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View Full Version : Adept Revised (For low magic games)



Umarth
2007-11-08, 12:44 PM
Caster for a low magic setting. It's designed to replace Druids/Clerics/Wizards/Sorc/any other full caster.

I posted this before but I've made a number of changes to it and greatly expanded the homebrewed spells.

Any comments are welcome.

Two important notes:
1) Feats are gained at 1st and every even level rather than every 3rd level.
2) Healing spells have a duration of 24 hours with the healing they provide spread out over that duration.


Adept
d6
Class Skills
The adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Class Features
All of the following are class features of the adept NPC class.
Weapon and Armor Proficiency
Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.

Spell Casting: An adept casts divine spells which are drawn from the Magic feats the Adept knows (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Charisma modifier.
Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Adept. In addition, she receives bonus spells per day if she has a high Charisma score.

Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.

Spells Known: Adepts do not automatically gain knowledge of new spells as they increase in level; instead an adept must spend a feat to learn a collection of new spells.

See updated version of class further down.

The Adept
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+0|
+0|
+0|
+2|Bonus Magic Feat|2|-|-|-|-

2nd|
+1|
+0|
+0|
+3||2|-|-|-|-

3rd|
+1|
+1|
+1|
+3||3|-|-|-|-

4th|
+2|
+1|
+1|
+4||3|1|-|-

5th|
+2|
+1|
+1|
+5||3|2|-|-|-

6th|
+3|
+2|
+2|
+5|Bonus Magic Feat|3|2|-|-|-|-

7th|
+3|
+2|
+2|
+5||4|3|-|-|-|-|-

8th|
+4|
+2|
+2|
+6||4|3|1|-|-|-|-|-|-

9th|
+4|
+3|
+3|
+6||4|3|2|-|-|-|-|-|-

10th|
+5|
+3|
+3|
+7||4|3|2|-|-|-|-|-|-

11th|
+5|
+3|
+3|
+7||4|4|3|-|-|-|-|-|-

12th|
+6|
+4|
+4|
+8|Bonus Magic Feat|-|-|-|-|-|-|-|-|-

13th|
+6|
+4|
+4|
+8||4|4|3|2|-|-|-|-|-

14th|
+7|
+4|
+4|
+9|Bonus Magic Feat|4|4|3|2|-|-|-|-|-

15th|
+7|
+5|
+5|
+9||4|4|4|3|-|-|-|-|-

16th|
+8|
+5|
+5|
+10||4|4|4|3|1|-|-|-|-

17th|
+8|
+5|
+5|
+10||4|4|4|3|2|-|-|-|-

18th|
+9|
+6|
+6|
+11|Bonus Magic Feat|4|4|4|4|3|2|-|-|-|-

19th|
+9|
+6|
+6|
+11||4|4|4|4|3|-|-|-|-

20th|
+10|
+6|
+6|
+12|Bonus Magic Feat|4|4|4|4|4|-|-|-|-[/table]



I've introduced a number of new magic feats as well.
Also all of the standard D20 meta-magic feats are barred.
Magic Feats:

Summon Familiar [Magic]
Through your mastery of magic you have learned how to create a familiar.
Prerequisites: Adept level 1
Benefits: You gain the ability to summon a familiar as a wizard or sorcerer of your level.
Special: This feat may only be taken once.

Unflagging Dominance [Magic]
You're will holds up to the demands of shaping the world better than most.
Prerequisites: Adept Level 1 or higher.
Benefits: You may prepare one additional spell per day for each spell level you are normally able to prepare spells for.
Special: This feat may be taken twice.

Spontaneous Casting [Magic]
Your familiarity with a spell line allows you to cast those spells spontaneously.
Prerequisites: Spell Knowledge
Benefits: Select a Spell Line you learned with the Spell Knowledge feat. You may cast spells of this line spontaneously in the same fashion a cleric can spontaneously cast cure spells.
Normal: You must prepare spells.
Special: You may take this feat more than once however each time you take it applies to a new spell line you know.

Fast healing [Magic]
When you cast healing spells the body burns itself in a fury of mortality. Wounds close on the outside as the fire of life is stoked to burn brighter than normal.
Prerequisites: A trainer, able to cast 1st level or higher healing spells.
Benefits: Full description in the Narrowlands DMG&B.
Normal: Your healing spells take 24 hours to fully take effect.

Spark [Magic, Reserve]
You can tap into the unused electrical energy you have prepared to charge a sling bullet.
Prerequisites: Able to cast at least one level 1 or higher spell with the electricity descriptor.
Benefits: As a free action you may charge an iron sling bullet with electricity. A charged bullet deals an extra 1 point of damage per spell level of the highest spell electricity descriptor spell you have prepared.

Flick [Magic, Reserve]
Using only your force of will you are able to flick charged sling bullets from your hand.
Prerequisites: Spark
Benefits: You may mentally flick a charged sling bullet from your hand at an opponent. You may use your Charisma modifier on attack and damage rolls for flicked sling bullets. Flicked sling bullets count as a standard speed weapon and deal damage as though they where one size larger.

Undead Mastery [Magic, General]
You are able to bind the spirits used to create undead to your own will.
Prerequisites: Spell Knowledge: Death
Benefits: You may control a number of undead you create whose combined HD are equal to your caster level x your charisma modifier. If you create a new undead that takes the total number of HD of undead over your limit one of the undead, of your choice, is immediately freed from your control.
Once an undead has been released from your will you are unable to regain control of it with this feat.
Normal: Undead created are not under your control and are simply horrors bent on the destruction of all life.
Special: You may take this feat multiple times each time you take the feat after the first it doubles the number of undead HD you can control.


One feat needs a special call out though and thats:

Spell Knowledge [Magic]
You have gained greater control over reality.
Prerequisites: None
Benefits: Select one of the Spell lines below. You add the spells in that spell line to your list of spells known. You do not gain access to the lesser or greater versions of the spells.
Special: You may take this feat multiple times.

Improved Spell Knowledge[Magic]
You have gained greater control over reality.
Prerequisites: Spell Knowledge for the selected Spell Line.
Benefits: Select a spell line. You are able to cast the lesser and greater versions of the spell line.
Special: You may take this feat multiple


All the spells below are modified to some degree.
Spells marked with an * are compleatly homebrewed.
You can see the details in the next post.

