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rferries
2020-07-21, 04:01 PM
Curses
A spell with the [Curse] descriptor can be removed with remove curse, break enchantment, greater dispel magic, and any specific spells mentioned in the curse's description. A spellcaster may attempt to dispel a curse with dispel magic, but if they fail they cannot try again until they gain a level.

At the DM's option, [Curse] spells may also be broken by slaying the creature that cast them (or destroying the magic item used to cast them).

Casting a [Curse] spell is often an evil act, even if a given curse lacks the [Evil] descriptor.

The following spells gain the [Curse] descriptor: baleful polymorph, binding, feeblemind, geas, imprisonment, insanity, lesser geas, mark of justice, polymorph any object (if duplicating the effects of baleful polymorph or petrify), power word: blind (if permanent), soul bind, symbol of insanity, temporal stasis, and trap the soul.

Curse From Afar
You may bestow curses upon unsuspecting creatures.

Prerequisites
Caster level 5th.

Benefits
Whenever you successfully cast a Divination (Scrying) spell, you may attempt to cast a single [Curse] spell on a creature you are scrying upon. You must possess an item or body part belonging to your target to cast a [Curse] spell in this way. A creature that successfully saves against the curse cannot be targeted again in this way until you gain a level.

Thieving Curses
You deal in stolen goods...

Prerequisites
Caster level 3rd.

Benefits
Whenever you successfully cast blindness, deafness, or voicelessness on a creature, you may steal that creature's vision, hearing, or speech (as appropriate). The stolen quality manifests as a small token in a form you desire (e.g. a coin, a glass eye, an incorporeal wisp of light, etc).

You may store the token, sell it, or grant it to another creature. A creature that keeps the token on its person gains the stolen quality for as long as the curse remains in effect on the original creature. A stolen quality might grant normal sight (to a blind creature), darkvision, low-light vision, racial bonuses on Listen or Spot checks, a +2 circumstance bonus on Disguise checks by speaking with an appropriate stolen voice, or any other appropriate benefits (subject to DM approval).

Special
At the DM's option this feat might apply to other [Curse] spells (e.g. allowing you to steal a creature's youth with aging, its sanity with insanity, and so forth).
Aging
Necromancy [Curse, Temporal]
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your foe becomes decrepit and withered before your eyes.

You curse your target with advanced age. Each time they fail their Fortitude save against this spell they advance one age category and must immediately make another Fortitude save, until they either advance to venerable age or succeed on a saving throw.

At your option the spell takes effect gradually instead. When cast in this way the spell has no immediate effect, but the target must make a Fortitude save every 24 hours to avoid advancing an age category (to a maximum of venerable). Unlike the instantaneous version, a successful save does not obviate the need for future saves.

Affected creatures accrue aging penalties to their physical ability scores but not aging bonuses to their mental ability scores. A creature also ages normally while under the effects of this spell, accruing age modifiers as normal according to their actual age. Aging penalties from this spell and from natural aging overlap (do not stack). This spell has no effect on a creature's maximum age (it never causes a creature to die of old age).

Creatures that are immune to magical aging (e.g. high-level druids and monks) or that age differently from humanoids (e.g. dragons) are immune to this spell.

Aging can be removed by reincarnation, restoration, and any similar or more powerful magic.

Bestow Curse (Replaces Bestow Curse)
Necromancy [Curse, Evil]
Level: Clr 3, Evil 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cackle and unleash a terrible curse upon your foe.

You curse your target with the effects of any [Curse] spell of a lower level than bestow curse. You may also inflict entirely new [Curses] of a similar potency, subject to DM approval.

Curses inflicted with bestow curse cannot be removed by means specific to those curses (they can only be removed by means that would remove any [Curse] spell e.g. remove curse).


Bestow Curse, Mass
Necromancy [Curse, Evil]
Level: Clr 6, Evil 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more living creatures, no two of which can be more than 30 ft. apart
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cackle and unleash a terrible curse upon your foes.

You curse your targets with the effects of any [Curse] spell at least four levels lower than mass bestow curse.

Blindness (Replaces Blindness/Deafness)
Necromancy [Curse]
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your foe's eyes become as clouded and pearly as moonstones.

