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Thread: Rewriting Core Project 5: The Sorcerer

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    Ogre in the Playground
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    Jul 2012
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    Default Re: Rewriting Core Project 5: The Sorcerer

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    Charm of Apathy
    Enchantment (Charm) [Mind-Affecting]
    Level: Brd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: One humanoid creature
    Duration: 1 minute
    Saving Throw: Will negates
    Spell Resistance: Yes

    This charm makes a humanoid creature apathetic to you (treat the target’s attitude as indifferent). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.


    Light
    Illusion [Light]
    Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
    Components: V, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

    A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

    Arcane Material Component
    A firefly or a piece of phosphorescent moss.


    Mage Hand
    Universal
    Level: Brd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One nonmagical, unattended object weighing up to 5 lb.
    Duration: Concentration
    Saving Throw: None
    Spell Resistance: No
    You point your finger at an object 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 the spell’s range.


    Dispel Magic, Lesser
    Abjuration
    Level: Sor/Wiz 1

    This spell functions like dispel magic, except that the maximum caster level on your dispel check is reduced to +1 (instead of +10).


    Mage Armor
    Abjuration [Force]
    Level: Sor/Wiz 1
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

    Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

    Focus
    A piece of cured leather.


    Brief Rise
    Necromancy [Evil]
    Level: Sor/Wiz 1, Cleric 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Corpse touched
    Duration: 1 round/level (D)
    Saving Throw: Round
    Spell Resistance: No
    You briefly raise a corpse to fight for you. That corpse becomes a zombie for the duration of the spell. When the spell ends the corpse falls dead again and cannot be targeted by this spell again.
    You can only control 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings immediately have the spell end for them. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

    Material Component
    A few black grains of sand.

    Magic Weapon
    Universal
    Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

    You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

    Glitterdust
    Illusion (Shadow)
    Level: Brd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Creatures and objects within 10-ft.-radius spread
    Duration: 1 round/level
    Saving Throw: Will negates (blinding only)
    Spell Resistance: Yes
    An illusory cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

    Any creature covered by the illusory dust takes a -40 penalty on Hide checks.

    Material Component
    Ground mica.

    Mindlink
    Enchantment [Mind-Affecting]
    Level: Sor/Wiz 2, Bard 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels); see text
    Target: You and one other willing creature within range that has an Intelligence score of 3 or higher
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

    Alter
    Transmutation
    Level: Brd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature
    Duration: 1 hour./level (D)
    Saving Throw: None
    Spell Resistance: No
    You alter the surface features of the target creature to look different in some way. You need not limit your alterations to what would be the natural range of choices for the target creature; indeed, you may alter the creature's appearance so dramatically (within the guidelines presented below) that it appears to be a member of another species entirely--even a species that does not exist! You must stay within the general range of the creature's type, however; you cannot make a human look exactly like a bear, for example, but you could make him look like a bear-like humanoid, even if you have no knowledge of such a humanoid race existing.

    You may change the target's coloration, skin texture, facial features, or other topographical details as you wish. You may lengthen or shorten their hair, or cause the appearance of hair or fur to grow where it did not before. You may increase or decrease their height slightly, as long as they remain within the same size class. You may cause them to appear to gain or lose body fat or muscle, giving them the appearance of being up to 25% heavier or lighter, though their actual mass does not change. You may make the creature appear to be of the opposite gender, or of no gender. You may shape the creature's flesh to give it imitation claws, horns, or fangs, or other features, though any such changes are nonfunctional and cannot be used as natural weapons. You can even make the creature look as if it has additional limbs, such as a tail or wings or an extra arm, but they cannot be used (or even moved) by the subject unless they normally possess such a limb. You may not create additional working hands from feet or other limbs, nor can you reduce the number of limbs on the creature. You may not make any changes to the creature's skeleton or internal organs at all.

    Alter does not change the target's existing equipment or possessions in any way. However, you can create the appearance of equipment that does not exist, as long as the creature does not have any equipment filling that body slot. For example, you could make the creature appear to be wearing a helmet if it is not, but if the creature were wearing an actual hat or helmet, you could not hide the fact. No equipment mimicked in this way can be used to make an attack or provide any AC, skill, or save bonuses of any kind; it is completely nonfunctional. It i, in fact, a part of the creature, and cannot be removed or separated from it.

    Alter counts as a disguise on the target creature, and grants +6 shapechanging bonus and a +4 circumstance bonus to your Disguise check. You may alter a creature that has been granted the Polymorphed template, but note that alter cannot change a creature's size or fundamental structure, so that you cannot anthromorph oneself into a troll and then use alter to appear human. Applying the Polymorphed also template dispels alter, if the subject is under this spell's effects. A true seeing spell reveals the target's natural appearance.