{table=head]Spell Line|1st|2nd|3rd|4th|5th
Soul of Fire| Produce Flame| Scorching Ray | Fireball | Living Fireball* | Concussion of Fire*
Heart of Ice | Trap of Ice* | Frozen Blood* | Cry of Frost* | Frozen Fury*| Fields of Ice*
Electricity | Zap* | Shock of Lightening* | Invigoration* | Chains of Electricity*| Heaven’s Fury*
Domination|Command|Hold Person|Lesser Geas|Dominate Person|Geas
Doom|Doom| Retribution* |Blindness/Deafness|Bestow Curse|Binding
Healing|Cure Light Wounds|Cure Moderate Wounds|Cure Serious Wounds|Cure Critical Wounds|Healing Link*
Nature|Longstrider|Entangle*|Forest Defense*|Children of Earth*|Earth's Betrayl*
Telekinesis|Feather Fall|Fling*|Telekinesis|Animate Object|Telekinetic Body*
Weather|Fog Cloud|Call Lightning|Wind Lord*|Hailstorm*|Breath of Air*
Blood|Blood Barbs*|Bloody Wounds*|Blood Lines*|Grip of Blood*|Living Blood*
Truth|Fire Eyes*|Living Truth*|Light in the Dark*|Rejection of Lies*|Word of Truth*
[/table]

I'm still working on a few more spell lines. They include: Electricity, Mage of the Hand, Death, Blessings, Traps, Truth, Creation, Illusion, Dream, Harm, Prophecy, Spirit

A few of these spells refrence weapon speeds. You can find some details on how weapon speed works here: Weapon Speeds (http://www.giantitp.com/forums/showpost.php?p=2902108&postcount=14)

Umarth
2007-11-08, 12:46 PM
Spell line details
Soul of Fire

Produce Flame
Evocation [Fire]
Level: Soul of Fire 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty, Standard Speed) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

Lesser: This spell deals 1pt of damage per caster level (maximum +5) and provides illumination as bright as a candle.

Greater: This spell deals 2d6+1 point per caster level (maximum +10) to the target. In addition it deals 1/2 the orgainal damage as splash damage to all those within 5 feet of the target. (Creatures subject to the splash damage may make a reflex save for 1/2 damage).

This spell does not function underwater.

Scorching Ray
Evocation [Fire]
Level: Soul of Fire 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Lesser: Each ray deals 2d4 points of damage.

Greater: Each ray deals half its damage as splash damage [fire] to creatures within 5 feet of your target. Creatures affected by the splash damage are entitled to a reflex save to take half damage.


Fireball
Evocation [Fire]
Level: Soul of Fire 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A tiny ball of bat guano and sulfur.

Lesser: The fireball deals 1d6 per caster level (maximum 5d6) and has a range of Medium (100 ft. + 10 ft./level).

Greater: The fireball deals 1d6 per caster level (maximum 15d6) and you may designate up to one square per three levels within the fireball to be outside the area of effect.

Living Fireball
Evocation [Fire]
Level: Soul of Fire 4th
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature.
Duration: 3 rounds
Saving Throw: Reflex Half
Spell Resistance: Yes

You fire a deadly fireball at a single target that deals 1d6 points of fire damage per caster level (maximum 15d6). On the second and third rounds of the spell a fireball bursts out from the target dealing 5d6 fire damage to the target and all within 20 feet.

Lesser: The spell deals 1d4 points of damage per caster level (maximum 15d4) to the initial target and the bursts deal 5d4 damage to all within 10 feet.

Greater: The duration increases to five rounds causing the target to burst into flames on the second, third, fourth, and fifth rounds.

Concussion of Fire
Evocation [Fire]
Level: Soul of Fire 5th
Components: V, S, M
Casting Time: 1 standard action
Range: Burst 20 ft radius.
Target: 1 creature.
Duration: 3 rounds
Saving Throw: Reflex Half
Spell Resistance: Yes

Flames immolate your body and then race away burning all those near you and pushing the back. Just as the flames die down another wave follows.

This spell causes a rolling wave of fire to pour from your body and deals 1d6 damage per caster level (maximum 15d6) damage to all creatures within 20 feet of you. In addition to the damage each creature within the radius is subject to a bull rush attempt. The spell has an effective strength modifier equal to your Charisma modifier plus ¼ your caster level. The spell will not push a creature farther than 5 squares away from you. A creature that succeeds on it’s reflex save is still subjected to the bull rush.

This effect is repeated each round.

Lesser: The Spell lasts only one round.

Heart of Ice


Trap of Ice
Conjuration [Cold]
Level: Heart of Ice 1
Components: V, S
Casting Time: 1 Full Round
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: 8 squares are trapped with slippery damaging ice.
Duration: 3 rounds + 1 round / 2 levels or until discharged
Saving Throw: Ref (see text)
Spell Resistance: Yes

You select 8 squares no two of which can be more than 25 feet apart. The squares are trapped and if any creature other than you enters them the square flash freezes dealing 1d4 + 1 damage per caster level (maximum +5). The creature must also make a reflex save or fall prone. One full round after the trap is triggered the ice melts away. A creature that makes a successful save is considered to have made it’s save for any other trapped squares it enters that round.

Lesser: This spell traps 4 squares. Each square deals 2 points of damage to the creature that triggers it. There is no chance of the creature slipping and no reflex save is needed.

Greater: The spell deals 1d4+1 dmg / 2 levels (maximum 5d4+5) and the square remains covered in ice for four rounds. Any creature moving out of the ice covered square or ending its turn in an ice covered square must make a reflex save or fall prone. A creature that successfully saves in one trapped square is considered to have made its save on any other trapped squares it enters that round.

Frozen Blood
Abjuration [Cold]
Level: Heart of Ice 2
Components: V, S, M
Casting Time: 1 Standard action
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Your opponent and those around him freeze.
Duration: 3 Rounds
Saving Throw: Fort (Half)
Spell Resistance: Yes

A supernatural cold surrounds your target freezing her and any near her. In the first round your target takes 1d6 damage, in the second 2d6, and 3d6 in the third. Your target and those within 5 feet of your target also take 1 point of damage per 3 caster levels (max 6) each round. While the target of this spell is allowed a saving throw and spell resistance those suffering damage for being near the target are not.
A creature that dies as a result of this spell is completely frozen.

Lesser: The spell takes 1 full round to cast.

Greater: The casting time changes to 1 swift action.