You curse your target with blindness. This blindness manifests as you desire (e.g. without any visible symptoms, as milky-white eyes, as eyes horrifically sealed-over by flesh, etc).

Blindness counters and dispels any Divination spell of equal or lower level.

Blindness can be removed by remove blindness/deafness, heal, restoration, and any similar or more powerful magic.


Deafness (Replaces Blindness/Deafness)
Necromancy [Curse]
Level: Clr 2, Sor/Wiz 2

This spell functions as blindness, except your target is cursed with deafness instead.

Deafness counters and dispels any [Language-Dependent] spell of equal or lower level.

Deafness can be removed by remove blindness/deafness, heal, restoration, and any similar or more powerful magic.

Voicelessness
Necromancy [Curse]
Level: Clr 2, Sor/Wiz 2

This spell functions as blindness, except your target is cursed with voicelessness instead. A voiceless character cannot speak (or cannot speak intelligibly, at your option) and cannot cast spells with verbal components.

Voicelessness counters and dispels any [Sonic] spell of equal or lower level.

Voicelessness can be removed by tongues, heal, restoration, and any similar or more powerful magic.

Candour
Enchantment (Compulsion) [Curse, Mind-Affecting]
Level: Clr 2, Community 2, Law 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

Your foe is now honest to a fault.

You curse your foe with the inability to lie. They take a -30 enhancement penalty on Bluff checks (it is still possible, albeit very difficult, to mislead others without lying directly). Furthermore, whenever asked a direct question the subject must make a Will save to avoid answering truthfully and to the best of their knowledge (at the DM's option they need not make this save for the same question asked multiple times)

Candour can be removed by glibness and any similar or more powerful magic.

Contagion (Replaces Contagion)
Necromancy [Curse, Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Permanent (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your touch inflicts a dreadful disease.

The subject contracts one of the diseases described below, or any other standard disease (http://www.d20srd.org/srd/specialAbilities.htm#disease) you choose (subject to DM approval).

You may choose for the disease to strike immediately, with no incubation period. If you do, the subject is not contagious but cannot recover from the disease naturally or via treatment with the Heal skill (though ability damage still heals naturally). The disease persists until magically treated.

Alternatively, you may choose for the disease to strike after a normal incubation period. In this case the subject is infectious and can spread the disease as normal, but the subject and all creatures it infects can recover from the disease naturally. If you cast this spell subtly enough, the subject might spread the disease unawares. Finally, a natural roll of 20 on any subsequent save against the disease is not treated as an automatic success for an infected creature.

Contagion may be removed by remove disease, heal, and any similar or more powerful magic.

Madness Plague
This disease is spread by contact and has an incubation period of 1 day. Infected creatures become delirious, taking 2d3 points of damage to their Charisma, Intelligence, and Wisdom scores with each failed save.

The Withering
This disease is spread by contact and has an incubation period of 1 day. Infected creatures waste away, taking 2d3 points of damage to their Constitution, Dexterity, and Strength scores with each failed save.

Standard Disease
As the standard disease of your choice, save that the save DC for that disease (for both the subject and any other creatures it infects) uses contagion's DC.


Plague
Necromancy [Curse, Evil]
Level: Clr 7, Drd 7, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more living creatures, no two of which can be more than 30 ft. apart
Duration: Permanent (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your magic spreads a dreadful pestilence.

This spell functions as contagion, except as described above and the subjects are all contagious. Furthermore, no creature (whether infected directly by the spell or indirectly by an infected creature) can recover from the disease naturally.

Damnation
Conjuration (Teleportation) [Curse, Evil]
Level: Clr 2, Evil 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

Your foe is uncertain yet relieved - your spell seemed to have no effect. You know the ghastly truth, however.

You curse your target with the [Evil] and [Extraplanar] subtypes. They are treated as an [Evil] [Extraplanar] summoned creature for the purpose of detect evil, holy weapons, magic circle spells, dismissal, antimagic field, and all similar effects. Their home plane is treated as though it were a random evil-aligned plane (or any evil-aligned plane you specify when you cast the spell).

At your option this spell manifests as minor or major cosmetic changes to the target (e.g. all-black or red-irised eyes, a haggard or haunted appearance, red skin, horns and/or a tail, etc); otherwise it has no visible effect.