    Material Component: A tiny lump of blue clay.

    Object Reading
    Divinaton
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time:1 minute
    Range: Touch
    Target: Object touched
    Duration: Concentration, up to 10 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes

    You can learn details of an inanimate object’s previous owner. Objects accumulate impressions left by their previous owners, which can be read by use of this spell. The amount of information revealed depends on how long you study a particular object.

    1st Minute
    Last owner’s race.

    2nd Minute
    Last owner’s gender.

    3rd Minute
    Last owner’s age.

    4th Minute
    Last owner’s alignment.

    5th Minute
    How last owner gained and lost the object.

    6th+ Minute
    Next-to-last owner’s race, and so on.

    The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

    There is a 90% chance that this spell will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

    This spell will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

    An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the spell’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

    Destiny Dissonance
    Divination [Mind-affecting]
    Level: Sor/Wiz 3, Cleric 4
    Components: V, S, M
    Manifesting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spells Resistance: Yes

    Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the caster.


    Fly
    Universal
    Level: Sor/Wiz 3, Travel 3
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

    Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

    Arcane Focus
    A wing feather from any bird.


    Magic Weapon, Greater
    Universal
    Level: Clr 4, Pal 3, Sor/Wiz 3
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
    Duration: 1 hour/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

    Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

    Arcane Material Component
    Powdered lime and carbon.


    Flame Arrow
    Evocation [Fire]
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: Yes
    You imbue ammunition (such as arrows, bolts, shuriken, and stones) with fiery energy that turns them into flaming projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

    Material Component
    A drop of oil and a small piece of flint.

    Enervation
    Necromancy
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray of negative energy
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d2 negative levels.

    If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

    Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

    Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.

    An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.

    Animorph
    Transmutation
    Level: Druid 4, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You transform the target into the shape of an animal, granting it the Polymorphed template for the duration of the spell. This replaces any existing Polymorphed template the creature may have had. The assumed shape must be the most common form of any creature of the Animal or Magical Beast type, subject to the following restrictions:
    The total Hit Dice of the creature must be equal to or lower than your caster level.
    The size of the creature can be no larger than one size greater than the target, and no smaller than Fine.
    The creature cannot be one with a template.
    The creature cannot have the Swarm subtype.
    The creature may be the adult form of the creature or any younger form.
    You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.
    You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. If the base creature possessed the Shapechanger subtype before gaining the Polymorphed template, they may revert to their original form (that is, lose the Polymorphed template altogether) as a standard action. If slain, the subject reverts to their original form.

    This spell dispels animal growth, enlarge person, and reduce person if the target is affected by these spells.

    Necromorph
    Transmutation
    Level: Clr 5, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing undead creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You may change the shape of an undead creature, granting it the Polymorphed template. This spell works exactly as Animorph, except as noted above and in the choice of assumed shape, which must be that of an untemplated creature of the Undead type, or else an Animal, Giant, Humanoid, Magical Beast, or Monstrous Humanoid with the Skeleton or Zombie template.

    Material Component: A mummified caterpillar.

    Overland Flight
    Universal
    Level: Sor/Wiz 5
    Components: V, S
    Range: Personal
    Target: You
    Duration: 1 hour/level
    This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

    Anthromorph
    Transmutation
    Level: Bard 5, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Fey, Humanoid, Giant, or Monstrous Humanoid type.

    Aeromorph/Geomorph/Hydromorph/Pyromorph
    Transmutation
    Level: Druid 7, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Elemental type, or of the Outsider type with the Air, Earth, Fire, or Water subtype. In addition, you may also grant the target the form of an Animal or Magical Beast with any inherent template that would cause the creature to gain the Elemental type.

    When you use this spell to take the form of a creature with the Air, Earth, Fire, or Water subtypes, it is a spell of that type. For example, aeromorph is an air spell when used to take the form of a djinni. While the spell is often called by the name that reflects the element being chosen, it is still one spell, not four separate ones.

    Turn to Frog
    Transmutation
    Level: Druid 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 day/level (D)
    Saving Throw: Fortitude negates, Will partial (see text)
    Spell Resistance: Yes
    You turn one creature into a frog (or, at DM's discretion, a similar inoffensive Diminutive creature with a Challenge Rating less than 1). The creature gains the Polymorphed template with frog as the assumed shape. None of the creature's equipment or carried objects are changed or meld into its new form.

