and excessive use of this spell may draw the attention of denizens of the Shadow, such as nightshades (http://www.d20srd.org/srd/monsters/nightshade.htm), night hags, or shadows). Additionally, unlike shadow walk this spell provides no special guidance while on the Shadow Plane, so characters who venture more than 30 feet from the point they arrived on the Shadow Plane quickly become hopelessly lost. Finally, although the hat is perfectly innocuous it can still be destroyed from either plane (rendering any subsequent travel via the same hat impossible).
While the spell is active, a Spellcraft check (DC 22) identifies the hat as an active portal. This allows other creatures to follow your party through the hat (or destroy it), unless you take precautions to conceal it.
Focus
A black velvet top hat or similar.
Invisibility
Illusion (Glamer)
Level: Bard 1, Sor/Wiz 1, Trickery 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target of this spell becomes virtually transparent, gaining a +10 bonus on Hide checks. Any direct attack they make against another creature (e.g. a weapon attack or a damaging or [Death] spell, but not summoning a creature and ordering it to attack) immediately ends the spell.
Additionally, the target may make Hide checks even while being observed or without anything to hide behind.
The competence bonus on Hide checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Arcane Material Component
An eyelash encased in a bit of gum arabic.
Knock
Transmutation
Level: Bard 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You speak an arcane password and rap the end of your staff on the on the formidable adamantine door. The barrier somehow seems more inviting, and you step back to let the rogue get to work.
The knock spell helps to open stuck, barred, locked, held, or arcane locked doors. For the duration of the spell, any creature that attempts to open the target gains a +10 competence bonus on Open Lock checks (and may use that skill untrained).
Knock affects secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
If you or another creature are bound with nonmagical restraints (up to and including masterwork manacles), you may choose to cast this spell on those restraints to automatically undo them. The spell has no verbal or somatic components when you cast it in this way.
The competence bonus on Open Lock checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Knock counters and dispels arcane lock.
Shamelessly stolen from this thread (http://www.giantitp.com/forums/showthread.php?555002-REworking-the-Sleep-spell-PEACH). All due credit to JohnBragg and Retaliation08!
Sleep
Enchantment (Compulsion) [Mind-Affecting][Sleep]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more living creatures within a 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The bandits slow, stagger, and fall before your power.
All living creatures in the area take 1d6 points of nonlethal damage per caster level (maximum 5d6). A successful Will save halves the damage.
Material Component
A pinch of fine sand, rose petals, or a live cricket.
Deep Slumber
Enchantment (Compulsion) [Mind-Affecting][Sleep]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One or more living creatures within a 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell functions as [I]sleep, except as described above and it may deal a maximum of 10d6 points of nonlethal damage.
Scrying
Divination (Scrying)
Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4
Components: V, S, F, DF
Casting Time: 24 hours
Range: Touch
Target: See text
Duration: One round/level
Saving Throw: Will negates; see text
Spell Resistance: No
You incant words of power and pass your hands over the scrying pool. The waters suddenly stir and glitter, reflecting visions of another place and time.
You call upon the powers of magic to learn the answers to difficult questions or even to glimpse the future.
You and any allies present gain a +10 competence bonus on Gather Information and Knowledge checks, and may make one such check (total) per round. The checks may relate to any creature, place, or thing - even subjects related to the distant future or long-forgotten past (though such checks may have appropriately high DCs).
If you make checks relating to a particular creature, it is entitled to a Will save to prevent you from learning the answers. Additionally, on a successful save the creature is aware that someone attempted to scry on it.
Focus
A scrying device of some sort, upon which you and your allies focus your attention during the spellcasting. This may be a font of (un)holy water, a bubbling cauldron, a crystal ball, a polished mirror, a pool of water in a grotto, a special brew of herbs or smoke pipe consumed in a smoke hut, tea leaves in a cup, a deck of cards, a collection of bones or entrails, or any similar device or method.
Transmutation
Level: Bard 1, Ranger 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your magic imbues the warrior with tremendous grace. Even clad in full plate, he can now move through the battle as though he were a dancer.