Cry of Frost
Conjuration [Cold]
Level: Heart of Ice 3
Components: V, S
Casting Time: 1 Standard action
Range: Burst 15 foot radius
Effect: Those around you are slowed and damaged.
Duration: 1 round per 2 levels
Saving Throw: Fortitude (Half)
Spell Resistance: No

You cry out a piercing yell as lines of frost race out from your body. All within 15 feet of you suffer 1d6 damage per 2 caster levels and any weapon(s) they wield is considered two speeds slower than normal. A successful save reduces the damage by half but does not reduce the weapon speed penalty.

Lesser: You are affected by the spell as well. You may make a save as normal to reduce the damage.

Greater: The spells casting time is reduced to 1 Swift Action.

Frozen Fury
Conjuration [Cold]
Level: Heart of Ice 4
Components: V,S, M
Casting Time: 1 Standard Action
Range: Personal
Effect: You become more effective in combat.
Duration: 1 round per 3 levels (D)
Saving Throw: No
Spell Resistance: No

You let some of the furry of a blizzard seep through your body empowering you and hindering your foes. While under the effects of this spell you are unable to cast any other spells.

You gain:
• +6 Strength
• +3/- DR
• +5 natural armor
• +1 to weapon speeds

Additionally this spell hinders those near you as you are surrounded by a swirling mist of ice and snow. This grants you concealment (20% miss chance) and deals 2d4 points of damage to any creature that strikes you with a natural or melee weapon.

Lesser: You only gain +4 Strength and +1 weapon speed. Additionally you do not gain concealment and creatures that strike you with melee or natural weapons take only 1d4 damage.

Greater: You may cast spells of 2nd level or lower while this spell is in effect.

Fields of Ice
Conjuration [Cold]
Level: Heart of Ice 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: 1 round per 2 levels
Saving Throw: See text
Spell Resistance: Yes

You are wreathed in a sudden cloud of swirling snow and ice as bolts of preternaturally cold air blast your targets.

When you cast this spell the square you are in is filled with swirling snow for the duration of the spell granting any creature in it concealment (20% miss chance).

On the round you cast the spell you also fire 5 rays of frost at one or more targets within close range (no target may be more than 60 feet from any other target). Each ray requires a ranged touch attack to hit and deals 4d6 damage.

The square containing your target (or one of the targets squares if the target is large or larger) also becomes the center of a field of ice with a 10 foot radius. Any creature in the area when the spell is cast must make a successful Reflex save or fall and suffer 3d6 cold damage. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Lesser: You fire 3 bolts rather than 5 and the ice deals only 1d6 damage those who fall.

Doom


Doom
Necromancy [Fear, Mind-Affecting, Curse]
Level: Doom 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
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 shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Lesser: The range becomes Touch and the duration becomes two rounds.

Greater: If the Doomed creature misses an attack against the caster it must make a second save or become frightened for the remaining duration of the spell.

Retribution
Conjuration, Enchantment [Curse]
Level: Doom 2
Components: V, S, M
Casting Time: 1 Immediate Action
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Summons ghostly weapons
Duration: See text
Saving Throw: None
Spell Resistance: No

You may cast this spell as an immediate action immediately after you suffer damage from a melee or ranged attack. For the duration of the spell they are surrounded by ghostly versions of the weapon they used to attack you these weapons are visible only to you and the cursed creature. Any time they deal damage with the same weapon the ghostly weapons attack and deal an identical amount of damage to the cursed creature.

The cursed creature is free to attack and deal damage from other sources (another weapon, spells, ect) with out fear of a retributive strike.

A creature targeted by this spell inherently understands what actions will and will not cause a retributive strike.

The spells duration is 1 round per point of damage you suffered in the attack that triggered the casting of this spell.

Lesser: Each attack by the cursed creature has only a 25% chance of triggering a retributive attack.

Greater: The cursed creature suffers a retributive attack on any attack it makes with spells, weapons, or natural weapons. The summoned weapon changes form to match that of the attack that triggered the retributive strike. The duration on this spell is 1 round per 4 points of damage you suffered.

Blindness/Deafness
Necromancy [Curse]
Level: Doom 3
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 day per level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Remove Curse ends this spell early.

Lesser: Blinded creatures see everything as though it is concealed in a thick fog. Thus anything within 5 feet has concealment (20% miss chance) and anything further away has total concealment (50% miss chance). Deafened creatures take a -2 penalty on iniative checks and a -10 penalty to listen checks.

Greater: The creature is both blinded and deafened additionally the duration increases to 1 week per level.


Bestow Curse
Necromancy [Curse]
Level: Doom 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following three effects.

-6 decrease to an ability score (minimum 1).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Lesser: The duration is reduced to 1 round per caster level.

Greater: The spells range changes to close (25 ft. + 5 ft./2 levels)

Binding
Enchantment (Compulsion) [Mind-Affecting, Curse]
Level: Doom 5
Components: V, S, M
Casting Time: One minute
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: See text
Duration: See text (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

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

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

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

Chaining
The subject is confined by magical restraints that generate an antipathy effect causing all creatures, except you, that fail their save (Will save, DC equal to the original casting of the spell) to shun the area (10ft per caster level) surrounding the cursed as long as the chaining remains in effect. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

This creates four magical chains that have a hardness equal to the caster level and hit points equal to double that. The chains attach at the ankles and wrists. The character bound by the chains cannot affect them though an outside agent may free them from the curse by destroying each of the chains.

Slumber
This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. When you cast this spell you must designate an action or item that can wake the slumbering creature. Reduce the spell’s save DC by 1.

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

Hedged Prison
This spell must be cast on the creature while it is within a building, maze, or cavern that has at least 25 rooms or hallways. The creature becomes hopelessly lost within the building and can never enter a room with an exit to the maze. They can move around the remaining rooms normally. The creature can only be freed from this curse by the destruction of at least 90% of the prison. Any attempt to guide the creature out of the prison or forcefully carry it out is viewed as an act of aggression and the cursed creature resists to its full ability. Even if the creature is removed from the prison it will strive to return to the prison as quickly as possible as long as the prison remains standing. The effect is permanent. Reduce the save DC by 3.

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

You can’t dispel a binding spell with dispel magic, remove curse, or similar effect.

Components
The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting and various rare materials. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.

In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Lesser: There is no lesser version of this spell.


Nature

Longstrider
School [Transmutation]
Level: Nature 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 hour per level
Saving Throw: None
Spell Resistance: None

This spell increases your base land speed by 10 feet (enhancement bonus). It has no affect on other modes of movement such as burrow, fly, climb, or swim.