Damnation can be removed with dimensional anchor, dimensional lock, and any similar or more powerful magic.

Ill Fortune
Necromancy [Curse]
Level: Chaos 2, Clr 2, Sor/Wiz 2, Trickery 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

Your foe has truly appalling luck.

You curse a foe with bad luck. The subject takes a -2 luck penalty on all attack rolls, saves, and skill checks. Furthermore, the subject no longer treats a natural roll of 20 as an automatic success.

Lycanthropy
Transmutation (Polymorph) [Curse, Evil]
Level: Druid 7, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

Your foe transforms into a monstrous werewolf.

You curse your target with lycanthropy. They gain the lycanthrope template ("werewolf" unless you choose a different kind of lycanthrope when casting the spell). The target is treated as an afflicted lycanthrope.

Lycanthropy can be removed through any of the means that cure normal afflicted lycanthropes.

Petrify (Replaces Flesh To Stone; n.b. Stone To Flesh is removed)
Transmutation (Polymorph) [Curse, Earth]
Level: Earth 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

Your foe staggers and grinds to a halt - now a gleaming golden statue.

You attempt to transform the target into stone, crystal, gold, or any other nonmagical mineral. The creature takes 1d6 points of nonlethal damage per caster level, and if rendered unconscious by this damage is fully transformed into the chosen material.

A transformed creature is helpless and gains the appropriate hardness, hit points, weight, and other statistics for an object made of its new material. It is not dead; raise dead and similar effects used to restore the creature automatically fail while it is transformed. At your option a transformed creature is conscious, aware of its surroundings, or even able to speak; otherwise it is unconscious.

A creature transformed into gold or any similar valuable material is obviously of supernatural origin (DC 5 Appraise, Spellcraft, or Spot check to notice); most buyers refuse to purchase transformed creatures. Melting down or otherwise destroying a transformed creature breaks the spell, reverting the creature to worthless gore.

Petrify counters and dispels freedom of movement, rock to mud, and any [Air] spell of equal or lower level.

Petrify can be removed by freedom of movement, restoration, and any similar or more powerful magic.

Other Spells
Alternate Form
Transmutation (Polymorph)
Level: Druid 4, Ranger 4, Sor/Wiz 4
Components: V, S
Duration: Permanent (D)

You return to wolf form once again... you're starting to feel more comfortable in this shape than your own.

This spell functions as polymorph except as described above and it may only be used to assume a single alternate form, chosen when you learn the spell. The alternate form is distinctive, which allows others to recognize it if encountered more than once. Similarly, it also shares minor cosmetic details (e.g. scars, eye colour, etc) with the subject's true form, which may allow others to discern that the subject and its alternate form are one and the same (DC 20 Spot check).


Change Shape (Replaces Alter Self)
Transmutation (Polymorph)
Level: Sor/Wiz 2, Trickery 2
Components: V, S
Duration: Permanent (D)

You admire your human form in the mirror. The humans will never suspect that you are in fact a mighty red wyrm.

This spell functions as polymorph, except as described above and it may only be used to assume the form of a dwarf, elf, goblin, gnome, half-elf, half-orc, halfling, hobgoblin, human, kobold, merfolk, or orc.

Animate Dead, Lesser
Necromancy [Evil]
Level: Clr 1, Death 1, Sor/Wiz 1
Components: V, S, DF

Your skeletal minion clacks its jaw and clambers to its feat, ready to serve.

This spell functions as animate dead, except as described above and as follows.

Minion
You may animate a single skeleton or zombie of Medium size or smaller size to serve you. It counts towards the limit of undead you can command with animate undead. If you cast this version of the spell more than once, any prior undead you have created in this way immediately becomes uncontrolled or is destroyed (at your option).

Familiar
If your familiar is slain, you may animate it with this spell. It gains the undead type and you regain any XP lost when it was slain. You may reanimate the same familiar any number of times with this spell, and it does not count towards the limit of undead you can command with animate undead.

Lackeys
You may reanimate a single skeleton or zombie of Medium size or smaller. It does not count towards the limit of undead you can command with animate dead and remains under your control even if you raise additional undead in this way. However, undead you create in this way cannot attack and may only take a single move action each round while in combat. They are generally useful only as labourers, messengers, pets, test subjects, and the like.