The target gains a +10 competence bonus on Balance, Jump, and Tumble checks (and may use those skills untrained).
The competence bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Alter Person
Transmutation [Polymorph]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One willing humanoid
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
"Time for a change."
The target assumes assume the form of a humanoid creature. The new form must be within one size category of the target's normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change the target into a member of its own kind or even into itself.
The target retains all the statistics and abilities of its normal form (including type and subtypes), except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). The target cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
If the new form is capable of speech, the target can communicate normally. The target retains any spellcasting ability it had in its original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
The target acquires some of the physical qualities of the new form while retaining its own mind. These qualities include:
Size category.
The aquatic subtype and amphibious special quality.
Darkvision, low-light vision, and scent.
Nonmagical movement capabilities (walking, climbing, swimming, and flying). No movement speed can exceed twice the base land speed of the target's normal form, and the target cannot have a maneuverability better than clumsy when flying.
Racial skill bonuses (only on Listen, Spot, Survival, and checks based on physical ability scores).
Any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow the target to make more attacks (or more advantageous two-weapon attacks) than normal.
The target does not gain any extraordinary, supernatural, or spell-like special attacks or special qualities not noted above, such as natural armour, natural weapons, blindsense, blindsight, fast healing, regeneration, and so forth.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. The target is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 competence bonus on your Disguise check and you ignore the penalties for being disguised as a different race, gender, or age.
When the change occurs, the target's equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on the target's body they previously occupied and are once again functional. Any new items the target wore in the assumed form and can’t wear in its normal form fall off and land at its feet; any that it could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
Focus
A small piece (e.g. tuft of hair, a few scales, etc.) from a creature of the race you wish the target to transform into. If you use the spell to impersonate a specific individual, viewers who are familiar with that creature do not get a bonus on their Spot checks if the material component came from the individual in question.
Alter Person, Mass
Transmutation [Polymorph]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One willing creature/level
Duration: 1 day/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as alter person, save that it affects one creature per caster level and lasts one day per caster level.See also the Polymorph subschool (http://www.giantitp.com/forums/showthread.php?555256-Transmutation-(Polymorph)-A-new-subschool-(-amp-new-spells)-with-template-mechanics).
Amphibiousness
Transmutation [Polymorph]
Level: Druid 1, Ranger 1, Sor/Wiz 1, Water 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature/level; see text
Duration: 1 day/level (D); see text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The merfolk wizard's magic plays over your party, and large iridescent auras form around each of you. You steel your nerves and leap off the ship's side, plunging down into the emerald depths.
The targets of this spell gain the amphibious special quality (they can breathe both air and water freely, regardless of whichever they breathed originally, and survive on land or underwater indefinitely). The spell does not alter the base land or swim speeds of the targets.
You may double, triple, or even quadruple the number of targets by reducing the duration appropriately.
This spell generally works by effecting physical transformations (e.g. granting gills or lungs). At your option it instead conjures bubble "helmets" of air for land creatures that venture underwater, or envelops aquatic creatures with smooth "sheaths" of water while on land. It loses the [Polymorph] descriptor if cast in this way.
Arcane Focus Component
A small green glass figurine of a frog, toad, lungfish, seahag, or similar creature.
Athletics
Transmutation
Level: Druid 1, Paladin 1, Ranger 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your magic imbues the warrior with even greater physical prowess. Even clad in full plate, he can now climb and swim with ease.
The target gains a climb speed equal to one-half its base land speed, and a swim speed equal to twice its base land speed. It gains a +10 competence bonus on Climb and Swim checks and may always choose to take 10 on those checks, even if rushed or threatened. It may use the run action while swimming, provided it swims in a straight line.
If the target already possesses a swim speed, it instead gains a land speed equal to one-half its base swim speed (to a maximum of 30 feet).
The competence bonus on increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Charm Person
Enchantment (Charm)[Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
"Any friend of yours is a friend of mine!"