    If the target fails its initial Fortitude save, it must also immediately make a secondary Will save. If this also fails, the target cannot use any extraordinary, supernatural, or spell-like abilities for the duration of the spell, and gains the Intelligence, Wisdom, and Charisma scores of a frog.

    Material Component: A live insect and a tiny gold crown worth 5 gp.


    Xenomorph
    Transmutation
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Aberration, Ooze, or Vermin type.

    Terrible Secret
    Divination
    Level: Brd 6, Sor/Wiz 5
    Components: V, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will half (see below)
    Spell Resistance: No
    This spell uses powerful divination magic to access a secret that was never meant to be known; a sanity-shattering truth that tears at one's brain from within, threatening to destroy it. Unlike other divinations, though, you do not unveil this knowledge unto yourself when casting this spell. You instead reveal this terrible secret to one other creature, whispering in horrific insights into its ear, hoping this will cause his brain to explode at the very understanding of it.
    Knowledge of the secret inflicts 1d6 points of damage per caster level (maximum 15d6) if it fully understood. The target can attempt to shut out knowledge with a successful Will save, which reduces the damage by half. The more intelligent the target, however, the more difficult it is to resist the urge to understand the secret. The target adds his Intelligence modifier to the Will saving throw DC, so that the secret is less effective on the blissfully ignorant. Creatures without an Intelligence score ignore this spell entirely, as do deific beings (as they presumably have the faculties to actually accept the secret as fact). Because the secret is whispered to the target, deafened creatures or those in a magical area of silence are also protected. The secret automatically adapts to any language the target knows, or is transmitted as a series of sounds of such primal significance that even the language-deficient can grasp them.
    The secret is such that the non-divine mind cannot grasp it for long, and it mostly fades from the target's memory after being revealed. Any creature that has been exposed to the secret remembers enough to help it resist the urge to look or listen should it be revealed again, granting it a +4 circumstance bonus to Will saves against this spell in the future.
    Focus
    The preserved brain of an outsider with an Intelligence score of 14 or higher.

    Planomorph
    Transmutation
    Level: Clr 7, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Outsider type and not possess the Air, Earth, Fire, or Water subtypes. In addition, you may also grant the target the form of an Animal or Magical Beast with the Celestial or Fiendish templates (but not Half-Celestial or Half-Fiend templates) applied. At the DM's discretion, there may be additional templates allowed based on other Outsider types.

    For the duration of the spell, your natural weapons and any weapons you wield are treated as aligned with any alignment subtype your assumed shape would have (Chaotic, Evil, Good, or Lawful), though you do not actually gain that subtype. When you use this spell to take the form of a creature with one or more of these subtypes, it is a spell of that type. For example, planomorph is a Chaotic and Evil spell when used to take the form of a demon.

    Planar Binding, Lesser
    Conjuration (Calling) [see text]
    Level: Sor/Wiz 6
    Components: V, S
    Casting Time: 10 minutes
    Range: Close (25 ft. + 5 ft./2 levels); see text
    Target: One elemental or outsider with 6 HD or less
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: No and Yes; see text
    Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

    To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.

    The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + ½ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

    If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

    Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

    When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


    Creature Sense
    Divination
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You gain an immediate mental impression of nearby monsters, learning the distance, direction, size, and type (but not subtype) of all creatures within range. You do not learn the specific kind of creature; for example, a minotaur would register only as a Large monstrous humanoid. This spell can be fooled by misdirection, nondetection, or polymorph magic. It can be blocked by a thin sheet of lead, but otherwise penetrates solid earth easily.
    Material Component
    The brain of a bat.

    Planar Binding
    Conjuration (Calling) [see text for lesser planar binding]
    Level: Sor/Wiz 7
    Components: V, S
    Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
    This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

    Sense of Timing
    Divination
    Level: Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    The creature touched gains a powerful instinct about when attacks are occurring, allowing him to take dangerous or even foolhardy actions in the middle of battle with near-impunity. While benefiting from this sense of timing, the target does not provoke any attacks of opportunity for the duration of the spell, regardless of his actions. The target may choose to ignore his senses if, for some reason, he wishes to provoke an attack of opportunity. In addition, the target fights as if he knew the Combat Reflexes feat for the duration of the spell, allowing him to take advantage of openings he would normally miss.
    Focus
    A tiny hourglass, filled with diamond dust, worth 500 gp.

    Dracomorph
    Transmutation
    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    The target takes on the form of a mighty dragon. This spell functions as animorph, except that the assumed shape must be of the Dragon type and may be up to two sizes larger than the target's normal size.
    In addition, once during the spell's duration, the target may use the breath weapon (if any) of the assumed shape as a standard action. The damage, area, and energy type are identical to those of the assumed shape at that particular age category. The saving throw for the breath weapon is equal to 10 + 1/2 the subject's HD + the subject's Con modifier (which is itself modified by the dracomorph spell).