Animate Objects, Lesser
Transmutation
Level: Artifice 1, Community 1, Sor/Wiz 1
Components: V, S, DF
Duration: 1 round/level or Permanent (D); see text

The broomstick snaps to attention, then begins to sweep the floor of its own volition.

This spell functions as animate objects, except as described above and as follows.

Minion
You may animate a single animated object of Small size or smaller to serve you.

Lackeys
Animated objects you animate in this way retain their animation permanently, and instinctively know how to perform simple functions appropriate to their form (e.g. a broom knows how to sweep, a teapot how to brew tea, etc.). However, they cannot attack and may only take a single move action each round while in combat. They are generally useful only as labourers, messengers, pets, test subjects, and the like.


Animate Objects, Greater
Transmutation
Level: Artifice 8, Sor/Wiz 8
Components: V, S, DF
Duration: Permanent (D)

Your terracotta army stirs to life, marching to meet the stone titan raised by your foe.

This spell functions as animate objects, except as described above and as follows.

You may animate two Small or smaller objects (or an equivalent number of larger objects) per caster level or one Colossal object regardless of your caster level.

If you cast this spell more than once, any prior animated objects you have created in this way immediately become uncontrolled or are rendered inanimate (at your option).

Animate Shadow
Evocation [Darkness]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent (D)

Your shadow suddenly flows away from you and rises into the air, taking on a life of its own.

You animate your own shadow as a loyal minion. The effect is treated as an unseen servant, except as described below.

The shadow lasts indefinitely and may travel up to 1 mile away from you. It has a base land speed and a climb speed each equal to your base land speed. The shadow is not incorporeal, but it can fit through any space a Fine creature could fit through.

The shadow is not invisible, but it gains a +4 circumstance bonus on Hide checks while in areas of shadowy illumination. It has darkvision out to 60 feet and low-light vision.

The shadow may use the shadow jump (https://www.d20srd.org/srd/prestigeClasses/shadowdancer.htm#shadowJump) class feature as a shadow dancer (class level = your caster level).

You may give the shadow complex orders; treat the creature as though it had an Intelligence score of 3. It cannot speak but understands all languages you know and may telepathically communicate with you while you are within 30 feet of each other.

While the spell is in effect, you do not cast a shadow (DC 20 Spot modifier to notice, subject to DM approval). If you cast this spell more than once, any prior shadow you have animated becomes uncontrolled (as a standard undead shadow) or vanishes, at your option.

The shadow may not enter the area of any [Light] spell of equal or greater level, and is dispelled if caught within such an area.

Astral Projection, Lesser
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Permanent (D)

Your spirit ventures forth, leaving the material world behind.

You project your spirit out of your body. Your body falls unconscious for the duration of the spell while your spirit materialises as a version of yourself with the ghost template (including the level adjustment, but lacking all special attacks other than manifestation).

Your spirit can travel rapidly and even to other planes, as if by shadow walk. In this form you can explore your own plane or contact the denizens of other planes, albeit at great risk.

Your body is subject to the ravages of hunger, thirst, and so forth. Slaying either your spirit or your body kills you and ends the spell.

If you are a creature whose body and spirit form one unit (e.g. outsiders without the [Native] subtype, incorporeal undead, etc.) or are already using lesser astral projection the spell fails.

Contact Spirit (Replaces Speak With Dead)
Necromancy
Level: Clr 3, Death 3, Knowledge 3, Sor/Wiz 3
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: See text
Duration: 1 min./level
Saving Throw: See text
Spell Resistance: Yes

A pale radiance swirls in the air above the tombstone, before coalescing into the translucent form of a long-dead warrior of noble bearing. She regards you impassively, clearly challenging you to speak first.

You contact the spirit of a dead creature to learn its secrets. You must possess some form of connection to the spirit (as described for scrying), or else cast the spell at the creature's grave or the location of its death. The spirit is entitled to a Will save and spell resistance to resist being contacted (using its statistics at the time of its death).

You may ask the spirit one question per round. The spell does not grant you any special empathy or communication with the spirit; you must share a common language or use other magic to be able to understand each other.