This charm makes a humanoid creature more likely to trust you and your allies. You gain a +10 competence bonus on Diplomacy checks made to influence that creature's attitude, and it always counts as "wanting to believe you" during Bluff checks (-5 penalty to the creature's Sense Motive check). Anyone you introduce to the target as a friend or ally gains these benefits against the target, as well.
If the creature is currently being threatened or attacked by you or your allies, it receives a +5 bonus on its saving throw. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your intentions, or else be good at pantomiming.
The competence bonus on Diplomacy checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Detect Thoughts
Divination [Mind-Affecting]
Level: Knowledge 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spherical emanation centred on you
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
"I sense a presence."
You gain the ability to sense - and probe - the minds of other creatures. You are aware of the presence of hidden or invisible creatures within range, though you are limited to simply knowing the squares they are occupying (they retain any bonuses from concealment or invisibility).
You may telepathically interrogate creatures in range, asking one question per round. The creatures need not answer truthfully, but you gain a bonus on Sense Motive checks against them (see below). Due to the limited nature of the telepathy you must speak a creature’s language to ask your questions, or else be good at pantomiming or visualising (or empathising).
You gain a +10 competence bonus on Sense Motive checks against creatures in range.
A creature that succeeds on a Will save against the spell is immune to its effects for the duration - you cannot sense its presence, mentally ask it questions, or gain a bonus on Sense Motive checks against it.
The competence bonus on Sense Motive checks increases to +20 at caster level 7th, and to +30 (the maximum) at caster level 11th.
Disguise Person
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing humanoid
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The perfect disguise.
This spell allows the target to disguise itself as another creature of the same general size or body type - even a specific individual. The target gains a +10 competence bonus on Disguise checks for the chosen guise, and ignores the penalties to its Disguise check for being disguised as a different gender, race, or age category.
If another creature crafted a disguise for the target, the bonus from the spell instead applies to the check of the disguise's creator.
A creature need not have an actual physical disguise for this spell to work - the magic can alter the appearance of even an undisguised creature. However, it works best when enhancing a preexisting disguise.
The competence bonus on Disguise checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Disguise Person, Mass
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature/level
Duration: 1 day/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as disguise person, save that it affects one willing creature per level and lasts one day per level.
Glitterdust
Conjuration
Level: Bard 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creatures and objects within 10-ft.-radius spread
Duration: One minute/level
Saving Throw: Reflex negates (dazzling only)
Spell Resistance: No
You cast the handful of sparkling powder - and it multiplies rapidly, filling the air with sparkling golden pixie dust and a merry musical tinkling sound.
A cloud of golden particles covers everyone and everything in the area, causing creatures to become dazzled and visibly outlining invisible things for the duration of the spell. All within (or even only passing through) the cloud's area are covered by the dust, which cannot be removed and continues to sparkle until the spell ends (even if a creature or object leaves the cloud).
A creature must make a Reflex save for each round it remains within (or passes through) the cloud to avoid being dazzled for the duration. A creature that fails its save remains dazzled for the duration even if it leaves the cloud.
Any creature covered by the dust takes a -10 competence penalty on Hide and Move Silently checks. The competence penalty increases to -20 at caster level 5th, and to -30 (the maximum) at caster level 9th.
Material Component
Ground mica, pyrite (fool's gold), or a similar.
Hat Trick
Illusion (Shadow)
Level: Bard 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One touched hat
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You finish the incantation, then peek into the hat's red velvet interior. Your party marvels as you somehow start to clamber into the hat -first one arm, then the other, then your head, body, and legs!
"Come along now, it's quite safe!"
You transform an ordinary hat into a temporary portal to the Plane of Shadow. For the duration of the spell any creature may crawl through the hat as a full-round action to appear at the corresponding point on the Plane of Shadow (or vice versa). The hat exists on both the Material and Shadow Planes even when the spell ends, allowing you to cast the spell even from the Shadow Plane to return safely. Moving the hat on one plane does not move the corresponding hat on the other plane.