Greater: The range changes to touch and the target changes to 1 creature per 3 levels.

Entangle
School [Transmutation]
Level: Nature 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: Area Effect, 40 foot Radius Spread
Duration: 1 min / level
Saving Throw: No
Spell Resistance: No

Grasses, weeds, bushes, trees, even mud and stone wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Lesser: The area affected becomes difficult terrain. No Strength check or Escape Artist check is needed to move.

Greater: The spell deals 1d6 damage per 5 feet moved in addition to the other affects within the area of effect.

Children of Earth
School [Abjuration]
Level: Nature 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: You + 1 creature per 3 caster levels
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: Yes

The creatures you designate are infused with the power of the earth gaining great strength and resilience while in contact with the ground; however when out of contact with the ground they are weakened substantially. While in contact with the ground the targets of the spell gain +4str and +2/- DR. If swimming, flying, falling, or otherwise out of contact with the ground the effected creature has a -4 penalty to strength and takes additional 1d4 damage from any attacks.

Lesser: You affect two targets who gain +2str and +1 DR. The penalties for not being in contact with the ground remain the same.

Greater: The range changes to Close (25 ft. + 5 ft./2 levels)

Forest Defense
School [Transmutation]
Level: Nature 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 tree per 4 caster levels
Duration: 1 hour per level
Saving Throw: No
Spell Resistance: No

You force the spirits residing within the trees around you to protect you. When you cast this spell 1 tree per 4 caster levels comes under you control and attack those you direct. Directing the trees to attack is a free action. The trees may make 4 attacks each with a reach of 15 feet. The trees have an attack bonus of +15 and deal 2d8+5/20x2 crushing damage with each hit. The trees are incapable of moving and must be of at least large size.

The trees may be chopped down or destroyed as normal. If a tree is chopped down or otherwise destroyed it stops attacking.

Lesser: The trees attack bonus is only +8 and they deal 1d6+3/20x2 crushing damage.

Greater: The trees may make up to 8 attacks per round with an attack bonus of +20 and deal 2d8+5/19-20x2 damage and have the power attack feat.

Earth’s Betryal
School [Descriptor]
Level: Nature 5
Components: V, S, F
Casting Time: 1 Standard Action
Range: Burst
Effect: Area Effect, 40 foot Radius Spread
Duration: 1 round / level
Saving Throw: No (see text)
Spell Resistance: No

Description: With this spell you take control of the land around you and turn it against your foes. This greatly hinders those who are your foes while aiding your allies.

This spell remains centered on you for the duration allowing you to move and always remain in the center of the area of affect.
You are able to make any of the following changes to each 5 foot square within the radius. You are able to make up any or all of the following changes each round. Making any number of changes is a move equivalent action.

Changes:
Create Scree: A square covered in scree requires any creature starting its turn in or entering the square to make a reflex save DC 18 or fall prone.
Raise / Lower Ground: You may raise or lower the ground by 5 feet. This effect may be applied to the square on multiple rounds raising or lowering the square by 5 feet each time.
Spikes: Spikes erupt from the ground dealing 6d6 points of damage (Ref save for half).
Mud: The earth or stone becomes mud making the square difficult terrain.
Harden: A square of mud becomes hard earth. Any creatures in the square must make a Reflex Save (DC 15+casting modifer) or become trapped in the ground and have it’s movement reduced to 0. A creature trapped in the ground may spend 2 full round actions to free itself or make a strength check (DC 18).

This spell can affect floors of worked stone. The spell can not affect ground with any permanent structure on it nor can it affect walls or any other nearly vertical surface.

When the spell ends or modified terrain is no longer in the area of affect it returns to normal.


Telekinesis

Feather Fall
Level: Telekinesis 1
Components: V
Casting Time: 1 Swift Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Greater: You may move any creatures affected by the spell 30 feet (6 squares) horizontally each round while they are falling.


Fling
School [Descriptor]
Level: Telekinesis 2
Components: V, S
Casting Time: 1 Swift Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Target creature is thrown back
Duration: Immediate
Saving Throw: No (see text)
Spell Resistance: Yes

With a thrust of your hand you send a target creature flying away from you. If the creature fails a strength check (DC equal to ½ your caster level plus charisma modifier) they fly backwards 3d4 x 5 feet suffering 2 points of damage for each 5 feet the are thrown back. If they impact an object that prevents them from moving further they suffer 3 points of damage (rather than 2) for each 5 feet further they should have traveled.

You may only push the target horizontally. Creatures affected by this spell do not provoke attacks of opportunity.

Lesser: The target flies back 1d8 x 5 feet rather than 3d4 x 5. Additionally the target must be pushed directly away from you.

Greater: The target moves 4d4 x 5 feet rather than 3d4 x 5 feet. Additionally the target may be thrown directly up. A target that is thrown up suffers no damage from this spell though they suffer falling damage normally.

Telekinesis
Level: Telekinesis 3
Components: S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See Text
Duration: 1 round/ level
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, or perform a variety of combat maneuvers. You may switch between forms each round as a free action but may only use one form each round.

Sustained Force
A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver
Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Charisma modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally.

Lesser: Only the Sustained Force application may be used.

Greater: The range increases to Medium (100 ft. + 10 ft./level)


Animate Objects
Level: Telekinesis 4
Components: S
Casting Time: 1 Swift Action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Small object per caster level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.

This spell cannot animate objects carried or worn by a creature.

Lesser: You may animate one Small or smaller objects or an equivalent number of larger objects per two caster levels.

Greater: The animated objects you summon gain +8 strength and DR 4/-

Telekinetic Body
Level: Telekinesis 5
Components: S
Casting Time: 1 Swift Action
Range: Personal
Effect: See Text
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No

With a gesture you summon telekinetic energy around yourself granting yourself amazing mental powers. While this spell is in effect you gain:

• +10 deflection bonus to AC
• +10 to attacks
• DR x/- equal to your charisma modifier
• The ability to fly with perfect maneuverability at your normal base speed (maximum height equals your charisma modifier x 5 feet)
• Telekinesis or Fling: spells at will once per round as a swift action.
• Telekinetic Smash: (standard action) all creatures in a 10x10 square suffer 15d6 damage. There is no save to avoid the damage though spell resistance applies normally.
• Slowed Casting: Spells cast while Telekinetic Body is in effect have a minimum casting time of 1 full round.


Domination

Command
[Language-Dependent, Mind-Affecting]
Level: Domination 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.

Greater: The creature is effected for 1 round per two levels.