Spirits resent having their eternal rest disturbed (their initial attitude is usually no better than unfriendly), and are free to refuse to answer questions or even lie. Once per round you may attempt to compel the spirit to answer a question honestly and to the best of its ability (Will save negates). A spirit gains a cumulative +1 bonus on this save for each question already asked.

If you are on friendly terms with a spirit (or at least share a common goal), you may contact it more than once with this spell. Otherwise, you may not contact the same spirit until you gain a level.

Channel
This version of the spell channels the spirit through you during a seance, during which a friend or family member of the spirit must be present. The spirit is unerringly aware of your alignment and intentions (which may be helpful or detrimental depending on the spirit's alignment). While channeling a spirit, you may communicate with your allies but are otherwise helpless. If the spirit successfully resists answering three questions as described above it is free to end the spell. When the spell ends, you become exhausted.

Conjure
This version of the spell causes the spirit to materialise before you (treat as the original creature with the ghost template) for the duration of the spell. If the spirit successfully resists answering three questions as described above (or if you provoke it into becoming hostile), it is free to either end the spell or attack you and your allies for the remainder of the duration.

Empyreal Strike (Replaces Shocking Grasp)
Evocation [Electricity]
Level: Sor/Wiz 1, Weather 1
Components: V, S
Casting Time: 1 move action
Range: Personal
Target: You
Duration: See text

Elderly wizard though you may be, you can still call down a bolt from the heavens to bless your sword before laying waste to your foe.

The next attack you make this round with a weapon (including natural weapons and unarmed strikes) is treated as a touch attack and deals an additional 1d6 points of electricity damage per caster level (maximum 5d6). This damage is multiplied as normal for a critical hit.

Gentle Repose (Replaces Gentle Repose)
Necromancy
Level: Clr 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: Permanent (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Your spell brings restful sleep to the dead.

You enchant a corpse such that it does not decay. Time spent under the influence of this spell does not count towards the limit of raise dead and similar magic. Furthermore, such a corpse may be raised by raise dead even if it was slain by a [Death] effect or had been transformed into an undead creature.

You may preserve severed body parts in a similar fashion with this spell.

Gentle repose also prevents the subject from rising as undead. Animate dead, create undead, the Create Spawn ability of certain undead, dying from from negative levels, and similar and more powerful magic cannot cause the subject to be turned into an undead creature while it is under the effect of this spell.

Gentle repose counters restless dead.


Restless Dead
Necromancy [Evil]
Level: Clr 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Your spell wakens your undead spawn.

You cause a corpse to spontaneously decay. You may cause any degree of rot you choose - a corpse might decay to a skeleton or even to dust. Such a corpse may not be the subject of raise dead or similar magic unless first targeted with gentle repose.

Restless dead may also hasten the transformation of the subject into an undead creature (e.g. via the Create Spawn ability of certain undead, dying from from negative levels, and similar or more powerful magic). Such a corpse instantly rises as the appropriate undead.

Restless dead counters and dispels gentle repose.

Glamour, Lesser (Replaces Disguise Self)
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours or until discharged (D)
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No; see text

You finish incanting over the warrior and step back to run a critical eye over both her and the rest of your party. Each of you is now magically guised as a prosperous merchant... you will have to hope that your glamour withstands scrutiny once you enter the drow city!

You alter the appearance of the subject and its equipment. You cannot change a creature's size or number of limbs but are otherwise free to make whatever illusory visual, audible, thermal, tactile, or olfactory changes you wish e.g. you might diguise a pungent orc in clanking armour as a perfumed and silk-clad elven spice merchant, or vice versa.

The subject may break the effect by speaking a command word you choose at the time of casting. Affected equipment resumes its normal appearance if moved more than 30 feet from its wearer. Affected creatures resume their normal appearances if slain.

If you use this spell to create a disguise (or to enhance a disguise someone else created) you grant a +10 circumstance bonus on the Disguise check and eliminate any penalties for being disguised as a different gender, age, or race (subject to DM approval).

Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.


Beggar's Guise
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Duration: Permanent or until discharged (D)

You are now a humble old beggar, wearing tattered rags and bearing a simple walking stick.

This spell functions as lesser glamour, save as described above and you may only use it to create the appearance of a beggar or similar humble personage.