In this way, you may use the hat as a safe "place" to rest. However, repeated and excessive use of this spell may draw the attention of denizens of the Shadow, such as nightshades (http://www.d20srd.org/srd/monsters/nightshade.htm), night hags, or shadows). Additionally, unlike shadow walk this spell provides no special guidance while on the Shadow Plane, so characters who venture more than 30 feet from the point they arrived on the Shadow Plane quickly become hopelessly lost. Finally, although the hat is perfectly innocuous it can still be destroyed from either plane (rendering any subsequent travel via the same hat impossible).
While the spell is active, a Spellcraft check (DC 22) identifies the hat as an active portal. This allows other creatures to follow your party through the hat (or destroy it), unless you take precautions to conceal it.
Focus
A black velvet top hat or similar.
Invisibility
Illusion (Glamer)
Level: Bard 1, Sor/Wiz 1, Trickery 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target of this spell becomes virtually transparent, gaining a +10 bonus on Hide checks. Any direct attack they make against another creature (e.g. a weapon attack or a damaging or [Death] spell, but not summoning a creature and ordering it to attack) immediately ends the spell.
Additionally, the target may make Hide checks even while being observed or without anything to hide behind.
The competence bonus on Hide checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Arcane Material Component
An eyelash encased in a bit of gum arabic.
Knock
Transmutation
Level: Bard 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You speak an arcane password and rap the end of your staff on the on the formidable adamantine door. The barrier somehow seems more inviting, and you step back to let the rogue get to work.
The knock spell helps to open stuck, barred, locked, held, or arcane locked doors. For the duration of the spell, any creature that attempts to open the target gains a +10 competence bonus on Open Lock checks (and may use that skill untrained).
Knock affects secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
If you or another creature are bound with nonmagical restraints (up to and including masterwork manacles), you may choose to cast this spell on those restraints to automatically undo them. The spell has no verbal or somatic components when you cast it in this way.
The competence bonus on Open Lock checks increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Knock counters and dispels arcane lock.
Shamelessly stolen from this thread (http://www.giantitp.com/forums/showthread.php?555002-REworking-the-Sleep-spell-PEACH). All due credit to JohnBragg and Retaliation08!
Sleep
Enchantment (Compulsion) [Mind-Affecting][Sleep]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more living creatures within a 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The bandits slow, stagger, and fall before your power.
All living creatures in the area take 1d6 points of nonlethal damage per caster level (maximum 5d6). A successful Will save halves the damage.
Material Component
A pinch of fine sand, rose petals, or a live cricket.
Deep Slumber
Enchantment (Compulsion) [Mind-Affecting][Sleep]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One or more living creatures within a 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell functions as [I]sleep, except as described above and it may deal a maximum of 10d6 points of nonlethal damage.
Scrying
Divination (Scrying)
Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4
Components: V, S, F, DF
Casting Time: 24 hours
Range: Touch
Target: See text
Duration: One round/level
Saving Throw: Will negates; see text
Spell Resistance: No
You incant words of power and pass your hands over the scrying pool. The waters suddenly stir and glitter, reflecting visions of another place and time.
You call upon the powers of magic to learn the answers to difficult questions or even to glimpse the future.
You and any allies present gain a +10 competence bonus on Gather Information and Knowledge checks, and may make one such check (total) per round. The checks may relate to any creature, place, or thing - even subjects related to the distant future or long-forgotten past (though such checks may have appropriately high DCs).
If you make checks relating to a particular creature, it is entitled to a Will save to prevent you from learning the answers. Additionally, on a successful save the creature is aware that someone attempted to scry on it.
Focus
A scrying device of some sort, upon which you and your allies focus your attention during the spellcasting. This may be a font of (un)holy water, a bubbling cauldron, a crystal ball, a polished mirror, a pool of water in a grotto, a special brew of herbs or smoke pipe consumed in a smoke hut, tea leaves in a cup, a deck of cards, a collection of bones or entrails, or any similar device or method.