Hold Person
[Mind-Affecting]
Level: Domination 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Lesser: The spell lasts for 1 round.

Greater: Saves against the spell have a -2 penalty.


Geas, Lesser
[Language-Dependent, Mind-Affecting]
Level: Domination 3
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 7 HD or less
Duration: One day/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: Yes

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.

Lesser: The maximum HD affected is 3 and the duration changes to One day/2 caster levels.

Greater: The maximum HD affected is 13.

Dominate Person
[Mind-Affecting]
Level: Domination
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One 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 an enchantment 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.

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.

Lesser: The Duration changes to one day.

Greater: As a full round action you may see through a dominated creatures eyes and hear through there ears as long as they are within 5 miles of you.


Geas
[Language-Dependent, Mind-Affecting]
Level: Domination 5
Casting Time: 10 minutes
Target: One living creature
Saving Throw: None

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.

Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

Lesser: Casting time is 1 day and the target can have no more than 15 HD.


Healing

Cure Light Wounds
Level: Healing 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). The hit points come back evenly over the duration of the spell.

Greater: The Duration changes to 12 hours.

Cure Moderate Wounds
Level: Healing 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). The hit points come back evenly over the duration of the spell.

Lesser: The casting time changes to 1 minute.

Greater: The Duration changes to 12 hours.

Cure Serious Wounds
Level: Healing 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). The hit points come back evenly over the duration of the spell.

Lesser: The casting time changes to 1 minute.

Greater: The Duration changes to 12 hours.

Cure Critical Wounds
Level: Healing 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). The hit points come back evenly over the duration of the spell.

Lesser: The casting time changes to 1 minute.

Greater: The Duration changes to 12 hours.

Healing Link
Level: Healing 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Two Creatures touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

You place your hands on two creatures using your body as a link between them to allow one creature to transfer its life force to the other. For every 2 hit points sacrificed the creature being healed gain 1 hit point.

Lesser: The creature sacrificing hit points must sacrifice 3 for every 1 hit point it wishes to heal.



Final two spell lines in the next post.

Umarth
2007-11-08, 12:47 PM
Weather

Fog Cloud
Level: Weather 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

A bank of fog billows out from a point on the ground you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Greater: The Casting time changes to 10 minutes and the Fog Cloud has a 2-mile radius and is 40 ft. high.



Call Lightning
[Electricity]
Level: Weather 2
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Lesser: The lighting bolts deal 2d4 damage In a stormy area each bolt deals 3d4 damage instead.

Greater: The casting time changes to 1 minute and you may call down the lighting bolts as a swift action.

Wind Lord
Level: Weather 3
Components: V, S
Casting Time: 1 full round
Range: 60 feet
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes

For the duration of the spell you are able to control the air within a 60 foot radius around you. This control allows you to create a blast of air (approximately 50 mph) that originates from you and affect all creatures in its path. You may create one blast of air a round as an immediate action. The blast of air remains in the same location until the beginning of your next round.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonleathal damage per 10 feet. If flying, a Tiny, or small creature is blown back 2d6x10 feet and takes 2d6 points of nonleathal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanters, to dance widly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Lesser: It is a standard action to create a gust of wind.

Greater: You may create 1 gust per 5 levels.

Hailstorm
Level: Weather 4
Components: V, S
Casting Time: 10 Minutes
Range: Long (400 ft. + 40 ft./level)
Effect: 400 foot Cylinder
Duration: 1 hour
Saving Throw: No
Spell Resistance: No

You chant and pull at the sky drawing down the cold upper air and creating a hailstorm of supernatural ferocity over your target.

Once you have finished casting this spell hail begins to fall in a 200 foot cylinder around your target. At first (for the first 10 rounds) the hail is small and deals no damage however it quickly grows in size. For the rest of the spells duration any creature within the area of affect that is not under cover is pummeled by the hail for 1d4+2 bludgeoning damage per round. The hail is large enough to almost instantly destroy any fragile objects, such as glass windows, and even buildings made of thin wood are likely to eventually be destroyed under the hail. (Wood Hardness 5, 10hps/inch of thickness. To avoid lots of rolling you may assume Wooden objects take 1 point of damage every 4 rounds or 2 points per minute)

Lesser: The spell deals 1d4 bludgeoning damage per round.

Greater: The cold air summoned is drawn all the way to the ground dealing 1 point of cold damage per round to all within the area of affect.


Breath of Air
Level: Weather 5
Components: V, S
Casting Time: 1 Full Round
Range: Personal
Effect: You turn into air
Duration: 1 hour per two levels (D)
Saving Throw: No
Spell Resistance: No

You take several deep breaths and as you exhale for the last time your body becomes wind. As a gust of wind you gain a fly speed of 150 allowing you to travel at 15 miles per hour. While you are in wind form you are immune to physical attacks, cold, heat, and lighting. You are unable to cast spells while in air form or physically attack any creature, or enter any liquid. You may move objects as a Moderate Wind and pass through openings as small as 6 inches.


Blood

Blood Barbs
Level: Blood 1
Components: S, M
Casting Time: 1 Standard Action
Range: Touch
Effect: Melee weapon you wield deals more damage.
Duration: 3 rounds + 1 round per caster level.
Saving Throw: No
Spell Resistance: No

You slice open your hands causing blood to flow freely from them and then grab your weapon. Blood is pulled from your body and covers your weapon in wicked barbs that tear at your foes. For every adept level you have you may sacrifice 4 hit points to this spell. For every 4 hit points you sacrifice your weapon deals an extra 1 point of damage per hit.

If you release your weapon at any time while the spell is in effect it immediately ends.

Greater: You must sacrifice 3 hit points to increase your weapons damage by 1 point.

Bloody Wounds
Level: Blood 2
Components: V, S, M
Casting Time: Instant
Range: 50 feet.
Effect: Your blood attacks a creature that just attacked you.
Duration: Instantaneous or more (see text)
Saving Throw: No
Spell Resistance: No

You cast this spell as you are injured in combat. The blood from your wounds shoots out from your body tearing at your opponents face and flesh. Your opponent takes damage equal to the amount he just dealt you.

While the duration of this spell is normally Instantaneous you may at the start of each round sacrifice a number of hit points equal to the attack that triggered this spell. Each time you suffer that damage your target suffers a like amount of damage with no chance to save or resist. If your target moves out of range the spell ends.

Lesser: The spells duration can not be extended.