Royal Guise
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Duration: Permanent or until discharged (D)

You are now an impressive noblewoman, clad in finery and bedecked with jewels.

This spell functions as lesser glamour, save as described above and you may only use it to create the appearance of a noble or similar aristocrat.

Scholar's Guise
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Duration: Permanent or until discharged (D)

You are now a wise scholar, bearing spectacles and carrying a book.

This spell functions as lesser glamour, save as described above and you may only use it to create the appearance of a scholar or similar intellectual.

Lawful Resurrection
Necromancy [Law]
Level: Clr 5, Law 5
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A life for a life.

This spell functions as true resurrection, save that it may only be used to resurrect a creature that was unjustly slain and is cast on that creature's murderer. On a failed save, the murderer dies instantly and the chosen creature is restored.

Sunlight (Replaces Daylight)
Evocation [Light]
Level: Druid 3, Glory 3, Pal 3, Rgr 3, Sun 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 120-ft. radius emanating from the touched creature, object, or point
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

Warm white-gold radiance fills the air around your party, driving away the shadows.

The subject creature, object, or point in space 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. This spell is the equivalent of true sunlight for the purposes of creatures that are damaged or destroyed by bright light.

If sunlight 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.

Sunlight 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.

Daylight counters or dispels any [Darkness] spell of equal or lower level, such as darkness.


Moonlight (Replaces Daylight)
Evocation [Light]
Level: Bard 2, Chaos 2, Druid 2, Madness 2, Rgr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 60-ft. radius emanating from the touched creature, object, or point
Duration: 10 minutes/level (D)

Gentle silvery radiance pours from the enchanted sword.

This spell functions as sunlight, except as described above and as follows.

The subject creature, object, or point sheds bright light in a 30-foot radius, and dim light for an additional 30 feet beyond that. This spell is the equivalent of the light of the full moon for the purposes of creatures affected by such light (e.g. lycanthropes).

Moonlight counters or dispels any [Darkness] spell of equal or lower level, such as darkness.

Eclipse
Evocation [Darkness]
Level: Darkness 7, Druid 7, Sor/Wiz 7
Components: V, S
Casting Time: 10 minutes
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

Your spell snuffs out the very sun itself.

This spell functions as deeper darkness, except as described above and as follows.

At your option the darkness has no apparent source or radiates from a supernatural black sun in the air high above (blocking off the true sun even if it is daytime).

Eclipse counters or dispels any [Light] spell of equal or lower level, such as sunlight.

A druid or cleric worshipping a deity of night that casts this spell doubles the duration and affects a circle with a 3-mile radius.

Eclipse may be made permanent with a permanency spell.

Midnight Sun
Evocation [Light]
Level: Druid 7, Glory 7, Sun 7, Sor/Wiz 7
Components: V, S
Casting Time: 10 minutes
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

A new star shines in the "sky" of the underground realm.

This spell functions as sunlight, except as described above and as follows.

At your option the light has no apparent source or radiates from a supernatural sun in the air high above (even if it is night or you are underground).

Midnight sun counters or dispels any [Darkness] spell of equal or lower level, such as darkness.

A druid or cleric worshipping a solar deity that casts this spell doubles the duration and affects a circle with a 3-mile radius.

Midnight sun may be made permanent with a permanency spell.

Undeath Armour
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your flesh becomes cadaverous and tough.

You grant the touched creature some of the durability of a lesser undead creature. They gain one of the following benefits:

Skeleton: The creature becomes withered or even fully skeletal. They gain a +2 bonus to their Dexterity score, damage reduction 5/bludgeoning, and a +10 circumstance bonus on Disguise checks to appear as a skeleton or similar creature.

Zombie: The creature becomes decayed and cadaverous. They gain a +2 bonus to their Strength score, damage reduction 5/slashing, and a +10 circumstance bonus on Disguise checks to appear as a zombie or similar creature.


Greater Undeath Armour
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your ally becomes pale, yet hauntingly graceful.

This spell functions as undeath armour, save that it may grant of of the following benefits instead:

Ghost: The creature becomes translucent or shadowy. They gain a +2 bonus to their Charisma and Dexterity scores, damage reduction 10/magic, and a +10 circumstance bonus on Disguise checks to appear as a ghost or other incorporeal undead.

