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Yet More Spells (updated)!

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(newly updated)

 

Bloodglow

Enchantment

Level: Sor/Wiz 3

Components: V, S, F

Casting Time: 1 standard action

Range: 60 feet.

Target: All blood within 20 ft. radius sphere.

Duration: one minute per Caster's Level

Saving Throw: Will negates

Spell Resistance: Yes


With this spell, sighted creatures can clearly see where blood lies as it now glows in a ghastly red light. Anyone who can see the blood will see it glow. The intensity of the glow depends upon how old it is: Bright, within minutes old; Torch-light intensity, hours old; dimly lit (candle bright), days old; faintly phosphorescent, weeks old. Blood older than a month can not be detected with this spell (although stains may be present to normal sight). Any quantity of blood can be seen, down to a speck, and the Blood glow will shine through clothing, 1” of steel, 1' of stone or weed, or a thin sheet of lead. Creatures and monster's who feed on blood will be drawn to the highest concentration of glowing blood as they will instinctively know what it is that they are now seeing.



Cleansing

Transmutation

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: 10 ft. per level

Target: 5 ft. radius per level sphere

Duration: instantaneous

Saving Throw: None

Spell Resistance: Yes


The target area (the volume of a sphere), is cleansed of all traces of blood and other bodily fluids, dirt, grime, dust, powder (if the stuff is in a sealed container, it remains unaffected). Simply, it is all gone in an instant. Loose ground will be as if swept clean by this spell. Green slime and oozes are not affected, nor are insects, but germs and bacteria are cleaned by this spell also. Loose ash, sand, and sediment is also cleared away up to 1” thick per level of caster. Hairs, lint, scales, and skin flakes are also remmoved by means of a Cleansing spell.


Diffuse Magic

Transmutation

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action per ailment or injury

Range: 100 ft + 10 ft per level

Target: One spell

Duration: until end of target spell

Saving Throw: None

Spell Resistance: No


This spell thins out and spreads magic's area of effect and thereby lessening the strength thereof. The target spell's area of effect is multiplied by the Diffuser's caster level (maximum) and the effectiveness of the spell is lessened by the same multiple. The amount of this diffusion is up to the caster at the time of casting. The caster must make a diffusion check by rolling a d20 and adding their caster's level to the die roll (maximum +10). The DC for targeted magic or spell is 11 + Spell Level. This spell may be used to “counter” instantaneous spells from a source, but the diffusion check must be successful or it won't work.


Diagnose

Divination

Level: Sor/Wiz 3, Cleric 0, Paladin/Druid 1, Ranger 2

Components: V, S, F

Casting Time: 1 standard action per ailment or injury

Range: Touch

Target: One creature

Duration: 0

Saving Throw: Will negates

Spell Resistance: Yes


By means of this spell, the caster my diagnose the various injuries and determine the basic category of an illness. This knowledge gives the caster a +1 hit point curative bonus per Wisdom bonus to any one healing attempt, either using the Healing Skill or Cure Spells. Each malady, disease or illness maybe be determined in a general sense (i.e.: food poisioning, virus, curse, infection, side effect of some sort of magic, or some type of venom).


Epidermic Transmutation

Enchantment

Level: Sor/Wiz 3

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: Half hour per level of caster

Saving Throw: Fort negates

Spell Resistance: Yes


The skin of a touched creature becomes the same as the skin of another touched creature. The caster must touch both creatures simultaneously at the time of casting. If, for example, a bear is used, a humanoid can gain the same insulating qualties from having bear fur as a bear would have. This could be life saving if in a cold environment or deadly in a desert. A frog's skin grants resistance to water, but also susceptibility to drying out and environmental toxins. A shark, salamander, frog, otter, or fish skin give a +5 ft. swimming movement through water. Having the scales of a dragon would benefit the recipient as if they were wearing dragon-hide armor and give resistances to the type of attacks that the particular type dragon has. This transformation can have a detrimental affect on charisma (up to -2) when dealing with others of their same general form.


Magical Contrail

Enchanment

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: 100 ft + 10 ft per level

Target: One creature or object

Duration: 10 minutes + 1 minute per level

Saving Throw: None

Spell Resistance: No


This spell attaches a contrail of magic which trails behind the target when it moves. Anyone using Detect Magic can see the trail as a line of magical residue indicating the path of the target. It takes an hour for the contrail to fade away. One contrail may be established per caster's level affecting one target each. A distinctive “color” maybe assigned to each.


Mantle of Shadow Entelechy

Transformation

Level: Sor/Wiz 10

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One spell caster

Duration: 10 minutes + 1 minute per level

Saving Throw: Will Negates (if interacted with); varies, See Text

Spell Resistance: Yes


While under this spell, the target becomes a conduit for shadow energies, focusing them, bringing them closer to the edge of reality and beyond. When he then casts any of the SHADOW Conjuration or Evocation spells, they will function at +40% more to their effectiveness and he may then cast up to one spell level higher for the spells being copied. The DC's for the SHADOW spells +2 per caster level above 19th. In fact, any illusions spells cast while under the Mantle of Shadow Entelechy have their DC's adjusted by this amount.


Pallative

Enchantment

Level: Cleric 1

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: One hour per Caster's Level

Saving Throw: Will negates

Spell Resistance: Yes


This spell will give a pause to any bleeding, infection or disease for the duration. It effectively puts the harmful agent into stasis and the recipient will experience no further degradation of their condition.


Smell Blood

Enchantment

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature's nose

Duration: 10 minutes per caster's level

Saving Throw: Will negates

Spell Resistance: Yes


The nose touched by the caster while using this spell will have a heightened sense for smelling red blood. It can be smelled from 60 feet away and in quantities as little as a drop. Larger quantities may be smelled from further away with the variable of wind speed and direction taken into account. A slaughtered medium creature can be detected from up to 1 mile away and a huge battle up to 10 miles away. The general direction and relative strength may be determined by a Smell Blood spell.


Plasma Flare

Enchantment

Level: Sor/Wiz 9

Components: V, S, F

Casting Time: 1 standard action

Range: 100' + 10' per level

Target: Expanding Loop or Filament of Plasma (as per cone or beam)

Duration: instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes


This spell creates a fourth state of matter, Flaring outwards like a solar flare loop or in a wild, twisting stream (caster's choice). Being an entirely different attack form, only those creatures who have specific resistance to Plasma have any defense against these ultra-hot, charged ions. Electrical and/or fire resistance will not prevent this sort of attack. The Plasma does 1d6 hit points per level of the caster (maximum 30d6). It is hard to control at times and the caster must make a ranged attack against whatever targets (s)he is aiming at.



 



 

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