Greater: In order to continue the spells duration you need only suffer half the damage you took initially. Your target still suffers the full damage.

Blood Lines
Level: Blood 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30+ foot line(s) up to 4
Effect: Your blood traps the ground
Duration: see text
Saving Throw: No
Spell Resistance: No

Casting the spell causes huge bloody gashes to appear on your legs and feet. The blood quickly flows along the ground forming lines radiating out from you.

By sacrificing 10 hit points you create a single line 30 feet (6 squares) long. The line does not have to be straight however each square in the line must be adjacent to at least 1 other square in the line. The initial square must be adjacent to you. Any creature that occupies a square affected by the blood lines spell takes damage equal to the amount you sacrificed for this spell.

You may sacrifice additional hit points when casting this spell (up to 80 total) and every 10 you sacrifice beyond the initial 10 lengthens the line(s) by 10 feet. If you sacrifice at least 60 hit points you may create a second line. The second line is equal in length to the original line.

Lesser: You may sacrifice no more than 30 hit points to this spell.

Greater: The targets take an additional 1 point of damage per two caster levels.

Grip of Blood
Level: Blood 4
Components:
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: You dominate one creature
Duration: see text.
Saving Throw: Will Negates
Spell Resistance: Yes

When you cast this spell you gain immediate control over the affected character similar to the dominate person spell and lose a number of hit points equal to the hit die of your target. You need no shared language to force your target to take an action you desire. While targets still will not take any obviously suicidal actions (such as attacking themselves, jumping off a high cliff, or drinking a known deadly poison) they can be made to attack allies or other targets. Attacking a creature no matter how strong is never considered a suicidal action.

Every round you wish the spell to continue you must sacrifice a number of hit points equal to the hit die of the target.

This spell fails on creatures of the spirit type.

Lesser: You lose hit points equal to twice your targets hit die per round.

Greater: You lose hit points equal to twice your targets hit die per round but your target is allowed no save.


Living Blood
Level: Blood 5
Components: V, S, M
Casting Time: 1 round
Effect: Creates a golem out of your blood
Duration: See Text
Saving Throw: No
Spell Resistance: No

As you cast this spell your body suffers a thousand tiny cuts and your blood flows out forming a large golem made completely out of blood. You must sacrifice at least 60 hit points to power this spell. The Blood Golem has twice as many hit points as the caster sacrificed.

While the blood golem exists all spells the caster knows are considered one level higher. Thus a second level spell requires a 3rd level spell slot or a 4th level for the greater version. Any spells prepared in incorrect spell slots can be used for lesser or grater versions of the spell if possible.

The spell lasts until the Blood Golem is killed. While the spell is active the hit points sacrificed can not be recovered by any means.

A Blood Golem (see Narrowlands Monster Manual) is created in a square adjacent to you.

Lesser: Spells are considered two levels higher.


Electricity

Zap
Level: Electricity 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 Bolt of Lighting per 3/levels
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: Yes

You slap your hands together, rub, and then fire bolts of electricity out of your fingers.

You are able to fire 1 bolt of electricity per 3 caster levels (Max 4 at level 12). Each bolt deals 1d6+1 damage per caster level (max 1d6+5). A target that is subjected to multiple bolts makes only one save and suffers a -2 penalty for each bolt beyond the first. (Three bolts would deal 3d6+15 dmg Ref save at -4 for half).

Greater: The casting time changes to 1 Swift Action.


Shock of Lightning
Level: Electricity 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft. level)
Effect: 1 Bolt of Lightning
Duration: Instantaneous
Saving Throw: Ref (half)
Spell Resistance: Yes

You summon a Lightning bolt out of the air and blast your opponent with it. The lightning bolt deals 1d6+2 damage per caster level (Max 15d6+30).

Lesser: The spell deals 1d6+1 damage per caster level (Max 6d6+10).
Greater: The casting time changes to 1 Swift Action.

Invigoration
Level: Electricity 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft. level)
Effect: 1 Bolt of Lightning + see text
Duration: 1 round / 2 caster levels (see text)
Saving Throw: Reflex (Half)
Spell Resistance: Yes

A Bolt of Electricity flies out from your outstretched hand slamming into your target and then sparking out to your allies.

The bolt deals your target 1d6+2 damage per caster level (Max 15d6+30) and deals 8 points of temporary dexterity damage. If the target takes no damage from the spell they do not suffer the dexterity damage.
If the target suffers dexterity damage up to 5 of your allies then gain a +4 bonus to Dexterity for 1 round / 2 caster levels. All your allies targeted with this spell must be within 100 ft. +10ft. level of your target.

Lesser: The spell deals 4 points of temporary constitution damage to you. This constitution damage is unavoidable.

Greater: The casting time changes to 1 Swift Action.

Chains of Electricity
Level: Electricity 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft. level)
Effect: Multiple Bolts of Lightning
Duration: Instantaneous
Saving Throw: Reflex (Negates)
Spell Resistance: Yes

You charge the air with potential and designate up to 1 target per 4 levels as focuses for the release of this spell. You may not select the same creature more than once. The targets all suffer 1d4+4 damage per two caster levels (max 10d4+40). In addition targets that fail the reflex save suffer an additional 10 points of damage for each target that made its reflex save.

Lesser: The spell deals 1d4+2 damage per caster level (max 8d4+16)

Greater: The casting time changes to 1 Swift Action.


Heaven’s Fury
Level: Electricity 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft. level)
Effect: 1 Bolt of Lightning
Duration: Instantaneous
Saving Throw: Reflex (Half)
Spell Resistance: Yes

You split apart the very skies themselves and pound your opponent with lightning. The bolt of lightning deals your opponent 7 points of damage per caster level.

Lesser: The spell deals 5 damage per caster level to your target.


Truth

Fire Eyes
Level: Truth 1
Components: V
Casting Time: 1 Standard Action
Range: Personal
Effect: Roll twice when making Spot, Search, Sense Motive rolls
Duration: 10 min per level
Saving Throw: Yes (harmless)
Spell Resistance: Yes

You speak a word of truth and a flame of truth appears in within the depths of your eyes. You may select a square within 30 feet of you, once per round as a free action, to be illuminated as though by torch light. In addition for the duration of the spell roll twice anytime you roll a search, spot, or sense motive rolls. Use the higher roll to determine if you succeeded or failed.

Greater: Any creature illuminated by your eyes gains the ability to use the higher of two rolls for any search, spot, or sense motive rolls they make. Each time they make a second roll the remaining duration of the spell decreases by 10 minutes.