Vampire: The creature seems unchanged, apart from a slight pallour or ruby-red eyes. They gain a +2 bonus to their Charisma and Strength scores, damage reduction 5/silver, and a +10 circumstance bonus on Disguise checks to appear as a vampire or similar creature.

Ward Campsite (Replaces Rope Trick)
Enchantment (Compulsion) [Mind-Affecting]
Level: Protection 2, Sor/Wiz 2
Components: V, S
Casting Time: 10 minutes
Range: Touch
Area: 10-ft. radius emanating from the touched point
Duration: 24 hours (D)
Saving Throw: Will partial
Spell Resistance: Yes

Your party sleeps safer under the protection of your enchantment.

You ward an area with an aura that deflects the interest of enemies. Hostile creatures (such as wandering monsters) must make Will saves to notice you, your allies, or your equipment while you are within the warded area.

The spell does not make things invisible or otherwise conceal them; affected enemies simply take no interest in protected creatures and move on. Affected enemies do not remember that they saw warded creatures until the spell ends.

Even if an enemy makes its save and begins combat, the spell distracts them long enough to grant each friendly creature within the area a +4 circumstance bonus on their initiative check.

Any attack made by a friendly creature within the warded area instantly ends the spell.


Conceal Campsite (Replaces Rope Trick)
Illusion (Glamer)
Level: Protection 2, Sor/Wiz 2
Components: V, S
Casting Time: 10 minutes
Range: Touch
Area: 10-ft. radius emanating from the touched point
Duration: 24 hours (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Your illusion conceals your party at rest.

You magically disguise your allies and equipment to blend in within the surrounding terrain. All friendly creatures gain a +10 circumstance bonus on Hide checks while in the area, helping to protect you from wandering monsters and other enemies.

Any attack made by a friendly creature within the warded area instantly ends the spell.

Wish (Replaces Wish)
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Your wish is magic's command.

You alter reality to suit your whim. Wish grants you one of the effects described below. Except when duplicating another spell, these effects can only apply to a given creature once (e.g. you may wish to be both eternally young and immortal, but not to have both great strength and great charisma).

Wish may also produce virtually any other effect of similar power to those described below, subject to DM approval.

Eternal Youth
You may wish for a creature to be restored to the prime of life and cease aging. Such a creature cannot be magically aged and ignores aging penalties to its physical ability scores, but still dies upon reaching its maximum age.

Greatness
By wishing for great strength, wisdom, beauty or personal charm, etc. you may improve one of a creature's ability scores. Wish may be used to permanently increase any base ability score to 20 (before adding the effects of racial ability modifiers, templates, ability points gained from levelling up, and so forth). If a creature's Intelligence score increases in this way, it gains skill points retroactively (as though it had always had its new Intelligence).

Immortality
You may wish for a creature to have no maximum age. Such a creature still accrues aging penalties to its physical ability scores, but is immune to [Death] effects.

Spell
Wish may duplicate the effects of any wizard or sorcerer spell of a lower level, or any other spell at least two levels lower. You must pay any XP costs of the duplicated spell and must sacrifice personal wealth with a gp cost equal to the gp cost of any expensive material components required by the duplicated spell. If the duplicated spell requires a focus, wish will conjure one if necessary (though you must sacrifice personal wealth as described for expensive material components).

Wealth
You may wish for a creature to be granted ownership of a lavish estate (http://www.d20srd.org/srd/wilderness.htm#buyingBuildings) of your choice (complete with loyal servants, guards, an overflowing treasury, etc.) and a spending allowance of 3d6 gp per day (generated from tithes, donations, investments, or even conjured from thin air). The estate vanishes if sold or otherwise relinquished.

XP Cost
Whenever you make a wish, you gain one negative level. This level can never be prevented or removed (even if your creature type grants you immunity to negative levels and level drain), except by making a successful Fortitude save 24 hours later.

rferries
2020-07-21, 04:44 PM
This is a rather bloated assortment of new spells and versions of core spells with my "fixes". Mostly buffs and efforts to make magic flavourful/versatile/persistent enough to meet its traditional depictions in fantasy fiction, but some debuffs too (e.g. alter self, rope trick, wish).