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    Orc in the Playground
    Join Date
    May 2006
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    Default 3rd Level Versions of Some Higher Level Spells [3.5, Spells]

    Empower Royal Kiss
    Abjuration
    Level: Brd 2, Clr 3, Luck 3, Pal 2, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: One creature with at least one level of aristocrat (or similar class)
    Duration: Until next time target uses kiss ability, to a maximum of one day/level of caster
    Saving Throw: See text
    Spell Resistance: No
    Empower royal kiss gives the touched aristocrat (or character belonging to a similar class, such as a PC upgrade of the aristocrat) the ability to break enchantments with a kiss. This kiss effect is a single-use third level spell-like ability which otherwise functions as break enchantment. It even breaks effects called out as requiring break enchantment.
    The caster level of the kiss is the same as the caster level of the spell bestowing it. If empower royal kiss is cast on a creature already effected by a previous casting thereof, only one kiss is used up each time the creature uses the kiss ability. Using the kiss ability is a standard action. Kissing otherwise does not use the kiss ability.

    Lesser Dispel Magic
    Abjuration
    Level: Bard 0, Cleric 0, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 0
    [b]Components: V, S
    Casting time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature or object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell operates as dispel magic, except that the maximum caster level on your dispel check is +0 (not +10), and neither area dispel nor counterspell is possible.

    Lesser Teleport
    Conjuration (Teleportation)
    Level: Sorcerer/Wizard 3
    Components: V, S, M
    Casting time: 8 hours
    Range: Personal and touch
    Target: You and touched objects or other touched willing creatures
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.
    Objects held or in use (attended) by another creature are only affected of that creature is being teleported.

    You must have some clear idea of the location and layout of the destination, which must be a place where you have been very often and where you feel at home. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

    To see how well the teleportation works, roll d% and consult the table below. Refer to the following information for definitions of the terms on the table.

    The chances of failure are much greater than with teleport.

    On Target: You appear where you want to be.

    Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly.

    Similar Area: You wind up in an area that’s visually or thematically similar to the target area.
    Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

    Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
    Familiarity On Target Off Target Similar Area Mishap
    Very Familiar 01-76 77-88 89-96 97-100
    Material Component: A statue of a fireplace worth at least 5 gp, on which arcane mark was cast at the intended destination.

    Rebirth From Stone
    Transmutation
    Level: Sorcerer/Wizard 3
    Components: V, S, M
    Casting time: 1 hour
    Range: Touch
    Target: One petrified creature whose birthday it currently is
    Duration: Instantaneous
    Saving Throw: Fortitude negates; see text
    Spell Resistance: Yes
    This spell restores a petrified creature whose birthday it currently is to its normal state, restoring life and goods, but with substantial loss of abilities as described below. Any petrified creature whose birthday it currently is, regardless of size, can be restored.
    Upon being restored, the creature is helpless as a baby, and is helpless for 65 days thereafter. This condition can be removed by heal or similar effects.
    This spell also, if the target so desires changes the target's alignment to neutral, although said alignment can change normally thereafter.
    Material Component: A pinch of earth and a drop of blood.

    Frog Touch
    Transmutation
    Level: Druid 3, Sorcerer/Wizard 3
    Components: V, S
    Casting time: 1 round
    Range: Touch
    Target: One creature whose current hit point total is less than your caster level, or would be if any nonlethal damage the creature is suffering were lethal damage
    Duration: Permanent
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    This spell functions as baleful polymorph except as noted above, and no Will save is necessary to avoid identity loss.

    Terrify Into Submission
    Enchantment (Charm) [Fear, Mind-Affecting]
    Level: Bard 2, Sorcerer/Wizard 3
    Components: V, S
    Casting time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature whose current hit point total is less than your caster level, or would be if any nonlethal damage the creature is suffering were lethal damage
    Duration: One day/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell functions like charm monster, except as shown above.

    Discern Birthdays
    Divination
    Level: Adept 0, Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
    Components: V, S
    Casting time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature or object/level, no two of which can be more than 30 ft. apart; an object affected must be a former creature of some sort, such as a corpse or a petrified creature
    Duration: Concentration, up to 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    Each round, you concentrate on one subject, who must be within range. You know when the subject's birthday is. If the subject was not born as such, the birthay is determined from the nearest equivalent.
    Each round, you may concentrate on a different subject.

    Dimension Shift

    Conjuration (Teleportation)
    Level: Brd 3, Sor/Wiz 3
    Components: V
    Casting Time: 10 minutes
    Range: Long (25 ft. + 5 ft./2 levels level)
    Target: You and touched objects or other touched willing creatures
    Duration: Instantaneous
    Saving Throw: None and Will negates (object)
    Spell Resistance: No and Yes (object)
    You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
    If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 10 feet of the intended location.
    If there is no free space within 10 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 100 feet. If there is no free space within 100 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
    Last edited by ideasmith; 2015-06-28 at 05:19 PM. Reason: Revised Spells and Added New Spells
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    I really like the way the Awareness school came about. I created a Detection subschool, which you reinterpreted into a conceptually distinct Awareness subschool. Then I misinterpreted what you meant and created yet another conceptually (slightly) distinct Awareness subschool. Teamwork!
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