Living Truth
Level: Truth 2
Components: V
Casting Time: 10 minutes
Range: Touch
Effect: Lies cause death
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No

You bind the very essence of someone’s life to their words. For the duration of the spell any round in which the target lies black oily smoke pours from their mouth, eyes, and nostrils and they suffer 1 point of constitution damage.

Lesser: The target does not suffer constitution damage.

Greater: The target must answer, truthfully or not, one question per 2 caster levels.

Light in the Dark
Level: Truth 3
Components: V
Casting Time: 1 Standard Action
Range: Self, 40 ft. radius
Effect: See Text
Duration: 1 round / 4 levels
Saving Throw: No
Spell Resistance: No

You cry out a word of Truth and impair the magical abilities of those near you. All spell casters within 40 feet of you must make a caster level check (DC 11 plus your caster level) or their spell fails. They still expended the spell slot but nothing happens.

Lesser: The caster level check is DC 5 plus your caster level.

Greater: You may cast this as an immediate action and the duration is reduced to 1 round.


Rejection of Lies
Level: Truth 4
Components: V
Casting Time: 1 Minute
Range: Personal
Effect: You are damaged by lies
Duration: 1 Minute
Saving Throw: No
Spell Resistance: No

You bind your spirit tightly to reality causing any lies you speak to physically damage you. For the duration of the spell any lie you speak causes you to suffer 4 points of constitution damage. Statements about the future, statements of opinion, or ambiguous statements can not count as lies.

Lesser: If you speak a lie you suffer 8 points of Constitution damage.

Greater: You suffer 2 points of Constitution damage per lie.

Word of Truth
Level: Truth 5
Components: V
Casting Time: 1 Immediate Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: You change a one roll.
Duration: Instantaneous
Saving Throw: Will (negates)
Spell Resistance: Yes

You speak the Truth and what you say happens. You may replace any roll for attack, ability check, or skill check with a 1 or 20 as you desire. This can not apply to skill checks that take multiple rounds.

Lesser: As above but your effective caster level is lowered by 2 and you suffer -5 penalty on all attack, ability, and skill checks for 10 rounds.

Umarth
2007-11-10, 08:53 AM
Stats for Blood Golem summoned by the last spell in the Blood Line:

Name: Blood Golem
Size/Type: Large
Hit Dice: 20d10 +30 (135)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class 32 (-1 size, +1 Dex, +14 Natural, +7)
Damage Reduction: +10/--
Base Attack/Grapple: +15/+30
Attack: Slam +26 melee (2d10+11)
Full Attack: 2 slams +26 melee (2d10+11)
Space/Reach: 10ft./10ft.
Special Attacks: Rampage
Special Qualities: Construct traits, damage reduction 10/--, Darkvision 60, Immunity to magic, low light vision, Blood Bond, Blood Form
Saves: Fort: +6, Ref: +7, Will +6
Abilities: Str: 32, Dex: 12, Con: -, Int: -, Wis: 11, Cha: 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: Special
Equipment: --


Special Abilities:
Rampage: Every 1d4 rounds a Blood Golem may attack everyone within reach as a full round attack. (Slam +26 melee 2d10+11)
Blood Bond: While the Blood Golem exists and is within 1 mile of its creator the creator takes no damage from physical or magical attacks.
Blood Form: A Blood Golem can be directed to become a pool of liquid blood. While in this form it heals at the same rate as the caster. While in Blood Form the Blood Golem can be attacked normally. The Blood Golem takes 10 minutes to reform from the Blood Form.

Umarth
2007-12-14, 02:32 PM
Added the Electricity Spell line.

If anyone has time to take a look at the balance between Cold, Fire, and Electricity lines specifically I'd really appreciate it.

Umarth
2007-12-17, 01:16 PM
One of my players is currently playing an adept and identified the fact that they have way way to many dead levels. So in an effort to correct that I've edited them up a bit. They now have no dead levels (levels with out an ability are levels they gain a new spell level).

I've also added (or am adding if you read this fast enough) the Truth line of spells. It's an intresting set of Make people tell the truth, anti magic, divination, and alter reality type spells.

The Adept
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+0|
+0|
+0|
+2|Bonus Magic Feat|2|-|-|-|-

2nd|
+1|
+0|
+0|
+3|Touch of Magic|2|-|-|-|-

3rd|
+1|
+1|
+1|
+3|Skill Focus (Spell Craft)|3|-|-|-|-

4th|
+2|
+1|
+1|
+4||3|1|-|-

5th|
+2|
+1|
+1|
+5|Bonus Magic Feat|3|2|-|-|-

6th|
+3|
+2|
+2|
+5|Touch of Magic|3|2|-|-|-|-

7th|
+3|
+2|
+2|
+5|Skill Focus (Speak Language)|4|3|-|-|-|-|-

8th|
+4|
+2|
+2|
+6||4|3|1|-|-|-|-|-|-

9th|
+4|
+3|
+3|
+6|Touch of Magic|4|3|2|-|-|-|-|-|-

10th|
+5|
+3|
+3|
+7|Bonus Magic Feat|4|3|2|-|-|-|-|-|-

11th|
+5|
+3|
+3|
+7|Mastery of Magic|4|4|3|-|-|-|-|-|-

12th|
+6|
+4|
+4|
+8||-|-|-|-|-|-|-|-|-

13th|
+6|
+4|
+4|
+8|Touch of Magic|4|4|3|2|-|-|-|-|-

14th|
+7|
+4|
+4|
+9|Mastery of Magic|4|4|3|2|-|-|-|-|-

15th|
+7|
+5|
+5|
+9|Bonus Magic Feat|4|4|4|3|-|-|-|-|-

16th|
+8|
+5|
+5|
+10||4|4|4|3|1|-|-|-|-

17th|
+8|
+5|
+5|
+10|Touch of Magic|4|4|4|3|2|-|-|-|-

18th|
+9|
+6|
+6|
+11|Mastery of Magic|4|4|4|4|3|2|-|-|-|-

19th|
+9|
+6|
+6|
+11|Sublty|4|4|4|4|3|-|-|-|-

20th|
+10|
+6|
+6|
+12|Bonus Magic Feat|4|4|4|4|4|-|-|-|-[/table]

Bonus Magic Feats: Adepts gain a bonus Magic Feat at levels 1st, 5th, 10th, and 20th levels. They may learn any feat identified as a [Magic] feat. These are: Fast healing, Spell Knowledge, Improved Spell Knowledge, Spontaneous Casting, Summon Familiar, Undead Mastery, and Unflagging Dominance.