    Transmogrification
    Transmutation

    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One nonmagical object of up to 100 cu. ft./level, or one willing construct
    Duration: 1 day/level (for objects) or 10 min./level (for construct creatures) (D)
    Saving Throw: Fortitude negates (see text)
    Spell Resistance: No
    You may change any object into any other object, or a creature into an object. You may not increase the size of the target, though you may decrease it as much as you like. The final object must be composed entirely of the same substance, even if the target is not, and you may only create a single object. For example, you could turn a horse into a simple longsword (composed entirely of steel), but not a crossbow (composed of wood, string, and metal). You also could not create a pile of copper coins, though you could create either a single copper coin or a large block of copper.

    A creature turned into an object has no Intelligence, Wisdom, or Charisma scores for as long as the spell is in effect. They are not dead, and cannot be raised, reincarnated, or resurrected. However, they are no longer living creatures, either, and cannot be targeted by spells that do not target objects. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

    Certain metals have resonances that cannot be duplicated by this spell: gold, silver, platinum, adamantine, mithral, mercury, gemstones, and certain other metals (at the DM's discretion) cannot be created by this spell, though they can be turned into something else. This is part of the reasons why these metals have their value in the first place, and why so many wizards search for the means to turn lead into gold. While iron is viable, any iron objects created do not have the special properties of cold iron. You can create dead organic material, such as wood, rope, bone, or leather, but the object must still be entirely of the same substance, which means you cannot create a complete corpse (which contains dead flesh, bone, blood, hair, etc.).

    Because the spell is permanent, the object created radiates magic and can be dispelled. You cannot create magic items or creatures of any kind (living or not). Magic items cannot be targeted, but any spell cast on the target (even permanently) continues to be active. Only creatures or objects attended by a creature receive a saving throw.

    You may also use this spell to grant the Polymorphed template to one willing construct. You may give the construct the shape of any Aberration, Animal, Construct, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin type. The construct retains the appearance of the substance that it is constructed from, so that an iron golem transmogrified into a griffon looks like an iron griffon. Unlike most applications of the Polymorphed template, the construct may keep its own natural armor bonus if it is higher than that of the assumed shape.

    Material Component: A bit of gum arabic and a drop of mercury.

    Infinimorph
    Transmutation
    Level: Sor/Wiz 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You gain absolute control of your form. Once per round as a free action, you may apply or remove the Polymorphed template; the assumed shape may be a creature with any type. Any assumed shape must be the most common form of any creature type and may be of any size (from Fine to Colossal) or stage of development. The assumed shape chosen must be a creature that conforms to the following restrictions:
    The total Hit Dice of the creature must be equal to or lower than twice your caster level.
    The creature may not have more than one template applied. Further, any template cannot be one that increases the Challenge Rating of the creature by an amount greater than one-quarter your caster level.
    You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.

    Other than the wider range of available shapes and the ability to change shape repeatedly, this spell functions as animorph.

    Energy Drain
    Necromancy
    Level: Clr 9, Sor/Wiz 9
    Saving Throw: Fortitude partial; see text for enervation
    This spell functions like enervation, except that the creature struck gains 1d4+1 negative levels, and the negative levels last longer.

    There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.

    An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.

    Terrible Revelation
    Divination
    Level: Sor/Wiz 9
    Range: Medium (100 ft. + 10 ft./level)
    Targets: All living creatures within range
    As terrible secret, except this spell reveals the knowledge to all creatures within range. You and up to one creature per caster level of your choice may be shielded from the secret.
    Focus
    The preserved brain of an outsider with an Intelligence score of 22 or higher.

    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
    Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

    Even wish, however, has its limits.

    A wish can produce any one of the following effects.

    Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
    Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
    Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
    Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
    Undo the harmful effects of many other spells, such as geas/quest or insanity.
    Create a nonmagical item of up to 25,000 gp in value.
    Create a magic item up to 25,000 gp in value.
    Grant a creature a +1 inherent bonus to an ability score. This effect stacks with itself up to 5 times on a given ability score.
    Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
    Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
    Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
    Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
    You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

    Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

    Material Component
    When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

    XP Cost
    The minimum XP cost for casting wish is 10,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 10,000 XP or that cost, whichever is more.
    Last edited by asdflove; 2013-12-28 at 09:13 PM.
    My pronouns are they/them, but I don't care much.

    My PbP Characters:
    Ailian Sunblazer

    My Homebrew