Touch of Magic: Learning to alter reality based on your will power grants Adepts Abilities other than just casting spells. At 2nd, 6th, 9th, 13th, and 17th levels Adepts gain an ability based on one of the spell lines they have learned. Each spell line has two abilities and the first ability must be selected before the second can be taken.

• Soul of Fire 1: You gain the ability to shoot a bolt of fire at will. This attack is treated as a standard speed ranged weapon with a range increment of 60 feet. The attack deals damage equal to 3 x the highest level spell you can cast. (1-3 3pts, 4th-7th 6pts, 8th-11th 9pts, 12th-15th 12 pts, 16-20th 15 pts.
o Soul of Fire 2: Your ranged attack becomes a Ranged Touch Attack.
• Heart of Ice 1: You gain the ability to shoot a shard of ice at will. This attack is treated as a standard speed ranged weapon with a range increment of 60 feet. The attack deals damage equal to 3 x the highest level spell you can cast. (1-3 3pts, 4th-7th 6pts, 8th-11th 9pts, 12th-15th 12 pts, 16-20th 15 pts.
o Heart of Ice 2: Your ranged attack becomes a Ranged Touch Attack.
• Electricity 1: You gain the ability to shoot a shard of ice at will. This attack is treated as a standard speed ranged weapon with a range increment of 60 feet. The attack deals damage equal to 3 x the highest level spell you can cast. (1-3 3pts, 4th-7th 6pts, 8th-11th 9pts, 12th-15th 12 pts, 16-20th 15 pts.
o Electricity 2: Your ranged attack becomes a Ranged Touch Attack.
• Domination 1: You gain Intimidate as a class skill.
o Domination 2: You may attempt to Command a creature, as the spell, once per day per point of Charisma bonus by making an intimidate check opposed by the targets Sense Motive. If you beat the targets roll by 15 or more the target is affected as though you cast a Greater Command.
• Telekinesis 1: You point your finger at an object weighing up to 5 lbs. and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds 25 ft. +5 ft./2 levels.
o Telekinesis 2: You create a telekinetic shield around yourself granting a +4 Telekinetic bonus to your armor class as long as you are not flat footed.
• Nature 1: You gain Skill Focus (Wild Heart): +2 Survival, +2 Handle Animal and the Handle Animal skill becomes a class skill.
o Nature 2: You are able to call a number of 1 HD animals to your service equal to your Charisma bonus. These animals are normal for their kind though they are utterly loyal to you. You may summon a new or replacement animal companion by spending one day in contemplation or prayer in the animal’s habitat.
• Healing 1: Each day you may heal a total number of Hit Points equal to your Charisma Modifier. You may divide this Healing up among multiple recipients but each use of the ability is a standard action, has a range of touch, and provokes attacks of opportunity. You may if you wish stabilize a dying creature with this ability with out healing any damage.
o Healing 2: Your Healing Touch has a range of Close (25 ft. +5ft/2 levels)
• Doom 1: Any creature that successfully attacks you with a melee or ranged attack suffers a -2 luck penalty to all further attacks that round. If the same creature successfully attacks you multiple times they penalty increase by -2 for each successful attack.
o Doom 2: Any creature that fails a save against one of your spells suffers a -2 penalty to all further saves against your magic for a number of rounds equal to your Charisma bonus. This penalty may stack up to 3 times (-6 penalty to saves). The duration for each -2 penalty is tracked separately.
• Blood 1: You gain the Toughness feat.
o Blood 2: Once per day you may heal a number of hit points up to your charisma modifier x 2 by drinking a humanoid or monstrous humanoids blood. The blood may be drunk directly from an subdued or dead creature as a full round action or from a vial as though it where a potion. Blood stored in a vial for more than 24 hours loses it’s potency and may not be used to regain hit points.
• Weather 1: You suffer no harm from being in a hot or cold environment. You may exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
o Weather 2: You are able to see through normal or magical fog, rain, snow, or other effects with no penalty. This does not apply to darkness.
• Death 1: You may raise a number of 1HD animals equal to your charisma modifier as undead servants. These animals acquire either the skeleton or zombie templates but are otherwise treated as normal for their kind.
o Death 2: You gain +1 an effective Caster level for a number of rounds equal to your Charisma modifer each time you kill a creature with a CR of at least ½ your level. You may not gain a effective Caster level higher than +4 from this ability.
• Truth 1: Sense Motive becomes a class skill.
o Truth 2: Creatures that unsuccessfully bluff you become shaken for a number of rounds equal to the amount your sense motive is greater than their bluff. If your sense motive check beats their bluff check by 10 or more they become frightened rather than shakened. If your sense motive check is beats their bluff check by 20 or more they become panicked.
• Blessing 1: Allies within 10 feet of you gain ½ your Charisma modifier as a Luck bonus to their saving throws.
o Blessing 2: Once per day, as a standard action, you may grant all allies within 60 feet of you a number of temporary hit points equal to ½ your level plus your charisma modifier. These temporary hit points last for a number of hours equal to your Charisma bonus.

Mastery of Magic: With continued development of the ability to impose one’s will on reality Adepts learn a Mastery of Magic at 11th, 14th, and 18th levels. At each of these levels an Adept may select one of the following Masteries.
• Practiced Caster: You gain +1 Effective Caster Level. This Mastery may only be selected twice.
• Adept Casting: You may cast a higher level spell by sacrificing two spell slots one level lower. The spell must be prepared as normal (though it takes two slots) unless you are able to cast it spontaneously. A spell cast in this way must be one you can cast normally. (For example you could cast a 5th level spell by using two 4th level spell slots. However if you could normally only cast a 4th level spell you may not use the two 4th level spell slots to cast a 5th level spell.) This mastery may only be taken once.
• Indomitable Will: You gain a +4 bonus on all saves versus magic effects. This mastery may be taken 3 times.
• Determined Magic: You may force one opponent per day to reroll a save against one of your spells they just succeeded on. You may take this mastery 3 time though you may not force a creature to reroll more than once per spell.
• Spell Stitched Flesh: You gain DR 2/-. You may take this Mastery 3 times.
• Touch of Magic: You may select a Touch of Magic ability you normally qualify for.

Subtly: Your long practice with magic means that you no longer need to perform verbal or somatic gestures to cast spells of 4th level or below.